The Jotun OligarchyTile: D4
Trait: Giants
Housing: 7 giant primitive, 3 giant stone (houses 19.5 total)
Resources:
9 workers
7 workers (ate bloodberries)
1 worker (ate bloodberries, lensbuff 1)
1 Greenthumb worker
1 Bountiful Gatherer (ate bloodberry)
28.5 food
3 bloodberries
12 stone
9 slings
14 crude tools
Technologies:
Gigantic Structures, 4 of 4 (You can now build giant-sized versions of buildings! Giant-sized versions cost twice the resources and labor, but have twice the benefits. Farm and orchard yield is not affected, but efficiency is. For example, 6 workers can harvest or farm gigantic orchards and farms with no loss in efficiency.
Giant-sized primitive houses house 1.5 giant workers, or 3 normal sized workers. Additionally, giant workers provide 50% more labor when constructing giant-sized buildings, or any construction that costs 10 or more labor. Normal sized buildings can be upgraded into giant-sized by putting in the normal sized costs in labor and resources again.)
Orchards, 8 of 8 (You can now construct orchards! They must be constructed in plains-like terrain or in forests. They cost no resources to make, but cost 10 labor to make. This large project can be built over several turns. Orchards can be harvested using the "harvest" command. Usage: "1 worker harvests A1 with 1 crude tool.")Animal Husbandry, 8 of 8 (Allows construction of the ranch. The ranch costs 10 labor and no resources. A ranch can hold 1 herd. A herd can be put into the ranch with the command "1 worker lassos the herd of whatever at A1," or something like that. An actual herd of some kind of tamable animal must exist somewhere within range of your settled tile! Dangerous animals might cause injury or death. Once a herd is in your ranch, you can then use action "X workers ranch at tile" or "X workers butcher at tile" to get food. Using more than 3 workers to butcher will deplete the herd. This tech also allows research into horseback riding and other advanced techs related to animal domestication.)
Stone, 6 of 6 (Workers can now forage for stone.)Stonecrafting, 12 of 12 (You can now build stone houses. Stone houses cost 5 stone and 5 labor. Stone houses cannot be built over several turns; all the labor and resources must be spent on the same turn. Stone houses house 3 regular sized workers, or 1.5 giant-sized workers. Giant-sized stone houses house 6 regular workers or 3 giant sized workers. You can now research stone versions of buildings. Stone buildings are better and more sturdy than more primitive buildings. This tech allows research into all kinds of other more advanced techs that involve stoneworking.)
Slings, 8 of 8 (You can now create slings! They cost no resources, but need 1 labor, to make. When used, you must specify how many slings you are using. Slings add a small bonus in combat, and can be used for hunting. Slings are better at ranged combat but worse in hand-to-hand combat.)Tool Crafting, 6 of 6 (You can now create crude tools for the cost of 1 labor. Crude tools cost no resources. Crude tools give a small bonus to foraging, farming, harvesting, and construction. Usage: "1 worker forages at A1 with 1 crude tool".)
Djinn Restlessness, 1 of ? (incomplete)Temples, 10 of 10 (You can now construct temples. Temples cost 12 labor and 12 stone to construct. Temples must be dedicated to one god. Workers who pray to that god at the temple generate an additional 1 FP for that god. Praying to a god at a temple not dedicated to that god does not generate additional FP. Praying at a temple can also help to reduce unrest in the civ. Action wording: "1 worker prays to Blarg at the temple of Blarg at A1.")
Notes:
Greenthumb workers get a bonus to building farms and orchards, and to farming and harvesting.
Bountiful Gatherers get a bonus to foraging.
"Bloodberries" can be eaten with the action "x workers eat x bloodberries." Size of the worker does not matter. Those workers will gain the benefits, and will not consume food that turn.
Dipnoi RepublicTile: I6
Trait: Mud
Housing: 2 primitive, 8 fine mud (houses 12 total)
Resources:
7 workers
2 snake tamers
1 master python-style martial artist
1
mud specialist1 pygmy charmer
11 food
10 reagents
2 blowdarts
5 wood
Technologies:
Mud Survival, 4 of 4 (Workers get a small bonus to all foraging in muddy tiles. Workers get a small bonus to all combat in muddy tiles. Muddy tiles are typically tiles like swamp or riverbanks, or land tiles where it has recently rained.)
Herbalism, 6 of 6 (Workers are now slightly better at foraging for food. Workers can now forage for reagents. Reagents have healing properties, and might have other uses. 3 reagents can be spent to heal 1 worker.)Blowdarts, 6 of 6 (You can now create blowdarts! They cost no resources, but need 1 labor, to make. When used, you must specify how many blowdarts you are using. Blowdarts add a small bonus in combat, and can be used for hunting.)
Snake Taming, 8 of 8 (You can now train workers to be snake tamers. Snake tamers can perform all worker actions. They can also tame wild or hostile, nonsentient, snake-like creatures. There is a chance the Snake tamer will be injured if the creature being tamed is dangerous. Snake tamers can also lead tame snakes into other tiles. Snake tamers can also order tame snakes to attack a tile, and tame snakes will defend a snake tamer if he is attacked.)Domestication, 8 of 8 (Allows construction of the ranch. The ranch costs 10 labor and no resources. A ranch can hold 1 herd. A herd can be put into the ranch with the command "1 worker lassos the herd of whatever at A1," or something like that. An actual herd of some kind of tamable animal must exist somewhere within range of your settled tile! Dangerous animals might cause injury or death. Once a herd is in your ranch, you can then use action "X workers ranch at tile" or "X workers butcher at tile" to get food. Using more than 3 workers to butcher will deplete the herd. This tech also allows research into horseback riding and other advanced techs related to animal domestication.)
Mud Construction, 7 of 7 (Primitive houses can be upgraded to Fine Mud houses for 1 labor each. Fine Mud houses house 1.25 workers each. Mud versions of constructions that you can build can be built. Mud versions of buildings can have one required resource besides labor substituted with "mud", which is always free. Mud versions of buildings can only be built in muddy tiles.)Primitive Barricades, 6 of 6 (A primitive barricade can be constructed in any tile, 1 per tile. It costs 6 labor and 3 wood. This building provides a small bonus to the defenders in combat in the tile. It also helps to keep out wild animals.)
Mud Brick, 10 of 10 (You can now build the Mud Kiln. The Mud Kiln costs 8 labor and no resources. Once completed, the Mud Kiln can make 5 mud bricks for the cost of 1 labor and 1 wood. The Mud Kiln will not be operational if not in a muddy tile. You can also build Mud Brick Houses. Mud Brick Houses house 2 workers and cost 2 labor and 2 mud bricks. You can also research Mud Brick versions of constructions. Mud bricks are a special case and can't be substituted with "mud" using the Mud Construction tech.)Architecture, 10 of ? (research stalled)
Wood Gathering, 6 of 6 (Allows foraging for wood.)Djinn Restlessness, 1 of ? (incomplete)
Diplomacy, 3 of ? (incomplete)Priesthood, 12 of 12 (You can now construct the Church! The Church costs 12 labor, 12 stone or 12 mud bricks, and 6 wood. The church must be dedicated to a god. The Church can train workers to be Priests. Priests are dedicated to the god that the church is dedicated to. Priests automatically generate 1 FP for their god a turn. Priests can also bless one worker a turn to give them a bonus in combat for one turn. Priests are poor at combat and poor at foraging, harvesting, farming, and ranching.)
Mathematics, 1 of ? (incomplete)Mud Thermae, 9 of ? (incomplete)
The PeopleTile: H4
Trait: Megaprojects
Housing: 10 primitive
Resources:
7 workers
1 trapper
1 half-secretarybird worker
Ymar, Legendary Champion Warrior (absorbed Demihuman Colossus power)
8 Food
9 crude tools
7 crude spears
10 reagents
Technologies:
Wonder Construction, 4 of 4 (Wonders are unique megaprojects that take lots of labor and resources. They impart special benefits to the civilization that builds them. A wonder must be researched like a tech. They typically require lots of labor to research, and lots of labor and resources to construct. Wonders of the Stone Age typically require stone which might require you to research Stoneworking before construction can begin. Techs similar to Mathematics no doubt will help with wonder construction. Workers of civs with the Megaprojects trait add 50% more labor when construction wonders. There can only be 7 wonders from each age constructed ever.)
Woodcutting, 5 of 5 (Allows foraging for wood.)Simple Hunting Traps, 6 of 6 (This tech gives a small bonus when hunting or fishing, and a very small bonus when foraging for food.)
Tool Usage, 6 of 6 (You can now create crude tools for the cost of 1 labor. Crude tools cost no resources. Crude tools give a small bonus to foraging, farming, harvesting, and construction. Usage: "1 worker forages at A1 with 1 crude tool".)Domestication, 3 of ? (incomplete)
Plains Survival, 6 of 6 (Workers get a small bonus to all foraging in plains-like tiles. Workers get a small bonus to all combat in plains-like tiles.)Primitive Spearmaking, 6 of 6 (You can now create crude spears! They cost no resources, but need 1 labor, to make. When used, you must specify how many crude spears you are using. They provide a small bonus to combat and allow hunting or fishing.)
Raiding, 6 of 6 (Raiding is now available as an action! Raiding is a surprise attack intended to get in, grab resources and objects, and then get out before the defenders can respond. Workers can also be captured if your technology supports it! Raiding need not be conducted against a settled tile, but can be ordered to a tile where you expect enemy workers to be doing things. Raiding is not always successful; sometimes a pitched battle is the result, and sometimes the raiders retreat without getting anything. Raiding tends to be less successful against well armed foes in well defended positions. Civs with the Raider trait get a bonus to raiding.)Primitive Furniture, 1 of ? (incomplete)
Stone, 5 of 5 (Allows foraging for stone.)Djinn Restlessness, 2 of ? (incomplete)
Fishing, 6 of 6 (Your people become more skilled at fishing. Gives a small bonus to fishing.)Farming, 7 of 7 (You can now construct Farms! Farms cost no resources, but 10 labor, to build. Farming does not impact the efficiency of foraging taking place in the same tile. Farms can be farmed with the "farm" or "harvest" command. Usage: "3 workers farm at A1 with 3 crude tools".)
Logistics, 6 of 6 (You discover new ways to organize workers. Increases your logistics by 1.)Wooden Structures, 6 of ? (incomplete)
Primitive Barricades, 5 of 5 (A primitive barricade can be constructed in any tile, 1 per tile. It costs 6 labor and 3 wood. This building provides a small bonus to the defenders in combat in the tile. It also helps to keep out wild animals.)Writing, 2 of ? (incomplete)
Herbalism, 6 of 6 (Workers are now slightly better at foraging for food. Workers can now forage for reagents. Reagents have healing properties, and might have other uses. 3 reagents can be spent to heal 1 worker.)Boat Construction, 5 of 6 (incomplete)
Notes:
Worker type "Champion warrior" receives a good bonus in combat, but is poor at all other activities except hunting and researching martial techs.
The XekarniTile: I5
Trait: Raider
Housing: 10 primitive
Resources:
1 workers
3 Naga workers
1 literate Naga worker
1 Naga spear warrior
1 Naga spear warrior (mount: carnivorous firebreathing horse)
Kezai, legendary Naga spear warrior with venomous bite (mount: moderately snake-like carnivorous firebreathing horse)
1 slightly snake-like horse tamer
7 food
8 crude spears
4 crude tools
3 reagents
Technologies:
Raiding, 4 of 4 (Raiding is now available as an action! Raiding is a surprise attack intended to get in, grab resources and objects, and then get out before the defenders can respond. Workers can also be captured if your technology supports it! Raiding need not be conducted against a settled tile, but can be ordered to a tile where you expect enemy workers to be doing things. Raiding is not always successful; sometimes a pitched battle is the result, and sometimes the raiders retreat without getting anything. Raiding tends to be less successful against well armed foes in well defended positions. Civs with the Raider trait get a bonus to raiding.)
Primitive Weapons, 5 of 5 (You can now create crude spears! They cost no resources, but need 1 labor, to make. When used, you must specify how many crude spears you are using. They provide a small bonus to combat and allow hunting or fishing.)Poisonous Plants, 8 of 8 (Reagents can now be used to poison weapons! 3 reagents and 1 labor can be spent to poison one weapon. Poisoned weapons are deadly against most creatures. The poison lasts for one combat, after which the poisoned weapon reverts to a normal weapon.)
Herbalism, 6 of 6 (Workers are now slightly better at foraging for food. Workers can now forage for reagents. Reagents have healing properties, and might have other uses. 3 reagents can be spent to heal 1 worker.)Battle Formations, 7 of 7 (You can now construct the Training Field! The Training Field can convert one worker a turn into a spear warrior, at the cost of their action for the turn. The Training Field costs no resources and 5 labor to make. This tech also slightly increases the combat ability of warriors when they fight alongside at least one other warrior.)
Animal Taming, 8 of 8 (Allows taming of nearby animals. 1 worker can tame 1 animal. A single animal can be tamed from a herd. The tame animal goes to your settled tile and requires food as upkeep. Dangerous animals might injure or kill the taming worker. Animal tamer type workers are much less likely to be injured when taming their type. Allows research into animal mount techs such as horseback riding.)Sentry Duty, 5 of 5 (Martial type workers can go on sentry duty. A tile must be specified. Usage: "X warriors sentry at A1 with X weapons". Each warrior on sentry duty decreases the odds of a raid or other attack at that tile being effective. Warriors on sentry duty in other tiles will return to defend their home tile if it is attacked.)
Equestrianism, 12 of 12 (Your civ has achieved horseback riding. Your action range is now +1 tile. If you tame a horse-like creature, you can add it to a worker to make it a mounted worker, giving the worker an additional +1 range. Action format: "1 worker mounts 1 horse." Mounted workers consume 1 more food. Mounted martial-type workers get a small bonus to combat in plains-like tiles.)Equine Fire, 12 of 12 (Your warriors mounted on fire-breathing mounts train to use that fire efficiently in battle. Warriors mounted on fire-breathing mounts receive a combat bonus. Can set wooden structures ablaze when attacking settlements.)
Djinn Restlessness, 4 of ? (incomplete)Camouflage, 7 of 7 (Provides workers with a slight combat bonus when fighting in tiles with vegetation. Slightly increases the odds of successful raids. Gives a small bonus to hunting.)
Diplomacy, 5 of ? (incomplete)Sunzi's Art of War, 1 of 1 (This book was chock full of thoughts on war, and was enlightening. The buff you get from Battle Formations is changed from "slightly increases" to "gives a small increase to" combat ability.)
Notes:
Worker type "Spear Warrior" receives a bonus in combat, especially while using a spear. However, this worker type is bad at everything else except hunting and researching martial techs.
Entire civ is stronger, more agile, and has more endurance. (Swamp of Strength effect)
Cait SithTile: K1
Trait: Magic
Housing: 10 primitive
Resources:
0 worker
4 demihuman extramagical workers
2 demihuman extramagical apprentice
1 disciplined demihuman extramagical apprentices
1 disciplined demihuman extramagical writer apprentice
1 disciplined demihuman extramagical philosopher
Aeroith, legendary disciplined demihuman extramagical Magus
9 food
0 book-making material
1 book
4 crude spears
Technologies:
Magic Theory, 4 of 4 (You can now train apprentices! Apprentices are spellcasters and can cast simple spells, assuming you have any researched.
They must have a spellbook to cast spells, unless the apprentice is inherently magical. Apprentices are poor in hand-to-hand combat but might be deadly in a support role, depending on your spells. They are bad at everything except researching, creating spellbooks, and casting spells. To train one, simply use "1 worker trains to be apprentice" as an action. )
Advanced Magic Theory, 23 of 23 (Upon completion of this spell, one apprentice becomes a Magus. Magi can research and cast spells of medium complexity or lower. Like an apprentice, a Magus must have a spellbook to cast spells, unless the Magus is inherently magical. This tech also allows you to construct the Magus Academy. This construction costs 12 labor, 12 wood, and 12 stone. The Magus Academy allows Magi to train apprentices into Magi. You cannot train Magi without the Magus Academy! You cannot train Magi if you have less than 2 apprentices for every Magus. The Magus Academy also provides a small bonus when researching spells.)Simple Spells, 4 of 4 (You can now research simple spells! Think introductory level, apprentice spells. Note that many spells have a reagent cost to cast. However, most simple level spells should cost only 1 reagent, and magical spellcasters reduce the reagent cost of all spells by one, making most simple spells free to cast for magical spellcasters!
Spells are researched like a normal tech, except only spellcasters can research them!)
Early Philosophy, 8 of 8 (You can now create Philosophers! Philosophers can use the argue action. Each philosopher arguing gives a slight chance to make workers researching on the same turn have a breakthrough, giving bonus research. Usage: "X philosophers argue." Philosophers are useless at everything except arguing; they will not even defend themselves if attacked! This tech is also necessary to get many more advanced techs.)Writing, 8 of 8 (You have discovered writing! This tech is necessary for many more advanced techs. Additionally, this tech increases your logistics by 1.)
Logistics, 6 of 6 (You discover new ways to organize workers. Increases your logistics by 1.)Primitive Spear-Making, 6 of 6 (You can now create crude spears! They cost no resources, but need 1 labor, to make. When used, you must specify how many crude spears you are using. They provide a small bonus to combat and allow hunting or fishing.)
Magic Runes, 15 of 15 (This tech allows for the creation of spellbooks. Spellbooks are necessary for (non-magical) spellcasters to cast spells. Spellbooks also slightly increase the power of some spells, making them still useful for inherently magical spellcasters. Spellbooks require 1 book to make, and 1 labor, and can only be made by spellcasters. "Writer" spellcasters get a bonus when making spellbooks. This tech is also necessary in order to research higher forms of magic.)Spiritualism, 5 of ? (incomplete)
Arcanum Botanica research, 1 of 1 (This artifact spellbook contains many spells for manipulating plants. Just about any spell imaginable that impacts foraging, farming, or harvesting can be found inside. However, remember that apprentices can only cast "simple" spells; many of the spells in the book are much too advanced for an apprentice to comprehend! Also, this spellbook does not provide free spell research. The only one who can cast spells from it is the spellcaster in possession of it; thus, only one spell can be cast a turn from the book. Remember that there is a reagent cost to spells (though magical trait does take away 1 from casting cost of spells). If you want to cast a spell from it, you should ask the GM if it is possible first.)Bookmaking, 12 of 12 (You are now able to make books. Books cost 1 labor and 1 of some type of book making material (or 1 generic "book-making material"). Spells from Arcanum Botanica can be cast to make generic book-making material, or you can research some kind of book making material. Books in real-life antiquity typically were made of vellum or papyrus.)
Djinn Restlessness, 1 of ? (incomplete)Stone, 6 of 6 (Workers can now forage for stone.)
Spell Reagent Gathering, 4 of 6 (incomplete)Arcanum Mineralis research, 1 of 1 (This artifact spellbook is similar to Arcanum Botanica but contains spells for mining and extraction of ores, metals, and gems. Research of this book also grants the civ 1 research point in Metallurgy.)
Metallurgy, 1 of ? (incomplete)Spells:
Book-making Harvest, 2 of ? (incomplete)
Fireball, 5 of 7 (incomplete)
Hidden MonasteryTile: J9
Trait: Monks
Housing: 10 primitive
Resources:
3 workers
1 beginner martial artist
2 disciplined beginner cobra-style martial artist
1 disciplined journeyman seagull-style martial artist
1 disciplined master seagull-style martial artist
Neheb, legendary disciplined master cobra-style martial artist
1 disciplined woodpecker-style martial artist
2 food
6 wood
Technologies:
Enter the Dragon, 4 of 4 (Allows construction of the Martial Arts School. It costs 10 labor and 10 wood. The Martial Arts School can train workers to be beginner martial artists. Beginner martial artists can do all vanilla worker actions but are better in combat.)
Sensei Tradition, 7 of 7 (Upon completion of this tech, one martial artist with a particular style becomes a master martial artist of that style. A master (or higher) martial artist can teach his style to 1 beginner martial artist a turn. If a Martial Arts School is owned, a master can train any one worker to be a beginner martial artist of his style a turn. This tech also allows martial arts masters to create one manual of his style! The Style Manual (with a martial arts school) allows the master to train beginner martial artists of his style into journeyman martial artists of his style, 1 per turn. A Style Manual requires 1 book to create.)Woodcutting, 6 of 6 (Allows foraging for wood.)
Body Strengthening, 7 of 7 (Martial artists are now stronger, tougher, and have more endurance. Gives all martial artists a small bonus in combat.)Djinn Restlessness, 1 of ? (incomplete)
Wood Buildings, 10 of 10 (Houses can be upgraded into Wooden Houses. A Wooden House costs 3 labor and 3 wood. Each Wooden House houses 2 workers.)AglejoTile: B6
Trait: Engineering
Housing: 10 primitive
Resources:
5 workers
1 expert farmer
7 food
Technologies:
Engineer's Mindset, 1 of ? (incomplete)
Farming, 8 of 8 (You can now construct Farms! Farms cost no resources, but 10 labor, to build. Farming does not impact the efficiency of foraging taking place in the same tile. Farms can be farmed with the "farm" or "harvest" command. Usage: "3 workers farm at A1 with 3 crude tools".)Toolmaking, 2 of ? (incomplete)
Delta dwellersTile: E8
Trait: Water
Housing: 10 primitive
Resources:
6 workers
4 food
Technologies:
Call of the Sea, 4 of 4 (Your civ has a profound drive to sail the high seas! Your workers get a bonus when fishing on sea or ocean tiles. This still requires some kind of boat and fishing tool. Your workers get a small bonus when constructing ships, boats, and buildings related to navies and ocean shipping. Your workers get a small bonus to naval combat and any combat on seas and oceans.)
Boat Construction, 5 of 5 (You can now build boats. Boats allow workers to perform actions on water tiles such as oceans, or lakes. You must have 1 boat for every worker that performs an action on water tiles. Boats also allow workers to traverse water tiles, should you ever increase your action range. Spears or fishing tools are still required to fish on water tiles. 1 boat costs 2 labor and 2 wood to construct. Example action usage: "1 worker fishes at A1 with 1 boat and 1 crude spear.")