Tūrzu

*What seems like a bright sunny paradise actually has a history of massive earthquakes and extreme volcanic activity, but when the Tūrzu settled here, they managed to appease the angry earth spirits. They are a hardy and loyal culture with a passion for improving their combat skills through both physical and spiritual means, but their deeply rooted superstitions prevent them from accepting other cultures.*

Starts with unique tech immolation

**Unique techs:**

Immolation (free spirit): unlocks plains shrine, unlocks plains temple, unlocks ability to immolate, and blessings

Devotion (meditation): unlocks mountain shrine, unlocks mountain temple, unlocks new task (faith), unlocks defense boost in mountains

Vulcanology (philosophy): unlocks flame priest, new task (genius), hearth, and literacy

**Unique units:**

 Veterans: all of their veteran units have a new special skill; burning heart

Fire priest: replaces mind bender, cannot convert enemy units but has a weak ranged attack and some new skills. Skills; fire charge, dash, burning heart, auto-immolate. It also has different stats, it has 15 health and the same attack as an archer. It costs 5 stars to produce

Fire priest: replaces mind bender, cannot convert enemy units but has a weak ranged attack and some new skills. Skills; fire charge, dash, burning heart, auto-immolate. It also has different stats, it has 15 health and the same attack as an archer. It costs 5 stars to produce

Hearth spirit: super unit, has 30 health and less damage than a giant, but has 2 movement speed and new abilities; embrace, auto-immolate, burning heart.

**Unique mechanics:**

Blessing: spend 2 stars to bring a unit 1 step closer to becoming a veteran, (can only be done once for every unit)

Immolate: like disbanding except the unit’s don’t die immediately, instead they become volatile and have a chance to execute one last MELEE (not ranged, even if it’s an archer) attack, the damage of this last attack is equal to their damage at full health, multiplied by 1.2x, if there are no enemies left you can choose to disband them normally. This action costs 0 stars just like disbanding with a normal tribe and returns some stars like normal. If the unit has already attacked that turn they cannot immolate in the same turn.

Auto-immolate: only fire priests and Hearth spirits have this skill, it’s the same as immolate but doesn’t need to be activated, the damage is done automatically to the unit that defeats them.

Burning heart: fire priests, Hearth spirits and veteran units have this skill, nearby allied units heal 2 health whenever this unit uses their own passive healing.

Fire charge: only fire priests have this skill, it allows them to target an allied unit and give them a chance to immolate, but unlike normal immolation they can use it even if they already attacked that turn.

Embrace: only Hearth spirits have this ability, it allows them to heal a single unit within a 2 tile radius for 10 health, can be used after moving.

shrines: must be built on mountains, provides one star per turn for every veteran unit you have created during that game (including the ones that were lost), but it caps out at 16 stars per turn and you can only make one shrine for each terrain type (one mountains shrine, one plains shrine, one ocean/water shrine, and one forest shrine)

Hearth: all units gain an attack buff of 1.2x when standing on mountains, in addition to the normal defense boost from devotion.

Earth attunement: this tribe can see every mountain on the map including units that walk on them and buildings built on them

New task (faith): this task replaces the pacifist task, to complete it you must promote 5 units to veteran. I changed the task because this tech is important for this tribe but the pacifist task contradicts the play-style they are meant to have. I also thought it would be cool for a tribe to have a unique task.

City modules: