Вот какие культуры в игре Age of Wonder 4 уже есть (изначальная игра):
Culture Affinity Province improvement Buildings Units Champion weapons Other effects
Culture Barbarian.png Barbarian
Affinity chaos.png 1 Chaos
Affinity nature.png 1 Nature
Forester Forest of Stakes
Knowledge Battle Ritual Site
Knowledge Ancestral Seer Hall
Shrine of the Wargod
Town Hall II: Communal Tent
Town Hall III: Halls of War
Town Hall IV: Warlord's Pavillon
Pathfinder
Sunderer
Warrior
Fury
War Shaman
Berserker
Defender: Axe and Shield (default)
Mage: Blight Orb
Ranger: Bow
Ritualist: Blight Staff
Warrior: Greataxe
DLC and Pantheon unlocks
+4 Damage blight.png Blight Damage on critical hits (doubled on non-repeating attacks)
Can activate the Ritual of Alacrity
Army on the outpost or city hex recovers 100% of Unit stats movement.png move points, and recovers 50% of Hit points hp or removes Exhausted. Cooldown 3 turns turns.
Culture Dark.png Dark Affinity shadow.png 2 Shadow Mine Dark Forge
Gold Experimentation Chambers
Gold Underground Laboratory
City stability Interrogation Dungeon
City stability Ritual Mausoleum
Draft Overlord's Tower
City tier Town Hall II: Dread Spire
Town Hall III: Stronghold
Town Hall IV: Dread Palace
Dark Warrior
Outrider
Pursuer
Night Guard
Warlock
Dark Knight
Defender: Sword (Cleaver) and Shield (default)
Mage: Frost Orb
Ranger: Bow
Ranger: Sword (Cleaver) and Crossbow
Ritualist: Frost Staff
Warrior: Lance
DLC and Pantheon unlocks
Cities can negate City Stability income penalties
+20% Damage against units with Weakened
Attacking units with Weakened grants the unit Regeneration once per turn
-10 Evil alignment Alignment
Culture Feudal.png Feudal
Affinity order.png 1 Order
(unrecognized string “Farmstead” for Template:Building)
Town Hall II: Castle
Town Hall III: Citadel
Town Hall IV: Grand Estate
Archer
(unrecognized string “Milita” for Template:Unit)
Scout
Bannerman
Defender
(unrecognized string “Aspirant Knight” for Template:Unit)
Knight
Defender: Sword (Longsword) and Shield (default)
Mage: Spirit Orb
Ranger: Bow
Ranger: Sword (Longsword) and Crossbow
Ritualist: Spirit Staff
Warrior: Greatsword
Warrior: Lance
DLC and Pantheon unlocks
Culture High.png High Affinity order.png 2 Order Research post Sunshrine
Production Artisan Workshop
Draft Lightforge
City stability Solar Nexus
Town Hall II: Atrium of Light
Town Hall III: Pantheon
Town Hall IV: Solar Sanctum
Dawn Defender
Dusk Hunter
Lightseeker
Daylight Spear
Sun Priest
Awakener
Defender: Sword (Scimitar) and Shield (default)
Mage: Spirit Orb
Ranger: Bow
Ranger: Sword (Scimitar) and Crossbow
Ritualist: Spirit Staff
Warrior: Lance
DLC and Pantheon unlocks
Awakened Units have +4 Damage spirit.png Spirit Damage on Base Attacks
Awakened Units activate any Dormant Traits
+10 Good alignment Alignment
+25 City Stability if Pure good alignment Pure Good alignment
+10 Food and Production per City Stability Level if Neutral alignment Neutral alignment
Unit starts combat with Awakened if Pure evil alignment Pure Evil alignment
Culture Industrious.png Industrious Affinity materium.png 2 Materium Quarry Builder's Quarters
Food Worker's Farmstead
Food Grand Mill
Fortification health Bastion's Barricade
Town Hall II: Bulwark
City tier Town Hall III: Forge Tower
Town Hall IV: Industry Compound
Anvil Guard
Arbalest
Pioneer
Halberdier
Steelshaper
Bastion
Defender: Hammer and Shield (default)
Mage: Fire Orb
Ranger: Crossbow
Ritualist: Fire Staff
Warrior: Maul
DLC and Pantheon unlocks
Once per turn each unit gains Bolstered Defense and Bolstered resistance
Scout Units can Prospect in friendly or neutral provinces
Culture Mystic.png Mystic Affinity astral.png 1 Astral
Production Evocator's Abode
Production Stone Conjurer
Town Hall II: Mage's Plaza
Town Hall III: Mystic Spire
City tier Town Hall IV: Wizard's Auditorium
Arcane Guard
Arcanist
Mystic Projection
Soother
Spellshield
Defender: Mace and Shield (default)
Mage: Lightning Orb
Ranger: Bow
Ritualist: Lightning Staff
Warrior: Bladed Mace
DLC and Pantheon unlocks
Have three schools to choose from.
Can see Astral Echoes pickups (except Potential)

Это они добавили в первом сезоне:
Culture Reaver.png Reaver
Affinity materium.png 1 Materium
Affinity chaos.png 1 Chaos
Mine Reaver Manufactorum
Mana Mana Forge
Mana Lodestone Foundry
Mana Extraction Nexus
Town Hall II: Steel Hall
Town Hall III: Chained Spire
Town Hall IV: Ironclad Citadel
(unrecognized string “Dragoon” for Template:Unit)
(unrecognized string “Harrier” for Template:Unit)
(unrecognized string “Magelock” for Template:Unit)
(unrecognized string “Magelock Cannon” for Template:Unit)
(unrecognized string “Mercenary” for Template:Unit)
(unrecognized string “Observer” for Template:Unit)
(unrecognized string “Overseer” for Template:Unit)
Ranger: Pistol and Sword (Saber) (default)
Defender: Reaver's Halberd
Defender: Sword (Saber) and Shield
Ranger: Heavy Magelock
DLC and Pantheon unlocks
-1 Resource whispering stones.png Whispering Stone
Total War
War Spoils
Culture Primal.png Primal
Affinity nature.png 1 Nature
Megalith
Production Woodcarver's Workshop
Production Stonestele
Food Shrine to the Spirits
Town Hall II: Clan Lodge
Town Hall III: Spirit Hall
Town Hall IV: Primeval Palace
(unrecognized string “Ancestral Warden” for Template:Unit)
(unrecognized string “Animist” for Template:Unit)
(unrecognized string “Primal Charger” for Template:Unit)
(unrecognized string “Primal Darter” for Template:Unit)
(unrecognized string “Protector” for Template:Unit)
(unrecognized string “Spirit Tracker” for Template:Unit)
Defender: Handaxe and Shield (default)
Mage: Blight Orb (Mire Crocodile or Tunneling Spider totem)
Mage: Fire Orb (Ash Sabertooth or Dune Serpent totem)
Mage: Frost Orb (Glacial Mammoth totem)
Mage: Spirit Orb (Sylvan Wolf totem)
Defender: Spear
Ritualist: Staff of the Spirit Animal
Warrior: Greataxe
DLC and Pantheon unlocks
Choose a Primal Animal as culture's totem, giving affinity, environmental preferences, and terrain bonuses
Units gain stacks of Rising Fury

Это во втором (восточно-азиатская):
Culture Oathsworn.png Oathsworn Affinity order.png 1 Order
Gold Training Hall
Gold Hall of Devotion
City stability Paragon Quarters
Town Hall II: Oath Square
Town Hall III: Steel Bastion
Town Hall IV: Palace of Vows
(unrecognized string “Wayfarer” for Template:Unit)
(unrecognized string “Honor Blade” for Template:Unit)
(unrecognized string “Sworn Guard” for Template:Unit)
(unrecognized string “Sealbearer” for Template:Unit)
(unrecognized string “Vowkeeper” for Template:Unit)
Defender: Sword (Hwandudaedo?) and Shield (default)
Defender: Glaive (Yaoyindao)
Mage: Fire Orb (Oath of Strife)
Mage: Spirit Orb: (Oath of Harmony or Righteousness)
Ranger: Bow
Ritualist: Purging Staff (changes look depending on Oath)
Warrior: Cestus
Warrior: Flaming Greatclub (Kanabo?) (Oath of Strife)
Warrior: Greatsword (Nodachi?) (Oath of Harmony or Righteousness)
DLC and Pantheon unlocks
Choose one of three Oaths to follow, granting this culture's units bonuses for adherence and penalties for violation
Sealbearer's magic attacks change damage type to the one associated with the Oath's affinity either fully (full action) or half the damage (1 action, repeatable) from spirit damage
Devotion is a culture-specific alignment that changed based on player's/AI's actions in game. Having high devotion increases the benefits from the oath's trait and increases stability, while negative Devotion causes penalties to combat performance and stability. It has following levels:
Oathbreaker (-40 to -1): -40 Morale.png stability
Neutral (0 to 19) +0 Morale.png stability
Adherent (20 to 69) +10 Morale.png stability
Devotee (70 to 119) +20 Morale.png stability
Paragon (120 to 129) +40 Morale.png stability
Each Oath's tier 3 unit gains a special action if at maximum level of Devotion

Вот юниты по культурам:
General units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Ballista Unit type siegecraft.png Siegecraft 2 15 1 1 16 220 Resource unit production.png 140 Resource gold.png 12 Resource gold.png
Ballista
Defense Mode
Charge Resistance
Demolisher
Land Movement
Large Target
Siegecraft
Siege
Ballista Towers Unit type siegecraft.png Siegecraft 3 60 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
Status resistances 3
Blight immunity X
Ballista
Blight Immunity
Charge Resistance
Demolisher
Large Target
Siegecraft
Siege
Catapult Towers Unit type siegecraft.png Siegecraft 3 60 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
Status resistances 3
Blight immunity X
Catapult
Blight Immunity
Charge Resistance
Demolisher
Large Target
Siegecraft
Siege
Onager Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
Status resistances 3
Catapult
Charge Resistance
Demolisher
(unrecognized string “immobilized” for Template:Trait)
Status Effect Immunity: Morale
Large Target
Siegecraft
Siege
Trebuchet Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png
Status resistances 3
Trebuchet
Charge Resistance
Demolisher
Large Target
Siegecraft
Siege
Barbarian culture units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Pathfinder Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
Farsight
Outpost Builder
Savage Strike
Cavalry
Forest Walk
Land Movement
Mountain Walk
Scout Unit
Swamp Walk
Culture: Barbarian
Sunderer Unit type skirmisher.png Skirmisher 1 55 1 1 40 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike
Javelin
Defense Mode
Savage Strike
Slippery
Swift
Land Movement
Skirmisher Unit
Culture: Barbarian
Warrior Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike
Shield Bash
Defense Mode: Shield Wall
Savage Strike
Shield Defense
Land Movement
Optional Cavalry
Shield Unit
Culture: Barbarian
Fury Unit type ranged.png Ranged 2 60 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Shoot Bow
Defense Mode
Frenzy
Savage Strike
Land Movement
Optional Cavalry
Ranged Unit
Culture: Barbarian
War Shaman Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
(unrecognized string “poison_blast_war_shaman” for Template:Ability)
Invigorate
Defense Mode: Warding
Savage Strike
Land Movement
Support Unit
Culture: Barbarian
Berserker Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Charge Strike
Defense Mode
Berserker's Rage
Frenzy
Savage Strike
Land Movement
Shock Unit
Culture: Barbarian
Dark culture units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Dark Warrior Unit type shock.png Shock 1 60 1 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Charge Strike
Defense Mode
Cull the Weak
Land Movement
Shock Unit
Culture: Dark
Outrider Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
Farsight
Infiltrate
Cavalry
Forest Camouflage
Land Movement
Mountain Camouflage
Scout Unit
Swamp Camouflage
Culture: Dark
Pursuer Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
Cull the Weak
Land Movement
Optional Cavalry
Ranged Unit
Culture: Dark
Night Guard Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Melee Strike
Defense Mode
Charge Resistance
Cull the Weak
Dark Stalwart
First Strike
Land Movement
Polearm Unit
Culture: Dark
Warlock Unit type battle mage.png Battle Mage 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Weakening Bolts
Sundering Curse
Defense Mode
Cull the Weak
Battle Mage Unit
Land Movement
Culture: Dark
Dark Knight Unit type shock.png Shock 3 90 3 3 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Charge Strike
Dark Surge
Defense Mode
Cull the Weak
Cavalry
Land Movement
Shock Unit
Culture: Dark
Feudal culture units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Archer
(Legendary rank (unrecognized string “Longbow” for Template:Unit) if Faction#Feudal_authorities) Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
(unrecognized string “aspirant_longbow” for Template:Trait) if File:Culture feudal authority monarchy.png Monarchy
Land Movement
Ranged Unit
Culture: Feudal
Defender
(Legendary rank (unrecognized string “Liege Guard” for Template:Unit) if Faction#Feudal_authorities) Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike
Defense Mode: Shield Wall
Heavy Shield
Shield Defense
(unrecognized string “aspirant_liege_guard” for Template:Trait) if File:Culture feudal authority aristocracy.png Aristocracy
Land Movement
Optional Cavalry
Shield Unit
Culture: Feudal
Militia Unit type polearm.png Polearm 1 65 2 1 32 60 Casting points world map.png 60 Resource gold.png per 2 1 Resource gold.png
Melee Strike
Defense Mode
Charge Resistance
First Strike
Land Movement
Polearm Unit
Culture: Feudal
Scout Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
Farsight
Low Maintenance
Cavalry
Land Movement
Road Walk
Scout Unit
Culture: Feudal
Bannerman Unit type support.png Support 2 70 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Banner Smite
Soothing Standard
Defense Mode: Warding
(unrecognized string “war_banner_bannerman” for Template:Trait)
Land Movement
Optional Cavalry
Support Unit
Culture: Feudal
Aspirant Knight Unit type shock.png Shock 2 70 2 2 48 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
(unrecognized string “charge_strike_aspirant_knight” for Template:Ability)
Defense Mode
(unrecognized string “aspirant_knight_trait” for Template:Trait)
(unrecognized string “isolation_slayer” for Template:Trait)
Slippery
Cavalry
Land Movement
Shock Unit
Culture: Feudal
Longbow Unit type ranged.png Ranged 3 80 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
(unrecognized string “shoot_bow_longbow” for Template:Ability)
(unrecognized string “longshot_longbow” for Template:Ability)
Defense Mode
(unrecognized string “longbow_trait” for Template:Trait)
Land Movement
Ranged Unit
Culture: Feudal
File:Culture feudal authority monarchy.png Monarchy
Liege Guard Unit type shield.png Shield 3 100 6 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
(unrecognized string “melee_strike_liege_guard” for Template:Ability)
(unrecognized string “sworn_bond_liege_guard” for Template:Ability)
Defense Mode: Shield Wall
Heavy Shield
Shield Defense
Land Movement
Optional Cavalry
Shield Unit
Culture: Feudal
File:Culture feudal authority aristocracy.png Aristocracy
Knight Unit type shock.png Shock 4 110 4 4 48 300 Resource unit production.png 200 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
Status resistances 7
Charge Strike
Defense Mode
(unrecognized string “graceful_charge” for Template:Trait)
Inspiring Killer
Slippery
Cavalry
Land Movement
Shock Unit
Culture: Feudal
Only available by promoting Legend rank Aspirant Knights if the empire possesses a Tier IV Feudal Town Hall
High culture units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Dawn Defender Unit type shield.png Shield 1 75 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike
Defense Mode: Shield Wall
Dormant: Shield of Light
Shield Defense
Land Movement
Optional Cavalry
Shield Unit
Culture: High
Dusk Hunter Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
Dormant: Seeking Arrows
Land Movement
Ranged Unit
Culture: High
Lightseeker Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Bow
Defense Mode
Greater Farsight
Cavalry
Land Movement
Scout Unit
Culture: High
Daylight Spear Unit type polearm.png Polearm 2 75 3 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Melee Strike
Defense Mode
Charge Resistance
Dormant: Guardian
First Strike
Land Movement
Polearm Unit
Culture: High
Sun Priest Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Spirit Blast
Twin Awakening
Mending Awakening
Defense Mode: Warding
Dormant: Radiant Light
Land Movement
Support Unit
Culture: High
Awakener Unit type battle mage.png Battle Mage 3 75 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Spirit Bolts
Exposing Light
Awaken
Defense Mode
Dormant: Radiant Light
Battle Mage Unit
Land Movement
Optional Cavalry
Culture: High
Industrious culture units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Anvil Guard Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike
Taunt
Defense Mode: Shield Wall
Bolstering
Shield Defense
Watchful
Land Movement
Shield Unit
Culture: Industrious
Arbalest Unit type ranged.png Ranged 1 50 2 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Shoot Crossbow
Overdraw Crossbow
Defense Mode
Bolstering
Land Movement
Optional Cavalry
Ranged Unit
Culture: Industrious
Pioneer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Crossbow
Defense Mode
Farsight
Cavalry
Land Movement
Mountain Walk
Scout Unit
Culture: Industrious
Halberdier Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Melee Strike
Defense Mode
Bolstering
Charge Resistance
First Strike
Rune of Retaliation
Watchful
Land Movement
Polearm Unit
Culture: Industrious
Steelshaper Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Steel Blast
Strength From Steel
Grant Defense
Defense Mode: Warding
Bolstering
Land Movement
Support Unit
Culture: Industrious
Bastion Unit type shield.png Shield 3 100 7 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Melee Strike
Defensive Sweep
Inspiring Defense
Defense Mode: Shield Wall
Bolstering
Shield Defense
Watchful
Land Movement
Optional Cavalry
Shield Unit
Culture: Industrious
Mystic culture units
Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Arcane Guard Unit type polearm.png Polearm 1 65 1 2 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike if Culture mystic school of attunement.png Attunement School
Melee Strike if Culture mystic school of potential.png Potential School
Melee Strike if Culture mystic school of summoning.png Summoning School
Defense Mode
Attunement: Star Blades if Culture mystic school of attunement.png Attunement School
Astral Connection if Culture mystic school of summoning.png Summoning School
Charge Resistance
First Strike
Land Movement
Polearm Unit
Culture: Mystic
Arcanist Unit type battle mage.png Battle Mage 1 45 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Cosmic Bolts if Culture mystic school of attunement.png Attunement School
Rift Bolts if Culture mystic school of potential.png Potential School
Lightning Bolts if Culture mystic school of summoning.png Summoning School
Defense Mode
Attunement: Star Blades if Culture mystic school of attunement.png Attunement School
Astral Connection if Culture mystic school of summoning.png Summoning School
Battle Mage Unit
Land Movement
Culture: Mystic
Mystic Projection Unit type scout.png Scout 1 45 0 0 32 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Spirit weakness -4
Cosmic Bolts if Culture mystic school of attunement.png Attunement School
Rift Bolts if Culture mystic school of potential.png Potential School
Lightning Bolts if Culture mystic school of summoning.png Summoning School
Defense Mode
Attunement: Star Blades if Culture mystic school of attunement.png Attunement School
Astral Connection if Culture mystic school of summoning.png Summoning School
Farsight
Pass Through
Ethereal
Floating
Scout Unit
Culture: Mystic
Soother Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Cosmic Blast if Culture mystic school of attunement.png Attunement School
Rift Blast if Culture mystic school of potential.png Potential School
Lightning Blast if Culture mystic school of summoning.png Summoning School
Soothing Breeze
Defense Mode: Warding
Attunement: Star Blades if Culture mystic school of attunement.png Attunement School
Astral Connection if Culture mystic school of summoning.png Summoning School
Spell Channeling
Land Movement
Support Unit
Culture: Mystic
Spellshield Unit type shield.png Shield 2 80 5 2 48 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Melee Strike if Culture mystic school of attunement.png Attunement School
Stunning Flash if Culture mystic school of attunement.png Attunement School
Melee Strike if Culture mystic school of potential.png Potential School
Flash Freeze if Culture mystic school of potential.png Potential School
Melee Strike if Culture mystic school of summoning.png Summoning School
Stunning Flash if Culture mystic school of summoning.png Summoning School
Defense Mode: Shield Wall
Attunement: Star Blades if Culture mystic school of attunement.png Attunement School
Astral Connection if Culture mystic school of summoning.png Summoning School
Shield Defense
Land Movement
Cavalry
Shield Unit
Culture: Mystic
Spellbreaker Unit type battle mage.png Battle Mage 3 75 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Cosmic Bolts
Star Purge
Defense Mode
Attuned Cast
Attunement: Star Blades
Battle Mage Unit
Land Movement
Optional Cavalry
Culture: Mystic Culture mystic school of attunement.png Attunement School
Spellweaver Unit type battle mage.png Battle Mage 3 75 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Rift Bolts
(unrecognized string “dissonant_weave_spellweaver” for Template:Ability)
Defense Mode
Arcane Conduit
Battle Mage Unit
Land Movement
Optional Cavalry
Culture: Mystic Culture mystic school of potential.png Potential School
Summoner Unit type support.png Support 3 80 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 5
Lightning Blast
Spirit Summon: Dormant
Astral Bond
Defense Mode: Warding
Astral Connection
Land Movement
Optional Cavalry
Support Unit
Culture: Mystic Culture mystic school of summoning.png Summoning School
Reaver culture units
Reaver culture requires DLC Empires & Ashes.png Empires & Ashes DLC

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Mercenary Unit type polearm.png Polearm 1 75 3 2 32 80 Resource unit production.png 60 Resource gold.png 12 Resource gold.png
Melee Strike
Drive Back
Defense Mode
Charge Resistance
First Strike
Focused Aggression
High Maintenance
Land Movement
Polearm Unit
Culture: Reaver
Harrier Unit type skirmisher.png Skirmisher 1 55 1 1 40 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike
Cast Net
Defense Mode
Focused Aggression
Slippery
Swift
Land Movement
Skirmisher Unit
Culture: Reaver
Observer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Lightning weakness -4
Spirit resistance 2
Mark
Defense Mode
Control Loss Immunity
Heartless
Non-Vital
Reinforced
Sensing Scope
Construct
Flying
Scout Unit
Culture: Reaver
Overseer Unit type support.png support 2 70 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Marking Blast
Subdue
Patch Up
Defense Mode: Warding
Focused Aggression
Land Movement
Optional Cavalry
Support Unit
Culture: Reaver
Magelock Unit type ranged.png Ranged 2 60 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
(unrecognized string “snapshot_heavy_magelock_magelock” for Template:Ability)
Fire Heavy Magelock
Defense Mode
Focused Aggression
Land Movement
Ranged Unit
Culture: Reaver
Dragoon Unit type skirmisher.png Skirmisher 3 80 2 2 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Melee Strike
Harrying Shot
Defense Mode
Fleeting
Focused Aggression
Master Skirmisher
Slippery
Swift
Land Movement
Cavalry
Skirmisher Unit
Culture: Reaver
Magelock Cannon Unit type ranged.png Ranged 3 80 4 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Lightning weakness -4
Spirit resistance 2
Fire Cannon
Defense Mode
Control Loss Immunity
Focused Aggression
Heartless
Reinforced
Siege Breaker
Construct
Land Movement
Ranged Unit
Culture: Reaver
Primal culture units
Primal culture requires DLC Primal Fury.png Primal Fury DLC

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Spirit Tracker Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Bow if Culture primal ash sabertooth.png Ash Sabertooth totem
Shoot Bow if Culture primal dune serpent.png Dune Serpent totem
Shoot Bow if Culture primal glacial mammoth.png Glacial Mammoth totem
Shoot Bow if Culture primal mire crocodile.png Mire Crocodile totem
Shoot Bow if Culture primal storm crow.png Storm Crow totem
Shoot Bow if Culture primal sylvan wolf.png Sylvan Wolf totem
Shoot Bow if Culture primal tunneling spider.png Tunneling Spider totem
Defense Mode
Farsight
Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem
Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem
Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem
Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem
Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem
Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem
Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem
Cavalry
Land Movement
Scout Unit
Primal Concealment
Spirit Finder
Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem
Sand Walk if Culture primal dune serpent.png Dune Serpent totem
Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem
Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem
Grassland Walk if Culture primal storm crow.png Storm Crow totem
Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem
Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem
Culture: Primal
Protector Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike if Culture primal ash sabertooth.png Ash Sabertooth totem
Primal Renewal if Culture primal ash sabertooth.png Ash Sabertooth totem
Melee Strike if Culture primal dune serpent.png Dune Serpent totem
Primal Renewal if Culture primal dune serpent.png Dune Serpent totem
Melee Strike if Culture primal glacial mammoth.png Glacial Mammoth totem
Primal Renewal if Culture primal glacial mammoth.png Glacial Mammoth totem
Melee Strike if Culture primal mire crocodile.png Mire Crocodile totem
Primal Renewal if Culture primal mire crocodile.png Mire Crocodile totem
Melee Strike if Culture primal storm crow.png Storm Crow totem
Primal Renewal if Culture primal storm crow.png Storm Crow totem
Melee Strike if Culture primal sylvan wolf.png Sylvan Wolf totem
Primal Renewal if Culture primal sylvan wolf.png Sylvan Wolf totem
Melee Strike if Culture primal tunneling spider.png Tunneling Spider totem
Primal Renewal if Culture primal tunneling spider.png Tunneling Spider totem
Defense Mode: Shield Wall
Shield Defense
Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem
Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem
Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem
Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem
Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem
Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem
Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem
Land Movement
Optional Cavalry
Shield Unit
Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem
Sand Walk if Culture primal dune serpent.png Dune Serpent totem
Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem
Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem
Grassland Walk if Culture primal storm crow.png Storm Crow totem
Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem
Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem
Culture: Primal
Primal Darter Unit type ranged.png Ranged 1 55 1 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Shoot Blowgun if Culture primal ash sabertooth.png Ash Sabertooth totem
Disengaging Shot if Culture primal ash sabertooth.png Ash Sabertooth totem
Shoot Blowgun if Culture primal dune serpent.png Dune Serpent totem
Disengaging Shot if Culture primal dune serpent.png Dune Serpent totem
Shoot Blowgun if Culture primal glacial mammoth.png Glacial Mammoth totem
Disengaging Shot if Culture primal glacial mammoth.png Glacial Mammoth totem
Shoot Blowgun if Culture primal mire crocodile.png Mire Crocodile
Disengaging Shot if Culture primal mire crocodile.png Mire Crocodile
Shoot Blowgun if Culture primal storm crow.png Storm Crow totem
Disengaging Shot if Culture primal storm crow.png Storm Crow totem
Shoot Blowgunif Culture primal sylvan wolf.png Sylvan Wolf totem
Disengaging Shot if Culture primal sylvan wolf.png Sylvan Wolf totem
Shoot Blowgun if Culture primal tunneling spider.png Tunneling Spider totem
Disengaging Shot if Culture primal tunneling spider.png Tunneling Spider totem
Defense Mode
Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem
Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem
Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem
Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem
Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem
Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem
Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem
Land Movement
Ranged Unit
Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem
Sand Walk if Culture primal dune serpent.png Dune Serpent totem
Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem
Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem
Grassland Walk if Culture primal storm crow.png Storm Crow totem
Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem
Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem
Culture: Primal
Primal Charger Unit type shock.png Shock 2 70 2 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Charge Strike if Culture primal ash sabertooth.png Ash Sabertooth totem
Cleaving Charge if Culture primal ash sabertooth.png Ash Sabertooth totem
Charge Strike if Culture primal dune serpent.png Dune Serpent totem
Cleaving Charge if Culture primal dune serpent.png Dune Serpent totem
Charge Strike if Culture primal glacial mammoth.png Glacial Mammoth totem
Cleaving Charge if Culture primal glacial mammoth.png Glacial Mammoth totem
Charge Strike if Culture primal mire crocodile.png Mire Crocodile totem
Cleaving Charge if Culture primal mire crocodile.png Mire Crocodile totem
Charge Strike if Culture primal storm crow.png Storm Crow totem
Cleaving Charge if Culture primal storm crow.png Storm Crow totem
Charge Strike if Culture primal sylvan wolf.png Sylvan Wolf totem
Cleaving Charge if Culture primal sylvan wolf.png Sylvan Wolf totem
Charge Strike if Culture primal tunneling spider.png Tunneling Spider totem
Cleaving Charge if Culture primal tunneling spider.png Tunneling Spider totem
Defense Mode
Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem
Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem
Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem
Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem
Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem
Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem
Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem
Land Movement
Shock Unit
Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem
Sand Walk if Culture primal dune serpent.png Dune Serpent totem
Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem
Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem
Grassland Walk if Culture primal storm crow.png Storm Crow totem
Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem
Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem
Culture: Primal
Animist Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Fire Blast if Culture primal ash sabertooth.png Ash Sabertooth totem
Summon Primal Sabertooth if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Blast if Culture primal dune serpent.png Dune Serpent totem
Summon Primal Serpent if Culture primal dune serpent.png Dune Serpent totem
Frost Blast if Culture primal glacial mammoth.png Glacial Mammoth totem
Summon Primal Mammoth if Culture primal glacial mammoth.png Glacial Mammoth totem
Poison Blast if Culture primal mire crocodile.png Mire Crocodile
Summon Primal Crocodile if Culture primal mire crocodile.png Mire Crocodile totem
Lightning Blast if Culture primal storm crow.png Storm Crow totem
Summon Primal Crow if Culture primal storm crow.png Storm Crow totem
Spirit Blast if Culture primal sylvan wolf.png Sylvan Wolf totem
Summon Primal Wolf if Culture primal sylvan wolf.png Sylvan Wolf totem
Poison Blast if Culture primal tunneling spider.png Tunneling Spider totem
Summon Primal Spider if Culture primal tunneling spider.png Tunneling Spider totem
Spiritual Healing
Defense Mode: Warding
Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem
Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem
Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem
Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem
Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem
Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem
Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem
Land Movement
Optional Cavalry
Support Unit
Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem
Sand Walk if Culture primal dune serpent.png Dune Serpent totem
Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem
Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem
Grassland Walk if Culture primal storm crow.png Storm Crow totem
Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem
Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem
Culture: Primal
Ancestral Warden Unit type polearm.png Polearm 3 95 4 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Melee Strike if Culture primal ash sabertooth.png Ash Sabertooth totem
Primal Lunge if Culture primal ash sabertooth.png Ash Sabertooth totem
Melee Strike if Culture primal dune serpent.png Dune Serpent totem
Primal Lunge if Culture primal dune serpent.png Dune Serpent totem
Melee Strike if Culture primal glacial mammoth.png Glacial Mammoth totem
Primal Lunge if Culture primal glacial mammoth.png Glacial Mammoth totem
Melee Strike if Culture primal mire crocodile.png Mire Crocodile
Primal Lunge if Culture primal mire crocodile.png Mire Crocodile
Melee Strike if Culture primal storm crow.png Storm Crow totem
Primal Lunge if Culture primal storm crow.png Storm Crow totem
Melee Strike if Culture primal sylvan wolf.png Sylvan Wolf totem
Primal Lunge if Culture primal sylvan wolf.png Sylvan Wolf totem
Melee Strike if Culture primal tunneling spider.png Tunneling Spider totem
Primal Lunge if Culture primal tunneling spider.png Tunneling Spider totem
Defense Mode
Charge Resistance
First Strike
Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem
Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem
Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem
Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem
Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem
Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem
Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem
Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem
Land Movement
Polearm Unit
Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem
Sand Walk if Culture primal dune serpent.png Dune Serpent totem
Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem
Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem
Grassland Walk if Culture primal storm crow.png Storm Crow totem
Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem
Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem
Culture: Primal
Oathsworn culture units
Oathsworn culture requires DLC Ways of War.pngWays of War DLC

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Honor Blade Unit type fighter.png Fighter 1 70 3 2 32 80 Resource unit production.png 60 Resource gold.png 12 Resource gold.png
Melee Strike if Culture oathsworn oath of harmony.png Oath of Harmony
Defensive Strike if Culture oathsworn oath of harmony.png Oath of Harmony
Melee Strike if Culture oathsworn oath of righteousness.png Oath of Righteousness
Defensive Strike if Culture oathsworn oath of righteousness.png Oath of Righteousness
Melee Strike if Culture oathsworn oath of strife.png Oath of Strife
Defensive Strike if Culture oathsworn oath of strife.png Oath of Strife
Defense Mode
High Maintenance
Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony
Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness
Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife
Fighter Unit
Land Movement
Optional Cavalry
Culture: Oathsworn
Sworn Guard Unit type polearm.png Polearm 1 70 2 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
Melee Strike if Culture oathsworn oath of harmony.png Oath of Harmony
Melee Strike if Culture oathsworn oath of righteousness.png Oath of Righteousness
Melee Strike if Culture oathsworn oath of strife.png Oath of Strife
Defense Mode
Charge Resistance
First Strike
Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony
Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness
Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife
Land Movement
Polearm Unit
Culture: Oathsworn
Wayfarer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png
Shoot Bow if Culture oathsworn oath of harmony.png Oath of Harmony
Shoot Bow if Culture oathsworn oath of righteousness.png Oath of Righteousness
Shoot Bow if Culture oathsworn oath of strife.png Oath of Strife
Defense Mode
Farsight
Retreat Expert if Culture oathsworn oath of harmony.png Oath of Harmony or Culture oathsworn oath of righteousness.png Oath of Righteousness
Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony
Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness
Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife
Cavalry
Land Movement
Scout Unit
Culture: Oathsworn
Sealbearer Unit type battle mage.png Battle Mage 2 55 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Seal Bolts if Culture oathsworn oath of harmony.png Oath of Harmony
Resonance Seal if Culture oathsworn oath of harmony.png Oath of Harmony
Seal Bolts if Culture oathsworn oath of righteousness.png Oath of Righteousness
Transference Seal if Culture oathsworn oath of righteousness.png Oath of Righteousness
Seal Bolts if Culture oathsworn oath of strife.png Oath of Strife
Fire Seal if Culture oathsworn oath of strife.png Oath of Strife
Defense Mode
Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony
Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness
Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife
Land Movement
Battle Mage Unit
Culture: Oathsworn
Vowkeeper Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
Status resistances 2
Purging Blast if Culture oathsworn oath of harmony.png Oath of Harmony
Vow of Healing if Culture oathsworn oath of harmony.png Oath of Harmony
Vow of Purification if Culture oathsworn oath of harmony.png Oath of Harmony
Purging Blast if Culture oathsworn oath of righteousness.png Oath of Righteousness
Vow of Healing if Culture oathsworn oath of righteousness.png Oath of Righteousness
Vow of Purification if Culture oathsworn oath of righteousness.png Oath of Righteousness
Purging Blast if Culture oathsworn oath of strife.png Oath of Strife
Vow of Healing if Culture oathsworn oath of strife.png Oath of Strife
Vow of Purification if Culture oathsworn oath of strife.png Oath of Strife
Defense Mode: Warding
Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony
Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness
Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife
Land Movement
Optional Cavalry
Support Unit
Culture: Oathsworn
Peacebringer Unit type ranged.png Ranged 3 80 2 2 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Shoot Bow
Line Shot
Quick Stab
(unrecognized string “arrow_of_harmony” for Template:Ability) if at maximum devotion level
Defense Mode
Harmonize
Paragon of Harmony
Ranged Unit
Land Movement
Cavalry
Culture: Oathsworn
Culture oathsworn oath of harmony.png Oath of Harmony
Avenger Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Charge Strike
Helmsplitter
(unrecognized string “radiant_slash” for Template:Ability) if at maximum devotion level
Defense Mode
Nobility
Paragon of Righteousness
Shock Unit
Land Movement
Culture: Oathsworn
Culture oathsworn oath of righteousness.png Oath of Righteousness
Warbound Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
Status resistances 3
Flaming Charge Strike
Bulldoze
(unrecognized string “infernal_blaze” for Template:Ability) if at maximum devotion level
Defense Mode
Paragon of Strife
Warrior's Soul
Shock Unit
Land Movement
Culture: Oathsworn
Culture oathsworn oath of strife.png Oath of Strife

Примечания по субкультурам, которые есть у некоторых культур (те культуры делятся на них):
Sub-cultures
Some cultures has subculture options that changes a cultures gameplay. Subculture options do not affect faction biography.

Feudal authorities
The Feudal culture has two authorities:

Authority	Affinity	Province improvement	Buildings	Units	Other effects
File:Culture feudal authority monarchy.png	Monarchy	Affinity materium.png 1 Materium		
(unrecognized string “Militia Barracks” for Template:Building)
(unrecognized string “Royal Smith” for Template:Building)
(unrecognized string “Retainer's Estate” for Template:Building)
(unrecognized string “Longbow” for Template:Unit)	
Units have For the Monarch
While fighting beside the ruler or in home borders, they get:
+1 Defense and Unit stats resistance.png
+10% damage
+10 Morale.png morale
Units in the army led by the ruler cost no upkeep. Unlike most upkeep modifiers, this includes Resource imperium.png Imperium upkeep and is not subject to the 50% cap. Does not affect the Ruler itself.
Archer promotes into (unrecognized string “Longbow” for Template:Unit) if the City tier Town Hall III: Citadel is built in any city
File:Culture feudal authority aristocracy.png	Aristocracy	Affinity nature.png 1 Nature		
(unrecognized string “House Hunting Grounds” for Template:Building)
(unrecognized string “Serf Quarters” for Template:Building)
Gold Lord's Manor
(unrecognized string “Liege Guard” for Template:Unit)	
The empire is divided into Houses. A city's governor is its House head. Units recruited/summoned in the city or near armies led by any city's House join that House.
Units have For the Liege:
-10% upkeep per House head's (unrecognized string “renown” for Template:Icon) Renown level if army is led by their House head
+5 Hit points HP per world map turn per House head's (unrecognized string “renown” for Template:Icon) Renown level if army is led by their House head
+10 Hit points HP per House head's (unrecognized string “renown” for Template:Icon) Renown level in battle beside their House head
+5 Morale.png morale per House head's (unrecognized string “renown” for Template:Icon) Renown level in battle beside their House head
Defender promotes into (unrecognized string “Liege Guard” for Template:Unit) if the City tier Town Hall III: Citadel is built in any city
Mystic schools
The Mystic culture have three schools to focus their magical talents:

School	Affinity	Province improvement	Buildings	Units	Other effects
Culture mystic school of attunement.png	Attunement	Affinity astral.png 1 Astral	Conduit Mystic Abbey	Altar of the All-Seers	Spellbreaker	
Units have Attunement: Star Blades
Echo Casting - Astral Echoes can supplement spellcasting points
Scout, battle mage, support unit and spell shield's special attack deal Damage fire.png Damage frost.png Damage lightning.png cosmic damage
Culture mystic school of potential.png	Potential	Affinity shadow.png 1 Shadow	Research post Spell Arcanist Library	Academy of Potential	(unrecognized string “Spellweaver” for Template:Unit)	
Units inflict Dissonance with their attacks
Arcane Weavers - Combat Spells are overcharged until cast the first time
Arcane Inspiration - Spells gain a Potential when first cast. This potential can be exploited once the spell has been used enough, locking it away for 10 turns.
Scout, battle mage, support unit and spell shield's special attack deal Damage frost.png Damage lightning.png rift damage
Culture mystic school of summoning.png	Summoning	Affinity astral.png 1 Astral	Conduit Astral Manalith	Mana Summoners' Cistern	
(unrecognized string “Summoner” for Template:Unit)
(unrecognized string “Astral Ward” for Template:Unit)
Magic Origin Units have Attunement: Astral Resonance
Echo Infusion - Astral Echoes can be used to rank up Magic Origin units
Scout, battle mage, support unit and spell shield's special attack deal Damage lightning.png lightning damage
Primal animals
The Primal culture have 7 different primal animals to choose from as their totem:

Totem	Affinity	Province improvement	Other effects
Culture primal mire crocodile.png	Mire Crocodile	Affinity nature.png 1 Nature	Conduit Mire Megalith	
Starts in swamp terrain
Swamp provinces are Favored Terrain and gain +3 Resource food.png Food
Units have Status Effect Immunity: Diseased, Swamp Walk, and Mire Crocodile's Boon
Boon effect: +3 Damage blight.png Blight damage and inflict Diseased
Conjure Primal Crocodile research
Culture primal storm crow.png	Storm Crow	Affinity astral.png 1 Astral	Conduit Storm Megalith	
Starts in grassland terrain
Grassland provinces are Favored Terrain and gain +2 Resource mana.png Mana
Units have Grassland Walk and Storm Crow's Boon
Boon effect: +3 Damage lightning.png Lightning damage, additional +4 Damage lightning.png Lightning damage to adjacent enemies
Conjure Primal Crow research
Culture primal glacial mammoth.png	Glacial Mammoth	Affinity shadow.png 1 Shadow	Conduit Glacial Megalith	
Starts in arctic terrain
Snow provinces are Favored Terrain and gain +3 Resource structure production.png Production
Can build Province improvement farm.png Farms on Snow provinces
Units have Arctic Walk and Glacial Mammoth's Boon
Boon effect: +4 Damage frost.png Frost damage and 30% chance to inflict Frozen
Conjure Primal Mammoth research
Culture primal dune serpent.png	Dune Serpent	Affinity materium.png 1 Materium	Conduit Dune Megalith	
Starts in desert terrain
Sand provinces are Favored Terrain and gain +2 Resource gold.png Gold
Can build Province improvement farm.png Farms on Sand provinces
Units have Sand Walk and Dune Serpent's Boon
Boon effect: +3 Damage physical.png Physical damage and inflict Blind
Conjure Primal Serpent research
Culture primal ash sabertooth.png	Ash Sabertooth	Affinity chaos.png 1 Chaos	Conduit Ash Megalith	
Starts in desolate terrain
Ashland provinces are Favored Terrain and gain +3 Resource gold.png Gold
Can build Province improvement farm.png Farms on Ashland provinces
Units have Desolate Walk and Ash Sabertooth's Boon
Boon effect: +3 Damage fire.png Fire damage, additional +4 Damage fire.png Fire damage to one nearby enemy
Conjure Primal Sabertooth research
Culture primal tunneling spider.png	Tunneling Spider	Affinity nature.png 1 Nature	Conduit Tunneling Megalith	
Starts in the underground
Mushroom Forest provinces are Favored Terrain and gain +2 Resource knowledge.png Knowledge
Can build Province improvement farm.png Farms on Cavern provinces
Units have Cave Walk and Tunneling Spider's Boon
Boon effect: +3 Damage blight.png Blight damage and Life Steal
Conjure Primal Spider research
Culture primal sylvan wolf.png	Sylvan Wolf	Affinity order.png 1 Order	Conduit Sylvan Megalith	
Starts in forest terrain
Forest provinces are Favored Terrain and gain +3 Resource unit production.png Draft
Units have Forest Walk and Sylvan Wolf's Boon
Boon effect: +3 Damage spirit.png Spirit damage, +2 additional Damage spirit.png Spirit damage per ally adjacent to target
Conjure Primal Wolf research
Oathsworn oaths
The Oathsworn culture has three Oaths to swear and derive benefits from adherence:

Oath	Affinity	Province improvement	Buildings	Units	Other effects
Culture oathsworn oath of harmony.png	Harmony	Affinity nature.png 1 Nature	Conduit School of Contemplation		(unrecognized string “Peacebringer” for Template:Unit)	
+100 relations with free cities and empires
Conquering free cites makes them a vassal instead of a tributary
Culture units have Harmonize, Unit stats temporary health.png restoring health when falling under 60% total but recieving 3 stacks of weakened for 3 turn turns if at negative Devotion instead
Oathbreaker: 3 weakened for 3 turn turns
Neutral: restore 5 Unit stats temporary health.png temporary hit points
Adherent: restore 10 Unit stats temporary health.png temporary hit points
Devotee: restore 20 Unit stats temporary health.png temporary hit points
Paragon: restore 30 Unit stats temporary health.png temporary hit points
Gain devotion by:
Having vassals and cities of another race (+20 base)
Clearing infestations and ancient wonders (+15)
Entering truces (+10)
Forgiving grievances (+5)
Lose devotion by:
Declaring (not joining) wars (-30)
Razing or settling conquered cities (-20)
Fabricating grievances (-20)
Culture oathsworn oath of righteousness.png	Righteousness	Affinity order.png 1 Order	Conduit School of Discipline		(unrecognized string “Avenger” for Template:Unit)	
Evil alignment Evil alignment gain is doubled
Culture units have Nobility, dealing bonus Damage spirit.png spirit damage on base non-flanking attacks but dealing less damage on all attacks if at negative devotion instead
Oathbreaker: -20% damage on all attacks, base or not, flanking or not
Neutral: +2 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks)
Adherent: +3 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks)
Devotee: +4 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks)
Paragon: +5 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks)
Gain devotion by having Good alignment good alignment (+1 base per good alignment point)
Lose devotion by having Evil alignment evil alignment (-1 base per evil alignment point)
Culture oathsworn oath of strife.png	Strife	Affinity chaos.png 1 Chaos	Conduit School of Mastery		(unrecognized string “Warbound” for Template:Unit)	
Grants Casus belli.png grievances against rulers with higher total score
Razing cities and pillaging provinces takes 1 turn less and grants Resource imperium.png imperium
Culture units have Warrior's Soul, dealing bonus Damage fire.png fire damage on base attacks while outnumbered but dealing less damage on all attacks if at negative devotion instead
Oathbreaker: -20% damage on all attacks, base or not, outnumbered or not
Neutral: +2 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks)
Adherent: +3 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks)
Devotee: +4 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks)
Paragon: +5 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks)
Gain devotion by:
Declaring and joining Diplomatic state war.png wars (+15)
Razing cities (+10)
Refusing to let enemies flee during events (+5)
Winning battles
Against weaker enemies (+4)
Against stronger enemies (+2)
Lose devotion by:
Entering truces (-20), defensive pacts (-15) or alliances (-30)
Entering vassal contracts (-20)
Losing cities (-10)

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Пофантазируй как бы выглядела фракция в стиле славян/восточной европы