Crusondar

The **Crusondar** are a tribe made by Grim Squeaker#1224 on the FMT Discord server. They are a special tribe equipped with expensive but powerful troops, in addition to their unique Conversion mechanic.

## Technology Changes

* Chivalry -> Templarism
* Free Spirit -> Churches
* Spiritualism -> Monasteries
* Mathematics -> Siegecraft
* Philosophy -> Holy War

Technology alterations:

* Meditation no longer allows building of mountain temples
* Aquatism no longer allows building of water temples
* Holy war allows you to promote pilgrims to swordmen by paying 3 stars while they are on a holy building

## Troops

### Templar

Replaces the Knight.

* Health: 15
* Attack: 3
* Defence: 2
* Move: 2.5
* Range: 1
* Cost: 8
* Skills: Dash, Dismount, Fortify

### Bishop

Replaces the Mind Bender.

* Health: 10
* Attack: 0
* Defence: 1
* Move: 1
* Range: 1 (2)
* Cost: 7
* Skills: Convert, Smite

### Trebuchet

Replaces the Catapult.

* Hp: 10
* Attack: 3.5
* Defence: 0
* Move: 1
* Range: 3
* Cost: 12
* Skills: Emplacement, Breaching

### Pilgrim

Unlocked at start of the game.

* Hp: 5
* Attack: 0
* Defence: 0
* Move: 1
* Range: 0
* Cost: 5
* Skills: fervour, diplomat, small

### Seraph

Super unit

* Hp: 30
* Attack: 3
* Defence: 3
* Move: 2
* Range: 1
* Skills: Heal, Ward, Flight, Dash

## Buildings

### Church

* Replaces the Temple.
* Cost: 15
* Produces 1 population
* Upgrades same as temple but 3/4 score per upgrade
* Any unit standing on a church gets +1 attack, provided it has 1 or above attack to start off with, to a maximum of 3.5
* One church per city
* Can be built on fields, forests and mountains

### Monastery

* Replaces the Forest Temple.
* Same as the Church but heals 2 health per turn for troops standing on it instead of a damage buff.

### Cathedral

* Unlocked after building at least 5 holy buildings
* Makes all holy buildings produce 3 stars a turn
* Only one can be built per game

## Skills

* Dismount - Upon death, create a [swordsman] with [10] health
* Smite - An ability with attack 3, if this kills the enemy it will chain to a random surrounding enemy and repeat the chain process twice. (activated ability)
* Emplacement - Cannot attack unless it spends the turn before using the "Prepare" ability
* Breaching - Halves the defence of any unit attacked when it is on a city
* Fervour - Can convert cities to ally with you (not take them over) when this skill is used on the city (activated ability)
* Diplomat - Enemies cannot attack this, apparently harmless, unit, until it shows it is an enemy.
* Ward - Give a target friendly unit and a random one bordering it 6 temporary hitpoints (possibly in addition to their current hp, can exceed hp maximum) (active ability, 2 range).

## The Conversion Mechanic

If you move a pilgrim onto an enemy city, you can convince them to follow the religion of the Crusondar. They will continue to act in accordance with their tribe (creating troops, giving stars etc.), but will deal less damage to people of the Crusondar religion and, if they are AI, will attack you less (including other converted tribes). If pilgrims move too close to the capital (3 squares) or the total number of turns any pilgrim has spent on a city exceeds 2 in total, they can be attacked. Also, if you have previously attacked the tribe, pilgrims can be attacked. You cannot convert the enemy capital, but upon conquering the enemy capital, all converted cities of that tribe will join you. Note - Pilgrims cannot conquer cities, only convert. Also, attacking the enemy tribe will not remove the converted status on their cities.

## Lore

Lore #1: The Crusondar citizens, those who do not take part in their great wars, partake in various activities. One of the most common is the board game known as Shatarani, designed to test the strategic thinking and develop the abilities of even the most average citizen to basically understand the Way of Conquest that the Crusondar follow.

Lore #2: The Crusondar did not come to this world by their own design. A Templar, on one of their patrols around their home square, discovered a portal. Unknown to them, it was a portal that the Mindranii had created aeons ago and abandoned, as it appeared to only lead to a barren corner of the square. However, the Crusondar, upon looking through it, discovered a land unlike any of their square, and sent out scouting parties. They came back with tales of a rich land, full of warring tribes, and the seraphim gave their blessing to conquer it. Thus, the Crusondar came to our square.

Lore #3: The Crusondar, upon first encounters with the Cercerci, were worried to say the least. Here was a tribe that worshipped another being apart from the Seraphim, one whom not even the Crusondar's Arch-Seraphim knew of, and there were few being who could hide from His eyes, they that brought about the destruction of empires and heralded the execution of kings. Though the Cercerei may not have interacted with them much, the Seraphim, in their temples and palaces, were worried deeply about this rival being, who commanded the worship of so many. As was the case much of the time, their eventual conclusion was that the rivals must be conquered, and any memory of this enemy being be razed to the ground. The command was sent out to the Bishops, who issued an edict to the common folk. Pilgrims, serving their chosen Seraphim as best they could, visited the Cercerei's cities and talked of the religion of the Crusondar. Many joined them, and as they did, swordsmen were deployed to destroy the herds of hellish dogs whom these insane worshippers of blood held so dearly. The Cercerei were the first to escalate the skirmishes into a full war, and the Seraphim, who had been waiting for this moment since the first pilgrims arrived, personally marshalled their guardian Templars and gave their blessing to the war. In their heartlands, the construction of great Trebuchets began. The Cercerei may have fanatical devotion to a man, and hounds of blood to ride on. But the Crusondar people had trained for war their whole life. The Crusondar do not charge headlong into the enemy with shrieking cries of bloody murder. The Crusondar wait patiently in neatly ordered rows, their Templars and Bishops, beacons of solitude and righteousness. Eventually, the enemy will grow impatient, they will make a mistake. And when they do, the Crusondar will crush them.

## Gallery

Crusondar head, drawn by ThatOneKid#5541.Crusondar special units, drawn by ThatOneKidCrusondar head, drawn by the creator.