turns-00082.parquet:5242
ed978c598019b1b6cdfa8cfb
turn 1/1gpt-4.1-mini-2025-04-14EnglishRussia8732 words
degenerate_repetitionAbsentFinal dense release
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Вот какие культуры в игре Age of Wonder 4 уже есть (изначальная игра): Culture Affinity Province improvement Buildings Units Champion weapons Other effects Culture Barbarian.png Barbarian Affinity chaos.png 1 Chaos Affinity nature.png 1 Nature Forester Forest of Stakes Knowledge Battle Ritual Site Knowledge Ancestral Seer Hall Shrine of the Wargod Town Hall II: Communal Tent Town Hall III: Halls of War Town Hall IV: Warlord's Pavillon Pathfinder Sunderer Warrior Fury War Shaman Berserker Defender: Axe and Shield (default) Mage: Blight Orb Ranger: Bow Ritualist: Blight Staff Warrior: Greataxe DLC and Pantheon unlocks +4 Damage blight.png Blight Damage on critical hits (doubled on non-repeating attacks) Can activate the Ritual of Alacrity Army on the outpost or city hex recovers 100% of Unit stats movement.png move points, and recovers 50% of Hit points hp or removes Exhausted. Cooldown 3 turns turns. Culture Dark.png Dark Affinity shadow.png 2 Shadow Mine Dark Forge Gold Experimentation Chambers Gold Underground Laboratory City stability Interrogation Dungeon City stability Ritual Mausoleum Draft Overlord's Tower City tier Town Hall II: Dread Spire Town Hall III: Stronghold Town Hall IV: Dread Palace Dark Warrior Outrider Pursuer Night Guard Warlock Dark Knight Defender: Sword (Cleaver) and Shield (default) Mage: Frost Orb Ranger: Bow Ranger: Sword (Cleaver) and Crossbow Ritualist: Frost Staff Warrior: Lance DLC and Pantheon unlocks Cities can negate City Stability income penalties +20% Damage against units with Weakened Attacking units with Weakened grants the unit Regeneration once per turn -10 Evil alignment Alignment Culture Feudal.png Feudal Affinity order.png 1 Order (unrecognized string “Farmstead” for Template:Building) Town Hall II: Castle Town Hall III: Citadel Town Hall IV: Grand Estate Archer (unrecognized string “Milita” for Template:Unit) Scout Bannerman Defender (unrecognized string “Aspirant Knight” for Template:Unit) Knight Defender: Sword (Longsword) and Shield (default) Mage: Spirit Orb Ranger: Bow Ranger: Sword (Longsword) and Crossbow Ritualist: Spirit Staff Warrior: Greatsword Warrior: Lance DLC and Pantheon unlocks Culture High.png High Affinity order.png 2 Order Research post Sunshrine Production Artisan Workshop Draft Lightforge City stability Solar Nexus Town Hall II: Atrium of Light Town Hall III: Pantheon Town Hall IV: Solar Sanctum Dawn Defender Dusk Hunter Lightseeker Daylight Spear Sun Priest Awakener Defender: Sword (Scimitar) and Shield (default) Mage: Spirit Orb Ranger: Bow Ranger: Sword (Scimitar) and Crossbow Ritualist: Spirit Staff Warrior: Lance DLC and Pantheon unlocks Awakened Units have +4 Damage spirit.png Spirit Damage on Base Attacks Awakened Units activate any Dormant Traits +10 Good alignment Alignment +25 City Stability if Pure good alignment Pure Good alignment +10 Food and Production per City Stability Level if Neutral alignment Neutral alignment Unit starts combat with Awakened if Pure evil alignment Pure Evil alignment Culture Industrious.png Industrious Affinity materium.png 2 Materium Quarry Builder's Quarters Food Worker's Farmstead Food Grand Mill Fortification health Bastion's Barricade Town Hall II: Bulwark City tier Town Hall III: Forge Tower Town Hall IV: Industry Compound Anvil Guard Arbalest Pioneer Halberdier Steelshaper Bastion Defender: Hammer and Shield (default) Mage: Fire Orb Ranger: Crossbow Ritualist: Fire Staff Warrior: Maul DLC and Pantheon unlocks Once per turn each unit gains Bolstered Defense and Bolstered resistance Scout Units can Prospect in friendly or neutral provinces Culture Mystic.png Mystic Affinity astral.png 1 Astral Production Evocator's Abode Production Stone Conjurer Town Hall II: Mage's Plaza Town Hall III: Mystic Spire City tier Town Hall IV: Wizard's Auditorium Arcane Guard Arcanist Mystic Projection Soother Spellshield Defender: Mace and Shield (default) Mage: Lightning Orb Ranger: Bow Ritualist: Lightning Staff Warrior: Bladed Mace DLC and Pantheon unlocks Have three schools to choose from. Can see Astral Echoes pickups (except Potential) Это они добавили в первом сезоне: Culture Reaver.png Reaver Affinity materium.png 1 Materium Affinity chaos.png 1 Chaos Mine Reaver Manufactorum Mana Mana Forge Mana Lodestone Foundry Mana Extraction Nexus Town Hall II: Steel Hall Town Hall III: Chained Spire Town Hall IV: Ironclad Citadel (unrecognized string “Dragoon” for Template:Unit) (unrecognized string “Harrier” for Template:Unit) (unrecognized string “Magelock” for Template:Unit) (unrecognized string “Magelock Cannon” for Template:Unit) (unrecognized string “Mercenary” for Template:Unit) (unrecognized string “Observer” for Template:Unit) (unrecognized string “Overseer” for Template:Unit) Ranger: Pistol and Sword (Saber) (default) Defender: Reaver's Halberd Defender: Sword (Saber) and Shield Ranger: Heavy Magelock DLC and Pantheon unlocks -1 Resource whispering stones.png Whispering Stone Total War War Spoils Culture Primal.png Primal Affinity nature.png 1 Nature Megalith Production Woodcarver's Workshop Production Stonestele Food Shrine to the Spirits Town Hall II: Clan Lodge Town Hall III: Spirit Hall Town Hall IV: Primeval Palace (unrecognized string “Ancestral Warden” for Template:Unit) (unrecognized string “Animist” for Template:Unit) (unrecognized string “Primal Charger” for Template:Unit) (unrecognized string “Primal Darter” for Template:Unit) (unrecognized string “Protector” for Template:Unit) (unrecognized string “Spirit Tracker” for Template:Unit) Defender: Handaxe and Shield (default) Mage: Blight Orb (Mire Crocodile or Tunneling Spider totem) Mage: Fire Orb (Ash Sabertooth or Dune Serpent totem) Mage: Frost Orb (Glacial Mammoth totem) Mage: Spirit Orb (Sylvan Wolf totem) Defender: Spear Ritualist: Staff of the Spirit Animal Warrior: Greataxe DLC and Pantheon unlocks Choose a Primal Animal as culture's totem, giving affinity, environmental preferences, and terrain bonuses Units gain stacks of Rising Fury Это во втором (восточно-азиатская): Culture Oathsworn.png Oathsworn Affinity order.png 1 Order Gold Training Hall Gold Hall of Devotion City stability Paragon Quarters Town Hall II: Oath Square Town Hall III: Steel Bastion Town Hall IV: Palace of Vows (unrecognized string “Wayfarer” for Template:Unit) (unrecognized string “Honor Blade” for Template:Unit) (unrecognized string “Sworn Guard” for Template:Unit) (unrecognized string “Sealbearer” for Template:Unit) (unrecognized string “Vowkeeper” for Template:Unit) Defender: Sword (Hwandudaedo?) and Shield (default) Defender: Glaive (Yaoyindao) Mage: Fire Orb (Oath of Strife) Mage: Spirit Orb: (Oath of Harmony or Righteousness) Ranger: Bow Ritualist: Purging Staff (changes look depending on Oath) Warrior: Cestus Warrior: Flaming Greatclub (Kanabo?) (Oath of Strife) Warrior: Greatsword (Nodachi?) (Oath of Harmony or Righteousness) DLC and Pantheon unlocks Choose one of three Oaths to follow, granting this culture's units bonuses for adherence and penalties for violation Sealbearer's magic attacks change damage type to the one associated with the Oath's affinity either fully (full action) or half the damage (1 action, repeatable) from spirit damage Devotion is a culture-specific alignment that changed based on player's/AI's actions in game. Having high devotion increases the benefits from the oath's trait and increases stability, while negative Devotion causes penalties to combat performance and stability. It has following levels: Oathbreaker (-40 to -1): -40 Morale.png stability Neutral (0 to 19) +0 Morale.png stability Adherent (20 to 69) +10 Morale.png stability Devotee (70 to 119) +20 Morale.png stability Paragon (120 to 129) +40 Morale.png stability Each Oath's tier 3 unit gains a special action if at maximum level of Devotion Вот юниты по культурам: General units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Ballista Unit type siegecraft.png Siegecraft 2 15 1 1 16 220 Resource unit production.png 140 Resource gold.png 12 Resource gold.png Ballista Defense Mode Charge Resistance Demolisher Land Movement Large Target Siegecraft Siege Ballista Towers Unit type siegecraft.png Siegecraft 3 60 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png Status resistances 3 Blight immunity X Ballista Blight Immunity Charge Resistance Demolisher Large Target Siegecraft Siege Catapult Towers Unit type siegecraft.png Siegecraft 3 60 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png Status resistances 3 Blight immunity X Catapult Blight Immunity Charge Resistance Demolisher Large Target Siegecraft Siege Onager Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png Status resistances 3 Catapult Charge Resistance Demolisher (unrecognized string “immobilized” for Template:Trait) Status Effect Immunity: Morale Large Target Siegecraft Siege Trebuchet Unit type siegecraft.png Siegecraft 3 35 2 2 16 160 Resource unit production.png 110 Resource gold.png 20 Resource gold.png Status resistances 3 Trebuchet Charge Resistance Demolisher Large Target Siegecraft Siege Barbarian culture units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Pathfinder Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode Farsight Outpost Builder Savage Strike Cavalry Forest Walk Land Movement Mountain Walk Scout Unit Swamp Walk Culture: Barbarian Sunderer Unit type skirmisher.png Skirmisher 1 55 1 1 40 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike Javelin Defense Mode Savage Strike Slippery Swift Land Movement Skirmisher Unit Culture: Barbarian Warrior Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike Shield Bash Defense Mode: Shield Wall Savage Strike Shield Defense Land Movement Optional Cavalry Shield Unit Culture: Barbarian Fury Unit type ranged.png Ranged 2 60 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Shoot Bow Defense Mode Frenzy Savage Strike Land Movement Optional Cavalry Ranged Unit Culture: Barbarian War Shaman Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 (unrecognized string “poison_blast_war_shaman” for Template:Ability) Invigorate Defense Mode: Warding Savage Strike Land Movement Support Unit Culture: Barbarian Berserker Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Charge Strike Defense Mode Berserker's Rage Frenzy Savage Strike Land Movement Shock Unit Culture: Barbarian Dark culture units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Dark Warrior Unit type shock.png Shock 1 60 1 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Charge Strike Defense Mode Cull the Weak Land Movement Shock Unit Culture: Dark Outrider Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode Farsight Infiltrate Cavalry Forest Camouflage Land Movement Mountain Camouflage Scout Unit Swamp Camouflage Culture: Dark Pursuer Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode Cull the Weak Land Movement Optional Cavalry Ranged Unit Culture: Dark Night Guard Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Melee Strike Defense Mode Charge Resistance Cull the Weak Dark Stalwart First Strike Land Movement Polearm Unit Culture: Dark Warlock Unit type battle mage.png Battle Mage 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Weakening Bolts Sundering Curse Defense Mode Cull the Weak Battle Mage Unit Land Movement Culture: Dark Dark Knight Unit type shock.png Shock 3 90 3 3 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Charge Strike Dark Surge Defense Mode Cull the Weak Cavalry Land Movement Shock Unit Culture: Dark Feudal culture units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Archer (Legendary rank (unrecognized string “Longbow” for Template:Unit) if Faction#Feudal_authorities) Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode (unrecognized string “aspirant_longbow” for Template:Trait) if File:Culture feudal authority monarchy.png Monarchy Land Movement Ranged Unit Culture: Feudal Defender (Legendary rank (unrecognized string “Liege Guard” for Template:Unit) if Faction#Feudal_authorities) Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike Defense Mode: Shield Wall Heavy Shield Shield Defense (unrecognized string “aspirant_liege_guard” for Template:Trait) if File:Culture feudal authority aristocracy.png Aristocracy Land Movement Optional Cavalry Shield Unit Culture: Feudal Militia Unit type polearm.png Polearm 1 65 2 1 32 60 Casting points world map.png 60 Resource gold.png per 2 1 Resource gold.png Melee Strike Defense Mode Charge Resistance First Strike Land Movement Polearm Unit Culture: Feudal Scout Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode Farsight Low Maintenance Cavalry Land Movement Road Walk Scout Unit Culture: Feudal Bannerman Unit type support.png Support 2 70 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Banner Smite Soothing Standard Defense Mode: Warding (unrecognized string “war_banner_bannerman” for Template:Trait) Land Movement Optional Cavalry Support Unit Culture: Feudal Aspirant Knight Unit type shock.png Shock 2 70 2 2 48 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png (unrecognized string “charge_strike_aspirant_knight” for Template:Ability) Defense Mode (unrecognized string “aspirant_knight_trait” for Template:Trait) (unrecognized string “isolation_slayer” for Template:Trait) Slippery Cavalry Land Movement Shock Unit Culture: Feudal Longbow Unit type ranged.png Ranged 3 80 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 (unrecognized string “shoot_bow_longbow” for Template:Ability) (unrecognized string “longshot_longbow” for Template:Ability) Defense Mode (unrecognized string “longbow_trait” for Template:Trait) Land Movement Ranged Unit Culture: Feudal File:Culture feudal authority monarchy.png Monarchy Liege Guard Unit type shield.png Shield 3 100 6 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 (unrecognized string “melee_strike_liege_guard” for Template:Ability) (unrecognized string “sworn_bond_liege_guard” for Template:Ability) Defense Mode: Shield Wall Heavy Shield Shield Defense Land Movement Optional Cavalry Shield Unit Culture: Feudal File:Culture feudal authority aristocracy.png Aristocracy Knight Unit type shock.png Shock 4 110 4 4 48 300 Resource unit production.png 200 Resource gold.png 30 Resource gold.png 3 Resource imperium.png Status resistances 7 Charge Strike Defense Mode (unrecognized string “graceful_charge” for Template:Trait) Inspiring Killer Slippery Cavalry Land Movement Shock Unit Culture: Feudal Only available by promoting Legend rank Aspirant Knights if the empire possesses a Tier IV Feudal Town Hall High culture units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Dawn Defender Unit type shield.png Shield 1 75 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike Defense Mode: Shield Wall Dormant: Shield of Light Shield Defense Land Movement Optional Cavalry Shield Unit Culture: High Dusk Hunter Unit type ranged.png Ranged 1 50 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode Dormant: Seeking Arrows Land Movement Ranged Unit Culture: High Lightseeker Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Bow Defense Mode Greater Farsight Cavalry Land Movement Scout Unit Culture: High Daylight Spear Unit type polearm.png Polearm 2 75 3 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Melee Strike Defense Mode Charge Resistance Dormant: Guardian First Strike Land Movement Polearm Unit Culture: High Sun Priest Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Spirit Blast Twin Awakening Mending Awakening Defense Mode: Warding Dormant: Radiant Light Land Movement Support Unit Culture: High Awakener Unit type battle mage.png Battle Mage 3 75 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Spirit Bolts Exposing Light Awaken Defense Mode Dormant: Radiant Light Battle Mage Unit Land Movement Optional Cavalry Culture: High Industrious culture units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Anvil Guard Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike Taunt Defense Mode: Shield Wall Bolstering Shield Defense Watchful Land Movement Shield Unit Culture: Industrious Arbalest Unit type ranged.png Ranged 1 50 2 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Shoot Crossbow Overdraw Crossbow Defense Mode Bolstering Land Movement Optional Cavalry Ranged Unit Culture: Industrious Pioneer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Crossbow Defense Mode Farsight Cavalry Land Movement Mountain Walk Scout Unit Culture: Industrious Halberdier Unit type polearm.png Polearm 2 75 3 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Melee Strike Defense Mode Bolstering Charge Resistance First Strike Rune of Retaliation Watchful Land Movement Polearm Unit Culture: Industrious Steelshaper Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Steel Blast Strength From Steel Grant Defense Defense Mode: Warding Bolstering Land Movement Support Unit Culture: Industrious Bastion Unit type shield.png Shield 3 100 7 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Melee Strike Defensive Sweep Inspiring Defense Defense Mode: Shield Wall Bolstering Shield Defense Watchful Land Movement Optional Cavalry Shield Unit Culture: Industrious Mystic culture units Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Arcane Guard Unit type polearm.png Polearm 1 65 1 2 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike if Culture mystic school of attunement.png Attunement School Melee Strike if Culture mystic school of potential.png Potential School Melee Strike if Culture mystic school of summoning.png Summoning School Defense Mode Attunement: Star Blades if Culture mystic school of attunement.png Attunement School Astral Connection if Culture mystic school of summoning.png Summoning School Charge Resistance First Strike Land Movement Polearm Unit Culture: Mystic Arcanist Unit type battle mage.png Battle Mage 1 45 0 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Cosmic Bolts if Culture mystic school of attunement.png Attunement School Rift Bolts if Culture mystic school of potential.png Potential School Lightning Bolts if Culture mystic school of summoning.png Summoning School Defense Mode Attunement: Star Blades if Culture mystic school of attunement.png Attunement School Astral Connection if Culture mystic school of summoning.png Summoning School Battle Mage Unit Land Movement Culture: Mystic Mystic Projection Unit type scout.png Scout 1 45 0 0 32 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Spirit weakness -4 Cosmic Bolts if Culture mystic school of attunement.png Attunement School Rift Bolts if Culture mystic school of potential.png Potential School Lightning Bolts if Culture mystic school of summoning.png Summoning School Defense Mode Attunement: Star Blades if Culture mystic school of attunement.png Attunement School Astral Connection if Culture mystic school of summoning.png Summoning School Farsight Pass Through Ethereal Floating Scout Unit Culture: Mystic Soother Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Cosmic Blast if Culture mystic school of attunement.png Attunement School Rift Blast if Culture mystic school of potential.png Potential School Lightning Blast if Culture mystic school of summoning.png Summoning School Soothing Breeze Defense Mode: Warding Attunement: Star Blades if Culture mystic school of attunement.png Attunement School Astral Connection if Culture mystic school of summoning.png Summoning School Spell Channeling Land Movement Support Unit Culture: Mystic Spellshield Unit type shield.png Shield 2 80 5 2 48 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Melee Strike if Culture mystic school of attunement.png Attunement School Stunning Flash if Culture mystic school of attunement.png Attunement School Melee Strike if Culture mystic school of potential.png Potential School Flash Freeze if Culture mystic school of potential.png Potential School Melee Strike if Culture mystic school of summoning.png Summoning School Stunning Flash if Culture mystic school of summoning.png Summoning School Defense Mode: Shield Wall Attunement: Star Blades if Culture mystic school of attunement.png Attunement School Astral Connection if Culture mystic school of summoning.png Summoning School Shield Defense Land Movement Cavalry Shield Unit Culture: Mystic Spellbreaker Unit type battle mage.png Battle Mage 3 75 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Cosmic Bolts Star Purge Defense Mode Attuned Cast Attunement: Star Blades Battle Mage Unit Land Movement Optional Cavalry Culture: Mystic Culture mystic school of attunement.png Attunement School Spellweaver Unit type battle mage.png Battle Mage 3 75 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Rift Bolts (unrecognized string “dissonant_weave_spellweaver” for Template:Ability) Defense Mode Arcane Conduit Battle Mage Unit Land Movement Optional Cavalry Culture: Mystic Culture mystic school of potential.png Potential School Summoner Unit type support.png Support 3 80 2 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 5 Lightning Blast Spirit Summon: Dormant Astral Bond Defense Mode: Warding Astral Connection Land Movement Optional Cavalry Support Unit Culture: Mystic Culture mystic school of summoning.png Summoning School Reaver culture units Reaver culture requires DLC Empires & Ashes.png Empires & Ashes DLC Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Mercenary Unit type polearm.png Polearm 1 75 3 2 32 80 Resource unit production.png 60 Resource gold.png 12 Resource gold.png Melee Strike Drive Back Defense Mode Charge Resistance First Strike Focused Aggression High Maintenance Land Movement Polearm Unit Culture: Reaver Harrier Unit type skirmisher.png Skirmisher 1 55 1 1 40 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike Cast Net Defense Mode Focused Aggression Slippery Swift Land Movement Skirmisher Unit Culture: Reaver Observer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Lightning weakness -4 Spirit resistance 2 Mark Defense Mode Control Loss Immunity Heartless Non-Vital Reinforced Sensing Scope Construct Flying Scout Unit Culture: Reaver Overseer Unit type support.png support 2 70 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Marking Blast Subdue Patch Up Defense Mode: Warding Focused Aggression Land Movement Optional Cavalry Support Unit Culture: Reaver Magelock Unit type ranged.png Ranged 2 60 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png (unrecognized string “snapshot_heavy_magelock_magelock” for Template:Ability) Fire Heavy Magelock Defense Mode Focused Aggression Land Movement Ranged Unit Culture: Reaver Dragoon Unit type skirmisher.png Skirmisher 3 80 2 2 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Melee Strike Harrying Shot Defense Mode Fleeting Focused Aggression Master Skirmisher Slippery Swift Land Movement Cavalry Skirmisher Unit Culture: Reaver Magelock Cannon Unit type ranged.png Ranged 3 80 4 2 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Lightning weakness -4 Spirit resistance 2 Fire Cannon Defense Mode Control Loss Immunity Focused Aggression Heartless Reinforced Siege Breaker Construct Land Movement Ranged Unit Culture: Reaver Primal culture units Primal culture requires DLC Primal Fury.png Primal Fury DLC Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Spirit Tracker Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Bow if Culture primal ash sabertooth.png Ash Sabertooth totem Shoot Bow if Culture primal dune serpent.png Dune Serpent totem Shoot Bow if Culture primal glacial mammoth.png Glacial Mammoth totem Shoot Bow if Culture primal mire crocodile.png Mire Crocodile totem Shoot Bow if Culture primal storm crow.png Storm Crow totem Shoot Bow if Culture primal sylvan wolf.png Sylvan Wolf totem Shoot Bow if Culture primal tunneling spider.png Tunneling Spider totem Defense Mode Farsight Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem Cavalry Land Movement Scout Unit Primal Concealment Spirit Finder Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem Sand Walk if Culture primal dune serpent.png Dune Serpent totem Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem Grassland Walk if Culture primal storm crow.png Storm Crow totem Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem Culture: Primal Protector Unit type shield.png Shield 1 70 5 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike if Culture primal ash sabertooth.png Ash Sabertooth totem Primal Renewal if Culture primal ash sabertooth.png Ash Sabertooth totem Melee Strike if Culture primal dune serpent.png Dune Serpent totem Primal Renewal if Culture primal dune serpent.png Dune Serpent totem Melee Strike if Culture primal glacial mammoth.png Glacial Mammoth totem Primal Renewal if Culture primal glacial mammoth.png Glacial Mammoth totem Melee Strike if Culture primal mire crocodile.png Mire Crocodile totem Primal Renewal if Culture primal mire crocodile.png Mire Crocodile totem Melee Strike if Culture primal storm crow.png Storm Crow totem Primal Renewal if Culture primal storm crow.png Storm Crow totem Melee Strike if Culture primal sylvan wolf.png Sylvan Wolf totem Primal Renewal if Culture primal sylvan wolf.png Sylvan Wolf totem Melee Strike if Culture primal tunneling spider.png Tunneling Spider totem Primal Renewal if Culture primal tunneling spider.png Tunneling Spider totem Defense Mode: Shield Wall Shield Defense Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem Land Movement Optional Cavalry Shield Unit Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem Sand Walk if Culture primal dune serpent.png Dune Serpent totem Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem Grassland Walk if Culture primal storm crow.png Storm Crow totem Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem Culture: Primal Primal Darter Unit type ranged.png Ranged 1 55 1 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Shoot Blowgun if Culture primal ash sabertooth.png Ash Sabertooth totem Disengaging Shot if Culture primal ash sabertooth.png Ash Sabertooth totem Shoot Blowgun if Culture primal dune serpent.png Dune Serpent totem Disengaging Shot if Culture primal dune serpent.png Dune Serpent totem Shoot Blowgun if Culture primal glacial mammoth.png Glacial Mammoth totem Disengaging Shot if Culture primal glacial mammoth.png Glacial Mammoth totem Shoot Blowgun if Culture primal mire crocodile.png Mire Crocodile Disengaging Shot if Culture primal mire crocodile.png Mire Crocodile Shoot Blowgun if Culture primal storm crow.png Storm Crow totem Disengaging Shot if Culture primal storm crow.png Storm Crow totem Shoot Blowgunif Culture primal sylvan wolf.png Sylvan Wolf totem Disengaging Shot if Culture primal sylvan wolf.png Sylvan Wolf totem Shoot Blowgun if Culture primal tunneling spider.png Tunneling Spider totem Disengaging Shot if Culture primal tunneling spider.png Tunneling Spider totem Defense Mode Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem Land Movement Ranged Unit Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem Sand Walk if Culture primal dune serpent.png Dune Serpent totem Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem Grassland Walk if Culture primal storm crow.png Storm Crow totem Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem Culture: Primal Primal Charger Unit type shock.png Shock 2 70 2 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Charge Strike if Culture primal ash sabertooth.png Ash Sabertooth totem Cleaving Charge if Culture primal ash sabertooth.png Ash Sabertooth totem Charge Strike if Culture primal dune serpent.png Dune Serpent totem Cleaving Charge if Culture primal dune serpent.png Dune Serpent totem Charge Strike if Culture primal glacial mammoth.png Glacial Mammoth totem Cleaving Charge if Culture primal glacial mammoth.png Glacial Mammoth totem Charge Strike if Culture primal mire crocodile.png Mire Crocodile totem Cleaving Charge if Culture primal mire crocodile.png Mire Crocodile totem Charge Strike if Culture primal storm crow.png Storm Crow totem Cleaving Charge if Culture primal storm crow.png Storm Crow totem Charge Strike if Culture primal sylvan wolf.png Sylvan Wolf totem Cleaving Charge if Culture primal sylvan wolf.png Sylvan Wolf totem Charge Strike if Culture primal tunneling spider.png Tunneling Spider totem Cleaving Charge if Culture primal tunneling spider.png Tunneling Spider totem Defense Mode Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem Land Movement Shock Unit Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem Sand Walk if Culture primal dune serpent.png Dune Serpent totem Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem Grassland Walk if Culture primal storm crow.png Storm Crow totem Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem Culture: Primal Animist Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Fire Blast if Culture primal ash sabertooth.png Ash Sabertooth totem Summon Primal Sabertooth if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Blast if Culture primal dune serpent.png Dune Serpent totem Summon Primal Serpent if Culture primal dune serpent.png Dune Serpent totem Frost Blast if Culture primal glacial mammoth.png Glacial Mammoth totem Summon Primal Mammoth if Culture primal glacial mammoth.png Glacial Mammoth totem Poison Blast if Culture primal mire crocodile.png Mire Crocodile Summon Primal Crocodile if Culture primal mire crocodile.png Mire Crocodile totem Lightning Blast if Culture primal storm crow.png Storm Crow totem Summon Primal Crow if Culture primal storm crow.png Storm Crow totem Spirit Blast if Culture primal sylvan wolf.png Sylvan Wolf totem Summon Primal Wolf if Culture primal sylvan wolf.png Sylvan Wolf totem Poison Blast if Culture primal tunneling spider.png Tunneling Spider totem Summon Primal Spider if Culture primal tunneling spider.png Tunneling Spider totem Spiritual Healing Defense Mode: Warding Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem Land Movement Optional Cavalry Support Unit Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem Sand Walk if Culture primal dune serpent.png Dune Serpent totem Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem Grassland Walk if Culture primal storm crow.png Storm Crow totem Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem Culture: Primal Ancestral Warden Unit type polearm.png Polearm 3 95 4 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Melee Strike if Culture primal ash sabertooth.png Ash Sabertooth totem Primal Lunge if Culture primal ash sabertooth.png Ash Sabertooth totem Melee Strike if Culture primal dune serpent.png Dune Serpent totem Primal Lunge if Culture primal dune serpent.png Dune Serpent totem Melee Strike if Culture primal glacial mammoth.png Glacial Mammoth totem Primal Lunge if Culture primal glacial mammoth.png Glacial Mammoth totem Melee Strike if Culture primal mire crocodile.png Mire Crocodile Primal Lunge if Culture primal mire crocodile.png Mire Crocodile Melee Strike if Culture primal storm crow.png Storm Crow totem Primal Lunge if Culture primal storm crow.png Storm Crow totem Melee Strike if Culture primal sylvan wolf.png Sylvan Wolf totem Primal Lunge if Culture primal sylvan wolf.png Sylvan Wolf totem Melee Strike if Culture primal tunneling spider.png Tunneling Spider totem Primal Lunge if Culture primal tunneling spider.png Tunneling Spider totem Defense Mode Charge Resistance First Strike Ash Sabertooth's Boon if Culture primal ash sabertooth.png Ash Sabertooth totem Dune Serpent's Boon if Culture primal dune serpent.png Dune Serpent totem Glacial Mammoth's Boon if Culture primal glacial mammoth.png Glacial Mammoth totem Mire Crocodile's Boon if Culture primal mire crocodile.png Mire Crocodile totem Status Effect Immunity: Diseased if Culture primal mire crocodile.png Mire Crocodile totem Storm Crow's Boon if Culture primal storm crow.png Storm Crow totem Sylvan Wolf's Boon if Culture primal sylvan wolf.png Sylvan Wolf totem Tunneling Spider's Boon if Culture primal tunneling spider.png Tunneling Spider totem Land Movement Polearm Unit Desolate Walk if Culture primal ash sabertooth.png Ash Sabertooth totem Sand Walk if Culture primal dune serpent.png Dune Serpent totem Arctic Walk if Culture primal glacial mammoth.png Glacial Mammoth totem Swamp Walk if Culture primal mire crocodile.png Mire Crocodile totem Grassland Walk if Culture primal storm crow.png Storm Crow totem Forest Walk if Culture primal sylvan wolf.png Sylvan Wolf totem Cave Walk if Culture primal tunneling spider.png Tunneling Spider totem Culture: Primal Oathsworn culture units Oathsworn culture requires DLC Ways of War.pngWays of War DLC Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source Honor Blade Unit type fighter.png Fighter 1 70 3 2 32 80 Resource unit production.png 60 Resource gold.png 12 Resource gold.png Melee Strike if Culture oathsworn oath of harmony.png Oath of Harmony Defensive Strike if Culture oathsworn oath of harmony.png Oath of Harmony Melee Strike if Culture oathsworn oath of righteousness.png Oath of Righteousness Defensive Strike if Culture oathsworn oath of righteousness.png Oath of Righteousness Melee Strike if Culture oathsworn oath of strife.png Oath of Strife Defensive Strike if Culture oathsworn oath of strife.png Oath of Strife Defense Mode High Maintenance Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife Fighter Unit Land Movement Optional Cavalry Culture: Oathsworn Sworn Guard Unit type polearm.png Polearm 1 70 2 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png Melee Strike if Culture oathsworn oath of harmony.png Oath of Harmony Melee Strike if Culture oathsworn oath of righteousness.png Oath of Righteousness Melee Strike if Culture oathsworn oath of strife.png Oath of Strife Defense Mode Charge Resistance First Strike Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife Land Movement Polearm Unit Culture: Oathsworn Wayfarer Unit type scout.png Scout 1 45 0 0 40 60 Resource unit production.png 50 Resource gold.png 8 Resource gold.png Shoot Bow if Culture oathsworn oath of harmony.png Oath of Harmony Shoot Bow if Culture oathsworn oath of righteousness.png Oath of Righteousness Shoot Bow if Culture oathsworn oath of strife.png Oath of Strife Defense Mode Farsight Retreat Expert if Culture oathsworn oath of harmony.png Oath of Harmony or Culture oathsworn oath of righteousness.png Oath of Righteousness Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife Cavalry Land Movement Scout Unit Culture: Oathsworn Sealbearer Unit type battle mage.png Battle Mage 2 55 1 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Seal Bolts if Culture oathsworn oath of harmony.png Oath of Harmony Resonance Seal if Culture oathsworn oath of harmony.png Oath of Harmony Seal Bolts if Culture oathsworn oath of righteousness.png Oath of Righteousness Transference Seal if Culture oathsworn oath of righteousness.png Oath of Righteousness Seal Bolts if Culture oathsworn oath of strife.png Oath of Strife Fire Seal if Culture oathsworn oath of strife.png Oath of Strife Defense Mode Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife Land Movement Battle Mage Unit Culture: Oathsworn Vowkeeper Unit type support.png Support 2 60 1 3 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png Status resistances 2 Purging Blast if Culture oathsworn oath of harmony.png Oath of Harmony Vow of Healing if Culture oathsworn oath of harmony.png Oath of Harmony Vow of Purification if Culture oathsworn oath of harmony.png Oath of Harmony Purging Blast if Culture oathsworn oath of righteousness.png Oath of Righteousness Vow of Healing if Culture oathsworn oath of righteousness.png Oath of Righteousness Vow of Purification if Culture oathsworn oath of righteousness.png Oath of Righteousness Purging Blast if Culture oathsworn oath of strife.png Oath of Strife Vow of Healing if Culture oathsworn oath of strife.png Oath of Strife Vow of Purification if Culture oathsworn oath of strife.png Oath of Strife Defense Mode: Warding Harmonize if Culture oathsworn oath of harmony.png Oath of Harmony Nobility if Culture oathsworn oath of righteousness.png Oath of Righteousness Warrior's Soul if Culture oathsworn oath of strife.png Oath of Strife Land Movement Optional Cavalry Support Unit Culture: Oathsworn Peacebringer Unit type ranged.png Ranged 3 80 2 2 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Shoot Bow Line Shot Quick Stab (unrecognized string “arrow_of_harmony” for Template:Ability) if at maximum devotion level Defense Mode Harmonize Paragon of Harmony Ranged Unit Land Movement Cavalry Culture: Oathsworn Culture oathsworn oath of harmony.png Oath of Harmony Avenger Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Charge Strike Helmsplitter (unrecognized string “radiant_slash” for Template:Ability) if at maximum devotion level Defense Mode Nobility Paragon of Righteousness Shock Unit Land Movement Culture: Oathsworn Culture oathsworn oath of righteousness.png Oath of Righteousness Warbound Unit type shock.png Shock 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png Status resistances 3 Flaming Charge Strike Bulldoze (unrecognized string “infernal_blaze” for Template:Ability) if at maximum devotion level Defense Mode Paragon of Strife Warrior's Soul Shock Unit Land Movement Culture: Oathsworn Culture oathsworn oath of strife.png Oath of Strife Примечания по субкультурам, которые есть у некоторых культур (те культуры делятся на них): Sub-cultures Some cultures has subculture options that changes a cultures gameplay. Subculture options do not affect faction biography. Feudal authorities The Feudal culture has two authorities: Authority Affinity Province improvement Buildings Units Other effects File:Culture feudal authority monarchy.png Monarchy Affinity materium.png 1 Materium (unrecognized string “Militia Barracks” for Template:Building) (unrecognized string “Royal Smith” for Template:Building) (unrecognized string “Retainer's Estate” for Template:Building) (unrecognized string “Longbow” for Template:Unit) Units have For the Monarch While fighting beside the ruler or in home borders, they get: +1 Defense and Unit stats resistance.png +10% damage +10 Morale.png morale Units in the army led by the ruler cost no upkeep. Unlike most upkeep modifiers, this includes Resource imperium.png Imperium upkeep and is not subject to the 50% cap. Does not affect the Ruler itself. Archer promotes into (unrecognized string “Longbow” for Template:Unit) if the City tier Town Hall III: Citadel is built in any city File:Culture feudal authority aristocracy.png Aristocracy Affinity nature.png 1 Nature (unrecognized string “House Hunting Grounds” for Template:Building) (unrecognized string “Serf Quarters” for Template:Building) Gold Lord's Manor (unrecognized string “Liege Guard” for Template:Unit) The empire is divided into Houses. A city's governor is its House head. Units recruited/summoned in the city or near armies led by any city's House join that House. Units have For the Liege: -10% upkeep per House head's (unrecognized string “renown” for Template:Icon) Renown level if army is led by their House head +5 Hit points HP per world map turn per House head's (unrecognized string “renown” for Template:Icon) Renown level if army is led by their House head +10 Hit points HP per House head's (unrecognized string “renown” for Template:Icon) Renown level in battle beside their House head +5 Morale.png morale per House head's (unrecognized string “renown” for Template:Icon) Renown level in battle beside their House head Defender promotes into (unrecognized string “Liege Guard” for Template:Unit) if the City tier Town Hall III: Citadel is built in any city Mystic schools The Mystic culture have three schools to focus their magical talents: School Affinity Province improvement Buildings Units Other effects Culture mystic school of attunement.png Attunement Affinity astral.png 1 Astral Conduit Mystic Abbey Altar of the All-Seers Spellbreaker Units have Attunement: Star Blades Echo Casting - Astral Echoes can supplement spellcasting points Scout, battle mage, support unit and spell shield's special attack deal Damage fire.png Damage frost.png Damage lightning.png cosmic damage Culture mystic school of potential.png Potential Affinity shadow.png 1 Shadow Research post Spell Arcanist Library Academy of Potential (unrecognized string “Spellweaver” for Template:Unit) Units inflict Dissonance with their attacks Arcane Weavers - Combat Spells are overcharged until cast the first time Arcane Inspiration - Spells gain a Potential when first cast. This potential can be exploited once the spell has been used enough, locking it away for 10 turns. Scout, battle mage, support unit and spell shield's special attack deal Damage frost.png Damage lightning.png rift damage Culture mystic school of summoning.png Summoning Affinity astral.png 1 Astral Conduit Astral Manalith Mana Summoners' Cistern (unrecognized string “Summoner” for Template:Unit) (unrecognized string “Astral Ward” for Template:Unit) Magic Origin Units have Attunement: Astral Resonance Echo Infusion - Astral Echoes can be used to rank up Magic Origin units Scout, battle mage, support unit and spell shield's special attack deal Damage lightning.png lightning damage Primal animals The Primal culture have 7 different primal animals to choose from as their totem: Totem Affinity Province improvement Other effects Culture primal mire crocodile.png Mire Crocodile Affinity nature.png 1 Nature Conduit Mire Megalith Starts in swamp terrain Swamp provinces are Favored Terrain and gain +3 Resource food.png Food Units have Status Effect Immunity: Diseased, Swamp Walk, and Mire Crocodile's Boon Boon effect: +3 Damage blight.png Blight damage and inflict Diseased Conjure Primal Crocodile research Culture primal storm crow.png Storm Crow Affinity astral.png 1 Astral Conduit Storm Megalith Starts in grassland terrain Grassland provinces are Favored Terrain and gain +2 Resource mana.png Mana Units have Grassland Walk and Storm Crow's Boon Boon effect: +3 Damage lightning.png Lightning damage, additional +4 Damage lightning.png Lightning damage to adjacent enemies Conjure Primal Crow research Culture primal glacial mammoth.png Glacial Mammoth Affinity shadow.png 1 Shadow Conduit Glacial Megalith Starts in arctic terrain Snow provinces are Favored Terrain and gain +3 Resource structure production.png Production Can build Province improvement farm.png Farms on Snow provinces Units have Arctic Walk and Glacial Mammoth's Boon Boon effect: +4 Damage frost.png Frost damage and 30% chance to inflict Frozen Conjure Primal Mammoth research Culture primal dune serpent.png Dune Serpent Affinity materium.png 1 Materium Conduit Dune Megalith Starts in desert terrain Sand provinces are Favored Terrain and gain +2 Resource gold.png Gold Can build Province improvement farm.png Farms on Sand provinces Units have Sand Walk and Dune Serpent's Boon Boon effect: +3 Damage physical.png Physical damage and inflict Blind Conjure Primal Serpent research Culture primal ash sabertooth.png Ash Sabertooth Affinity chaos.png 1 Chaos Conduit Ash Megalith Starts in desolate terrain Ashland provinces are Favored Terrain and gain +3 Resource gold.png Gold Can build Province improvement farm.png Farms on Ashland provinces Units have Desolate Walk and Ash Sabertooth's Boon Boon effect: +3 Damage fire.png Fire damage, additional +4 Damage fire.png Fire damage to one nearby enemy Conjure Primal Sabertooth research Culture primal tunneling spider.png Tunneling Spider Affinity nature.png 1 Nature Conduit Tunneling Megalith Starts in the underground Mushroom Forest provinces are Favored Terrain and gain +2 Resource knowledge.png Knowledge Can build Province improvement farm.png Farms on Cavern provinces Units have Cave Walk and Tunneling Spider's Boon Boon effect: +3 Damage blight.png Blight damage and Life Steal Conjure Primal Spider research Culture primal sylvan wolf.png Sylvan Wolf Affinity order.png 1 Order Conduit Sylvan Megalith Starts in forest terrain Forest provinces are Favored Terrain and gain +3 Resource unit production.png Draft Units have Forest Walk and Sylvan Wolf's Boon Boon effect: +3 Damage spirit.png Spirit damage, +2 additional Damage spirit.png Spirit damage per ally adjacent to target Conjure Primal Wolf research Oathsworn oaths The Oathsworn culture has three Oaths to swear and derive benefits from adherence: Oath Affinity Province improvement Buildings Units Other effects Culture oathsworn oath of harmony.png Harmony Affinity nature.png 1 Nature Conduit School of Contemplation (unrecognized string “Peacebringer” for Template:Unit) +100 relations with free cities and empires Conquering free cites makes them a vassal instead of a tributary Culture units have Harmonize, Unit stats temporary health.png restoring health when falling under 60% total but recieving 3 stacks of weakened for 3 turn turns if at negative Devotion instead Oathbreaker: 3 weakened for 3 turn turns Neutral: restore 5 Unit stats temporary health.png temporary hit points Adherent: restore 10 Unit stats temporary health.png temporary hit points Devotee: restore 20 Unit stats temporary health.png temporary hit points Paragon: restore 30 Unit stats temporary health.png temporary hit points Gain devotion by: Having vassals and cities of another race (+20 base) Clearing infestations and ancient wonders (+15) Entering truces (+10) Forgiving grievances (+5) Lose devotion by: Declaring (not joining) wars (-30) Razing or settling conquered cities (-20) Fabricating grievances (-20) Culture oathsworn oath of righteousness.png Righteousness Affinity order.png 1 Order Conduit School of Discipline (unrecognized string “Avenger” for Template:Unit) Evil alignment Evil alignment gain is doubled Culture units have Nobility, dealing bonus Damage spirit.png spirit damage on base non-flanking attacks but dealing less damage on all attacks if at negative devotion instead Oathbreaker: -20% damage on all attacks, base or not, flanking or not Neutral: +2 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks) Adherent: +3 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks) Devotee: +4 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks) Paragon: +5 Damage spirit.png spirit damage on base non-flanking attacks (double on non-repeating base attacks) Gain devotion by having Good alignment good alignment (+1 base per good alignment point) Lose devotion by having Evil alignment evil alignment (-1 base per evil alignment point) Culture oathsworn oath of strife.png Strife Affinity chaos.png 1 Chaos Conduit School of Mastery (unrecognized string “Warbound” for Template:Unit) Grants Casus belli.png grievances against rulers with higher total score Razing cities and pillaging provinces takes 1 turn less and grants Resource imperium.png imperium Culture units have Warrior's Soul, dealing bonus Damage fire.png fire damage on base attacks while outnumbered but dealing less damage on all attacks if at negative devotion instead Oathbreaker: -20% damage on all attacks, base or not, outnumbered or not Neutral: +2 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks) Adherent: +3 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks) Devotee: +4 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks) Paragon: +5 Damage fire.png on base attacks while outnumbered (double on non-repeating base attacks) Gain devotion by: Declaring and joining Diplomatic state war.png wars (+15) Razing cities (+10) Refusing to let enemies flee during events (+5) Winning battles Against weaker enemies (+4) Against stronger enemies (+2) Lose devotion by: Entering truces (-20), defensive pacts (-15) or alliances (-30) Entering vassal contracts (-20) Losing cities (-10) /// Пофантазируй как бы выглядела фракция в стиле славян/восточной европы
ASSISTANT
Отличная идея! Фракция славян/восточной Европы для **Age of Wonders 4** может использовать богатую мифологию, исторические архетипы и природные особенности региона, создавая уникальный игровой стиль с узнаваемой эстетикой и механиками. Вот мой концепт, вдохновлённый существующим стилем других культур в игре: --- # Фракция **Slavic** (Славяне) --- ## Общее - **Культура:** Slavic - **Аффинити:** - 1 уровень: Order (Порядок) — традиционные представления о справедливости, порядке и честности в славянской культуре - 1 уровень: Nature (Природа) — уважение к духам природы, лесам, водам и домовым - **Провинциальное улучшение:** Круглый Курень (круглая земляная деревня с посохами-оберегами) - **Основные здания:** - Town Hall II: Застава (городская крепость на окраине) - Town Hall III: Кремль (каменный замок с деревянными воротами и сторожевыми башнями) - Town Hall IV: Город-крепость (сочетание камня и дерева, украшенное резьбой и славянскими символами) - Зал Волхвов (для изучения магии и общения с духами) - Купальня и баня (для поддержания здоровья и морального духа населения) - Славянская кузня (производство и улучшение оружия и доспехов, с рунами и оберегами) - **Особые эффекты:** - +15% защита в лесах и болотах (бонус за знание местности) - Моральные эффекты от обрядов — способность давать временное улучшение боевого духа армии (примерно как ритуалы у варваров) - Славянские ритуалы благословения — дают бонусы к защите или лечению юнитов при стоянке в городе или на алтаре (Shrine) --- ## Юниты ### Tier 1 - **Новичок (Militiaman)** — простая пехота с копьём и щитом, базовый юнит; Abilities: Щитовая стена, Укреплённая оборона - **Лучник (Strzelec)** — лучник с луком, умеет стрелять из засады и имеет бонусы в лесу - **Вестник (Scout)** — разведчик, быстрый, умеет проникать в лес и болотистую местность ### Tier 2 - **Воин-копьеносец (Spearman)** — тяжелее новичка, лучше защищён и умеет прорываться в строй противника - **Велесовец (Warlock)** — маг, призывающий духов природы, умеющий накладывать проклятия и лечить союзников - **Стрелец-бойник (Skirmisher)** — лёгкий кавалерист или пеший юнит с метательным оружием (ручные топоры или арбалеты) - **Кормчий (Standard Bearer)** — несёт знамя-бахилию, повышающую мораль армии в бою ### Tier 3 - **Богатырь (Champion)** — мощный тяжеловооружённый боец с двуручным топором или мечом, способен врываться в строй врага и наносить большой урон - **Вавно (Shaman)** — поддержка, способный призывать природные силы (огонь, лёд, ветер), лечить и поднимать дух войска - **Конница-дружина (Mounted Warrior)** — быстрая тяжёлая кавалерия с копьями и щитами, сильна в прорыве обороны - **Ткач Заклинаний (Spellweaver)** — маг, владеющий магией стихий и родовыми заклинаниями, сильны в контроле карты и бою --- ## Чемпион (Champion) - **Иван-Богатырь** — легендарный воин, герой с двуручным мечом и щитом, обладает способностями "Несокрушимый щит" (могут блокировать удары союзников), "Зов Родников" (восстановление здоровья и боевого духа рядом с источниками воды/реками), "Меч Перуна" — мощный боевой удар с шансом ошеломить врага. --- ## Оружие защитника (Defender weapons) - Традиционный круглый деревянный щит с рунической резьбой - Копья и боевые топоры - Луки и метательные топоры (цель - манёвренность и засадная тактика) --- ## Магические Способности - **Ритуал "Восхода Солнца"** — усиливает войско +10% к атаке на 3 хода. - **Проклятие Лешего** — замедляет и ослабляет вражеские отряды в лесах. - **Призыв Водяного Духа** — лечит союзные юниты и повышает сопротивление к магии у войска. --- ## Особые эффекты культуры - **Защита лесов:** войска в лесистой местности получают 10% бонуса к обороне. - **Ритуальное усиление:** на полях сражений рядом с алтарями славянских богов (природные святилища) юниты получают временный бонус к морали и защите. - **Природная связь:** способность видеть скрытые войска и ловушки в лесах и болотах. --- ## Легендарные Проклятья и Боевые Духи - В игре славяне могут призывать духов предков и мифических существ (например, Русалок, Водяного, Домового и Берегиню), которые могут помогать в бою — пассивно усиливать войска или оказывать помощь через заклинания. --- # Итог Эта культура — грамотный баланс между силой, защитой и связью с природой. Славянская фракция идеально впишется в игру, добавив нетривиальные механики укрепления морального духа и защитных ритуалов, что позволит гибко играть как в обороне, так и в тактических засадах. Если нужно, могу помочь разработать проработанные способности, дерево исследований или даже фэнтезийные аспекты славянской магии для игрового баланса! --- Если хочешь, могу сделать и более конкретные примеры зданий или скиллов — скажи!