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CivilizationsUnique UnitNight AbilitiesDay AbilitiesFavored MapsMap BonusResource BonusStarts WithSpecialDescription
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BritonsLongbowmanVolley: British Longbowmen fire a volley of arrows upon the enemy, destroying the enemy's defenses immediately. If the opponent has no defenses, they are killed. (resolves before attack)archery ranges work doubleContinental/islandstarts with one batch of archersfood gathers 20% faster3 villagers, 10 longbowslonger ranged archersThe British pride themselves on their archers. Strengths: Archers, efficient food production, continental and island mapsMeapak_Ziphh sux<----- who wrote that lol
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ByzantinesCataphractImpervious - Byzantine defense is impregnable, thus thwarting the first night action performed upon the Byzantine player.skirmishers and pikes cost half as much, age up upgrade costs 25% lessArid/mediterraneanstarts with wallsnone3 villagers, 5 cataphractsStrong Cavalry The Byzantines are renowned for their strong fortifications and strong cavalry. Strengths: Cavalry, defense, arid and Mediterranean maps
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CeltsWoad RaiderFuror Celtica: Your attack is 20% stronger (20% more units) on the night you choose to use this abilityscouting an enemy steals their sheep, can perform 3 actions instead of 2Continental/Black Foreststarts with extra woodwood gathers 20% faster3 villagers, 10 woad raidersFaster infantry/nothingThe Celts are known for their ferocity in battle, in particular, the speed of their troops. Strengths: infantry, efficient wood collection, Continental and black forest maps
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ChineseChu-ko-nuDiscovery - Chinese technological prowess has allowed the Chinese to spy upon other civilizations. Player may choose to investigate one other player and learn everything about his civilization's abilities.research costs half, finishes same cycleContinentalstarts with 7 villagers instead of 6none6 villagers, 10 chukonunothingThe Chinese are technologically advanced and possess an enormous population. Strengths: efficient research, high population, continental maps.
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FranksThrowing Axemanknight rush: takes the place of a normal attack, but your opponent's villagers are vulnerable even before their defenses are destroyedSeed: Spawns 6 farms for free. Usable once.Continentalstarts with one batch of knightsgains 50 free food every cycle3 villagers, 10 throwing axemenStrong knightsThe noble Franks are notorious for their well trained knights. Strengths: Knights, efficient food production, continental maps
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GothsHuskarlConscription: Instantly receives the previous day's production of infantry for free, in addition to all other night actions. These units may not act on the night they are produced, however. Reusable on nonconsecutive nights.barracks work double rateContinental/Black Foreststarts with one batch of infantrynone3 villagers, 10 huskarlsno walls, cheaper infantryThe militaristic Goths can overcome any adversary with their rapid production of troops. Strengths: rapid and efficient infantry production, continental and black forest maps.
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JapaneseSamuraiHonorable Duel: The player and his target are put into a minigame (can only be used once) in which both sides pick one unit to duel for them. The players can then secretly choose to change the unit's attributes in certain predetermined ways. Then, the units are revealed and fight each other (in-game) and the winner's civilization lives while the loser's is destroyed.calligraphy: you may write an anonymous note three times per game to another player by sending the note to the mods, which is then passed onto the player during the next half cycle.Any watermay create fishing boats with wood, gather fast Rice Paddies and Fisheries (passive): food production is increased by 10%none w/o map bonus3 villagers, 10 samuraistronger infantryThe Japanese are renowned for their emphasis on honor. Strengths: water maps, fishing, infantry
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MongolsMangudaiThe Horde - overwhelms any one civilization, obliterating it (removing all special powers and halving unit force) and assimilating it into the Mongol horde. The target is forced into alliance with the Mongols, breaking previous alliances for the target. Reusable but not on consecutive nights.free scout can check more than one player in a dayAny landstarts with more foodfood 50% faster for first cycle only 3 villagers, 7 mangudaimakes cavalry archers instead of archersThe Mongols are the conquerors from the East. Strengths: land maps, food production, scouting, speed, conquering ability
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PersiansWar Elephantcall-to-arms: If used manually, adds a small force of elephants to your attack on that night. If you choose to not attack, instead your defense is buffered by the same force (passively). Once used, either due to an attack on you or manually, the power is lost. The units persist.dock and town center work double rateArid/mediterraneanstarts with even more resourcesstarts with 25% extra resources3 villagers, 3 elephantsknights stronger vs archersThe Persians are a cultured and rich civilization. Strengths: early game, arid/mediterannean maps, heavy cavalry, economic production
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SaracensMamelukeDiplomacy: May extend an alliance offer to an independent player, allowing for the target to join the Saracen alliance no matter how large it is. can choose any player to PM with (not just one)Arid/mediterraneantrade 140% bonusnone3 villagers, 6 mamelukestrade 120% bonusThe Saracens are renowned for their traders and diplomacy. Strengths: camels (cavalry strong against other cavalry), arid and mediterranean maps, trade and diplomacy
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TeutonsTeutonic KnightConversion Resistance: Can stop any night alliance-type action by targetting the receiver of the action. Reusable.Fortify: Your base is fortified for the next two cycles (in-game will appear as a castle that attacks enemies who attack you during the night)Continental/Black Foreststarts with monks that can heal/convert unitsnone3 villagers, 8 teutonic knightsnoneThe Teutons are known for their hardiness. Strengths: continental/forest maps, monks, defense
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TurksJanissaryBureaucracy: double unit production for the next day. Reusable once.Jihad: Openly declare war on another player. Your units attack your opponent (during the day phase) and your opponent is 20% weaker than for a normal night phase attack (which is not called publicly). Call by using ##Jihad : Player in threadArid/mediterraneanstarts with 20% extra goldgold gathers 20% faster3 villagers, 8 janissariesnoneThe Turks are known for their zealotry and fervor. Strengths: offense, gold production, arid/meditereannean maps, gunpowder
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VikingsBerserk/LongboatBlockade: Roleblocks an enemy as long as at least half of your military is devoted to blockading it. This roleblock lasts through the day cycle (preventing active abilities and production of units but not collection of resources) until the day after the blockade is lifted. Blockades can be forcefully lifted by the enemy if they attack you and win.pillage: once per game you can choose to pillage another player's civilization during the day by typing ##pillage: Player in the game thread. You will then steal half of all of their resources AND 1/4 of their villagers, rounded up.Any WaterShips 20% cheapernone3 villagers, 10 berserkstronger infantryThe Vikings are feared for their fierceness and brutality. Strengths: water maps, warships, infantry
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What do Resources Do: food/wood used for pikes: wood/gold used for archers: food/gold used for knights, stone used for walls (may be built ONCE to repel ONE attack)Note: Night abilities can only be used once unless stated otherwise
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Everyone starts with 1 scout
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Each villager gathers 100 of a particular resource every cycle unless affected by bonuses.
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During the day each player PMs the host with production choices: these may not be changed once sent. Two may be chosen (unless otherwise excepted)
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