Solim

**Solim** is an Aztec-inspired sun-worshipping special tribe created by Crazyturtle875.

## Tribe description

This strange tribe spend most of their time and resources on worshipping and inventing new ways to fuel a flame in their capital. Other tribes see it as a stupid cult wasting their time on a simple fire, but in reality the flame is sacred and the Solim wants to create their own sun using it. And the flame thanks them for taking care of it by sending troops of fire!

## Description

Solim are inspired by the aztec civilization and have big, golden headwear looking like a sun. They worship their holy flame which hovers over their capital, and their goal is to make it their own sun. To stop the flame from burning out and to allow it to grow, they invest greatly into fueling it using different solutions.

Solim has a special holy flame hovering over their capital, and it kind of works like a city itself. By clicking on the flame a menu comes up resembling the one that comes up by cicking on a city. If you have unlocked any solar units, you can train them here. A population bar also shows up, but this one represents fuel points, FP. The fuel comes from "combusting" fruit, animal or forests or creating special buildings (which I'll take up later). Fueling the flame is important as you start with five FP, the flame loses one point per turn per flame level, and once the FP reach zero you lose.

Training an unit costs FP, but also you need your fire to be at a minimum level (for example a solar rayer costs one fuel and you need to be at at least sun level 2 to make one). Theese spawn on the flame which is technically at the capital tile, meaning that you can't train one while there is a normal unit there. They are researched through universities which I'll take up later.

Leveling up the flame costs as many FP as it costs to upgrade a normal city (2 to level 2, 3 to level 3 etc.), but instead of getting negative FP if you lose a FP and you have no filled FP-bars left, the flame goes down a level. It then starts out with max FP and then goes down.

## Resources and city naming syllables

* +Animal
* -Mountain
* Sol, Hel, Ios, Ari, Ra-, Re, Ga-, At, On (example cities: Ra-At, Onsol, Atios)

## Special units

Beam: While this unit can't attack normally, it automatically attacks an enemy by sneaking through it, without getting retaliation damage.

Remote: This unit can move through unexplored land freely, but cannot explore tiles itself.

Energy: This unit has a set amount of moves before it automatically dies, and these moves can be spread through your turns as you like (for example you can move 4 tiles per turn for three turns or 12 tiles in one turn, then it dies).

Momentum: This unit has to move at least one tile per turn

Burn: Works like poison but killed units do not drop spores.

Burn out: This unit dies automatically after 4 turns.

Aurora trail: When this unit moves, it creates an aurora trail on the 3 tiles behind it. They stay for 3 turns and heals your units who stand on them but prevent all units from attacking.

Kamikaze: Dies when attacking

Burning determination: Instead of lowering attack when health is low, it increases

No provoking: Cannot attack units that hasn't yet attacked Solim or tried to take over a city, and can't take over cities.

Sun blessing: Prevents the burn out ability for units next to it (the countdown before the unit burns out doesn't go down if it ends it's turn next to a sun-priest).

I'm aware that this is a crazy amount of abilities unique for one tribe, and a crazy amount of abilities for single units. Keep in mind though that the units created by the flame are very different from all other units as they are made out of intensely hot burning gases mixed with magic, normal troops rules just would't appy to them.

## Tech tree changes

Hunting is replaced with holy fire which makes the fire appear above your capital, and allows you to burn animal for 1 FP. You can also hunt like normal.

Archery is replaced with science which still gives archers, but instead of defence bonus in forest, it allows you to build universities.

Spiritualism swaps the forest temples for sun temples.

Forestry adds the charcoal kiln and mathematics adds the observatory.

Mining isn't changed, but instead of metal you have coal and coal mines. Metal is replaced with coal regardless of the terrain. It doesn't change anything for the other tribes, who still see and use it as metal. The Forge still grants normal population.

Whaling allows you to burn blubber instead of fishing a whale, giving you 4 FP. It also allows you to see where there is oil on ocean tiles (like how climbing reveals metal on mountains). Oil tiles appear on 20% of ocean tiles close to land.

Aquatism is replaced with oil drilling. It only gives you oil platform and oil pipe. The loss of the defence buff on water and the water temple reflects how this tribe is more fire-oriented.

Philosophy is replaced with devotion which gives you the inferno task, literacy and the solar priest.

Strategy gives you the sun-guard instead of the defender.

## Buildings

University (15\*)

Unlocks its own tiny tech tree if you click on it, unlocking new techs takes time and FP. The amount of turns it takes to research is subtracted by 1 per sun temple next to it. Two universities can research one avaviable tech each at once, but they can't research the same tech. Only one can be built per city.

Sun temple (20\*)

Works like a normal temple, but also speeds up universitys and has the sacrifice and house flame abilities.

Sacrifice: Next to or on the temple, any units that die and your units that you disband grant 1 FP (and disband gives no stars).

Call flame: By clicking on an empty sun temple, this action comes up like unit abilities like heal others. It changes the flames location to this temple. This also happens automatically to the closest temple when the capital is taken over. You can call flame to the capital if it is not captured and the flame is on a temple. This is very important so that you can survive your capital being captured, making the temple important.

Charcoal kiln (5\*)

Must be connected by roads to the flame in order to work, must be placed on a forest. Grants 1 FP per turn.

Observatory (10\*)

Must be placed on an university that has researched observatory. It permits solar rays to explore unexplored tiles and reveals all unexplored tiles all still living solar rays has gone through this far.

Coal mine (5\*)

Must be connected by roads to the flame in order to work, must be placed on a mountain with coal. Grants 2 FP per turn.

Oil platform (10\*)

Must be connected by oil pipes to the flame in order to work, must be placed on an ocean tile with oil. Grants 2 FP per turn.

Oil pipe (2\*)

Works like roads but do not provide movement bonuses or connect cites. Can be built at the same tile as a road, and can be built at ocean and water tiles.

## Monuments + Inferno task

The inferno task replaces the genius task and requires you to train a solar storm (which in turn needs you to have flame level 5 and researched radiating, eruption and fusion in the university). It gives you the blazing planet monument that resembles venus (orange floating cube with yellow cracks and some dark spots).

Gate of power resembles a grid illustration of a wormhole with the opening in the same direction as the normal gate of power.

Park of fortune resembles a floating cube version of earth.

Emperors tomb resembles a floating cube version of jupiter.

Grand basaar resembles a floating cube version of saturn.

Altar of peace resembles a falling star with a trail.

Eye of god resembles a black hole with a quazar.