The Jotun Oligarchy
Tile: D4
Trait: Giants
Secondary Trait: Bloodborn (increased stamina and ferocity in combat)
Housing: 7 giant stone age (houses 21 total giant sized)
Sanitation: 100
Unrest: 0
Resources:
6 workers
6 farmers
1 chef
1 chief
3 warriors
13.5 food
4 wood
3 slings
3 crude spears
10 crude tools
Technologies:
Gigantic Structures, 4 of 4 (You can now build giant-sized versions of buildings! Giant-sized versions cost twice the resources and labor, but have twice the benefits. Farm and orchard yield is not affected, but efficiency is. For example, 6 workers can harvest or farm gigantic orchards and farms with no loss in efficiency. Giant sized stone age houses house 3 giant workers or 6 normal workers. Additionally, giant workers provide 50% more labor when constructing giant-sized buildings, or any construction that costs 10 or more labor. Normal sized buildings can be upgraded into giant-sized by putting in the normal sized costs in labor and resources again.)
Slings, 8 of 8 (You can now create slings! They cost no resources, but need 1 labor, to make. When used, you must specify how many slings you are using. Slings add a small bonus in combat, and can be used for hunting. Slings are better at ranged combat but worse in hand-to-hand combat.)
Temples, 10 of 10 (You can now construct temples. Temples cost 10 labor and 10 stone and 6 wood to construct. Temples must be dedicated to one god. Workers who pray to that god at the temple generate an additional 0.5 FP for that god. Praying to a god at a temple not dedicated to that god does not generate additional FP. Praying at a temple can also help to reduce unrest in the civ. Action wording: "1 worker prays to Blarg at the temple of Blarg at A1.")
Sundials, 8 of 8 (Your logistics is increased by 1. Also allows research into more advanced techs involving astronomy and astrology.)
Sanitation, 8 of 8 (It occurs to your people that throwing their waste into the streets is a bad idea. Sanitation is increased by 5 every turn.)
Leadership, 10 of 10 (You can now train 1 worker to be a chief. The chief can give speeches that reduce unrest. The chief can also lead workers in battle, giving a small bonus in battle to all workers being led. Maximum of 1 chief per settlement.)
Farming Profession, 15 of 15 (Your workers can now train to become farmers. Farmers get a small bonus when farming, harvesting, and ranching. However, farmers are poor at researching, and not as good as vanilla workers in combat.)
The Divine Cookbook, 1 of 1 (Any worker that reads this book transforms into a Chef, losing whatever special properties they had. Chefs can prepare 2 food into 1 luxury food. Action: "1 chef prepares 1 luxury food for 2 food." Luxury food can be eaten instead of normal food for no action cost. Luxury food decreases unrest when eaten! Using The Divine Cookbook also allows any chef to prepare 1 luxury food and 1 reagent into 1 ambrosia! Action: "1 chef prepares ambrosia using 1 luxury food and 1 reagent and the Divine Cookbook." Ambrosia can also be eaten instead of normal food for no action cost, and also decreases unrest. Eating ambrosia also imparts random mystery effects that are currently unknown! When eating luxury food or ambrosia, the size of the worker does not matter; eating any one of these fulfills the worker's food consumption requirement, no matter what the normal food requirement is.)
Dietary Efficiency, 2 of ? (incomplete)
Notes:
Chefs are literate.
Dipnoi Republic
Tile: I7
Trait: Mud
Secondary trait: Pygmy (The pygmies integrated with your civ! When creating workers, you can create a pygmy worker instead of a vanilla worker. Pygmy workers are good at fighting with ranged weapons, but poor at fighting hand-to-hand. Pygmies get a slight bonus when foraging for reagents but get a small malus when foraging for stone and ore.)
Housing: 7 stone age, 3 mud brick (houses 20 total)
Unrest: 0
Diplomatic states:
Resources:
10 workers
3 pygmy scouts
5 pygmy workers
1 priest of Nagas
1 pygmy priest of Nagas
13 food
1 wood
3 blowdarts
9 crude tools
1 wooden cart
4 mud bricks
Technologies:
Mud Survival, 4 of 4 (Workers get a small bonus to all foraging in muddy tiles. Workers get a small bonus to all combat in muddy tiles. Muddy tiles are typically tiles like swamp or riverbanks, or land tiles where it has recently rained.)
Blowdarts, 6 of 6 (You can now create blowdarts! They cost no resources, but need 1 labor, to make. When used, you must specify how many blowdarts you are using. Blowdarts add a small bonus in combat, and can be used for hunting.)
Snake Taming, 8 of 8 (You can now train workers to be snake tamers. Snake tamers can perform all worker actions. They can also tame wild or hostile, nonsentient, snake-like creatures. There is a chance the Snake tamer will be injured if the creature being tamed is dangerous. Snake tamers can also lead tame snakes into other tiles. Snake tamers can also order tame snakes to attack a tile, and tame snakes will defend a snake tamer if he is attacked.)
Mud Construction, 7 of 7 (Mud versions of constructions that you can build can be built. Mud versions of buildings can have one required resource besides labor substituted with "mud", which is always free. Mud versions of buildings can only be built in muddy tiles.)
Mud Brick, 10 of 10 (You can now build the Mud Kiln. The Mud Kiln costs 8 labor and no resources. Once completed, the Mud Kiln can make 5 mud bricks for the cost of 1 labor and 1 fuel. "Fuel" is some kind of combustible resource such as wood. The Mud Kiln will not be operational if not in a muddy tile. You can also build Mud Brick Houses. Mud Brick Houses house 2 workers and cost 2 labor and 2 mud bricks. You can also research Mud Brick versions of constructions. Mud bricks are a special case and can't be substituted with "mud" using the Mud Construction tech.)[/color]
Diplomacy, 8 of 8 (It is now possible to have diplomatic states with civs other than the default hostility! The possible diplomatic states are War, Hostility, Neutral, Friendly, and Allied. You can change your diplomatic state by simply doing something like, for example, "Change diplomatic state with Xekarni to Neutral." It doesn't use a logistics slot. Note that two civs can set different diplomatic states with each other, and the other civ must research Diplomacy before they can reciprocate your diplomatic state.)
Priesthood, 10 of 10 (You can now construct the Ziggurath! The Ziggurath costs 10 labor, 10 mud bricks, and 6 wood. The Ziggurath must be dedicated to a god. The Ziggurath can train workers to be Priests. Priests are dedicated to the god that the Ziggurath is dedicated to. Priests automatically generate 1 FP for their god a turn. Priests can also bless one worker a turn to give them a bonus in combat for one turn.)
Mathematics, 10 of 10 (Increases logistics by 1. You get 1 free labor a turn from Mathematics for every 10 labor a construction costs. Simply note "X labor added from Mathematics" when constructing; it does not cost an action. You must have at least one worker building the construction to get the Mathematics bonus. This tech also allows more advanced techs related to Mathematics.)
Mud Thermae, 12 of 12 (You can now construct the Mud Bathhouse. It costs 12 labor to construct. The Mud Bathhouse raises your sanitation by 10 every turn, and decreases your unrest by 8 every turn. 1 injured worker a turn can be healed by the Batthouse. The Mud Batthouse will raise prestige when prestige becomes a thing.)
Exploration, 10 of 10 (Your workers can train to become scouts. Scouts are twice as effective as vanilla workers at exploration. Scouts can observe tiles without being seen, though there is a chance they'll be discovered. Scouts are free spirits and are poor at farming, harvesting, ranching, mining, foraging for resources that are not food or reagents, and researching.)
Geometry, 10 of ? (incomplete)
The People
Tile: H4
Trait: Megaprojects
Housing: 7 wooden, 3 stone age (houses 20 total)
Unrest: 0
Resources:
13 workers
3 scouts
3 food
0 wood
1 stone
5 reagents
6 crude tools
7 crude spears
2 boats
Technologies:
Wonder Construction, 4 of 4 (Wonders are unique megaprojects that take lots of labor and resources. They impart special benefits to the civilization that builds them. A wonder must be researched like a tech. They typically require lots of labor to research, and lots of labor and resources to construct. Wonders of the Stone Age typically require stone which might require you to research Stoneworking before construction can begin. Techs similar to Mathematics no doubt will help with wonder construction. Workers of civs with the Megaprojects trait add 50% more labor when construction wonders. There can only be 7 wonders from each age constructed ever.)
Simple Hunting Traps, 6 of 6 (This tech gives a small bonus when hunting or fishing.)
Plains Survival, 6 of 6 (Workers get a small bonus to foraging for food, hunting, fishing, and combat in plains.)
Raiding, 6 of 6 (Raiding is now available as an action! Raiding is a surprise attack intended to get in, grab resources and objects, and then get out before the defenders can respond. Workers can also be captured if your technology supports it! Raiding need not be conducted against a settled tile, but can be ordered to a tile where you expect enemy workers to be doing things. Raiding is not always successful; sometimes a pitched battle is the result, and sometimes the raiders retreat without getting anything. Raiding tends to be less successful against well armed foes in well defended positions. Civs with the Raider trait get a bonus to raiding.)
Fishing, 6 of 6 (Your people become more skilled at fishing. Gives a small bonus to fishing.)
Logistics, 6 of 6 (You discover new ways to organize workers. Increases your logistics by 1.)
Wooden Structures, 10 of 10 (Houses can be upgraded into Wooden Houses. A Wooden House costs 3 labor and 3 wood. Each Wooden House houses 2 workers.)
Writing, 8 of 8 (You have discovered writing! This tech is necessary for many more advanced techs. Additionally, this tech increases your logistics by 1.)
Boat Construction, 6 of 6 (You can now build boats. Boats allow workers to perform actions on water tiles such as oceans, or lakes. You must have 1 boat for every worker that performs an action on water tiles. Boats also allow workers to traverse water tiles, should you ever increase your action range. Spears or fishing tools are still required to fish on water tiles. 1 boat costs 2 labor and 2 wood to construct. Example action usage: "1 worker fishes at A1 with 1 boat and 1 crude spear.")
Exploration, 10 of 10 (Your workers can train to become scouts. Scouts are twice as effective as vanilla workers at exploration. Scouts can observe tiles without being seen, though there is a chance they'll be discovered. Scouts are free spirits and are poor at farming, harvesting, ranching, mining, foraging for resources that are not food or reagents, and researching.)
Mathematics, 10 of 10 (Increases logistics by 1. You get 1 free labor a turn from Mathematics for every 10 labor a construction costs. Simply note "X labor added from Mathematics" when constructing; it does not cost an action. You must have at least one worker building the construction to get the Mathematics bonus. This tech also allows more advanced techs related to Mathematics.)
Stone Tools, 7 of 7 (Your civ delays metal tool research to perfect stone age tools. Stone tools can now be constructed. They give a 0.75 bonus instead of the 0.5 bonus that crude tools give. They cost 1 labor and 1 stone to create.)
Stone Spears, 7 of 7 (Your civ delays metal weapon research to perfect stone age weapons. Stone spears can now be constructed. They give a better bonus in combat than crude spears. They cost 1 labor and 1 stone to create.)
Crop Rotation, 2 of ? (incomplete)
Notes:
Cait Sith
Tile: K1
Trait: Magic
Secondary traits: Extramagical, Cat-like demihuman
Housing: 5 grown tree (houses 15 total)
Unrest: 0
Resources:
6 workers
6 disciplined workers
1 disciplined philosopher
1 disciplined scout
1 apprentice
26 food
10 wood
10 stone
3 crude spears
4 crude tools
3 generic book-making materials
Technologies:
Magic Theory, 4 of 4 (You can now train apprentices! Apprentices are spellcasters and can cast simple spells, assuming you have any researched. They must have a spellbook to cast spells, unless the apprentice is inherently magical. Apprentices are poor in hand-to-hand combat but might be deadly in a support role, depending on your spells. They are bad at everything except researching, creating spellbooks, and casting spells. To train one, simply use "1 worker trains to be apprentice" as an action. )
Advanced Magic Theory, 23 of 23 (Upon completion of this spell, one apprentice becomes a Magus. Magi can research and cast spells of medium complexity or lower. Like an apprentice, a Magus must have a spellbook to cast spells, unless the Magus is inherently magical. This tech also allows you to construct the Magus Academy. This construction costs 12 labor, 12 wood, and 12 stone. The Magus Academy allows Magi to train apprentices into Magi. You cannot train Magi without the Magus Academy! You cannot train Magi if you have less than 2 apprentices for every Magus. The Magus Academy also provides a small bonus when researching spells.)
Simple Spells, 4 of 4 (You can now research simple spells! Think introductory level, apprentice spells. Note that many spells have a reagent cost to cast. However, most simple level spells should cost only 1 reagent, and magical spellcasters reduce the reagent cost of all spells by one, making most simple spells free to cast for magical spellcasters! Spells are researched like a normal tech, except only spellcasters can research them!)
Early Philosophy, 8 of 8 (You can now create Philosophers! Philosophers can use the argue action. Each philosopher arguing gives a slight chance to make workers researching on the same turn have a breakthrough, giving bonus research. Usage: "X philosophers argue." Philosophers are useless at everything except arguing; they will not even defend themselves if attacked! This tech is also necessary to get many more advanced techs.)
Writing, 8 of 8 (You have discovered writing! This tech is necessary for many more advanced techs. Additionally, this tech increases your logistics by 1.)
Logistics, 6 of 6 (You discover new ways to organize workers. Increases your logistics by 1.)
Magic Runes, 15 of 15 (This tech allows for the creation of spellbooks. Spellbooks are necessary for (non-magical) spellcasters to cast spells. Spellbooks also slightly increase the power of some spells, making them still useful for inherently magical spellcasters. Spellbooks require 1 book to make, and 1 labor, and can only be made by spellcasters. "Writer" spellcasters get a bonus when making spellbooks. This tech is also necessary in order to research higher forms of magic.)
Spiritualism, 14 of 14 (Your workers now generate an additional 0.5 FP for a god when they worship that god. Fractions of FP are dropped. Your workers can now commune with the spirits. Once per turn, you can spend 1 labor to ask a question of the spirits. They won't necessarily answer truthfully or clearly.)
Arcanum Botanica research, 1 of 1 (This artifact spellbook contains many spells for manipulating plants. Just about any spell imaginable that impacts foraging, farming, or harvesting can be found inside. However, remember that apprentices can only cast "simple" spells; many of the spells in the book are much too advanced for an apprentice to comprehend! Also, this spellbook does not provide free spell research. The only one who can cast spells from it is the spellcaster in possession of it; thus, only one spell can be cast a turn from the book. Remember that there is a reagent cost to spells (though magical trait does take away 1 from casting cost of spells). If you want to cast a spell from it, you should ask the GM if it is possible first.)
Bookmaking, 12 of 12 (You are now able to make books. Books cost 1 labor and 1 of some type of book making material (or 1 generic "book-making material"). Spells from Arcanum Botanica can be cast to make generic book-making material, or you can research some kind of book making material. Books in real-life antiquity typically were made of vellum or papyrus.)
Arcanum Mineralis research, 1 of 1 (This artifact spellbook is similar to Arcanum Botanica but contains spells for mining and extraction of ores, metals, and gems. Research of this book also grants the civ 1 research point in Metallurgy.)
Fishing, 6 of 6 (Your people become more skilled at fishing. Gives a small bonus to fishing.)
Exploration, 10 of 10 (Your workers can train to become scouts. Scouts are twice as effective as vanilla workers at exploration. Scouts can observe tiles without being seen, though there is a chance they'll be discovered. Scouts are free spirits and are poor at farming, harvesting, ranching, mining, foraging for resources that are not food or reagents, and researching.)
Basic Mapmaking, 15 of 15 (This tech gives a bonus when exploring. Gives a small bonus to each worker in combat in a tile that is at least 50% explored. Is a prerequisite tech for many more advanced techs.)
Mangrove Survival, 6 of 6 (Workers get a small bonus to foraging for food, hunting, fishing, and combat in mangrove forests.)
Sanitation, 7 of 8 (incomplete)
Shrines, 4 of ? (incomplete)
Mathematics, 10 of 10 (Increases logistics by 1. You get 1 free labor a turn from Mathematics for every 10 labor a construction costs. Simply note "X labor added from Mathematics" when constructing; it does not cost an action. You must have at least one worker building the construction to get the Mathematics bonus. This tech also allows more advanced techs related to Mathematics.)
Spells:
Book-making Harvest, 5 of 5 (Simple spell. Makes 1-3 generic book making materials.)
Fireball, 7 of 7 (Simple spell. For 1 reagent, a ball of flame shoots from the casters hands at one target. Damage increases with the skill of the caster.)
Aero, 7 of 7 (Simple Spell. For 1 reagent, a gust of wind knocks over an opponent and might even do damage depending on strength. Effect increases with the skill of the caster.)
Notes:
Hidden Monastery
Tile: J9
Trait: Monks
Housing: 9 wooden (houses 18 total)
Unrest: 0
Resources:
11 workers
4 disciplined workers
2 disciplined beginner cat-style martial artists
1 disciplined master cobra-style martial artist
9 food
11 wood
5 stone
3 quarterstaffs
10 crude tools
3 wooden carts
Technologies:
Enter the Dragon, 4 of 4 (Allows construction of the Martial Arts School. It costs 10 labor and 10 wood. The Martial Arts School can train workers to be beginner martial artists. Beginner martial artists can do all vanilla worker actions but are better in combat.)
Sensei Tradition, 7 of 7 (Upon completion of this tech, one martial artist with a particular style becomes a master martial artist of that style. A master (or higher) martial artist can teach his style to 1 beginner martial artist a turn. If a Martial Arts School is owned, a master can train any one worker to be a beginner martial artist of his style a turn. This tech also allows martial arts masters to create one manual of his style! The Style Manual (with a martial arts school) allows the master to train beginner martial artists of his style into journeyman martial artists of his style, 1 per turn. A Style Manual requires 1 book to create.)
Body Strengthening, 7 of 7 (Martial artists are now stronger, tougher, and have more endurance. Gives all martial artists a small bonus in combat.)
Wood Buildings, 10 of 10 (Houses can be upgraded into Wooden Houses. A Wooden House costs 3 labor and 3 wood. Each Wooden House houses 2 workers.)
Meditation, 11 of 11 (Enables the meditation action. Usage: "1 worker meditates." The meditate action gives the worker a meditation buff for the next turn. Workers with a meditation buff generate an additional 1.5 research points when researching, and an additional 1.5 FP when praying to a god. The meditation buff also gives the worker a small bonus in combat. The meditation buff goes away at the end of the turn after the turn the worker meditates.)
Quarterstaff Creation, 9 of 9 (Allows creation of quarterstaves. The quarterstaff gives the same small bonus as a crude spear in combat. However, when used by martial artists, it gives an additional small bonus in combat. It requires 1 labor and 1 wood to create.)
Deep Meditation, 23 of 23 (The meditation buff is increased from 1.5 to 1.75 when researching. The buff to praying remains an additional 1.5 FP. The combat buff from meditating is increased from a small bonus to a bonus.)
Mathematics, 10 of 10 (Increases logistics by 1. You get 1 free labor a turn from Mathematics for every 10 labor a construction costs. Simply note "X labor added from Mathematics" when constructing; it does not cost an action. You must have at least one worker building the construction to get the Mathematics bonus. This tech also allows more advanced techs related to Mathematics.)
Aglejo
Tile: B6
Trait: Engineering
Housing: 7 stone age, 2 brick (houses 20 total)
Unrest: 0
Diplomatic States:
Seagull People (neutral)
Resources:
18 workers
1 seagull language speaker
35 food
0 wood
1 stone
10 clay
5 bricks
12 crude tools
3 crude spears
4 wooden carts
Technologies:
Engineer's Mindset, 4 of 4 (The bonus you get from using tools increases by 0.5. For example, crude tools now generate a bonus of 1 instead of the 0.5 that everyone else gets. When constructing constructions that require 10 or more labor, your workers provide an additional 0.5 labor.)
Crop Rotation, 10 of 10 (Farming is now more effective. Gives a small bonus when farming.)
Masonry, 14 of 14 (Allows construction of brick houses. Brick houses house 3 workers and cost 5 labor, 5 bricks, and 2 wood to construct. Also allows construction of the brick kiln. The Brick kiln costs 8 labor and 4 stone to construct. With a brick kiln, 1 labor, 1 clay, and 1 fuel can be spent to create 5 bricks. "Fuel" is some kind of combustible resource, such as wood.)[/color]
Clay Foraging, 8 of 8 (Allows foraging for clay.)
Bronze Age Farming, 20 of 20 (Bronze age farms can now be built. The food yield at bronze age farms over stone age farms is, on average, 0.5 higher per worker. Also, 4 workers can farm at a bronze age farm with no loss in efficiency. Bronze age farms cost 25 labor, 10 stone or 10 bricks, and 10 wood to create. Stone age farms can be upgraded for 15 labor, 10 stone or 10 bricks, and 10 wood.)
Diplomacy, 8 of 8 (It is now possible to have diplomatic states with civs other than the default hostility! The possible diplomatic states are War, Hostility, Neutral, Friendly, and Allied. You can change your diplomatic state by simply doing something like, for example, "Change diplomatic state with Xekarni to Neutral." It doesn't use a logistics slot. Note that two civs can set different diplomatic states with each other, and the other civ must research Diplomacy before they can reciprocate your diplomatic state.)
Mathematics, 10 of 10 (Increases logistics by 1. You get 1 free labor a turn from Mathematics for every 10 labor a construction costs. Simply note "X labor added from Mathematics" when constructing; it does not cost an action. You must have at least one worker building the construction to get the Mathematics bonus. This tech also allows more advanced techs related to Mathematics.)
Geology, 6 of ? (incomplete)
Delta dwellers
Tile: E8
Trait: Water
Housing: 7 stone age (houses 14 total)
Unrest: 0
Resources:
14 workers
22 food
8 wood
5 cotton
13 reagents
7 crude tools
5 crude spears
4 fishing nets
4 boats
Technologies:
Call of the Sea, 4 of 4 (Your civ has a profound drive to sail the high seas! Your workers get a bonus when fishing on sea or ocean tiles. This still requires some kind of boat and fishing tool. Your workers get a small bonus when constructing ships, boats, and buildings related to navies and ocean shipping. Your workers get a small bonus to naval combat and any combat on seas and oceans.)
Boat Construction, 5 of 5 (You can now build boats. Boats allow workers to perform actions on water tiles such as oceans, or lakes. You must have 1 boat for every worker that performs an action on water tiles. Boats also allow workers to traverse water tiles, should you ever increase your action range. Spears or fishing tools are still required to fish on water tiles. 1 boat costs 2 labor and 2 wood to construct. Example action usage: "1 worker fishes at A1 with 1 boat and 1 crude spear.")
Fishing, 6 of 6 (Your people become more skilled at fishing. Gives a small bonus to fishing.)
Djinn Restlessness, 6 of 6 (Interaction with Djinn has made your civ impatient with its lack of technology! You now get an additional .5 per worker when researching stone age techs!)
Net Fishing, 7 of 7 (Allows creation of fishing nets. Fishing nets cost 1 labor and no resources to create. Fishing nets are a fishing tool and generate an additional 0.5 food per worker when used from a boat.)
Cotton, 12 of 12 (In any farm, you can farm for cotton instead of food. The rules and yield are identical to food. You can only farm one type of resource per farm a turn. Cotton is a resource that potentially is useful.)
Sundials, 8 of 8 (Your logistics is increased by 1. Also allows research into more advanced techs involving astronomy and astrology.)
Fish Traps, 14 of 14 (This tech provides an additional small bonus to all fishing.)
Seafaring, 1 of ? (research stalled)
Sails, 5 of ? (incomplete)
Drecthul Commonwealth
Tile: B9
Trait: Curious
Housing: 7 stone age (houses 14 total)
Unrest: 0
Resources:
10 workers
3 explorers
12 food
3 wood
2 copper ore
6 crude tools
3 crude spears
Technologies:
Yearning for Answers, 4 of 4 (Your civilization's workers can train to become explorers, which are better versions of the scout from the Exploration tech. Like scouts, explorers are free spirits and are poor at farming, harvesting, ranching, mining, foraging for resources that are not food or reagents, and researching. Also, your civ's workers generate an additional 0.25 research points when researching.)
Mathematics, 7.5 of ? (incomplete)