WIP - Destiny Reborn

Gojira54

The folly of Man
Joined
Apr 22, 2002
Messages
2,240
Location
Monster Island black-sand beaches
Destiny Reborn

All new:
• Civilizations – 31
• Governments – 9
• Units – TBD
• Advances – TBD
• Improvements - TBD, up to 256
- 100 Clan-Specific
- 16 Trait-Specific
- 14 Religion-Specific
- 8 Government-Specific
- TBD up to 118 Generic
• Resources - TBD, 80+
- Luxury – 8
- Strategic – 24
- Bonus - TBD, 48+
• Religions - 7
• Languages (transliterated into the Common Tongue) - 25

Destiny Reborn is a game concept I’ve been working on since 1998. Originally, it was to be a free online text-based MMORPG, written in PHP with a MySQL backend, but unfortunately my friends company which was to host and publish the game went under. That happened just as I was gearing up on Modzilla. It wasn’t a big leap to transform the concepts into a Civ3 mod, although certain key elements would be heavily altered, others dropped altogether. I won’t go into specifics about the old game here, but if anyone is interested, PM me. Both the original game and this mod explore Human Nature – the good and the bad, as well as the concept of history repeating itself. One of the new things this mod has is a deep exploration of national cultures.

I originally had a forum for this on the now defunct Storm Over Civ site, after trying unsuccessfully for quite a long time to get a similar forum here in the CivFanatics Project Mod and Development section. At this point I will just keep all progress in this thread.

Destiny Reborn the Civ3 Mod starts off with you and the rest of your clan waking up in the middle of nowhere, with no idea where you are or how you got there. Nobody can remember anything, other than their names, who their spouse is, and how to speak – and buried deep in your subconscious, some inkling of your cultural heritage. Wild animals are everywhere, and from the evidence you can see, some of them must be quite large. Each clan starts out with just 11 families - and sometimes a few extra folks – for you to build up your civilization with. The game starts with each clan having gathered on a likely good starting point, and having already decided on whom is the best leader, who are the best fighters, and who are the smartest.

Civs will all have some unique and rare units, advances, improvements, and resources - in addition to the common pool.

The tech tree will more or less follow our historical one - with some mod-specific ones thrown in - but will start earlier, at Hunting and Gathering, and will progress at a slower pace until roughly the late middle ages. There is an extensive castle building\improvement system. One of the most advanced techs you can get in the late fourth era is Gunpowder.

The alternative way to win the game is to discover what happened – where did everyone come from, how did they get here, etc. Clues will be uncovered as the game progresses, and once you have discovered them all (late fourth era), you win the game – if you can survive that long. There is a deeper storyline built into Destiny Reborn than I've seen with any other mod, most of which can only be explored by taking the "Spacecraft" win, so I highly suggest going that route at least once. Or you can just kill everyone off. :)

In terms of new concepts, Religion is being utilized in a way that has not been done before, as is to a lesser degree Governments. More on Religions will be expanded upon in Post #3. Flavors are put to use. Various aspects of each culture will come into play – preferred style of Government, Religion, Language, preferred foods, sigils, attitudes towards alcohol and piracy, etc. While the Tech Tree has a common trunk for all Civs, each Civ (and each Trait) will have a unique branch on that trunk. Monopolies, fermentation, and even cooking recipes will have a place in game. Pollution has been renamed disease, and improvements such as a Port have a chance of causing a massive outbreak – much like in MEM. Each Clan will have a unique Feast that requires the correct ingredients, technologies, and in some cases locations needed.

First will be released a mapless mod, later a scenario which uses the Pangea Ultima map. This is a part of the Modzilla series of Mods, although there will be no playable Kaiju in Destiny Reborn.
 
Eyeghalsewmew
Spoiler :

Leader: Z'eyem Mhemd Ahemd
Traits: Religious and Agricultural
Government: Iron Fist
Disliked Government: Representative
Religion: Wahed Sheyh Alelh
Culture Group: 1
Aggressiveness: Very Passive
Focus: Emphasize Food, Growth, Happiness, Culture
Families: Ahemd, Mhemd, 'Eley, Bewrekyebh, Welyed, Medghkarey, Mewmedyen, Tibouci, Aleryan, 'Ebed, Boucelaka
Feast Hall: Medames Fewl Ka'eh - Requires Castle, Beans and Olives. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Melyar Lebn Sewk – Requires Advanced Farming, Cattle Ranch, Fruit and Cattle. +1 Culture, +50% Tax
Great Feast: Bherayejh Welyemh- Requires Medames Fewl Ka'eh, Fruit, and Cattle. +3 Culture, Tourist Attraction, Allows Spy Missions, May cause Outbreaks.
Starting Techs: Religious, Agricultural, Wahed Sheyh Alelh, and Bherayejh Asel.
Ancestry: 43% Egyptian, 17% Algerian, 16% Sudanese, 15% Moroccan, 6% Tunisian, 3% Libyan, and traces of Western Saharan.
Sigil: Nesr Dheby - Bonus Resource and unit (Nesr Dheby)
Nesr Dheby Unit -


Koqo
Spoiler :

Leader: Ntuadisi Muklisto Kosta
Traits: Agricultural and Militaristic
Government: Royal Family
Disliked Government: Tribal
Religion: Figlio di Dio
Culture Group: 1
Aggressiveness: Neutral
Focus: Emphasize Food, Offensive Land Units, Artillery Land Units, Growth
Families: Kosta, Kulaksiqo, Obama, Trovoada, Adama, Ahidjo, Ammanpour, Baqui, Bebey, Biya, Boganda
Feast Hall: Moambe Mbuku - Requires Castle, Palm and Nuts. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Malafu Kúnua – Requires Fermentation, Palm Grove, and Palm. +2 Culture, +1 Happiness, +50% Tax, +50% Luxury Output, +1 Disease
Great Feast: Koqo Mbàlà Kúdia- Requires Moambe Mbuku, Fermentation, and Palm. +4 Culture, +1 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +1 Disease..
Starting Techs: Agricultural, Militaristic, Figlio di Dio, and Koqo Mbuta
Ancestry: 45% Democratic Congolese, 19% Angolan, 17% Cameroonian, 10% Chadian, 3% Central African, 3% Republican Congolese, 1% Gabonian, 1% Equatorial Guinean, and traces of Sao Tomian.
Sigil: Okapi - Bonus resource and unit (Okapi Nuani)
Okapi Nuani unit -
.

Mashafrika
Spoiler :

Leader: Kioqozi Yohana Banda
Traits: Militaristic and Seafaring
Government: Tribal
Disliked Government: Piracy
Religion: Mama Dunia
Culture Group: 1
Aggressiveness: Very Aggressive
Focus: Offensive Land Units, Artillery Land Units, Naval Units, Explore
Families: Banda, Mhemd, Selassie, Karter, Gama, Bourdonnais, Deqel, Jiwehai, Kucomaham, Obama, Maskarenhas
Feast Hall: Wat Injera Ikulu - Requires Castle, Vegetables and Grain. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Tej Ucacuzi – Requires Fermentation, Hivery, Honey, and Spice. +2 Culture, +1 Happiness, +50% Tax, +50% Luxury Output, +1 Disease
Great Feast: Masha Sikukuu - Requires Wat Injera Ikulu, Fermentation, Honey, and Spice. +4 Culture, +1 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +1 Disease.
Starting Techs: Militaristic, Seafaring, Mama Dunia, and Masha Asili
Ancestry: 26% Ethiopian, 14% Tanzanian, 12% Kenyan, 10% Ugandan, 6% Madagascan, 6% Mozambican, 4% Malawian, 4% Zambian, 4% Zimbabwean, 3% Rwandan, 3% Somalian, 3% South Sudanese, 2% Burundian, 2% Eritrean, and traces of Djiboutian, Comorian, Mauritian, Seychellois, Reunions, and Mayodan.
Sigil: Simba - Bonus resource and unit (Simba)
Simba Unit -


Dawa
Spoiler :

Leader: Shugaba Ibrahim Kabral
Traits: Religious and Militaristic
Government: Tribal
Disliked Government: Representative
Religion: Wahed Sheyh Alelh
Culture Group: 1
Aggressiveness: Very Aggressive
Focus: Offensive Land Units, Artillery Land Units, Happiness, Culture
Families: Kabral, Toure, Keita, Traore, Adebayo, Kompaoré, Daddah, Drogba, Fofana, Gnassiqbé, Gomes
Feast Hall: Isu Zauren - Requires Castle, Vegetables and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Bammin Ruɓa – Requires Fermentation, Palm Grove, and Palm. +2 Culture, +1 Happiness, +50% Tax, +50% Luxury Output, +1 Disease
Great Feast: Dawa Biki - Requires Isu Zauren, Fermentation, and Palm. +4 Culture, +1 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +1 Disease.
Starting Techs: Religious, Militaristic, Wahed Sheyh Alelh, and Dawa Zuri'a
Ancestry: 54% Nigerian, 8% Ghanaian, 6% Nigerien, 5% Burkinabe, 5% Ivoirian, 5% Malian, 4% Senegalese, 3% Beninese, 3% Guinean, 2% Sierra Leones, 2% Togolese, 1% Liberian, 1% Mauritanian, and traces of Cape Verdean, Gambian, and Guinea-Bissauan.
Sigil: Juhurmar - Bonus Resource and unit (Juhurmar Mayaƙi)
Juhurmar Mayaƙi Unit -


uMzansi
Spoiler :

Leader: Umholi Kayla Naidoo
Traits: Militaristic and Expansionist
Government: Representative
Disliked Government: Tribal
Religion: Figlio di Dio
Culture Group: 1
Aggressiveness: Very Aggressive
Focus: Offensive Land Units, Artillery Land Units, Settlers, Explore
Families: Naidoo, Govender, Boxa, Pillay, Smix, Fourie, Pretorius, Nel, Venter, Moodley, Koetzee
Feast Hall: Bobotie eHholo - Requires Castle, Goat and Fowl. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Umkomboxi Ukuvutshelwa – Requires Fermentation, Vegetable Garden, Vegetables, and Grain. +2 Culture, +1 Happiness, +50% Tax, +50% Luxury Output, +1 Disease
Great Feast: seNiqizimu Umbhidli - Requires Bobotie eHholo, Fermentation, Vegetables, and Grain. +4 Culture, +1 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +1 Disease.
Starting Techs: Militaristic, Expansionist, Figlio di Dio, seNiqizimu Odabuka
Ancestry: 88% South African, 4% Namibian, 3% Botswana, 3% Lesotho, 2% Swaziland.
Sigil: Insefe - Bonus resource and unit (Insefe)
Insefe unit -


Brasil
Spoiler :

Leader: Guia Lukas Silva
Traits: Agricultural and Religious
Government: Representative
Disliked Government: Hive
Religion: Figlio di Dio
Culture Group: 2
Aggressiveness: Very Passive
Focus: Emphasize Food, Growth, Happiness, Culture
Families: Silva, Santos, Souza, Oliveira, Pereira, Lima, Karvalho, Ferreira, Rodrigues, Almeida, Kosta
Feast Hall: Feijoada Salão - Requires Castle, Beans and Cattle. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Kaipirinha Destilaria – Requires Distillation, Sugarcane Field, Sugarcane, and Fruit. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Brasileiro Festa - Requires Feijoada Salão, Distillation, Sugarcane, and Fruit. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Agricultural, Religious, Figlio di Dio, Brasileiro Antepassados
Ancestry: 100% Brazilian
Sigil: Arara - Bonus resource and unit (Arara Guerreiro)
Arara Guerreiro Unit -


Karayib
Spoiler :

Leader: Lidè Mélissa Kolón
Traits: Seafaring and Commercial
Government: Piracy
Disliked Government: Hive
Religion: Mama Dunia
Culture Group: 2
Aggressiveness: Neutral
Focus: Emphasize Trade, Naval Units, Growth, Wealth, Trade, Explore
Families: Kolón, Simmonds, Preval, Roosevelt, Alejandro, Johnson, Martin, Ojeda, Farèz, Tompson, Bonaparte
Feast Hall: Diri Moro Sal - Requires Castle, Rice, and Beans. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Mojito Distilasyon – Requires Distillation, Sugarcane Field, Sugarcane, and Fruit. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Karayib Pati - Requires Diri Moro Sal, Distillation, Sugarcane, and Fruit. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Seafaring, Commercial, Mama Dunia, and Karayib Zansèt
Ancestry: 27% Cuban, 24% Haitian, 23% Dominican Republican, 9% Puerto Rican, 7% Jamaican, 3% Trinidadian, 1% Bahamian, 1% Barbadian, 1% Guadeloupian, 1% Martinique, and traces of Anguillan, Antiguan, Aruban, Bonaire, British Virgin Islanders, Cayman, Grenadian, Montserratian, Sablan, Barthélemy, Nevisian, Lucian, Martinese, Grenadine, Eustatius, Maarten, Caicos, and United States Virgin Islander.
Sigil: Tokororo - Bonus Resource and unit (Tokororo Ofis)
Tokororo Ofis -


Méjikampliado
Spoiler :

Leader: Hefe Karlos Martínez
Traits: Industrious and Religious
Government: Representative
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 2
Aggressiveness: Neutral
Focus: Emphasize Shields, Workers, Production, Happiness, Wealth, Culture
Families: Martínez, Garsía, Hernández, González, López, Pérez, Rodrígues, Sáncez, Ramírez, Renteria, Flores
Feast Hall: Mole Poblano Sala - Requires Castle, Spices, and Cocoa. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Tekila Destilería – Requires Distillation, Agave Pasture, and Agave. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Mejikeño Fiesta - Requires Mole Poblano Sala, Distillation, and Agave. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Industrious, Religious, Figlio di Dio, Mejikeño Asendensia
Ancestry: 73% Mexican, 9% Guatemalan, 5% Honduran, 4% El Salvadoran, 4% Nicaraguan, 3% Costa Rican, 2% Panamanian, and traces of Belizean.
Sigil: Aguila Dorado - Bonus resource and unit (Aguila Dorado)
Aguila Dorado Unit -


Kanadia
Spoiler :

Leader: Leader Sarah Smix
Traits: Industrious and Seafaring
Government: Royal Family
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 2
Aggressiveness: Neutral
Focus: Emphasize Shields, Workers, Naval Units, Production, Trade, Explore
Families: Smix, Brown, Lee, Wilson, Martin, Bliska, Taylor, Regner, Kampbell, Williams, Tompson
Feast Hall: Putin Hall - Requires Castle, Vegetables, and Cattle. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Rye Whiskey Distillery– Requires Distillation, Grain Field, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Kanadien Feast - Requires Putin Hall, Distillation, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Industrious, Seafaring, Figlio di Dio, Kanadien Ancestry
Ancestry: Almost 100% Canadian, with traces of Bermudian, Greenlandic, and Miquelon.
Sigil: Beaver - Bonus resource and unit (Beaver). It is worth noting that although a weak and slow fighter, the beaver also has some worker abilities.
Beaver unit -


Kolargperven
Spoiler :

Leader: Hefe Kamila González
Traits: Agricultural and Seafaring
Government: Representative
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 2
Aggressiveness: Very Passive
Focus: Emphasize Food, Naval Units, Growth, Explore
Families: Rodríguez, Martínez, López, Díaz, Rojas, Garsía, Gómes, Sáncez, Flores, Ramírez
Feast Hall: Ajiako Sala - Requires Castle, Fowl, and Vegetables. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Aguardiente Destilería – Requires Distillation, Sugarcane Field, Sugarcane, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Kolargperveño Fiesta - Requires Ajiako Sala, Distillation, Sugarcane, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Agricultural, Seafaring, Figlio di Dio, Kolargperveño Asendensia
Ancestry: 24% Colombian, 21% Argentinian, 14% Peruvian, 14% Venezuelan, 9% Chilean, 7% Ecuadorian, 5% Bolivian, 3% Paraguayan, 2% Uruguayan, and traces of Guyana, Suriname, French Guiana, and Falkland Islander.
Sigil: Andes Kóndor - Bonus resource and unit (Andes Kóndor)
Andes Kóndor unit -


Merika
Spoiler :

Leader: Leader Emily Smix
Traits: Industrious and Expansionist
Government: Representative
Disliked Government: Hive
Religion: Figlio di Dio
Culture Group: 2
Aggressiveness: Somewhat Aggressive
Focus: Emphasize Shields, Settlers, Workers, Production Explore
Families: Smix, Johnson, Williams, Brown, Jones, Miller, Davis, Garsia, Rodriguez, Wilson, Martinez
Feast Hall: Hamburger Hall - Requires Castle, Cattle, and Grain. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Bourbon Distillery – Requires Distillation, Grain Field, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Merikan Feast - Requires Hamburger Hall, Distillation, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Industrious, Expansionist, Figlio di Dio, Merikan Ancestry
Ancestry: 100% American (USA)
Sigil: Bald Eagle - Bonus resource and unit (Bald Eagle)
Bald Eagle Unit -


Markaziston
Spoiler :

Leader: Rahbar Havaskson Niyazov
Traits: Religious and Commercial
Government: Iron Fist
Disliked Government: Representative
Religion: Wahed Sheyh Alelh
Culture Group: 3
Aggressiveness: Neutral
Focus: Emphasize Trade, Happiness, Wealth, Trade, Explore, Culture
Families: Niyazov, Babayev, Ghazi, Karimov, Abdoujaparov, Abdullajanov, Abdusalomov, Akayev, Akhmetov, Antropov, Atambayev
Feast Hall: O'sh Zal - Requires Castle, Rice, and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Koy Yashi Bozor – Requires Brewing, Tea Field, and Tea. +1 Culture, +50% Tax, +1 Production
Great Feast: Markaziy Bazm - Requires O'sh Zal, Brewing, and Tea. +3 Culture, +1 Production, Tourist Attraction, Allows Spy Missions, May cause Outbreaks.
Starting Techs: Religious, Commercial, Wahed Sheyh Alelh, Markaziy Madaniy Meros
Ancestry: 45% Uzbekistani, 24% Kazakhstani, 12% Tajikistani, 10% Turkmen, and 9% Kyrgyzstani.
Sigil: Markhor - Bonus resource and unit (Markhor Askar) (Human warrior wearing the skull of a Markhor to terrify the enemy)
Markhor Askar -


Dàzhoqguó
Spoiler :

Leader: Liqdao Zhe Cen Wáq
Traits: Militaristic and Industrious
Government: Hive
Disliked Government: Representative
Religion: Shēqmìq Zhī Wǎq
Culture Group: 3
Aggressiveness: Somewhat Aggressive
Focus: Emphasize Shields, Offensive Land Units, Artillery Land Units, Workers, Production
Families: Wáq, Li, Zhaq, Liú, Cén, Yáq, Huáq, Zhào, Wú, Zhou, Ksú
Feast Hall: Běijīq Kǎoyā Dàtīq - Requires Castle, Fowl, and Spices. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Maotai Jiǔ Cǎq – Requires Distillation, Grain Field, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Dàzhoqguó Shèqyàn - Requires Běijīq Kǎoyā Dàtīq, Distillation, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Militaristic, Industrious, Shēqmìq Zhī Wǎq, Dàzhoqguó Zǔksiān
Ancestry: 100% Chinese, including Hong Kong, Taiwan, Macau, and Mongolia.
Sigil: Dà Ksióqmāo - Bonus resource and unit (Dà Ksióqmāo)
Dà Ksióqmāo Unit -


Nihon
Spoiler :

Leader: Shokō Yuka Satō
Traits: Seafaring and Commercial
Government: Royal Family
Disliked Government: Piracy
Religion: Sosen Sūhai
Culture Group: 3
Aggressiveness: Neutral
Focus: Emphasize Shields, Emphasize Trade, Naval Units, Wealth, Trade, Explore
Families: Sato, Suzuki, Takahashi, Tanaka, Watanabe, Ito, Nakamura, Kobayashi, Yamamoto, Kato, Yoshida
Feast Hall: Sushi Hōru - Requires Castle, Rice, Vegetables, and it must be a Coastal City. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Sake Hakkō – Requires Fermentation, Rice Field, and Rice. +2 Culture, +1 Happiness, +50% Tax, +50% Luxury Output, +1 Disease
Great Feast: Nihon no Gocisō - Requires Sushi Hōru, Fermentation, and Rice. +4 Culture, +1 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +1 Disease.
Starting Techs: Seafaring, Commercial, Sosen Sūhai, Nihon No Sosen
Ancestry: 100% Japanese
Sigil: Nishikigoi - Bonus resource and improvement (Koi no Ike)
Koi no Ike improvement - Veteran Sea Units, +1 Happy, +1 Culture, Reduces Corruption, Reduces War Weariness, Must be near water


Bharata
Spoiler :

Leader: Nētā Aditya Kumar
Traits: Religious and Commercial
Government: Representative
Disliked Government: Iron Fist
Religion: Kakrīya Punarjanma
Culture Group: 3
Aggressiveness: Neutral
Focus: Emphasize Trade, Growth, Happiness, Wealth, Trade, Culture
Families: Kumar, Lal, Sharma, Shan, Jai, Pal, Aggarwal, Raje, Cande, Cander, Nara
Feast Hall: Birayānī Hŏla - Requires Castle, Rice, and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Bhaqa Bājāra – Requires Advanced Farming, Cattle Ranch, Cattle, and Hemp. +2 Culture, +1 Happiness, +50% Tax, +50% Luxury Output.
Great Feast: Bhāratīya Dāvata - Requires Birayānī Hŏla, Advanced Farming, Cattle, and Hemp. +4 Culture, +1 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks.
Starting Techs: Religious, Commercial, Kakrīya Punarjanma, Bharatiya Purakhē
Ancestry: 100% Indian
Sigil: Rŏyala Baqāla Tā'igara - Bonus resource and unit (Rŏyala Baqāla Tā'igara)
Rŏyala Baqāla Tā'igara unit -
 
Pakibanlirana
Spoiler :

Leader: Neta Kasun Abbasi
Traits: Seafaring and Religious
Government: Theocracy
Disliked Government: Representative
Religion: Wahed Sheyh Alelh
Culture Group: 3
Aggressiveness: Neutral
Focus: Naval Units, Happiness, Wealth, Trade, Explore, Culture
Families: Abbasi, Ahmadi, Kaji, Ahameda, Ali, Maumaci, Jabarkhil, Jatt, Khadka, Perera, Barala
Feast Hall: Biraẏānī Hala - Requires Castle, Rice, and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Kā Bājāra - Requires Brewing, Tea Field, and Tea. +1 Culture, +50% Tax, +1 Production
Great Feast: Pakibanlirani Paraba – Requires Biraẏānī Hala, Brewing, and Tea. +3 Culture, +1 Production, Tourist Attraction, Allows Spy Missions, May cause Outbreaks.
Starting Techs: Seafaring, Religious, Wahed Sheyh Alelh, Pakibanlirani Pūrbapuruṣagaṇa
Ancestry: 40% Pakistani, 30% Bangladeshi, 16% Iranian, 5% Nepali, 5% Afghan, 4% Sri Lankan, and traces of Bhutanese and Maldivian.
Sigil: Bhūmikampēra - Bonus resource and unit (Bhūmikampēra Oẏāriẏara) (Human warrior wearing the outfit of a Bhūmikampēra to terrify the enemy)
Bhūmikampēra Oẏāriẏara unit -


Haqug
Spoiler :

Leader: Seondoja Gim Gim
Traits: Scientific and Commercial
Government: Representative
Disliked Government: Hive
Religion: Jinjeoqhan Hyeonsil
Culture Group: 3
Aggressiveness: Somewhat Passive
Focus: Emphasize Trade, Science, Wealth, Trade, Culture
Families: Gim, Li, Goq-Won, Coe, Jeoq, Gaq, Coe, Yun, Jaq, Im, Han
Feast Hall: Gimci Hol - Requires Castle, Fermentation, Vegetables, and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Soju Jeuqlyuso - Requires Distillation, Rice Field, Rice, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Haqug-Ui Janci - Requires Gimci Hol, Distillation, Rice, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Scientific, Commercial, Jinjeoqhan Hyeonsil, Haqug-Ui Gagye
Ancestry: 100% Korean (North and South)
Sigil: Holaq-I - Bonus resource and unit (Holaq-I)
Holaq-I unit -


Indopiliviexai
Spoiler :

Leader: Pemimpin Mei Quyen
Traits: Religious and Seafaring
Government: Representative
Disliked Government: Piracy
Religion: Wahed Sheyh Alelh
Culture Group: 3
Aggressiveness: Neutral
Focus: Naval Units, Happiness, Wealth, Trade, Explore, Culture
Families: Quyen, Tran, Pir, Fam, Huynh, Fan, Vu, Daq, Bui, Shan, Melakukan
Feast Hall: Gado-Gado Aula - Requires Castle, Vegetables, and Nuts. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Batavia Arak Tempat Penyuliqan - Requires Distillation, Sugarcane Field, and Sugarcane. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Indopiliviexai Pesta - Requires Gado-Gado Aula, Distillation, and Sugarcane. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Religious, Seafaring, Wahed Sheyh Alelh, Indopiliviexai Keturunan
Ancestry: 40% Indonesian, 16% Filipino, 15% Vietnamese, 11% Thai, 9% Burmese, 5% Malaysian, 2% Cambodian, 1% Laotian, 1% Singaporean, and traces of East Timorese and Bruneian.
Sigil: Komodo - Bonus Resource and unit (Komodo Pendekar) (Human swordsman dressed in Komodo outfit to terrify the enemy)
Komodo Pendekar unit -


Türkiye
Spoiler :

Leader: Onder Merve Öztürk
Traits: Industrious and Scientific
Government: Representative
Disliked Government: Iron Fist
Religion: Wahed Sheyh Alelh
Culture Group: 3
Aggressiveness: Somewhat Passive
Focus: Emphasize Shields, Workers, Production, Science, Culture
Families: Öztürk, Yilmaz, Kaya, Demir, Sahin, Selik, Yildirim, Erdogan, Yazisi, Karadag, Gül
Feast Hall: Kebap Salon - Requires Castle, Goat, and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Rakı Imbik - Requires Distillation, Vineyard, Grapes, and Spice. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Türk Bayram - Requires Kebap Salon, Distillation, Grapes, and Spice. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Industrious, Scientific, Wahed Sheyh Alelh, Türk Soy
Ancestry: 100% Turkic
Sigil: Gri Kurt - Bonus resource and unit (Gri Kurt)
Gri Kurt unit -


Jezyerh'Ereb
Spoiler :

Leader: Z'eyem Emer Kewheyn
Traits: Religious and Seafaring
Government: Theocracy
Disliked Government: Representative
Religion: Wahed Sheyh Alelh
Culture Group: 3
Aggressiveness: Neutral
Focus: Naval Units, Happiness, Wealth, Trade, Explore, Culture
Families: Kewheyn, Leyfey, Adedad, Mezrahey, Beyrets, Beytewn, Dahan, Aberaham, Beyreydezy, Mhemdewf, Feryedman
Feast Hall: Masegûf Ka'eh - Requires Castle, Vegetables, Spice, and must be a Coastal City. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Arak Mekterh - Requires Distillation, Vineyard, Grapes, and Spice. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Ereby Welyemh - Requires Masegûf Ka'eh, Distillation, Grapes, and Spice. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Religious, Seafaring, Wahed Sheyh Alelh, Ereby Asel
Ancestry: 21% Iraqi, 19% Saudi, 14% Yemeni, 13% Syrian, 6% Azerbaijani, 5% Israeli, 4% Jordanian, 3% Georgian, 3% UAE, 3% Palestinian, 2% Armenian, 2% Kuwaiti, 2% Lebanese, 2% Omani, 1% Qatari, 1% Bahraini, and 1% Cyprus.
Sigil: Ased - Bonus Resource and unit (Ased Mhareb) (Human dressed as an Ased to terrify the enemy)
Ased Mhareb unit -


Ukrolskania
Spoiler :

Leader: Przywódka Anna Kowal
Traits: Expansionist and Commercial
Government: Hive
Disliked Government: Representative
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Somewhat Aggressive
Focus: Emphasize Trade, Settlers, Wealth, Trade, Explore
Families: Kowal, Wysoki, Tox, Horvax, Krawiek, Nowak, Varga, Kowalski, Pokalunek, Wisniewski, Mlynarz
Feast Hall: Barszkz Sala - Requires Castle, and Vegetables. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Horilka Destylarnia - Requires Distillation, Grain Field, Grain, and Spice. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Ukrolskanski Svyato - Requires Barszkz Sala, Distillation, Grain, and Spice. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Expansionist, Commercial, Figlio di Dio, Ukrolskanski Pocodzenie
Ancestry: 30% Ukrainian, 25% Polish, 13% Romanian, 7% Czech, 7% Hungarian, 6% Belarusian, 5% Bulgarian, 4% Slovakian, 3% Moldovan, and 1% Kaliningrad (formerly Russian)
Sigil: Tygrys Syberyjski - Bonus Resource and unit
Tygrys Syberyjski -


Franse
Spoiler :

Leader: Meneur Marie Hirondelle
Traits: Industrious and Commercial
Government: Representative
Disliked Government: Theocracy
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Neutral
Focus: Emphasize Shields, Emphasize Trade, Workers, Production, Wealth, Trade
Families: Hirondelle, Bernard, Dubois, Tomas, Robert, Ricard, Petit, Durand, Leroy, Moreau, Simon
Feast Hall: Krêpe Salle - Requires Castle, and Grain. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Kognak Distillerie - Requires Distillation, Vineyard, and Grapes. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Fransais Fête - Requires Krêpe Salle, Distillation, and Grapes. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Industrious, Commercial, Figlio di Dio, Fransais Asendanse
Ancestry: 100% French
Sigil: Kok Gaulois - Bonus resource and Wonder (Le Tour Kok)
Le Tour Kok wonder - +4 Culture, +1 Happy, Reduces Corruption in city that builds it, +1 Trade in each trade producing tile, Tourist attraction


Deutscland
Spoiler :

Leader: Kanzlerin Julia Müller
Traits: Scientific and Militaristic
Government: Representative
Disliked Government: Theocracy
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Neutral
Focus: Offensive Land Units, Artillery Land Units, Science, Culture
Families: Müller, Scmidt, Scneider, Fiscer, Meyer, Weber, Sculz, Wagner, Beker, Hoffmann, Gauk
Feast Hall: Kurrywurst Halle - Requires Castle, Pork, and Spice. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Scnaps Brennerei - Requires Distillation, Fruit Orchard, and Fruit. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Deutsc Fest - Requires Kurrywurst Halle, Distillation, and Fruit. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Scientific, Militaristic, Figlio di Dio, Deutsc Abstammuq
Ancestry: 100% German
Sigil: Steinadler - Bonus resource and unit (Steinadler Ritter)
Steinadler Ritter unit -


Italia
Spoiler :

Leader: Kapo Jiulia Rossi
Traits: Militaristic and Commercial
Government: Representative
Disliked Government: Hive
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Somewhat Aggressive
Focus: Emphasize Trade, Offensive Land Units, Artillery Land Units, Wealth, Trade
Families: Rossi, Russo, Ferrari, Esposito, Bianci, Romano, Kolombo, Rici, Marino, Greko, Bruno
Feast Hall: Pasta Sala - Requires Castle, and Grain. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Grappa Distilleria - Requires Distillation, Vineyard, and Grapes. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Italiano Festa - Requires Pasta Sala, Distillation, and Grapes. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Militaristic, Commercial, Figlio di Dio, Italiano Asendenza
Ancestry: 100% Italian
Sigil: Lupo Italiano - Bonus Resource and unit (Lupo Italiano)
Lupo Italiano unit -


Nordiska
Spoiler :

Leader: Anförare Emma Nilsen
Traits: Militaristic and Seafaring
Government: Royal Family
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Very Aggressive
Focus: Offensive Land Units, Artillery Land Units, Naval Units, Explore
Families: Nilsen, Andersson, Pedersen, Johansson, Hansson, Jensen, Larsson, Karlsson, Kristensen, Olsson, Eriksson
Feast Hall: Köttbullar Hallen - Requires Castle, and Cattle. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Akvavit Bränneri - Requires Distillation, Grain Field, Grain, and Spice. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Nordinsk Fest - Requires Köttbullar Hallen, Distillation, Grain, and Spice. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Militaristic, Seafaring, Figlio di Dio, Nordinsk Anor
Ancestry: 26% Swedish, 15% Danish, 15% Finnish, 14% Norwegian, 12% Irish, 8% Lithuanian, 5% Latvian, 3% Estonian, 1% Icelandic, with traces of Svalbard, Åland, Faroe, Guernsey, Mannish, and Jersey.
Sigil: Älg - Bonus Resource and unit (Älg)
Älg unit -


Rossiya
Spoiler :

Leader: Rukovoditel' Nastya Smirnov
Traits: Expansionist and Scientific
Government: Hive
Disliked Government: Representative
Religion: Figlio di Dio
Aggressiveness: Neutral
Focus: Settlers, Science, Explore, Culture
Families: Smirnov, Ivanov, Kuznetsov, Popov, Sokolov, Lebedev, Kozlov, Novikov, Morozov, Petrov, Volkov
Feast Hall: Shci Zal - Requires Castle, and Vegetables. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Vodka Vinokurennyy Zavod - Requires Distillation, Grain Field, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Rossiyskiy Prazdnik - Requires Shci Zal, Distillation, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Expansionist, Scientific, Figlio di Dio, Rossiyskiy Rodoslovnaya
Ancestry: 100% Russian
Sigil: Russkiy Medved' - Bonus Resource and unit (Russkiy Medved')
Russkiy Medved' unit -


Mediterráneo
Spoiler :

Leader: Hefe Maria Garsía
Traits: Religious and Seafaring
Government: Royal Family
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Neutral
Focus: Naval Units, Happiness, Wealth, Trade, Explore, Culture
Families: Garsía, Rodríguez, Fernández, López, Silva, González , Martín, Martínez, Sánchez, Gómez, Pérez
Feast Hall: Paella Sala - Requires Castle, Rice, and Vegetables. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Jerez Destilería - Requires Distillation, Vineyard, and Grapes. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Mediterráneo Fiesta - Requires Paella Sala, Distillation, and Grapes. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Religious, Seafaring, Figlio di Dio, Mediterráneo Asendensia
Ancestry: 51% Spanish, 12% Greek, 12% Portuguese, 8% Serbian, 5% Croatian, 4% Bosnian, 3% Albanian, 2% Macedonian, 2% Slovenian, 1% Montenegrin, and traces of Maltese, Marino, Vatican, Andorran, and Gibraltarian.
Sigil: Toro - Bonus Resource and unit (Toro)
Toro unit -


Britain
Spoiler :

Leader: Leader Kloe Smix
Traits: Commercial and Seafaring
Government: Royal Family
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Neutral
Focus: Emphasize Trade, Defensive Land Units, Naval Units, Wealth, Trade, Explore
Families: Smix, Jones, Taylor, Williams, Brown, Davies, Evans, Wilson, Tomas, Roberts, Johnson
Feast Hall: Fish and Cips Hall - Requires Castle, Vegetables, and must be a Coastal City. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Whiskey Distillery - Requires Distillation, Grain Field, and Grain. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: British Feast - Requires Fish and Cips Hall, Distillation, and Grain. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Commercial, Seafaring, Figlio di Dio, British Ancestry
Ancestry: 100% British
Sigil: Red Deer - Bonus Resource and unit (Red Deer)
Red Deer Unit -


Benelukswistria
Spoiler :

Leader: Aanvoerder Julia Janssen
Traits: Agricultural and Scientific
Government: Royal Family
Disliked Government: Hive
Religion: Figlio di Dio
Culture Group: 4
Aggressiveness: Very Passive
Focus: Emphasize Food, Growth, Science, Culture
Families: Janssen, Joq, Vries, Boer, Ijsberg, Dijk, Bakker, Visser, Smit, Meijer, Mulder
Feast Hall: Stamppot Hal - Requires Castle, Vegetables, and Cattle. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Jenever Distilleerderij - Requires Distillation, Grain Field, Grain, and Spice. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Benelukswistrs Feest - Requires Stamppot Hal, Distillation, Grain, and Spice. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease
Starting Techs: Agricultural, Scientific, Figlio di Dio, Benelukswistrs Voorgeslact
Ancestry: 37% Dutch, 25% Belgian, 19% Austrian, 18% Swiss, 1% Luxembourgish, and traces of Liechtenstein and Monacan.
Sigil: Leeuw - Bonus resource and unit (Meesteres van Leeuwen)
Meesteres van Leeuwen unit -


Ahiterearoa
Spoiler :

Leader: Kaiārahi Sēsika Semita
Traits: Seafaring and Agricultural
Government: Royal Family
Disliked Government: Piracy
Religion: Figlio di Dio
Culture Group: 5
Aggressiveness: Somewhat Passive
Focus: Emphasize Food, Naval Units, Growth, Trade, Explore
Families: Semita, Rotohiko, Wiremu, Paraone, Wirihana, Teira, Morton, Ma, Mateni, Enitasoni, Tamihana
Feast Hall: Kai Porohita Hōro - Requires Castle, Cattle, and Grain. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Rama Mouí Kuo - Requires Distillation, Sugarcane Field, and Sugarcane. +3 Culture, +2 Happiness, +50% Tax, +50% Luxury Output, Increases Luxury Trade, +2 Disease
Great Feast: Ahiterearoa Hakari - Requires Kai Porohita Hōro, Distillation, and Sugarcane. +5 Culture, +2 Happiness, Tourist Attraction, Allows Spy Missions, May cause Outbreaks, +2 Disease.
Starting Techs: Seafaring, Agricultural, Figlio di Dio, Ahiterearoa Tupuna
Ancestry: 84% Australian, 16% New Zealander, and traces of Norfolk Islander.
Sigil: Kaqaru - Bonus Resource and Wonder (Kaqaru Tiakina)
Kaqaru Tiakina wonder - +4 Culture, +1 Happy in all cities, veteran land units, veteran sea units, increases food in water, Tourist Attraction, Coastal Location


Kiwa'airani
Spoiler :

Leader: Kaiārahi Asalií Lī
Traits: Seafaring and Militaristic
Government: Piracy
Disliked Government: Royal Family
Religion: Mama Dunia
Culture Group: 5
Aggressiveness: Very Aggressive
Focus: Offensive Land Units, Artillery Land Units, Naval Units, Explore
Families: Li, Semita, Kim, Woq, Garsia, Wiremu, Sionisoní, Miller, Rivera, Paraone, Kunu
Feast Hall: Mumu Hōro - Requires Castle, Pork, and Vegetables. +1 Culture, +1 Happiness, Doubles City Growth Rate.
Beverage: Kulau Hokohoko - Requires Brewing, Coffee Plantation, Coffee, and Palm. +1 Culture, +50% Tax, +2 Production
Great Feast: Kiwa Hakari - Requires Mumu Hōro, Brewing, Coffee, and Palm. +3 Culture, +2 Production, Tourist Attraction, Allows Spy Missions, May cause Outbreaks.
Starting Techs: Seafaring, Militaristic, Mama Dunia, Kiwa Tupuna
Ancestry: 61% Papua New Guinean, 12% Hawaiian, 7% Fijian, 4% Solomon Islander, 2% New Caledonian, 2% Vanuatu, 2% Kiribati, 2% French Polynesian, 2% Samoan, 1% Guam, 1% Micronesian, 1% Tongan, and traces of Marshall Islander, Nauruan, Northern Mariana Islander, Palauan, American Samoan, Cook Islander, Niue, Pitcairn Islander, Tokelauan, Tuvaluan, and Wallisian.
Sigil: Palataisí Manu - Bonus Resource and Wonder (Pūaha Palataisí Manu)
Pūaha Palataisí Manu - +4 Culture, Veteran Sea Units, Reduces War Weariness, +1 Ship Movement, Build Larger Armies, Coastal Installation, Tourist attraction
 
Religion:
Spoiler :
Destiny Reborn has 7 different religions. Each Clan starts off with a preference for one religion, and will start out already knowing of this religion. Other religions will later be available via direct research and/or trading with other Clans.

Each religion has a unique improvement. All religions except for Mama Dunia will also have a unique Great Wonder (GW), which will require 10 of the lower improvements to build. Mama Dunia is a very decentralized and localized religion, so does not have a GW. Since Religions with many adherent Clans still only have the one GW, those GWs would have larger benefits than their less popular brethren. For instance Jinjeoqhan Hyeonsil has but a single initial follower, so that Clan (Haqug) is most likely going to be able to reach the related GW. On the other side of the spectrum, Figlio di Dio has 17 initial adherent Clans, so its related GW will reap much larger benefits.

To hinder players from learning all of the religions and reaping all of their benefits at once, religious buildings all have the “Replace All Improvements With This Flag Checked” checked. This means that while you may decide that your Clan should be a multi-faith one, each city must only have a max of one faith.

Somewhere mid-game, your cities may choose to go an Atheist route, building an additional Science building (also flagged) instead of a Religious one. These buildings will only generate 1 culture and 50% research output, with no related Wonders. These are in addition to the other science buildings readily available to all Clans.

Figlio di Dio
- Initial Adherents: 17
- Improvement: Ciesa - +1 Happiness, +1 Culture, +50% Luxury Output
- Great Wonder: Kattedrale della Krose - +10 Culture, Doubles Happiness of Ciesa, Tourist Attraction

Jinjeoqhan Hyeonsil
- Initial Adherents: 1
- Improvement: Sinjeon - +1 Happiness, +1 Culture, Reduces Corruption
- Great Wonder: Gagseong ui Sawon - +2 Culture, Doubles Happiness of Sinjeon, Tourist Attraction

Kakrīya Punarjanma
- Initial Adherents: 1
- Improvement: Mandira - +2 Happiness, +1 Culture
- Great Wonder: Karma kē Mandira - +2 Culture, Doubles Happiness of Mandira, Tourist Attraction

Mama Dunia
- Initial Adherents: 3
- Improvement: Madhabahu Sadaka - +1 Happiness, +2 Culture, Doubles Sacrifice
- Great Wonder: NONE
- It is worth noting that Mama Dunia is the only path to Human Sacrifice.

Shēqmìq Zhī Wǎq
- Initial Adherents: 1
- Improvement: Guan - +1 Happiness, +1 Culture, Resistant to Propaganda
- Great Wonder: Yǒqhéq Lùjìq Gōq - +2 Culture, Doubles Happiness of Guan, Tourist Attraction

Sosen Sūhai
- Initial Adherents: 1
- Improvement: Jinja - +1 Happiness, +1 Culture, Stealth Attack Barrier
- Great Wonder: Senzo no Jinja- +2 Culture, Doubles Happiness of Jinja, Tourist Attraction

Wahed Sheyh Alelh
- Initial Adherents: 7
- Improvement: Mesjed - +1 Happiness, +1 Culture, Reduces War Weariness
- Great Wonder: Mesjed Arekan Khemsh- +5 Culture, Doubles Happiness of Mesjed, Tourist Attraction

Irreligion
- Initial Adherents: 0
- Improvement: Skool of Man - +1 Culture, +50% Research
- Great Wonder: NONE


Traits:
Spoiler :
The original 8 traits that come with C3C are included in Destiny Reborn – no additions or replacements. What I did instead was enhance what they already do, starting by making them a starting tech, which in turn will have a few unique branches on the Tech Tree, leading to unique units, resources, Improvements, and Wonders for that trait. Since every Clan has 2 traits, they will get to enjoy the benefits of both unique branches. This adds a bit more variety to the gameplay.

Regardless of what traits you have, the Nomads resource is very important to you. They’ve traveled all over, and can teach a Clan many things, but will only teach YOU about things that are important for your traits.


Disease and Alcohol:
Spoiler :
Pollution has been converted to Disease. Disease incorporates anything that can make you sick, which includes the early pollution found in the standard game – sewage, forge smoke, volcanic ash, etc. It now also includes generic disease. Markets and ports – places from that attract people from all around, now produce a small amount of Disease, and may at times cause a major outbreak. Animal Pens contribute as well. Brothels – while generating significant gold and happiness, also spread significant disease and have outbreaks.

With the discovery of Fermentation, all Clans can build Breweries, Wineries, and Meaderies – provided you can locally source the right resources. Some Clans can also build a unique similar improvement, such as the Nihon’s Tōji, used to ferment rice into Sake. One Clan, the Haqug, requires Fermentation for their main dish, Gimci. Later in the game Distillation can be researched, which allows other Clans to build distilleries for their drinks. For example, the Nordiska can build Akvavit distilleries, provided they have access to Grain and Spices. Fermented alcohol making improvements produce minor culture, happiness, income, and disease. Distilleries produce moderate happiness, culture, income and disease. The increase in disease is to represent alcoholism. I is worth noting that some Clans do not have a national alcoholic beverage, though they still can produce beer, wine, and mead.


Feasts:
Spoiler :
Each Clan can build a unique Great Feast. These have significant benefits to you. A Great Feast has all the same requirements as the Clan Drink, as well as a Feast Hall, which in turn requires a Castle. The Feast Hall is another unique improvement per clan. The Feast Hall, Great Feast, and Clan Drink are the only Clan-specific Wonders in the game, and each will be transliterated from the Clans Native Tongue to the Common Tongue. Each has unique requirements and benefits. All will require specific Resources, some will have additional requirements. Note that unlike the Feast Hall, the Clan Drink Wonder can be built separate from the Great Feast.

It is worth noting that once you have the Great Feast, many diplomats will frequent your Hall. This means a few things:
1. Great Halls produce significant Culture, Income, and Happiness
2. Great Halls are the only path to Spy Missions
3. Great Halls produce the otherwise unavailable Spy units
4. Great Halls generate Disease
5. Great Halls can Cause Outbreaks.

Clan Drink Wonders come in several varieties:
1. Distilled – Requires Distillation. Produces moderate happiness, culture, income and disease.
2. Fermentation – Requires Fermentation. Produces minor happiness, culture, income and disease.
3. Brewed – Requires Brewing – No disease
a. Coffee – Produces minor culture and income, +2 production
b. Tea – Produces minor culture and income, +1 production
4. Others – Requires Advanced Farmng – No Disease
a. Eyeghalsewmew can build the Melyar Lebn Sewk (Melyar Lebn Market) with Fruit and Cattle. Melyar Lebn is essentially milk sweetened with fruit. It produces minor income and culture.
b. Bhārata can build with the Bhaqa Bājāra with Cattle and Hemp. Bhaqa is milk mixed with ground hemp. It produces minor happiness, culture, and income. Essentially, the non-addictive yet narcotic effect of the Hemp gives the Bhaqa Bājāra the same benefits as a Fermentation Wonder, without the more advanced Tech requirement or the Disease drawback. Bhārata is the only Clan that knowingly uses Hemp in a non-industrial fashion.


Sigils:
Spoiler :
Each Clan will have a unique Sigil (a revered animal within that Clan). The Clan will have a unique Bonus Resource for its Sigil. They will also have some other benefit related to it, usually a unit, but it may be something like an extra improvement. Some Sigils may be essentially the same - Eagles, Lions, Tigers are common Sigils – but their name and usage will differ (even if the Bonus Resource uses the same image ;) ).


Negativity:
Spoiler :
Certain improvements will have a negative values for either Disease (Pollution) or Culture. In the testing I've done, negativity does work, however not exactly as one might think. Culture and Pollution never actually shrink, but a negative value improvement does lower the growth rate. The lowest the growth rate can ever be is zero. For example:

City A is producing 3 Culture per turn, and then they build the Enslavement Camp, which has a -2 culture. Now City A is only producing 1 Culture per turn. If they then build the Ethnic Cleansing Small wonder, which has a -3 culture value, their Culture per turn would be lowered to 0, and would stay at 0 until the net -5 culture is made up for. Which means that building a temple with a +3 culture would now result in City A gaining only a +1 per turn.

The example above uses improvements not found in DR.


Resources:
Spoiler :

Strategic (24):
Ancient Ruins
Agave
Beans
Camel
Cattle
Coffee
Elephants
Fowl
Fruit
Giant Fossil
Goat
Grain
Hardwood
Hemp
Horses
Iron
Nomads
Nuts
Palm
Pork
Rice
Stone
Sugarcane
Vegetables

Luxury (8):
Cocoa
Gems
Gold
Grapes
Honey
Olives
Spice
Tea

Bonus – Trait-specific (8):
Ancient Aquifer (Agr)
Ancient Engraved Map (Exp)
Ancient Gold Bars (Com)
Ancient Hardmetal (Ind)
Ancient Relic (Sci)
Ancient Shipwreck (Sea)
Ancient Shrine (Rel)
Ancient Weapons Cache (Mil)

Bonus – Clan-specific (31):
Aguila Dorado (Méjikampliado)
Älg (Nordiska)
Andes Kóndor (Kolargperven)
Arara (Brasil)
Ased (Jezyerh'Ereb)
Bald Eagle (Merika)
Beaver (Kanadia)
Bhūmikampēra (Pakibanlirana)
Dà Ksióqmāo (Dàzhoqguó)
Gri Kurt (Türkiye)
Holaq-I (Haqug)
Insefe (uMzansi)
Juhurmar (Dawa)
Kaqaru (Ahiterearoa)
Kok Gaulois (Franse)
Komodo (Indopiliviexai)
Leeuw (Benelukswistria)
Lupo Italiano (Italia)
Manu o Palataisí (Kiwa'airani)
Markhor (Markaziston)
Nesr Dheby (Eyeghalsewmew)
Nishikigoi (Nihon)
Okapi (Koqo)
Red Deer (Britain)
Rŏyala Baqāla Tā'igara (Bharata)
Russkiy Medved' (Rossiya)
Simba (Mashafrika)
Steinadler (Deutscland)
Tokororo (Karayib)
Toro (Mediterráneo)
Tygrys Syberyjski (Ukrolskania)

Bonus – Generic (9 and counting):
Cotton
Fish
Game
Great Weather
Kelp
Oasis
Silver
Tar
Whale

Resource-Centric Improvements (requires resource(s) within city limits, available to all Clans):
Agave Pasture – Requires Agave. Doubles City Growth, -1 Disease.
Bean Field – Requires Beans. Doubles City Growth, -1 Disease.
Camel Stable – Requires Camels. Veteran Ground Units, +1 Production, +1 Disease. Sometimes a Camel escapes.
Cattle Ranch – Requires Cattle. Doubles City Growth, +1 Production, +1 Disease. Sometimes a Cow escapes.
Coffee Plantation – Requires Coffee. +1 Production, -1 Disease, +50% Luxury Output.
Elephant Stables – Requires Elephant. Veteran Ground Units, +1 Production, +1 Disease. Sometimes an Elephant escapes.
Fowl Ranch – Requires Fowl. Doubles city growth, +1 Disease. It attracts Feral Cats, which may become friendly to your Clan.
Fruit Orchard – Requires Fruit. Doubles City Growth, -1 Disease.
Goat Ranch – Requires Goats. Doubles City Growth, +1 Disease. Sometimes a Ram escapes.
Grain Field – Requires Grain. Doubles City Growth, -1 Disease.
Brewery – Requires Grain Field. +1 Culture, +1 Happiness, +50% Luxury Output, +1 Disease.
Windmill - Requires Grain Field. +1 Production
Sawmill – Requires Hardwood. +2 Production
Hemp Field – Requires Hemp. Veteran Sea Units, +1 Happy Face, +1 Culture. The normal -1 disease granted by plant fields is negated by a strange coughing sickness that seems to affect the locals. This same sickness also seems to make the locals quite lazy, negating the +1 production the hempen rope would normally provide. Locals also seem unusually happy and artistic. We are still trying to figure out why…
Horse Stables – Requires Horse. Veteran Ground Units, +1 Production, +1 Disease. Sometimes, a Horse escapes.
Iron Forge – Requires Iron. Veteran Ground Units, +3 Production, +1 Disease.
Nut Grove – Requires Nuts. Doubles City Growth, -1 Disease. Attracts quite a few Squirrels, which may be trained for Nuts.
Palm Grove – Requires Palm. Doubles City Growth, -1 Disease.
Hog Ranch – Requires Wild Hogs. Doubles City Growth, +1 Disease. Sometimes a little Piggy makes a break for the Market.
Rice Field – Requires Rice. Doubles City Growth, -1 Disease.
Quarry – Requires Stone. +3 Production, +1 Disease.
Sugarcane Field – Requires Sugarcane. Doubles City Growth, -1 Disease.
Vegetable Garden – Requires Vegetables. Doubles City Growth, -1 Disease.
Cocoa Plantation – Requires Cocoa. Doubles City Growth, -1 Disease, +50% Luxury Output.
Jeweler – Requires both Gold and Gems. +1 Culture, +50% Tax Output, +50% Luxury Output.
Vineyard – Requires Grapes. Doubles City Growth, -1 Disease.
Winery – Requires Vineyard. +1 Culture, +1 Happiness, +50% Luxury Output, +1 Disease.
Hivery – Requires Honey. Doubles City Growth, +1 Happy.
Meadery – Requires Hivery. +1 Culture, +1 Happiness, +50% Luxury Output, +1 Disease.
Olive Grove – Requires Olives. Doubles City Growth, -1 Disease.
Spice Field – Requires Spice. +50% Luxury Output, -1 Disease.
Tea Field – Requires Tea. +50% Luxury Output, -1 Disease.
Water Mill – Must be near a river (not really a resource, I know). +1 Production.


Unit Factoids:
Spoiler :
- The weakest of human units will have a minimum attack and defense of 2, and HP of 4
- Animal-only units have a minimum attack and defense of 1 and HP of 2, though it may be higher depending on the unit
- Animal-only units also have have the Hidden Nationality flag checked, making them excellent harassment units (albeit vulnerable to poachers of all other clans, friend or foe)
- Some animal-only units are capturable.
- Fear is used in one of the ways it is used in Modzilla (though not nearly as extensively - Modzilla also replaces Culture with Fear), in that units that are especially terrifying actually weaken their opponents by generating Fear. In Civ3 Mechanics, this means that the attacking unit will have a +1 to attack and HP, and the Blitz ability if movement is greater than 1. For this mod, this will usually apply to fearsome beast, such as lions, or warriors that dress in a particularly terrifying way.
- Each Clan will have a completely uniquely flavored set of units, pulling from Sandris, Balam-Agab, Tom2050, and more.


Hidden Stuff:
Spoiler :
The story line behind Destiny Reborn is designed to have twists and surprises. Therefore, not everything may be as it seems, and not every item in the game will have a decipherable – or existing – Civilopedia entry by design. Some may point to empty entries.

There will also be a fair amount of Easter Eggs. :D
 
Quite a Game Development (16 years) you have here Gojira54... Very interesting concept for Game Play :cool:

Thank you Vuldacon! 16 years of Development, but part-time development. In the past 16 years I've also built a successful career, met the love of my life, married her, bought a house with her, had 2 beautiful daughters with her. All those priorities have left little time for modding, and what time I have had has been split with about 40% on this, 40% on Modzilla, and 20% on miscellany. DR and Modzilla are always on my mind though, and I am constantly tweaking them and pushing them forward, albeit at the pace of a cold, sick snail. :p

I've made significant updates to the first 3 posts. I will continue to tweak them as mod development and testing progresses, but at this point I think I've covered all the major items I wanted to - things that are tested and confirmed, and not "Hidden" in game. If you've gone through them before, you might want to take another look now. :)
 
Awesome update! I like the concept of using pollution as disease, and how this will change player priorities in what to build and sacrifices to make. Looking forward to more info.
 
Thank you Gentlemen for your kind words! I know both of you have seen some of the development I had going on the SOC site, so you are already familiar with it. I posted a lot more spoilers there than I plan to here. I will also be doing a similarly large Modzilla update here in the near future...

I've updated post #2 with some details about the 32 Strat / Lux resources.
 
Major update in post 2 - added quite a bit more cultural details to each Clan.
Another update in post 3 to religions, adding more specific details to them.
 
I expanded the Meet The Clans section from Post 2 into Post 3, and moved the Miscellaneous data from post 3 to post 4. All this because Post 2 had gotten too big to allow any new content.

The only thing I was planning on doing, was adding a picture of the LeaderHeads to each Clan. I should note a few things:

- None of these LeaderHeads are of my creation, but are the works of many others. Credit may not be given in this post yet, but it will be once all LeaderHeads are finalized.

- I do realize not all of these are of the same style. I did the best I could with the large array of what was available, that fit within my very specific requirements. That having been said, these are all of great quality, and will do just fine.

- If you would like to suggest a different LeaderHead, or perhaps make one for this mod to replace one of these, PM me. I have very specific gender and cultural requirements.
 
Gojira54, good luck to your long planned and very interesting project! :)

To hinder players from learning all of the religions and reaping all of their benefits at once, religious buildings all have the “Replace All Improvements With This Flag Checked” checked. This means that while you may decide that your Clan should be a multi-faith one, each city must only have a max of one faith.


Please take into account, that the AI needs a (at least) 25%-production bonus to make a somewhat proper use of buildings with that flag.
 
Please take into account, that the AI needs a (at least) 25%-production bonus to make a somewhat proper use of buildings with that flag.

Hello Civinator, and thank you for the kind words!

The possible +1 Production requirement I was already aware of, however in the early (and admittedly limited) testing I did early on with this, I had some success using the combination of Culture, Flavors, and the fact that only one religion is available from the start, until late in the first era, when the others become available. I already have a Plan B in case there are issues with this mechanism, which is exactly as you said - add a +1 Production to the improvements (after all, devout workers work harder), and a Plan C, in case it becomes too much of a Human Player Exploit, which is to hardcode the religions to each Clan. Not something I want to do, but I may have to if all else fails. We'll find out when I get to the final testing stage. So yes, this may change a bit, but only within the parameters I've just outlined.

In other news, I've made a few more updates:

- In posts 2 and 3, each Clan now has their starting techs, ancestral information, and Sigil usage outlined (31 Bonus Resources, 27 units, 1 improvement, 3 wonders).

- In Post 4, I've added a Unit Factoids section.
 
Just had a good laugh at the German stats - hillarious! I wish I could buy you a Currywurst with Pommes and Mayo. ;)
 
Just had a good laugh at the German stats - hillarious! I wish I could buy you a Currywurst with Pommes and Mayo. ;)

I was surprised by the Currywurst too, but it is indeed what my extensive google search found, along with Doner Kebab and Sauerbraten. Are either of those a better choice? Yum

If anything is inaccurate or offensive, please correct and I will adjust. :)
 
Expanded the Resources section in Post 4, and added two new sections - Traits, and Negativity (new concept). Working on Governments, Early Improvements, Techs, and Units sections for future updates as well...
 
Interesting concepts. Looking forward to try the finished "product".:)

Negativity works fine for culture and happiness - I can confirm that. In Stephs beta-scenario (multi-era) he tried to have a city specialist with negative production (-1 shield), but this caused the game to crash when negative shields outnumbered positives, and the progress-box for the shields reached zero. Also, there were no visual clues to indicate a specialist's negative production. Maybe it could work with negative tax / science / happiness / anticorruption for specialists? I haven't tried to give buildings negative shield-bonus, but that might work too (a distillery could give happiness and tax, but impact production in a negative way, for example).

Another thing is that negativity is ignored for buildings created by a great wonder (like maintenance, pollution etc). If the building is buildable, the negative effects will work until the great wonder is created, and again after the wonder is obsoleted (if ever).

I have also given plains (terrain) a negative defense bonus (-10%), but I cannot confirm beyond any doubt that this works. I use Stephs or Quintillus' editors when playing with negativity, of course.
 
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