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Éa Manual

Phase II, The Ageless and the Divine Designer and Programer: Pazyryk
Updated 22 June 2013 for v. 12 Grey text = planned but not implemented

Overview
Major Differences from Civ5
Éa Needs Artists!
Source Material
Credits
Races and Civilizations
Races
Civilizations and Naming Conditions
City States
Great People
Classes and Subclasses
How many and what kind?
What do they do?
Aging and Experience
Religion
The Theistic Religions
The Pantheistic Religion
Prophecies and Rituals
The Fallen
Mana, Divine Favor and Spellcasting
Arcane Spells
Divine Spells
Culture
Social Policies
Research
Sources and Knowledge Maintenance
The Tech Tree
Diplomacy
Yields, Terrain, Resources and Improvements
Buildings
Processes
Wonders, Epics and Artifacts
Units
Morale
Mercenaries
Slave Armies
Promotions
Victory Conditions
AI
—Image by John William Waterhouse

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Overview
You begin knowing only that you are a small tribe, belonging to one of three races, without name, leader or
history. Your tribe will become a civilization with its own name soon enough. Its character will develop over
time, gaining unique traits based on achievements, discoveries and surrounding geography. Heroes and other
great people will arise from the ranks of armies tested in battle, from places of arcane or divine study, or from
the alleyways of your most corrupt cities. Some of these individuals will lead your civilization. All will pass in
time (except perhaps for the ageless). Your small tribe has no lore, no epic tales of heroes or gods from times
past. There is no past. The story of Éa is yours to make...

Éa is a fantasy mod for Civilization V that focusses on civilization creation and role play. I am developing and
releasing the mod in phases; so far we have:

I. Dawn of the Mortal Races (“prototype”; 11 Apr. 2012)


II. The Ageless and the Divine (initial alpha release; 21 Dec. 2012)

Dawn of the Mortal Races came after two years of imagining, planning and coding. It was a non-playable
prototype showing off ideas and some new game mechanics. We are now in Phase II, which I call the “alpha”
stage even though it is still lacking some major elements. I will continue to develop Éa over time (with your
help I hope) with plans for twelve phases, each focusing on a different area of gameplay and introducing
new content and game mechanics. With this kind of open development model it’s hard to say exactly when
the game reaches “beta” or “release” stages exactly. Perhaps there will be alpha, beta and release for each
subsequent phase.

Phase II is still early development and doesn’t have functional victory conditions yet. Conquest will be added
soon. Two more, Protector and Destroyer, will be added in a sort of “skeleton” form but will need more
development to work properly. I expect that we’ll reach a fully playable game sometime during Phase IV, with
five victory conditions and dozens of play styles to reach these victories.

Please follow Éa’s development at CivFanatics.

Major Differences from Civ5

● You begin the game simply as a "Tribe of " (one of three two races) without a civilization name
or leader. You will take a specific civ name with an associated “civ trait” early in the game and gain
several additional traits throughout the game based on your achievements, discoveries or other specific
conditions.

● Leaders are derived from great people, exist as units on the map, and may be replaced.

● The Great People system is very different, both in the derivation of GPs and their function. GPs build
all wonders, craft epics, establish trade routes and do many other things. GPs don't "disappear" after
performing these actions; instead, they are limited by the fact that great accomplishments take time.
Any GP can become a leader.

● Tech advancement is no longer the overarching "measure of progress" that it is in base Civ5, nor
necessary for victory. The Tech Tree is wide but shallow (it's more of a “Tech Shrubbery") and used
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primarily as a civ-specializing system. You won't be able to learn more than about a third of all techs in
any single game, and only that if you are very research-focused. But you won't need more. By design,
I am making four out of the planned five victory conditions achievable while illiterate (note that I didn't
say "easily achievable").

● Policy advancement is based on Cultural Level, which is a function of culture generated per population
point over your civilization's entire history. There is no penalty for number of cities.

● Gold has been moved away from plot yield in most cases (e.g., river and sea don't give any, but many
resources still do) and shifted more toward population and trade-based generation, which involves
several new mechanisms.

● Forests are not kind to Man. In fact, the forests of Éa can be downright nasty, and jungles and marshes
are even worse. For the most part, you will want to clear these as fast as possible in areas where you
are trying to develop. Fortunately, all civs can slash-and-burn forest from game start (chopping for
production requires bronze working). Alternatively, consider Pantheistic development focusing on The
Weave of Éa religion and its more nature-focused cults.

● Overall, the "civilization landscape" is much more varied than base in terms of both city sizes,
specialization and distribution. You may see a few large cities, but more typically smaller (and more
specialized) cities. Rule changes make even a permanent size 1 city worthwhile if it is holding a
strategic point or a valuable resource. Cities can be clustered together very close with only a 1-plot
spacing requirement. However, an increased emphasis on resources, especially food resources, forces
cities to spread out more (at least on average) leaving a good deal of undeveloped wildlands between
cities and civilizations.

● Extensive AI modding. I spend roughly two-thirds of my programming effort on the AI. The mod controls
all tech and policy choices and all great person movement and actions for AI civs. Eventually, it will
also influence build queues, war/peace choices, and other things. I have an intense dislike of the base
“flavor” system, which I don’t consider AI at all (it’s really just a “biased random number generator”). In
Éa, the AI decision process changes with the stage of the game and should provide optimal choices
based on actual game conditions with a large degree of civ-differentiation. Great person activity uses
rational decision making based on value calculation (sometimes proxy values are used) with time-
discounting.

Éa Needs Artists!
Seriously! There’s no point in a fantasy mod that doesn’t have fantasy art. We needs 3D unit art: elves (for
the Sídhe), orcs, goblins, ogres and the like. If you can convert fantasy units from Civ4, or if you are willing to
learn, you can become a key contributor to Éa (I will even divulge secrets of upcoming phases so you know
what units will be needed). We also need icon work. The current ones are almost all from base game and
either don't fit or are used repeatedly for multiple items.

Source Material
Éa is my own creation and has no single source. The name was used by LeGuin for the first island created in
Earthsea and by Tolkien (in the form Eä) to mean universe. Ea was also the Babylonian name for Enki, god of

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water and creation (among other things), so plausibly a source for both LeGuin and Tolkien (that's my theory
anyway). Names for great people, civilizations and cities come from a variety of languages and mythologies
or from the names of real but lesser known people, tribes or places. Although I’m mixing and mashing a lot of
different histories and mythologies, there is some method to the madness as I've outlined below.

Almost all the names for great people and cities of Man are derived from The Poetic Edda, an Icelandic
manuscript that is probably the most important source for Old Norse mythology and language. This is where
Tolkien found names for all but one of the thirteen dwarves (and also Gandalf, who was originally a dwarf).
I’ve kept the names closer to the original text than most authors with only minimal anglicization. Specifically, I
changed the older letter "ǫ" to the modern Icelandic "ö" and the letters "ð" and "þ" to "th", but kept accents and
extra letters (possibly silent) that are usually dropped.

The second race, the Sídhe, is taken directly from Irish mythology. This race represents the Tuatha Dé
Danann, variously considered old kings and queens of Ireland or possibly deities (with names derived in
many cases from even older Celtic gods). They are the "fifth invasion" into Ireland with mortals comprising
both earlier and later invasions. The sixth invasion (the Milesians) drove them underground into the "Sídhe"
(= mounds) after which they became the "Áes Sídhe" or "Aos Sí" (= people of the mounds). The name is
commonly shortened to just "Sídhe" or "Sí" (pronounced Shee-ah or Shee) and translated as elves. But it is
more accurate to think of them as godlike men rather than slender, pointy eared humanoids.

The pantheistic worldview and its religion and cults (which is associated with but separate from the Sídhe)
is derived from the wider Celtic world spanning all of Europe. The various Incarnations or Major Spirits of Éa
are mostly real names of deities or "place gods" worshiped by Celts, though a few (associated with deserts,
jungles and other features that don't exist in Europe) are taken from non-Celtic peoples. The "pantheistic"
worldview in the mod is really a mash of pantheism and animism. It is vaguely inspired by Celtic practices but
probably bears little resemblance to the real thing.

The theistic religions and prophecies are inspired by more eastern sources, primarily Zoroastrianism. Many
words come directly from Avesta (the original language of Zoroastrianism) though others are later Persian
renamings. Azzandara is an alternate name for God derived from Ahura Mazda ("ahura" = light; "mazda" =
wisdom). Azzandarayasna is my own concatenation ("yasna" = worship or liturgical texts) though it parallels
the actual name Mazdayasna, which is what followers of Zoroastrianism call their own religion. On the darker
side, Ahriman is a Persian re-naming of Aŋra Mainiuu (= destructive spirit), which is also the source for the
name of the Aŋra religion.

All of these sources have inspired me, but I'm reinterpreting myths and meanings in whatever way is most
useful for Éa.

Credits
This document was assembled from posts in this CivFanatics thread. Thanks to all that participated there for
comments, ideas and helping me clarify my own ideas.

Éa Creation Team (makers of texts, code or art specifically for the mod)
Killzerslaul, oChuckles, Bob Morane, Lplate

Modding
Kael - for the inspirational Fall from Heaven and the Civ5 modding starter reference

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DonQuiche - for the excellent Civ5 modding wiki ... Really amazing!
Gedemon - for the initial "Lua skeleton" used to build this mod (modified from R.E.D. WWII)
Deliverator - for fantasy units!
Redox - for AStar pathfinding algorithm
whoward69 - for many useful tools and many (super technical) suggestions and answers
Spatzimaus, Thalassicus, and PawelS - for answers and bits of code
CivFanatics - for the fabulous forum!

Music
Éa's entire soundtrack is by Kevin MacLeod (incompetech.com), licenced under Creative Commons. See the
mod's forum thread for a full list of titles.

2D images
Éa shows off a lot of wonderful 2D art. Browsing the work of many artists at CG Society, CG Hub and
Deviantart has inspired the flavor of Éa as much as the source material mentioned above. Here are the artists
that have allowed me to use one or more images (ordered by date of permission). Please give these artists the
respect they deserve and don't rip them off. So much training, talent and effort go into creating these works.

Ruan Jia home cgsociety cghub


David Munoz Velazquez home cgsociety
Rob Chope home cgsociety
Stefan Valkanov cgsociety
Alayna Lemmer home cgsociety
Rochelle Green cgsociety deviantart
Benita Winckler home cgsociety
Jenny Lehmann home cgsociety deviantart
Markus Lovadina home cgsociety
Kristina Gehrmann home cgsociety
Roberto E. Quintero cgsociety
Eve Ventrue home cgsociety
Thomas Pringle home cgsociety
Alon Chou home cgsociety facebook
Eva Soulu home cgsociety
Isis Sousa home cgsociety
Henning Ludvigsen home cgsociety deviantart
Steven Stahlberg home cgsociety
Michel Victor Oliveira cgsociety deviantart
Lubos de Gerardo Surzin home cgsociety
Neville Dsouza cgsociety
Adam Kuczek home cgsociety
Sue Marino cgsociety deviantart
Ehsan Dabbaghi cgsociety
Bruno Cerkvenik home cgsociety
Shahan Zaidi cgsociety
Cole Eastburn home cgsociety
Ilich Henriquez home cgsociety
Tiziano Baracchi cgsociety
John Barry Ballaran home cgsociety

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Pawel Brudniak home cgsociety
Lincoln Renall home cgsociety
Martin McKenna home cgsociety
Yang Xueguo cgsociety
Kulbongkot Chutaprutikorn cgsociety deviantart
Alexander Jack cgsociety
Alex Ruiz home cgsociety
Bente Schlick home cgsociety
Stephen Flack home cghub deviantart
Ann-Christin Pogoda home cgsociety
Mariana Vieira home cgsociety
Leonie Jannien Baauw home cgsociety

The following artists provided work unknowingly (hopefully they would have approved):
John William Waterhouse
Michelangelo Merisi da Caravaggio
Rembrandt Harmenszoon van Rijn
Raffaello Sanzio
(incomplete...)

And...
Thanks to my wife for putting up with my obsessions. She is there in Éa, ageless and beautiful, with her horse,
P.B. Melvin.

Races and Civilizations

Races
Man is adaptable but mortal. The race of Man receives a free technology at game start and can build or
acquire almost any building, tech or policy. They produce all classes of great people.
Sídhe is similar to Man in stature, but ageless and more beautiful. Sídhe start with Hunting and Writing. They
have low birth rates, resulting in slower and more restricted settler production. However, small populations of
the almost-immortal Sídhe generate substantial levels of research and culture. Great people of the Sídhe may
become ancient, wise and utterly powerful. But their number will be few.
Heldeofol is really a composite of races—orcs, goblins, hill giants, ogres, trolls and the like—that differ in
many ways but are generally violent, misshapen and short-lived. Though they are as likely to fight each
other as Man, they sometimes band together into cities and nations that can be called (generously speaking)
civilization. Heldeofol start with Mining and Deep Mining. They are fecund and have accelerated city growth
and settler production. However, their cities are severely limited, producing only buildings that support
expansion and conquest. Heldeofol units that achieve victory in battle confer both happiness and culture
at their city of origin and can sometimes convert barbarian units of their own kind (orcs, ogres and such).
Heldeofol civilizations generally produce Warriors as great people, though Engineers arise from the orc forges
and other classes are (very rarely) seen.
The Fay are a (non-playable) hidden race comprised of the Minor Spirits of Éa, incarnations of individual trees,
rocks, small streams, and so on that are sometimes called the "little gods". They form a single civilization, Tír
inna n-Óc, led by Queen Fand. Pantheistic civilizations can communicate with the Queen of the Fay after they
have adopted the policy Through the Veil.
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Civilization race and city race
These two are not necessarily the same. Civilization race is chosen at game start and is permanent. City race
is determined at city founding and is permanent for the city regardless of conquest. In general, a city trains
units of its own race, so a Heldeofol city will produce Orc Infantry, Goblin Archers, and so on, even if the
owning civilization is of a different race. In contrast, building construction is restricted by both civilization and
city race. For example, since Heldeofol can’t build libraries, that means that a civilization of race Heldeofol
can’t build libraries in any city it owns (regardless of city race), and civilizations of any other races can’t build
a library in a city they have conquered of race Heldeofol. (Furthermore, all race-restricted buildings taken by
conquest will be pillaged for gold over a number of turns.) A civilization can only build settlers in cities that
share the civilization race, so unconquered cities are always of the founding civilization’s own race.

Civilizations and Naming Conditions


You begin the game simply as “a tribe of Man” or “a tribe of Sídhe” and your first city will have a similarly
generic name. Certain early conditions (listed below) will trigger a “civilization-defining” event that will give
you two options: 1) take a civilization name and trait related to the event (this will also name your capital) or
2) decline the name and trait allowing a subsequent and different civilization-defining event to occur. You can
only decline the name/trait once. However, you can provide your own civilization name at any time by clicking
on your civ's current name in the Diplomacy View. Throughout the game, your civilization will acquire additional
traits while maintaining its name. Trait-conferring events are largely a consequence of your decisions,
discoveries and accomplishments (though some also involve local geography). Thus, you can focus your
civilization very narrowly in one area, say agriculture or seafaring, or take a broader approach. Either is viable
by design.

Abbreviations should be fairly clear, I think. Triggering conditions are listed in parentheses (race: H=Heldeofol;
M=Man; note that some are available to either race). Once a civ takes a name, then it no longer counts against
other civs being "first" to something (i.e., you might really be 2nd to build a library, but you are the 1st to do it
without already having a civ name). For some civs, I've listed the civ adjective and civ capital name next. Then
I list the civ-associated trait effects. This is all a work-in-progress, so details will change and many are blank at
this time. In general, I want these to have a fairly big influence on how a player develops his/her civ.

All civs gain at least one point and sometimes two toward a specific great person class. This has a large
impact on GP class early in the game, but much less so later as you build specialist buildings or accumulate
GP points in other ways.

First to tech
Ikkos (M, S, H; Horseback Rinding) +3c per improved horse; 20% chance / turn for 1 xp gain (all horse-
mounted); 1 pt toward Warrior
Âb (M, S, H; 2 Mounted Elephants) Âb; Âbu; +3c per imp. elephant; +50% research toward all downstream
techs
Fir Bolg (M, S; Animal Husbandry) Fir Bolg; Fir Bolg; +1p1g from pastures
Cruithni (M, S, H; Tracking) Cruithni; Fiach; +1f1p from camps
Crécy (M, S; Archery) Crécy; free Strong Archer (+30% str/rng) promotion for all units in the archer and horse-
mounted archer lines; gain nearby Yew; *warrior
Daggoo (M, S; Harpoons) Daggoo; Héréhérétué; +1f1p1g1c from whales
Fomhóire (M, S; Sailing) Fomorians; Faoi-mhuir; Can enter ocean tiles (receive sea warrior Cíocal?)
Parakhora (M, S; Milling) Parakh; free Watermill or Windmill in every city

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Ninkasi (M, S; Zymurgy) Ninkasi; free Brewery every city; *artist
Girnar (M, S; Irrigation) Girnar; marsh drainage always permanent; farms spread fresh water 1 tile
Aldebar (M, S; Calendar) Aldebaran; +2c from all plantations
Isallin (M, S; Divine Liturgy) +1c1h from all religious buildings
Stygia (M, S; Maleficium)
Lemuria (M, S; Thaumaturgy)
Axagoria (M, S; Philosophy) Axagorians; Clazomenae; 50% extra happy to research; *sage
Iacchia (M, S; Drama); 50% extra happiness to culture; *artist
Lagad (M, S; Mathematics) Lagad; Lagadha -2% Research Maint for Mathematics and all downstream techs;
receive sage Lagad as first leader; *sage
Mamonas (M, S; Coinage) Dispáter; +1g from gold and silver; gain 0.5% interest on treasury per turn in
capital; *merchant
Sophronia (M, S; Masonry) Capital: Pétra; gain leader Sophroniscus (engineer); gain nearby stone; +20%c
per wonder; receive engineer as first leader; *engineer
Luchtain (S; Masonry) Capital: Falias; gain leader Luchta (engineer) gain nearby stone; +20%c per wonder
Vinča (M, H; Bronze W.) Capital: Bakar; gain an engineer as leader; +50% research toward all downstream
techs; *engineer
Gobann (S; Bronze W.) Capital: Findius; gain engineer Goibniu as leader; +30% research toward all
downstream techs
Úr (M, S; Deep Mining) block Deep Mining to other Men (Heldeofol already have it as starting tech); learn
Knowledge of the Underdark; can build only mines, quarries and plantations; no food from tiles other than hills
and mountains; no food penalty from forest or jungle.
Orkahaugr (H; Underdark Lore) Orkahaugr; +1f1p from mines

First to policy
Reynes (M; Aristocracy)
Biarmaland (M; Guilds)
Kaza (M; Civil Service) Capital: Tóppí Ké; +15% f from all granaries
Eóganachta (S; any policy within the Agrarianism branch) Capital: Cnoc Eógan; loose Sidhe penalties for
growth and settler production
Skógr (M; any policy within the Pantheism branch) Capital: Lauf; free shrine in every city; improved
relationship with The Fey and Incarnations; receive druid Nál as first leader
Banba (S; Animal Lore) led by druid Banba
Ériu (S; Woods Lore) Capital: Tír inna n-Óc; free shrine in every city; improved relationship with The Fey and
Incarnations; receive druid Ériu as first leader
Fódla (S; Earth Lore) led by druid Fódla
Netzach (M; Mysticism)
Yesod (M; Way of the Wise)
The Hod (M; Priesthood) Capital: Aslan; +1 Divine Favor for each religious building
Nemedia (M; Discipline) Capital: Nemheim; Leader: Nemed; *warrior
Milesia (M; Warcraft) Leader: Míl
Úlfhéthnar (M; Warspirit) led by [berserker]; gain Berserkergang
Mara (S; Discipline); Capital: Goirias; The Morrígna led by warrior Mórrígan
The Machae (S; Warcraft); Capital: Ard Macha; led by warrior Macha
The Bodwa (S; Warspirit); Capital: Badb Catha; led by warrior Badb; gain Berserkergang
Mord (H; Discipline) Capital: Mord; Bellator; extra gold from kills; *warrior
Theanon (M; Scholastisicm) Capital: Croton; receive sage Theano as first leader *sage

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Saguenay (M; Folkart)
Albion (M; Folklore)
Tír Ecne (S. Scholastisicm) Capital: Danann; receive sage Ecne
Noudont (S; Folkart); Capital: Airgetlám; lead by artist Credne
Áes Dána (S; Folklore) Capital: m’Bhan; receive artist Danu as first leader *artist
Suddene (M; Mercantilism) +10%g from trade;
Mór (M, S; Mercenaries); Capital: Bythnia; +20% gold earned from hired mercenaries; 20% reduced cost for
hiring mercenaries.
Partholón (M; Cultural Diplomacy); Capital: Inbhear Scéine; receive merchant Partholón as first leader;
*merchant
Dál Fiatach (S; Mercantilism) ; receive merchant Áine as leader
Dáirine (S; Cultural Diplomacy) receive merchant Étaín as leader
Nezhêlîba (M; any policy within the Slavery branch) Capital: Orjuu; +20 work rate for slaves; +20% gold or
production from slave selling or rendering
Moriquendi (S; any policy within the Slavery branch) Capital: Caer Sidi; +20 work rate for slaves; +20% gold
or production from slave selling or rendering

First to construct a building


Ys (M, S; library) Ysians; Ys. +1s per pop in capital; -1% Research Maintenance per tech; *sage
Týre (M, S; marketplace) Týros; free marketplace in every city; *merchant
Gerzah (M, S, H; forge) Bigorna; free forge in every city; *engineer
Palare (M, S; fair) Parlyaree; +1 h per fair; +1 c per specialist; *artist

First to build a unit


Hy-Breasil (M, S; galleys) Uí Breasail; free harbors and +2f2g from adj natural harbor; *merchant
Sisukas (M, S, H; light infantry) free Strong Infantry (+30% str/rng) for all melee units; *warrior
Ebor (M, S, H; mounted elephants) Eborians; Mang Ont *warrior
Phryges (M, S, H; horsemen) Iconium; *warrior

Improvement/resource-based
Mayd (M, S; 2 fishing boats) Maydans; +1f1g per sea resource; Vlænderen
Agartha (M, S; 2 mined resources) +1p1c per mined resource

Other (these take priority if simultanious with a condition above)


Eleutherios (M, S; Zymurgy & 2 nearby wine) +2g3c / winery
Anaphora (M; Divine Liturgy & 2 nearby Incense) free Monasteries all cities
Hippus (M; Horseback R. & Commerce policy branch opened) (Capital and city names from FFH) Immediately
gain the Mercenaries policy; horse-mounted units have the Strong Mercenaries promotion, making them 20%
stronger as hired mercenaries and highly favored by civilizations and city states when hiring mercenaries (this
is my tribute civ to FFH)

Clan of _______ (H; first kill) All Heldeofol civs gain a Warrior (a Great Person; see post#4 below) after their
first non-civilian kill, and take a name from that individual. +15% military land unit production. Note that this is
the only civ name / trait that can be replaced. A Heleofol civ that subsequently is first to one of the H-allowed

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conditions below has the option to drop "Clan of ____" for another name / trait combo (e.g., Ikkos, Âb, Gerzah,
Mord, Nezhêlîba, etc.).

City States
There are four city state types in Éa, described below. City States have a predominant race that affects its
baseline relationship with full civilizations (see Racial Dislikes).

Mercenary city states excel in the training of one or more units (or unit lines) which are available for hire.
Any civilization can hire mercenaries from these city states if they are friends or allies. Civilizations with the
Mercenaries policy can hire these units regardless of friendship (so long as they are not at war) but receive
a discount if friends (-10%) or allies (-20%). Theses city states will usually have some strategic resources
available that are appropriate for their unit specialization. [Note: CS unit specializations not implemented yet.]

Slaver city states produce and capture slaves which can be purchased by civilizations that have opened the
Slavery policy branch. These city states will occasionally declare war on their neighbors (either city state or full
civ) but only when they see good opportunity for slave raiding. Being friends or allies reduces the cost of slaves
and reduces (but does not eliminate) the chance of being raided for slaves (previous good relationship will be
re-established after cessation of the slave raid).

Arcane city states are a potential source of mana for your civilization and arcane spells for your thaumaturges.
These effects are not available to civilizations that follow Azzandarayasna. Friends and allies gain 4 and 8
mana per turn, respectively. Each magical city state has one unique arcane spell that will be learned by any
visiting thaumaturge from an allied civilization. A magical city state that has been converted to Azzandarayasna
will no longer provide these effects.

Holy city states are a potential source of divine favor for your civilization and divine spells for your
devouts.These effects are only available to civilizations that follow Azzandarayasna. Friends and allies gain 4
and 8 divine favor per turn, respectively. Each holy city state has one unique divine spell that will be learned
by any visiting devout from an allied civilization. These city states will slowly accumulate Azzandarayasna
followers after that religion has been founded, eventually converting on their own. A holy city state that has
been converted to The Weave of Éa or any of its cults will no longer provide these effects. A holy city state that
has been converted to Aŋra becomes unholy, providing benefits (mana and altered divine spells) only to fallen
civilizations.

Great People
This is the heart of Éa, more important than the "emergent civ" mechanism described above. Although a few
classes resemble base Civ5 GPs, don’t be fooled! There is almost no similarity in how they function.

GPs do almost everything in Éa. They build wonders, establish trade routes, craft epics, lead armies —and
some become leaders of your civilization. Each has a name, unique 2D art, experience, promotions and other
unique characteristics. There are currently about 100 unique individuals in the game (this number will expand
considerably), though a much smaller number will appear in any particular game. The term "Great Person"
is used in this mod to denote any significant individual (as opposed to multi-individual units like "infantry"
or "workers") though in future development you will see great people that aren't really "people" in a strict sense.

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Although they are represented by units on the map, they are quite different than other units in many ways. For
example, they can violate the 1-unit-per-tile rule and can even enter foreign cities. The sections below explain
their general operation.

The system starts off with seven classes (five analogous to base Civ5’s) and seven subclasses. The origin of
this system goes back to this post in April 2010. These aren't supposed to play like characters in a RPG (well,
maybe a little). The concept I'm striving for is that a civilization's great people, past and present, provide a key
defining flavor for a civ, as important as its buildings and wonders.

Classes and Subclasses


All great people belong to at least one class and sometimes two, and possibly a specific subclass as well.
In general, the only way to belong to two classes is to be a particular subclass that is dual-class, such as
Paladin (class Warrior and Devout) or Druid (class Devout and Thaumaturge). A very few special great people
break this rule and are simply dual-class on their own (Theano, who appears in the first civilization to adopt
Tradition, is both Sage and Artist). Classes and subclasses define the abilities of the great person and the
particular benefits (yield or otherwise) that they provide as leader or city resident. Dual-class individuals split
their benefits (one half from each class) as leader or resident but gain the full set of abilities outlined for both
classes.

Classes
Engineers build the great majority of wonders in Éa and foundries (a tile improvement) and are useful in war
for the construction of citadels and siege engines. Individual modifier is applied as a production percent boost
to all cities as leader or a particular city as resident. Assignment of Smith specialists increases the likelihood of
Engineer appearance.
Merchants establish trade routes with foreign cities and can enhance the resulting revenue through trade
missions (foreign capitals) and trade houses (domestic cities with trade routes). Individual modifier is applied
as a gold percent boost to all cities as leader or a particular city as resident. Assignment of Trader specialists
increases the likelihood of Merchant appearance.
Sages write a variety of Tomes that enhance research (and sometimes other civilization abilities) in certain
areas and can build the Great Library wonder. Individual modifier is applied as a research percent boost to
all cities as leader or a particular city as resident. Assignment of Scribe specialists increases the likelihood of
Sage appearance.
Artists craft Epics and other unique artifacts and can establish festivals (a tile improvement). Individual
modifier is applied as a culture percent boost to all cities as leader or a particular city as resident. Assignment
of Artisan specialists increases the likelihood of Artist appearance.
Warriors act as great generals in war and can perform specific abilities in combat, such as Raise Moral,
Break Line and Challenge. Individual modifier is applied as an experience point boost to land units produced
in all cities as leader or a particular city as resident. Experience gained by any unit in combat increases the
likelihood of Warrior appearance.
Devouts learn and cast divine spells and make prophecies that define the history of Éa. Individual modifier
is applied as a mana or divine favor (the latter only for followers of Azzandara) percent boost to all cities as
leader or a particular city as resident. Assignment of Disciple specialists increases the likelihood of Devout
appearance. Azzandara followers can increase the likelihood of Devout appearance further by accumulation of
divine favor. (Note: all Devouts belong to a subclass below.)
Thaumaturges learn and cast arcane spells. (Note: this class is present but not yet developed for Phase II. It
is here only to support a few subclasses below.) Individual modifier is applied as a mana percent boost to all
cities as leader or a particular city as resident.

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Subclasses
Each subclass is followed by the class(es) to which it belongs. Unless indicated otherwise, a subclass gains all
abilities of the associated class (or classes) plus those listed here.
Alchemists [Sage] are sages that know the science of transmutation. They can convert a source of metal into
any other kind of metal (requires 8 turns except for transmutation to mithril, which takes 25 turns). Alchemists
appear in place of (non-subclass) Sages after a civilization learns Alchemy.
Sea Warriors [Warrior] are Warriors that specialize in sea and coastal warfare. They act as admirals at sea
and generals on land. However, moving too far inland (>2 plots) causes loss of the combat bonus normally
provided to nearby units (though they retain other Warrior combat abilities). Additionally, the experience bonus
they provide as leader or city resident is applied to naval units rather than land units. Combat experience
gained by naval units and by boarding and amphibious attacks promotes the appearance of Sea Warriors in
place of Warriors.
Priests [Devout] are the devout followers and proselytizers of Azzandara, the Creator, and can spread His
religion Azzandarayasna to new cities. They gain the Heal spell for free. They can take the Inquisitor promotion
allowing removal of other religions from their own cities or the cities of other civilizations that either follow
Azzandara or have no dominant religion. Both actions (Proselytize and Inquisition) take 8 turns; the latter
causes 1 unhappiness per citizen converted away from another religion for 16 turns.
Paladins [Warrior, Devout] are the devout warriors of Azzandara and have the abilities of both the Warrior and
Devout classes. They can spread Azzandarayasna religion but only if they take the Proselytizer promotion.
Paladins appear in place of Warriors for civilizations that have Azzandarayasna as dominant religion and have
adopted Holy Order.
Druids [Devout, Thaumaturge] are the Devouts that appear in civilizations that have opened the Pantheism
policy branch. They can learn and cast both divine and arcane spells and can perform a variety of rituals
associated with The Weave of Éa religion, including rituals that establish and spread particular Panthieistic
cults. Performing one of the latter causes the Druid to become a member of that cult, gaining specific abilities
(often a spell) but losing the ability to perform the rituals of other cults.
Fallen Priests [Devout, Thaumaturge] are Priests that have fallen and now follow Ahriman. They become
a kind of Sorcerer (a “Mana Eater”) and can learn and cast both divine and arcane spells. However, their
divine spells are generally altered: Heal becomes Hurt, Bless becomes Curse, and so on. They spread
the Aŋra religion and can remove other religions with the Inquisitor promotion. Fallen Priests don’t call
themselves "fallen"; they maintain the title “Priest” and appear as such on the map.
Eidolons [Warrior, Devout] are fallen Paladins that continue to act as devout warriors, leading armies in battle
while able to learn and cast divine spells (in altered form). With the Proselytizer promotion they can spread
Aŋra. Eidolons appear in place of Warriors for civilizations that have Aŋra as dominant religion and have
adopted Unholy Order.

How many and what kind?


A few great people appear when specific conditions occur, for example, when adopting certain policies.
However, most arise from (or offer to join) your civilization on a random basis throughout the game. You can
increase the probability of random GP appearance through military engagements, building specialist buildings
and/or assigning specialists, all of which increase your GP points (see below). However, this probability
shrinks as your total number of GPs approaches a certain target number (3 for standard map), and this target
number can only be boosted a little, not usually more than +1 or so. Losing one (through death or disbanding)
increases your chance of gaining another—but of course you lose the use of a GP for some time by doing this.
You will never gain any GPs before your civilization takes a name, although there are a few conditions that will
give you a GP as leader simultaneously with your civilization naming.

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Although it is difficult to increase the number of GPs substantially, the player does have a strong influence on
the “class” of GP that appears. Two important determinants are combat experience and specialist buildings.
All experience gained by combat with other major or minor civilizations give an equal number of points toward
Warrior GP appearance. Specialist buildings give points toward certain GP classes even without assigning
specialists. The basic rule is that a building continuously gives 1 GP point for each specialist slot it has, and
each specialist actually assigned gives an additional 2 points (a few buildings violate this rule and give GP
points without having any specialist slots). All GP points are tallied on an empire-wide basis. Specialists,
specialist yields, and the classes they promote are:

● smith (+4 production) → Engineer


● trader (+4 gold) → Merchant
● scribe (+4 science) → Sage
● artisan (+4 culture) → Artist
● disciple (+4 divine favor or mana) → Devout

Players accumulate points toward each class which determines the relative appearance probability of one
class over another. When a GP of a particular class appears, 50 points toward that class are deducted from
the civilization’s total. This allows marginal effects to accumulate and eventually generate a specific class if
the player continues to refuse (i.e., disband) unwanted GPs. Many civilizations also have a specific affinity for
a certain class (see *'s in Civs and Traits). These civilizations have a 25% chance of generating 1 GP point
toward that class each turn—the impact of this mechanism can be quite large in early game but diminishes to a
very small effect.

What do they do?


Great People do many things in Éa. They do not “disappear” after performing an action as in base Civ5, but
most of their actions take time and/or have other costs. Many but not all Great Works (including Wonders)
have a production or gold cost in addition to the Great Person's time and effort. For production, this works
by diverting up to 2/3 production from the nearest city. Gold is taken directly from the treasury. If the empire
cannot support the cost required on a turn, then build time may be delayed with the chance of no progress in a
turn proportional to the shortfall. Here is an incomplete list of possible GP actions:

Take Leadership is possible for any Great Person if they are in your capital and you have no current leader.
This will confer class-specific benefits to your entire civilization as long as the great person stays near the
capital (a Warrior leader at war is an exception; see below). The magnitude of the benefit depends on the
GP’s Leadership Modifier (see Modifiers in Promotions). Other than this capital area restriction, leaders are
free to do any actions allowed by their class, including taking residence in the capital city (which will provide
cummulative "leader" and "resident" effects at this city). In Phase II, the only way to replace a leader is to wait
for that person to die of old age (see aging below) or to disband the unit.

Take Residence in City confers class-associated effects on the city as long as the GP stays in the city and
does no other action. The effect is generally on yield type and adds a percent boost to the city depending on
the GP’s Leadership Modifier. Warriors add their Leadership Modifier as experience to units built in the city.
Only one GP can be resident in a particular city. When a GP moves out of the city or starts another action, the
city resident effect ends.

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Great Works include the creation of all Wonders, Epics, Artifacts and a few buildings. In general, great works
take 25 turns and apply a variable benefit depending on the appropriate GP modifier. Wonders, Epics and
Artifacts are each unique in the world (though some like Heroic Epic have unique “instances”). See Wonders;
Epics; Artifacts; Buildings constructed by Great People (Great Works)

Minor Works include creation of foundries, festivals, academies, trade routes, and proselytizing (religious
conversion) by Priests. In general, these take 8 turns and the benefit is not dependent on any modifiers
(exception: proselytizing by Priests is modified by Proselytizing promotion level). See Buildings constructed by
Great People (Minor Works); Improvements constructed by Great People; Units constructed by Great People

Prophecies and Rituals are (with few exceptions) actions performed by the Devout class. Prophecies are
instant one-time actions that have history altering effects. Rituals generally take 8 turns to complete and can be
performed repeatedly if specific conditions allow. Most Prophecies and Rituals are related to religion founding
or spreading, or progression toward the Protector or Destroyer victory conditions. See Prophecies and Rituals.

Spells are cast by Devouts and Thaumaturges of any subclass. Most are instant one-turn actions, but some
require multiple turns or are sustained. All require either Mana or Divine Favor (the latter only for followers of
Azzandara) and all are modified by either Devotion (divine spells) or Thaumaturgy (arcane spells). Some have
additional modifiers such as Battle Magery or Terriforming. See: Mana, Divine Favor and Spellcasting.

Combat Actions are performed by the Warrior class and include:

● Lead Charge (Warrior; modifier: Combat) Increases morale by +mod x 5% for the next melee attack for
one unit, but there is a 2/mod chance that the GP will die with the attack (100% chance if the attacking
unit dies). Unit must have an enemy they can currently attack. XP = 10.
● Rally Troops (Warrior; modifier: Leadership) Increases morale by +mod% for the next melee attack for
same-plot and adjacent units (no risk to GP). Units must have an enemy they can currently attack. XP =
2 x number of units rallied.
● Fortify Troops (Warrior; modifier: Leadership) Gives Extra Fortification promotion to same-plot unit;
promotion Unit becomes dug-in for Increases fortification of same-plot unit by mod% for one turn.
● Break Line (Warrior) Suppresses “adjacent plot bonus” (if any) for nearby enemy units.
● Challenge (Warrior; modifier: Combat) Allows one-on-one fight with a nearby enemy Warrior.

Other Actions include ‘yield-type” and unit training actions for all classes:

● Build (Engineer; modifier: Construction or Combat Engineering) +mod/2 production per turn in city;
sustained until GP does something else or moves. Construction or Combat Engineering modifier
applied for buildings or units, respectively.
● Trade (Merchant; modifier: Trade) +mod/2 gold per turn in city; sustained until GP does something else
or moves.
● Research (Sage; modifier: Scholarship) +mod/2 research per turn in city; sustained until GP does
something else or moves.
● Perform (Artist; modifier: Barding) +mod/2 culture per turn in city; sustained until GP does something
else or moves.
● Worship (Devout; modifier: Devotion) +mod/2 mana or divine favor per turn in city (divine favor only for
followers of Azzandara); sustained until GP does something else or moves.

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● Train Unit (Warrior; modifiers: Leadership & Combat) +mod/2 xp given to same-plot military land unit
per turn; sustained until GP does something else or unit moves. Unit must be fully healed. XP for GP is
same as that given to unit.

Aging and Experience


Individual great people age and eventually pass on—unless they are ageless (as are the Sídhe) or have
thwarted mortality in some other way. Aging affects Man and most of the various subraces of Heldeofol (Orcs,
Goblins and the like). There are three very specific gameplay motivations for including this mechanic. First, it
generates turnover in your great people and leaders to give a sense of time and history. Second, it encourage
you, as Man and especially as Heldeofol, to get your Warriors or other heroes out in the action. (Remember
always waiting for that >99.8% chance of success before attacking with your FFH hero? Orc warriors should
be smashing skulls!, not calculating odds.) Third, it sets Sídhe apart from other races, since my first two points
don't apply to them.

The "nominal" lifespan of Man is 80 years, and of Orc 50 years (1 year = 1 turn at all game speeds). An
individual becomes "old", "very old" and "ancient" at 70%, 85% and 100% of their nominal lifespan (age 56,
68 and 80 for Man). This affects a few of the individual modifiers in combination with the Leadership, Combat,
Thaumaturgy and Devotion promotions. Specifically,
● leadership is boosted +1, +2 or +2 for an individual that is old, very old or ancient (respectively)
● combat is penalized -2, -4, -7
● thaumaturgy, ritualism and devotion are boosted +1, +2 and +3
An individual of the race of Man has a 5.5% chance of passing on each year that they are very old and 11%
each turn that they are ancient. For an Orc these chances are 9.5% and 19% respectively. If you do the math,
you will see that this makes the cumulative chance of living to the nominal lifespan (baring death by violence)
almost exactly 50% for both races. If a great person dies while building a Wonder or creating some other Great
Work, then someone else will have to pick up where they left off (the individual modifier that applies is from
whichever GP contributed the most to completion).

Most great people arising in or joining your empire are already adults that have acquired some experience,
generally enough to advance them to level 2 or 3.

Passive Experience is gained by the passage of time whether the GP is doing anything or nothing. It
represents the GP's continual efforts at training or study. Passive experience is greatest for the young but
continues into advanced age (or potentially forever for the ageless). It is calculated as follows for all races:
percent chance of gaining passive xp each turn = 100 - age in years, with a minimum of 20%. The amount of
passive xp gained is 4 for a leader and 2 for all others. (City residents also gain 1 xp per turn.)

Active Experience is gained for doing things and having an effect on the world. Here are some example
numbers for initial release (likely to be adjusted):
● For a typical spell, the xp will be equal to the mana or divine favor used. Note that this is based on
actual spell effect rather than a fixed amount per spell. For example, a Heal spell that actually heals 11
hp will use 11 divine favor (or mana) and give the caster 11 xp.
● For most 8 turn actions (establishing a trade route or proselytizing): xp = 30.
● For most 25 turn actions (e.g., building a Wonder or crafting an Epic): xp = 150.
● For making a Prophecy (instant), xp = 150.

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● Warriors gain experience equal to the experience gained by nearby combat units when engaging major
or minor civilizations. They only gain 1 xp for each engagement with a barbarian unit.

I'm making some effort to prevent annoying micromanagement exploits like the ability to gain experience for
pushing a button every turn. Yes, you could “farm” experience by parking a Priest and a military unit by an
archer barb and healing every turn. But hopefully you will come to the conclusion that is is better to send that
Priest out to do something useful.

Religion
There are two broad worldviews in Éa, Theism and Pantheism, each associated with a policy branch and its
own religions or cults. Each religion or cult has its own founding mechanism involving particular prophecies
or rituals. Religions are not "blank slate" as in base, but develop in specific ways with beliefs either set at
founding or given with particular policies. A civilization’s religion determines its use of Divine Favor or Mana.

The Theistic Religions


The theistic worldview holds that there is a Creator outside of Éa that is Himself uncreated. Man's name for the
Creator is Azzandara, and most civilizations of this race follow Azzandarayasna, the religion of Azzandara, to
one degree or another. Only civilizations of Man can open the Theism policy branch. Adopting any policy within
this branch results in the appearance of a Priest whose first action is likely to be the making of the Prophecy
of Ahuradhâta, thus founding the Azzandarayasna religion. The Theism policy branch acts synergistically
with Divine Liturgy and downstream techs to enhance Azzandarayasna, increasing power, culture and divine
favor of founder and follower civilizations. Though theists insist that there is only one God, their religious texts
(or "yasna") describe a second being in eternal opposition, called Ahriman, or sometimes the Destroyer or Anti-
Creator. Overt followers of Ahriman are rarely seen, though their religion (Aŋra) is likely to be present at at
some level in civilizations that pursue Sorcery (via Maleficium and downsteam techs). Ahriman is said to be the
instigator of all Sorcery, though most practitioners deny this link. The Aŋra religion can be founded in two ways
that involve either the Prophecy of Aŋra or the Prophecy of Vâ (see Prophecies below).

Azzandarayasna is the religion of those that worship Azzandara, founded by the Prophecy of Ahuradhâta
and associated with Theism policies and Divine Liturgy techs. Beliefs are added with the adoption of additional
Theism policies and generally include strong founder and follower bonuses for divine favor, gold, culture and
military might, though they also receive penalties for the presence of other religions in their cities. Azzandara
followers are generally not tolerant of other civilizations that lack faith or hold Pantheistic views, but always
have a strong hatred for any fallen civilization. Divine Liturgy and downstream techs open a variety of divine
spells that Priests can learn (a spellcaster can always learn a spell in lieu of gaining a promotion). This is
the only religion whose spellcasters use Divine Favor rather than Mana. Divine Favor is accumulated at the
civilization level from a variety of sources, especially religious buildings, and is "tapped" by follower priests to
cast spells related to healing, protection or the banishment of Aŋra and Sorcery.
● Follower Effect: +1% culture per follower (35% max)
● Founder Effect: +1 gold and +1 divine favor per follower city
● Founder Effect (anyone adopts Heaven's Mandate): +2 divine favor per foreign city
● Founder Effect (anyone adopts Theocracy): +2 gold per follower city
● Enhancement (anyone adopts Priesthood): +33% spread strength
● Enhancement (anyone adopts Way of the Wise): +30% healing near friendly follower cities
● Enhancement (anyone adopts Holy Order): +30% combat near friendly follower cities

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Aŋra is the religion of those that worship Ahriman, founded by either the Prophecy of Aŋra or the Prophecy
of Vâ and associated with Maleficium, the gateway to Sorcery and related knowledge. Most practitioners
of Sorcery are not explicit followers of Aŋra and would deny any link to Ahriman. However, a few embrace
Ahriman and acknowledge (even celebrate) Sorcery’s destructive nature. Cities that have Aŋra as dominant
religion have slowed growth, increased unhappiness and bonuses to research and mana. The founder of
Aŋra receives mana and research based on the number of worldwide followers. Civilizations that follow Aŋra
are considered "Fallen" (see The Fallen below) which affects many aspects of gameplay. In particular, all
Devout spellcasters become "Mana Eaters"—that is, Sorcerers. Practitioners of Sorcery (whether they be
explicit followers of Aŋra or not) consume Éa’s Mana in the process of spellcasting in a way that can never be
replenished. Although the Sum of all Mana is large, it is not infinite. Maleficium and downstream techs open a
variety of spells available for Sorcerers that generally focus on destruction and corruption.
● Follower Effect: +1% research per follower (35% max); -15% city growth; -1 happiness per city
● Founder Effect: +1 research and +1 mana per 2 foreign followers
● Founder Effect (anyone adopts Hell's Mandate): +1 mana per foreign follower
● Founder Effect (anyone adopts (Anti-)Theocracy): +1 research per foreign follower
● Enhancement (anyone adopts (Anti-)Priesthood): +50% spread distance
● Enhancement (anyone adopts Way of the Wicked): gain mana from kills
● Enhancement (anyone adopts Unholy Order): +40% combat near enemy follower cities

The Pantheistic Religion


The pantheistic worldview holds that all things are part of divine existence. There is no separation between
physical and spiritual and no Creator apart from Éa. All things—trees, rivers, and mountains; the Sun, Moon
and stars; the elements; even a plague—have divine spirit and are gods in their own right. The Pantheism
policy branch allows civilizations to interact with these Spirits (and the land itself) in ways not otherwise
possible. It is exclusive with both the Theism and Agrarianism branches. Adopting any policy within this
branch results in the appearance of a Druid who can cast both divine and arcane spells. The Druid may join
a particular cult, by performing its founding/spreading ritual, to gain specific additional abilities. All pantheistic
societies follow The Weave of Éa, which honors all incarnations, though some focus worship on a specific
set, forming a cult within The Weave. These cults are narrowly focused and not always harmonious with each
other.

The Weave of Éa. This is the overarching religion of all pantheistic societies. It honors all of the spirits and
incarnations of Éa and arises spontaneously in civilizations that have adopted Pantheism. It has no founder
nor holy city. Bonuses are gained by adopting additional policies in the Pantheism branch, and these generally
enhance a follower’s ability to subsist and thrive on Éa’s wildlands (unimproved plots of any type) without need
to "improve" the land. Although they appear as separate religions, all of the "cults" below are really sects within
The Weave of Éa and retain follower effects of the mother religion in addition to cult-specific effects.
● (No founder or enhancer effects.)
● Follower Effects: negates the -1f penalty for forest, jungle and marsh plots (shared by all cults below)

Cult of Leaves. Followers of Fagus, Abellio, Buxenus, Robor, Abnoab and other incarnations of the trees,
forests and jungles of Éa, this cult is founded or spread by the Ritual of Leaves (50% of city radius plots must
be land, of which 60% must be unimproved forest or jungle).
● Founder effects: receive 1 mana for each 1% coverage of all world land plots by forest or jungle
● Follower effects: increased food based on percent forest/jungle coverage owned by city (1% growth
for each 10% coverage); increased forest and jungle spread within borders; city borders expand into
adjacent forest and jungle plots. Free spell: Bloom.

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Cult of Epona. Followers of Epona (the Great Mare), Atepomarus, Sabazios and other incarnations of horses.
Founded by the Ritual of Equus (city radius must include 3 horse plots, or 2 horse plots and at least 50% of
land is flat grass or plains without forest, jungle or marsh).
● Founder effect: gain 1 mana for every horse plot worked by follower cities.
● Follower effect: +4 culture from horse plots; horse-mounted units gain +1 movement. Free spell: Ride
Like the Wind.

Cult of Pure Waters. Followers of Aveta, Condatis, Abandinus, Adsullata, Icaunus, Belisama, Clota, Sabrina,
Sequana, Verbeia, Borvo and other incarnations of rivers, lakes and springs, this cult is founded by the Ritual
of Cleansing (city radius must include 35% river, marsh, lake, lake-adjacent, oasis, or oasis-adjacent plots).
● Founder effect: flat unfeatured and unimproved plots may occasionally become oasis or floodplains.
● Follower effect: +2 food from lakes; +1 gold for all river tiles. Allowed spell: Purify (instant; 10 mana),
removes all bad spell effects. Free spell: Purify.

Cult of Ægir. Followers of Ægir (the Great Ocean), Barinthus, Lí Ban, Fimafeng, Eldir, Ritona and other
incarnations of the seas, coastlands and fjords. Founded by the Ritual of Ægir (city radius must include 70%
sea plots).
● Founder effect: gain 2 mana for every coastal follower city
● Follower effect: +1 culture and gold from all sea plots; +1 production from all sea resources. Free spell:
Fair Winds.

Cult of Bakkheia. Followers of Bakkhos, Pan, Silenus and other incarnations of wine, ale, spirits and
drunkenness. Founded by the Ritual of Bakkheia (city radius must include 2 grapes resources, or city must
have 2 of either Winery, Brewery and Distillery; requires Zymurgy).
● Founder effect: gain 1 mana for every Grapes resource and every “spirits building” (brewery; winery;
distillery) in follower cities.
● Follower effects: +2 culture from each Grapes resource and each spirits buildings; +1 happiness per 5
followers; -10% production and -10% unit strength. Free spell: Revelry.

More pantheistic cults to come...

The Major Spirits of Éa (a.k.a. Pantheistic Gods) can be met only by civilizations that have opened the
Pantheism policy branch. The player meets one god for each pantheism policy adopted (random) and each
cult ritual performed (cult-specific god). These give quests as a minor civ and (when friends or allies) provide
mana.

Prophecies and Rituals


Prophecies are actions primarily of the Devout great person class, although a few can be made by other
classes under very specific circumstances. These are instant, one-time events that change the course of
history in some significant way. Rituals require time but most can be performed repeatedly. Neither prophecies
nor rituals need to be learned as do spells. Instead, they can be made or performed whenever conditions
allow. Also unlike spells, prophecies and rituals do not use mana or divine favor; in fact, many generate mana
for the caster or divine favor for the civilization.
Prophecy of Ahuradhâta is the founding prophecy for Azzandarayasna, the religion of those that worship the
Creator Azzandara. It can be made by a Devout of any civilization that has adopted Theism and does not know
Maleficium (the Theism policy branch can only be opened by civilizations of the race of Man). Generates 100

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divine favor.
Prophecy of Mithra can be made by a Devout of a civilization if Azzandarayasna is its dominant religion and
it has acquired the Azzandarayasna holy city (but was not its original founder). The Devout's civilization will
become the new Azzandarayasna founder and all of its Aŋra followers will become Azzandarayasna followers.
Generates 100 divine favor.
Prophecy of Mâ can be made by any non-fallen Devout after any civilization has learned a 4rd tier tech
downstream of Maleficium. It prevents any civilization that does not know Maleficium from learning it. It must
be made (by anyone) for the Protector of Éa victory condition to be enabled.
Prophecy of Vâ can be made by any Devout after any civ has learned Maleficium. The making of this
prophecy is neither good nor evil, but is prerequisite in determining Éa's fate: either destruction in fiery
Armageddon or an everlasting protection from that end (two victory conditions). The making of the Prophecy
of Vâ causes all civilizations that know or subsequently learn Maleficium to "Fall" (see The Fallen below). This
prophecy may or may not result in the founding of the Aŋra religion (see again The Fallen). The Prophecy of
Vâ must be made before any civ can research 4th or higher tier techs downstream of Maleficium. Does not
generate divine favor or mana.
Prophecy of Aŋra is the founding prophecy for Aŋra, the religion of those that worship Ahriman the Destroyer.
It can be made by a Devout of any civilization that knows Maleficium. This prophecy is no longer available if
Aŋra becomes founded as a result of the Prophecy of Vâ. Generates 100 mana.
Prophecy of Aeshema can be made by any Great Person of a civilization that is the last Fallen civilization
alive (there must have been another fallen civilization at some time that no longer exists). This prophecy
results in the annihilation of all player cities and units, plus the world-wide annihilation of all Aŋra-dominant
cities, all citizens that follow Aŋra, all sorcerers, and all sorcerous artifacts (phylacteries and the like). The sum
of all that is destroyed is conferred as power in a single summoned demon: Aeshema.
Cult Founding Rituals are performed by Druids to establish specific cults within The Weave of Éa. All require
8 turns to perform. These are described under each of the pantheistic cults above. Note that the first Druid to
perform a particular ritual founds the cult. The ritual can later be performed in any qualified city, but this only
converts population into followers without changing the founder. Generates 20 mana.

The Fallen
A civilization becomes Fallen under any of these circumstances:

● The civilization founds Aŋra with the Prophecy of Aŋra.


● Aŋra becomes the civilization’s dominant religion through passive or active spread.
● The civilization knows the Maleficium tech and the Prophecy of Vâ has been made (by anyone).

Aŋra may or may not be founded at the time a civilization Falls. It is even possible for Fallen civilizations to
exist in the absence of the Aŋra religion (by the third method above), though the presence of Aŋra always
means that at least one civilization has Fallen. Prophecies, religion founding and civilization Falling can play
out in many different ways. When a civilization falls, the following things happen:

● If the Fallen civilization has the Azzandarayasna holy city and Aŋra has not already been founded,
then the Azzandarayasna holy city becomes the Aŋra holy city and the civilization becomes the Aŋra
founder.
● If Aŋra has been founded (or subsequently becomes founded), then all Azzandarayasna followers in
every city convert to Aŋra.
● The Theism policy branch becomes altered, and all Theism policies already adopted are converted to
their “mirror” policy in the (Anti-)Theism branch (see Social Policies).

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● Many divine spells become altered in name and function: Heal becomes Hurt, Bless becomes Curse,
and so on... (see Divine Spells).
● All existing and future spellcasters (both Thaumaturges and Devouts) gain the Sorcery promotion. This
marks them as “Mana Eaters”—that is, they consume Mana (irreversibly) from the Sum of all Mana,
unlike other mana users. Divine Favor is no longer accessible at all.
● All Priests become dual-class Thaumaturges, able to learn and cast arcane spells in addition to divine,
and all Paladins become Eidolons, which have the same dual-class (Warrior/Devout) as Paladins but
cast divine spells in an altered form as indicated below.
● The Fallen receive a relationship penalty with other civilizations as follows: -2 with any non-Fallen; -3
with any Pantheistic (non-Fallen); -5 with civilizations that follow Azzandarayasna. (This is in addition to
policy branch relationship modifiers listed below.)

Mana, Divine Favor and Spellcasting


Mana and Divine Favor both act as "currency" for spellcasting, but they are accumulated and used in very
different ways.

Mana
Mana is generated as a yield, but must be channeled to some sort of “receptacle” where it can be stored (or
else it is lost). The receptacle could be some physical artifact, like a phylactery or some other magical object,
or a person (such as a Druid or Sorcerer). Each receptacle has its own capacity for Mana storage and limits
for "discharge" and "recharge". It is sometimes possible for a caster to use more Mana than they actually have
at a given time. If they do, then their mana store becomes negative and they cannot cast spells again until this
store is restored to a positive value.** For most forms of magic, the Mana used by a spellcaster is returned to
wherever it came from, for example, to the "little gods" (the incarnations of Éa) in the case of a Druid. However,
a Fallen spellcaster burns mana in a way that is irreversible. They are sometimes called “Mana Eaters” by
other arcane practitioners. Mana thus depleted can never be replenished. The Sum of all Mana is quite large
but ultimately finite. When depleted too far, Éa starts to "come apart at the seams"...and eventually unravels
entirely (this is the Destroyer Victory condition).

**For now, mana is accumulated at the civilization level exactly as described for Divine Favor below.

Divine Favor
Only followers of Azzandara use Divine Favor and this precludes the use of Mana. (You will never see both
in the same civilization at the same time.) Divine Favor is accumulated at the civilization level and used
by Priests of Azzandara in holy spell casting. There is no limit to the amount of Divine Favor that can be
accumulated by a civilization.

Spell Overview
Spellcasters can always learn a new spell in lieu of taking a promotion on level gain. Most spells have either
a policy or a tech requirement to learn, and a few are restricted by religion (including cult-specific spells for
Druids). A spellcaster must be able to cast the spell’s overarching type, arcane or divine, which are open to
Thaumaturges and Devouts (respectively). The cost of a spell is indicated in points and is always either mana
or divine favor, the latter only for followers of Azzandara. In most cases, points used is not fixed but varies
depending on the actual effect of the spell. Spell casters always earn experience equal to the points used.
Spell effects can be modified by Thaumaturgy (Arcane), Devotion (Divine) and other promotions as indicated.

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Many spells add a promotion to one or more units such as Bless, Curse, Ride Like the Wind, and others.
These promotions are maintained as indicated for each individual spell (they may be lost with time or if a range
from caster is exceeded). However, all of these also are linked to the original caster such that if the caster dies,
the promotions will be removed.

Arcane Spells
Arcane spells are always modified by the caster’s Thaumaturgy level in addition to other promotions if listed
(see Promotions for total modifier calculation).
Magic Missile (instant; requires Thaumaturgy; modifiers: Battle Magery) Gives the caster a ranged attack
with strength equal to the caster’s Modifier, range 2-plots (indirect fire). Uses points equal to the caster’s
Thaumaturgy Modifier if the attack does damage.
Hex (instant; requires Maleficium) Adds the Hex promotion to an adjacent enemy unit lowering strength by
20%. Chance of wearing off each turn is equal to 1 / caster’s Thaumaturgy Modifier. Uses 1 point each turn
that the Hex remains.

Divine Spells
Divine spells are always modified by the caster’s Devotion level in addition to other promotions if listed (see
Promotions for total modifier calculation). Many have an altered name and effect for the Fallen indicated in the
following section.
Heal (instant; no req.; free for Priest) Heals up to caster’s Modifier in hit points for same-plot or adjacent allied
living unit. Priority is for unit that can use up to Modifier in healing and then for the most powerful unit.
Bless (instant; requires Divine Liturgy) Adds the Blessed promotion to same plot or adjacent friendly “living”
unit, adding 10 hp per turn to natural healing (unit must still take no action if it does not have march). Priority
is for the strongest living unit (determined by unit cost). Chance of wearing off each turn is equal to 1 / caster’s
Devotion Modifier. Uses 1 point each turn the Bless remains.
Sanctify (instant; requires Divine Liturgy) Adds the Sanctified promotion to one unit giving +5 hp natural
healing and +20% defense against undead. Also protects the unit from negative spell effects like Hex, Curse
and Defile as long as the Sanctified promotion remains. Chance of wearing off each turn is equal to 1 / caster’s
Devotion Modifier. Uses 1 point each turn the Sanctified remains.
Éa’s Blessing (3 turns; requires Pantheism; additional modifier: Terriforming) Increases the spreading and
regeneration strength of living terrain (forest, jungle or marsh) in one plot up to the caster’s modifier. Uses 1
point for each point of strength increase.

Altered divine spells for the Fallen


Hurt (altered Heal; instant; no req.; free for Fallen Priest) Damages adjacent enemy living unit up to the
caster’s Modifier. Priority is for a unit that will be killed by the spell and then for the most powerful unit, but the
caster’s Devotion Modifier must exceed the unit’s level.
Curse (altered Bless; instant; requires Maleficium) Adds the Cursed promotion to an adjacent enemy living
unit, preventing all natural healing. Priority is for the strongest living unit, but the caster’s Devotion Modifier
must exceed the unit’s level. Chance of wearing off each turn is equal to 1 / caster’s Devotion Modifier. Uses 1
point each turn the Curse remains.
Defile (altered Sanctify; instant; requires Maleficium) Adds the Defiled promotion to one unit giving -5 hp
natural healing and -20% defense against undead. Also prevents the unit from gaining beneficial effects
from Bless and Sanctify. Chance of wearing off each turn is equal to 1 / caster’s Devotion Modifier (or can be

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removed by Purify spell). Uses 1 point each turn the Defiled remains.

Cult-restricted divine spells (free and only available if the Druid is a follower)
Bloom (3 turns; Cult of Leaves; additional modifier: Terriforming) Creates a forest or jungle on any valid
plot adjacent to an already existing forest or jungle. A plot is valid if it is grass, plains or tundra, has no
improvement or feature, and is not adjacent to any improvement. The caster’s Modifier determines the points
used and also the resulting “strength” of the feature (strength = percent chance per turn that it will spread on its
own or regenerate if removed).
Ride Like the Wind (instant; Cult of Epona; additional modifier: Battle Magery) Adds Ride Like the Wind
promotion to all same-plot or adjacent horse-mounted units, adding +2 movement. The promotion will be lost
if the unit starts a turn at a distance greater than the caster’s Modifier. Uses 1 point each turn the promotion
remains per unit.
Purify (instant; Cult of Pure Waters) Removes all bad effects associated with defilement (Curse, Hex) and
provides some healing to one unit. The heal effect provides 2/3 of the effect of the Heal spell.
Fair Winds (instant; Cult of Ægir) Permanently adds the Fair Winds promotion to one nearby allied ship,
adding +1 movement. Uses 5 mana per ship affected.
Revelry (sustained; Cult of Bakkhia) Adds caster modifier to global happiness. Uses 1 point for each point of
happiness added.

Culture
Culture plays three important roles in Éa:
1. It expands your borders (same as base Civ5).
2. It allows you to choose new social policies (significantly altered from base).
3. High culture civs have improved diplomatic relationship with other high culture civs (new; see
Diplomacy).

An important new concept in Éa is Cultural Level, which affects both diplomatic relations and policy
advancement. Cultural Level is a function of your total culture output per population point (and time).

Cultural Level = 10 x CCT / (CPT + 800), where CCT is cumulative culture-turns (total culture summed each
turn) and CPT is cumulative population-turns (total population summed each turn)

Over many turns, this number will approach the value 10 x total culture generation / total population (assuming
no change in these values for a while). Since this “approaching value” is useful to consider for planning
purposes, it is given in the policy popup window along with Cultural Level.

Social Policies
The number of policies you have is always equal to or greater than your current Cultural Level. There is no
penalty for number of cities. The only thing you need consider is Cultural Level, which is itself a function of total
culture generated per citizen and time. You will gain a policy each time this number reaches the next integer
value. Cultural Level can go down (for example if you expand rapidly without additional culture generation) but
this will never cause you to lose a policy.

There are currently seven policy branches. Some policies and one policy branch have tech requirements
(indicated in parentheses). Note that "going wide" in policies is not necessarily discouraged. Some AI players
will do this, though others will focus on one or two branches. There is no "Utopia Victory"—the only reward for
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finishing whole branches are the finisher policies.

Agrarianism (excludes Pantheism)


Aristocracy → Feudalism
Guilds → Trade Unions -\
Civil Service → Taxation -\→ Industrialism

● Opener: +1 food from farms & pastures


● Aristocracy: +1g per population point in capital
● Feudalism: -33% unhappiness from population
● Guilds: +1p from specialists; half unhappiness from specialists; enables various Guild buildings
● Trade Unions: +1g from specialists; half food support for specialists
● Civil Service: +0.5p per population point in capital; can draft militia unit from pop
● Taxation: +1g per worked improvement
● Industrialization: +1p per worked improvement; cities can select the Industrial Farming process which
converts ⅓ of city production points to food divided among all cities
● Finisher: ⅓ of all culture converted to food divided among all cities

Pantheism (excludes Agrarianism & Theism)


Animal Lore → Feral Bond -/→ Commune with Nature
Woods Lore → Fellowship of Leaves → Forest Dominion
Earth Lore → Mana Vortexes -\→ Through the Veil

● Free Druid when the first policy is adopted within this branch. Gain contact with one additional Major
Spirit of Éa with each additional policy opened.
● Opener: +1 mana in capital; enables Shrine building; The Weave of Éa religion occurs spontaneously
in cities; can build improvements only on resources (no benefit derived from captured improvements on
non-resource plots).
● Animal Lore: +1f1p from camps, pastures, fishing boats & whaling boats
● Feral Bond: +1c1m from camps, pastures, fishing boats & whaling boats; wild animal units no longer
attack and they can be converted
● Commune with Nature: +1c1m gained (civ-wide) for every four unimproved plots owned; all improved
non-resource plots are slowly regenerated to unimproved state; cities can select the Nature Conversion
process which converts citizens world-wide to the Weave of Éa (random with bias for cities that already
have followers; cult followers are treated as already converted)
● Woods Lore: +1f1p from farms, vineyards & plantations
● Fellowship of Leaves: +1c1m from farms, vineyards & plantations; druids can build temples; improved
non-resource forest, jungle and marsh plots are slowly regenerated to unimproved
● Forest Dominion: cultural borders expand spontaneously into adjacent unimproved forest and jungle
in unowned or foreign-owned territory; all forests, jungles and marshes in the world gain +1 strength;
double movement in forest and jungle; cities can select the Wildlands Tributes process which converts
⅓ of city production points to Living Terrain strength in random non-improved forest, jungle or marsh
plots worldwide
● Earth Lore: +1g1c from mines & quarries
● Mana Vortexes: +1s2m from mines & quarries; cities can select the Major Spirits Tributes process
which converts ⅓ of city production to influence points divided among all friendly Spirits of Éa, or all
contacted neutral Spirits if you are friendly with none

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● Through the Veil: can communicate with the Fey, a hidden civilization comprised of the minor spirits of
individual trees, rocks and so on ("little gods"); the Queen of the Fay has various resources to trade;
cities can select the Faerie Tributes process which converts city production to relationship boosts with
the Fay
● Finisher: ⅓ of all culture converted to Mana

Theism (excludes Pantheism)


Mysticism → Monastic Tradition
Way of the Wise → Heaven’s Mandate
Priesthood → Holy Order -\> Theocracy (requires Devout leader)

● Free Priest when the first policy is adopted within this branch
● Opener: +1 divine favor in capital; enables Shrine building
● Mysticism: +3 divine favor in capital
● Monastic Tradition: +2c from Monasteries
● Way of the Wise: Enhancer effect: +30% healing in friendly territory
● Heaven’s Mandate: +3 divine favor in capital; Founder effect: +2 divine favor for every foreign follower
city; cities can select the Azzandara Tributes process which converts city production to Divine Favor
● Priesthood: Priests can build Temples; Enhancer effect: religion spreads 34% faster
● Holy Order: Civilization generates Paladins in place of Warriors; Enhancer effect: +30% combat near
friendly follower cities
● Theocracy: +20% gold in capital; Founder effect: +2 gold for every follower city; cities can select the
Holy Conversion process which converts citizens world-wide to Azzandarayasna (random with bias for
cities that already have followers)
● Finisher: ⅓ of culture converted to divine favor

Notes:
1. Founder, Follower and Enhancer effects modify the Azzandarayasna religion (when any civ takes this
policy).
2. Divine favor is useless unless a civilization has Azzandarayasna as civ-wide dominant religion
(otherwise, the civ uses mana and all divine favor yields are set to zero)
3. There are no "faith purchases" as in base, neither units nor buildings. Divine Favor is used to cast
spells (large accumulation also makes the appearance of Devout GPs more likely)
4. Only Priests can spread Azzandarayasna.

(Anti-)Theism (excludes Pantheism)


This branch is really a replacement for the Theism branch for civilizations that have fallen (see The Fallen; the
branch is still called “Theism” in the interface). When a civilization falls, all of its Theism policies are converted
to the "mirror" anti-theism policy described here.

Mysticism → Monastic Tradition


Way of the Wicked → Hell’s Mandate
Priesthood → Unholy Order -\> Theocracy (requires Devout leader)

● Free Fallen Priest when the first policy is opened within this branch
● Opener: +1 mana in capital; enables Shrine building
● Mysticism: +3 mana in capital
● Monastic Tradition: +2s from Monasteries

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● Way of the Wicked: Enhancer effect: mana from kills
● Hell’s Mandate: +5 mana in capital; Founder effect: +1 mana per foreign follower; cities can select the
Ahriman Tributes process which converts city production to Mana
● Priesthood: Enhancer effect: religion spreads 50% farther
● Unholy Order: Civilization generates Eidolons in place of Warriors; Enhancer effect: +40% combat near
enemy follower cities
● Theocracy: +20% science in capital; Founder effect: +1 research per foreign follower; cities can select
the Unholy Conversion process which converts citizens world-wide to Anra (random with bias for cities
that already have followers)
● Finisher: ⅓ of culture converted to mana.

Notes:
1. Founder, Follower and Enhancer effects modify the Aŋra religion (when any civ takes this policy).

Slavery
Debt Bondage -\ /→ Servi Aeternam
Slave Trade → Slave Castes → Slave Breeding
Slave Raiders → Slave Armies

● Opener: free Slaves unit; all Workers converted to Slaves; can capture Slaves from Settlers, Workers
or Slaves (No worker capture for civs without this policy!); enables Gallows building
● Debt Bondage (req: Currency tech): enables Debtor's Court building allowing conversion of 1 city pop
to Slaves unit (1 per turn)
● Slave Trade: enables Slave Market building allowing Slaves to be sold for 30g.
● Slave Castes: enables Slave Knackery building allowing Slaves to be rendered for 20p.
● Servi Aeternam: enables Internment Camp building which causes all nearby revolting units to be
eliminated or converted to slaves; total civilization unhappiness is converted to production divided
among all cities; cities can select the Oppression process which converts ⅓ of all city production to
unhappiness.
● Slave Breeding: enables Slave Breeding Pen building which counteracts growth penalty for
unhappiness by 50% and allows production of settlers regardless of unhappiness
● Slave Raiders: enables the Slave Stockade building which occasionally spawns a Slaves unit (percent
chance per turn = city pop); allows military units to take the Slave Raider promotion (converts killed
military to Slaves units)
● Slave Armies: enables the Slave Maker promotion (requires the Slave Raider promotion and allows
capturing of units as military units with the Slave promotion)
● Finisher: 1/3 of all culture converted to production divided among all cities

Slavery enabled units:


● Slaves replaces the Workers unit for civs that have opened this branch. It's 30% cheaper to produce
than normal Workers and has no support cost. It also has 30% reduced work rate from the Slave
promotion. With Slave Armies policy, Slaves can upgrade to Slave Warriors.

Slavery enabled buildings (all are allowed for Heldeofol):


● Gallows (Slavery) +2p; 10% reduction in occupation unhappiness
● Debtor's Court (Debt Bondage) +2g; can convert 1 city pop to Slaves unit (1 per turn)
● Slave Market (Slave Trade) +2g; can sell slaves for gold (g = half unit production cost)
● Slave Knackery (Slave Castes) +2p; can render slaves for production (p = half unit production cost)

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● Slave Stockade (Slave Raiders) +2p; occasionally spawns a Slaves unit (percent chance per turn =
city pop)
● Slave Breeding Pen (Slave Breeding) +2f; Counteracts growth penalty for unhappiness by 50% and
allows production of settlers regardless of unhappiness
● Internment Camp (Servi Aeternam) +2p; Nearby revolting units are eliminated or converted to slaves

Slavery enabled promotions:


● Slave (not selectable; carried by Slaves, Slave Warriors and all captured land military units; retained on
upgrade) -30% work rate; -30% attack/defence strength; -50% experience gain. This promotion allows
unit to be sold for gold at a Slave Market or rendered for production at a Slave Knackery.
● Slave Raider (selectable by land units with melee attack; requires Slave Raiders policy) Units with this
promotion capture a Slaves unit whenever they kill a land unit, reduce city population by one point from
city capture, or are present in a city during razing
● Slave Maker (selectable; requires Slave Raider promotion and Slave Armies policy) Allows capture of
military land units; captured units will have the Slave promotion.

Militarism
Discipline → Military Tradition → Professional Army
Warcraft / \→ Warrior Code
Warspirit → Berserker Rage

● Free Warrior when the first policy is opened within this branch. Each policy adopted within branch
provides extra free units based on total population.
● Opener: Base free military units increased by 4
● Discipline: +20% Combat Strength bonus for units in a tile next to other friendly military units
● Military Tradition: Garrisoned units have no gold support and provide +1 happiness
● Professional Army: Upgrading units requires 33% less Gold; cities can select the Training Excercises
process which converts ⅓ of all city production to unit experience divided among all units.
● Warcraft: Military Units gain double experience from combat
● Warrior Code: Culture from kills
● Warspirit: +10% baseline unit Morale (does not affect slaves, mercenaries or non-living units)
● Berserker Rage: Baseline unit Morale is boosted 1% for each hp damage sustained (does not affect
slaves or mercenaries)
● Finisher: ⅓ of all culture converted to unit experience divided among all military units

Militarism enabled buildings (all allowed for Heldeofol):

Tradition
Folklore -\
Folkart → Crafting -/→ The Arts
Scholastisicm → Academic Tradition → Rationalism

● Free Artist or Sage when the next policy is opened in this branch (Sage for Scholastisicm; Artist
otherwise)
● Opener: +1s1c from capital
● Folklore: Artists can craft several Epics (Völuspá, Hávamál, others)
● Folkart: +1c per Fair, Ivoryworks, Jeweler
● Crafting: +1c per Vineyard, Quarry; +1c per Winery, Brewery, Stoneworks, Textile Mill

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● The Arts: +2c per Theater, Opera House; +20%c from all Wonders; cities can select the Support the
Arts process which converts ⅓ of all city production to science in the city
● Scholastisicm: +5% Science
● Academic Tradition: +5% Science; +15%s from Universities
● Rationalism: +5% Science; +15%s from Laboratories; cities can select the Research process which
converts ⅓ of all city production to science in the city.
● Finisher: ⅓ of all culture converted to research divided among all cities

Commerce
Mercantilism → Free Markets → Free Trade
Mercenaries \→ Merchant Navy
Cultural Diplomacy → Patronage

● Free Merchant when the first policy is opened within this branch
● Opener: +3g from capital; Merchants can establish Trade Routes with foreign cities
● Mercantilism: -25% cost to buy buildings; +15%g from Banks; cities can select the Trade process which
converts city production to city gold
● Free Markets: +20%g from domestic trade routes; Merchants can establish Trade Houses
● Free Trade: +20%g from foreign trade routes; Merchants can establish Trade Missions
● Mercenaries: can hire foreign units as mercenaries, or hire out your own
● Merchant Navy: +1m at sea; +15%g from Ports; +1g from all coast buildings (harbor, port, shipyard,
etc.)
● Cultural Diplomacy: gold gifts to city states provide 25% more influence
● Patronage: city state influence decays at half the normal rate; cities can select the Patronage process
which converts city production to influence points with all friendly City States
● Finisher: 1/3 of all culture converted to gold, divided among all cities

Research
One reason Civ5 feels so linear to me is that the tech tree is very “narrow” and is (for the most part) completed
in each game with very little variation. There is some differentiation in the order you pursue techs, but all
civs invariably end up with all the same techs. This may be “realistic” and probably appropriate for a history
spanning game. But I don’t think it is fitting in a fantasy setting.

Éa's tech tree is wide but shallow and allows (or really forces) civs to be very different depending on where
in the Tech Tree they focus. Not only is where you tech variable between civs, but also how much you tech
or whether you bother with active research at all. Tech progress has been demoted to being just one of the
means to victory, rather than the only means to victory. In fact, it should be possible to win four of the five
planned victory conditions while illiterate (I'm not saying that it will be easy). I've added several mechanisms
that generally increase specialization and/or decrease the relative necessity of active research (relative to base
Civ5) allowing other viable gameplay approaches. Don’t interpret this to mean that research isn’t important
or techs aren’t powerful. I’m just saying that progress down the tech tree isn't the overarching measure of
progress that it is in base Civ5.

Sources and Knowledge Maintenance

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Active Research is the research you generate through population, buildings, specialists, a few resources and
other sources that is directed toward a particular technology. In other words, normal Civ5 research. As in base
Civ5, research infrastructure (libraries, universities, etc.) is important but overall population has a huge effect
(big is better).

Knowledge Maintenance is a research deduction based on number of techs known. Base deduction is -
10% per tech known applied in all cities, additive with other research percent modifiers so that a city can have
positive research even with -100% KM. KM can be reduced in a variety of ways:
● Buildings that modify research percent (libraries, universities, etc.) directly counter KM in that city.
● A Sage leader or city resident increases research percent (countering KM) civ-wide or in a specific city
(respectively).
● Knowledge of the techs Writing, Philosophy, Logic, Metaphysics, Transcendental Thought each reduce
KM by 1% per tech known.
● Opening policies Scholasticism, Academic Tradition & Rationalism each reduce KM by a flat 5%.
● Tomes increase research percent civ-wide (countering KM) when researching specific techs.

Knowledge Diffusion contributes research points to any available tech known by other civs with which you
have contact and are not at war. Knowledge diffusion can only "fill" a tech's research requirement to 50% of its
total cost. You will always need at least some active research to "finish" a tech. Knowledge diffusion provides
n research points per available tech per contacted civ that knows it (not at war), where n = 50 (+100% with
mutual open borders; +20% per trade route with that civ) / total number of civs in game. Yes, this can get you
to 80% for many of those low tier techs without any effort on your part.

Advancement by Conquest works like knowledge diffusion in that it can only provide up to 80% of a tech's
total cost (you must have some active research to finish it). Upon city conquest, you gain 20 research points for
each population point conquered toward each available tech known by your opponent.

The Tech Tree


The Tech Tree has a vertical scroll bar. If you have a wide screen, the 5 tech “tiers” can all be seen at once.
For smaller screens, I'm building left/right arrows that will toggle everything left or right by one tech. (Sadly, we
can't have vertical and horizontal scroll bars for the same screen in Civ5.) I have about 30 more techs planned
that mostly deal with Éa's magic system, with Thaumaturgy, Maleficium and Divine Liturgy being the main
“gateways” (a few will come during Phase II but many more later...).

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Diplomacy
There are many new relationship effects added by the mod. However, these are combined into three
categories for the sake of user interface:
● "You are evil" combines negative effects (if any) resulting from being Fallen, having Aŋra as civ religion,
knowing Maleficium techs, or having adopted (Anti-)Theism or Slavery policies
● "We do not like your kind" combines all other negative effects (not mentioned above) including racial
hatreds and a few other policy/tech/religion penalties.
● "We admire your accomplishments" combines all positive effects including shared high culture, shared
religion and a few shared policies/techs.

Racial Dislike affects your relationship with civilizations and city states depending on race. Numbers in
parentheses indicate baseline relationship for city states.

Their Race Your Race


Man Sídhe Heldeofol

Man 0 (+10) -3 (-20) -6 (-50)

Sídhe -3 (-20) 0 (+10) -6 (-50)

Heldeofol -6 (-50) -6 (-50) -3 (-20)

Cultural Level can affect your diplomatic relationship with other civilizations. High culture civilizations are
impressed by other high culture civilizations, while low culture civilizations are not impressed by culture at all. A
civilization’s relationship with you is improved by this equation (or skip equation and look at examples in table):

YCL × ln(TCL) / 10, rounded down, where TCL = their Cultural Level and YCL = your Cultural Level

Their Cultural Level Your Cultural Level


5 10 20 30

5 0 1 3 4

10 1 2 4 6

20 1 2 5 8

30 1 3 6 10

Other conditions include relationship effects from religion, being fallen, and a few policies and techs

Your Situation (cummulative) Their Situation (only one applies)

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Fallen Other
Pantheistic Azzandarayasna Aŋra

Agrarianism (× numb.) -0.5 0 0 0 0

Pantheism (× numb.) +1 -1 -0.5 -0.25 -0.25

Theism (× numb.) -0.5 +1 -1 -1 -0.25

Azzandarayasna -2 +3 -4 -4 -0.25

Divine Liturgy -0.5 +1 -1 -1 -0.25

Thaumaturgy 0 -0.5 0 0 -0.25

(Anti-)Theism (× numb.) -1 -2 +0.5 0 -0.5

Fallen -3 -4 +0.5 0 0

Aŋra -6 -8 +3 0 -4

Maleficium -1 -2 +0.5 +0.5 -0.5

Slavery policies also can have a negative impact. The penalty for you is number of your slavery policies - (3 x
number of their slavery policies) - 1, adjusted to a minimum of 0. Or 0 if they are Fallen.

Yields, Terrain, Resources and Improvements


General yield info
● Each citizen requires 3f.
● Each citizen produces 1p1g1s.
● The city center plot generates 2f1p minimum, but each city has a -4 gpt maintenance cost.
● A base plot without resource or improvement has no yield at all with the exception of oases (3f) and
some natural wonders.
● Forest, Jungle and Marsh cause -1f from plots that provide any food; this effect is negated if the city
follows the Weave of Éa or any of its cults.
● Pantheistic civilizations can build improvements only on resource or lake plots, and receive no benefit
from existing (captured city) improvements that aren't on a resource or lake.
● For non-pantheistic civs, non-resource plots can be improved as follows:
○ farms on floodplains
○ farms on flat grassland
○ farms on flat plains with freshwater
○ mines on hills
○ sawmills on forests
○ sawmills on jungle with Forestry
○ fishing boats on lakes
● Sea and camp-type resources can be claimed and provide city yield beyond 3-plot radius depending on
civilization techs (see below).

Special rules for water plot ownership, fishing and whaling boats, and camps

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● Cultural borders do not spread to water plots in the normal way, and these plots are not owned even if
directly adjacent to a city (with exceptions listed below). Lakes and sea resource plots can be claimed
by fishing or whaling boats as described below.
● Any coastal plot with 4 or 5 adjacent land plots is a "natural harbor". A city adjacent to a natural harbor
will take ownership of the plot (or plots) and gain a free harbor when they learn Sailing.
● Cities that follow Cult of Aegir will gain ownership of coastal and ocean plots spontaneously (not linked
to culture). This ownership is lost if the city loses the cult as majority.
● Fishing and whaling boats are used to simultaneously claim and improve lake or sea resource plots. A
city with a lake in its 3-plot radius can build a fishing boat and claim the lake, even if the city is inland
and/or not adjacent to the lake. Coastal cities can build fishing or whaling boats to claim and improve
sea resources. This can happen beyond the city's 3-plot radius depending on techs known: Fishing
(3 plots from city); Sailing (5); Ship Building (7); Navigation (9); Whaling (whales only 11); Astronomy
(required to access any resource in or across ocean if outside your city's 3-plot radius). Any "remote"
resource owned by your city (i.e., outside its 3-plot radius) can be claimed subsequently by any other
civilization's city that is within 3 plots of the resource. Each sea resource owned at any range provides
yields via Harbors (1f per resource) and Ports (1f1g per resource).
● Camps are not built by workers. Instead, they work much like fishing boats above. A city with an
unimproved "camp resource" in its range can build the Hunters unit. Hunters improve the nearest
applicable resource with a camp, and claim the plot if it is not already owned. This can happen beyond
the city's 3-plot radius depending on techs known: Hunting (3 plots from city); Tracking (5); Animal
Mastery (7). As above, any "remote" resource owned by your city (i.e., outside its 3-plot radius) can be
claimed subsequently by any other civilization's city that is within 3 plots of the resource. Each camp
resource owned at any range provides yields via Smokehouse (1f per resource) and Hunting Lodge
(1f1g per resource). Camps cannot be pillaged.

Improvement yields with tech & policy boosts


farm +1f; Irrigation +1f (fresh water only); Crop Rotation +1f; Agrarianism +1f; Woods Lore +1f1p; Fellowship
of Leaves 1c1m
pasture +1f; Animal Breeding +1f; Agrarianism +1f; Animal Lore +1f1p; Feral Bond +1c1m
camp +1f; Animal Mastery +1f; Animal Lore +1f1p; Feral Bond +1c1m
plantation +2g; Woods Lore +1f1p; Fellowship of Leaves 1c1m
vineyard +1g1c; Woods Lore +1f1p; Fellowship of Leaves 1c1m
mine +2p; Earth Lore +1p1g; Mana Vortexes +1s2m
quarry +2p; Earth Lore +1p1g; Mana Vortexes +1s2m
sawmill +2p; Forestry +1p; Woods Lore +1f1p; Fellowship of Leaves 1c1m
gatherer's hut +3m (0 if Azzandara follower); Earth Lore +1p1g; Mana Vortexes +1s2m
fishing & whaling boats +2f (+4f on lake); Animal Lore +1f1p; Feral Bond +1c1m
all Taxation +1g; Industrialization +1p

Resource yields with improvement, building & tech modifiers


Resource class (s, strategic; l, luxury) are indicated in parentheses with "visible" and "trade tech" if they exist.
Improvement boosts are only given with the appropriate "trade" tech and are in addition to base improvement
yields listed above. All resources provide +1g with market (not shown below). Asterisk (*) means that the
yield is a plot boost if within 3-plot city radius or provided via building for "remote" plots (beyond 3-plot
radius) owned by the city. Note that some resources have a name on the map that differs from the name of
the resulting trade resource. For example, “Grapes” appear on the map but “Wine” appears for the traded
resource (indicated as Grapes→Wine below). This is purely cosmetic and has no effect on game rules
whatsoever.

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Copper (s; Mining; Bronze W.) 3p; mine 1p; forge 1p; armory 1p; arsenal 1p; factory 1p
Iron (s; Mining; Iron W.) 3p; mine 1p; forge 1p; armory 1p; arsenal 1p; factory 1p
Mithril (s; Alchemy; Mithril W.) 3p; mine 1p; forge 1p; armory 1p; arsenal 1p; lab 2s; factory 1p
Naphtha (s; Chemistry) 2p1s; mine 1p; wrkshp 1p; lab 2s; factory 1p
Gold, Silver (l) 2g1c; mine 1g; mint 2g; jeweller 1c (+Jewelry)
Gems (l) 2g1c; mine 1g; lab 2s; jeweller 1c (+Jewelry)
Jade (l) 2g1c; mine 1c; jeweller 1c (+Jewelry)
Stone 3p; quarry 1p; stoneworks 1p1c
Marble (l) 2p1c; quarry 1c; stoneworks 1p1c
Salt (l) 2f1g; mine 1f; saltworks 1g
Fish, Crabs 4f with fishing boats; harbor 1f*; port 1f1g*
Oysters→Pearls (l) 2f1g1c with fishing boats; jeweller 1c (+Jewelry); harbor 1f*; port 1f1g*
Whale 3f1p with whaling boats; ivorywks 1c (+Ivory); harbor 1f*; port 1f1g*; whalery 1f1p*
Deer 2f1p; camp 1f; tnnry 1p (+Leather); smkhs 1f*; htg ldg 1f1p*
Boars 3f; camp 1f; tnnry 1p (+Leather); smkhs 1f*; htg ldg 1f1p*
Small Game→Fur (l) 1f2g; camp 1g; smkhs 1f*; htg ldg 1f1p*
Elephants (s) 2f1p; camp 1p; ivorywks 1c (+Ivory); elstk 1p; smkhs 1f*; htg ldg 1f1p*
Mûmakil (s) 3p; camp 1p; ivorywks 1c (+Ivory); elstk 1p; smkhs 1f*; htg ldg 1f1p*
Horses (s) 1f2p; pasture 1p; tnnry 1p (+Leather); stable 1p; abttr 1f; knckry 1p
Cattle 3f; pasture 1p; tnnry 1p (+Leather); abttr 1f; knckry 1p
Sheep→Wool (l) 3f; pasture 1p; txt mill 1g1c; abttr 1f; knckry 1p
Wheat 3f; farm 1f; grnry 1f; brewery 1c (+Ale)
Grapes→Wine (l) 3f; vineyard 1g; fair 1c; winery 1g1c; monastery 1c; distillery 1c (+Spirits)
Sugarcane→Sugar (l) 3f; plantation 1f; distillery 1c (+Spirits)
Banana 4f; plantation 1f; distillery 1c (+Spirits)
Citrus Trees→Citrus (l) 3f; plantation 1f
Spices (l) 2f1g; plantation 1g; fair 1c
Dye, Silkworms→Silk (l) 2g1c; plantation 1g; fair 1c; txt mill 1g1c
Cotton (l) 1p2g; plantation 1g; ctn gin 1p; txt mill 1g1c
Incense (l) 2g1c; plantation 1g; fair 1c; monastery 1c
Reagents (s) 3s; apothecary 2s; mage guild 2m
Yew (s) 3p; sawmill 1p; bowyers 1p1c

Resources (non-map)
Timber (strategic) Timberyard provides 1 per sawmill; also gain 3 for 30 turns after forest or jungle chop
Leather (luxury) Tannery provides 1 per improved cows, horses, deer or boars
Ivory (luxury) Ivoryworks provides 1 per improved elephant or whale
Ale (luxury) Brewery provides 1 per improved wheat
Spirits (luxury) Distillery provides 1 per improved sugar
Porcelain (luxury) 1 from Kiln
Jewelry (luxury) 1 from Jeweller

Resource spawning
This will be very carefully balanced and rare (chance below is just my first guess at balance). This can occur
with certain techs and policies, with cumulative probability if you meet multiple conditions. Resources will only
spawn on a valid plot within 2 plots of a resource of the same kind. Percent chance indicated below is per
existing owned resource. Enabling techs and policies:

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● Animal Breeding (0.5%) Any animal resource normally improved by pastures
● Animal Mastery (0.5%) Any animal resource normally improved by camps
● Beast Breading (special) Upon researching tech, Mûmakil resource will spawn from Elephants with
30% chance reduced by 5% for each previous spawn (to final minimum chance of 0.5%)
● Harpoons (0.3%) Whales
● Whaling (0.3%) Whales
● Sailing (0.2%) All sea resources except Whales
● Navigation (0.3%) All sea resources except Whales
● Crop Rotation (0.5%) All resources normally improved by farms, plantations or vineyards
● Bowyers (0.5%) Yew
● Alchemy (0.5%) Gold, Silver, Naphtha
● Metal Casting (0.3%) Copper, Iron
● Deep Mining (0.2%) Copper, Iron, Gems
● Underdark Lore (0.2%) Copper, Iron, Gems, Gold, Silver, Naphtha
● Mitrhil Working (0.5%) Mithril
● --policies (all Pantheism)
● Animal Lore and Feral Bond (each 0.2%) All "animal" resources
● Woods Lore and Fellowship of Leaves (each 0.2%) All "plant" resources
● Earth Lore (0.4%) All "earth" resources

Buildings
Heldeofol can build only a subset of buildings (indicated by “H”); all other buildings are available for Man and
Sídhe unless indicated otherwise. See Civilization Race and City Race section to understand how these two
work together. Asterisk (*) means that the yield is a plot boost if within 3-plot city radius or provided via building
for "remote" plots (beyond 3-plot radius) owned by the city.

No tech, policy or resource reqs


Capital +2f2p2g2s1c; 200 defense
Monument +1c
Warrens (Heldeofol only) +3f; +10%f after growth

Teir 1 or 2 tech (specialist)


Library (Writing) +1c; +0.5s / pop; +5% research; 1 scribe slot
Marketplace (Currency) +1c; 1g per improved resource; 1 trader slot
Amphitheater (Drama) +1h1c; 1 artisan slot
Workshop (Mathematics; H) +1p; +10%p for buildings and siege units; 1p per improved naphtha; 1 smith slot
Forge (Bronze W.; H) +10%p melee; +1p per improved copper, iron or mithril; 1 smith slot
Bank (Coinage) +10%g; +15%g w/ Mercantilism; 1 trader slot
Monastery (Monastic Tradition) +2c; +2df (2m if Fallen); 1c per wine, incense; 1 disciple slot
Monastic School (Monastic Tradition) +2s; 1 scribe slot

Teir 1 or 2 tech (resource related)


All require a resource except granary, harbor, timberyard (requires nearby forest or jungle).
Tannery (H) +1p and 1 Leather per improved cows, horses, deer, boars
Smokehouse (Hunting; H) +1f per improved deer, boars, small game and elephants*

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Ivoryworks (Hunting) +1c and 1 Ivory per improved elephants or whales
Granary (Agriculture) +1f per improved wheat; +10% food kept after growth
Saltworks (Mining) +1g per improved salt; +10% food
Stable (Horseback Riding; H) +1p per improved horse; +30% production horse-mounted
Elephant Stockade (Mounted Elephants; H) +1p per improved elephant or mûmakil; +20% production
elephant-mounted
Hunting Lodge (Tracking) +1f1p per improved deer, boars, small game and elephants*
Abattoir (Animal Husbandry) +1f per improved horses, cows and sheep
Knackery (Animal Husbandry) +1p per improved horses, cows and sheep
Harbor (Sailing; H) +1f per improved fish, crab, oysters, whale*; allows water trade
Timberyard (H) +1 Timber; +1 Timber per sawmill (+1 timber per 4 unimproved forest or jungle for Pantheistic
civs)
Cotton Gin (Milling) +1p per improved cotton trees
Winery (Zymurgy) +1c; +1g per improved grapes
Brewery (Zymurgy) +1c and 1 Ale per improved wheat
Apothecary (Thaumaturgy) +2% research; +2s per improved reagents; +2 health*
Fair (Drama) +1h; +1c per improved grapes, dye, silk, spices, incense
Mint (Coinage) +2g; +1g from gold, silver
Stone works (Masonry) +1p1c per stone, marble

Other Tier 1 or 2 tech


Lighthouse (Sailing and Masonry; coastal) +2g; +20% trade
Water Mill (Milling; river) +1f1p
Windmill (Milling; windy*) +1f1p; *a city plot is windy if at least 5 adjacent plots are water or flat without forest
or jungle
Courthouse (Philosophy) +1h; 30% reduction occupation unhappiness
Walls (Masonry; H); 500 defense

Policy enabled buildings


Smiths' Guild (Guilds) +1p; 2 smith slots
Traders' Guild (Guilds) +1g; 2 trader slots
Scribes' Guild (Guilds) +1s; +1%s; 2 scribe slots
Artisans' Guild (Guilds) +1c; 2 artisan slots
Disciples' Guild (Guilds) +1m or 1df; 2 disciple slots
Adepts' Guild (Guilds) +1m; 2 adept slots
Shrine (Polytheism or Theism; H) +2m or 2df; 1 disciple slot
Mounds (Pantheism; Sídhe only) +2m
Gallows (Slavery; H) +2p; 10% reduction in occupation unhappiness
Debtor's Court (Debt Bondage and Currency tech; H) +2g; can convert 1 city pop to Slaves unit (1 per turn)
Slave Market (Slave Trade and Currency tech; H) +2g; can sell slaves for gold (g = half unit production cost)
Slave Stockade (Slave Raiders; H) +2p; occasionally spawns a Slaves unit (percent chance per turn = city
pop)
Slave Breeding Pen (Slave Breeding; H) Counteracts growth penalty for unhappiness by 50% and allows
production of settlers regardless of unhappiness
Internment Camp (Servi Aeternam; H) +2p; Nearby revolting units are eliminated or converted to slaves
Governor’s Compound (Militarism and Philosophy tech; H) +2g; 40% reduction in occupation unhappiness
Barracks (Discipline and Bronze W. tech; H) +5xp all land units

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Tribal Council (Tradition; only in city that differs from civ race) negates the 2 unhappiness penalty for
conflicting civ/city race
Forefathers’ Statue (Tradition; only in conquered city 100 turns after conquest with race that matches civ
race) Ends occupation
Papermill (Scholasticism and Milling tech) +2s2c; +5%s
Jeweller (Folkart and Currency tech) +1g; +1 Jewelry; +1c per gold, silver, gems, jade, oysters
Kiln (Crafting and Masonry tech) +1g1c; +1 Porcelain

Tier 3 or higher tech (specialist)


Factory (Machinery; requires Forge; H) +10%p; +15%p w/ Industrialization; 1 smith slot
University (Logic; requires Library) +4s; +10%s; +15%s w/ Academic Tradition; 1 scribe slot
Laboratory (Alchemy; requires Library) +4s; +5%s; +15%s w/ Rationalism; +2s per mithril, naphtha; 1 scribe
slot
Theater (Literature; requires Amphitheater) +1h1c; +25%c; 1 artisan slot
Opera Hall (Music; requires Amphitheater) +1h1c; +25%c; 1 artisan slot
Port (Navigation; requires Harbor) 1f1g per improved fish, crabs, oysters, whales*; 1 trader slot

Tier 3 or higher tech (resource related)


Breeding Pens (Animal Breeding) +1f1p per improved horses, cows and sheep (temp bonus; will affect
resource spawning later)
Bowyer (Bowyers; H) 1p1c per improved yew; +20%p and +5xp for archer units
Distillery (Chemistry) 1 spirits and 1c per improved sugar, bananas
Whalery (Whaling; requires Harbor) +1f1p per improved whale*
Armory (Iron Working; requires Forge; H) +1p per improved copper, iron, mithril; +5%p and +5xp melee units;
200 defense
Arsenal (Metal Casting; requires Armory; H) +1p per copper, iron, mithril; +5%p and +5xp melee units; 200
defense
Textile Mill (Machinery) +1g1c per improved sheep, cotton, silk, dye

Other Tier 3 or higher tech


Castle (Construction) +1g1c; 700 defence
Stronghold (Construction; H only replacement for castle) 800 defence
Aqueduct (Construction) +4 health*
Public Baths (Construction; requires Aqueduct) +1 happiness; +2 health*
Colosseum (Engineering) +2h1c
Sewers (Engineering; requires Aqueduct) +6 health*
Printing Press (Machinery) +4s; +10%s
Observatory (Astronomy; adjacent mountain) +6s; +5%s
Shipyard (Shipbuilding; requires Harbor; H) +20%p and +5xp ships
Hospital (Medicine) +6 health
Deep Farms (Underdark Lore; H) +3f from mines; +3f2p from mountains
Museum (Aesthetics) +1 happiness; +25%c

Buildings constructed by Great People (Minor Works)


Foundry (Iron W.; Engineer, 8 turns, 160p) +3 production
Academy (Philosophy; Sage, 8 turns, 160p) +3 science
Festival (Calendar; Artist, 8 turns, 160g) +3 culture
Temple (Priesthood or Fellowship of leaves; Devout, 8 turns, 160p) +1c; +2 mana or divine favor

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Buildings constructed by Great People (Great Works)
Palace (Architecture; Engineer, 25 turns, 300p) Moves capital to this city. New palace has all the yield of the
old palace and provides +mod appropriate to current Leader. Can build once per civ.
Cathedral (Architecture; Priest, 25 turns, 200p) +mod culture and divine favor this city
Trade House (Mercantilism policy; Merchant, 25 turns, 200g) +mod% gold for foreign trade routes to this city
Military Academy (Professional Army policy; Warrior, 25 turns, 200p) +mod xp for land units produced in this
city
Naval Academy (Ship Building; Sea Warrior, 25 turns, 200p) +mod xp for naval units produced in this city
National Treasury (Coinage; Merchant, 25 turns, 200p) +mod%/20 gold on treasury in this city. Each
civilization can build only one National Treasury.

*Health represents additional population points above 5 or 10 that a city can support without disease or plague
(respectively). Each point above the modified health limit results in a 1% chance per turn of disease or plague.
For example, a city of size 12 with no health modifiers has a 7% chance per turn of disease and a 2% chance
per turn of plague. When disease or plague strikes, a city will lose one population point per turn for 1 - [0.66
* current size] turns, but will never be reduced below size 1. Plagues have a small chance of spreading to
nearby cities.

Processes
All processes have a policy prereq as indicated.

Agrarianism
Industrial Agriculture (Industrialization) Converts 25% production into food distributed in all cities.

Pantheism
World Weave (Commune with Nature) Converts production into followers of The Weave of Éa, randomly
converted from cities that already have at least one follower (pantheistic cult followers are considered followers
of The Weave). 100 production needed to convert one non-religious citizen, 500 to convert a theistic citizen.
Éa Blessings (Forest Dominion) Converts 10% production into Living Terrain strength, randomly applied to
non-improved forest, jungle or marsh plots worldwide.
Major Spirits' Tribute (Mana Vortexes) Converts 25% production into influence points divided among all
friendly Major Spirits of Éa, or all contacted if none are currently friends.
Faeries' Tribute (Through the Veil) Converts 10% production into boosted relationship with The Fay. Boost
equals moving average over the last 100 turns.

Theism
Azzandara's Tribute (Heaven's Mandate) Converts 25% production into Divine Favor.
World Salvation (Theism) Converts production into followers of Azzandarayasna, randomly converted from
cities that already have at least one follower. 100 production needed to convert one non-religious citizen; 500
to convert and already religious citizen.

(Anti-)Theism
Ahriman's Tribute (Hell's Mandate) Converts 25% production into consumed Mana. The Mana is directly
consumed and never made available to the civilization.

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World Corruption (Anti-Theism) Converts production into followers of Aŋra, randomly converted from cities
that already have at least one follower. 100 production needed to convert one non-religious citizen; 500 to
convert and already religious citizen.

Slavery
Oppression (Servi Aeternam) Converts 25% production into civilization unhappiness.

Militarism
Training Exercises (Professional Armies) Converts 25% production into experience divided among all military
units.

Tradition
The Arts (The Arts) Converts 25% production into Culture.
Research (Rationalism) Converts 25% production into Science.

Commerce
Trade Surplus (Mercantilism) Converts 25% production into Gold.
Patronage (Patronage) Converts 25% production into Influence divided among all friendly City States (or all
contacted if none are friends).

Wonders, Epics and Artifacts


Wonders
Wonders are always unique with only one possible in the world. All are built by Engineers unless indicated
otherwise (never as a city production). The way unique actions work is that any GP currently creating the
unique great work prevents all other GPs from starting it. Asterisks below (*) means that construction requires
20% less if the indicated resource is available. Wonders can be viewed in the Wonders, Epics & Artifacts
popup window.

Built by Engineer
Kolossós (300p; Bronze W.; *copper) 4c; +mod experience all units built in this city (land and sea).
Megálos Fáros (300p; Masonry, Sailing; *stone) 4c; +mod% gold from all trade routes in all cities. Built only on
coastal land tile.
Hanging Gardens (300p; Irrigation) +mod culture this city; +mod% growth all cities .
Uuc-yabnal (300p; Masonry, Slavery policy; *stone) 4c; +mod% p this city; +25% work rate for all slaves
(these are a support-free version of workers).
The Long Wall (400p; Construction; *stone) 4c; mod x 10% chance that enemies lose one movement point
each turn within your borders.
Clog Mór (400p; Machinery) 4c; -mod% purchase cost for all buildings.
Da Bao'en Si (400p; Architecture; *marble) +mod culture this city; +mod happiness.

Built by other Great People


Stânhencg (Druid; 200p; Pantheism; *stone) +mod mana

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Great Library (Sage; 300 p; Writing, Scholasticism policy) 4c; +mod science this city; -(mod/10)% Knowledge
Maintenance per tech.

Epics
Epics are generally unique in the world, although a few have multiple “instances”. For example, a civilization
can have one Heroic Epic for each Warrior that has passed away (these carry the name of the hero, e.g., “Epic
of Fáfnir”). Epics don't "exist" in any particular place, so they can never be taken or lost through conquest or
any other means. An Artist must be in a city to create one. Epics do not appear in any city screen but can be
viewed in the Wonders, Epics & Artifacts popup window.

Völuspá (Tradition Policy) +mod/10 Cultural Level.


Hávamál (Folklore Policy) +mod happiness.
Vafthrúthnismál (Folklore; Writing) +mod research per turn.
Grímnismál (Folklore Policy; Drama) permanent +mod%/10 boost to all leader effects for this civ.
Hymiskvitha (Folklore Policy; Zymurgy) +2 x mod% culture from alcohol-related improvements and buildings
(all wineries, breweries, distilleries).
National Epic (Literature) Increases GP target number by mod/10. Increases GP point generation from
civilization from 1 to mod points (this is either for the civilization’s “favored class” or is random). Each
civilization can have its own unique National Epic.
Heroic Epic (Drama) +mod/3% str/ranged combat all land units; a civ can make one of these for every Warrior
that has passed away (each is named after the hero).

Artifacts
Like Wonders and Epics, each Artifact is unique. Many are crafted by Great People but others are not made
by a civilization. Basically, Artifacts are things that can be picked up and carried around (this doesn’t mean
anything now but it will become important later). They can be viewed in the Wonders, Epics & Artifacts popup
window.

Tomes (all are written by Sages)


Tome of Equus (requires improved horse*) +mod x 2% research in Horseback Riding and War Horses; +mod/
2 xp for all new and existing horse-mounted units
Tome of Beasts (requires improved elephant*) +mod x 1.5% research in Mounted Elephants, War Elephants,
Domestication, Animal Breeding, Tracking, Animal Mastery and Beast Breeding.
Tome of the Leviathan (requires improved Whale*) +mod x 2% research in Harpoons, Sailing, Shipbuilding
and Whaling; +2 research from whales.
Tome of Harvests (requires farm or plantation improvement*) +mod x 2% research in Milling, Zymurgy,
Irrigation, Calendar, Crop Rotation and Forestry; +1 food from improved Wheat, Wine, Sugar.
Tome of Tomes (requires Philosophy) +mod x 2% research in Logic, Metaphysics and Transcendental
Thought; gain 1/3 benefit of all other Tomes that exist in the world, regardless of owner (so 133% effect from
all other Tomes owned by the Tome of Tomes creator).
Tome of Æsthetics (requires Cultural Level 4) +mod x 2% research in Drama, Literature, Music and
Æsthetics; +mod% culture in all cities.
Tome of Axioms (requires 1 acadamy) +mod x 2% research in Mathematics, Physics, Chemistry, Astronomy,
Alchemy and Medicine; +5% research from universities.
Tome of Form (requires 1 quarry*) +mod x 2% research in Masonry, Construction, Engineering and
Architecture; +mod% construction of all buildings; -mod% cost for all wonders.
Tome of Metallurgy (requires 1 mined metal*) +mod x 2% research in Bronze W., Iron W., Metal Casting and
Mithril W.; +1p from mined copper, iron, mithril; +1g from mined silver, gold.

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*With Pantheism policy branch, the tome becomes available with the relevant resource type and improvement-
enabling tech.

Units

One major change from base Civ5 is that all non-siege ranged units are range 1. Archers basically act like
G&K machine gunners, with combat strength similar to same-tier melee. This makes them fantastic for holding
forts and rough terrain. Horse-mounted archers can move after attack, so these can get in, do ranged attack
against adjacent plot, then get out. Only siege units and advanced naval ranged have range 2, and only these
can get the "Extended Range" promotion (requires level 6).

Many units require 2 or even 3 resources. All wooden ships more advanced than Longships require the Timber
resource (which can be gotten by sawmills with Milling or by chopping with Bronze Working).

For now I'm only listing the "base" lineup for Man. Sidhe is vary similar with some minor name variants (e.g.,
Flurries instead of Marksmen). Heldeofol will have more differences (e.g., +1 strength for infantry line) and
subrace-specific units (e.g., Orc Infantry, Goblin Archers and Recon, etc.).

“Standard” upgrades are indicated by arrow (→). Also see .

Naval
All except Longships and Ironclads require Timber. *Oceangoing with Astronomy; **Oceangoing
Melee Naval
Biremes* (180p; 3m; 9; Sailing) → Triremes (240p; 3m; 12; Sailing; Copper)
→ Quinqueremes (300p; 3m; 15; Shipbuilding; Iron)
Caravels** (240p; 5m; 12, Ship Building & Astr.)
Ranged Naval (all range 2 except Dromons which are range 1)
Dromons* (240p; 4m; 12/12; Ship Building; Naphtha) → Carracks*(300p; 4m; 15/15; Ship Building,
Chemistry; Iron) → Galleons** (360p; 4m; 18/18; Navigation, Chemistry; Iron)
Ironclads* (360p; 4m coastal, 2m ocean; 18/18; Steam Power; Iron)

Recon
All have normal movement and are invisible beyond 1 tile; only Rangers get free terrain movement as a
selectable promotion
Scouts (80p; 5; Hunting) → Hunters (160p; 8; Tracking) → Rangers (240p; 12; Animal Mastery; upgrade only
from level 6)

Melee
All except warriors have +33% city attack (from the Infantry promotion)
Warriors (140p; 7) → Light Infantry (180p; 9; Bronze W.; Copper)
→ Medium Infantry (240p; 12; Iron W.; Iron) → Heavy Infantry (300p; 15; Metal Casting; Iron)
→ Immortals (420; 21; Mithril W.; Mithril)

Ranged
All are range 1! Crossbowmen +20% vs. Melee; Arquebussmen +40% vs. Melee.

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Archers (180p; 8/8; Archery) → Bowmen (260p; 12/12; Bowyers; Yew)
→ Marksmen (360p; 17/17; Yew; upgrade from level 6 only)
Crossbowmen (180p; 8/8; Milling) → Arquebussmen (320p; 15/15; Machinery & Chemistry; Iron)

Horse-mounted
All except chariots have 4m can move after attack (from Horse-Mounted promotion); chariots have 3m and end
turn on rough terrain; all require horses
Chariots (160p; 7; 3m) → Horsemen (200p; 9; 4m; H. Riding)
→ Equites (260p; 12; 4m; War Horses)
Armored Cavalry (280p; 13; 3m; H. Riding; Iron) → Cataphracts (340p; 16; W. Horses; Iron)
→ Clibanarii(460p; 22; W. Horses; Mithril)

Ranged horse-mounted
All except chariot archers have 4m and can move after attack (from Horse-Mounted promotion); chariots have
3m and end turn on rough terrain; all are range 1 and require horses
Chariot Archers (160p; 7; Archery) → Horse Archers (200p; 9/9; Horseback Riding & Archery)
→ Bowed Cavalry (260p; 12/12; 4m H. Riding & Bowyers; Yew) → Sagitarii (360p; 17/17; Yew; upgrade from
level 6 only)

Elephant-mounted
All are 2m, have both melee and a ranged 1 attack; all require the Elephant strategic resource
Mounted Elephants (320p; 15/15; Mounted Eleph.) → War Eleph. (380p; 18/18; War Eleph.)
→ Mûmakil (500p; 24/24; Beast Breeding)

Siege
All have range 2 and +50% city attack except Ballistae (no city mod) and Great Bombarde (+100%); all must
set up; all "wooden" siege require the Timber strategic resource
Catapults (180p; 6/9; Math.) → Trebuchets (240p; 9/12; Physics)
Fire Catapults (220p; 8/11; Math.; Naphtha) → Fire Trebuchets (280p; 11/14; Physics; Naphtha)
→ Cannons (300p; 12/15; Metal Casting & Chemistry; Iron)
Ballistae (200p; 8/10; Archery)
Great Bombarde (300; 1 move; 9/15; +100% city attack; Iron W. & Chemistry; Iron)

Units constructed by Great People


These include two additional units useful in the siege of large cities or those with strong defensive
infrastructure. Both are built in situ by an Engineer who must have one level of the Combat Engineering
promotion. They must be built within the 3 plot radius of an enemy city and will disappear after that city is
conquered. Both can stack with military units (but not each other).
Battering Ram (Engineer; 8 turns on clear flat land adjacent to forest or jungle; requires 1 level of Combat
Engineering). Battering Rams are only built in situ near a city under siege; see Units.
Siege Towers (Engineer; 8 turns on clear flat land adjacent to forest or jungle; requires Construction and 1
level of Combat Engineering). Siege Towers are only built in situ near a city under siege; see Units.

Upgrade Paths
Standard upgrade paths are indicated above by arrows (→). Additional “non-standard” upgrades are available
as indicated below:

Warrior → Medium Infantry (bypasses need for Copper)

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Warrior, Light Infantry → Immortals (bypasses need for Iron)
Archers → Arquebussmen
Trackers → Bowmen
Rangers → Marksmen, Heavy Inf., Immortals, Cataphracts, Clibanarii (yes, very versatile)
Horsemen → Armored Cavalry
Equites → Cataphracts, Clibanarii
Catapults → Fire Catapults
Trebuchets → Fire Trebuchets
Ballistae → Trebuchets

Morale
Morale applies a percent bonus or penalty to melee and ranged strength. Most units have a baseline morale
equal to the owning civilization's happiness (Mercenaries and Slave Armies are exceptions; see below).
Morale can be increased or decreased temporarily by a variety of factors, most importantly the actions of Great
Warriors. A unit's morale will shift naturally toward its baseline each turn by half the difference between current
and baseline morale.

Mercenaries
You can hire Mercenaries from civilizations that have the Mercenaries policy and Mercenary City States
with which you are friends or allies. If you have the Mercenary policy yourself, then there is no friendship
requirement and you receive a hiring price discount for friendship or allied status (10% and 20%, respectively).
All of these rules apply in reverse if you have the Mercenaries policy yourself, allowing you to put your own
units up for hire and find potential customers. Most city states that are not Mercenary themselves are potential
customers. In fact, some depend entirely on mercenary defense. AI players will consider unit stats, unit
location and need when considering mercenaries for hire, so it sometimes may be necessary to "shop them
around". Mercenary costs include both upfront and per turn gold, based on unit statistics including promotions,
and normal unit support (1gpt and possibly one or two strategic resources). All of this information and more
can be viewed for all units available for hire (and currently hired mercenaries) from the Mercenaries UI panel,
accessed from the Diplo Corner or from a Mercenary City State's dialog popup. Mercenaries remain hired
as long as the hiring civilization pays the per turn cost. Per turn costs are paid until a mercenary is killed or
dismissed (dismissed Mercenaries return to their civilization of origin).

Mercenary morale is not affected by civilization happiness. Baseline morale is zero, though it drops to -20 if
the hiring civilization is at war with the mercenary's civilization of origin. It can be shifted temporarily by various
factors including the actions of Great Warriors.

Slave Armies
Civilizations with the Slave Armies policy can capture defeated military units (must be non-mechanical living
units) and can upgrade Slaves to Warriors (which can be upgraded subsequently through the infantry line).
All of these units forever carry the Slave promotion which sets their baseline morale at -30. This value is
unaffected by civilization happiness, but can be shifted temporarily by various factors including the actions of
Great Warriors. Slave Armies cannot be hired out as mercenaries.

Promotions
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For simplicity, each level of a promotion gives the same additional effect as the first level. A few promotions
say "needed for action", which means you need level 1 of the promotion to do the action at all. For example, a
Merchant needs Espionage 1 to perform any espionage-related action.

For Great People, promotions together with level determine the outcome of an action (e.g., religious
conversion or a spell) or the subsequent and permanent effect of a new creation (e.g., a Wonder or Epic). This
modifier is calculated by the equation: total modifier = (5 + level/3) + promotion bonuses, rounded down. For
example, a level 10 Druid with Devotion 4 has Devotion Modifier = 12, which will boost the effects of all divine
spells.

GP Selected Promotions
Leadership 1 - 12 (All) +1 mod to leader, city resident, general or admiral effects. Mod value is % yield boost
for most GPs as leader or resident (xp points for Warrior) or Moral % bonus to nearby units for general or
admiral effects.
Wonder Building 1 - 6 (Engineer) +1 modifier for constructed Wonders
Military Engineering 1 - 6 (Engineer) +1 modifier for Citadels and Foundries; faster build of Forts and Siege
Engines at 3 & 6
Trade 1 - 6 (Merchant) faster trade route at 3 & 6; +1 modifier for all other trade actions
Espionage 1 - 6 (Merchant) +1 modifier for spy actions (needed for action)
Scholarship 1 - 6 (Sage) +1 modifier for Tomes, Great Library & Academies
Barding 1 - 6 (Artist) +1 modifier for Epics (need 1 to do); faster Festival build at 3 & 6
Combat 1 - 12 (Warrior) +1 mod for combat actions [same promotion used for non-GP units]
Proselytism 1 - 6 (Theistic Devouts only; Priests get 1 for free) +1 mod for religious conversion (need
Proselytism 1 to proselytize). See religious conversion here.
Ritualism 1 - 6 (Druid) +1 mod for all rituals (including cult founding/spreading rituals)
Devotion 1 - 6 (Devout) +1 mod for all divine spells
Thaumaturgy 1 - 6 (Thaumaturge) +1 mod for all arcane spells
Battle Magery 1 - 6 (Devout or Thaumaturge) +2 mod for combat spells
Terraforming 1 - 6 (Devout or Thaumaturge) +2 mod for terraforming-type spells

GP Acquired
Sorcerer (gained by any Devout or Thaumaturge that is Fallen) Mana used for spells is consumed -- i.e., taken
from the Sum of All Mana; this can destroy Éa eventually (a victory condition) though the sum is very large
Prophet (gained by Devout after making a prophecy) Adds +3 modifier to religious conversion (cumulative with
Proselytism or Ritualism)

Military Non-Selected
Infantry (all Infantry & Immortals) +33% city attack
Unmounted Archer (non-mounted archer line) +20% defense in rough terrain
Horse-Mounted (horse-mounted ranged & non-ranged, not including chariots) Can move after attack
Wheeled (chariots & chariot archers) End turn on rough terrain
Feared Elephant (all elephant units) -10% combat for nearby enemies
City Siege (all siege except ballistae and great bombarde) +50% city attack
Great Bombarde (great bombarde only) +100% city attack; indirect fire

Military Selected

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Combat 1 - 12 (all combat units) +10% attack and ranged strength
Formation 1 - 6 (melee) +20% against mounted
Fortification 1 - 6 (melee and archers) +20% defense; +10% ranged defense
Siege 1 - 6 (melee, siege & naval ranged) +20% city attack
Flanking 1 - 6 (horse-mounted non ranged) +20% flank attack
Shock 1 - 6 (elephant-mounted) +20% attack
Naval 1 - 6 (all naval units) +20% against naval or embarked units
Raider 1-6 (naval melee) +10% against cities; +20% city plunder
Survivalism (recon) +5% heal; +10% defence
Eagle Eyes (recon; requires Survivalism) +1 visibility
Path Finder (recon; requires Sharp Eyes) Ignore terrain cost
Extended Range (level 4 Great Bombarde only) +1 range
Blitz (horse-mounted; requires level 6 unit)

Acquired by Spell
Hex -20% attack and defense
Blessed +10% natural healing
Cursed
Sanctified
Defiled
Ride Like the Wind
Fair Winds

Others maintained from base


Embarkation (as in base)
Must Setup to Fire (all siege)
Cannot Enter Ocean (all pre-Astronomy naval units)

Morale
This is conferred to units via a series of Morale promotions and can weaken or strengthen a unit by anywhere
from -90% to +1028% (in theory).

Victory Conditions
[Note: All of phase 3 is dedicated to adding these and making them work.]
Conqueror Conquer or raze all major civilization cities. All city states must be conquered, razed or allied.
Subduer Own >50% of land while removing or weakening Éa’s Living Terrain. Average plot strength for all
owned land must be < 0.1.
Restorer Be the primary contributor to the worldwide dominance of Éa’s Living Terrain. Average Living Terrain
strength of all land plots (owned and unowned) must be > 5.
Destroyer Destroy Éa by the practice of Sorcery, consuming the Sum of all Mana.
Protector Protect Éa from the menace of Sorcery: destroy all sorcerers, phylacteries, and other artifacts
associated with the practice. Civilizations that know Maleficium must be destroyed or compelled to renounce it.
(Two more are planned for Phase V.)

AI
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On difficulty level
My plan is to keep handicap bonuses for each difficulty level the same (or at least comparable) to base Civ5.
So if you are accustomed to playing a challenging game at Emperor, please let me know if Emperor now
seems more or less challenging than base. If more, that means my AI is doing well. If less, then my AI must be
doing poorly in some way (which could be due to some bug in my code as well as bad design). Ultimately, I’d
like to see Prince as the challenging level for most players. But that’s probably not realistic. In any case, this
should give you an idea of how I will assess overall AI performance.

Of course, I can’t make difficulty handicaps exactly equivalent to base Civ5 because there are so many new
and changed game elements. For Great People, I’m using construction time bonuses that are the same
as construction (i.e., production) handicap bonuses from base. In base Civ5, AI playing human at Emperor
basically gets to have an empire that is 50% bigger (given the same buildings and resources) due to big AI
happiness bonuses. Éa has additional constraints on empire size like disease, plague and “carrying capacity”
(i.e., cities are actually limited in size by food, which almost never happens in base), so I’m trying to adjust
these new size limiters in ways that are comparable to base Civ5 adjustments to happiness for each difficulty
level. So the comparison will never be exactly equivalent.

Text below was pasted from several CivFanatic posts. This is a fairly precise description of what is
actually coded in the mod. Hopefully you can see that I take AI very seriously.

On great people actions (post):


Welcome to the maths forum.

My apologies for not going through the posts above yet. I took this offline and worked it out pretty well I think.

Just to rehash:

r = time discount rate


t = turns to complete (t=1 for "instant" effect because all use up GP movement)
g = turns to get to target plot (0 if we are here already with movement)
i = adjusted* instant gain/loss when completed
b = adjusted* per turn gain/loss during action
p = adjusted* per turn gain/loss after action

v = final marginal value (in "yield units / GP turn" but I drop the units below)

All actions take at least one turn (t ≥ 1) with gains/losses coming in three different ways: an instant payoff/loss
at turn t (call this i); a gain/loss that occurs each turn while the action/build is in progress from turn 1 to t (called
b); and a gain/loss per turn that starts on turn t and lasts forever (called p). In reality, all "instant" effects use up
the GPs movement but some payoff now and some next turn. For simplicity, I treat both situations as one turn
actions with payoff on the next turn (t = 1). [Note: these are "practical/operational" definitions based on how my
actions work.]

Here's the math:


Spoiler:
The whole thing relies on this equality for geometric series, where |r| < 1:

1 + r + r^2 + r^3 + ... = 1/(1 - r)

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Let's assume g = 0, meaning we are on the target plot and have some movement. We also ignore GP
effort (turns lost) for the time being. We have:

i --instant gain
i * r^t --value of that instant gain if it comes t turns in the future

p/(1-r) --gain on per turn starting now (t=0) until forever


p/(1-r) * r^t --value of that per turn gain if it starts on turn t

(i + p/(1-r)) * r^t --add time-discounted i and p values together and simplify

Now consider b, which is another per turn but we ultimately want it from turn 1 to t
b/(1 - r) --value of b if it started now (t=0) and lasted forever
b/(1 - r) * r^(t+1) --value of b if it started on turn t+1 and lasted forever
b --value of b if we only got it on t=0
b/(1 - r) - b - b/(1 - r) * r^(t+1) --What we want, which is just the 1st minus the 2nd minus the 3rd line
above

So now we can add time-discounted values for i, p and b from above (discount considering action time
only):
(i + p/(1-r)) * r^t + b/(1 - r) - b - b/(1 - r) * r^(t+1)

Let's account for g now, which is easy. We just put it all g turns in the future, like this:
[(i + p/(1-r)) * r^t + b/(1 - r) - b - b/(1 - r) * r^(t+1)] * r^g

Now we account for GP "effort", which is time lost on this action, which is t + g. But we need to time
discount this too. This is necessary so that a 10 gpt action (say take residence) has the same value of
exactly 10 yield units / GP turn whether you do it for 1 turn or 25 or 100 (assuming no travel time). The
GP is "spending effort" from now (really turn 1) to turn g + t. I do this as I did for b above, but I replace b
with 1 ("1 GP turn unit") and t with t + g:
(1 - r^(t + g + 1)) / (1 - r) - 1

This gives us the final marginal value:

v = [(i + p/(1-r)) * r^t + b/(1 - r) - b - b/(1 - r) * r^(t+1)] * r^g / [1/(1 - r) - 1 - 1/(1 - r) * r^(t + g +1)]

I looks messy but it simplifies down to:

v = [b + r^(t - 1) * (i + p - r * (i + b))] / [r^(-g) - r^t]


The whole thing boils down to this:

v = [b + r^(t - 1) * (i + p - r * (i + b))] / [r^(-g) - r^t]

You can put that in an Excel spreadsheet and try some different things:

Code:

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r= 0.98623 which gives us half-value at 50 turns, quarter at 100, etc...

type g t i b p v

trade route (10/t payoff; 100 cost; 8 turns) 0 8 0 -12.5 10 73.9332115


trade route (10/t payoff; 100 cost; 8 turns) 5 8 0 -12.5 10 43.91031667
trade route (10/t payoff; 100 cost; 8 turns) 10 8 0 -12.5 10 30.59455339

wonder (28/t payoff; 200 cost, 25 turns) 0 25 0 -8 28 60.52576026


wonder (28/t payoff; 200 cost, 25 turns) 5 25 0 -8 28 48.61274349
wonder (28/t payoff; 200 cost, 25 turns) 10 25 0 -8 28 40.1441269
wonder (2000 instant, 200 cost, 25 turns) 0 25 2000 -8 0 59.39997991
wonder (2000 instant, 200 cost, 25 turns) 5 25 2000 -8 0 47.70854549
wonder (2000 instant, 200 cost, 25 turns) 10 25 2000 -8 0 39.39744534

residence (10% of 100 each turn; 1 turn) 0 1 0 10 0 10


residence (10% of 100 each turn; 8 turn) 0 8 0 10 0 10
residence (10% of 100 each turn; 25 turn) 0 25 0 10 0 10
residence (10% of 100 each turn; 1 turn) 5 1 0 10 0 1.609431564
residence (10% of 100 each turn; 1 turn) 5 8 0 10 0 5.939186974
residence (10% of 100 each turn; 1 turn) 5 25 0 10 0 8.031744381
I've lowered my wonder costs to 200p, which is spread over the 25 build turn to give you b = -8. Trade route is
100g spread over the 8 turn completion time for b = -12.5. Take Residence could be done for any number of
turns, but you can see that the value (in yield units / GP turn) is the same as long as we are already at the tile.
But it isn't worth traveling to the city for only 1 turn of residence. For the sake of the AI, I'll just treat it as a 25
turn action so that they will consider it even from a distance.

--------------------------------------------------

OK, what about those adjustments* to i, p and b that I mentioned above?

i = adjusted instant gain/loss when completed


i = i' - i" * malus,
where i' is my instant gain/loss and i" is someone else's instant gain/loss from my action (loss is always
negative here).

Malus has to do with how much I don't want to help the other player. This is zero for a city state (I don't care
one way or the other) and 1 for a powerful enemy (I don't want to help them but I do want to cause them
losses). For a player I am neutral with, it is their proportion of world power. When I build an exclusive wonder,
I am harming other players because they can't build it now (so just set i" = -i') but the player is unspecified, so I
just use malus = 1 / number full players.

p = adjusted per turn gain/loss after action


p = (p' * m' - p" * m" * malus) * (1 - k),
where p' and p" are my and their per turn gain/loss when completed (for a trade route, p" = p'), m' and m" are
my and their city modifiers for this yield type, and k is "risk factor". Per turn yields extending into the future are
usually at some risk of loss. For now I'm using a low value k = 0.05 for wonders (they can be pillaged, but then
repaired) and a higher value k = 0.2 for trade routes. The trade route logic could get smarter later (e.g., does

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the city belong to a weak civ next to a strong civ?).

You can see how malus affects trade routes: p for a CS trade route (malus = 0) is just what I get (p' * m'). But p
for a trade route with a powerful enemy (malus = 1) is going to be zero or very close to zero (depending on m'
and m"). The heightened risk for trade routes is going to lower the values (by about 20%) from what I have in
the table above. Per turn value from a Wonder is also reduced but only by about 5%.

b = adjusted per turn gain/loss during action


b = b' * m' - b" * m" * malus
I'm not dealing with risk for the build time.

--------------------------------------------------

I now have additional value added for "clustered opportunity" (i.e., the target area has more good things to do
after we complete the first action). Value calculation continues in post #99 below.

--------------------------------------------------

Added in edit:

An interesting concept to ponder is malus > 1. This is "spite," which means that I am willing to cause you loss
even if it causes a greater loss to me. I don't have specific plans to use that but it does show how flexible this
system is.

On great people actions, part 2 (post):


I think I can account for clustered opportunities in a fairly precise way. I'm utilizing game "areas" which are
defined by the game engine and correspond to continents or subcontinental regions (islands are in their own
area). I make a simplifying assumption that travel time between opportunities in an area is 4 turns (w = 4) and
then look ahead to four (o = 4) additional opportunities in this area adding their time discounted values. There
is little extra processing overhead because the values were gotten in the initial target analyses anyway. This
system does not account for nearby opportunities that happen to span two areas.

Here's the value calculation from post #89, but now I'm calling it v':

v' = [b + r^(t - 1) * (i + p - r * (i + b))] / [r^(-g) - r^t]

Let's consider this with no travel time (g = 0), which I call v":

v" = [b + r^(t - 1) * (i + p - r * (i + b))] / [1 - r^t]

I'll break this further into numerator and denominator, so that I don't have to recalculate the whole equation for
v' and v":

numerator = b + r^(t - 1) * (i + p - r * (i + b))


denominator = 1 - r^t
v' = numerator / (denominator + r^(-g) - 1)
v" = numerator / denominator

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Numerator, denominator, v' and v" are going to be calculated for many potential target sites. These
calculations can be super-optimized by pre-calculating r powers and holding them in an array (r[0] = 1, r[1] = r,
r[2] = r^2, etc; r^(-2) is just 1/r[2]), so the calculations here are really trivial.

We want to add time-discounted value for the 2nd, 3rd, 4th and 5th best opportunities in the same area (o =
4 additional opportunities). Actually we already know which target the GP is going to first if they are going to
a particular area. It is the target in the area with the highest v'. Considering subsequent opportunities in that
area, we don't want to use v' because g will likely be much less (once we are there). So we use v" and apply
an ad hoc travel time (w = 4) between opportunities in the area. (It's too expensive to run additional pathing to
get actual travel times between potential targets.) Our 2nd, 3rd, 4th and 5th best opportunities are just the 4
best targets in the area sorted by v" (excluding our initial target with the best v').

w = 4 →estimated travel turns between opportunities within an area


g2 = g + t + w →total turns before we get to opportunity #2 (where g and t are for the initial target)
g3 = g2 + t2 + w →total turns before we get to opportunity #3
g4 = g3 + t3 + w →total turns before we get to opportunity #4
g5 = g4 + t4 + w →total turns before we get to opportunity #5

v2', v3', v4' and v5' are time-discounted versions of v2", v3", v4", v5" using g2, g3, g4, g5 (calculated as
above). We only need to calculate this once for each area, so we get a time-discounted value for each area:

a = v2' + v3' + v4' + v5'

You can think of a as the marginal value for getting the GP to that area based on what it can do after its first
action is done. There is limited value in looking further than v5', since g6 would be at least 5 * (8 + 4) = 60.
Then our final marginal value for each potential target is:

v = v' + a

Remember that a is an area boost, so it is going to be the same for all targets in an area. It could push us
toward a really good area, but we still go to the best target in the area considering the individual target v'
(which considers both v" and travel time to the individual target, g). With the heavy time-discounting on a, it is
unlikely to push us off the continent we are currently on if there are any reasonable nearby opportunities. But it
will certainly affect choice between two distant areas.

Keep in mind that v" (together with numerator and denominator above) is calculated for many potential targets
anyway, so we are not adding much overhead. The major overhead in all of this is running a path out from the
GP's current location to each potential target for g. But even that might be sped up by 2x or more using a mild
heuristic for A* pathfinding.

Here's the pseudocode for the whole analysis:


Spoiler:
I am a GP with movement and not currently doing anything.

Look for likely good targets (plots where some action is possible and productive) using a special heuristic
for each GP type.

For each potential target:

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Calculate g using modified Redox's A* algorithm; if unreachable then drop from list
calculate numerator, denominator, v' and v" for all potential actions at target

For each area:


find best v' in area, use this for g and t
sort v" to find 2nd, 3rd, 4th and 5th best targets in area
calculate g2 - g5
calculate v2' - v5'
add to get area (a) value

For each potential target:


calculate v from v' + a

Pick best v and go do it.

On AI civ tech and policy selection, which are 100% mod controlled (post):
Well I predicted (in some past post) that AI would be half the effort. The "AI stages" are based on a lot of
observation of Civ AI (past & present & FFH) and specific needs of this mod.

Stage 1 (prioritize techs for growth) is something that is obvious to every human player but not coded in base
AI (as far as I can tell) which puts AI behind right from the get go. The only thing that saves base AI is the
tech tree layout (you start with Ag and the other food techs are somewhat inevitable). The Éa tech tree and its
different food yield/usage makes it essential that the AI picks the right initial techs so it is not totally crippled.
The way it works now is that the AI queues up 1, 2 or 3 techs so that it has some "minimum food development
potential" around the capital (or moves on to stage 2 if this is impossible). Some of these are 2nd tier so they
could "inadvertently" pick up a name here and skip stage 2.

Stage 2 (target name) is very specific to the mod. It gives a score to each available naming trait:
1. Civ resource bonuses. For example, the "Ikkos" trait gets bonus scores for each horse resource out to
radius 10 (more for closer).
2. Civ geography bonuses. Examples: Kaza for flatland river tiles; Fomhóire for lots of sea or island start.
3. Civ ad hoc bonuses. Some are good in a way that does not really depend on resources or geography
(e.g., Nezhêlîba).
4. Total research cost penalty. The AI looks at total research points needed to trigger the naming
condition. (This accounts for techs gained already in stage 1 and any progress toward techs.)
5. Total culture cost penalty. The AI looks at total culture needed to trigger the naming condition.
1 - 3 are in tables so it is easy to add a new civ, or to adjust values if a particular civ shows up too often or not
often enough. The AI can back up and change its target civ (even bailing on its current tech research). This is
necessary if another civ gets to the civ name first. But it can also happen based on other in-game events (e.g.,
if the civ pops a culture goody: this makes it much more likely to achieve a "1st to policy opener" condition).
For now, I'm just dealing with the tech- and policy-triggered names, which is most of them. I'll deal with the 1st
to building or unit later.

Stage 3 (follow development plan) is something that is going to give the mod a lot of flavor. In base civ,
your "naval civ" (e.g., England) only really differs from other civs in two minor things (UB, UU and/or UA). In
Éa, your naval civ (e.g., Fomhóire, Hy-Breasil) will pursue tech and policy objectives that make it much more
different than other civs (since almost everything comes down to tech or policy, and in Éa you can get only
a fraction of the techs in any one game). I'm speaking of AI civs here. As a human you have the choice to

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play Hy-Breasil as an agricultural civ, if you like (but that would be non-optimal). Each specific civ will have a
number of "development plans" that the AI can choose from, and these determine all tech and policy choices
(and perhaps other things later). For example, Fomhóire could pursue a "naval commerce" plan or a "piracy"
plan. Plans are in tables so I can adjust them or add more in ongoing development (e.g., if human players
find an optimal play strategy, then I can add a plan to imitate it). The AIs still have some flexibility within plan,
however, so they could (for example) prioritize a resource-enabling tech outside of the plan if it is worthwhile.

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