It is not a historical mod.
Fall from Heaven
Fall from Heaven is a mod for Civilization 4. Although not full featured for everything spec’ed for Phase 1 this version is fully playable. It is a Fantasy based mod that brings more focus on the Religion and Promotion aspects of Civilization 4. Toward that end there are unique religion units, increased XP, unit upgrades that last throughout the entire game (a Scout can be upgraded to a Hunter, then to an Assassin, then to a Shadow). Promotions have had their effect increased and many new promotions have been added. The Tech Tree, Units, Religions, Buildings and Civics have all been rebuilt from the ground up.
Spells have been added to the game including Cure Disease (Removes the Diseased and Plagued negative promotions that spread in the game), Bless (gives the units a moderate strength increase until their next battle), Fireball and the ability to Summon Fire Elementals and Demons.
Enjoy the Mod, it is a work in process but I invite feedback (it is my first Mod of any sort so be gentle) so that I can make it better. Please feel free to respond in this thread or Private PM me on www.civfanitics.com or www.octopusoverlords.com.. My name is Kael on both forums.
Ps Beware the Avatar of Wrath
The Ashen Veil: Mages spent weeks in meditation, exploring the farthest reaches of the ethereal world. The demands of the body were ignored, and they survived sustained only by magic. Their efforts were rewarded, a sentience was contacted, dark and horrible. It whispered secrets into the mages minds, necromancy, diseases, sacrifical rites. It promised power in exchange for their blood, and they freely gave it.
Runes of Kilmorph: Kilmorph is the goddess of the earth, she who dwells beneath. She formed children out of stone, the Dwarves, and taught them the secrets of metalworking. One of the first religions available to the men of the world Kilmorph will answer the prayers of men and even send her soldiers to defend their cities.
The Order: Junil, the elder of the Gods, had promised to stay apart from the conflict on Earth. No one knows why he decided to change that, some say it was to combat the influence of the Ashen Veil, others that it was jealousy. Regardless of his reason he promised salvation to the least of men and asked only one thing in return, their obedience.
Fellowship of Leaves: Deep in the woods the whispers of Elves linger. Ancient protectors uninvolved in the affairs of men some men have proven enough loyalty to them to learn their magic and even gain the assistance of the Elven Archers.
Octopus Overlords: The power beneath the Aegean waves is said to be more powerful than any other, but the Overlords are unfocused and follow a thousand different obscure agendas. The Disciples of the Overlords dare not expose themselves directly to the conflicting commands of their masters and instead use the poor as intermediaries. They are quickly driven insane by the process which the disciples prefer as it keeps them from manipulating the message. They also share the process of turning a Warrior into The Drown, undead thralls, a process with few volunteers.
Starting Settler: (None) A settler used to found your first city. The starting settler has a view range of 4, 6 movement and ignores terrain cost. This was done so that players have a little more flexibility in their starting location.
Scout: (Recon) The earliest Recon unit. He can be upgraded to a hunter or a horseman and is best used to explore the early map.
Warrior: (Melee) The earliest Melee unit is best used to defend cities and fight barbarians. They upgrade to an Archer or Axeman. Followers of the Octopus Overlords can also upgrade their Warriors to The Drown, a process which is unpleasant for the warrior.
Adept: (Adept) The earliest version of the mage combines some collateral damage along with a 70% withdrawal rate, making them perfect for softening up stacks of enemy units before attacking them with more formidable units. They can also use their spells to barrage cities, destroying defenses. Adept can be upgraded to a Mage.
Archer: (Archer) With no resource requirement and a +50% to city defense archers allow even the most frugal of empires to properly defend their cities. Archers have full access to the City Garriosn promotions, making them even more powerful city defenders as they level. Archers can be upgraded to Longbowman and Crossbowmen.
Axeman: (Melee) Early city raiders the Axeman are a powerful unit for civilizations able to produce the copper it takes to produce them. They receive a +50% vs Melee units making them very effective at wiping out barbarian cities and rival civilizations that use large amounts of Warriors. As a Melee Unit an Axeman has access to some of the best promotions including the Shock series and the City Raider promotions. Axeman can be upgraded to a Maceman or a Pikeman.
Disciple of Kilmorph: (Disciple) The Disciple of Kilmorph starts with the Medic I and Guerilla I promotions and can be sacrificed to add either 20 culture to a city or convert it to the Runes of Kilmorph. They can be upgraded to a Priest of Kilmorph or a Paramander.
Disciple of Leaves: (Disciple) The Disciple of Leaves starts with the Medic I and Woodsman I promotions and can be sacrificed to add either 20 culture to a city or convert it to the Fellowship of Leaves. They can be upgraded to either a Priest of Leaves or a Ranger.
Disciple of the Order: (Disciple) The Disciple of the Order starts with the Medic I and Demon Slaying promotions and can be sacrificed to add either 20 culture to a city or convert it to the Order. They can be upgraded to either a Priest of the Order or a Crusader.
Disciple of the Overlords: (Disciple) The Disciple of the Overlords starts with the Medic I and Dwarf Slaying promotions and can be sacrificed to add either 20 culture to a city or convert it to Octopus Overlords. They can be upgraded to either a Priest of the Overlords or a Stygian Guard.
Disciple of the Veil: (Disciple) The Disciple of the Veil starts with the Medic I and Elf Slaying promotions and can be sacrificed to add either 15 research or to convert a city to the Ashen Veil. They can be upgraded to either a Priest of the Veil or a Mage. A Disciple of the Veil that is upgraded to a Mage retains his Medic I promotion, allowing him to serve roles both as a healer and bombard attacker.
Dwarven Soldier: (Dwarf) The Runes of Kilmorph special unit they cost more than Axeman but don’t require any resources, can build mines and can be sacrificed to add production to a city. They also start with the Giant Slaying and Guerilla II promotions. The Dwarven soldier is also a Dwarf unit, so it is not vulnerable to those units with high bonus’s against Melee units. The Dwarven Soldier can be upgraded to a Paramander or a Maceman.
Elven Archer: (Elf) The Fellowship of Leaves special unit. One of the few archers that doesn’t get a bonus for defending cities, instead their native Woodsman II promotion makes them perfect for exploring and waging battles in the forests and jungles. They can even build forests to help with this. Elven Archers can continue their wilderness battles by upgrading to a Ranger or upgrade to a Longbowman to become strong city defense units.
Hunter: (Recon) Hunter’s are able to build camps and continue the Scout tradition of 2 movement. They can also train Hawks and use them to scout out areas without having to waste time, or risk their lives investigating it themselves. A Hunting Lodge is required to train a Hunter and Hunter’s can be upgraded to Rangers and Assassins.
Horseman: (Mounted) The first available 3 movement unit is only slightly less powerful than the Axeman, while its mobility and withdrawal chance help adapt to battles across a wide front and move back to safety when wounded. It is usually worth having a few Horsemen ready to respond to unexpected threats while the rest of the army travels to the point of the attack. Horseman require a Stable and the Horse resource to be built and can be upgraded to Horse Archers and Chariots.
Prophet: (Disciple) The earliest Disciple unit can be trained even before a religion is learned. He still starts with the Medic I promotion and can be sacrificed to add culture to a city and is ideal for a civilization that wants medic’s without exploring far into the religious tech’s, or a civilization that is waiting for one of the later game religions but doesn’t want to go that long without Disciple units. A Prophet begun and leveled up early can make a powerful Inquisitor or Paladin down the road. Prophets can be upgraded to any of the religions Disciples.
The Drown: (Demon) The Octopus Overlords special unit is the games earliest Demonic unit. They are just as strong as Axeman without the requirement for Copper and without the vulnerability to the units that gain bonuses against Melee units. As Demons they are also immune to disease, making them a good counter for an opponent fond of Diseased Corpse units. The Drown can be upgraded to Stygian Guards.
Assassin: (Recon) When a Hunter chooses to forgo her life in the woods and begin hunting the most elusive of animals an Assassin is created. Although weak at attacking and defending cities an Assassin’s high movement rate and +100% vs Melee units make them perfect for picking off wandering Melee units. An Assassin requires a Hunting Lodge to train at and can be upgraded to a Shadow or a Saboteur.
Chariot: (Mounted) The chariot is the earliest available Tier 3 unit. It requires a Siege workshop and the Horse resource to be built. Since the Siege workshop can make Catapults as well civilizations that rush to the techs required for both can have an army capable of high movement, strong city attacking and Tier 3 unit strength while most other civilizations are still using Tier 2 units. Chariots can be upgraded to War Chariots and War Elephants.
Conjurer: (Adept) Conjurers are the first unit able to summon extra-planar units. These summoned units are powerful allies but only last until the start of the summoning players next turn. So they will only buy you a turn of defense and are best used when they are thrown against strong enemy units, the enemy will stay injured, but your conjurer will be able to summon a new elemental next turn. Make sure to protect your Conjurer well, their strength and movement is low and the Earth elemental only has a limited range. A wise opponent will ignore the elemental and kill the conjurer making sure he doesn’t have to deal with any more. Conjurers do have to be within their cultural borders and outside of a city to summon. Summoning an Earth Elemental destroys any improvements in the tile. Conjurers require a Library to train and can be upgraded to Demon Summoners.
Crossbowman: (Archer) Upgrade your Archers to Crossbowman if strong anti-Melee attackers are needed. Although they don’t start with any city defense bonus’s as archers they do have access to the full City Garrison promotion line so they are good at taking cities defended by Warriors and Axemen and then become formidable defensive units in those same cities.
Crusader: (Disciple) Use the crusader to counter your opponents Demonic units. Not only do they get a strength bonus against them but they are immune to disease, making them perfect to send into an area to eliminate any diseases the Ashen Veil and their Diseased Corpses have spread. A temple and copper is needed to build crusaders. Crusaders upgrade to the even more powerful Paladins, or can lay down their swords and become Monks.
Horse Archer: (Mounted) The Horse Archer does everything the Horseman does, but better. More withdrawal chance, more strength and the addition of a first strike and first strike immune abilities make them flexible troops. Horse archers require the same things Horsemen do, a Stable and the Horse resource, and they can be upgraded to Knights or Camel Archers.
Longbowman: (Archer) The best non-limited city defender is the Longbowman. They start with a high bonus to city defense and like all archers have access to the City Garrison promotions which make them even better. Longbowmen require an Archery Range and Copper to be created and can be upgraded to Marksmen or Flurry’s.
Maceman: (Melee) The strongest of the Tier 3 units, and a powerful city attacker when backed up with mages or siege equipment. Macemen require a Barracks and Iron to be trained and can be upgraded to Beserkers and Immortals.
Mage: (Adept) Mages require Reagents and a Library to be trained. They are 2nd only to their upgrade, the Archmage, in their bombard ability. With a high Withdrawal Rate mages are also excellent at softening up large stacks before sending in troops but their low strength means they have to be guarded closely.
Paramander: (Disciple) A holy warrior following the teachings of Kilmorph the Paramander is a strong unit against demons and adepts. They require Copper and a Temple of Kilmorph to be trained and can be upgraded to Paladins or Monks.
Pikeman: (Melee) As strong against mounted opponents as the Maceman is against melee. The Pikeman requires a barracks and Iron to train and can be upgraded to a Phalanx or a Shield Wall.
Priest of Kilmorph: (Disciple) The Priest of Kilmorph requires Gems and a Temple to Kilmorph to train. The Priest can cure disease (only within your own cultural borders and outside of cities) on all units in the same tile, has the Medic II promotion and be sacrificed to create a Temple of Kilmorph in whatever town it is in. The Priest of Kilmorph can be upgraded to a High Priest or an Inquisitor.
Priest of Leaves: (Disciple) The Priest of Leaves requires Incense and a Temple of Leaves to train. The Priest can cure disease (only within your own cultural borders and outside of cities) on all units in the same tile, has the Medic II promotion and be sacrificed to create a Temple of Leaves in whatever town it is in. The Priest of Leaves can be upgraded to a High Priest or an Inquisitor.
Priest of the Order: (Disciple) The Priest of the Order requires Incense and a Temple of the Order to train. The Priest can cure disease (only within your own cultural borders and outside of cities) on all units in the same tile, has the Medic II promotion and be sacrificed to create a Temple of the Order in whatever town it is in. The Priest of the Order can be upgraded to a High Priest or an Inquisitor.
Priest of the Overlords: (Disciple) The Priest of the Overlords requires Incense and a Temple of the Overlords to train. The Priest has the Medic II promotion and be sacrificed to create a Temple of the Overlords in whatever town it is in. The Priest of the Overlords can be upgraded to a High Priest or an Inquisitor.
Priest of the Veil: (Disciple) The Priest of the Veil requires Reagents and a Temple of the Veil to train. The Priest has the Medic II promotion and be sacrificed to create a Temple of the Veil in whatever town it is in. The Priest of the Veil can be upgraded to an Inquisitor.
Ranger: (Recon) Rangers can move through impassable terrain, carry hawks and carry on a Scouts increased movement rate. They are also the first unit to receive the Animal Handling promotion, allowing them to convert defeated animal units. These units are particularly useful because they can travel in Rival territory. They require a Hunting Lodge to train and can be upgraded to a Druid or a Beastmaster.
Stygian Guard: (Demon) Stygian Guard require a Temple to the Overlords and Copper to train. They are Immune to Disease, like all Demons and heal faster than men as indicated by their Medic I promotion. They can be upgraded to the powerful Eidolon.
Diseased Corpse: (Demon) This is the special unit of the Ashen Veil. No unit strikes as much fear in a well defended city as an enemy Diseased Corpse ambling up to the gates. They are the only unit that starts with the Diseased promotion but in large battles it spreads quickly through Civilizations. Diseased Corpses require no building or resources to be built, only the Ashen Veil in the city they are being built and as a state religion. They can be upgraded to an Eidolon.
Archmage: (Adept) The games most powerful bombard and collateral damage unit. A Tower and reagents are needed to train them. A civilization can only have 3 Archmages at once.
Arquebus: (Archer) The Arquebus is the only unit that ignores building defenses, making it perfect for attacks on well defended cities. A Chemists Lab and Gunpowder is required to train them. A civilization can only have 3 Arquebus at once.
Beastmaster: (Recon) The top fighter of the Recon line. A Beastmaster combines his own strength with those of the animals that accompany him (and a bizarre crotch biting weasel). He also converts defeated animals. A grove is required to train a Beastmaster and a civilization can only have 3 at once.
Berserkers: (Melee) A powerful melee unit that causes a small amount of collateral damage to all other units in the opponents stack. A Bear Totem and Iron is required to train them and a civilization can only have 3 Berserkers at once.
Camel Archer: (Mounted) Camel archers start with a 45% withdrawal chance and can get as high as 95% with promotions. A Camel Stables is required to train them. A civilization can only have 3 Camel Archers at once.
Demon Summoner: (Adept) Powerful, wicked, the kind of person that tries to get on an elevator before letting the people on the elevator get off. Demon Summoners can summon Demons (I know, big surprise there). They can only do this within their cultural boundries and outside of cities. Summoning a Demon destroys any improvements in the tile. Demon’s only last for a turn but are the highest power unit in the game, Paladins and Monks are the only units that stand a chance against a full strength Demon, and most of the time they will die too. Demons have a decent range but still require the Summoner to stay close enough to be vulnerable to enemy attack, they should be well guarded. A cilvilization can only have 3 Demon Summoers at once and they require a Summoning Chamber to be trained.
Druid: (Recon) Druids are the only unit outside of the Disciple line that have the Medic I promotion. They also have a high strength for a spell casting unit and can build forests, upgrade the terrain and convert defeated animal units. Upgrading the terrain destroys the current improvements on it. A civilization can only have 3 Druids at once and they require a Druid Ring to train.
Eidolon: (Demon) An Eidolon is the most powerful demonic unit. It heals faster than men and is immune to disease. A civilization can only have 3 Eidolon at once.
Flurry: (Archer) A Flurry starts with the Blitz promotion and a 2 movement rate making it an excellent way to kill separate units, or clean up a stack after an Archmage has weakened it. Because of the Blitz promotion the Flurry becomes even more powerful as it gains Mobility promotions. A civilization can only have 3 Flurry’s at once and it requires Archery Targets and Iron to train.
Heavy Crossbowman: (Archer) Heavy crossbowmen are excellent city protectors when upgraded. They require a Machinists Shop and Iron to train. A civilization can only have 3 Heavy Crossbowmen at once.
High Priest: (Disciple) High Priests require Incense and Cathedrals to train. They are able to Cure Disease and Bless all units in their tile. They also start with the Medic III promotion. A civilization can only have 3 High Priests at once.
Immortal: (Melee) Most believe the Immortal’s to be insane or undying, they are the first into battle and the last to leave. They are left to guard the cities soon to fall and sent alone deep behind enemy lines looking for exposed troops. They are not insane, and they do die, but after each death they are reborn in the capital of their civilization. A civilization can only have 3 Immortals at once. Immortals require Mithril and a Colosseum to train.
Inquisitor: (Disciple) Inquisitors have 2 unique abilities, they can be sacrificed to remove all non-state religions and non-state religious buildings from a city and they convert 50% of the human units they defeat in combat. The first ability limits the effect of other civilizations religions in your land, removing any bonus they are receiving for your cities although it also causes unhappiness in the people of the city so prepare for a few rounds of revolt after doing this. The second ability, Command, can be used to grab weak units and punish civilizations who attack with stacks of cheap units. Most of the time Inquisitors lack the strength to convert powerful units, but with the right promotions and a few levels they can become truly terrifying. With a little luck a single high level Inquisitor can turn the tide of a battle. A civilization can only have 3 Inquisitors at once.
Knight: (Mounted) High strength, high movement rate and a decent withdrawal rate combine to form a strong utility unit. There is no ‘best use’ for a Knight, it’s the fact that they can do many things so well that make them so valuable. A Knight requires a Jousting Field, Horse and Mithril to train. A civilization can only have 3 Knights at once.
Marksman: (Archer) A Marksman starts with 2 first strike shots and a +50% bonus against recon units. They can also see invisible, making them the perfect counter for Shadows that are harassing your units, or Saboteurs that are harassing your cities. Because of their ability to see invisible the Sentry upgrades are very useful for Marksman. A civilization can only have 3 Marksmen at once and they require a Bowyer and Mithril to train.
Monk: (Disciple) Monks are the best unit in the game for fighting demonic units, and the only unit that has much of a chance against a full strength Demon. They also have the Medic 2 promotion, making them 2nd only to High Priest in healing ability and carry on the Crusaders immunity to disease. A civilization can only have 3 Monks at once and they require a monastery and Incense to train.
Paladin: (Disciple) Paladins are the strongest Disciple unit. Their Medic 1 promotion and immunity to disease allows them to survive longer in enemy lands than similar Melee units. A civilization can only have 3 Paladins at once. They require a Castle and Iron to train.
Phalanx: (Melee) With the second highest Melee strength and a +25% to city attack the Phalanx was made to attack cities. Soften up the city with siege weapons, magic, or disease, then send in the Phalanx. A civilization can only have 3 Phalanxs at once, they require a Weaponsmith and Mithril to train.
Saboteur: (Recon) Saboteur are able to sabotage, investigate, steal plans and counter spy. They are invisible and able to slip through rival territory without notice. A civilization can only have 3 Saboteurs at once.
Shadow: (Recon) Just as a Saboteur harrass’s enemy cities the invisible Shadow harasses enemy units. They are equally useful picking off workers, lone units or even using their bonus against melee units to attack enemy warriors. Shadows receive a penalty to city attacks and city defense, they are best left in the wilds. A civilization can only have 3 Shadows at once and they require a Thieves Guild to train.
Shield Wall: (Melee) A powerful defensive unit the Shield Wall is the highest strength melee unit but it can’t attack. It is also unable to access the power City Garrison promotions that the archers have access to. It is best used to defend cities if high level archers aren’t available, or defending stacks of units in enemy lands. They require an Armorer and Iron to train. A civilization can only have 3 Shield Walls at once.
War Chariot: (Mounted) War Chariots receive a +50% bonus against Archer units, as well as having a high strength and movement rate. They are often used to pick off archer units as they attempt to shuffle between cities to adjust defenses. A civilization can only have 3 War Chariots at once and they require a Hippodrome and Horses to train.
War Elephant: (Mounted) The king of the mounted units not only has the highest strength but a +50% bonus against other mounted units. The mere sight of a War Elephant patrolling your borders is often enough to stop enemy pillage raids. A civilization can only have 3 War Elephants at once and they require a Elephant Stables and Ivory to be built.
Stone Golem: (None) Golems are more expensive and less powerful than the Tier 4 units you are capable of building at the same time. They are also incapable of leveling or learning new promotions. So why use them? Unlike all of the other Tier 4 units they aren’t limited in the quantity that can be made. Large civilizations that have already made their limit of the other Tier 4 units would do well to bolster their forces with Golems. Stone golems require Stone and a Tower to be built. They are the weakest and least expensive of the Golems.
Copper Golem: (None) Golems are more expensive and less powerful than the Tier 4 units you are capable of building at the same time. They are also incapable of leveling or learning new promotions. So why use them? Unlike all of the other Tier 4 units they aren’t limited in the quantity that can be made. Large civilizations that have already made their limit of the other Tier 4 units would do well to bolster their forces with Golems. Copper Golems require Copper and a Tower to be built.
Iron Golem: (None) Golems are more expensive and less powerful than the Tier 4 units you are capable of building at the same time. They are also incapable of leveling or learning new promotions. So why use them? Unlike all of the other Tier 4 units they aren’t limited in the quantity that can be made. Large civilizations that have already made their limit of the other Tier 4 units would do well to bolster their forces with Golems. Iron golems require Iron and a Tower to be built. They are the most powerful, and most expensive, of the Golems.
Mercenary: (Mounted) Mercenary’s are mounted units available after the discovery of Currency without and building or resource requirement. They are expensive but have -50 on their hurry cost, making them decent units to use in a pinch. They are also ideal for civilizations that don’t want to invest in stables or mounted techs but still want the benefit of a few high movement units.
Work Boat: (Naval)
Pirate: (Naval) Much like the land based Mercenary Pirate’s are expensive but have -50 on their hurry cost. Good when you need to force out some quick naval units. Pirates are also able to travel in rival territory making them good for scouting up enemy territory or floating through rival territory to get to harass enemy naval units on the other side.
Hawk: (Bird) Hawks can be carried by Rangers, Hunters and Druids. They can recon into unknown or enemy territory, expanding on their hosts already considerable recon abilities.
Hill Giant: (Giant) Giants wander the hills and desert regions. They are a terror and best avoided by all by the most powerful explorers.
Skeleton: (Demon) Skeletons wander the cold regions of the world, restless spirits of explorers who never found their way home. They rarely wander into cultural boundries but don’t hesitate in attacking those that come out into their lands.
Earth Elemental: (None) A powerful but slow unit. The conjurer has to get close to unleash it on its victims, but it is a formidable city or unit attacker, and even better, the Conjurer can summon a new one next turn.
Trojan Horse: (Mounted) The Trojan Horse can travel in rival territory and carry hidden units in before an attack is announced, or just used to slip through a rivals territory who refuses to give you an Open Borders agreement (or whom you don’t want to allow into your lands). The Trojan Horse is unique.
Typhoid Mary: (Melee) Bearer of the Plague. Typhoid Mary transmits the Plague to stacks she attacks. She is the only unit that can transmit the plague but the negative heal rate it gives is enough to kill infected units turns after she has attacked. Typhoid Mary is unique.
Accuracy- +20% Bombard damage.
Amphibious- No penalty for attacking across rivers or from sea.
Animal Handling- Able to convert defeated animal units.
Barrage I- +40% collateral damage.
Barrage II- +60% collateral damage, +20% vs melee units
Barrage III- +100% collateral damage
Blessed- +15% strength, removed after combat
Blitz- Can attack multiple times per turn
City Garrison I- +40% to city defense
City Garrison II- +50% to city defense
City Garrison III- +60% to city defense, +20% vs melee units
City Raider I- +40% city attack
City Raider II- +50% city attack
City Raider III- +60% city attack, +20% vs melee units
Combat I- +20% strength
Combat II- +20% strength
Combat III- +20% strength
Combat IV- +20% strength, heals an additional 10% /turn in neutral lands
Combat V- +20% strengthm heals an additional 10% /turn in enemy lands
Command- Converts units defeated in combat
Commando, Can use enemy roads
Cover I- +50% vs archer units
Cover II- +100% vs archer units
Demon Slaying- +50% vs demon units
Diseased- -30% to strength, -10% heal, -10% heal to units in the same tile, combat has a 50% chance to spread disease to each unit in the attacking or defending tile
Drill I- 1 additional first strike chance
Drill II- 1 extra first strike
Drill III- 2 first strike chances
Drill IV- 2 first strikes, +20% vs mounted units
Dwarf Slaying- +50% vs dwarves
Elf Slaying- +50% vs elves
Flanking I- +20% withdrawal
Flanking II- +20% withdrawal
Flanking III- +10% withdrawal, immune to first strikes
Formation I- +50% vs mounted units
Formation II- +100% vs mounted units
Giant Slaying- +50% vs giants
Guerilla I- +40% hills defense
Guerilla II- Double movement in hills, +60% hills defense
Immortal- The unit is reborn in the civilizations capital if it dies
March- Heal while moving
Medic I- Heals units in the same tiles +20% per turn
Medic II- Heals units in the same tile +40% per turn
Medic III- Heals units in the same tile +80% per turn
Mithril Armor- +10% strength
Mithril Weapons- +10% strength
Mobility I- +1 move
Mobility II- +1 move
Mobility III- +1 move
Navigation I- +1 move
Navigation II- +1 move
Plague Carrier- spreads the plague, -20% heal to units in the same tile
Plagued- -60% strength, -20% heal, -20% heal to units in the same tile
Sentry I- +1 visibility range
Sentry II- +1 visibility range
Sentry III- +1 visibility range
Shock I- +50% vs melee units
Shock II- +100% vs melee units
Summoned- Summoned units are automatically destroyed at the beginning of the owning players next turn.
Woodsman I- +40% jungle and forest defense
Woodsman II- +60% jungle and forest defense, doubles movement in jungle and forst.
Still to come in Phase 1:
1. “Marksman” ability which lets the attacker select the unit he wants to attack in the stack for Assassins, Shadows and Marksman.
2. The Defiler unit, who destroys opponents land.
3. The Elementalist unit, who is capable of summoning 4 different types of elementals.
4. Armageddon spells!
Apocalypse- Kills 50% of all units, destroys 50% of all buildings, halves city populations.
Bane Divine- All Disciple branch units are reduced to Prophets.
Blight- Destroys all food improvements, destroys 75% of all food bonus’s.
Celestial Realignment- Destorys all active Armageddon spells.
Doom Inexorable- Summons Meshabber of Dis (avatar unique unit)
Enslave the Earth- Creates the Mithril Golem (avatar unique unit)
Entropy Unbound- Slowly destroys the map.
Glory Everlasting- All Demon units are killed.
Knell of Darkness- Any living units that die within the owning players borders are raised as skeletons.
Open Gate- Randomly produces demon units.
5. Escape Spell for Saboteurs and Shadows.
6. The Drown can travel through coast tiles.
7. Haste Spell for Adepts.
8. The Infernal Grimoire will have a 25% chance of summoning a barbarian Demon close to the building city.
Coming in Phase 2:
1. Attitude modifiers based on both parties religion (The Order hates civilizations that are following the Ashen Veil but is tolerant of those dedicated to the Runes of Kilmorph, etc).
2. Random Quests.
3. Scenarios, where the Fall from Heaven story will be told.
4. New Civilizations.
5. New Leaders.
A huge thanks to the artists I shamelessly cut tiny pieces of art from to make all of the icons and graphics used in this mod. Justin Sweet, Brom, Keith Parkinson, etc etc are all amazing and contributed (unknowingly) not only the amazing art, but inspiration for a fantasy world through their work.
I would also like to thank my fellow modders at CivFanatics, especially Mylon (code help), The Big Apple (code help), ArbitraryGuy (from whom I stole a lot of the Civic ideas and art), Requies (code help), Master Lexx (code help), and Supa (who made the Lioness and Tiger skins). Most of these folks don’t even know they helped me, but it was only by studying your work that I was able to figure out how to do the stuff myself.
Version 0.70 also marks the first version of this mod to have benefited from significant input from the community. Corlindale wrote some amazing quotes for some of the Techs, Woodelf played and replayed the computer to give feedback on AI improvements, Mumin supplied unit art and several improved tech names. Check out the changelog for details on the changes made and who contributed them, this mod is definitely more than just my work.