Civilization V Customisation Wiki
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|[[File:Eastern.png|centre|thumb|80x80px]]<p style="text-align:center;">'''Eastern'''</p>
 
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*Walls and Barracks in the Capital.<sup><ref>Only a Walls with the [http://forums.civfanatics.com/forums/community-patch-project.497/ CBO].</ref></sup>
 
*Walls and Barracks in the Capital.<sup><ref>Only a Walls with the [http://forums.civfanatics.com/forums/community-patch-project.497/ CBO].</ref></sup>

Revision as of 03:00, 26 March 2018

Cultural Diversity is a mod aimed at emphasizing the variety of civilization. It does this by assigning base "Culture Types" to each civilization (including City-States), which allows for greater distinction between them, whilst maintaining a level of familiarity and consistency throughout. Where possible, each Culture Group has a unique soundtrack, a unique starting bonus, a unique event (with Sukritact's Events and Decisions), unique colonial city lists (with JFD's Exploration Continued Expanded), unique government preferences (with JFD's Sovereignty), unique era splash screens, unique embarkation graphics, unique unit dialogue, and unique unit graphics.

Certain civilizations also belong to "Sub-Culture Types," which further diversify soundtracks, splash screens, or unit graphics, whilst retaining the same overall theme of the culture group.

Culture Types

Culture Sub-Cultures Starting Bonus Civilizations
JFD CulDivAtlas 256 - Copy (3)

Aboriginal

  • 1 Scout.
  • Sight of nearby lands.
Australia (Aboriginal), Kulin

Full List

Andean

Andean

  • 1 nearby source of Gold.
Inca, Nazca, Mapuche, Caral

Full List

Bantu

Bantu

  • 1 Spearman.
  • +10 XP for starting units.
Zulu, Kongo, Zimbabwe, Masaai

Full List

Bharata

Bharata

  • 1 nearby source of Incense.
India, Mughals, Nepal

Full List

Central

Central

  • Granary in the Capital.
Germany, Poland, Austria, Hungary

Full List

05 - oAAUowv - Copy

Classical

Roman
  • Liberty tree already unlocked.[1]
Carthage, Greece, Rome

Full List

Colonial

Colonial

Latin
  • Additional territory in the Capital.
America, Brazil, Australia, Mexico

Full List

East Indies

East Indies

  • 1 nearby source of Spices.
Indonesia, Papua New Guinea, Brunei

Full List

Eastern

Eastern

Byzantine
  • Walls and Barracks in the Capital.[2]
Russia, Byzantium, Armenia, Bulgaria

Full List

Tribalamerican

Great Plains

  • Trapping already researched.
Shoshone

Full List

Himalayan

Himalayan

  • Shrine in the Capital.
Bhutan, Nepal, Tibet.

Full List

Islamic

Islamic

Turkic
  • Animal Husbandry already researched.
Arabia, Morocco, Ottomans, Kilwa

Full List

Iranian

Iranian

  • Aqueduct/Herbalist[3] in the Capital.
Persia

Full List

Katuje

Katuje

  • Pottery already researched.
Caribs, Tupi

Full List

Mandala

Mandala

  • Patronage tree already unlocked.[4]
Siam, Khmer, Burma

Full List

Mesoamerican

Mesoamerican

  • Calendar already researched.
Aztecs, Maya, Olmec, Zapotec

Full List

Mesopotamic

Mesopotamic

Egyptian
  • 1 nearby source of Wheat.
Egypt, Babylon, Assyria

Full List

Northern

Northern

Celtic
  • 1 Warrior. 
  • Unlocked Honor tree.[5]
Denmark, Celts, Lithuania, Scotland

Full List

Oceanic

Oceanic

  • 1 Scout.
  • Ocean embarkation for starting units.
Hawaii, Maori, Tahiti, Anangu

Full List

10 - rZJWMGq - Copy

Oriental

Japanese
  • 1 Worker.
China, Japan, Korea, Vietnam

Full List

Pacific

Pacific

  • Sailing already researched.[6]
Chinook

Full List

Polar

Polar

  • Archery already researched.
  • 1 nearby source of Deer.
Dene, Sami, Sibir, Yupik

Full List

Saharan

Saharan

  • Mining already researched.
Songhai, Mali

Full List

Semitic

Semitic

Ethiopic
  • 1 Scout.
  • +1 Sight and +1 Movement for starting units.
Israel, Phoenicia, Philistines, Ethiopia

Full List

JFD CulDivAtlas 256 - Copy (2)

Southern

Papal
  • Aesthetics tree already unlocked.[7]
Venice, Tuscany, Genoa, Papal States

Full List

Steppe

Steppe

  • 2 nearby sources of Horses.
Mongols, Huns, Khazaria, Yakutia

Full List

Totalitarian

Totalitarian

  • 1 Great General.
Germany (Hitler), Soviet Union, North Korea

Full List

Westafrican

West-African

  • Nearby source of Stone.
Ashanti, Benin

Full List

Woodlands-0

Woodlands

  • 1 Scout.
  • Woodsman promotion for starting units.
Iroquois

Full List

Western

Western

British
  • A sum of Gold.
England, France, Spain, Sweden

Full List

Ideals

Ideals are a special Social Policy Branch exclusive to your civilization's Culture. However, unlike regular policies, these policies have specific conditions that must be met before they can be adopted. Most of these conditions have to be met before the end of a certain era, otherwise the policies will become permanently locked.

Culture Type Ideal Effect Conditions
Aboriginal Bora Ceremonies Gain CultureIcon Culture when a new tile is acquired. This scales with Era. Must have at least 10 CultureIcon Culture Per Turn by the end of the Ancient Era.
Aboriginal Songline +2 FaithIcon Faith on Atolls, Oases, and Natural Wonders. Must control at least 1 Natural Wonder by the end of the Medieval Era.
Aboriginal Walkabout Melee and Ranged Units receive the Survivalism I and II promotions. Must have at least 2 Recon Units with the Survivalism II promotion by the end of the Medieval Era.
Andean City of Gold Mints increase the Gold Gold output of the Palace by +1 each. Must control at least 5 sources of any of Copper, Gold, or Silver, or otherwise El Dorado by the end of the Renaissance Era.
Andean Royal Roads Palace yields +10 Goldenage Golden Age Points. Must have at least 4 cities on Hills or Mountains Connection connected via road to the Capital Capital by the end of the Medieval Era.
Andean Sacred Apus Shrines built in cities on a Hill or Mountain yield +2 FaithIcon Faith. Must have at least 4 Shrines built in cities on a Hill or Mountain by the end of the Medieval Era.
Bantu Fetish Idols Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. Must have the highest FaithIcon Faith output and at least +5 FaithIcon Faith Per Turn by the end of the Ancient Era.
Bantu Hide Shields Melee Units have +10% Strength Combat Strength when within 2 tiles of a Pasture and Pastures yield +1 Production Production and +2 Great General Points. Must have at least 6 Pastures worked by the end of the Medieval Era.
Bantu Houses of Stone +1 Happy Happiness and +3 Strength Defense from Ancient, Classical, and Medieval Era Wonders. Must have at least 3 Stone Works by the end of the Medieval Era.
Bharata Four Varnas All Specialists yield +1 of their base Yield and produce no Crimes Crime. Must have 1 Monk, 1 Merchant, 1 Engineer, and 1 Scientist worked in each city by the end of the Renaissance Era.
Bharata Gunpower Empire Gun and Siege Units earn +15% more XP from combat and increase Loyalty Loyalty by 10% when garrisoned. Must have researched Chemistry and have the most Siege Units by the end of the Industrial Era.
Bharata Sacred Languages +100% Religious Pressure in nearby cities without your main Religion and your Religion spreads to your cities from 50% further away. Must have researched Writing and have at least 15 FaithIcon Faith Per Turn by the end of the Classical Era.
Central Feudal Duties Castles yield +2 Great General Points and +15 XP for newly trained Land Units. Must have Castles in all cities and at least 1 Duchy State-level Province by the end of the Medieval Era.
Central Marriage Politics Dignitaries and Magistrates yield +2 Gold Gold and Gifts of Gold yield +20% more Influence Influence with City-States. Must have 4 of any combination of Dignitary or Magistrate Specialists working by the end of the Renaissance Era.
Central Orders of Merit +25 CultureIcon Culture when a unit is promoted. This scales with Level. Must have at least 4 Level 5 Units by the end of the Renaissance/Enlightenment[8] Era.
Classical Res Publica Ancient and Classical Era National Wonders yield +1 Happy Happiness and +0.4 Development Development. Must have built at least 5 National Wonders by the end of the Classical Era.
Classical Socratic Method Gain CultureIcon , Goldenage , FaithIcon , and Science whenever you expend a Greatperson Great Person. Must have the highest Science Science output and at least +25 Science Science Per Turn by the end of the Classical Era.
Classical Valeria Victrix Great General Strength Combat Bonus increased by +15%, and double Citadel tile-acquisition. Must have the most Great Generals and at least 2 by the end of the Classical Era.
Colonial Constitutionalism CultureIcon Social Policies are 10% cheaper and +1 Happy Happiness for every 5 Policies adopted. Must have at least 4 Social Policy Branches opened and the Reform "Codified (Constitution)" Reform by the end of the Industrial Era.
Colonial Patria Grande Artist, Musician, and Writer Specialists yield +1 CultureIcon Culture, +1 'WLTKD' Sentiment, and +2 Tourism Tourism. Must have the highest CultureIcon Culture Per Turn and at least 50 by the end of the Modern Era.
East Indies Kedatuan Polities Units trained in the Capital begin with +20 XP and +1 Moves Movement. Must have at least 3 County County-level Provinces by the end of the Medieval Era.
East Indies Masked Dances Cities celebrating 'We Love the King Day' yield +10% CultureIcon Culture. Must have at least 3 Amphitheaters by the end of the Medieval Era.
East Indies Spice Trade Production Build Cargo Ships 50% faster and Traderoute Sea Trade Routes have 50% range. Must control at least 4 sources of any of Spices, Ginger, Cloves, Nutmeg, or Pepper by the end of the Renaissance Era.
Eastern Imperial Frontiers Cities can work and purchase one additional ring of tiles. Must have the highest number of Tiles and at least 50 by the end of the Renaissance Era.
Eastern Orthodoxy Cities with your religion have +10% Loyalty Loyalty and yield +2 FaithIcon Faith. Must have all cities following your State Religion and at least 4 by the end of the Medieval Era.
Eastern Tsarism Government and Foreign Reform Reforms require no SovereigntyIcon Sovereignty to pass Must have SovereigntyIcon Max Sovereignty by the end of the Industrial/Enlightenment[8] Era.
Great Plains Hide Painters Camp-based Resources yield +2 CultureIcon Culture and +1 Development Development. Must have at least 5 Camp-based Resources worked by the end of the Medieval Era.
Great Plains Plains Riders All Units have doubled Moves Movement in Grassland and Plains. Must have at least 12 Horses Horses by the end of the Industrial Era.
Great Plains Sun Dances Cities celebrating 'We Love the King Day' yield +15% HealthIcon Health. Must have a Pantheon and at least 2 cities on Plains Tiles by the end of the Medieval Era.
Himalayan Charnel Grounds Mountains yield +4 Goldenage Golden Age Points and +2 FaithIcon Faith. Must control a Holy City located in a city with a Mountain by the end of the Medieval Era.
Himalayan Tantric Medicine Greatwork Great Works yield +1 Science Science and +1 HealthIcon Health. Must have at least 4 Greatwork Great Works by the end of the Medieval Era.
Himalayan Triple Gem Monasteries yield +1 Happy Happiness, +2 FaithIcon Faith, and +0.2 Development Development. Must have a State Religion, at least +300 FaithIcon Faith, and at least 1 Monk Specialist working in all cities by the end of the Renaissance Era.
Iranian Imperial Levies All current and future Military Units purchased as Levies will Heal Every Turn, even when performing an action. Must have at least 20 Citizen Population between conquered cities by the end of the Medieval Era.
Iranian King's Eyes and Ears -20% Crimes Crime in the Capital and -10% Crimes Crime in all other citiies. Must have all cities Connection Connected to the Capital Capital and at least 2 by the end of the Classical Era.
Iranian Qanat System Aqueducts yield +2 Food Food and current and future cities with an Aqueduct receive a Garden. Must have at least 3 Aqueducts by the end of the Classical Era.
Islamic Houses of Wisdom Great Tile Improvements yield +2 of their base Yield and +2 Goldenage Golden Age Points. Must have at least 5 of any combination of Academies, Citadels, Custom Houses, Holy Sites, Manufactories, or Sanatoriums worked by the end of the Medieval Era.
Islamic Sufi Orders Missionaries have +1 Moves Movement and lose the 'Unwelcome Evangelists' promotion. Must have at least +500 FaithIcon Faith by the end of the Medieval Era.
Islamic Trans-Saharan Routes All Trade Routes have +1 Sight and reveal Fog of War when travelling. Must have at least 3 Caravansaries in cities built on or adjacent to Desert by the end of the Renaissance Era.
Katuje Bow Mastery Archers and Composite Bowmen can attack twice in one turn. Must have have at least 2 level 4 Units of any combination of Archers or Composite Bowmen by the end of the Classical Era.
Katuje People's Language Cities adjacent to Jungle are automatically Connection Connected to one another. Must have at least 4 cities adjacent to Jungle by the end of the Medieval Era.
Katuje Ritual Cannibalism Melee Units recover 20 Hit Points when defeating an enemy unit. Must have at least 120 FaithIcon Faith by the end of the Ancient Era.
Mandala Field Power Towns and Villages yield +2 Food Food and +3 Strength Defense. Must have a Village or Town worked by all cities and at least 4 by the end of the Medieval Era.
Mandala Mueang Principalities +1 Influence Influence Per Turn with City-States that you have a Trade Route with. Units can be upgraded in the borders of Befriended City-State. Must have at least 3 Allied City-States by the end of the Medieval Era.
Mandala Temple Spires Temples and belief-based Religious Buildings yield +20 CultureIcon Culture and +20 FaithIcon Faith when constructed. This scales with Era. Must have adopted the State Religion of another Civilization by the end of the Renaissance Era.
Mesoamerican Astro-Divination Temples yield +1 Science Science and +2 Greatperson Great Prophet Points Per Turn. Must have a Pantheon and at least 20 Science Science Per Turn by the end of the Classical Era.
Mesoamerican Eagles and Jaguars Melee Units begin with +10 XP and force defenders to retreat when inflicting more damage than they receive. Must have the highest number of Slavery Shackles and at least 40 by the end of the Medieval Era.
Mesoamerican Triple Alliance +10% Loyalty Loyalty, -15% Unhappiness Unhappiness, and +20% Production Production in Puppets. Must have at least 2 foreign Capital Capitals as Puppets under your control by the end of the Medieval Era.
Mesopotamic Ceremonial Burial Ancient Era Wonders yield +2 CultureIcon Culture, FaithIcon Faith, Gold Gold, and Tourism Tourism. Must have a Pantheon and a Wonder in the Capital Capital by the end of the Ancient Era.
Mesopotamic City of God 5 Specialists in your Capital Capital no longer cause Unhappiness Unhappiness. Must have the highest Citizen Population in the Capital Capital and at least 12 by the end of the Classical Era
Mesopotamic Scribal Schools +30 Science Science when a new Citizen Citizen is born in the Capital Capital. This scales with Era. Must have at least 8 Science Technologies by the end of the Ancient Era.
Northern Epic Poetry Great Works of Music and Writing yield +1 CultureIcon Culture and +1 Tourism Tourism, and earn Greatperson Great Musicians and Great Writers 33% faster. Must have at least 3 of any combination of Greatperson Great Generals or Great Admirals by the end of the Medieval Era.
Northern Midsummer's Eve Cities celebrating 'We Love the King Day' yield +10% Food Food. Must have at least one city celebrating 'We Love the King Day' by the end of the Medieval Era.
Northern Warrior Code All Units fight as though they were at full strength even when damaged. Must have a Barracks in all cities and at least 4 by the end of the Medieval Era.
Oceanic Celestial Navigation Naval Units receive the Supply promotion, and all Embarked Units have +1 Moves Moves. Must have discovered at least 50 Ocean Tiles by the end of the Renaissance Era.
Oceanic Island Settlers Atolls yield +1 Science Development CultureIcon FaithIcon Gold Tourism . Must have at 4 Atolls worked by the end of the Renaissance Era.
Oceanic Wayfaring Myths Naval Units yield CultureIcon Culture in the nearest city when uncovering new Tiles. Must have researched Sailing by the end of the Ancient Era.
Oriental Hydraulic Despotism Aqueducts and Cisterns yield +2 and +5% Production Production. Must have Aqueducts or Cisterns in all cities and at least 4 of any combination by the end of the Medieval Era.
Oriental Scholar Officials Specialists yield +2 Goldenage Golden Age Points and +0.1 Development Development. Must have at least 2 Specialists working in each city by the end of the Renaissance Era.
Oriental Son of Heaven +10% SovereigntyIcon Sovereignty during a Goldenage Golden Age and Goldenage Golden Ages are 20% longer. Must be in a Goldenage Golden Age and must have a Government by end of the Medieval Era.
Pacific Fishing Societies Production Build Work Boats 50% faster, and Fishing Boats yield +1 Production Production and +1 Development Development. Must have at least 5 sources of any combination of Crab, Fish, or Whale by the end of the Medieval Era.
Pacific Potlatch +10 Food Food and +10 CultureIcon Culture when a new Citizen Citizen is born in any city. This scales with Era. Must have all cities Connection Connected to the Capital Capital and at least 4 by the end of the Renaissance Era.
Pacific Totems Monuments increase Greatperson Great People generation by 15%, and yield +1 Great Admiral and +1 Great General Points. Must have a Monument in all cities and at least 3 by the end of the Classical Era.
Polar Land of Eternal Sun Snow Tiles yield +2 Goldenage Golden Age Points and all Units have doubled healing in Snow. Must have at least 2 cities with Ice by the end of the Renaissance Era.
Polar Nomadic Herders Settlers and Workers have +1 Moves Moves, and all Camps yield +1 Food Food. Must have at least 3 Camps by the end of the Classical Era.
Polar Spirit Trance Shrines, Temples, and Monasteries yield +1 HealthIcon Health and -1 Crimes Crime. Must have a Pantheon and +25 FaithIcon Faith Per Turn by the end of the Medieval Era.
Saharan Farimba All current and future Military Units purchased with Slavery Shackles help produce Great Generals more quickly. Must have at least 4 Military Units with the Enslaved Promotion by the end of the Medieval Era.
Saharan Lord of Wangara +20 Production Production with every Invest Investment. This scales with Era. Must have the highest Gold Gold stored and at least 2000 Gold Gold by the end of the Renaissance Era.
Saharan Scholars of Sankore Eliminates CrimesBlue Fraud in all cities. Must have 2 Academies worked by the Capital by the end of the Medieval Era.
Semitic Dietary Laws Increases Piety Piety resting rate by +10 and Piety Piety recovers twice as fast when below resting rate. Must be Piety Devout by the end of the Classical Era.
Semitic Land of Merchants Great Merchants have +2 Moves Movement and begin a short Goldenage Golden Age when expended. Must have the highest number of Merchant Specialists worked and at least 4 by the end of the Medieval Era.
Semitic Rock-hewn Churches Cities adjacent to Mountains receive +10% Production Building Production. Mountains yield +3 Production Production. Must have at least 3 cities adjacent to Mountains by the end of the Medieval Era.
Southern Free Companies All Mercenaries can can pillage without using Moves Movement Points and steal Gold Gold when attacking cities. Must have 3 active Contracts by the end of the Renaissance Era.
Southern High Renaissance +1 CultureIcon Culture, +1 FaithIcon Faith, +1 Science Science, and +2 Goldenage Golden Age Points from Great Works of Art. Must control the most Greatwork Great Works of Art and at least 3 by the end of the Renaissance Era.
Southern Mother Church Cities are 50% more resilient to Conversion and never lose their Religion because of low Piety Piety. Must have founded a Religion, and must have the most followers and at least 4 by the end of the Renaissance Era.
Steppe Great Hordes Receive a second Mounted Unit with every one trained, if you have the Horses Horses to support it. All Mounted Units receive +1 Sight. Must have the highest number of Horses Horses and at least 6 improved Horses Horses by the end of the Medieval Era.
Steppe Silk Road Owned Traderoute Trade Routes cannot be pillaged by Barbarians and Land Trade Routes have +50% range. Must have at least 4 Traderoute Trade Routes with different Civilizations by the end of the Renaissance Era.
Steppe Steppe Empire All current and future conquered cities begin with all workable tiles claimed. Must have at least 5 foreign cities under your control by the end of the Medieval Era.
Totalitarian Autarky Internal trade routes provide 50% more Food Food or Production Production when originating from the Capital Capital. Must have at least 5 cities connected to the Capital Capital via Internal Trade Route by the end of the Modern Era.
Totalitarian Panoptic Surveillance Production Build Constabularies and Police Stations 50% faster and these Buildings yield +10% Loyalty Loyalty each. Must have a Jail in all conquered cities and at least 6 by the end of the Modern Era.
Totalitarian Supreme Leader +25% Production Production toward Military Units during a 'We Love the King Day.' Must have all cities with Loyalty Patriotic Loyalty and at least 4 by the end of the Modern Era.
West Africa Defensive Earthworks First two Stone Works are Maintenance free and cities with a Stone Works have increased (+25%) Strength Defense from Buildings. Must have built at least 2 Stone Works by the end of the Medieval Era.
West Africa Religious Kinships +20 FaithIcon Faith when a new Citizen Citizen is born in any city. This scales with Era. Must have founded a Pantheon and have at least 12 Citizen Population by the end of the Medieval Era.
West Africa Sculpted Figures Copper, Iron, and Stone yield +2 CultureIcon Culture and +1 Tourism Tourism. Must have at least 4 sources of any combination of Copper, Iron, or Stone by the end of the Medieval Era.
Western Colonial Empires Colony Colonies yield +2 Science Science, +3 Gold Gold and +4 Goldenage Golden Age Points. Must control the most Colony Colonies and at least 3 by the end of the Industrial Era.
Western Industrial Revolution Production Build Blast Furnaces, Coal Stations, Factories, and Oil Refineries 33% faster. Must have Workshops in all cities and at least 5 by the end of the Renaissance[8] Era.
Western Naval Supremacy Naval Units are 33% Gold cheaper to upgrade and have +20% Strength Combat Strength when in Foreign Territory. Must have the most Naval Units and at least 10 by the end of the Industrial Era.
Woodlands Buzzard Cult Your Religion spreads 33% faster over Traderoute Trade Routes and Land Trade Routes yield +2 Tourism Tourism. Must have a Pantheon and at least 2 active Traderoute Land Trade Routes by the end of the Classical Era.
Woodlands Grand Council +10 Food Food and +10 Production Production when a new Building is built in any city. This scales with Era. Must have all cities Connection Connected to the Capital Capital and at least 4 by the end of the Renaissance Era.
Woodlands Pathfinders All current and future Recon Units receive the Survivalism I, II, and III promotions. Must have at least 6 Forest Tiles worked by the end of the Medieval Era.

Full Credits List

CivFanatics Homepage
Latest Version: v 15
Last Updated: 10 March 2017


  • JFD: Coding, Design, Research, Graphics
  • COF: Research (Various splash screens)
  • Janboruta: Research (African/Arabic/Bharata/Central/Northern/Western/Mediterranean/Totalitarian/Turkic splash screens), Artwork (African/Arabic/Bharata/Oceanic/Tribal-American/Turkic splash screen border, Central/Eastern/Western Crowns).
  • Kesler: Research (various Music).
  • Leugi: Graphics (African/Arabic/Bharata/Turkic Embarkation Graphics), Research (High-American/Latin Colonial/Tribal-American/Andean splash screens), Artwork (High-American aplash acreen border).
  • Reedstilt: Research (Oceanic/Sahul/Tribal-American splash screens)
  • Regalman: Research (Semitic splash screens)
  • sss64sss: Research (various Music and splash screens)
  • Sukritact: Research (Mandala/Oriental splash screens), Artwork (White Elephant Icon, Mandala/Oriental splash screen border, Culture Group Icons).
  • Sun Ce of Wu the Musician: Research (various Music, Splash Screens).
  • Sword of Geddon: Research (Oceanic, African music)
  • Tomatekh: Artwork (Various Culture Group Alpha Icons)
  • TPangolin: Research (Various splash screens)
  • Hangman: Graphics (High-American Embarkation Graphics)
  • Wolfdog: Graphics (Mandala/Oriental Embarkation Graphics)

References

  1. Market in the Capital with the CBO.
  2. Only a Walls with the CBO.
  3. Requires CiD: Health.
  4. Source of Ivory with the CBO.
  5. +10 XP with the CBO.
  6. Two nearby sources of Fish with the CBO.
  7. 1 nearby source of Wine with the CBO.
  8. 8.0 8.1 8.2 With Enlightenment Era.