recursal/Fanatic-Fandom huggingface dataset:
Cardin Errand

Name: Cardin Errand
Age: 20
Race: Human
Gender: Male
Profession: Crown Prosecutor of Faydale
Societal Status: Upper Middle

Attribute Allotment:
STR: -1
DEX: 1
CON: -1
INT: 2
WIS: -1
CHA: 3

Skills:
Speechcraft(Diplomacy) 5
One Handed Swords [DEX] (offensive) 1
One Handed Swors [DEX] (Defensive) 2
Knowledge (Tactical): 2

Personal Appearence and Outfit:

Cardin is a smaller man, somewhere between five foot eight and five foot eleven, with tied back brown hair and who wears the usual gear you could expect of a young and upper comer. His skin is somewhat pale, and his clothes colored dark purples and golds, with a black swordbelt that features a rapier and parrying dagger.

Traits known to the local community: Cardin is a bit of a sheepish individual outside of the courtroom- But it's something of an act. When acting as prosecution he's borderline bloodthirsty- Capable of picking away at a defendant's arguments before ripping it to pieces. Although talented as a lawyer, he can come across as somewhat of a nuisance outside of court due to his softspoken ways and generally small way of carrying himself. He's also quite the drinker.

Family: His father is Lord Gregorio Errand, who holds ownership of Gandum Hold, a fortification on the western border of the province Prosau. His mother is a homemaker, and he has three siblings- Two still at home, one an adventurer out and about in the world.
Calendar

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## Game Info

Allows workers to chop down Jungles and construct Plantations on many Luxury Resources, which are extremely important for  growth and  Happiness. Also provide access to the Herbalist, which boost  Production and  Food in forested biomes.

## Historical Info

A calendar is a method of keeping track of the days. In many ancient cultures calendars served both religious and practical purposes: certain days of the year were dedicated to the worship of certain deities, and it was very bad to offend the gods by failing to give them their due. More prosaically, of course, calendars allowed people to track the weather in an area, telling them when to plant crops, when to harvest, and so forth.

The Egyptians appear to have developed the first practical calendar, and this was appropriated and further refined by the Romans into the Julian calendar. The Gregorian calendar that is almost universally used today was based on the Julian calendar. Proclaimed in 1582 by Pope Gregory XIII, the Gregorian calendar more accurately defines a solar year, correcting a slight inaccuracy in the Julian. In the Julian calendar a solar year was 365 days and 6 hours in length, while in the Gregorian calendar the year was 12 minutes shorter, or 365 days, 5 hours and 48 minutes. This error accumulated over the centuries, and by Gregory's day the Julian calendar was 14 days out of sync with the seasons.
XCOM Squad

Introduced in Recon of the Information era

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## Game Info

Futuristic infantry unit skilled at dropping into danger from far across the world. Squad can move and pillage after landing but cannot enter combat until the following turn.

Good Luck, Commander!

## Strategy

The XCOM Squad is an elite team of soldiers based on the technology pioneered by the XCOM Initiative. When starting the turn in friendly territory this squad can be dropped up to 40 tiles away. Deploy these units into areas where the danger level is out of this world.

## Historical Info

Recognizing the potential threat from Giant Death Robots, aliens, and other external threats, the XCOM Initiative was born to protect the populace from enemies known, and unknown.
Shrine

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## Game Info

Basic faith building of the Ancient Era.

* +1  Food and  Faith from Goddess of Fertility Pantheon.

## Strategy

The Shrine is the first Faith-producing building in the game. Note that your empire normally doesn't produce ANY  Faith, so you'll need to build Shrines and start accumulating  Faith early on if you want to found a religion.

## Historical Info

Shrines are sacred monuments typically built to memorialize revered cultural icons or religious figures. Represented in nearly every religious denomination found throughout the world, shrines play an important role in religious ceremonies in both public and private worship.
Radio

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## Game Info

Culturally, increases the Culture gained from Musicians specialists, naturally increases the Tourism output in all Cities and unlocks the Broadcast Tower Building and Broadway, a Great Musician-specialized World Wonder.

Diplomatically, unlocks the Foreign Bureau.

## Historical Info

Radio is the technology of transmitting information to a remote receiver by modifying a "carrier wave's" amplitude, frequency, or duration. In less technical terms, somewhere a transmitter translates sounds into waves which it broadcasts into the atmosphere. Distant radio receivers can pick up these waves and translate them back into sound.

A radio is a complicated and intricate machine. It required hundreds of years of research and development by scientists and physicists like Michael Faraday, James Maxwell, Heinrich Hertz, and Guglielmo Marconi.

Marconi was an Italian physicist working on creating a wireless telegraph. In 1894 Marconi managed to send a signal some 30 yards. He continued to refine the technology and by 1901 he successfully transmitted a signal across the Atlantic Ocean. He continued to work in the field, and by the '20s began development of shortwave wireless, which would become the basis for most modern long-distance radio communication.

The first radio program was broadcast on Christmas Eve, 1906. The first newscast was made on August 31, 1920, in Detroit, Michigan. By the end of the '20s radios were becoming ubiquitous in the United States and Europe.

Radios played an important role in the Second World War. In addition to allowing communication between airplanes and ships, they also allowed the combatant governments to broadcast news and propaganda to their own citizens and to enemies alike. Hitler, Churchill, and Roosevelt were all masters of the medium. Radio remained wildly popular in the postwar years, particularly in the United States, which saw a huge growth of networks and transmitting stations. It remained the dominant form of entertainment until the advent of television in the 1950s.

Although diminished by the upstart technologies of TV and the Internet, radio remains a viable and important source of news and entertainment for people around the world. Like rock and roll, it's here to stay.
Jaguar

Melee Units of the Ancient era The Aztec unique unit.

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## Game Info

Fairly weak early-game military Unit. Only the Aztecs may build it. This Unit has higher  Combat Strength than the Warrior, fights more effectively in Forests and Jungles, and heals damage when it kills an enemy Unit.

## Strategy

The Jaguar is the Aztec unique unit, replacing the Warrior. The Jaguar receives a big bonus when battling in Jungle. It also heals damage when it destroys enemy units and has the Woodsman promotion, allowing it to move through Forest and Jungle quickly.

## Historical Info

In Aztec culture, war was as much a religious rite as it was a political tool. Young men had to capture or kill enemies in order to attain high status, and ever-increasing numbers of prisoners were needed as sacrifices for the Aztecs' religious rituals. The Jaguar Knights were elite professional soldiers in the Aztec army. Clad in jaguar skins and equipped with deadly "macuahuitls" (wooden swords studded with sharp obsidian shards), the Jaguars were perhaps the deadliest light infantry found in pre-Columbian Central and North America.
Diplomat

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## Game Info

Receives Professional Promotion for free, which grants 60  Influence from Diplomatic Missions. Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive  Influence.  Production cost scales with Era.

## Strategy

Diplomats are very expensive relative to Emissaries and Envoys. Players that have not continually increased their supply of Paper will have a difficult time continuing to have influence on city-states around the world. If, however, you have the resources, and the production, to build diplomats in great numbers, the world will bow before your empire of soft power and persuasive influence.

## Historical Info

With the philosophies of the Enlightenment and the might of modern industry in tow, diplomats during the Industrial Age are powerhouses of diplomacy and influence.
Council

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## Game Info

Gain 5  when a new  is born in the City, scaling with Era.

* +1  Science from Ceremony Policy
* +2  Culture from Ancestor Worship Pantheon

## Strategy

The Council generates Science every time the city grows, and is available very early. Build this building if you wish to have a technological advantage over your rivals, though the value of this advantage diminishes as the city becomes larger.

## Historical Info

A Council is a governing body in an organised community. It is most common in subsistence cultures, with council membership being the condition or quality of being a political leader of a community. Over time, as communities grew, the importance of councils diminished in favor of larger governing institutions.
PostacieNEW/TEST

## Mirajane Strauss

### Pseudonim

Demon (魔人, *Majin*)
Mira (ミラ, *Mira*)

## Status profesjonalny

### Zawód

Mag Klasy-S
Kelnerka Fairy Tail

### Poprzednia drużyna

Drużyna Tenrou
Drużyna Fairy Tail B
Drużyna Ratunkowa

### Partner

Elfman Strauss
Lisanna Strauss

### Baza operacyjna

Pierwszy Budynek Fairy Tail (Miasto Magnolia)
Drugi Budynek Fairy Tail (dawniej)

## Status personalny

### Krewni

Elfman Strauss (młodszy brat)
Lisanna Strauss (młodsza siostra)
Rodzice (martwi)

## Magia

### Magia

Przejęcie (Dusza Szatana)
Magia Transformacji
Magia Snu
Magia Wody
Nau

Introduced in Naval Melee of the Medieval era The Portuguese unique unit.

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## Game Info

Melee naval unit which excels at sea exploration. Has higher Combat Strength than the Caravel, and can perform an ability when adjacent to City-States to earn  Gold and XP. May only be built by the Portuguese.

If possible, when a Nau sells its Exotic Cargo, a Feitoria is automatically created in its territory.

## Strategy

This melee naval unit replaces the Caravel and is skilled at exploration. When it is in a tile next to land owned by another Civilization or City-State you are at peace with, it may perform a one-time trade mission to earn  Gold and XP. The further the land is from your own capital, the greater the bonus, so it is best to use on distant players. Use this unit to explore the map and uncover the locations of other players.

## Historical Info

As the Portuguese extended their explorations and trading ventures further along the African coast and to the Far East, they needed a larger, sturdier ship capable of long voyages. The Nau, often referred to as a "carrack" or "Indiaman" by the English, evolved from the square-rigged cog widely used for commerce in the late Middle Ages. The design was perfected by Portuguese merchants in the late 1400s; the Nau came to be a three- or four-deck ocean-going vessel with three or four masts, with a broad beam stable in the high seas of the Atlantic, and capable of carrying provisions and cargo for a lengthy trip. It had a rounded stern and a high forecastle incorporated into the bow, the first ocean-going vessel with such. Its large storage holds meant that it could traverse great distances between landfalls, making it a mainstay in the Portuguese merchant fleet. The Nau would be supplanted by the Galleon on the ocean trade routes by the 1600s.
Military Theory

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## Game Info

Allows you to build the Barracks, an essential building for early war. Also provides access to the first Mounted Melee Units of the game.

## Historical Info

Military theory is the analysis of normative behavior and trends in military affairs and military history, beyond simply describing events in war, Military theories, especially since the influence of Clausewitz in the nineteenth century, attempt to encapsulate the complex cultural, political and economic relationships between societies and the conflicts they create. Theories and conceptions of warfare have varied in different places throughout human history. The Chinese Sun Tzu is recognized by scholars to be one of the earliest military theorists. His now-iconic Art of War laid the foundations for operational planning, tactics, strategy and logistics. In India, Chanakya (350 – 275 BCE) laid the foundations of military theory through his seminal text called Arthashastra. While the views of Clausewitz, Sun Tzu and Kautilya are not directly applicable to the modern battlefield, they are still referenced and acknowledged by military theorists for the insights they provide, which are then adapted to modern times.
Berserker

Melee Units of the Classical era The Danish unique unit.

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## Game Info

Strong, front-line land Unit of the Medieval Era that specializes in attacks from the sea. Only Denmark may build it. Replaces the Longswordsman, but is available earlier.

## Strategy

The Berserker is the Danish Unique Unit, replacing the Longswordsman. This Unit has +1 compared to the Longswordsman and possesses the Amphibious and Charge promotions, allowing it to attack onto land from a Coast tile with no penalty and punish wounded units. Available after researching Metal casting instead of Steel.

## Historical Info

As a member of the Great Heathen Army, the berserker was one of the most feared units of the late 9th century. This large Viking army of berserkers, warriors, and mariners was formed over a series of attacks on Paris and Rouen from 845- 850 AD, where they bolstered their numbers and refined their tactics. In 865, the army landed on the eastern shores of the British Isles, with the aspiration to conquer the entire island for settlement. Only one year later, it conquered the Kingdom of Northumbria, with the Kingdom of East Anglia falling in 870. Mercia followed in 874. The settlers who traveled with the great army founded the Kingdom of York from the rubble. The army was eventually defeated in 878, but its remaining members took up permanent residence in East Anglia, Essex, and Mercia.
Release-2016-10-12

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# Community Patch

## General

* Fixed a few smaller CTD possibilities (very rare)
* Fixed belief-related issue with respect to faith-purchase buildings (non-follower faith buildings could be bought by non-founders)
* Worked on AI production/tech logic a bit more
* Worked on AI peace proclivity a bit more
* Reduced Barbarian spawn rates ever so slightly
* Added some database elements for Iamblichos's mods, and added policies database requests from Enginseer
* Did some work on AI flavoring for techs and policies
* Fixed rarity issue for city/player events.
* Text fixes and adjustments.

# Community Balance Overhaul

## Balance

* AI no longer gets bonus culture on founding capital (no 'turn 1 policies')
* Astrologer (Tradition) now grants +2 science (was +3), but grants Councils and Herbalists in all cities +1 Science
* Throne Room (Tradition) now +10% city modifier instead of +1
* Healing from Kills (Authority) now 10 (was 20), Honor no longer starts with +1 Production (so total branch production in each city is +5, was +6)
Swordsman

Melee Units of the Classical era

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## Game Info

Strong, front-line land Unit of the Classical Era.

## Strategy

The Swordsman is a powerful standard melee unit during the Classical Era, much stronger than the Spearman and Warrior. They are very useful when attacking early-era cities.

## Historical Info

First appearing during the Bronze Age, the earliest swords were little more than extra-large daggers. It wasn't until the development of iron forging (in approximately 1200 BC in Europe) that swords became viable combat weapons. The earliest swords were short and sharp, designed primarily for stabbing. Further advances in iron-work allowed bigger swords, and by the Middle Ages monstrously-long and heavy two-handed swords could cleave through all but the toughest armor.
Release - 2016-09-02

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## Fixes and Improvements

* Fixed some issues related to third party peace logic with minors in peace deals
* 3rd party peace brokering: Now requires a warscore of +75 or more to negotiate (should only occur in the event of a major victory)
* Fixed some Pantheons persisting if you did not found a religion and/or have your cities converted
* Austrian UA now recovers influence properly (if negative)
* Made some adjustments to the AI to encourage more opportunitstic martial activities, especially in the early game
* Fixed Event bonuses not always applying to new cities properly
* Adjusted deal tech valuation to avoid zero values
* Added default value for Game.GetMinimumVassalTurns() and Game.GetMinimumVoluntaryVassalTurns() for nonstandard speeds
* Fixed Border growth being blocked by promises in some instances
* Fixed EIC double luxury logic re: GP and Kasbah improvements
* Fixed vanilla bug re: remaining at war with dead civs
* Fixed ally war/peace logic for Minors in some instances
* Adjustments to AI major-major diplomacy and military construction logic
* Adjusted some diplomatic values to make the AI more sensitive to war/peace and victory conditions
* Fixed some event and text issues
* Puppets now use default AI instead of Growth AI
* Optimizations of AI messenger/diplomat AI routines
* Bugfixes and merges with Iamblichos and Ilteroi code bases
* Fixed some JFD things and added JFD requests

## Balance:

* Ritual overtuned a little - brought down to 30% (was 50%)
* Buff scripture a little - now 30% (was 25%)

### Civs

* Japan: Dojo loses Culture/Production from Iron/Horses. Instead, gains following ability: when a unit created in this City levels up, gain Culture based on its current level. (Current scaler: 15 Culture x unit level) Design: Japan has the potential to be a real cultural powerhouse via the creation and maintenance of high-experience units.
* America: Removed Museum requirement for Smithsonian, moved to Scientific Theory, added Broadcast Tower to Culture/Science bonus of Museum.
* Polynesia: Moai gain +1 Production from adjacent Moai (in addition to existing +1 culture). Moai connections can be hard to make - this makes those connections even sweeter.
* Siam: Wat moved to Theology, price dropped to 275. Good building, but came too late to really have the impact it should.
* Germany: Hanse base gold now +5 (was +2), gains additional Merchant specialist. Should help Germany in the mid-game, when it really starts to turn on its diplomatic engine.
* Greece: The Acropolis now has 150% more acrop (raised defense from 4 to 10). Forgot about the Acropolis when making defense adjustments to walls etc.
Civilization IV Diplomacy Features

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by Putmalk

### Implemented Features

* **Sharing Opinions**: The AI will share their opinions of other leaders with you if they deem you a trustworthy ally.
* **Map Trading**: Sell World Maps upon discovery of Military Science. Cost goes up depending on the quality and quantity of terrain that is to be discovered - don't be surprised to chalk up a lot of cash/luxuries/your map for a map! Maps that are equal (no unique territory between two civilizations) are worthless.
* **Technology Trading**: Upon discovery of Scientific Theory, allows you to sell technology with other civilizations. The cost will be determined by how many turns left this technology has to be researched (by the purchasing civ). By default, Research Agreements are disabled, but you can re-enable them (and disable this feature) in Advanced Options.
* **Request Help**: Replaces "Demand" with civilizations whom you've declared a Declaration of Friendship with (no diplomatic penalty, AIs will give help if they're in a better shape than you)
* **Generous Offers**: AIs whom you have a Declaration of Friendship with will offer you help if you need it (if you're low on GPT/Gold they will donate some, if you're low on happiness they will donate a luxury).
* **Vassalage**: Enslave your defeated foes and create vassals! Vassals are your puppet states. You swear protection to them, and in turn, your Vassals provide you with tribute.
Cargo ship

Introduced in Civilian

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## Game Info

Establishes sea-based Trade Routes between two civilizations that yields  Gold. Can also be used to deliver  Food or  Production within your own borders after building a Granary or a Workshop.

## Strategy

A Cargo Ship allows you to establish a sea-based Trade Route between two civilizations, earning  Gold for both the owner and the destination civilization. It also has a much longer range than the land-based Caravans. Building a Granary or a Workshop in its home city also allows you to shuttle  Food or  Production among your own cities. Once you assign it to a route, it cannot defend itself, so make sure the route is clear of danger.

## Historical Info

Cargo ships are those designed to transport goods and freight across water. The earliest records of commerce mention the shipping of trade goods over water, and archeology shows evidence of sea-going cargo ships in the Mediterranean and Red seas by the beginning of the 1st millennium BC. As longer voyages of trade were undertaken, cargo ship design was constantly revised; by the 1500s the Portuguese nau and Spanish galleon were the queens of international maritime trade. With the dawn of the industrial age, speed became ever more a consideration, culminating with the clipper ships of the late 1800s. Today, dozens of specialized cargo ships ply the oceans, ranging from container ships to bulk carriers to massive oil tankers.
Computers

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## Game Info

Allows you to build the Carrier, a unit which can carry aircraft at sea, and the Special Forces, a powerful Recon Unit that can be airlifted faraway behind enemy lines to disrupt enemy plans.

Unlocks the National Intelligence Agency, a spy-focused National Wonder that increases the number and efficiency of all Spies.

## Historical Info

At its most basic, a computer is a machine which manipulates data or controls according to a set of given instructions. While the first "modern" computer wasn't conceived of until the early 20th century, the earliest computers can be traced back to Al-Jazari's mechanical astronomical clocks in 1206 A.D. and Jacquard's programmable textile loom in 1801. While both of these machines were programmable, they didn't perform the other function of modern computers - storing data. The earliest computers used mechanical and analog parts to function and store their data, eventually switching to digital electronics in the 1940s. There's no exact point at which the modern day computer was decidedly invented; it was rather arrived at by a series of steps and advances, along which came such notable ones as Konrad Zuse's Z Machine and the U.S. Army's ENIAC.

Since the switch to electronics, computers have gotten smaller, faster, cheaper, less power hungry, and much more reliable and versatile. Once taking up entire rooms and even whole city blocks, modern computers are as ubiquitous as the home telephone and can be found not only as personal standalone machines but also imbedded into cars, washing machines, and even woven into cutting edge clothing. Computers have made it possible for scientists to expedite calculations that would take a normal human a lifetime to make, predict weather with great accuracy, send humans to the moon and other spacecraft beyond the reaches of the solar system, and allow a child in Shanghai to play a game with one in England, without ever leaving home.

While first seen as a fad or only as a silly plaything for the wealthy, the computer has made an undeniable mark upon history and is here to stay.
Archer

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## Game Info

Common abilities:

* Unable to melee attack

First ranged unit in the game.

## Strategy

The **Archer** is the earliest ranged unit, armed with the first simple bows. Because it can attack enemies with impunity up to 2 hexes away, it is critically important in the first skirmishes with Barbarians, or when attacking enemy cities early in the game.

However, the Archer is fairly weak when attacked by other units, especially in melee. Assign it to garrison cities or keep it behind your front lines, protected by melee units. Also, position it on hills whenever possible - these vantage points will allow it to use its full range while also using the natural defense of the terrain.

## Historical Info

Archery may have been invented as long as 10,000-15,000 years ago, during the Paleolithic Age. It may have been invented in one place and spread, or, more likely, archery was invented in multiple places around the world. In the centuries before gunpowder, most ancient civilizations employed archers in their armies. The Korean armies possessed particularly fine archers during the 600-year Choson period, while the English longbow dominated the European battlefields during the 14th and 15th centuries.
Acoustics

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## Game Info

The development of **Acoustics** in the Renaissance Age allows great advancements in the empire's  Culture, primarily in the field of music. This is represented by the new building, the Opera House, and the creation of the final artistic guild, the Musicians' Guild.

One of the more interesting representations of culture effects in the game is the  Culture bonus for the Brazilwood Camp. It is little known that this type of wood is the primary material used for making bows for string instruments!

## Historical Info

Acoustics is the study of sound. Sounds are waves of energy transmitted through gases, liquids and solids. The most important aspect of acoustics of course is that humans can "hear" sounds, and much of the current research involves improving human reception of sounds, especially for the deaf. Acoustics is used in other applications as well, including sonar. Sonar allows equipment to "hear" undersea vessels, animals and geological formations.

Since acoustics require a medium in which the waves of energy can be transmitted, sound does not travel in the vacuum outside of Earth's atmosphere.
Animal Husbandry

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## Game Info

Allows workers to construct Pastures. Reveals Horses, which are used to build powerful mounted units, along with Cattle and Sheep on the map.

## Historical Info

Animal husbandry appears to have occurred at about the same time as the invention of agriculture. The dog appears to be the earliest domesticated animal, probably bred to assist in hunting and killing game. Evidence suggests that they were first tamed and bred in China - in fact, geneticists believe that about 95% of the dogs living today are descended from just a few common Chinese animals. Goats and sheep were domesticated in the Middle East perhaps by about 10,000 BC.

To be successfully domesticated, an animal must fit certain criteria: it should be able to consume food that is less attractive to humans, say, grass or vermin or leftover table scraps. It should mature rapidly, so that it becomes useful quickly and so that it can be genetically altered through repeated generations of breeding. It should have a pleasant disposition. It shouldn't panic easily, or if it does, it should stay with other of its kind, making it possible for humans or dogs to herd them in a group. Finally, it's extremely useful if the animal can be trained to think of a human as its pack leader.

Scientists believe that the horse was first domesticated in the Ukraine region in approximately 4000-3500 BC. It is possible that the first horses were kept for their meat rather than as working animals. Within about half a millennium, the horse was being employed as a draft animal across much of Europe and Asia. Over the several thousands of years, intensive breeding programs resulted in a domesticated animal which was much larger and stronger than the original wild horse. And with the invention of the horse collar and later the saddle and stirrups, the horse became the most important domesticated animal in human history. (At least in Eurasia and Northern Africa, that is: the aboriginal North, Central and South Americans are all of their horses before they domesticated the.)
Trade

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## Game Info

Grants first trade route of the game, and allow you to build caravans. Also allows you to build the Market, an excellent source of early  Gold.

## Historical Info

Trade involves the transfer of the ownership of goods or services from one person or entity to another in exchange for other goods or services or for money. Possible synonyms of "trade" include "commerce" and "financial transaction". Types of trade include barter. A network that allows trade is called a market. The original form of trade, barter, saw the direct exchange of goods and services for other goods and services. Later one side of the barter started to involve precious metals, which gained symbolic as well as practical importance. Modern traders generally negotiate through a medium of exchange, such as money. As a result, buying can be separated from selling, or earning. The invention of money (and later credit, paper money and non-physical money) greatly simplified and promoted trade. Trade between two traders is called bilateral trade, while trade between more than two traders is called multilateral trade.
Morality

**Morality** is a measurement of a player's action through Events whenever it is benevolent, pragmatic, or malevolent. Morality can either be gained or lost as player settles into new lands through conquest, or engage themselves into a moral dilemma. When the player has researched the Classical Era, the player will be able to enact a decision of morals.
Depending on a Player's Morality, the player gains bonuses or penalties, such as a unique promotion or access to a certain event choice when given the option to do so.

## Benevolence

*"A notion remains that we are born into dominance... through this struggle of our birth is what earn us our freedom."*

()
The AI has flavors to take benevolent choices when they need Faith and Science actions taken. Thus, AIs that are naturally faithful and science-hungry will tend to be benevolent civilizations.

* Cooperation: +20 Diplomacy Bonus among Benevolent Civilizations
* Expressment: +1 Faith and Science in your Capital for every 15 Citizens in the Empire
* Flourishment: +15% Culture in Cities with a World Wonder
* Mutualism: -10% Needs Modifier in all Cities
* Friendliness: +10% Influence from Diplomatic Missions
* Fanatic: -25 Diplomatic Penalty with Malevolent Civilizations

## Pragmatic

*"There are ridiculous notions that we are born and must fight for something unconceptualized..."*

()
The AI has no flavor here. Pragmatic Civilizations exist when the AIs are at conflict with choosing faith/science and gold/culture. Thus they choose a more practical morality to practice.

* Diplomatic: No Diplomacy Penalties for Differences in Morality
* Prosperity: +10% Golden Age Length
* Sanctuary: +10% Great People Rate in all Cities
* Neutrality: No Diplomatic Bonus for Similar Morality

## Malevolence

*"A notion remains that we are born into freedom... and with that freedom, we thrive to dominate all."*

() Malevolent Civilizations tend to be hungry for gold and culture. AIs that are naturally eager for gold and culture tend to be malevolent.

* Competition: +20 Diplomacy Bonus among Malevolent Civilizations
* Dominion: +1 Gold and Culture in your Capital for every 15 Citizens in your Empire.
* Bloodlines: +15% Production when training Melee Units. Military Units gain 50% more Experience from combat.
* Supremacy: Units gain +33% Combat Strength vs. Barbarians, +33% Easier to Bully City-States
* Impressment: +10% Unit Supply from Population
* Conflicted: -25 Diplomatic Penalty with Benevolent Civilizations
Light Tank

Armour of the Modern era

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## Game Info

Highly-mobile Ranged Unit specialized in hit-and-run tactics and skirmishing.

## Strategy

The Light Tank is specialized in hit-and-run tactics. Back them up with Rifleman, Tanks, and Artillery for a potent Modern Era fighting force.

## Historical Info

A light tank is a tank variant initially designed for rapid movement, and now primarily employed in the reconnaissance role, or in support of expeditionary forces where main battle tanks cannot be made available. Early light tanks were generally armed and armored similar to an armored car, but used tracks in order to provide better cross-country mobility. the fast light tank was was a major feature of the pre-WWII buildup,where it was expected they would be used to exploit breakthroughs in enemy lines created by slower, heavier tanks. Numerous small tank designs and "tankettes" were developed during this period and known under a variety of names, including the 'combat car'.
War Weariness

War Weariness is a measure of people's feelings toward war overall. Interpreted as the citizen's "disapproval" toward war. If war never changes, War Weariness will change how war is fought. As the game progresses, the citizens of your empire will become more and more aware of the dangers of prolonged conflicts and begin to develop War Weariness. Along with reducing happiness, War Weariness also reduces the amount of Unit Supply, an empire's limit to maintaining an army and also contribute toward a war mechanic known as Warscore. This stat changes how much a civilization can continue to wage war as a civilization will be continuously unhappy and deprived of raw materials to contribute more toward further war efforts without a ceasefire or peace treaty. However, war weariness does not immediately start after a war is declared. Usually after a war is declared, the civilization becomes enthusiastic or fearful and have its war weariness reduced initially, although if the war takes too long, the reduction may be marginally valuable.

## Levels of War Weariness

* **Minor**: The effects of war weariness are minor to the war effort. A civilization is still able to sustain a strong army and public approval for a particular war.

* **Moderate**: The effects of war weariness are moderately damaging to the war effort. Civilizations should look toward lessening their scale of war as their armies and public approval are slightly hampered.

* **Major**: The effects of war weariness has become instrumental to the war efforts. Civilizations need to look toward making peace as their armies and public approval are disappearing to a point of lack of resources and enthusiasm/fear for this war now.

* **Overwhelming**: The effects of war weariness has become to a point where the public controls the war efforts. Civilizations who are losing to an ideologically-dominant civilization will find themselves in this stage of war weariness as large armies will disappear and public approval of a certain war will immediately demand a capitulation or peace.

## Mechanics of War Weariness

War weariness is asymptotic. For a few turns (8 on Standard speed) nothing happens, then after some (32) more turns it affects max/2 % of the population, then asymptotically approaches max %, where max = 20 on Standard.

When you make peace, the current value is halved immediately and then starts decaying by a random amount between 1 and 3 per turn. If you have multiple wars going, the highest number counts (worst peace or worst war).[1]

Liberating a City now reduces your current war weariness by 25%.

## Sources of War Weariness

* Ideological Pressure.
* Length of your current war.
* The largest amount of damage your cities and armies have sustained in a single combat against your opponent you are currently fighting.
* Unit and Cities lost in War.
* Negative War Score
* Cultural Influence of the Enemy over Yours
* Technological Levels
* Fighting versus a Civilization with a much larger tourism level over you.
* Adopting certain policies and tenets can reduce war weariness.
Release-2016-10-19

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# Community Patch

## General

* Fixed a few smaller bugs here and there (github requests/issues)
* Fixed some quirks in warmonger liberation/conquest calculations
* Optimizations and pathfinder efficiency fixes
* Awesome new Ilteroi tactical AI for attack/defense formation logic implemented
* Biggest notable change- siege units no longer setup to attack - they simply have reduced movement speed in enemey lands
* The AI now knows how to gift units to City-States
* AI DoF proclivity in the early game reduced slightly
* Merged other changes from modders
* Increased DoF desirability turn buffer
* Major work on Deal AI at all levels (AI should be more flexible and intelligent with most deal types, including defensive pacts)
* Deal value will now state 'acceptable' when the deal is within allowable parameters. It will show +/- numbers if beyond this parameter.
* Fixed back-end bug that made me disable allowing the same side to have GPT and gold on the same side in the same deal. Loans are still a no-go (too easy to exploit)
* Made some adjustments to tech AI choices
* Added a 'Chill Barbarians' option to the advanced setup menu.

UI
--

* Fixed Corporations/Monopoly UI resource-related quirks
* Entirely new Espionage Screen tooltip interface:
* Gives actual numbers going on 'behind the scenes' for actions and advanced actions
* Lists bonuses/penalties and chances of capture/kill for spies
* Intrigue listed out (by agent) in tooltips over agent's names (or, if diplomats, their 'schmoozing' status)

# Community Overhaul Patch

## General

* Adjusted spy efficacy (based on ranks) upwards slighlty, and improved spy theft efficiency slightly
* Reduced tourism bonus from trade routes and historic events by 20% - puts it at about 15% above pre-buff level

## Policies

* Liberty (Progress) worked bonus increased to 50% (was 25%)

## Buildings

* Police and Constabulary crime reduction about 20% better.

## Civs

* Moved Moai production boost to Construction (was The Wheel)
* Mandekalu Cavalry now 15 (was 18)
* Byzantine Cataphract now 30 (was 28)
* Buffed Carolean to 29 (was 27), UA attack bonus now 15 (was 20)
* Moroccan UA now +4 (Was +3)
* Brazilian UA bonuses now 50% (Was 40%) and 25% (was 20%), respectively.
Fishing

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## Game Info

Allows land units to Embark onto water tiles and travel along the coast. Also allows you to build economic ships, useful for exploration and harvesting resources in the water like Fish and Pearls.

## Historical Info

Fishing is the activity of trying to catch fish. Fishing usually takes place in the wild. Techniques for catching fish include hand gathering, spearing, netting, angling and trapping. The term fishing may be applied to catching other aquatic animals such as molluscs, cephalopods, crustaceans, and echinoderms. The term is not normally applied to catching farmed fish, or to aquatic mammals, such as whales, where the term whaling is more appropriate.
3. Ofenhölle

## Die Ofenhölle

Nachdem der Spieler das "Regal" abgeschlossen hat und per "Kamerafahrt" in dieses Level befördert wurde, wird er erneut auf den "Mentor" treffen.

Dieses Level wird hauptsächlich durch Feuer, kochende Töpfe, Herde und Ähnlichem repräsentiert.

Es ist in voller Länge nur diesem Thema gewidmet. Der Spieler wird hier Igorantreffen.

Dieser wird dem Spieler den Weg versperren bis der Chefkoch ihn ablenkt und dem Spieler das Zeitfenster verschafft, was er benötigt, um an ihm vorbeizuschlüpfen.

Nachdem der Spieler das Ende erreicht hat, wird die "Rollwagen" Szene eingeleitet.

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Spielwelt:

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- Spielwelt und Atmosphäre

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- Level 1 Spüle

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- Level 2 Regal

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- Level 4 Boss

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Ecology

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## Game Info

(Known in game as Alternative Energy)

Unlocks a variety of building specialized in providing a lot of yields from specific terrain or, in the case of Nuclear Power, to convert rare Uranium into yields.

## Historical Info

Not a single technology in itself, Ecology is an interdisciplinary study of all the various forms of interactions and causations between organisms and their environment, or rather, the study of ecosystems. The basic tenant of the field is that everything in a given ecosystem - the rocks, soil, birds, bugs, trees, etc. - have an effect on and connection to all the other things in the ecosystem, either directly or through a series of chain relations. While all these things are connected, ecologists also believe in the concept of holism - that even with all these tiny interactions explained, they cannot account for every possible reaction and the entire system as a whole needs to be evaluated. Ecology studies how all these things are connected, and how changing one can effect, benefit or destroy another.

The modern science of ecology is still a young one, but it did gain a large amount of popularity and momentum during the 1960s environmental movement. Ecology has grown recently to become concerned with the preservation of biodiversity, and the adverse affects that human development has had on the environments and organisms around them. Long term studies are in effect to record these effects, the current longest running one having started in 1856.

Practical applications have developed from these research findings, such as the more efficient and beneficial management of natural resources like wetlands and forests, better community health planning, and even improved city planning practices. The field of ecology has also laid down the basic framework for a deeper understanding of how people interact socially.
Mohawk warrior

Melee Units of the Classical era The Iroquoian unique unit.

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## Game Info

Strong, front-line land Unit of the Classical Era. Only the Iroquois may build it. This Unit receives a major bonus when fighting on Forest and Jungle, unlike the Swordsman which it replaces.

## Strategy

The Mohawk Warrior is the Iroquoian unique unit, replacing the Swordsman. As powerful as the Swordsman in Clear or Hilly terrain, the Mohawk Warrior receives a significant combat bonus in Forest and Jungle. Also, unlike the Swordsman, it does not require Iron to build.

## Historical Info

The Iroquois Mohawk warriors are among the best light infantry the world has ever seen. Amazingly fast and flexible fighters, the Iroquois warriors were able to cover an incredible amount of ground in a short amount of time, surprising and overwhelming their better-armed but slower European enemies. With an armed force that "never numbered more than 3,000 fighting men," they held their own for almost two centuries against the French, British, and Americans.
Release-2016-10-28

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# Community Patch

* Bugfixes for stuck units
* Fixes for empty renewal deals and for occassional 'Impossible' trade deals
* Fixes for some failed overseas attacks
* Adjusted settling/defensive AI moves
* Adjusted AI unit/building production priorities
* Incorporated API elements from Iamblichos
* Other small bugfixes (github issues)

# Community Balance Overhaul

## General

* New artwork for armored car by Gazebo (now called a Light tank) - unit model borrowed from Smitty and modified/reskinned by Gazebo

## Balance

### Policies

#### Imperialism

* Military Tradition now Regimental System (name change)
* Naval Tradition now Miltitary Tradition - removed Fishing boat bonus, added +4 Gold to Citadels and Forts

### Buildings

* Aqueduct/Harappan Reservoir (India): +2 Food from Lakes and Oases (also buffed Reservoir to do +2 Food from Farms as well)
* Garden: +2 Gold from Oases

### Units

* Fighters and Heavy Bombers no longer obsolete
Nanotechnology

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## Game Info

All Workers receive the Fallout Immunity Promotion, which eliminates any damage they would take while scrubbing Fallout. Allows you to build the SS Stasis Chamber, one of the Spaceship parts necessary to win a Science Victory.

## Historical Info

Nanotechnology is an all encompassing study involving the control of any matter at the atomic or molecular scale. While often romanticized to the notion of billions of tiny robots directing the flow of individual atoms, nanotech covers any science revolving around the study or use of particles a few nanometers in size, from the creation of tiny carbon nanotubes and nanoparticle solar cells to DNA research. A nanometer (the relative size most nanotechnology is created in) is one billionth of a meter in size, about the same scale as the diameter of a marble is to that of the Earth, and it's only been in recent years that the technology capable of research on such a tiny scale has really been available. Despite its recent emergence, an estimated three to four new nanotech products per week are made publicly available, with applications ranging from clothing and cosmetics to food products and packaging.

While many scientists are excited about the possible applications for the development of technology on such a miniscule scale, others are concerned about the health, environmental and ethical implications that this kind of research could produce. Calls for safety and health regulations have been made in some countries, with concerns that the nanoparticles could be accidentally released into the environment or human body and cause inadvertent toxic damage.
Trebuchet

Siege of the Medieval era

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## Game Info

Powerful Medieval Siege Unit, good at reducing the defenses of enemy Cities. Must set up prior to firing.

## Strategy

A Trebuchet is a medieval siege weapon, significantly more powerful than the earlier Catapult units. The Trebuchet must expend 1 to set up, but once it is in position it can do serious damage to a fortified enemy city. Defend your trebuchets with melee and ranged units to keep enemy units from getting too close.

## Historical Info

The trebuchet is a powerful Medieval siege weapon. First appearing in Europe in the 12th century, the trebuchet could hurl a 300-lb missile into or over the enemy's walls at long distance. The Medieval European version of the trebuchet was a "counterweight" machine. It consisted of a very long wooden arm with a sling on one end and a heavy weight on the other, mounted on a heavy wooden framework. The long arm was winched down, raising the heavy weight, and a missile was placed in the sling. When released, the weight would come down and the arm would whip up into the air, hurling the missile a huge distance. These machines were generally not mobile and required a long process of assembly, limiting their effective use to protracted sieges.
More Resources

Adds nine more luxuries to the game and an additional Mercantile city-state luxury. Overall, they function the same as the existing luxuries and utilize the same placement and balancing methods.

Also, this mod fixes a few bugs found in the main map creation files and optimizes many other things within it that pertain to resources.