This is something I've been working on for a while now - finally its finished.
This mod seeks to expand the list of creatures, plants and weather effects unique to good and evil biomes - similarly to my cave revamp mod, the different biomes are themed, though there still are shared creatures between different sets.
The themed biomes are:
-Mountains - Heavenly Peaks (Good)/Hellfire Peak (Evil)
-Swamps - Forgotten Land (Good)/Spore Swamp (Evil)
-Marshes - Primal Marshland (Good)/The Flesh-Marshes (Evil)
-Tropical Forests - Fey Woods (Good)/Tainted Jungle (Evil)
-Temperate Forests - Wondrous Wildland (Good)/Vile Forest (Evil)
-Glaciers - Crystalline Crown (Good)/End of the World (Evil)
-Tundras - Enchanted Frost (Good)/Cold Death (Evil)
-Taigas - Wintry Woodland (Good)/Frozen Woods (Evil)
-Sandy Deserts - Spellbound Oasis (Good)/Ravaged Wastes (Evil)
-Badlands - Glass Barrens (Good)/Chaotic Wasteland (Evil)
-Rocky Wastelands - Earthen Realm (Good)/Charred Land (Evil)
-Savannas - Ancestral Veldt (Good)/Pestilent Flats (Evil)
-Shrublands/Grasslands - Pure Hills (Good)/Corpse Highland (Evil)
-Oceans - Oceanic Domain (Good)/Furious Storm (Evil)
-Lakes - The Azure Expanse (Good)/Toxic Lagoon (Evil)
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Race Addon infoKeep in mind I took "good" to moreso mean "magical/enchanted", rather than "benign" - the creatures in good biomes won't neccessarily be any less predatory than in other areas.
Last thing, there's two reactions tied to two plants in good biomes. Goldleaf is one of the plants, found only in good mountains - you can take several seeds from it to make a single bar of gold - the other one is the Cryostalk, found in good glaciers - you can take seeds from it to make bars of Cryocite, a metal that is very sharp and light, but brittle, and so is not usable for armor.
Be also wary of some of the fruit-bearing plants and trees - the unique ones in good swamps and tropical forests, as well as those from evil marshes, arctic biomes, temperate forests, savannas, shrub/grasslands, sandy/rock deserts and mountains can cause negative effects if eaten raw. Brewed, however, they are no threat, and some may in fact provide attribute buffs.
Big thanks to
my girlfriend for the banner - her instagram has more art stuff, check it out.
Gaian Dust - appears only in good biomes. Drives domestic animals berserk, prevents them from feeling fear, and doubles their toughness and strength.
Joyous Ichor - rain in good biomes - causes a positive moodlet, but also has a chance of causing dizziness and numbness in covered body parts. Servants of nature are unaffected.
Healing Sap - another type of rain - increases recuperation to 150%, but has a low chance of sealing the eyes, making the creature blind, or sealing the mouth, preventing the creature from breathing. Servants of nature gain a 200% recuperation increase instead, without the chance of negative effects.
Infectious Spores - clouds that only show up in good wetlands. Causes drowsiness, vomiting and coughing blood - servants of nature are unaffected.
Warding Pollen - clouds that show up in good forests and wetlands. Causes drowsiness, an increase in propensity to violence, and erratic behavior - has a low chance of outright driving an affected creature berserk - servants of nature are unaffected.
Magical Frost - rolling clouds of frost in good glaciers and tundras. Causes temporary blistering, numbness, and a reduction in speed - servants of nature and ice/water elemental creatures are unaffected.
Magical Smoke - clouds of gas in all good biomes. Temporarily reduces strength, agility, toughness, focus, spatial sense, and willpower to 75% of normal - servants of nature are strengthened by it instead, increasing the same stats to 150%.
Fey Gas - clouds of gas in all good biomes. Can cause a fever, also temporarily reduces focus and willpower to 85%, and linguistic ability to 60% - also has a low chance of temporarily removing the ability to speak or learn skills from an intelligent creature, in essence turning them into a more primitive state. Servants of nature are unaffected.
Hate Fog - evil biomes only. Reddish fog that drives creatures who wander into it into a berserk, bloodlusted frenzy. Once in this state, they cannot be recovered, and will fearlessly attack nearby creatures - most evil biome dwellers are unaffected.
Otherworldly Mist - evil biomes only. A cloud of purple mist that makes creatures who walk into it fearless and opposed to life - has a low chance of transforming the creature into a flesh ooze, however - there is also a very low chance the creature will simply start bleeding and oozing from their entire body until they die. Most evil biome dwellers are unaffected.
Unholy Haze - evil biomes only. Dark green clouds that reduce most physical attributes to 60% - while long-lasting, it is temporary. Additionally, for a significantly shorter period the affected creature is cursed and their combat rolls will be negatively affected. Most evil biome dwellers are unaffected.
Malicious Spirits - evil biomes only. A cloud of restless, pale blue spirits - creatures who walk into the cloud will be bombarded with various horrific visions, giving them several negative moodlets, and making them behave erratically. Additionally, the spirits can cause the affected creature to be knocked unconscious, and for their body to become numb - both last a short time. Most evil biome dwellers are unaffected.
Flesh-spores - only in evil wetlands. Clouds of disgusting, organic spores - if inhaled, they can cause a fever, vomiting blood, and coughing blood - there is also a low chance of driving the creature into a berserk frenzy - the berserk state is permanent, should it take effect. Evil biome dwellers are unaffected.
Fiery Gas - only in evil deserts. Clouds of heated gas that causes blisters, coughing blood and dizziness. Evil biome dwellers are unaffected.
Blackened Frost - only in evil glaciers. A cloud of vapor that sticks to creatures - those affected will become opposed to life, physically strong but slow slaves. Their bodies are still limited, and they can overexert - however, their endurance is boosted. Those affected will also be completely blistered and numb. Once affected, the state is permanent. Evil biome dwellers are unaffected.
Burning Goo - only in evil mountains. A type of rain - causes blisters and pain in the covered limbs. Evil biome dwellers are unaffected.
Toxic Sludge - only in evil lakes. Another rain type - causes blisters, nausea and a fever, with a possibility of necrosis. Evil biome dwellers are unaffected.
Dark Lightning - only in evil oceans. A cloud of lightning that causes paralysis, bleeding and blisters if wandered into - evil biome dwellers are unaffected.
A note about evil biome weather - while most evil biome dwellers are unaffected, the insectoids in the savannas will be affected by the effects of the weather.
Download links:
Raws Only version - includes instructions on how to add the reactions to existing civ files, as well as optional files for rearranging vanilla good/evil plants.
Race Addon - adds 17 races that make use of the creatures from this pack as pets, plus have some of their own unique pets made specifically for this pack.