TIMELINE: A Civilization concept by Lord Lakely

There are six Technological Eras: Ancient, Classical, Feudal, Renaissance, Industrial, Atomic and Modern.
Is Atomic supposed to be before Modern? Or is Modern supposed to be more like the Information Age and onwards.
 
Is Atomic supposed to be before Modern? Or is Modern supposed to be more like the Information Age and onwards.
I was thinking "modern" more in line with the present-day? Like the period after the second world war until the end of the cold war.

I suppose I could call it the Information era just to avoid confusion. The Wonders I picked for that Era are all post WW2 anyway.
 
I was thinking "modern" more in line with the present-day? Like the period after the second world war until the end of the cold war.

I suppose I could call it the Information era just to avoid confusion. The Wonders I picked for that Era are all post WW2 anyway.
I would associate anything "Atomic" with post WWII and Cold War. If you meant to combine the two into one period, then the name "Modern" works fine.
 
I would associate anything "Atomic" with post WWII and Cold War. If you meant to combine the two into one period, then the name "Modern" works fine.
I just checked on my spreadsheet, and that's indeed how I have it.
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note to self: NEVER work on memory alone after work!
 
nope! Atomic and Modern are the same thing. Apologies for the confusion!
 
First Look: The INDIAN Civilization

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From Indus to Ganges, the Indian subcontinent has been the ancetral home of many powerful empires over the millennia. Although never fully unified until the British colonization, several Indian states came close to conquering the entire area: the Mauryans, Guptas, Cholas, Marathas and Mughals amongst them. Ethnically and religiously diverse, India has been a crucible for new ideas and engineering marvels, a home for people adapting themselves to each other's differences.

Water, as if often is, is life in Inda. The Indian Civilization bonus, Avatarana, gives the Indians a large bonuses to Food and Religion in all Cities settled on or adjacent to Fresh Water.

The Indians also have access to the Stepwell, which in this iteration of the game is a Growth Building that provides a substational increase to Housing and Food compared to that of the Cistern building, which it replaces.

These two bonuses allow the Indian cities to grow quickly right out of the gate.

The Indians also have two factions at their disposal: The Mauryan
Empire, a Classical Era empire spearheaded by Emperor Ashoka Maurya, which focuses on early expansion, growth and religion, and the Mughal Empire, led by Empress-consort Nur Jahan, with a strong focus on religious tolerance, appeal and production.


Civilization Ability: AVATARANA
The Indians receive bonus Faith and Growth from settling on Navigable Rivers.
  • Cities receive +1 :c5faith:Faith from Fresh Water, or +2 :c5faith: Faith if the City is on a Navigable River
  • +15% :7food: Growth Rate in River Cities
A simple, straight forward bonus setting up both Religion and high population.

Civilization Unique: STEPWELL
A large water reservoir, helping to sustain life in the city.
Tier 2 :7food: Growth building, replaces the Cistern

Regular Cistern Bonuses
  • +2 base :c5citystate:Housing
  • + 2 base :7food: Food
  • +1 additional :7food: Food from every 2 tiles with Residences in this District
  • +1 additional :c5citystate:Housing from Bathhouses and their upgrades if in the same District
  • Grants Fresh Water to the City if it doesn't have it yet.
  • +2 :yuck: Pollution
  • Upgrades into the Reservoir
Additional bonuses exclusive to the Stepwell:
  • +4 :7food: Food (instead of 2)
  • +2 :health: Sanitation Amenities (instead of +2 :yuck: Pollution) if its District is adjacent to a River or Mountain
  • +1 :c5citystate: Housing for every Farm improvement adjacent to its District.
Maximum one per District.

Cisterns and Stepwells take up two slots inside Districts, as they are Tier 2 buildings.
Farm improvements are the Field, the Plantation and the Pasture.


INDIAN FACTION #1: MAURYA

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The Mauryan Empire was the first Indian state of note. Emerging from the banks of the Ganges river, they quickly expanded their borders and conquered their surrounding neighbours, establishing an empire that stretched from Afghanistan in the west to Bangladesh in the east and the Deccan plateau in the south.

The Mauryan empire was characterized by its military prowess, but also by its organized administration and religious enlightenment. Its Faction Ability, Dhamma Lipi, grants players the choice between a free Monument or a free Light Infantry unit whenever they settle a new city. If the City is settled on a Navigable River however, they get both.

Maurya also have two uniques at their disposal. Their Unique unit, the 'Varu', makes a return from Civilization 6. This Elephant unit reduces the maximum morale in adjacent enemy stacks, reducing the damage they dish out.

Maurya's unique infrastructure is a tile Improvement called the 'Vihara'. These complexes, now mostly known as monastic enclaves, started out as pleasure houses along the road. As such, these Monastery improvements give bonus prestige and amenities to their city, especially if they're placed adjacent to Rivers and Mountains.



Faction Overview: MAURYA
Colour Scheme: Purple on Cyan
Adjective: Mauryan
Your in-game name is
'MAURYA'


Mauryan Faction Ability: DHAMMA LIPI
Mauryan Cities receive a free unit or Monument, or both if they're settled next to a River.
  • Newly settled Cities choose between receiving a free :7prod:Blueprint towards a :7culture: Monument building or a free :7prod:Prototype towards a Light Infantry unit.
  • Cities settled on Rivers receive both.

The Maurya are designed to be the game's 'noob-friendly' Civilization, with a free Monument and/or military unit in every newly settled City. The nature of the bonus is called 'Dhamma Lipi' to express the duality of their leader, Ashoka.
Blueprints are tokens that can be spent to instantly get a free building.
Prototypes are tokens that can be spend to instantly get a free unit.


Monument stats:

Spoiler Monument :

Monument
Tier 1 Environmental building
  • +1 base :7culture:Culture
  • +1 additional :c5influence: Prestige
  • +1 :7culture: Culture and +1 :c5influence: Prestige from every 2 other Buildings adjacent to it (inside its District)
  • Decreases :c5angry: Unrest by -2
  • Limited to one per District
nb: Culture and Prestige are both important for the purpose of gaining territory, as Culture expands your borders in a radius, and Prestige determines the speed at which you acquire Cores (tiles locked towards your Civilization) inside your borders.



Mauryan UU: VARU
Heavy Cavalry unit
  • Replaces the Cataphract
  • Inflicts full :greatwork: Morale Damage when attacking (except against other 'War Elephant' and 'Camel' units)
  • Counts as a 'War Elephant' unit.
    • additional :strength:Strength and reduced :7prod::7money: Recruitment Cost from every accessible copy of the 'Ivory' Resource.
    • +15% Damage vs Infantry
    • takes full Morale damage from Camel units and Gunpowder units (bonus doesn't stack)

Morale is the factor that determines the percentage of full damage inflicted by units to the enemy's health. A unit with 100% morale inflicts full strength damage. units with 50% morale inflict half damage, etc.
Morale is reduced as HP numbers go down, at half the usual rate. It also recovers more slowly than HP.


Mauryan UI: VIHARA
Monastery improvement

Inherent Monastery bonuses:
  • +2 base :c5faith: Faith
  • +1 additional :c5faith: Faith from tile adjacency to Urban tiles (Districts, Landmark Improvements and Villages)
  • +1 :7science: Knowledge for every 2 :c5faith: Faith on this tile
  • Cannot be placed adjacent to another Monastery Improvement.
  • Limited to one per City level and can only be placed on a Core tile.
Additional bonuses:
  • +1 additional :c5influence: Prestige from tile adjacency to Mountains and Navigable Rivers.
  • +1 additional:c5faith: Faith from every 2 :c5influence: Prestige on this tile
  • +2 :7happy: Entertainment Amenities
  • Can be built on Mountain tiles.
  • Does not replace the regular Monastery.

The Vihara gives the Mauryan empire a large amount of :c5faith:Faith, while also providing a steady trickle of :c5influence:Prestige and :7science:Knowledge if they take advantage of their native terrain. The amenities will help the Maurya manage the City Approval ratings in their population centres.

Mauryan City List
Capital
: :c5capital: Pataliputra
Core Cities: Indraprashta, Mathura, Taxila, Ujjain & Varanasi
Imperial Cities: Ayodhya, Bodhgaya, Kannauj, Kaushambi, Pushkalavati, Prayaga, Rajagriha, Survanagiri, Toshali & Vidisha
Other Cities: Amaravathi, Bairat, Besnagar, Bharutkatchha, Bikrampur, Brahmagiri, Champa, Dantapuram, Dhauli, Hampi, Jabalpur, Jaugada, Junagadh, Kanchipuram, Lampaka, Mansehra, Maski, Meerut, Mukhalingam, Patala, Pithapuram, Pundranagar, Ranigat, Sagala, Sanchi, Sannati, Sarnath, Saru Maru, Siddapur, Sisupalgarh, Sopara, Sravasti, Tamralipti, Topra, Udabhandapura & Vaishali.


Spawn: The Mauryan Settler starts on a Tropical tile adjacent to a Navigable river, within 2 tiles of a Mountain.
Terrain Bias: River, Tropical, Mountain.
Resource Bias: Ivory, Spices

ASHOKA leads MAURYA in TIMELINE!
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Ashoka Maurya, also known as Ashoka the Great was the grandson of Chandragupta, the founder of the Mauryan dynasty. An effective warrior during the first half of his reign, Ashoka conquered vast swaths of land, often in brutal fashion. He came to regret the destruction he wrought later in his life, decidated himself towards Buddhism and maintaining order in his realm. His signature Chakra wheel and lion-headed pillars have remained symbols of Indian national pride

The duality of Ashoka's reign is present in his ability, Devanampriya, which grants Faith in his cities when he's at peace and Prestige when he's at war. All of Ashoka's Cities can be affected by two Pantheons at once. He also starts with the Polytheism technology already researched, locking him out of Monotheism forever.


Ashoka speaks the Pali language.

Ashoka's leader ability: DEVANAMPRIYA
  • Start with knowledge of Polytheism and may not learn Monotheism.
  • All Cities may select a :c5faith: Pantheon once they've accumulated 24 :c5faith: Faith.
  • All Cities select a second :c5faith: Pantheon once they've accumulated 50:c5faith: Faith
  • All owned Cities receive +2 :c5faith: Faith when at Peace, and +2 :c5influence: Prestige when at War
Ashoka's default personality is Pacifistic
  • His alternate personalities are Ruthless and Xenophobic
These personalities allow for Ashoka's duality to shine. 60% chance of being World Renouncer, 40% chance of being World Destroyer.

Ashoka's default strategies are Guru, which focuses on Faith gain and Religion, and Ecologist, which focuses on Food, Growth, high Population and good City Health.

Ashoka's Agenda is Priyadasi
  • Increased Flavour towards settling cities
  • Increased Flavour towards maintaining a large army
  • Significantly more tolerant towards those with different State Religions (negligable relationship penalties from different religion)
  • Less tolerant towards those near him (all relations penalties are larger, and all bonuses are smaller if you share a border with Ashoka)

Ashoka favours Buddhism as his Founded religion.

INDIAN FACTION #2: MUGHAL
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The Mughals, also known as the Gurkani, were a Persian dynasty of Mongolic descent from present day Uzbekistan that conquered most of the Indian subcontinent in the 16th Century. Unifying most of India, or 'Hindustan' as they called it, under one banner, the Mughal imposed policies of religious tolerance and high taxation, creating the outward image of a prosperous paradise.

The Mughal unique bonus, 'Din-i-Ihlani' reflect this. The Mughals receive bonus yields from all religious followers in their Cities, depending whether they or not follow the State Religion. Mughal Cities always follow the State Religion, as long as they have already one follower of the Mughal State religion, and have bonus Housing.

The Mughal unique unit is the Zamburak. This Gunpower and Cavalry Archer unit is also a Camel unit and has double movement in open Desert, Plains and Tropical terrain, allowing the Mughals to quickly expand in those areas.

The Mughals also have a unique tile improvement called the 'Maqbara'. This splendid Mausoleum replaces the Cemetery and grants bonuses to Culture, Tourism and Tile appeal.




Faction Overview: MUGHAL
Colour Scheme: Purple on Orange
Adjective: Mughal
Your in-game name is
'MUGHAL'

Mughal Faction Ability: DIN-I-IHLANI
Every Mughal city receives extra Housing and counts as following the state religion as long as at least one Population in that city follows the State Relgion. Populations following the state religion in Mughal cities give bonus Coin. Populations following another religion give bonus Production.
  • +1 :c5citystate: Housing in every City per City Level.
  • +4 :7money: Coin for every follower of the:religion: State Religion or Mughal :c5faith:Pantheon in Mughal cities.
  • +2 :7prod: Production for every follower of a :religion:non-State Religion present in Mughal Cities
  • all Mughal Cities count as following the :religion:State Religion as long as at least one :c5citizen: Population follows the :religion: State Religion.
The Mughals are highly tolerant towards different faiths, and are able to leverage them for bonus production and coin in their cities. The bonus to Housing allows them to construct more buildings, as their Population will require fewer Residences.

Mughal UU: ZAMBURAK
Unique Cavalry Archer and Gunpower Unit.
  • Replaces the Dragoon
  • Double :move:Movement in open Desert, Plains and Tropical terrain.
  • Count as a 'Camel' unit
    • bonus :strength: Strength and decreased cost from additional copies of the 'Camel' resource
    • +6 :strength:Strength vs Cavalry
    • +6 :strength:Strength against Elephants (stacks with the Cavarly bonus)
  • Counts as a 'Gunpowder' unit
    • bonus :strength: Strength and decreased cost from additional copies of the 'Nitre' resource
    • Inflicts full :greatwork: Morale damage against Cavalry units


Mughal UI: MAQBARA
Unique Cemetery type improvement
  • Inherent Cemetery bonuses:
    • +2 base :c5faith:Faith
    • +1 :c5citystate:Housing per adjacent District
    • +2 :health: Sanitation Amenities per adjacent District
  • Additional bonuses:
    • +1 base :7culture:Culture, and +1 additional:7culture: Culture per World Wonder in or on adjacent tiles.
    • +1 :c5goldenage: Appeal on and adjacent.
    • :tourism: Tourism equal to :7culture: Culture after Flight.
    • +25% :tourism: Tourism from :c5goldenage: Breathtaking Appeal (stacks with other Maqbara)
Limited to one per City Level. Replaces the Cemetery.

Mughal City List
Capital
: :c5capital: Agra
Core Cities: Delhi, Kabul, Kandahar, Lahore & Karachi.
Imperial Cities: Ahmedabad, Amritsar, Bangalore, Dhaka, Fatehpur Sikri, Hyderabad, Kolkata, Multan, Peshawar & Rawalpindi.
Other Cities: Ahmednagar, Ajmer, Allahabad, Amber, Aurangabad, Benares, Bharuch, Bijapur, Bikaner, Chattogram, Darjeeling, Gauda, Golkonda, Gulbarga, Indore, Jaipur, Jaisalmer, Jhansi, Jinjee, Jodhpur, Jaunpur, Kollam, Kolhapur, Lucknow, Madurai, Mumbai, Mysore, Nagaur, Panipat, Pune, Quetta, Ranchi, Sialkot, Sira, Sirhind, Srinagar, Thatta, Uch & Udaipur.


Spawn: The Mughal Settler starts on a Plains tile adjacent to a 'Hunting Camp' resource and a River.
Terrain Bias: Plains, River
Resource Bias: Camel, Nitre, Cotton.


NUR JAHAN leads MUGHAL in TIMELINE!
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Born an Afgan-Persian princess, Nur Jahan married into the powerful Mughal dynasty. When her husband Jahangir ascended to the throne, it was Nur who held the actual power, demonstrating respect, privilege and influence no woman had been given before in Hindustan. During her reign, Hindustan flourished. Nur Jahan was a keen huntress, and patronized local artists. She built splendid monuments, gardens and mausoleums to show the empire's prosperity to visiting merchants, and is personally credited with inventing several forms of textiles.

Nur Jahan's ability is "Light of the World" which happens to be the meaning of the name Nur Jahan. Nur's Hunting Camps have better yields and provide Appeal. Nur is also able to leverage Mughal's high Appeal tiles into bonus Coin and Culture, the last of which makes them generate Cultural Heritage and Tourism.

Nur Jahan speaks the Dari language.

Nur Jahan's Leader ability: LIGHT OF THE WORLD
Nur Jahan receives bonus production and appeal from Hunting Camps and Coin from tiles with Breathtaking appeal. Breathtaking appeal tiles also receive bonus Culture in cities with at least one World Wonder. Finally, Nur Jahan builds Workshops and Ménagerie-line buildings faster.
  • +2 :7prod:Production and +1 :c5goldenage: Appeal on improved 'Hunting Camp' Resources.
  • +1 :7money: Coin on tiles with :c5goldenage: Breathtaking Appeal
  • +1 :7culture: Culture on tiles with :c5goldenage: Breathtaking Appeal in Cities with at least one World Wonder
  • +50% :7prod: Production and :7money: Coin towards constructing and rushing Ménagerie-line buildings and Workshops.
Nur Jahan's default personality is Aggressive, which makes her more likely to declare wars and be a warmonger.
  • Her alternate personalities are Philantropic and Bold.
Nur Jahan's default strategies are Builder, which focuses on increasing Production yields and building World Wonders, and Patron, which focuses on building up Culture, collecting Great Works and recruiting Great People.

Nur Jahan's agenda is Paradise of Nations
  • Increased modifier towards building Hunting Camp improvements.
  • Increased modifier towards building Mercantile buildings, Environmental Buildings and Workshops
  • Increased modifier towards building up a strong land army
  • Improved disposition towards those that have many high appeal tiles.

Nur Jahan favours Islam and Hinduism as her founded religions.

When playing the Indians, expand in fertile river lands to establish early growth and secure enough faith to unlock your pantheons. Ashoka's Maurya allow India to develop more quickly and really double down on its religious bonuses for flexibilty, while Nur Jahan's Mughals give strong Production and Culture bonuses putting them in a great position to win Culture Victory.

Will your piety help shape your empire as a religious and cultural melting put? What mark will the Indians leave on your TIMELINE?
 
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I like some of it, I dislike some of it, but I gotta say I'm impressed by the effort you've put into this.
I've been sitting on it for 7 years (most of it Civ designs), so it would be weird if I had not put much effort into it :P

I will say that I'm way more on the builder side than on the warmonger side of 'Civilization' player. I'm not sure whether one can tell, but most kits in the game will offer more than just warmongering, and some degree of planning, including the Mongol Civ that is yet to come.
 
First Look: The INDIAN Civilization

View attachment 735215

From Indus to Ganges, the Indian subcontinent has been the ancetral home of many powerful empires over the millennia. Although never fully unified until the British colonization, several Indian states came close to conquering the entire area: the Mauryans, Guptas, Cholas, Marathas and Mughals amongst them. Ethnically and religiously diverse, India has been a crucible for new ideas and engineering marvels, a home for people adapting themselves to each other's differences.

Water, as if often is, is life in Inda. The Indian Civilization bonus, Avatarana, gives the Indians a large bonuses to Food and Religion in all Cities settled on or adjacent to Fresh Water.

The Indians also have access to the Stepwell, which in this iteration of the game is a Growth Building that provides a substational increase to Housing and Food compared to that of the Cistern building, which it replaces.

These two bonuses allow the Indian cities to grow quickly right out of the gate.

The Indians also have two factions at their disposal: The Mauryan
Empire, a Classical Era empire spearheaded by Emperor Ashoka Maurya, which focuses on early expansion, growth and religion, and the Mughal Empire, led by Empress-consort Nur Jahan, with a strong focus on religious tolerance, appeal and production.


Civilization Ability: AVATARANA
The Indians receive bonus Faith and Growth from settling on Navigable Rivers.
  • Cities receive +1 :c5faith:Faith from Fresh Water, or +2 :c5faith: Faith if the City is on a Navigable River
  • +15% :7food: Growth Rate in River Cities
A simple, straight forward bonus setting up both Religion and high population.

Civilization Unique: STEPWELL
A large water reservoir, helping to sustain life in the city.
Tier 2 :7food: Growth building, replaces the Cistern

Regular Cistern Bonuses
  • +2 base :c5citystate:Housing
  • + 2 base :7food: Food
  • +1 additional :7food: Food from every 2 tiles with Residences in this District
  • +1 additional :c5citystate:Housing from Bathhouses and their upgrades if in the same District
  • Grants Fresh Water to the City if it doesn't have it yet.
  • +2 :yuck: Pollution
  • Upgrades into the Reservoir
Additional bonuses exclusive to the Stepwell:
  • +4 :7food: Food (instead of 2)
  • +2 :health: Sanitation Amenities (instead of +2 :yuck: Pollution) if its District is adjacent to a River or Mountain
  • +1 :c5citystate: Housing for every Farm improvement adjacent to its District.
Maximum one per District.

Cisterns and Stepwells take up two slots inside Districts, as they are Tier 2 buildings.
Farm improvements are the Field, the Plantation and the Pasture.


INDIAN FACTION #1: MAURYA

View attachment 735212

The Mauryan Empire was the first Indian state of note. Emerging from the banks of the Ganges river, they quickly expanded their borders and conquered their surrounding neighbours, establishing an empire that stretched from Afghanistan in the west to Bangladesh in the east and the Deccan plateau in the south.

The Mauryan empire was characterized by its military prowess, but also by its organized administration and religious enlightenment. Its Faction Ability, Dhamma Lipi, grants players the choice between a free Monument or a free Light Infantry unit whenever they settle a new city. If the City is settled on a Navigable River however, they get both.

Maurya also have two uniques at their disposal. Their Unique unit, the 'Varu', makes a return from Civilization 6. This Elephant unit reduces the maximum morale in adjacent enemy stacks, reducing the damage they dish out.

Maurya's unique infrastructure is a tile Improvement called the 'Vihara'. These complexes, now mostly known as monastic enclaves, started out as pleasure houses along the road. As such, these Monastery improvements give bonus prestige and amenities to their city, especially if they're placed adjacent to Rivers and Mountains.



Faction Overview: MAURYA
Colour Scheme: Purple on Cyan
Adjective: Mauryan
Your in-game name is
'MAURYA'


Mauryan Faction Ability: DHAMMA LIPI
Mauryan Cities receive a free unit or Monument, or both if they're settled next to a River.
  • Newly settled Cities choose between receiving a free :7prod:Blueprint towards a :7culture: Monument building or a free :7prod:Prototype towards a Light Infantry unit.
  • Cities settled on Rivers receive both.

The Maurya are designed to be the game's 'noob-friendly' Civilization, with a free Monument and/or military unit in every newly settled City. The nature of the bonus is called 'Dhamma Lipi' to express the duality of their leader, Ashoka.
Blueprints are tokens that can be spent to instantly get a free building.
Prototypes are tokens that can be spend to instantly get a free unit.


Monument stats:

Spoiler Monument :

Monument
Tier 1 Environmental building
  • +1 base :7culture:Culture
  • +1 additional :c5influence: Prestige
  • +1 :7culture: Culture and +1 :c5influence: Prestige from every 2 other Buildings adjacent to it (inside its District)
  • Decreases :c5angry: Unrest by -2
  • Limited to one per District
nb: Culture and Prestige are both important for the purpose of gaining territory, as Culture expands your borders in a radius, and Prestige determines the speed at which you acquire Cores (tiles locked towards your Civilization) inside your borders.



Mauryan UU: VARU
Heavy Cavalry unit
  • Replaces the Cataphract
  • Inflicts full :greatwork: Morale Damage when attacking (except against other 'War Elephant' and 'Camel' units)
  • Counts as a 'War Elephant' unit.
    • additional :strength:Strength and reduced :7prod::7money: Recruitment Cost from every accessible copy of the 'Ivory' Resource.
    • +15% Damage vs Infantry
    • takes full Morale damage from Camel units and Gunpowder units (bonus doesn't stack)

Morale is the factor that determines the percentage of full damage inflicted by units to the enemy's health. A unit with 100% morale inflicts full strength damage. units with 50% morale inflict half damage, etc.
Morale is reduced as HP numbers go down, at half the usual rate. It also recovers more slowly than HP.


Mauryan UI: VIHARA
Monastery improvement

Inherent Monastery bonuses:
  • +2 base :c5faith: Faith
  • +1 additional :c5faith: Faith from tile adjacency to Urban tiles (Districts, Landmark Improvements and Villages)
  • +1 :7science: Knowledge for every 2 :c5faith: Faith on this tile
  • Cannot be placed adjacent to another Monastery Improvement.
  • Limited to one per City level and can only be placed on a Core tile.
Additional bonuses:
  • +1 additional :c5influence: Prestige from tile adjacency to Mountains and Navigable Rivers.
  • +1 additional:c5faith: Faith from every 2 :c5influence: Prestige on this tile
  • +2 :7happy: Entertainment Amenities
  • Can be built on Mountain tiles.
  • Does not replace the regular Monastery.

The Vihara gives the Mauryan empire a large amount of :c5faith:Faith, while also providing a steady trickle of :c5influence:Prestige and :7science:Knowledge if they take advantage of their native terrain. The amenities will help the Maurya manage the City Approval ratings in their population centres.

Mauryan City List
Capital
: :c5capital: Pataliputra
Core Cities: Indraprashta, Mathura, Taxila, Ujjain & Varanasi
Imperial Cities: Ayodhya, Bodhgaya, Kannauj, Kaushambi, Pushkalavati, Prayaga, Rajagriha, Survanagiri, Toshali & Vidisha
Other Cities: Amaravathi, Bairat, Besnagar, Bharutkatchha, Bikrampur, Brahmagiri, Champa, Dantapuram, Dhauli, Hampi, Jabalpur, Jaugada, Junagadh, Kanchipuram, Lampaka, Mansehra, Maski, Meerut, Mukhalingam, Patala, Pithapuram, Pundranagar, Ranigat, Sagala, Sanchi, Sannati, Sarnath, Saru Maru, Siddapur, Sisupalgarh, Sopara, Sravasti, Tamralipti, Topra, Udabhandapura & Vaishali.


Spawn: The Mauryan Settler starts on a Tropical tile adjacent to a Navigable river, within 2 tiles of a Mountain.
Terrain Bias: River, Tropical, Mountain.
Resource Bias: Ivory, Spices

ASHOKA leads MAURYA in TIMELINE!
View attachment 735219

Ashoka Maurya, also known as Ashoka the Great was the grandson of Chandragupta, the founder of the Mauryan dynasty. An effective warrior during the first half of his reign, Ashoka conquered vast swaths of land, often in brutal fashion. He came to regret the destruction he wrought later in his life, decidated himself towards Buddhism and maintaining order in his realm. His signature Chakra wheel and lion-headed pillars have remained symbols of Indian national pride

The duality of Ashoka's reign is present in his ability, Devanampriya, which grants Faith in his cities when he's at peace and Prestige when he's at war. All of Ashoka's Cities can be affected by two Pantheons at once. He also starts with the Polytheism technology already researched, locking him out of Monotheism forever.


Ashoka speaks the Pali language.

Ashoka's leader ability: DEVANAMPRIYA
  • Start with knowledge of Polytheism and may not learn Monotheism.
  • All Cities may select a :c5faith: Pantheon once they've accumulated 24 :c5faith: Faith.
  • All Cities select a second :c5faith: Pantheon once they've accumulated 50:c5faith: Faith
  • All owned Cities receive +2 :c5faith: Faith when at Peace, and +2 :c5influence: Prestige when at War
Ashoka's default personality is Pacifistic
  • His alternate personalities are Ruthless and Xenophobic
These personalities allow for Ashoka's duality to shine. 60% chance of being World Renouncer, 40% chance of being World Destroyer.

Ashoka's default strategies are Guru, which focuses on Faith gain and Religion, and Ecologist, which focuses on Food, Growth, high Population and good City Health.

Ashoka's Agenda is Priyadasi
  • Increased Flavour towards settling cities
  • Increased Flavour towards maintaining a large army
  • Significantly more tolerant towards those with different State Religions (negligable relationship penalties from different religion)
  • Less tolerant towards those near him (all relations penalties are larger, and all bonuses are smaller if you share a border with Ashoka)

Ashoka favours Buddhism as his Founded religion.

INDIAN FACTION #2: MUGHAL
View attachment 735213

The Mughals, also known as the Gurkani, were a Persian dynasty of Mongolic descent from present day Uzbekistan that conquered most of the Indian subcontinent in the 16th Century. Unifying most of India, or 'Hindustan' as they called it, under one banner, the Mughal imposed policies of religious tolerance and high taxation, creating the outward image of a prosperous paradise.

The Mughal unique bonus, 'Din-i-Ihlani' reflect this. The Mughals receive bonus yields from all religious followers in their Cities, depending whether they or not follow the State Religion. Mughal Cities always follow the State Religion, as long as they have already one follower of the Mughal State religion, and have bonus Housing.

The Mughal unique unit is the Zamburak. This Gunpower and Cavalry Archer unit is also a Camel unit and has double movement in open Desert, Plains and Tropical terrain, allowing the Mughals to quickly expand in those areas.

The Mughals also have a unique tile improvement called the 'Maqbara'. This splendid Mausoleum replaces the Cemetery and grants bonuses to Culture, Tourism and Tile appeal.




Faction Overview: MUGHAL
Colour Scheme: Purple on Orange
Adjective: Mughal
Your in-game name is
'MUGHAL'

Mughal Faction Ability: DIN-I-IHLANI
Every Mughal city receives extra Housing and counts as following the state religion as long as at least one Population in that city follows the State Relgion. Populations following the state religion in Mughal cities give bonus Coin. Populations following another religion give bonus Production.
  • +1 :c5citystate: Housing in every City per City Level.
  • +4 :7money: Coin for every follower of the:religion: State Religion or Mughal :c5faith:Pantheon in Mughal cities.
  • +2 :7prod: Production for every follower of a :religion:non-State Religion present in Mughal Cities
  • all Mughal Cities count as following the :religion:State Religion as long as at least one :c5citizen: Population follows the :religion: State Religion.
The Mughals are highly tolerant towards different faiths, and are able to leverage them for bonus production and coin in their cities. The bonus to Housing allows them to construct more buildings, as their Population will require fewer Residences.

Mughal UU: ZAMBURAK
Unique Cavalry Archer and Gunpower Unit.
  • Replaces the Dragoon
  • Double :move:Movement in open Desert, Plains and Tropical terrain.
  • Count as a 'Camel' unit
    • bonus :strength: Strength and decreased cost from additional copies of the 'Camel' resource
    • +6 :strength:Strength vs Cavalry
    • +6 :strength:Strength against Elephants (stacks with the Cavarly bonus)
  • Counts as a 'Gunpowder' unit
    • bonus :strength: Strength and decreased cost from additional copies of the 'Nitre' resource
    • Inflicts full :greatwork: Morale damage against Cavalry units


Mughal UI: MAQBARA
Unique Cemetery type improvement
  • Inherent Cemetery bonuses:
    • +2 base :c5faith:Faith
    • +1 :c5citystate:Housing per adjacent District
    • +2 :health: Sanitation Amenities per adjacent District
  • Additional bonuses:
    • +1 base :7culture:Culture, and +1 additional:7culture: Culture per World Wonder in or on adjacent tiles.
    • +1 :c5goldenage: Appeal on and adjacent.
    • :tourism: Tourism equal to :7culture: Culture after Flight.
    • +25% :tourism: Tourism from :c5goldenage: Breathtaking Appeal (stacks with other Maqbara)
Limited to one per City Level. Replaces the Cemetery.

Mughal City List
Capital
: :c5capital: Agra
Core Cities: Delhi, Kabul, Kandahar, Lahore & Karachi.
Imperial Cities: Ahmedabad, Amritsar, Bangalore, Dhaka, Fatehpur Sikri, Hyderabad, Kolkata, Multan, Peshawar & Rawalpindi.
Other Cities: Ahmednagar, Ajmer, Allahabad, Amber, Aurangabad, Benares, Bharuch, Bijapur, Bikaner, Chattogram, Darjeeling, Gauda, Golkonda, Gulbarga, Indore, Jaipur, Jaisalmer, Jhansi, Jinjee, Jodhpur, Jaunpur, Kollam, Kolhapur, Lucknow, Madurai, Mumbai, Mysore, Nagaur, Panipat, Pune, Quetta, Ranchi, Sialkot, Sira, Sirhind, Srinagar, Thatta, Uch & Udaipur.


Spawn: The Mughal Settler starts on a Plains tile adjacent to a 'Hunting Camp' resource and a River.
Terrain Bias: Plains, River
Resource Bias: Camel, Nitre, Cotton.


NUR JAHAN leads MUGHAL in TIMELINE!
View attachment 735233
Born an Afgan-Persian princess, Nur Jahan married into the powerful Mughal dynasty. When her husband Jahangir ascended to the throne, it was Nur who held the actual power, demonstrating respect, privilege and influence no woman had been given before in Hindustan. During her reign, Hindustan flourished. Nur Jahan was a keen huntress, and patronized local artists. She built splendid monuments, gardens and mausoleums to show the empire's prosperity to visiting merchants, and is personally credited with inventing several forms of textiles.

Nur Jahan's ability is "Light of the World" which happens to be the meaning of the name Nur Jahan. Nur's Hunting Camps have better yields and provide Appeal. Nur is also able to leverage Mughal's high Appeal tiles into bonus Coin and Culture, the last of which makes them generate Cultural Heritage and Tourism.

Nur Jahan speaks the Dari language.

Nur Jahan's Leader ability: LIGHT OF THE WORLD
Nur Jahan receives bonus production and appeal from Hunting Camps and Coin from tiles with Breathtaking appeal. Breathtaking appeal tiles also receive bonus Culture in cities with at least one World Wonder. Finally, Nur Jahan builds Workshops and Ménagerie-line buildings faster.
  • +2 :7prod:Production and +1 :c5goldenage: Appeal on improved 'Hunting Camp' Resources.
  • +1 :7money: Coin on tiles with :c5goldenage: Breathtaking Appeal
  • +1 :7culture: Culture on tiles with :c5goldenage: Breathtaking Appeal in Cities with at least one World Wonder
  • +50% :7prod: Production and :7money: Coin towards constructing and rushing Ménagerie-line buildings and Workshops.
Nur Jahan's default personality is Aggressive, which makes her more likely to declare wars and be a warmonger.
  • Her alternate personalities are Philantropic and Bold.
Nur Jahan's default strategies are Builder, which focuses on increasing Production yields and building World Wonders, and Patron, which focuses on building up Culture, collecting Great Works and recruiting Great People.

Nur Jahan's agenda is Paradise of Nations
  • Increased modifier towards building Hunting Camp improvements.
  • Increased modifier towards building Mercantile buildings, Environmental Buildings and Workshops
  • Increased modifier towards building up a strong land army
  • Improved disposition towards those that have many high appeal tiles.

Nur Jahan favours Islam and Hinduism as her founded religions.

When playing the Indians, expand in fertile river lands to establish early growth and secure enough faith to unlock your pantheons. Ashoka's Maurya allow India to develop more quickly and really double down on its religious bonuses for flexibilty, while Nur Jahan's Mughals give strong Production and Culture bonuses putting them in a great position to win Culture Victory.

Will your piety help shape your empire as a religious and cultural melting put? What mark will the Indians leave on your TIMELINE?
This is a perfect way to show off what India could be. I like the fact that Stepwells are available for all of them, and even a potential future faction like the Chola could still use them.
My only complaint is I associate the Zamburak with the Iranian dynasties instead, so I'd have gone for a different Mughal UU, but otherwise everything else is great.
 
This is a perfect way to show off what India could be. I like the fact that Stepwells are available for all of them, and even a potential future faction like the Chola could still use them.
My only complaint is I associate the Zamburak with the Iranian dynasties instead, so I'd have gone for a different Mughal UU, but otherwise everything else is great.
The Mughals were Iranian though. Technically Timurid who were Mongolic and Iranian. :lol: Ho dear. But I think it's correct to make them a Persified subset of the Indian Civ.

The Zamburak was too cool of a unit to not include. They were used by the Mughals when they conquered India, so I think it's correct to include them. I considered the Sepoy as the Mughal UU (I also considered it for Indian Unique before ultimately going Stepwell), but yeah Cannons on Camels isn't beating that.
 
The Zamburak was too cool of a unit to not include. They were used by the Mughals when they conquered India, so I think it's correct to include them. I considered the Sepoy as the Mughal UU (I also considered it for Indian Unique before ultimately going Stepwell), but yeah Cannons on Camels isn't beating that.
I didn't mean for you to not include it all. I'd just personally put it as a UU for a Safavid faction under a Persian civ. But if you aren't going to include any of those then it's fine where it is.

P.S. I designed a Mughal civ for Civ 6 and gave them a Bombard UU (Kazan). It might not be the most emblematic, but heavy artillery played a huge role in their conquests. Plus, the Bombard didn't have a replacement yet. :)
 
'Dev Diary' #2: Tiles
One of my favourite aspects in Civilization has always been the map, so I've decided to retain that feature almost completely.

In Timeline, tiles are hexagonal, and maps are equal in both size and generation as they are in Civ 6 and Civ 7.

Because of this, I've decided to keep Civilization 7's terrain features and categorization. The only exception is Snow, which is now merged with Tundra.


Terrain & Features

Coastal: +1 :7food:Food
Desert
: +1 :7money: Coin
Grassland
: +2:7food: Food
Ocean: No Yield
Plains: +1 :7food:Food, +1 :7prod:Production
Tropical
: +2 :7money: Coin
Tundra
: +1 :7food:Food

Open
: Default yields
Vegetated: +1 :7prod:Production
Wet
: +1 :7food:Food, -1 :7money:Coin
Rough
: +1 :7prod:Production, -1 :7food: Food

Cliff
: Default Yields
Estuary: +1 :7food:Food, +2 :commerce:Coin.
Flood Plain: +2 :7food:Food, -1 :7money:Coin
Ice
: Removes all Yields
Lake: +1 :7food:Food, +1:7money: Coin
Navigable River
: +1 :7food: Food, +1:commerce: Coin
Minor River
: +1 :commerce:Coin
Mountain: +2 :7prod:Production
Reef: +1 :7prod: Production
Volcano
: +2:7prod: Production, +1 :7science: Knowledge

In addition to base Yields, tiles now also have a supply rating, which affects how many units can be stack on top of each other. This will be further explained when we discuss stacks and armies.

Spheres of Influence
Tiles are acquired with a combination of the Cultural Influence system in Civ 4, and the One Tile per Time expansion from Civ 5 onwards.

When a city is settled, it'll claim all hexes around the City Centre immediately. These tiles are inside your borders, where they can be improved by your workers and worked by your population.

Every City has a maximum radius of workable tiles, extending from a 3-hex ring from the City Centre. The radius itself can expand beyond that, generating cultural pressure for your Civilization.

This "Radius" is called the City's 'Sphere of Influence' and determines a few things: Obviously, it determines which tiles can be worked by the City.

Secondly, it sets the borders of your empire. The Faction that exerts the largest amount of 'Cultural Pressure' onto a tile claims it as their own. Cultural Pressure reduces by 20% for every tile it's away from the City Centre, making the maximum radius five tiles. Techs can later be researched that can extend that even further.

In the ealry to midgame game, a City's Sphere of Influence will determine how far :tourism: Tourists from other empires are willing to travel towards it. The more influentual your city is, the more Tourists it'll attract, and they'll come from cities that are farther away. This will eventually be rendered obselete by Tourism Rating in the endgame.

The Sphere of Influence is maintained by generating :7culture: Culture. This will fill up an Influence Level gauge displayed in the City Screen - once full, the City's Cultural Influence will expand, claiming neutral tiles and exerting pressure on all other tiles for your empire.

All tiles within the Spheres of Influence of your Cities that are inside your borders are your 'Claimed Land'. However, Claimed Land tiles aren't automatically locked towards your empire, and can be flipped if another player exerts more Cultural pressure onto the tiles, claiming them for their empire instead.

Claimed Land can be locked by turning it into a Core.

Core Territory
Cores are the tiles that your people consider to be a vital part of their history. They're the only tiles that cannot be flipped through passive cultural pressure. Once you own a Core, it stays with you until it is forcibly captured and annexed by an enemy. All your Cores put together make up your Empire's 'Core Territory'.

Unlike Claimed Land, Cores are acquired passively via the :c5influence: Prestige yield, which represents an empire's bureacracy, autority and legislation. The system is identical to Civ 5 & Civ 6 - Cities will slowly and passively core their most valuable tiles, claiming one every so many turns. The more :c5influence: Prestige your City generates, the faster this will happen.

Cores are important for City expansion too: Districts and Landmark Wonders can only be placed on Core Territory.

Unlike in previous Civ games, Timeline will offer players the option to choose the order in which tiles are cored by queueing them in a sepate menu in the City Screen. New cores have to be adjacent to an already existing core, however.

Players can also speed up the Coring process by paying outright :c5influence: Prestige cost to buy a tile of choice. Later in game, at Mercantilism, they'll have the option to spend :7money: Coin for this as well.

The more Cores a city has, the more expensive the next one is to buy or passively claim. Every core increases the cost of the next one in that city by 5%

Finally, Agents (Timeline's equivalent to Spies) can be assigned to tiles to core them for your empire, including those already owned and/or cored by other players.

Thomas Jefferson's ability, Manifest Destiny, makes his cores 15% more expensive, but the :c5influence: Prestige cost doesn't scale. He can also use :7money:Coin right out of the gate to core his territory.

Two more Factions have the ability to generate free cores. One automatically cores all Natural Wonder Tiles and Resources within their Sphere of Influence. The other cores all Tundra and Vegetated tiles adjacent to Rivers and Lakes inside their Sphere of Influence.


Improving Tiles
Tiles are improved using Workers. Builders and build charges are gone!

However, Worker times are drastically reduced from what they were in Civilization 5. Workers now only take five turns to build an improvement, or three turns to build an infrastructure. Landmark Wonders take 10 turns by default, per tile.

Additional Workers can be used to reduce Construction time by 1 turn. This is refered to as 'Worker Turns'.
Workers can also clear Vegetation and Wet terrain for a small boost in Production or Food, but only once per tile, and there is no overflow if you do so.

One of the Factions in the game has a -1 flat reduction to Worker Turns when building Improvements and Infastructure.

Improvements are your typical constructibles you place on tiles to enhance the yields. They include:
  • Farm-like improvements: These are improvements that generate:7food:Food for your empire, typically on Open or Wet terrain.
    • There are three kinds of 'Farm-like' Improvements:
      • Fields, which are used to improve 'Crop' resources and provide +0.5 bonus :7food:Food per adjacent Pasture or Plantation
      • Pastures, which are used to improve 'Animal' resources, and provide +0.5 bonus :7prod:Production per adjacent Field or Plantation
      • Plantations, which are used to improve 'Cash Crop' resources, and provide +0.5 bonus :7money: Coin per adjacent Field or Pasture
    • Any bonus that applies to 'Farms' will automatically apply to all three.


  • Mine-like improvements: these are improvements that generate :7prod:Production for your empire typically on Wet or Rough terrain.
    • ,There are three kinds of 'Mine-like' Improvements
      • Mine Shafts, which are used to improve Ores and Gems, and provide bonus +0.5 :7prod: Production per adjacent Mine Shaft.
      • Quarries, which are used to improve Stones and other Minerals, and provide bonus +0.5 :7prod:Production per adjacent Camp
      • Pits, which are used to improve Clay and Salt, and provide bonus +0.5 :7money: Coin per adjacent Town or Trading Post.
    • Any bonus that applies to 'Mines' applies to all three.

  • Camp-like improvements: these are improvements that generate :7prod:Production or :7food:Food for your empire, typically on Vegetated terrain
    • There are two kinds of 'Camp-like' Improvements
      • Logging Camps, which are used to improve 'Wood' and 'Resin' resources, and provide +0.5 :7prod:Production per adjacent vegetated or river tile.
      • Hunting Camps, which are used to improve 'Animal' resources, and provide +0.5 :7food: Food per adjacent vegetated or river tile
    • Any bonus that applies to 'Camps' applies to both.

  • Monasteries: These generate base :c5faith: Faith, have adjacency from Urban tiles, and bonus Knowledge based on their Faith output
  • Observatories: These generate base :7science:Knowledge, have adjacency from Mountains, and bonus Culture based on Knowledge output.
  • Statues: These generate base :7culture: Culture, have adjacency from Resources, and bonus Faith based on Culture output
  • Fortresses: These generate :c5influence: Prestige, have adjacency from Rivers, and bonus Fortification and Housing based on Prestige output
  • Trading Posts: These generate :c5gold: Coin, have adjacency from Rivers, Resources and Urban tiles, and bonus Prestige based on Coin output.
  • Cemetaries: These generate :c5citystate: Housing, have adjacency from Urban tiles, and additional flat Faith and Sanitation Amenities.
Marine tiles are improved with Fisheries, which generate base :7food: Food, but have no discernible adjacency bonus.

Almost every Civ or Faction has a unique Improvement that either replaces a generic Improvement, or provides a different spin on the typical improvement
  • The American Homestead which replaces the Plantation and generates Prestige over Coin
  • The Roman Latifundium, which is a unique Farm with no replacement.
  • The Mauryan Vihara (Monastery) and Mughal Maqbara (Cemetary), which have additive bonuses to their generic counterparts.


The final 'Improvements' are the Town improvements, which function identically to Civ 4's Cottages. You place a Hamlet, which turns into a Village, which ultimately becomes a Town. All Towns (irrespective of growth level) generate a variety of yields, based on adjacent improvements and provide Housing for their city.

Towns also function as mini-districts, with the Hamlet being able to support one Tier 1 building, the village being able to support four, and the town seven. All towns have names (which they take from their Faction's city list, specifically from the 'Other City' class of names) and only one Town may be built and grown per City Level.

One of the Factions in the game specializes in Towns, allowing their Towns to grow faster. They also have a unique building that can ONLY be placed inside a Hamlet, Village of Town.

Towns, Fortresses and Cemetaries are the ONLY improvements that provide :c5citystate:Housing, unless stated otherwise. (Housing also works a bit differently, but we'll get to that in the Dev Diary on City Planning)

The other main category of Tile Constructibles are Infrastructures, which can be placed on any tile and don't interfere with any Improvements placed there. They include:
  • Roads, including Railroads and Highways, which improve mobility
  • Watermills, which spread irrigation (important for Fields) from Rivers
  • Bridges, which allow units to cross Navigable Rivers without Embarking
  • Encampments, which are created by fortified units.
  • Canals: Which can be used to spread Irrigation (requires a Water Mill) from a Navigable River, or Connect bodies of water (Rivers, Coastal tiles) with each other.
 
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Can 2 leaders from the same Civ but different factions appear in a game?
Yes! I see no reason why they shouldn't.

Leaders of the same faction however cannot.
 
First Look: The EGYPTIAN Civilization

1751213601147.png


Many millennia ago, a few tribal confederacies on the fertile banks of the Nile River united to become the first of several Egyptian kingdoms. Spanning three thousand years and thirty-three dynasties, the Egyptians are one of the most recognizable ancient cultures. Everyone knows about pyramids, sphinxes, hieroglyphs, pharaohs and their iconic deities. Using the fertile sediment of the Nile to grow their people, the Egyptians were expert craftsmen, creating and trading in early medicine, faience, glassware, elaborate fabrics, perfumes and more. Their formidable edifices, marvels of engineering, are an inspiration for many to this very day.

Egypt's Civilization ability is 'Kemet'. Egyptian tile improvements adjacent to rivers give more yields, which is later improved upon with technologies.

Egypt also has the 'Maryannu' at its disposal as a Unique Unit. This Chariot replacement is a ranged attacker and has more movement points than a regular chariot.

The Egyptian Civilization has two playable factions, each representing a different side of Egypt. The New Kingdom, led by Hatshepsut showcases the traditional, monumental characteristic of Egypt, while Ptolemaic Egypt, led by Cleopatra, represents a more diplomatic and maritime side.


Civilization Ability: KEMET
Egyptian improvements receive bonuses to base yield on tiles adjacent to Rivers. Later, these bonuses extend to all tiles with Fresh Water and Irrigation. Farms and Districts do not take damage from floods.
  • Tile improvements on or adjacent to Rivers receive +1 :7food::7prod::7money::7culture::7science::c5faith::c5influence: Base Yield, or +1.5 if the River is Navigable, rounded up.
    • This improves by +0.5 at Mechanics and again by +1 at Steam Power, rounded up.
  • Farm-like improvements and Districts are immune to Flood damage.

Civilization Unique: MARYANNU
Egypt's warring elite, a top a carefully constructed and elaborate chariot.
Unique Cavalry Archer-class unit, replaces the Chariot.
  • +1 :move:MP over the regular Chariot
  • Has a :c5rangedstrength:Bombardment attack equal to its melee:strength: Strength.
  • is considered a Cavalry Archer unit, rather than a Heavy Cavalry unit.


EGPYTIAN FACTION #1: The NEW KINGDOM

1751215052468.png




Faction Overview: NEW KINGDOM
Colour Scheme: Gold on Cerulean
Adjective: Egyptian
Your in-game name is
'EGYPT'

Egyptian City List
Capital
: :c5capital: Waset
Core Cities: Abedju, Djanet, Iunu, Men-Nefer & Swenett.
Imperial Cities: Akhetaten, Djedet, Itj-Tawy, Khentmin, Kher-Neter, Nekhen, Per-Ramessu, Per-Wadjet, Sâqqara & Shedet.
Other Cities: Anpet, Behdet, Buhen, Dehenet, Djedu, Gebtu, Hawara, Henen-Nesut, Herwer, Hetepsenusret, Hutheryib, Iunet, Iunu-Monthu, Khasut, Khemenu, Khito, Men'at Khufu, Merimde, Nekheb, Nubt, Per-Atum, Per-Bastet, Per-Medjet, Per-Sopdu, Peru-Nefer, Per-Usiri, Pikuat, Qesi, Qis, Râqote, Saka, Sena, Serabit Khedim, Sheten, Ta-Senet, Tayu-Djayet, Timinhor, Tjaru, Tjau, Tjebu, Tjebnutjer, Tjenu, Yebu, Zau & Zawty.


Spawn: The Egyptian Settler starts on a Desert tile adjacent to a Navigable river.
Terrain Bias: River, Desert.
Resource Bias: Linen, Papyrus


Egyptian (New Kingdom) Faction Ability: REKHMIRE'S INSTRUCTION
The New Kingdom generates Great Engineers at twice the usual rate, and their Wonders generate bonus Production and Faith. All their Wonders spawn Dig Sites at Archaeology, and their Artefacts generate more Tourism.
  • +100% :c5greatperson: Great Engineer Points in all Cities
  • Cities receive +5% :7prod: Production and :c5faith: Faith for every World Wonder you build there. (Capped at +25%)
  • All World Wonders that you built before discovering Archaeology can be excavated for an :greatwork: Artefact.
  • Egyptian :greatwork: Artefacts generate +100% :tourism: Tourism and :7culture: Culture for their owner.

Egyptian (New Kingdom) UU: MEDJAY
Elite police forces, armed with a khopesh.
Heavy Infantry unit, Replaces the Swordsman

Additional bonuses compared to the Swordsman:
  • +7 Combat Strength in Urban terrain (Districts, Landmarks, Fortresses, etc)
  • +3 Combat Strength against opponents that declared a Surprise War against Egypt (New Kingdom).
  • Starts with the 'Incapacitating Blows' Promotion (-33% HP damage, inflict a Bleeding effect that gradually drains HP and prevents healing.)

Egyptian (New Kingdom) UI: MORTUARY
Healthcare IS deathcare
Unique Tier 1 Medical building, replaces the Infirmary

Base Infirmary bonuses:
  • +1 base :7science: Knowledge
  • +1 :7science: additional Knowledge from adjacency to Environmental buildings in the same District.
  • +1 :7food: additional Food for every point of :7science: Knowledge generated.
  • +2 :health: Healthcare Amenities.
  • Specialist Slot: 1 :c5citizen: Doctor (+2 :7science:Knowledge and +1 :c5greatperson: Great Scientist point)

Additional Mortuary bonuses:
  • +2 :health: Healthcare Amenities from adjacency to Architectural World Wonders inside the same District.
  • +1 :7culture: Culture form adjacency to Landmark World Wonders on adjacent tiles.
  • +1 :c5faith: Faith from adjacency to Architectural World Wonders in adjacent Districts.
  • Specialist slot: 1 :c5citizen: Priest (+2 :c5faith: Faith and +1 :c5greatperson: Great Prophet point) instead of a :c5citizen: Doctor.

One per City Level.

HATSHEPSUT leads the NEW KINGDOM in TIMELINE!
1751308392478.png

(I envision her as a middle-aged woman wearing male clothing and a fake beard)

As the wife and widow of Thutmose II, Hatshepsut took over the throne as regent after her husband's death and eventually came to rule the New Kingdom as its monarch. During her reign, Egypt flourished - Hatshepsut expanded Egypt's trade network to the mysterious land of Punt, believed to be in Ethiopia, bringing back many riches. She was also a prolific builder, erecting many monuments, temples and tombs. Her famed mortuary temple, the "Holiest of Holies" remains one of the more impressive landmarks Egypt has on offer.

Hatshepsut's Trade exploits are immortalised in her unique ability, 'Trade Mission to Punt', which gives her a large amount of yields from international trade. If one of Hatshepsut's trade routes is pillaged, she retains access to all imported resources.

Hatshepsut speaks Middle Egyptian.

Hatshepsut's leader ability: TRADE MISSION TO PUNT
Hatshepsut receives bonus Culture from unique Imported Resources in all of her Cities that have access to these Resources. Her cities also receive bonus Production for all International Trade Routes that stop in her Cities, and her Trade partners receive bonus Food for each of Hatshepsut's cities on the route. If one of Hatshepsut's Trade routes to another player is pillaged, she retains access to all Resources imported by the route.
  • If one of your International :trade: Trade Route is :c5razing: Pillaged, retain access to all imported resources on the route.
  • +1:7prod: Production in your Cities for every international :trade: Trade Route passing through.
  • +1 :7culture: Culture in Cities for each unique and imported Resource in that City's :trade: Trade Network.
  • Players that send Trade Routes to Hatshepsut receive +1 :7food:Food in every owned city on the route for every Egyptian city on the route.
Hatshepsut's default personality is Docile
  • Her alternate personalities are Philantropic and Honourable
Hatshepsut's default strategies are Financier, which focuses on Trade, Coin income and importing Resources, and Builder, which focuses on building up Production output and constructing Buildings and Wonders.

Hatshepsut's Agenda is Valley of Kings
  • Increased Flavour towards Religion
  • Increased Flavour towards Building Wonders
  • Increase Flavour towards researching Biology and Engineering Techs.
  • Increased Relations towards players that build Wonders, but have fewer than she does.
  • Increased Relations towards players that send Traders to her cities.
  • Decreased Relations towards players that don't build Wonders, and don't Trade with her.



EGYPTIAN FACTION #2: PTOLEMY
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During Ancient Egypt's three thousand year old existence, the Nile country wasn't always ruled by its own people. Egypt fell to the Hyksos, Nubians, Assyrians and Persians during its long tenure, eventually overthrowing these oppressors. The last of these conquerors were the most efficient - the Macedonians, led by Alexander the Great gobbled up Egypt and established their own Helleno-Egyptian state, fusing Egyptian traditions with Greek ideas. The Ptolemaic empire wasn't always stable, but it stands the test of time as one of the most interesting, syncretic realms that we know of.

Ptolemaic Egypt's Faction ability, 'Syncresis', harps on this fusion between cultures. When the Ptolemies conquer a city from a rival, or sign an alliance with a Friend, they gain access to that Civilization's unique units, buildings and tile improvements. Their Cities gain bonus amenities for every Unique constructible built there.

Ptolemy's unique unit is the Thalamegos, which is a unique Flagship replacement. This Flagship has reduced combat Strength, and more Hit Points over a regular Flagship. Naval units in the same Fleet as a Thalamegos recover Morale much faster, making Ptolemaic Fleets a danger.

On land maps, the Ptolemies also have the Polybolos unique unit at their disposal. This Ballista replacement is much weaker than a regular Ballista, but can fire twice in the same turn. As with the Byzantine Dromon and Tagma, the Thalamegos and Polybolos are mutually exclusive.

Finally, Ptolemaic Egypt has a unique Building called the Serapeum. This unique Pagan Temple overseeing the worship of the hellenosyncretic deity Serapis, grants bonus Food equal to its Faith output.




Faction Overview: PTOLEMY
Colour Scheme: Silver on Teal
Adjective: Ptolemaic
Your in-game name is 'PTOLEMY'

Ptolemaic City List
Capital
: :c5capital: Alexandria
Core Cities: Arsinoë, Cyrene, Diospolis, Memphis & Ptolemaïs
Imperial Cities: Abydos, Baranis, Berenike, Myos Hormos, Naucratis, Oxyrrhynchos, Panopolis, Paraetonion, Syene & Tentyris.
Other Cities: Aelia, Akoris, Alabastron, Ammonium, Antipyrgos, Aphrodito, Apollinopolis, Bolbitine, Boubastis, Bousiris, Bouto, Caene, Canopos, Cleopatris, Clysma, Coptos, Cusae, Damiatys, Daphnae, Darnis, Elephantine, Heliopolis, Heracleiopolis, Hermonthis, Hermopolis, Heroönpolis, Hieraconpolis, Latton, Lycon, Menouthis, Ombos, Oryx, Pampanis, Pelousion, Phelbes, Philae, Rinocoroura, Saïs, Sebennytos, Siwa, Tanis, Taposiris, Tennis, Theracon, Thonis, & Xois.


Spawn: The Ptolemaic settler starts at an Estuary of a Navigable River, with at least 3 Desert tiles and at least 3 Wet tiles in range.
Terrain Bias: Coastal, Desert, Navigable River, Wet
Resource Bias: Incence, Wheat


Ptolemaic Faction Ability: SYNCRESIS
The Ptolemies gain access to the uniques of other players by either allying with them or conquering one of their cities. They allies also have access to their Uniques as long as the alliance persists. Every unique infrastructure, building or improvement built in a Ptolemaic City grants it bonus Prestige and Splendor Amenities.
  • Whenever you sign an Alliance Pact with another player, or conquer at least one of their cities, permanently gain acccess to their Uniques.
  • Your allies have access to Ptolemy's Uniques as long as the Alliance persists
  • Cities receive +1 :c5happy: Splendor Amenity and +1 :c5influence: Prestige for every different Unique constructed there.


Ptolemaic UU: THALAMEGOS
An armed pleasure barge, fit for a queen.
Unique Flagship

Compared to a regular Flagship:
  • +10% :health: Maximum HP
  • -10% :strength:Strength
  • Units in the same Fleet recover :greatwork: Morale +100% faster in Neutral and Enemy waters.
Flagships are powerful heavy warships that command stacks of naval units. Only one Flagship can be put inside one Fleet.


Ptolemaic UU: POLYBOLOS
An Alexandrine invention that trades accuracy for quick firing.
Unique Light Artillery, replaces the Ballista

Compared to a regular Ballista:
  • -33% :c5war: offence against units, and -50% :c5war: offence against :c5strength: Fortifications.
  • Starts with the "Doubleshot" :greatwork: promotion, allowing it to fire twice in the same turn.
The Thalamegos and Polybolos are mutually exclusive and unlocking one automatically locks out of the other.

Ptolemaic UI: SERAPEUM
A sanctuary to the God Serapis, embodying both Osiris and Apis in Hellenic form.
Unique Tier 2 Worship building, replaces the Pagan Temple

Inherent Pagan Temple bonuses:
  • +4 :c5faith: Faith
  • +1 additional :c5faith: Faith from adjacency to Worship buildings in the same District.
  • Provides 2 miscellaneous :c5happy: Happiness Amenities that can be used by :c5citizen: Populations not following a :religion:Religion.
Additional bonuses to from the Serapeum
  • Additional :7food:Food equal to :c5faith: Faith
  • The miscellaneous :c5happy: Happiness Amenities can be used by ANY :c5citizen: Population, of any :religion: Religion.

One per City level.


CLEOPATRA leads PTOLEMY in TIMELINE!
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She was Egypt's final pharaoh, at a time of great political instability. Pop culture hasn't always been kind to Cleopatra due to her affairs with Julius Caesar and Marc Antony, but modern day scholars agree that she was a skilled rule who was dealt a bad hand, and made the most of it. leopatra embraced Egyptian traditions, learning the language and styling herself as a living incarnation of the goddess Isis. She maneuvered Egypt cautiously during Rome's two Civil Wars, sharing its vast food reserves with the Mediterranean and beyond. Who knows what she could have achieved if her side of the Civil War won out."

Cleopatra's leader ability is called 'Isis Incarnate': Whenever one befriends Cleopatra, she opens her food stores to her allies, increasing the growth rates in her allies cities, as well as her own. Her Cities can stockpile thrice the usual number of food, and whenever a Population is born in her empire, she gain bonus prestige in her capital. She's also able to gift Food directly from her stockpile when negotiating diplomatic deals.


Cleopatra speaks Coptic and Macedonian Greek.

Cleopatra's Leader ability: ISIS INCARNATE

  • Declaring Friendship with Cleopatra grants +10% :7food: Growth Rate in the Cities of her trade partner, and +5% :7food:Growth Rate in her own Cities
  • Whenever you gain a Population via Growth, receive +25 :c5influence: Prestige per Technological Era in your Capital.
  • You can pay for Diplomatic Actions with :7food:Food instead of :c5influence: Prestige. This gifts the :7food: Food to the other player.
  • +200% maximum :7food: Food Stockpiles.
Cleopatra's default personality is Philantropic, which makes her try to befriend as many players as possible, and dislike players that prefer to remain neutral.
  • Her alternate personalities are Bold and Honourable.
Cleopatra's default strategies are Ecologist, which focuses on high Food output, Population growth, low pollution and high appeal, and Diplomat, which focuses on Prestige gains, making deals with other players, Suzeraining Minor Powers and Espionage.

Cleopatra's agenda is Bride of the Mediterranean
  • Increased flavour towards growing Food
  • Increased flavour towards building Growth, Recreation and Law Enforcement buildings
  • Increased flavour towards maintaining a large navy
  • Increased Alliance loyalty.
  • Improved relations from being in a Declaration of Friendship (bonus is higher if in a DoF with Cleopatra)
  • Improved relations from being in a Rivalry with someone other than Cleopatra.
  • Decrease Flavour towards aggression if relations are Calm or above.
  • Decreased relations from not having any Friends or Rivals

The backbone of the Egyptian Civilization is the Nile river, exploiting the fertile banks as they see fit. As Hatshepsut you'll want to invest in Production to build many Wonders in the new Kingdom, and Trade with as many players as possible. As Cleopatra's Ptolemaic Kingdom, you'll want to grow as much Food as possible, and use it to negotiate any deal as you see fit, while your pleasure barges keep your navy strong and satisfied in case of an emergency.

How will you leverage the fertile bounty of the nile? What mark will the Egyptians leave on your TIMELINE?
 
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