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Total words | 2057 |
Words removed (%) | 0.34 |
411 lines
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Words added | 8 |
Total words | 2058 |
Words added (%) | 0.39 |
411 lines
[QUOTE="Academia Nut, post: 7969931, member: 915"][size=6][b]Ymaryn "The People"[/b][/size]
[QUOTE="Academia Nut, post: 7969931, member: 915"][size=6][b]Ymaryn "The People"[/b][/size]
[b]Civilization Stats[/b]
[b]Civilization Stats[/b]
[i]General[/i]
[i]General[/i]
Diplomacy 8 [+2]
Diplomacy 10 [+2]
Economy 5 (+1) [-2]
Economy 6 [-2]
Econ Expansion 11 [+2]
Econ Expansion 11 [+2]
Martial 7 {9}
Martial 8 (+1) {9}
Wealth 8 [+2-1]
Wealth 6 [+2-1]
[i]Stability[/i]
[i]Stability[/i]
Stability 1 (confident)
Stability 1 (confident)
Legitimacy 3 (max)
Legitimacy 3 (max)
[i]Organizational[/i]
[i]Organizational[/i]
Centralization [color=#ffcc00][b]4[/b][/color]
Centralization [color=#ffcc00][b]4[/b][/color]
Hierarchy [color=#ffcc00][b]7[/b][/color]
Hierarchy [color=#ffcc00][b]7[/b][/color]
Religious Authority [i]3
Religious Authority [i]3
Cultural[/i]
Cultural[/i]
Art 9
Art 7
Mysticism [color=#ff0000][b]15[/b][/color] [+1]
Mysticism [color=#ffcc00][b]14[/b][/color] (+2) [+1]
Prestige 42
Prestige 42
[b]Statuses[/b]
[b]Statuses[/b]
[i]Climate Instability[/i]: Random damage to Econ, Econ Expansion, and Stability each turn for the next 2-6? turns (IMMUNE)
[i]Climate Instability[/i]: Random damage to Econ, Econ Expansion, and Stability each turn for the next 2-6? turns (IMMUNE)
[i]King of the Hill: [/i]You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' [i]casus belli
[i]King of the Hill: [/i]You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' [i]casus belli
Disrupted Trade: [/i]Wealth gained from trade dominance halved
Disrupted Trade: [/i]Wealth gained from trade dominance halved
[i]Tax reform needed [/i]- Lose 1-3 Wealth per turn until complete The Law (Iron Age) megaproject. Prereqs to unlock: The Census?, Grand Palace?
[i]Tax reform needed [/i]- Lose 1-3 Wealth per turn until complete The Law (Iron Age) megaproject. Prereqs to unlock: The Census?, Grand Palace?
[spoiler="Trade Goods"]
[spoiler="Trade Goods"]
[b]Trade Status[/b]
[b]Trade Status[/b]
[xtable=skin1|453x@]
[xtable=skin1|453x@]
{tbody}
{tbody}
{tr=@x15}
{tr=@x15}
{td=71x15}[b]Resource[/b]{/td}
{td=71x15}[b]Resource[/b]{/td}
{td=139x15}[b]Status[/b]{/td}
{td=139x15}[b]Status[/b]{/td}
{td=221x15}[b]Rivals[/b]{/td}
{td=221x15}[b]Rivals[/b]{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}[i]Luxuries[/i]{/td}
{td=71x15}[i]Luxuries[/i]{/td}
{td=139x15} {/td}
{td=139x15} {/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Amber{/td}
{td=71x15}Amber{/td}
{td=139x15}Known only{/td}
{td=139x15}Known only{/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Fine Pottery{/td}
{td=71x15}Fine Pottery{/td}
{td=139x15}Minor{/td}
{td=139x15}Minor{/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Fine Dye{/td}
{td=71x15}Fine Dye{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=221x15}Trelli{/td}
{td=221x15}Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Fine Textiles{/td}
{td=71x15}Fine Textiles{/td}
{td=139x15}None{/td}
{td=139x15}None{/td}
{td=221x15}[i]Swamp Folk[/i], Trelli{/td}
{td=221x15}[i]Swamp Folk[/i], Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Furs{/td}
{td=71x15}Furs{/td}
{td=139x15}Known only{/td}
{td=139x15}Known only{/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Glass{/td}
{td=71x15}Glass{/td}
{td=139x15}[b]Dominant[/b]{/td}
{td=139x15}[b]Dominant[/b]{/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Gold{/td}
{td=71x15}Gold{/td}
{td=139x15}Significant + Lesser trading (in){/td}
{td=139x15}Significant + Lesser trading (in){/td}
{td=221x15}Metal Workers, Khem->Trelli{/td}
{td=221x15}Metal Workers, Khem->Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Incense{/td}
{td=71x15}Incense{/td}
{td=139x15}None{/td}
{td=139x15}None{/td}
{td=221x15}Khem->Trelli{/td}
{td=221x15}Khem->Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Mercury{/td}
{td=71x15}Mercury{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=221x15}None{/td}
{td=221x15}None{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Silver{/td}
{td=71x15}Silver{/td}
{td=139x15}Leading (in, needing){/td}
{td=139x15}Leading (in, needing){/td}
{td=221x15}MW, Trelli{/td}
{td=221x15}MW, Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Salt{/td}
{td=71x15}Salt{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=221x15}Trelli{/td}
{td=221x15}Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Spices{/td}
{td=71x15}Spices{/td}
{td=139x15}None{/td}
{td=139x15}None{/td}
{td=221x15}(SI+Khem)->Trelli{/td}
{td=221x15}(SI+Khem)->Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Wine{/td}
{td=71x15}Wine{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=139x15}[b]Dominating[/b]{/td}
{td=221x15}[i]Trelli[/i]{/td}
{td=221x15}[i]Trelli[/i]{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}[i]Strategic[/i]{/td}
{td=71x15}[i]Strategic[/i]{/td}
{td=139x15} {/td}
{td=139x15} {/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15.4}
{tr=@x15.4}
{td=71x15.4}Copper{/td}
{td=71x15.4}Copper{/td}
{td=139x15.4}Leading{/td}
{td=139x15.4}Leading{/td}
{td=221x15.4}Highlanders, Thunder Horse, MW, Trelli{/td}
{td=221x15.4}Highlanders, Thunder Horse, MW, Trelli{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Bronze{/td}
{td=71x15}Bronze{/td}
{td=139x15}Minor{/td}
{td=139x15}Minor{/td}
{td=221x15}[i]Trelli[/i]{/td}
{td=221x15}[i]Trelli[/i]{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Slaves{/td}
{td=71x15}Slaves{/td}
{td=139x15}Forbidden{/td}
{td=139x15}Forbidden{/td}
{td=221x15}MW (in), [b]Trelli[/b]{/td}
{td=221x15}MW (in), [b]Trelli[/b]{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Tin{/td}
{td=71x15}Tin{/td}
{td=139x15}Minor + Trading{/td}
{td=139x15}Minor + Trading{/td}
{td=221x15}MW (in), TH (in), HK (in), [i]Trelli->Khem[/i]{/td}
{td=221x15}MW (in), TH (in), HK (in), [i]Trelli->Khem[/i]{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Iron{/td}
{td=71x15}Iron{/td}
{td=139x15}[b]Non-traded dominant[/b]{/td}
{td=139x15}[b]Non-traded dominant[/b]{/td}
{td=221x15}None{/td}
{td=221x15}None{/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}[i]Cultural[/i]{/td}
{td=71x15}[i]Cultural[/i]{/td}
{td=139x15} {/td}
{td=139x15} {/td}
{td=221x15} {/td}
{td=221x15} {/td}
{/tr}
{/tr}
{tr=@x15}
{tr=@x15}
{td=71x15}Pilgrimage{/td}
{td=71x15}Pilgrimage{/td}
{td}Leading{/td}
{td}Leading{/td}
{td=221x15}[i]Thunder Speakers[/i]{/td}
{td=221x15}[i]Thunder Speakers[/i]{/td}
{/tr}
{/tr}
{/tbody}
{/tbody}
[/xtable]
[/xtable]
[/spoiler]
[/spoiler]
[b]Periphery States (7/6+3)[/b]
[b]Periphery States (7/6+3)[/b]
[i]Stallion Tribes (March)[/i] - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall
[i]Stallion Tribes (March)[/i] - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall
[i]Western Wall (Colony) [/i]- Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west
[i]Western Wall (Colony) [/i]- Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west
[i]Hatvalley (Colony) [/i]- Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west
[i]Hatvalley (Colony) [/i]- Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west
[i]Greenshore Trading Post (Trading Post) [/i]- Increases trade power for all Metal Worker products, provides a market for an extra saltern
[i]Greenshore Trading Post (Trading Post) [/i]- Increases trade power for all Metal Worker products, provides a market for an extra saltern
[i]Red Banner Company (Mercenary Company) [/i]- Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity
[i]Red Banner Company (Mercenary Company) [/i]- Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity
[i]Heaven's Hawks (March) - [/i]Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes
[i]Heaven's Hawks (March) - [/i]Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes
[i]Lowland Minors (North-West) (Vassals) [/i]- Foreign territory under your control, follows you in war but has own agenda
[i]Lowland Minors (North-West) (Vassals) [/i]- Foreign territory under your control, follows you in war but has own agenda
[b]Social Values (3/3)[/b]
[b]Social Values (3/3)[/b]
[i]Divine Stewards[/i]
[i]Divine Stewards[/i]
Through the blessings of the spirits and the efforts of the People, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land.
Through the blessings of the spirits and the efforts of the People, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land.
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject, may spend Stability to double the effort of megaprojects and in defensive wars
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject, may spend Stability to double the effort of megaprojects and in defensive wars
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
[i]Greater Justice[/i]
[i]Greater Justice[/i]
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Pros: Justice is a community objective that can be served through the careful application of punishment
Pros: Justice is a community objective that can be served through the careful application of punishment
Cons: The needs of the many can outweigh the needs of the few
Cons: The needs of the many can outweigh the needs of the few
[i]Cosmopolitan Acceptance[/i]
[i]Cosmopolitan Acceptance[/i]
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
[i]Wildcat Prospecting (CA Linked)[/i]
[i]Wildcat Prospecting (CA Linked)[/i]
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Cons: Reactive development costs Centralization
Cons: Reactive development costs Centralization
[b]Spiritual Values (3/3)[/b]
[b]Spiritual Values (3/3)[/b]
[i]Symphony[/i]
[i]Symphony[/i]
All have their part to play in this world, be it their interaction with each other or with the spirits. When all the parts of a group are moving in accord, the result is greater than the sum of the parts.
All have their part to play in this world, be it their interaction with each other or with the spirits. When all the parts of a group are moving in accord, the result is greater than the sum of the parts.
Pros: Bonus to collective action, spiritually and ecologically harmonious actions, and to concerted efforts
Pros: Bonus to collective action, spiritually and ecologically harmonious actions, and to concerted efforts
Cons: Disharmony is to be corrected, require [i]casus belli [/i]to declare war
Cons: Disharmony is to be corrected, require [i]casus belli [/i]to declare war
[i]Honourable Death (Spiritual/Honour)[/i]
[i]Honourable Death (Spiritual/Honour)[/i]
Death in service to the People and the spirits is the best death of all, removing the fear of death from the truly honourable.
Death in service to the People and the spirits is the best death of all, removing the fear of death from the truly honourable.
Pros: Warriors fight harder, losses in battle are less disruptive
Pros: Warriors fight harder, losses in battle are less disruptive
Cons: Seeking a good death, and the means to achieve it, becomes desirable
Cons: Seeking a good death, and the means to achieve it, becomes desirable
[color=#ffcc00][i][b]Love of Wisdom (Maxed development)[/b][/i][/color]
[color=#ffcc00][i][b]Love of Wisdom (Maxed development)[/b][/i][/color]
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully [i]test [/i]the patterns to see if they are actual patterns or just coincidence.
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully [i]test [/i]the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations
Cons: Can question social foundations
[b]Honour Code (3/3)[/b]
[b]Honour Code (3/3)[/b]
[i]We Have Reserves[/i]
[i]We Have Reserves[/i]
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
[i]Best of the Best[/i]
[i]Best of the Best[/i]
Whether in war or in art, the People want only the best, damn the costs
Whether in war or in art, the People want only the best, damn the costs
Pros: Increase Martial gain from raising elite units, bonus Art and Mysticism for certain actions
Pros: Increase Martial gain from raising elite units, bonus Art and Mysticism for certain actions
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs
[i]Lord's Loyalty[/i]
[i]Lord's Loyalty[/i]
The ties between the People bind tight, and while this increases the obligations of the superior, it also makes the subordinate more likely to listen.
The ties between the People bind tight, and while this increases the obligations of the superior, it also makes the subordinate more likely to listen.
Pros: +1 Subordinate States, subordinate states less likely to break away
Pros: +1 Subordinate States, subordinate states less likely to break away
Cons: Minimum force commitment in defence of subordinates and allies increased one step, worse consequences for failure to assist
Cons: Minimum force commitment in defence of subordinates and allies increased one step, worse consequences for failure to assist
[b]Legacies[/b]
[b]Legacies[/b]
+2 Centralization Tolerance
+2 Centralization Tolerance
+1 Hierarchy Tolerance
+1 Hierarchy Tolerance
[i]Rush Builders:[/i] Extended projects cost more per turn but complete faster
[i]Rush Builders:[/i] Extended projects cost more per turn but complete faster
[i]Rage Against the Steppes [/i]- Always have a [i]casus belli [/i]with Subdue Tribe or Humiliate War Goal against steppe nomads
[i]Rage Against the Steppes [/i]- Always have a [i]casus belli [/i]with Subdue Tribe or Humiliate War Goal against steppe nomads
[i]Early Iron Bringers: [/i]Materials advancement always a possibility during Golden Ages, regardless of available excesses
[i]Early Iron Bringers: [/i]Materials advancement always a possibility during Golden Ages, regardless of available excesses
[i]Iron Blooded: [/i]Expand Econ actions produce an extra +1 Econ
[i]Iron Blooded: [/i]Expand Econ actions produce an extra +1 Econ
[i]Protected Core: [/i]+1 March slot
[i]Protected Core: [/i]+1 March slot
[i]One of Each (Five):[/i] +1 Periphery State, +1 Subordinate State
[i]One of Each (Five):[/i] +1 Periphery State, +1 Subordinate State
[i]Vassal Lords (Five): [/i]Subordinates states less likely to break away
[i]Vassal Lords (Five): [/i]Subordinates states less likely to break away
[i]City Killers: [/i]Gain access to the Terrify diplomatic action against urban civilizations
[i]City Killers: [/i]Gain access to the Terrify diplomatic action against urban civilizations
[b]Government Type[/b]
[b]Government Type[/b]
[i]Oligarchic Ancient Kingdom[/i]
[i]Oligarchic Ancient Kingdom[/i]
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
Pros: Good mix of central authority and provincial autonomy
Pros: Good mix of central authority and provincial autonomy
Cons: Beware competing ambitions...
Cons: Beware competing ambitions...
[b]Debilitating Belief[/b]
[b]Debilitating Belief[/b]
N/A
N/A
[spoiler="Technologies"]
[spoiler="Technologies"]
[i]Administration[/i]
[i]Administration[/i]
Basic Administrative Math
Basic Administrative Math
Horse Couriers
Horse Couriers
Memory
Memory
Early Writing (Mixed Logo-/Phonographic)
Early Writing (Mixed Logo-/Phonographic)
Non-Local Authority
Non-Local Authority
Early Indexing
Early Indexing
Written Laws
Written Laws
[i]Construction[/i]
[i]Construction[/i]
Arch
Arch
Wood
Wood
Masonry
Masonry
Early City Walls
Early City Walls
Early Surveying
Early Surveying
[i]Economics[/i]
[i]Economics[/i]
Early currency
Early currency
[i]Energy Production[/i]
[i]Energy Production[/i]
Muscle Power
Muscle Power
Animal Power
Animal Power
Water Power
Water Power
[i]Food Production[/i]
[i]Food Production[/i]
Chinampas
Chinampas
Fishing
Fishing
Watermills
Watermills
Mollusc Cultivation
Mollusc Cultivation
Orchards
Orchards
Ox-pulled plough
Ox-pulled plough
Step Farming
Step Farming
Terra Preta
Terra Preta
[i]Materials[/i]
[i]Materials[/i]
Well Dressed Stone
Well Dressed Stone
Ash glazed pottery
Ash glazed pottery
Bronze
Bronze
Early iron bloomeries
Early iron bloomeries
Blown glass
Blown glass
[i]Medicine[/i]
[i]Medicine[/i]
Acupuncture/pressure
Acupuncture/pressure
Ancient human anatomy
Ancient human anatomy
Empirical primitive sanitary theory
Empirical primitive sanitary theory
Herbalism
Herbalism
Hospice care
Hospice care
Oral rehydration therapy
Oral rehydration therapy
Primitive insect repellents
Primitive insect repellents
Ritual cowpox inoculation
Ritual cowpox inoculation
Soap
Soap
Spiritualism
Spiritualism
[i]Science[/i]
[i]Science[/i]
Early alchemy
Early alchemy
Ancestral Heroes
Ancestral Heroes
Polytheism
Polytheism
Astrology
Astrology
Tested Observation
Tested Observation
[i]Transportation[/i]
[i]Transportation[/i]
Animal Husbandry
Animal Husbandry
Gravel Roads
Gravel Roads
Spoked Wheel Vehicles
Spoked Wheel Vehicles
[i]Watercraft[/i]
[i]Watercraft[/i]
Major docks
Major docks
Longships
Longships
Outrigger fishing boats
Outrigger fishing boats
[/spoiler]
[/spoiler]
[spoiler="Social Concepts"]
[spoiler="Social Concepts"]
[i]Artistry[/i]
[i]Artistry[/i]
Political Art
Political Art
Sacred Art
Sacred Art
Specialists
Specialists
Mural
Mural
Sculpture
Sculpture
[i]Authority[/i]
[i]Authority[/i]
Directed Political Violence
Directed Political Violence
Law Itself
Law Itself
Non-familial Patronage
Non-familial Patronage
Occupational Association
Occupational Association
Tradition
Tradition
[i]Administrators[/i]
[i]Administrators[/i]
Primarily hereditary elites
Primarily hereditary elites
Specialist advisors
Specialist advisors
[i]Entertainment[/i]
[i]Entertainment[/i]
Amateur group activity
Amateur group activity
Non-caste semi-specialists
Non-caste semi-specialists
Rodeo
Rodeo
[i]Intellectuals[/i]
[i]Intellectuals[/i]
Priests
Priests
Shamans
Shamans
[i]Leadership[/i]
[i]Leadership[/i]
Mostly hereditary elites
Mostly hereditary elites
[i]Merchants[/i]
[i]Merchants[/i]
Hereditary family
Hereditary family
[i]Metal Working[/i]
[i]Metal Working[/i]
Lined tailings pits
Lined tailings pits
Specialist miners
Specialist miners
Specialist smelters
Specialist smelters
[i]Property[/i]
[i]Property[/i]
Communal land
Communal land
Association equipment
Association equipment
[i]Warriors[/i]
[i]Warriors[/i]
Hereditary elites
Hereditary elites
Mercenaries
Mercenaries
Semi-hereditary specialist
Semi-hereditary specialist
Spiritually trained elites
Spiritually trained elites
Yeomanry
Yeomanry
[/spoiler]
[/spoiler]
[spoiler="Military Tech"]
[spoiler="Military Tech"]
[i]Armour[/i]
[i]Armour[/i]
Iron Scale
Iron Scale
Leather
Leather
Quilted cloth
Quilted cloth
Wicker
Wicker
[i]Cavalry[/i]
[i]Cavalry[/i]
Chariot Archer Elites
Chariot Archer Elites
Spoked chariots
Spoked chariots
[i]Melee[/i]
[i]Melee[/i]
Close formation
Close formation
Daggers
Daggers
Maces
Maces
Light Shields
Light Shields
Spears
Spears
Two-Handed Clubs
Two-Handed Clubs
[i]Ranged[/i]
[i]Ranged[/i]
Composite Bows
Composite Bows
Massed fire
Massed fire
Slings
Slings
Spear Throwers
Spear Throwers
[i]Siege Weapons[/i]
[i]Siege Weapons[/i]
Battering Ram
Battering Ram
[/spoiler]
[/spoiler]
[spoiler="Completed Megaprojects"]
[spoiler="Completed Megaprojects"]
[i]Greater Sacred Forest[/i]
[i]Greater Sacred Forest[/i]
The People live in harmony with the forest, and understand its needs and wants. When the weather shifts, the People are able to rapidly adapt so long as they have access to their forests. In addition to automatically managing forests and being able to plant more, the People are now immune to short term moderate climate fluctuations, and when experiencing longer term climate change only suffer damage once to account for adjusting their environmental balance. Against more catastrophic environmental fluctuations take reduced damage and have the ability to fight the damage where others can only suffer. Additionally, the Expand Forest and Study Forest actions are now merged. WARNING: Requires a minimum of two temples or two libraries to remain functional. Failure to maintain this requirement can result in the loss of critical knowledge and the breakdown of the system, degrading the wonder
The People live in harmony with the forest, and understand its needs and wants. When the weather shifts, the People are able to rapidly adapt so long as they have access to their forests. In addition to automatically managing forests and being able to plant more, the People are now immune to short term moderate climate fluctuations, and when experiencing longer term climate change only suffer damage once to account for adjusting their environmental balance. Against more catastrophic environmental fluctuations take reduced damage and have the ability to fight the damage where others can only suffer. Additionally, the Expand Forest and Study Forest actions are now merged. WARNING: Requires a minimum of two temples or two libraries to remain functional. Failure to maintain this requirement can result in the loss of critical knowledge and the breakdown of the system, degrading the wonder
[i]Stone Age Canal[/i]
[i]Stone Age Canal[/i]
The People cut an artificial river in the hills without the use of metal. Not only does this improve the internal economy and trade, but as long as its memory remains it will be a source of pride in collective labour. Whenever the People complete a major engineering project, they also gain Art and Mysticism.
The People cut an artificial river in the hills without the use of metal. Not only does this improve the internal economy and trade, but as long as its memory remains it will be a source of pride in collective labour. Whenever the People complete a major engineering project, they also gain Art and Mysticism.
[i]Sacred Warding[/i]
[i]Sacred Warding[/i]
While the sacred herds exist and are cared for by the People, the herds in turn shall offer their strength and protection to the People. The effects of epidemic smallpox are severely blunted, and pandemic smallpox is entirely prevented. While this does not extend to other epidemic diseases, the actions do help, providing a bonus to all disease challenges and Study Health actions. Additionally, any time a new settlement is founded with a Main action, a new holy site is produced for free, granting +1 Mysticism.
While the sacred herds exist and are cared for by the People, the herds in turn shall offer their strength and protection to the People. The effects of epidemic smallpox are severely blunted, and pandemic smallpox is entirely prevented. While this does not extend to other epidemic diseases, the actions do help, providing a bonus to all disease challenges and Study Health actions. Additionally, any time a new settlement is founded with a Main action, a new holy site is produced for free, granting +1 Mysticism.
[i]Written Code of Laws (Copper Age)[/i]
[i]Written Code of Laws (Copper Age)[/i]
Bold, early innovators, the People have established an early written code of laws. While it will undoubtedly change over the centuries, this early establishment of what the rules definitely are with clear guidelines for punishment will serve as an important cornerstone for maintaining stability and clarity of order. Upgrades Enforce Authority to Enforce Law, doubles the strength of one Policy action per turn, and allows for the 'Megaproject support' Policy.
Bold, early innovators, the People have established an early written code of laws. While it will undoubtedly change over the centuries, this early establishment of what the rules definitely are with clear guidelines for punishment will serve as an important cornerstone for maintaining stability and clarity of order. Upgrades Enforce Authority to Enforce Law, doubles the strength of one Policy action per turn, and allows for the 'Megaproject support' Policy.
[i]Ancient Saltern[/i]
[i]Ancient Saltern[/i]
Upon developing currency, pays out an initial boost to Wealth and Prestige, and acts as a standard saltern from then on
Upon developing currency, pays out an initial boost to Wealth and Prestige, and acts as a standard saltern from then on
[i]The Garden[/i]
[i]The Garden[/i]
Through the careful channeling of water, the People have created a garden within a city, a well watered domain of pleasant shade and efficient sewage disposal. Unlocks the aqueduct extended project, provides an aqueduct for the city (increasing available living space). Opens up the True City status
Through the careful channeling of water, the People have created a garden within a city, a well watered domain of pleasant shade and efficient sewage disposal. Unlocks the aqueduct extended project, provides an aqueduct for the city (increasing available living space). Opens up the True City status
[i]Grand Temple[/i]
[i]Grand Temple[/i]
A place for universal praise and worship of gods and spirits, the grand temple acts as a centre for the faithful and a training place for priests and shamans. Opens up new social concepts, alters actions, and provides +1 Mysticism a turn until either destroyed or rendered obsolete by more sophisticated theology
A place for universal praise and worship of gods and spirits, the grand temple acts as a centre for the faithful and a training place for priests and shamans. Opens up new social concepts, alters actions, and provides +1 Mysticism a turn until either destroyed or rendered obsolete by more sophisticated theology
[i]The Library[/i]
[i]The Library[/i]
A fantastical collection of scrolls and tablets, this preserves the wisdom of the ages and ensures that not all things must be relearned by each new generation. Whenever spending mysticism, gain +1 mysticism the next turn. Can now build libraries as extended actions.
A fantastical collection of scrolls and tablets, this preserves the wisdom of the ages and ensures that not all things must be relearned by each new generation. Whenever spending mysticism, gain +1 mysticism the next turn. Can now build libraries as extended actions.
[/spoiler][/QUOTE]
[/spoiler][/QUOTE]