Starting Units and Technologies for Late Era Starts
(October 30th, 2014, 03:44)Qgqqqqq Wrote: Thaw: Standard Start
Discovery:
Normal Units
Agriculture
Exploration
Crafting
Ancient Chants
Calender
Animal Husbandry
Fishing
Cartography
Hunting
Mining
Masonry
Education
Mysticism
Archery
Bronze Working
Expansion:
Normal Units AND
Worker
Archer
All the Discovery techs AND
Festivals
Horseback Riding
Construction
Writing
Warfare
Code of Laws
Knowledge of the Ether
Way of the Forests
Way of the Earthmother
Philosophy
Message from the Deep
Forest of Leaves founded on T5 (roughly)
Runes of Kilmorph founded on T5 (roughly)
Octopus Overlords founded on T5 (roughly)
Innovation:
Normal units AND
Longbowman
Worker
All the Expansion techs AND
Sailing
Trade
Optics
Poisons
Animal Handling
Smelting
Sanitation
Mathematics
Military Strategy
Currency
Necromancy
Elemntalism
Divination
Alteration
Hidden Paths
Arete
Priesthood
Orders from Heaven
Honor
Corruption of Spirit
Mind Stapling
Astronomy
Bowyers
Medicine
Feudalism
All religions founded
Mastery:
Normal units AND
Scout
Warrior
Settler with bonus
Two Longbowman
Worker
All the Innovation techs AND
Drama
Deception
Feral Bond
Stirrups
Iron Working
Engineering
Taxation
Sorcery
Fanatacism
Religious Law
Infernal Pact
Arcane Lore
All religions founded
Hyborem Summoned
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.