I want to use this thread to gather feedback, ideas, opinions on the new civs: Austrin, Dural, Jotnar, Mazatl, Scions and Aristarkh. For Scions and Aristarkh, the creators already put some deep thought on them. I guess what left is to make them competitive and unique enough in Xtended. They also rely heavily on python so I don't think I want to change them too much. For Austrin, Dural, Jotnar and Mazatl, I want to refine their theme; make them even more unique than now and do that in simple ways (as much as possible in xml). So let's begin our discussion! === Austrin I imagine Austrin as a group of wanderers. They prefer the vast wildernesses instead of cities. They are quite independent and more of a peacelover than warmonger. They prefer recon units but have good assortment of other units in their roster. Thus, I want to make them as follow: Wanderer trait gives Mobility 1 and Sentry to Recon units, makes their recon units as the most mobile recon in Erebus. Wanderer trait gives good result to Recon units exploring dungeons. For epic lairs (Pyre of Seraphic etc), Austrin recon unit can still get bad result but Wanderer will help them to achieve better result. Austrin settlement (automatically built in any city) will give -50% maintenance, effectively making each city costless. Austrin settlement will give -50% culture as malus, to represent their independent and disunited tribes. Deidra's traits are Trader/Expansive, losing Adaptive. She'll be good for spamming settlers. Sorah and Ecks are Defender (temporary)/Exotic/Adaptive, losing Emergent since with -50% culture, they will have less culture to spend on trait, anyway. Points to discuss: Will -50% culture cripple them in early game? maybe change this with city population is limited to 6 or 8? What's the special point of Exotic? Do you find it useful to create another civ as your team? I want them to not requiring road to reflect their wandering nature, but that would take Malakim's special characteristic. ------ Aos Si The idea from @Linvega is to move Summer/Winter split from civ wide mechanic to local cities. So: Aos Si will be able to build Summer Court/Winter Court building in their cities, like District. Leaders will have Summer Lord/Winter Lord trait. Leader with Summer Lord trait will give extra benefits to Summer Court buildings but Winter Court buildings will have penalties (unhappiness?). The same with Winter Lord. Summer/Winter units are tied to their respective Court. So you can build Summer units in Summer Court cities etc. Leader can complete Restoration ritual, losing their Summer/Winter Lord trait and gain Eternal Lord trait, with less bonus from Summer/Winter Court but no penalty from the opposing Court. to complete Restoration ritual, you have to have certain numbers of both Summer and Winter cities, maybe 3 and 3? After achieving Eternal Lord, Leader can build Eternal units and spread Nevernever terrain. Points to discuss: Inherent benefits of Summer and Winter Courts? Summer: turn surrounding tile to grass and forests; extra food and culture; more commerce? Winter: turn surrounding tile to ice, like Illians' temple; extra hammer and mana; more unit support and stronger units? Summer Lord trait's effects on Summer and Winter Courts? Summer Lord - Summer Court: happiness. Summer Lord - Winter Court: unhappiness, chance for Winter unit to turn barbarian? Winter Lord trait's effects on Summer and Winter Courts? Winter Lord - Summer Court: double unhappiness. Winter Lord - Winter Court: extra yield from Winter Court, even stronger units? ------ Dural Thanks fo @Psychodad's post on the other thread, I have some imagination on Dural. They are seculars, the true liberals like in our world -in the sense that they study and allow any religions in their empire but do not care enough/commit enough in the religious doctrines. Thus: Durals are Agnostics and can not accumulate Faith. Dural will get all religion's Tier 1 techs when they acquire Priests Chapter. Automatically, all religions will present in Dural's capital after adopting Priests Chapter. Because of the inherent conflict between Order and AV, only one will prevail in the capital. This will allow some randomness in Dural gameplays. College of Theology is unlocked at Priests Chapter. Various religious schools are unlocked at Priesthood. Professor requires College of Theology and Dogma. Dural will adopt no State Religion and benefits for each religion present in their cities, so +1 culture from FOL, +1 science from Empyrean etc. Points to discuss: Still have no idea on the proper unit roster, though. I think with the tremendous benefits gained through multiple religions, Students of... should require their respective school. This will give incentive for Dural player to go deep in Priests Chapter. ------ Jotnar Jotnar is a civ of giants, so it does not make sense that their cities have 1 ring only. I understand that this was to reflect their limited city growth but, again, it just doesn't make any sense. So: Jotnar will have these mechanics: 3 radius cities. Limited or unlimited number of cities? Jotnar citizens consume more food (4? 5? 6?) per population. That will slow their growth. They won't be able to build settlements, though.