recursal/Fanatic-Fandom huggingface dataset:
Artisan Workshop

## Resource requirements

 5

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## Description

Producing the highest quality, often hand-made goods, these workshops of master craftsmen inspire the next generation of industry.

## Effects

* +1Industry per Worker
* +2Workers Slot

## Family: Workplace

****Artisan Workshop******level 1**
**Manufactory****level 2**
**Factory****level 3**
**Automated Factory****level 4**
Ceremonial Plaza

In these public places, ritual food offerings are made to the gods.

## Placement prerequisites

Can be built once per Territory. Must be placed next to Coastal water or Lake.

The **Ceremonial Plaza** is the Emblematic District specific to the Caralans.

## Effects

* Allows construction of new Districts on adjacent Tiles
* -10Stability
* +2Faith per adjacent District

## Special Effects

* Does not require being connected to a Main Plaza or Administrative Center.
* Must be placed next to Coastal water or Lake.
* Exploits Food, Industry, Money and Science from below and adjacent tiles
	+ Exploits all the yields from nearby Coastal and Lake tiles up to 1 tile away.
A Legion of Players

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## Description

Since gambling became legitimate, places to wage bets have multiplied. From the grubbiest dockside wharves to the prettiest manicured gardens, there is no entertainment more beloved of the people than a simple flutter. Among the empire's armies, however, a dark secret has come to light. Soldiers regularly place wagers on each other's fighting statistics. Is it time to forbid gambling in the military?

## Options

ProgressForbid"They'll gripe, but they can channel that anger into battle."
* Ferocious on all Units for 10turns

TraditionEncourage"Tactical acumen is the natural result of studying the statistics of fighting."
* Studious on all Units for 10turns
Carthaginians

"Overseas and lands, our trade routes will criss-cross the world."

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“*Speaking of dealing in intangibles — am I about to see lots of offers that can't be refused?*„~ **When entering new Era with this culture**
“*Keep a wary eye on the Carthaginians. With strong ships on the waters and elephants on land… one hopes they will stay friendly.*„~ **When meeting this culture**
The **Carthaginians** are a culture available in the Classical Era, with the Merchant culture focus.

*"The Carthaginians harbor dreams of a sprawling seaport with quays too numerous to count and wares too marvelous to comprehend. Not many would wager against them."*

## 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.

## Trait: Hard Bargainers

* -25% on all Constructibles  Buyout cost.

*Note: Applies to even non-Money forms of buyout, including Forced Labor (using* *) and Outpost contructibles (using Influence**)*

## Emblematic quarter: Cothon

“A vast harbor able to accommodate up to 220 ships, the cothon possesses both merchant and military sub-harbors.”

* -10Stability
* +3Industry per adjacent Coastal Water
* +2Industry per adjacent Lake
* +1Workers Slot on City or Outpost

## Emblematic unit: War Elephant

“Terrifying due to their size, these war elephants break formations with their powerful charges.”

Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength (+3) if attacking non-adjacent enemies. Unable to climb Fortifications.
**Trample**

## City names

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

**Carthage, Utica, Gadir, Iol, Hadrumetum, Eryx, Thapsus, Tharros, Lilybaeum, Nora**

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

Traveling with simple canoes, rivers are no hinderance to the Baira Hunter.

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The **Baira Hunters** Units are special to the Taíno. Unlocked in the Medieval Era after researching the War Summons Technology. They have the Speciality Canoe Fighters.

## 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.
**Indirect Fire**
Unit can attack Units without a clear Line of Sight.
**Canoe Fighters**
This Unit receives no penalties from Rivers.
## Upgrades from

Upgrade cost 400.

* Archer (generic)
* Markabata (Egyptians)
* Noble Javelineers (Maya)
* Saṃnāhya (Mauryans)
* Lián nŭ bīng (Han)

## Footnotes

1. ↑ Armies consisting solely of units with the Canoe Fighters ability ignore river movement penalties on the world map as well.
2. ↑ Attacks against units without Line of Sight using Canoe Fighters are made with a -4 penalty.
Attitude

Every AI Empire will have a specific **Attitude** towards the player, which can change dynamically based on on-going conditions, and affect the diplomatic relationship between the two Empires.

The Attitudes can be either negative, neutral, or positive; and the attitudes can be impacted by diplomatic actions, military strength, etc, conditions collectively known as **Trust** and **Strength**.

All the Attitudes are **bilateral** and will not impact the Attitude with a 3rd Empire for the most of the time.

## Current Attitude

The Attitudes are dynamic, therefore only the **Current Attitude** will be displayed on the upper right corner of the **Diplomacy Screen**.

**Positive Attitudes** can lead to more cooperations between the two Empires, while **negative Attitudes** mean conflicts are more likely to happen, or the AI is more likely to cave to your pressure.

Every time when an AI change its Attitude towards the player, there will be a **notification pop-up** to remind the player about the change.

## Trust

**Trust** is one of the categories of **Attitude Modifiers** that can improve/deteriorate other's **Attitudes**.

**Trust** depends on the Treaties, Trade, Ideological Proximity, Grievances, Demands, State Religion, Reputation Badge, Archetype of the Avatar, etc. Positive Trust modifier will be indicated with a thumbs up, and negative modifier will be indicated with a thumbs down.

The Attitude tooltip will show the latest **5** conditions that are influencing the **Trust** and the evolution of the relationship in around the last 5turns.

## Strength

**Strength** is one of the categories of **Attitude Modifiers** that indicates the **balance of strength** between the two Empires.

**Strength** depends on military power, resource dependency, War Support, etc.

Unlike the **Trust** modifiers which implies a direct change of Attitudes in a positive or negative direction, the **Strength** modifiers indicates **which Empire is stronger** or **which Empire has more leverage** in the bilateral relationship.

The **Strength** indicators, represented by upward or downward arrows, represents **if the AI feel they are stronger or weaker**. If the AI feel they are the weaker one in the relationship based on the Strength modifiers, it will make the AI respect you or even fear you, resulting in an Attitude more advantageous to you. If the AI feel they are the stronger one based on the modifiers, they will sometimes protect you, but more often than not they will disrespect you or even try to bully you, resulting in an Attitude more unfavorable to you.

The Attitude tooltip will show the **2** most important conditions that are continuing to influence the **Strength** balance.

### List of Strength Modifiers

Note: The word **"powerful"** in the modifiers seems to indicate the **overall strength** of an Empire, including City Industry output, overall Money income, and technology level, instead of simply military strength.
Bungle Bungle Range

These strikingly striped,beehive-shaped rock formations may have been the site of an ancient meteor landing.

## Found on

Badlands, Savanna, Desert, Mediterranean

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**Bungle Bungle Range** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +3Science on Commons Quarter
* +5Food on Commons Quarter
Bantu

"If you wish to prosper, you must give as much as you take."

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*The Bantu Culture is an exclusive content of the Cultures of Africa Pack DLC.*

The **Bantu** are a culture available in the Ancient Era, with the Expansionist culture focus.

*"This vibrant and ever-expanding culture is one born of assimilation. Bantu languages and customs are almost beyond number, yet still their urge to spread knows no bounds."*

## 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: Harmonious Amalgamation

* +2Influence per number of adjacent Empires on Territory

## Emblematic quarter: Mupíà Fields

“Slash and burn farming techniques and a diverse range of crops yields abundant and reliable harvests.”

* +10Food on adjacent Cities

## Emblematic unit: Bagèndí Pioneers

“Wherever they roam, these hardy nomads can find all they need to thrive - and to make the land their own.”

Special Unit that gathers Food through fighting and ransacking in order to multiply. Unable to climb Fortifications. Cannot be added to a regular Army.
**Pioneer**

## City names

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

**Mucenge, Mucúmbà, Dipáta, Mucé, Ngándá, Mungì, Dijádì, Gumbo, Mucókó, Budá**
Amphitheatron

Comedies and tragedies provoke much intellectual thought in citizens, aiding the blossoming of philosophy.

## Placement prerequisites

Can be built once per Territory

The **Amphitheatron** is the Emblematic District specific to the Greeks. It is a constructable District that generates  and , most effective in Cities with multiple adjacent Districts.

## Effects

* +1Influence per Era
* +3Science per Era
* +2Science per adjacent District
* -10Stability

## Special Effects

* Acts as a Research Quarter for bonuses
* Doesn't exploit nearby tiles

## Trivia

* The concept of the Amphitheatron is a reference to the flourishing theatrical culture of the Classical Greece.
* Although being a Greek EQ, the in-game appearance of the Amphitheatron also incorporated features from Roman amphitheatre designs.
	+ Roman amphitheaters were generally being built upon their own foundations, like the one in the game. Greek amphitheatre, on the other hand, tend to be built on a hillside.
Agreements

**Agreements** are special constructs between two Empires, which boosts both of them with some unique effects. These **Agreements** can be found in the Diplomacy Embassy Tab and unlocked when both Empires built their own Embassy District.

## Mechanics

* Once both Empires built their Embassy, both can propose new Agreements.
* For Agreements proposed by others, one can either *Sign* or *Refuse*.
* Each Empire can propose one Agreement per turn, regardless if they received one from the other party in that turn or not.
* After an Agreement is *Signed* both Empire mut wait 5turns before they can propose another one.
* No Agreements can be proposed while War is ongoing.

## List of Agreements

### Scientific Correspondence

Signing Empires allow their researchers to communicate freely with each other, lowering the cost to replicate scientific discoveries already made by the other Empire.

* -10%Science cost reduction on Technologies researched by the other Empire

### Humanitarian Aid

Signing Empires agree to allow their population to migrate to either party's Capital in case of famine.

* +5%Food on Capital for 5turns
* +5%Money on Capital for 5turns

### Arms Deal

Signing Empires can build each other's Emblematic Units. Every Foreign Emblematic Unit built will generate Money for its original leader.

* Both Empires gain access to each other's Emblematic Units
* Existing Units can upgrade to the other Empire's Emblematic Unit with the same mechanic as if its would be yours
* If the received Emblematic Unit is replacing or provides an upgrade to one of the available Units, you are unable to build the Unit that they are replacing or upgrading and you are forced to build the foreign Emblematic Unit instead.
* In addition of the Unit's standard costs to produce, these Units require Money to build equal to their Industry cost. This Money will go to the original leader of the Emblematic Unit as a payment in exchange for the Unit.

### Monumental Contractors

Signing Empires are able to participate in each other's Cultural Wonder projects. Participating Empires will choose between receiving Money, Influence, or Leverage upon completion.

* After signing the **Agreement** the available Cultural Wonder projects from the other Empire will show up in your Cities Shared Project list

### Diplomatic Cooperation

Signing Empires share a portion of the Leverage from Leverage Intel that each collects.

* Grants 50% of all Leverage from Leverage Intel obtained by the other Empire

### Cultural Entente

Signing Empires accept their cultural coexistence. These Empires will no longer generate **Oppressing My People** Grievances with each other. Additionally, Territories under the other Empire's cultural influence will gain:

* +15Food per Territory
* +15Industry per Territory
Bireme

Split into two rows of rowers, biremes immobilize other ships by ramming into them and breaking their oars.

## Cost

### Upkeep

 0
 0

## Unit Stats

### Range

 13
 2
 1

## Class and Ability

### Specialty

Navigator

 Back to the list of units

The **Bireme** Unit is special to the Phoenicians. Unlocked by the Fishing technology in the Ancient Era.

## Class and Specialty

Naval Transport
Naval Unit that replaces Land Units which embark to travel across Ocean tiles. Movement Points are reduced to 2 when in Battle.
**Navigator**
Damaged (-35 Health per ) by consecutive  turns spent in deep water.
A Doctrine of Non-Violence II

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This Narrative Event is depending on a previous one (A Doctrine of Non-Violence), so its content changes accordingly.

## "Placate" outcome

### Description

The fields are quiet. The ground doesn't rumble with the march of soldiers, cavalry, and war machines. Iron striking iron no longer rings out on the battlefields. Nor do the screams of the wounded. The war is over. Just as you promised your people. Buddhists across the empire rejoice in this age of peace.

### Options

TraditionRejoice"With the war over, food supplies previously earmarked for the war can be returned to the people."
* Bountiful on all Cities for 10turn

## "Admonish" outcome

### Description

The war goes on. Your people are tired of the fighting, tired of the carnage and suffering, and tired of the cost to the land. But they understand you were entirely sincere about protecting their Buddhist faith. Heroically, they put renewed effort into winning this war.

### Options

TraditionPerservere"The people will keep working heroically to win the war."
* Patriotic on all Units for 10turn
Angel Wings II

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This Narrative Event is depending on a previous one (Angel Wings), so its content changes accordingly.

## "Discredit" outcome

### Description

It wasn't hard to discredit the science associating a hookworm found in the human gut with listlessness and other maladies. Who wants to think that something that propagates through their fecal matter might be causing mental and physical impairment? In `[city name]` and beyond, the hookworm theory was swiftly abandoned. However, science cares not for fashion, and unfortunately the hookworm has now spread across the empire, bringing an outbreak of lethargy to all!

### Options

NoneKnackered"The sluggishness of the population is only matched by the hysteria of the speculations as to its cause."
* Panicking on all Cities for 10turns.
Coal Plant

## Resource requirements

 14
 2

 Back to the list of infrastructures

## Description

Thick stacks of smoke pour from massive chimneys as coal-powered steam drives all manner of industries.

## Effects

* +5Industry per Coal
* +2Industry on Makers Quarters
* +2Pollution on Makers Quarters
* +1Industry on Makers Quarters per adjacent Makers Quarter

## Family: Coal Energy

**Forge****level 1**
**Charcoal Kiln****level 2**
**High Furnace****level 3**
****Coal Plant******level 4**
A Hunter's Blessings

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## Description

The hunt lasted from sunrise to sundown, a wild, breathless pursuit of the prey that saw fierce fighting and much bravery. Several tribesmen carry grievous wounds, and your heart swells with pride at your hunters' sacrifices in the pursuit of their quarry. Their dedication feeds the whole tribe. In honor, a huntress fashions a small figurine from clay and bones to give to the spirits who've watched over your tribe on this day. You are certain they will be pleased.

## Options

NoneBenediction"Knowing the spirits watch over them, every hunter of the tribe feels stronger."
* Swift on victorious Units for 10turns
Crépissage

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*The Crépissage Public Ceremony is an exclusive content of the Cultures of Africa Pack DLC.*

The **Crépissage** is a Public Ceremony, which gives temporary yield bonuses to the City its built-in. It can be repeated for an increased Industry cost.

## Description

From dawn till dusk, the city's inhabitants come together to reinforce the Great Mosque's adobe walls with fresh mud, cementing their own bonds too.

## Effects

Grants **Crépissage** status (+15%Fame bonus on future gains for 10 Turns)
Arquebusiers

* Base
* V1
* V2
* V3
* V4
* V5
* V6

## Resource requirements

 3

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**Arquebusiers** are generic Units available in the Early Modern Era, after researching Gunpowder Warfare technology.

## 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.
**Move or Attack**
Unit can move or attack during its turn, but not both.
## Upgrades and Replacements

### Upgrades from

Upgrade cost 970 and needs 1Saltpetre access on Empire.

* Crossbowmen (generic)
A Blank Slate

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## Description

In the proud port of `[city name]`, a stranger has turned up that no one seems able to identify. Indeed, his strange garb and language are unfamiliar to even your most seasoned sailors. Imaginations are running wild as tales spread throughout the town about this mysterious visitor. He could be a most useful presence in your palace – provided you can give the citizens a good account of the stranger’s arrival. What story do you tell?

## Options

HomelandElevate"Our renown has spread farther than we know! This envoy has been sent from foreign lands to pay us homage."
* Force-Labored on City for 10turns

CollectivismConsecrate"The man is clearly a prophet, sent to our shores by divine forces. His words praise us with sacred revelation."
* Fanatical on City for 10turns

WorldWelcome"Our visitor will speak for himself. We will receive him well and learn to understand each other."
* Learning on City for 10turns
A World Aflame

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## Description

In the distance, a thin cord of smoke cuts up into clear blue skies. Fire. Calling a few tribesmen, you run closer, the smell of cindered bark and burning pine growing stronger with each footfall. You spy dancing flames, and suddenly find yourselves on the edge of a settlement on fire. Many of the structures are ablaze, but even with the smoke and flames you can see these abodes are marvels of craftsmanship. You are about to direct your men to put out the fires with loose soil, when you see short, shadowed figures running away. Youths. They could become part of your tribe if you give chase now, but that would mean losing these secrets of construction. What is your choice?

## Options

NoneChase"Raw numbers will help us more than building techniques at this time."
* Spawns a Tribe Units into the Army which the Narrative Event is triggered on. If it's full spawns next to it.

NoneExtinguish"Understanding how to build stronger settlements will be vital in the future."
* -25% on City Defense research cost
Ashram

In these spiritual hermitages, typically sited near places of natural tranquility, travelers hone their minds and bodies.

## Placement prerequisites

Can be built once per Territory

The **Ashram** is the Emblematic District specific to the Indians. It is a constructable District that generates  most effective in Cities with a large amount of  and multiple adjacent Districts.

## Effects

* +5Influence
* +3Faith per adjacent District
* On Religious District:
	+ +1Money
	+ +1Science

## Special Effects

* Acts a as Commons Quarter and a Religious District
* Exploits Food and Industry from below and adjacent tiles

## Trivia

* The Ashram is based on the religious hermitage or retreat of Hinduism.
A Thousand Years Hence

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## Description

The success of nuclear power across the empire cannot be denied. With sites producing clean energy not beset by problems associated with pollution or greenhouse gas emission, nuclear power is an important element in your energy mix. However, one thorny issue is now getting wider prominence among the citizens: how to handle nuclear waste, especially the waste with a half-life of millenia. Some fear radioactive contamination, others the opportunities afforded to terrorist groups. What should be the play?

## Options

### Bury (Authority)

*"Local opposition will need to be countered, but deep sites, with state-of-the-art encapsulation should ensure safety for future generations"*

* **Effect:** Science Investing on all Cities with Nuclear Plant for 10turn.

### Export (Homeland)

*"Once safely beyond our borders, the waste will no longer be our concern."*

* **Effects:**
	+ Celebrating on all Cities for 10turn.
	+ Chances of triggering another Narrative Event

### Ignore(Individualism)

*"The private sector is best equipped to make this problem a profitable endeavour."*

* **Effects:**
	+ Prosperous on all Cities with Nuclear Plant for 10turn.
	+ Chances of triggering another Narrative Event

## Follow-up event

"**Export**" and "**Ignore**" options will trigger a follow-up event: A Thousand Years Hence II
Chartered Companies

The creation of charters and shares allows companies to manage and take greater risks, in the hopes of greater profits.

## Unlocks

### Infrastructures:

Bank, Stock Exchange, Cabinet of Curiosities

 Back to the list of technologies

**Chartered Companies** is an Early Modern Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Naval Artillery Three-Masted Ship
Leads to
Mercantilism
## Unlocks

Barrack Services
+2Money on Outpost
**Bank****infrastructure**
**Stock Exchange****infrastructure**
**Cabinet of Curiosities****infrastructure**
Cothon

A vast harbor able to accommodate up to 220 ships, the cothon possesses both merchant and military sub-harbors.

## Placement prerequisites

Can be freely placed in Coastal tiles. Can be built once per Territory.

The **Cothon** is the Emblematic District specific to the Carthaginians. It is a constructable District that generates  and fortification most effective on tiles adjacent to many Coastal Water and or Lake tiles.

## Effects

* +10District Fortification
* -10Stability
* +3Industry per adjacent Coastal Water
* +2Industry per adjacent Lake
* +1Workers Slot on City or Outpost

## Special Effects

* Acts as a Farmers Quarter, Makers Quarter and Market Quarter for bonuses
* Replaces Harbor.
	+ Exploits all the yields from nearby Coastal tiles up to 2 tiles away.
	+ Is a Naval Unit Spawn.
	+ Allows Units to embark without any Movement penalty.

## Trivia

* "Cothon" (κώθων) means "drinking cup" in Greek; Ancient Greek authors use this term to describe the artificial harbor of Carthage as the two are metaphorically similar.
* The in-game appearance of Cothon is also based on the Cothon of Carthage, the main merchant harbor as well as the primary naval base of Carthaginians.
* The concept of Cothon is based on the protected harbor basins commonly featured in Phoenician and Carthaginian cities, which remains an iconic image of ancient sea power to this day.
	+ Cothon are man-made harbor basins that usually dug behind the coastline, and linked to the sea via an artificial channel. This design could solve many problems involved in building a harbor along a shallow coastline, as well as offering naval vessels a relatively protected anchorage.
A Man of Ambition II

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This Narrative Event is depending on a previous one (A Man of Ambition), so its content changes accordingly.

## "Promote" outcome

### Description

Even without soldiers under his control, the one-time commander of the `[army name]` is up to his old tricks. With your backing, his influence has only grown, and he now tries to rule the great city of `[city name]` by himself! What to do with him?

### Options

HomelandAssassinate"People across the empire will be angry, but this is the cleanest way."
* Defiant on all Cities for 10turn

IndividualismBribe"His ambitions can be tempered by his greed. We'll think of it as an investment."
* -50Money

## "Marginalize" outcome

### Description

The decision to marginalize the commander of the `[army name]` by sending him to the far, desolate reaches of the empire isn't going as planned. His obvious demotion has riled several of the army's highest-ranking members, and they are demanding the commander's reinstatement. How will you solve the problem?

### Options

ProgressImprison"It will blunt our armies, but a spell in irons will help these soldiers recall their duty."
* Feeble on all Units for 10turn

HomelandBribe"A fat purse of coin should temper their dissent."
* -50Money
Chocolate Hills

Though many legends surround the formation of these extraordinary hills, the only chocolate here is their rick brown colour during the dry season.

## Details

### Movement cost:

Impassable

 Back to the list of natural wonders

**Chocolate Hills** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Industry on City or Outpost
* +3Science on Consulate for each Empire encountered
* +3Science on encountered Empires' Consulate
Colossus of Rhodes

Seeing this bronze giant on the horizon gives strength to the homeward-bound and demands respect from outsiders.

## Placement prerequisites

Must be placed on Coastal Water or Lake.

**Colossus of Rhodes** 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

* Militia are not lost over time during sieges. (Normally during sieges, militias will automatically lost every turn.)
* +50% Militia Units spawned when City is under Siege
* +2Combat Strength on Militia

## Narrator

Building the Wonder
“*This Colossus is a mighty image for a mighty empire! And it's discreetly garbed in a toga for those who pass beneath.*„
Discovering the Wonder built by other Empires
“*A colossus rears its head -- both figuratively, and literally; another empire has built the Colossus of Rhodes.*„
Cahokia Raiders

Fearsome warriors famed for bringing home the spoils of battle--human or otherwise.

## Cost

### Upkeep

 400
 1
 12

## Unit Stats

### Range

 36
 4
 1

## Class and Ability

### Specialty

Raider's Ardor

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The **Cahokia Raiders** Units are special to the Mississippians. Unlocked by the Heavy Infantry technology in the Medieval Era.

## Class and Specialty

Melee
Close-combat Unit.
**Raider's Ardor**
Each enemy Unit destroyed in battle increases this Unit's Ardor Combat Strength bonus (+2 per kill). The Ardor bonus lasts until the battle is over or this Unit is destroyed.
## Upgrades from

Upgrade cost 400.

* Swordsmen (generic)
* Gaesati (Celts)
* Praetorian Guards (Romans)
* Healers (Caralans)
Assyrian Raiders

Known for their sweeping raids across desert and plain, these horsemen seek wealth and power for the empire.

## Cost

### Upkeep

 90
 1
 1

## Unit Stats

### Range

 21
 6
 1

## Class and Ability

### Specialty

Pillager

 Back to the list of units

The **Assyrian Raiders** Units are special to the Assyrians. Unlocked by the Domestication technology in the Ancient Era.

## Class and Specialty

Cavalry
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
**Pillager**
Generates additional Money (+10% per "Pillager" Unit in the ransacking Army) when destroying an Outpost or Independent Camp.
*Note: It applies to all ransacks due to a potential bug.*

## Encyclopedia entry

Known for their sweeping raids across the desert and plain, these horsemen seek wealth and power for the empire.

It is believed that horses were domesticated in Mesopotamia in approximately the 19th century BCE. Used as draft or riding animals, the invention of the first saddles brought horses onto the battlefield. While most civilizations in the ancient Eastern world used hitched war chariots, the Assyrians were noted for riding on horseback. They made use of a vast, well-trained cavalry from the 9th to the 8th centuries BCE, taking advantage of improvements to saddles to combine horse riders and composite bows to great effect. The deep saddles provided good stability, allowing Assyrian riders to fire while galloping. The riders were also equipped with a short lance to use when charging, and their horses could be caparisoned to protect them from arrows.

1. ↑ In-game encyclopedia
Botteghe Di Artisti

A district of artists' workshops. When financed by wealthy patrons, Venetian creators can flourish -- and wield considerable cultural influence.

## Placement prerequisites

Can be built once per Territory

The **Botteghe Di Artisti** is the Emblematic District specific to the Venetians. It is a constructable District that generates  most effective in Cities with multiple adjacent Market Quarters.

## Effects

* +4Influence
* +2Money
* +2Influence per adjacent District
* +1Money on Tile producing Money
* -10Stability

## Special Effects

* Acts as a Market Quarter for bonuses
* Doesn't exploit nearby tiles
Aerodrome

Stationing existing and newly delivered aerial units, aerodromes can be constructed far from cities, but enjoy an industrial output when located beside industrial areas.

## Placement prerequisites

Cannot be placed on River

The **Aerodrome** is a generic District, which is available in Cities after the player reached the Industrial Era and researched the Aeronautics technology.

## Effects

### Basic Effects

* Doesn't exploit nearby tiles
* Cannot be placed on River
* +5Pollution
* -10Stability

### Special Effects

* Functions as an Air Unit Spawn.
* The tile becomes fortified.
Conscripts

* Base
* V1
* V2
* V3
* V4
* V5
* V6

 Back to the list of units
**Conscripts** are generic Units available in the Industrial Era, after researching the Nationhood technology. These Units are not trainable. Instead, they will appear to defend if one of your Cities or Outposts are under siege.

## 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.
**Home guard**
Appears automatically to defend your Cities from attack. Gains a "Guardian" Combat Strength bonus (+3 versus melee attacks) when occupying a District tile.
Agents

**Agents** are a special type of Units introduced in the Together We Rule Expansion Pack. These Units can be used to perform various non-combat tasks.

## Unit Limit

Unlike other Units, there is a limit to how many Agents an Empire can employ in at a time, scaling with the number of players. This number can further increased by +1 each time a Diplomatic Culture is chosen, thanks to their *Big Brother* affinity bonus.

## Types

There are two types of Agents and all count against the same agent limit.

Diplomatic
Envoy (Ancient Era)
Stealth
Spy (Medieval Era)
Spymaster (Early Modern Era)
## Actions

All Agents are able to collect Leverage Intel from foreign Territories.

### Diplomatic

These actions are automatic based on the Unit position on the map and available from the Ancient Era after unlocking the Envoy Unit with the Wheel Technology.

* Up on entering a foreign Territory owned by another Empire, the Unit receives the Diplomatic status. The owner of the Unit gains 10% of the visited Foreign City's Influence. The owner of the City receives the same amount of extra Influence.
* Up on entering a foreign Territory owned by an Independent People. Each Agent in the Army provides +1Patronage to that Independent People faction.

### Stealth

The following actions can be triggered by both Spy and Spymaster Units:

* **Watch a City**: Get detailed information about the City and its production while the Agent remains in it.
* **Track an Army**: Keep vision of the tracked Army for a few turns.
* **Siphon a District**: Transfer some of the resources (Luxury, Strategic, or FIMS yields) produced by the District to your Capital.

The following actions are specific to the Spymaster Units:

* **Undermine an Army**: Applies a combat strength penalty (-?) to the enemy Army for several turns.
* **Disrupt a District**: Disable the targeted District for several turns.
* **Manipulate a City** (requires Military Coordination): Apply a penalty to the City and spawn rebel Armies or trigger osmosis events in your favor.
* **Create a Decoy Army** (requires Military Coordination): Creates a temporary immovable decoy Army based on your current strongest Army.
Colony Model

## Placement prerequisites

Can be upgraded from Outposts.

The **Colony Model** 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 Medieval Era after researching the Feudalism technology through an Infrastructure project on the Outposts.

The Colony Model requires 2Horse, 1Iron, 1Copper 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 City starts with 3Population, and 140Production in the production queue.
* The City also starts with all Infrastructures from Eras 1-2 (from Ancient Era to Classical Era).
Constructibles

All Cities and or Outposts will have a list of items displayed on the right-side panel, which can be finished/completed through the Construction Queue of the city or the outpost; these items are collectively known as **Constructibles**.

There are three ways to finish or complete the Constructibles:

* **Build** with Industry;
* **Buyout** with Money;
* **Buyout** with Population.

## Outpost Constructibles

**Every regular Outpost can produce the following Constructibles in their own Territory**, costing Influence to purchase:

* Artisans Quarter
* Harbor and their emblematic replacements
* Strategic Resource extractors

In addition, regular Outposts can also be upgraded into Cities, via Influence purchasing a City Creation Project:

* City Creation (Ancient Era, no technology required)
* Colony Model (Medieval Era with Feudalism technology)
* Colony Plan (Early Modern Era with Three-Masted Ship technology)
* Colony Blueprint (Industrial Era with Steam Engine technology)
* Colony Grid (Contemporary Era with Civil Engineering technology)

## City Constructibles

**Every City can produce the following Constructibles in their own Territories**, either costing Industry to build, or costing Money or Population to **buyout**:

* Shared Project - Can be only buyout via
* District
* Infrastructure
* Units - Cannot be buyout via , but will cost
* Public Ceremony (also known as **Repeatables**)
* Planting Forest
* Clearing Ruins
Aeronautics

Humans have always dreamed of flight. Now, with new physics, robust materials, and brave pioneers, these fantasies can come true.

## Unlocks

### Districts:

Aerodrome

 Back to the list of technologies

**Aeronautics** is an Industrial Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Combustion Engine
Leads to
Aerial Warfare
## Unlocks

**Biplane****unit**
**Aerodrome****district**
Colony Blueprint

## Placement prerequisites

Can be upgraded from Outposts.

The **Colony Blueprint** 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 Industrial Era after researching the Steam Engine technology through an Infrastructure project on the Outposts.

The Colony Blueprint requires 3Iron, 2Saltpetre, 1Coal 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 4Population, and 280production in the production queue.
* The City also starts with all Infrastructures from Eras 1-4 (from Ancient Era to Early Modern Era).
A Risky Business

Back to the list of narrative events

## Description

The hostilities with `[city name]` grind on, and your armies fall into the practiced rhythms of life at war. Yet there is nothing routine about this evening. A group of soldiers sent to gather firewood has just returned to camp. Instead of kindling, they bring alarming news: hidden in the brush, a figure dressed in your army’s uniform was seen attaching a message to a bird’s leg. Before they could stop him, the man fled – and the bird flew away. What is to be done, knowing that an adversary infiltrated your ranks?

## Options

AuthorityProbe"We must proceed with caution and investigate whether the traitor acted alone... or had help."
* Eagle-Eyed (+) on tracked Army for 10turns

HomelandEvacuate"If the enemy knows our position, the best course of action is to move out now."
* Swift (+) on tracked Army for 10turns

TraditionDisregard"One coward is no match for the strength and skill of our army. We have nothing to fear."
* Ferocious (+) on tracked Army for 10turns
Composite Armor

Materials science can do wonders for battlefield armors. The invention of multi-layered, lighter systems greatly increases the survivability of military vehicles.

## Unlocks

### Units:

Main Battle Tank, Armored Personnel Carrier

 Back to the list of technologies

**Composite Armor** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Continuous Track
Leads to
Exosuit
## Unlocks

**Main Battle Tank****unit**
**Armored Personnel Carrier****unit**
## Unique Unlocks

**All Terrain PMV****Emblematic Unit**
**Mrap Vehicle****Emblematic Unit**DLC
Alchemy

With roots in religion and natural philosophy, the subject searches to understand both the mystical and the mundane.

## Unlocks

### Infrastructures:

Alchemist's Workshop, Apothecary

 Back to the list of technologies

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

## Place in the tech tree

Prerequired
Theology
Leads to
Movable Typeface
## Unlocks

**Alchemist's Workshop****infrastructure**
**Apothecary****infrastructure**
Bandari

A bustling trade port, specializing in the finest - and most lucrative - of goods.

## Placement prerequisites

Can be freely placed in Coastal tiles. Can be built once per Territory.

*The Bandari Emblematic District is an exclusive content of the Cultures of Africa Pack DLC.*

The **Bandari** is the Emblematic District specific to the Swahili.

## Effects

* +3Money per Number of unique types of Resources available
* Allows construction of new Districts on adjacent Tiles

## Special Effects

* Acts as a Farmers Quarter and a Market Quarter for bonuses.
* Replaces Harbor.
	+ Exploits all the yields from nearby Coastal tiles up to 2 tiles away.
	+ Is a Naval Unit Spawn.
	+ Allows Units to embark without any Movement penalty.
Aga-Ush

Battle-hardened from frequent warfare, these professional soldiers are an elite fighting squad well-versed in military strategy.

## Cost

### Upkeep

 90
 1
 1

## Unit Stats

### Range

 20
 4
 1

## Class and Ability

### Specialty

Unified Force

 Back to the list of units

The **Aga-Ush** Unit is special to the Sumerians. Unlocked by the Bronze-working technology in the Ancient Era.

## Class and Specialty

Anti-Cavalry
Close-combat Unit. Receives bonus Combat Strength (+8) when fighting mounted enemies.
**Unified Force**
Grants additional Combat Strength (+1) for each **Aga-Ush** Unit in the same Army.
Caravanserai

A fortified roadside inn where travelers -- and armies -- can rest and recover from the elements of the highway.

## Placement prerequisites

Can be built once per Territory, but freely placed

The **Caravanserai** is the Emblematic District specific to the Persians. It is a constructable District that generates  and .

## Effects

* +1Money per number of Trade Routes
* +5Money
* +5Industry
* -10Stability
* +3Money per adjacent Market Quarter
* +1Traders Slot on City or Outpost

## Special Effects

* Acts as a Market Quarter and Makers Quarter for bonuses
* Exploits Money and Industry from adjacent tiles
* This District does not need to be built adjacent to another District
* Applies Swift to any friendly Army located on this District (+3)

## Trivia

* "Caravanserai" literally means "caravans' palace" in Persian, indicates places built near roads for the travelers to rest. Many caravanserais also house mosques and markets, or served as a trading hub for traders.
* The concept behind the Caravanserai is that the Silk Road passes through the Iranian Plateau, and the Persian Dynasties put a strong emphasis on building caravanserais in 16-19th century to help the flow of travelers and commercial goods across Iran. The caravanserai architecture and decorations are also the perfect examples of Persian architectural traditions.
* The in-game appearance of the Caravanserai is based on the general architectural style of Persian caravanserais.
Church of Our Lady Mary of Zion

The ornate church inspires unwavering faith - due not only to its singular design, but also the holy, near-mythical artifacts it reputedly houses.

## Placement prerequisites

Can be freely placed.

**Church of Our Lady Mary of Zion** is one of the Classical Era Cultural Wonders and can be built through Shared Projects with multiple Cities participating in it. Counts as a Holy Site.

## Standard Wonder Effects

* +20Stability
* +100Fame on completion.

## Unique Effects

* +5Faith per Number of enacted Civics
* +5Influence on Religious District on all Cities
* Acts as a Holy Site for Tenet/Civic bonuses and religious pressure.
	+ +20Faith
	+ +20Stability

## Narrator

Building the Wonder
“*One can almost feel the sense of mystery emanating from this remarkable site.*„
Discovering the Wonder built by other Empires
“*Another empire has built this unique place of worship, leaving the rest of us to wonder about the relics it contains.*„
A Doctrine of Non-Violence

Back to the list of narrative events

## Description

The ongoing war has left many Buddhists across the empire despondant and disgusted. Stories of devastating marches, bloody massacres, and scorched villages reach the people's ears daily. Buddhism preaches a doctrine of non-violence, and this conflict goes against the very fabric of Buddhist teachings. The people's discontent could become a problem. What will you do?

## Options

WorldPlacate"The people are right; this war is a travesty to the Buddhist faith. We must promise to end it soon."
* Quartermastered on all Cities for 10turns
* Chance of unexpected consequences

HomelandAdmonish"The people must understand we only wage this war to protect the Buddhist way of life."
* Sacrificing on all Cities for 10turns
* Chance of unexpected consequences

AuthorityChallengeNote: This option only appears if the "Irreligion" Civic is not unlocked yet."Perhaps the Buddhist way of life is incompatible with this world. Even if it causes unrest, the question should be raised."
* Defiant on all Cities for 10turns
* Unlocks Civic "Irreligion"

LibertyRenounceNote: This option only appears if the "Irreligion" Civic is already unlocked."No religion is compatible with this world of conflict."
* Forces choice **"Secularism"** for Civics "Irreligion"

## Follow-up event

**Placate** and **Admonish** options will trigger a follow-up event: A Doctrine of Non-Violence II
A World of Difference

Back to the list of narrative events

## Description

The empire makes great strides in many fields from industry to finance to warfare. At the heart of many of these advances is mathematics -- and the ability to quantify reality. Now a brilliant young polymath from the academic city of `[city name]` has approached the government seeking funds to create what he calls a 'difference engine'. He claims its operation will eliminate error and automate the production of the numerical tables which are so vital to so many applications. What do you say?

## Options

### Fund (Progress)

*"There is no certainty, but this could be transformative."*

* **Effects:**
	+ -150Money
	+ Chance of good consequences

### Decline (Tradition)

*"The risk of failure is too great. Such monies are better spent elsewhere."*

* **Effect:** None

## Follow-up event

**Fund** option will trigger a follow-up event: A World of Difference II

## Trivia

* The "brilliant young polymath" is likely based on Charles Babbage, who asked the British government to fund his research and the construction of the difference engine, the first mechanical computer in human history.
Canal Network

Harappans cities are often built around great rivers, where extensive use of canals can transform the surrounding land into fertile plains.

## Placement prerequisites

Can be built once per Territory

The **Canal Network** is the Emblematic District specific to the Harappans. It is a constructable District that generates  and acts as a River tile, most effective in Cities with less River tiles.

## Effects

* +3Food
* -10Stability
* +2Food per adjacent Farmers Quarter
* +1Farmers Slot on City or Outpost

## Special Effects

* Acts as a Farmers Quarter for bonuses
* Exploits Food from below and adjacent tiles
* Considered as a River tile.

## Trivia

* The concept of the Canal Network is likely a reference to the sophisticated waterworks of Mohenjo-Daro, which includes sewer system, irrigation ditches, and the waterways that support the Great Bath.