recursal/Fanatic-Fandom huggingface dataset:
Brazilians

“God is big, but the forest is bigger.”

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“*You may be known for your love of life, but you'll likely be feared for what your troops can do in the jungle.*„~ **When entering new Era with this culture**
“*The Brazilians are rightfully famous for their agricultural chops. But be careful; the same can be said of their jungle warfare.*„~ **When meeting this culture**
The **Brazilians** are one of the cultures available in the Contemporary Era, with the Agrarian culture focus.

*"In a culture famed for its flamboyance and self-expression, it is the vast natural resources from sugar cane to gold, coffee beans to timber, that fuel Brazilian growth."*

## Culture orientation

These cultures gain extra Fame from Agrarian Era Stars for earning new Population.

###  Affinity Action: Greener Pastures

Can attract 1Population from each adjacent Territory's City or Outpost. It will create a Grievance against you for each impacted Empire.

* This action will cost a sum of Influence.
* Once triggered, this action will be available again after fulfilling the Agrarian Affinity meter.

###  Affinity Bonus: Community

Gains 5Stability when gaining Population.

* This bonus does not modify the city's target stability percentage.
* This bonus is scaled by game speed

## Emblematic quarter: Agronomy Lab

“By developing technologies, knowledge, and technical information related to soils and crops this lab can transform food yields.”

* Per adjacent Farmers Quarter
	+ +3Food
	+ +3Science
* On City or Outpost:
	+ +1Farmers Slot
	+ +1Researchers Slot
* -10Stability

## Emblematic unit: Jungle Brigades

"These soldiers, often recruited from indigenous populations, are arguably the best jungle fighters in the world."

Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Stealth**
Able to enter any foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
**Master Ambusher**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Brasília, São Paulo, Rio de Janeiro, Salvador, Belo Horizonte, Manaus, Belém, Porto Alegre, Recife, Fortaleza**

* The first new city found by this culture will use the first name on the city list.

## Trivia

* The Brazilians cultural art is likely based on the coffee plantation in the Paraíba Valley, the traditional center of the Brazilian coffee industry.
* The in-game appearance of the Brazilian City Center is roughly based on the Palace of National Congress, one of the most iconic buildings in the planned capital city Brasília.
Chivalry

A moral and social system combining codes of conduct for knights and other nobles, establishing the concept of honour with vassalage to a lord.

## Unlocks

### Infrastructures:

Tourney Fields

 Back to the list of technologies

**Chivalry** is an Medieval Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Feudalism
Leads to
Furnace Steel Centralized Power
## Unlocks

**Tourney Fields****infrastructure**
**Hamlet****district**
**Knights****unit**
## Unique Unlocks

**Bagaturi****Emblematic Unit**DLC
**Franci Milites****Emblematic Unit**
**Haras****Emblematic Unit**
**Meharists****Emblematic Unit**
**Teutonic Knights****Emblematic Unit**
Artisans Quarter

Specialist craftsmen harvest nature's most precious materials, selling the best finds for a handsome price when a market is on-hand nearby.

## Placement prerequisites

Must be placed on Luxury Resource Deposit.

The **Artisans Quarter** is a Luxury resource extractor, which is available in Cities and Outposts after the player reached the Ancient Era and researched the Calendar technology.

The same District is used for **all** of the Luxury Resources and must be placed on Luxury Resource Deposit.

## Special Effects

* Extracts any Luxury Resource from the Deposit it is built on.
A Knotty Discovery II

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## Description

Years have passed since some of the empire's finest minds have sought to unravel the secrets of the quipu. Astronomers and historians, mathematicians and archaeologists--many have formulated hypotheses, but despite their best efforts, the code remains resolutely unbroken, the meaning of the quipu uncertain. Its very public existence mocks your empire's capabilities. What do you wish to do with it now?

## Options

ProgressTeach"We will hang it in our most prestigious hall of learning as an inspiration."
* Learning (+) on City for 10turns.
* Chances of triggering another narrative event

AuthorityArchive"Let's forget we ever laid eyes on this thing, and then we can forget the empire's shame!"
* Superstitious (-) on City for 10turns.
* +10Stability on City

TraditionHonor"The quipu is a piece of our heritage, and should be magnificently displayed where all can see its beauty."
* Celebrating (+) on City for 10turns.
* -1,500Money
* +1,500Influence
* Chances of triggering another narrative event

## Follow-up event

The **Teach** or the **Honor** options will trigger a follow-up event: A Knotty Discovery III
Biplane

Although monoplanes offer aerodynamic advantages over the biplane, their structural weaknesses mean that the twin-wings have gained early dominance in the skies.

## Cost

### Upkeep

 2575
 1
 50

## Unit Stats

### Range

 51
 0
 14

### Detection

 4
 4

## Class and Ability

### Specialty

None

 Back to the list of units

**Biplane** is a generic Air Unit available in the Industrial Era after researching the Aeronautics technology.

## Class and Specialty

Fighter
Patrol aircraft Unit able to provide vision and counter enemy aircraft. Can also strike ground targets with reduced efficiency.
## Unique Action

**Air Patrol**
Toggle patrol mode for the Air Unit. While patrolling the Air Unit provides vision over their Territory and adjacent Territories, and will also intercept enemy Air Units that attempt to perform **air strikes** in these Territories.
* When in Air Patrol, the Air Unit cannot perform any Air Strikes.

**Air Strike**
Select an opposing Army or District to target with an aerial bombardment. Enemy Air Units, Infrastructures and Armies may deal damage to your Air Unit. Both Fighters and Bombers can do air strike; Fighters can be included in a strike to escort Bombers.
* Using this action, the Unit can bombard Districts and Units on the world map with reduced damage, or bombard Districts and Units in the Tactical Map with full damage from outside.
* The air strike will cause area damage to Districts and Units around the targeting tile.
* The air strike can cause friendly fire and damage your own Units.
Batey

## Batey

The heart of community life, the ball games of the Batey carry divine weight.

## Placement prerequisites

Can be built once per Territory.

The **Batey** is the Emblematic District specific to the Taíno.

## Effects

* +10Stability
* +10Influence on Settled City

## Special Effects

* Act as a Commons Quarter for bonuses.
* Does not exploits any resources from below and adjacent tiles
Atacama Desert

An arid expanse, the presence of fog oases help prevent the Atacama from being entirely lifeless.

## Details

### Movement cost:

Impassable

 Back to the list of natural wonders

*The Atacama Desert Natural Wonder is an exclusive content of the Cultures of Latin America Pack DLC.*

**Atacama Desert** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Science on Research Quarter
* +1Influence on Research Quarter

## Trivia

"The **Atacama Desert** is a desert plateau in South America covering a 1,600 km (990 mi) strip of land on the Pacific coast, west of the Andes Mountains. The Atacama Desert is the driest nonpolar desert in the world, and the second driest overall. It has been used as experimentation sites on Earth for Mars expedition simulations."

1. ↑ https://en.wikipedia.org/wiki/Atacama\_Desert
Aitutaki Lagoon

A coral reef surrounds the sparkling beaches and astonishingly blue waters of Aitutaki.

## Found on

Savanna, Mediterranean, Tropical, Temperate, Grassland

 Back to the list of natural wonders

**Aitutaki Lagoon** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +15Food on Harbor
* +10Influence
Anti-Air Surveillance

## Resource requirements

 2

 Back to the list of infrastructures

## Description

Detecting enemy planes and missiles through the analysis of the reflections of transmitted radio waves, radar helps repel aerial attacks.

## Effects

* +30Combat Strength against Air Units on Garrison
* +1Detection on Garrison
* +1Pollution on Makers Quarter

## Family: Anti-Air

****Anti-Air Surveillance******level 1**
**SAM****level 2**
Achaemenid Persians

"Go as far you can see, and when you get there you'll see further."

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“*As far as ideas go, you'll need to get comfortable with the idea that the troops are not actually immortal.*„~ **When entering new Era with this culture**
“*Fascinating, the Persians. They probably just stopped over to say hello. And build a palace or two…*„~ **When meeting this culture**
The **Achaemenid Persians** are one of the cultures available in the Classical Era, with the Expansionist culture focus. Not to be mistaken with the more modern Persians present in the Industrial Era.

*"Expansionist to their core, the Persians understand that an empire can stand the test of time if it embraces its citizen's religious and cultural diversity."*

## Culture orientation

These cultures gain extra Fame from Expansionist Era Stars for claiming Territories.

###  Affinity Action: Under One Banner

Can forcibly annex Territories occupied by other Empire's Outposts and Administrative Centers.

* For annexing, you need to move an Army to **stand on** another Empire's Outpost or Administrative Center.
* The process will take the Army a few turns, cost a sum of Money, and can be interrupted when someone attacking the annexing Army.
* You cannot trigger multiple annexations at the same time, and will need to wait a few turns after each successful annexation before using this Affinity Action again.
* Territories held by your Allies cannot be annexed.

###  Affinity Bonus: Ambition

Can always trespass due to Expansionist affinity.

* That is, can actively trespass despite the **Border Policy** Treaty being at **Closed Borders**.
* The trespassing Army will not suffer trespassing Health penalty anymore.
* The **"Trespassing"** Grievance still applies to the trespassing Army.

## Trait: Cyrus' Shadow

* +2 City Cap
* +10Stability on City or Outpost

## Emblematic quarter: Satrap Palace

“Sometimes it is prudent to give a degree of autonomy to the satraps, provincial governors, and let them handle distant matters.”

* +5Money
* -10Stability
* +2Influence per adjacent District
* +1Traders Slot on City or Outpost

## Emblematic unit: Immortals

“Both imperial guard and elite heavy infantry, the well-equipped immortals are the backbone of the Persian army.”

Close-combat Unit. Receives bonus Combat Strength (+8) when fighting mounted enemies.
**Bastion**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Pārsá, Çūšā, Pāsragadā, Bāxtriš, Hágmátāná, Bābirūviyá, Spárdá, Arbáirā, Yádā, Ráxā**

* The first new city found by this culture will use the first name on the city list.

## Trivia

* The "Achaemenid Persians" were initially called "Persians" during the development.
Carpentry

The art of woodworking is essential for bowmaking and lays the foundation for future constructions.

## Unlocks

### Infrastructures:

Lumber Yard

 Back to the list of technologies

**Carpentry** is an Ancient Era technology in Humankind. Cannot be boosted. Unlocks the ability to clear Forests with Units, which is useful for sieges to build Siege Weapons before the battle starts or for an immediate boom of **Industry** in the City which owns the Territory.

## Place in the tech tree

Prerequired
none
Leads to
Wheel Fishing Masonry
## Unlocks

Clearing forest (action on Units)
The natural world might be poorer for it, but the bounties of the forests are an immediate boom for **industry** or siege warfare.
**Lumber Yard****infrastructure**
**Archer****unit**
## Unique Unlocks

**Javelin Throwers****Emblematic Unit**
**Boomerang Throwers****Emblematic Unit**DLC
**Ta-Seti Archers****Emblematic Unit**
Celts

"Let the ballads to gods and heroes echo deep in our forests."

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“*Now you're choosing the agrarian Celts? Let's hope they learn their cooking from the French side.*„~ **When entering new Era with this culture**
“*So these are the renowned Celts? Whether or not their soldiers are naked, they are armed and dangerous.*„~ **When meeting this culture**
The **Celts** are one of the cultures available in the Classical Era, with the Agrarian culture focus.

*"Spreading far wide through many green lands and beyond, the Celts are a proud, fierce people who understand well the capricious hand of nature."*

## Culture orientation

These cultures gain extra Fame from Agrarian Era Stars for earning new Population.

###  Affinity Action: Greener Pastures

Can attract 1Population from each adjacent Territory's City or Outpost. It will create a Grievance against you for each impacted Empire.

* This action will cost a sum of Influence.
* Once triggered, this action will be available again after fulfilling the Agrarian Affinity meter.

###  Affinity Bonus: Community

Gains 5Stability when gaining Population.

* This bonus does not modify the city's target stability percentage.
* This bonus is scaled by game speed

## Emblematic quarter: Nemeton

“A sacred grove, benefiting all, but open only to the druids who conduct ritual ceremonies between the trees.”

* +3Faith
* -10Stability
* +3Food per adjacent Farmers Quarter

## Emblematic unit: Gaesati

“Powerful warriors, the gaesati are also famous for fighting naked.”

Close-combat Unit.
**Fervor**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Nemossos, Bibracte, Avaricon, Durovernon, Numantia, Brixia, Singidunum, Nemetocenna, Durocorteron, Carrodunon**

* The first new city found by this culture will use the first name on the city list.

## Trivia

* The song that plays uniquely for the Celts is a rendition of the popular Scottish song, The Skye Boat Song.
* Another song that plays uniquely for the Celts is a rendition of the traditional Irish tune Amhrán na Leabhar (Song of the Books).
Chinese

“Behold the indomitable spirit of industriousness and bravery!”

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The **Chinese** are one of the cultures available in the Contemporary Era, with the Merchant culture focus.

“*Gleaming metropolises and endless factories — I suspect the outsourcing business is going to go through the roof.*„~ **When entering new Era with this culture**
“*The Chinese! A mix of ancient and modern, of tradition and experimentation. Equally fascinating — and worrisome.*„~ **When meeting this culture**
*"A culture where economic reforms are slowly bearing financial fruit, the Chinese are swiftly becoming an industrial juggernaut."*

## Culture orientation

These cultures gain extra Fame from Merchant Era Stars for earning Money.

###  Affinity Action: Power Investor

Can use Influence to marshal venture capital towards a Resource Deposit, either creating an Extractor or generating Money.

* If no Extractor exists, then one will be created instantly on the deposit.
* Otherwise, you will share a sum of Money with the owner. You'll both earn more Money the more Empires are buying the resource; and if the owner is an Independent People, their cut will count as a Bribe, improving relations.

###  Affinity Bonus: Mediation

Any resource you buy via trade can be re-purchased by other Empires, only if these Empires are not already buying the resource from the same third-party you are buying it to.

## Emblematic quarter: Congress

“At the annual sessions held every spring, an elected council of members uphold the interests of the region's citizens.”

* -10Stability
* +3Influence per adjacent Market Quarter
* On City or Outpost:
	+ +1Farmers Slot
	+ +1Workers Slot
	+ +1Traders Slot
	+ +1Researchers Slot

## Emblematic unit: Guardians

“These mobile missile platforms are designed to strike targets up to hundreds of kilometers away.”

Ranged-combat Unit, must have line of sight to attack. Can only move or attack in a turn. Cannot retaliate when attacked by a close-combat Unit. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Multi-rocket Bombard**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Běijīng, Guǎngzhōu, Shànghǎi, Chóngqìng, Hángzhōu, Shēnzhèn, Kūnmíng, Wǔhàn, Chéngdū, Tiānjīn**

* The first new city found by this culture will use the first name on the city list.

## Trivia

* The in-game appearance of the Chinese City Center is roughly based on the typical designs of governmental buildings in China. A possible inspiration might be the government building of Huangyan District, Taizhou, Zhejiang Province.
A Merchant From Afar

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## Description

Bang, bang, bang! A rabble of traders ferrying strange wares are knocking on `[city name]`'s gates, demanding an audience. They tell you they hail from a far land, having traveled many leagues along one of your fabled trade routes. They claim to offer merchandise that will be profitable, but they also look rather haggard and exhausted. Do you agree to let them in?

## Options

HomelandDismiss"Foreigners carrying strange wars, ideas, and perhaps worse, are not welcome."

WorldConsent"We should welcome traders from far climes. The chance of profits is worth the risk of foulness."
* Chance of unexpected consequences

## Follow-up event

**Consent** option will trigger a follow-up event: A Merchant From Afar II
Bright Lights, Big City

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## Description

The invention of electricity will, in time, usher in a new epoch of humankind that we can only begin to imagine. For now, the changes are somewhat pedestrian, as much work must still be done to lay the foundations for later advances. However, the leadership of the boisterous city of `[city name]`, famous for its recreational quarters, have petitioned for their gleeful city to be the vanguard of this illuminating revolution. They wish you to bless one of the entertainment quarters with this marvelous invention. What quarter do you choose?

## Options

### Slapstick Boulevard? (Homeland)

*"Bawdy comedies and low-brow variety shows will give much pleasure to the workers."*

* **Effect:** Overproductive on `[city name]` for 10turns

### Opera Plaza? (World)

*"The world's great classics will bring together thinkers of many persuits in `[city name]`."*

* **Effect:** Learning on `[city name]` for 10turns

### Red Light District (Individualism)

*"With a little razzle-dazzle, clients will flit helplessly to `[city name]` like moths to a flame."*

* **Effect:** Prosperous on `[city name]` for 10turns
Americans

“All in this great land can live the American dream.”

 Back to the list of cultures

“*Let's see which set of ideals triumphs in this version of the American culture — internationalist, or isolationist?*„~ **When entering new Era with this culture**
“*Opinion may be divided about the Americans, but not in the matter of fighter jets. I'd avoid aerial dogfights if you value your pilots' lives.*„~ **When meeting this culture**
The **Americans** are one of the cultures available in the Contemporary Era, with the Expansionist culture focus.

*"Blessed with unquenchable spirit, the Americans are a young, ambitious culture who plan to leave their mark on everything from running tracks to outer space."*

## Culture orientation

These cultures gain extra Fame from Expansionist Era Stars for claiming Territories.

###  Affinity Action: Under One Banner

Can forcibly annex Territories occupied by other Empire's Outposts and Administrative Centers.

* For annexing, you need to move an Army to **stand on** another Empire's Outpost or Administrative Center.
* The process will take the Army a few turns, cost a sum of Money, and can be interrupted when someone attacking the annexing Army.
* You cannot trigger multiple annexations at the same time, and will need to wait a few turns after each successful annexation before using this Affinity Action again.
* Territories held by your Allies cannot be annexed.

###  Affinity Bonus: Ambition

Can always trespass due to Expansionist affinity.

* That is, can actively trespass despite the **Border Policy** Treaty being at **Closed Borders**.
* The trespassing Army will not suffer trespassing Health penalty anymore.
* The **"Trespassing"** Grievance still applies to the trespassing Army.

## Trait: American Exceptionalism

* +3Influence on Resource access being sold
* +1Money generated from on-going Trade on City or Outpost

## Emblematic quarter: Defense Agency

“The agency develops emerging technologies for the military, but it is the spin-offs that provide much profit for private industries”

* On Garrison
	+ +5Money
	+ +5Science

## Emblematic unit: Lightning

"The ultimate expression of military technology in an aircraft, this fighter has no equal in the skies."

Versatile aircraft Unit which can perform both patrols and air-strikes effectively.
**Aerial Stealth**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Washington, New York, Los Angeles, Chicago, Houston, Dallas, Philadelphia, Boston, New Orleans, San Francisco**

* The first new city found by this culture will use the first name on the city list.

## Trivia

* The Americans cultural art is based on the launching scene of the moon-landing spaceflight, Apollo 11. The women dressed in yellow in the foreground can be seen holding a photo of Buzz Aldrin, the last surviving crew member (as of 2021) that participated in the Apollo 11 mission.
* The in-game appearance of the American City Center is roughly a combination of both the White House and the U.S. Capitol.
Alliance

**Alliance** is a special diplomatic relationship, in which the two Empires are allied with each other, thus lead to closer relationships and deeper cooperation.

Alliances need to be proposed in the **Relation Tab** via the **Propose Alliance** button. Similar to other diplomatic proposals, the empire considering the other's offer may counter by asking for Money in return for accepting; if your empire's proposal is refused, you need to wait 5turns before proposing it again.

Allied Empires are not only able to benefit from upgraded versions of basic Treaties but also able to propose more advanced Treaties, in order to receive larger benefits and support from each other.

Allied Empires can Demand each other join an ongoing **war**; refusing will allow the ally to break the alliance.

Alliances can be broken via the **Break Alliance** button, but doing so will give 20War Support to the other Empire and update the Traitor reputation badge. Additional treaties that were active also provide 20War Support each.

Alliances set the War Support equilibrium 40 points lower.
Anti-Tank Gun

* Base
* V1
* V2
* V3
* V4
* V5

## Resource requirements

 14

 Back to the list of units

**Anti-Tank Gun** is a generic Land Unit available in the Contemporary Era after researching the Continuous Track technology.

## Class and Specialty

Heavy Weapon
Ranged-combat Unit, must have line of sight to attack. Can only move or attack in a turn. Cannot retaliate when attacked by a close-combat Unit. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Armor-Piercing**
Gain bonus Combat Strength (+8) when targeting Armoured Vehicles and Armoured Vessels.
Cossacks

Born of the vast Russian steppes, these cavalry units strike fear into enemy soldiers with their daring ambushes.

## Cost

### Upkeep

 2575
 3
 55

## Unit Stats

### Range

 48
 6
 4

## Resource requirements

 16
 5

## Class and Ability

### Specialty

Multi-Move

 Back to the list of units

The **Cossacks** Units are special to the Russians. Unlocked by the Carbine technology in the Industrial Era.

## Class and Specialty

Gunner
Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Multi-Move**
Can move until all Movement Points are depleted, ignoring zones of control.
## Upgrades from

Upgrade cost 2,575 and needs 3Horse, 1Saltpetre access on Empire.

* Knights (generic)
* Winged Hussars (Poles)
* Haras (Umayyads)
* Meharists (Ghanaians)
* Mongol Horde (Mongols)
* Hunnic Horde (Huns)
Colosseum

A structure of stunning beauty and size, this arena welcomes roaring crowds and bloody combats.

## Placement prerequisites

Can be freely placed

**Colosseum** is one of the Classical Era Cultural Wonders and can be built through Shared Projects with multiple Cities participating in it.

## Standard Wonder Effects

* +20Stability
* +100Fame on completion.

## Unique Effects

* Enables the Blood and Games event, which lets you choose between spawning 2 Militia Units or gain +10War Support at the start of a War.
* -50% War Weariness
* +5%Money per Number of ongoing Wars declared by you
* +5%Money per Number of ongoing Wars declared by others

## Narrator

Building the Wonder
“*One thinks of gladiators and circuses, but the design and architecture are every bit as astonishing.*„
Discovering the Wonder built by other Empires
“*Is that the clash of swords and roar of the crowd I hear? Must be opening day at the Colosseum... which your opponent has just built.*„
A Salve for the Bloodied

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## Description

The battle is over, the tribe still alive, most still able to enjoy the warm caress of the midday sun and the cold bite of the morning frost. Yet, you didn't come out of the encounter wholly unscathed. Several of the tribe carry nasty wounds, none more so than one of the young fighters you are most fond of. Deep in slumber, blood oozes from a deep gash to her neck. Such wounds usually end in death, but one of the elder's followers thinks he can heal her by applying a poultice of tree bark and plant leaf. What do you say?

## Options

NoneTreat"These concoctions can be powerful forces. It is her best hope."
* Chances of triggering another Narrative Event

NoneDismiss"We will pray to the spirits, implore them to give her the strength to survive."
* Chances of triggering another Narrative Event

## Follow-up event

Both option will trigger a follow-up event: A Salve for the Bloodied II
Bickering Lords

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## Description

Nobles are often engaged in petty squabbles over titles, land rights, or the misdemeanors of offspring, but there are two particularly haughty high-borns who have an especially vicious feud ongoing at present. The details are tedious, but apparently involve blood pacts and spurned love. Under usual circumstances it would be no matter for your attention, but, sadly, the pair are heads of influential families in `[city name]` and `[city name]`. What is your decree?

## Options

AuthorityPunish"Both nobles bring dishonor on their houses. They will be equally punished so neither city feels aggrieved."

IndividualismFavor"`[city name]` brings in more coin than `[city name]`. We will rule in their benefit -- even it angers the other city."
* Prosperous on `[city1 name]` for 10turns
* Protesting on `[city2 name]` for 10turns

NoneParody"Our society enjoys freedoms. We will make light of their feud for their citizens' amusement."
* Celebrating on `[city1 name]` for 10turns
* Celebrating on `[city2 name]` for 10turns
A Whisper of Witches

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## Description

The great city of `[city name]` has fallen on hard times. Citizens whisper that it is the doing of witches and other sorcerers living in their midst. They have taken matters into their own hands, accusing an outspoken young woman of being the ringleader, and imprisoning a pitiable rabble from little more than hearsay. What should you do with the accused?

## Options

TraditionCondemn"A guilty verdict sends a message, but the city is capricious, the judgment as likely to inflame as placate the citizens."
* Chance of unexpected consequences

ProgressForgive"The citizens case against the accused is feeble. A few strong words, and this will all be forgotten."

AuthorityLearning"With our sciences, we possess the tools to forensically -- and very publically -- destroy the cases against the accused."
* Learning on `[city name]` for 10turns

## Follow-up event

**Condemn** option will trigger a follow-up event: A Whisper of Witches II
A Mournful Song

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## Description

The history of whaling in the seas around the empire goes back centuries, but the advent of modern fishing techniques now means the great beasts are hunted in ever increasing number. Whale oil is less used for lighting these days, but the meat and blubber still finds many applications, and is considered a delicacy on some shores, especially around `[city name]` and `[city name]`. Most find the practice an outrage though, and call for its prohibition. What is your choice?

## Options

ProgressBan"Our whaling infrastructure will need to be dismantled and sold, but most will be happy."
* Destroys improvement Whale Fishing in Cities with Whale Fishing infrastructure
* Prohibits constructible Whale Fishing
* Celebrating on all Cities for 10turn.
* Chances of triggering another Narrative Event

CollectivismRegulate"Quotas will ensure healthy stocks of this magnificent animal remain in the seas, while securing the future of `[empire name]` and `[city name]`."
* Prohibits constructible Whale Fishing
* Prosperous on Cities with Whale Fishing infrastructure for 10turn.

TraditionOverlook"Our culture is steeped in the traditions of whaling and all that is harvested from the catch. We will not relent."
* Overproductive on Cities with Whale Fishing infrastructure for 10turn.
* Chances of triggering another Narrative Event

## Follow-up event

"**Ban**" and "**Overlook**" options have a chance to trigger the follow-up event: A Mournful Song II
Colony Plan

## Placement prerequisites

Can be upgraded from Outposts.

The **Colony Plan** is a City creation project, which creates a Main Plaza District from an existing Outpost.

This type of City creation will be available in the Early Modern Era after researching the Three-Masted Ship technology through an Infrastructure project on the Outposts.

The Colony Plan requires 3Copper, 2Iron, 1Saltpetre access on Empire and Influence to build.

## Effects

* +3Influence
* +3Food
* +20Fortification
* +3Industry
* +3Money
* +3Science
* On City or Outpost:
	+ +2Farmers Slot
	+ +2Workers Slot
	+ +2Traders Slot
	+ +2Researchers Slot

## Special Effects

* The created City will start with 3Population, and 210Production in the production queue.
* The City also starts with all Infrastructures from Eras 1-3 (from Ancient Era to Medieval Era).
Battleship

The most powerful warship until the development of aircraft carriers, battleships are powerful symbols of national pride.

## Cost

### Upkeep

 7400
 1
 70

## Unit Stats

### Range

 69
 4
 6

### Detection

 4
 1

## Resource requirements

 20
 8
 3

## Class and Ability

### Specialty

Bombard

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**Battleship** is a generic Naval Unit available in the Contemporary Era after researching the Naval Air Strategy technology.

## Class and Specialty

Armoured Vessel
Immune to "Suppression".
**Bombard**
Can bombard Districts and battlefields from out of battle. Removes "Dug-In" status on target.
## Upgrades and Replacements

### Upgrades from

Upgrade cost 7,400 and needs , ,  access on Empire.

* Ironclad (generic)
A Steed For A Colossus

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## Description

On the threshold of a new era, in honor of your most-famed rule, the citizens of the fabled horse-city of `[city name]` have brought a gift to your court. A stallion, towering eighteen hands tall, legend says the horse is untameable to all but the world's most renowned figure. The steed strains, barely under control of its two handlers. Breaking this horse, in full view of your whole court, would be quite the statement, but does come with the risk of humiliation. What is your will?

## Options

NoneRide"Ride or fall, my bold acceptance of the gift will spark celebrations in `[city name]`"
* Celebrating on `[city name]` for 10turns
* Chances of triggering another Narrative Event

TraditionSacrifice"We will honor the gods. `[city name]` will be angered, but the rest of the empire will feel our fervor."
* Patriotic on Capital for 10turns

HomelandTrain"Under the charge of an experienced trainer, this stallion could spur some of our fighters to greater heights."
* Spawns a new Army with a `unknown` Unit in it.

## Follow-up event

**Ride** option will trigger a follow-up event: A Steed For A Colossus II
A Mournful Song II

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This Narrative Event is depending on a previous one (A Mournful Song), so its content changes accordingly.

## "Ban" outcome

### Description

The whalers decried the loss of their livelihoods, but the empire's fishing communities rallied around their freshly unemployed brothers and sisters and few suffered any long-term trauma to their wellbeing. Along the coastlines majestic beasts can often be seen now, and if you listen carefully, their songs seem a touch less mournful.

### Options

NoneProtected"The future of the whales is assured, the seas echoing with their songs."

## "Overlook" outcome

### Description

Despite falling whale stocks, your empire found itself unable to wean itself off the products of this magnificent beast, and the whalers pursued their catches further and further from your shores. As stocks dwindled, prices for whale meat and oils reached astronomical heights until the entire market collapsed as the whales disappeared. No longer will the seas hear their haunting songs.

### Options

AuthorityExtinct"The whales are gone, along with the whalers too."
* Destroys improvement Whale Fishing in Cities with Whale Fishing infrastructure
* Prohibits constructible Whale Fishing
Civil Engineering

With the scale of cities becoming immense, this discipline can ensure massive infrastructure projects become achievable.

## Unlocks

### Infrastructures:

Offshore Platform

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**Civil Engineering** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Urban Planning
Leads to
Free Trade Agreement Suburbs
## Unlocks

Long-Span Bridges

* +1%Money per Land Trade Route on all Cities

Highway
Using roads now costs only 50%Movement Points.
**Colony Grid****district**
**Construction Team****unit**
**Offshore Platform****infrastructure**
Bagaturi

An ancestral knowledge of horseriding gives these mounted fighters remarkable ease with bow and arrow.

## Cost

### Upkeep

 800
 1
 12

## Unit Stats

### Range

 36
 6
 3

### Detection

 4
 1

## Class and Ability

### Specialty

Ransacker Boost

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The **Bagaturi** Units are special to the Bulgarians. Unlocked by the Chivalry technology in the Medieval Era.

## Class and Specialty

Ranged
Ranged-combat Unit. Less effective when it can't see its target. Receives a penalty (-8) when defending against close-combat attacks.
**Ransacker Boost**
Combat Strength bonus (+?) after performing a ransack.
## Upgrades from

Upgrade cost 800 and requores Horse access on Empire.

* Chariot (generic)
* Horsemen (generic)
* Gothic Cavalry (Goths)
* War Elephant (Carthaginians)
A Steed For A Colossus II

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This Narrative Event is depending on a previous one (A Steed For A Colossus), so its content changes accordingly.

## "Ride" good outcome

### Description

Before mounting the horse, you stand close, speak soothingly in its ear before turning it toward the sun so it can't see its own shadow. The stallion settles, and you launch yourself up its vast flank. Sitting astride, towering over the subjects of your court, you can see the awe in their eyes.

### Options

AuthorityLegend"People will flock to the capital to see you ride, bringing wealth and leaving in awe."
* +50Influence
* Prosperous on Capital for 10turns

## "Ride" bad outcome

### Description

As you approach the collosal horse you hesitate, overawed by its size, its muscular flank powerfully rising and falling with every breath. The stallion senses your uncertainty, rising up onto its hind legs, and sending you sprawling to the ground. To add to the indignity, afterwards the horse loosens its bowels, leaving you beside a steaming pile of manure.

### Options

CollectivismLaughing Stock"A lone snigger becomes a wave of laughter. Unrest in the capital follows."
* Defiant on Capital for 10turns
Combustion Engine

Finally able to create engines of a more portable size, the demand for black gold will rocket.

## Unlocks

### Resources:

Oil

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**Combustion Engine** is an Industrial Era technology in Humankind. Cannot be boosted. This technology unlocks Oil, one of the Industrial Era Strategic Resources.

## Place in the tech tree

Prerequired
Propeller Mechanization
Leads to
Aeronautics Continuous Track Naval Air Strategy
## Unlocks

**Torpedo Boat****unit**
**Oil Well****resoure extractor**
## Unique Unlocks

**Uboat****Emblematic Unit**
**Oil Refinery****Emblematic District**
A Weave of Iron and Blood

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## Description

In recognition of your elevated status on the world stage, a great artist has been accompanying you and your retinue as
you travel the empire and beyond. Now, many months later, the artist and their team have completed their great masterpiece, a brilliant tapestry that stretches the length of the palace. In its embroided scenes are depicted great glories, marvelous cities, and the people's adulation of your rule. How should such a marvel best be used?

## Options

AuthorityHang"It will be displayed on the outer walls of the palace so all citizens of the capital may be inspired."
* Patriotic on Capital for 10turns

HomelandDivide"Every army will carry a scene, so the fierceness of their love for the empire is restored anew every day."
* Ferocious on all Units for 10turns

IndividualismSell"The imperial coffers need the coin, though it does risk angering the citizens."
* Patriotic on Capital for 10turns
* Chance of triggering another Narrative Event

## Follow-up event

**Sell** option will trigger a follow-up event: A Weave of Iron and Blood II
Cubans

"We fear not the mighty, only our own ignorance."

 Back to the list of cultures

“*A vibrant culture of food, dance, and music—and an international icon of revolution. Easy to see why the Cubans make an impression.*„~ **When entering new Era with this culture**
“*The Cubans' influence stretches from food to politics, music to healthcare. Quite a range, even before you consider their talent for guerrilla warfare.*„~ **When meeting this culture**
The **Cubans** are a culture available in the Contemporary Era, with the Aesthete culture focus.

*"Independent thinking is the bedrock of society for the Cubans, who prize self-knowledge for its transformative effects."*

## Culture orientation

These cultures gain extra Fame from Aesthete Era Stars for earning Influence.

### Affinity Action: Cultural Blitz

Can spend Money promoting patriotic works of art in specific Territories, pushing back foreign spheres of influence and generating Influence.

* Immediately bring one of your Empire's Territories back into its **sphere of influence**, and gain Influence for each adjacent Territory already in your sphere.
* If you do not have the strongest Influence in the Territory, there is a high chance it will start converting back after you use this action.

### Affinity Bonus: Grace

Cultural Proximity is always maxed out due to Aesthete affinity.

* Both Proximity with major Empires and Independent Peoples will be maxed out.
* That is, if other Empires break Treaties with Aesthete Empires, the War Support of Aesthete Empires will increase much more. In addition, declaring war against Aesthete Empires will severely drain the  of the attacking Empire every turn.
* In addition, with the Proximity with all the Independent Peoples maxed out, Aesthete Empires always only need to pay the minimum  or  cost to Bribe an Independent People.

## Trait: Internationalism

* +1Combat Strength per Alliance on Unit
* +1Combat Strength on Allied Empire's Units
* +10%Influence per Alliance

## Emblematic quarter: Empresa Farmacéutica

“Backed up by cutting-edge research, Cuban medicines are highly valued around the world.”

* +5Food per Farmer on Overpopulated City
* +5Industry per Worker on Settled City
* +5Money per Trader on Settled City
* +5Science per Researcher on Settled City
* +10Stability per Pharmaceuticals on all Cities

## Emblematic unit: Guerrilleros

“Working behind enemy lines, the Guerrilleros undermine the morale of enemy populations.”

Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Stealth**
Able to enter any foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
**Guerilla Tactics**

## City names

The names listed are default names, players can change their cities' names if they choose.

**La Habana, Santiago de Cuba, Santa Clara, Trinidad, Holguín, Camagüey, Pinar del Río, Cienfuegos, Matanzas, Bayamo**
Calendar

Now that they are living in permanent settlements, villagers want to track the changes of the seasons and organize the planting of crops.

## Unlocks

### Infrastructures:

Granary

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**Calendar** is an Ancient Era technology in Humankind. Can be boosted through Narrative Event outcomes by -25%. For early game trades with the AI, this technology is essential, because when you meet a foreign Empire, they always start with a Luxury Resource trade agreement offer.

## Place in the tech tree

Prerequired
none
Leads to
Irrigation Writing
## Unlocks

**Artisans Quarter****resource extractor**
**Granary****infrastructure**
A Totem for the Tribe

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## Description

As night falls, the tribe gathers round the fire, many talking of the great hunts they have waged against this land's fearsome beasts. Some not only see the animals as dangerous foes to be bested for their meat and pelts, but feel an affinity towards the prey--sources of inspiration who galvanize the tribe. This gives you an idea. Why not adopt a totem animal to represent the tribe? An animal that can give you strength. Which one should it be?

## Options

NoneDeer"Our totem will be this most fleet-hooved animal."
* Swift (+) on Units in the Army for 10turns.

NoneMammoth"This colossal beast will be a fitting match for our power over the lands."
* +10Influence

NoneBear"No animal better reflects our raw strength."
* Ferocious (+) on Units in the Army for 10turns.
Based on a True Story III

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This Narrative Event is depending on a previous one (Based on a True Story II), so its content changes accordingly.

## "Capitalise" outcome

### Description

It's a global phenomenon. The popularity explosion of this year's hottest new video game has baffled analysts everywhere. The game is loosely based on a popular TV show that was itself based on a classic play about the discovery of `[empire name]`. The game's protagonist is fast becoming a household name, and the game is being used in classrooms throughout your empire to introduce kids to the formal study of history.

### Options

NoneInspiring"Who would have thought a video game could inspire the study of history?"
* Learning on all Cities for 20turn.
Bear

Hunted for eons, bears have inspired many legends for many cultures. Typical solitary animals, they nevertheless make ferocious foes.

## Cost

### Upkeep

 0
 0

## Unit Stats

### Range

 11
 3
 1

## Class and Ability

### Specialty

None

 Back to the list of units

**Bear** is a special Unit, they spawn from the Lair and wander around the Map. They do not benefit from terrain elevation but have zone of control.

## Class and Specialty

Animal
Close-combat Unit that behaves erratically in battle. Can be hunted for  by certain Units.
## Hunting bonuses

### Neolithic Era

* +10Food on the hunting Army
* +10Influence
Armory

## Resource requirements

 4
 10

 Back to the list of infrastructures

## Description

Stocking razor-sharp swords and other weapons, local militias can use the arms to become experienced fighters before seeing battle.

## Effects

* +5 Experience on creating Unit per Iron
* +1 Veterancy Level for **Militia** Units (+1Combat Strength)

## Family: Reserve

****Armory******level 1**
**Conscription Center****level 2**
A Melody for Every Occasion II

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This Narrative Event is depending on a previous one (A Melody for Every Occasion), so its content changes accordingly.

## "Build" outcome

### Description

Creating an institution dedicated to music in every city was an excellent idea. Performers produce refined, delicate compositions, and many pay for the privilege to hear them play. Music is a serious, artful practice, carried out by trained adepts. The strict, classical musical culture is well established!

### Options

AuthorityEuphony"Music is a sacred art, only to be performed by those with the requisite learning!"

## "Muster" outcome

### Description

Music has flourished across the empire in light of your choice to hire street musicians. Of course, the style is more chaotic than formal... but the sounds are energetic, alive, and ever evolving. New instruments emerge all the time. The exciting, turbulent musical culture is well established!

### Options

LibertyJingle-Jangle"Music is not some sacred art for the few. Everyone should be free to pursue their talents!"
A Carcass of Riches

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## Description

Wild animals in the forests around `[city name]` have always been hunted for their meat, but now an inventor in the city believes the carcasses can be put to other uses too. They believe the carcasses can be harvested for their military, decorative, or subsistence applications. How should the bodies be used?

## Options

HomelandMilitarize"Everything from horn to hoof will be used to better equip our soldiers."
* Patriotic (-) on City for 10turns

IndividualismBarter"Allowing exchange of soft leathers to ornamental antlers to medicinal parts will generate wealth."
* Prosperous (+) on City for 10turns

CollectivismHarvest"With correct preparation, every last morsel of the carcasses can be eaten -- or help raise crops."
* Bountiful (+) on City for 10turns