An attempt to create a full mod (rulesets, map, graphics) of Warhammer for unciv. Modmod of Fantasia mixed with previous Civ3/Civ4 Warhammer extensions materials.
Sword units | Skeletal Warrior | Skeletal Champion | Tomb Captain | Tomb King |
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Scouting | Tomb Swarms | Tomb Scorpion |
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Archery | Skeletal Archer |
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Tamers | Tomb Guard | Tomb Herald | Sepulchral Stalker |
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Anti-cavalry | Skeletal Spearman | Ushabti | Sepulchral Stalker |
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Cavalry | Skeleton Rider | Necropolis Knight |
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Golems | Necroserpent | Necrosphinx | Necrolith Colossus | Hierotitan |
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Magic | Lich |
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Terror | Carrion | Dread Abyssal |
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Heroes | Tomb Prince |
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Clanrat | Stormvermin | Skaven Chieftain | Warpfire Thrower | Warplock Jezzail | Ratling Gun | Stormfiend |
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Scouting | Night Runner | Gutter Runner | Death Runner |
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Anti-cavalry | Plague Monk | Plague Censer-Bearer |
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Cavalry | Giant Rat | Great Pox Rat | Brood Horror | Hell-Pit Abomination |
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Siege | Plague-Claw Catapult | Screaming Bell | Plague Furnace | Warp-Lightning Cannon |
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Armored | Doomwheel | Doom-Flayer |
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Common tech tree (eras)
Rise of Sigmar (Starting Tech) Nations unique techs (Ancient era)
Old World (Reikland, Kislev, Tilea, Estalia)
Knightly Virtues (Bretonnia)
Channeling (Albion, Ulthuan)
Dwarven Ingenuity (Dwarfs, Chaos Dwarfs)
Forest Mastery (Loren). Allows Loren Magic (with Raw Magic)
Norse Tradition (Norsca)
Arabyan Tradition (Araby, Ind)
Far East (Cathay, Nippon)
Undead Curse (Sylvania, Khemri)
Underworld (Skaven)
Swamp-dwelling (Slann, Amazons)
Greenskin
Chaos
Agriculture. Allows Granary.
Hunting. Allows Hunting Lodge.
Fishing
Mysticism. Allows Waystone, Old Ones Shrine (with Swamp-Dwelling).
WAAGH!: free tech for Greenskin.
Insatiable Hunger: free tech for Ogre Kingdoms
Brewing: requires Agriculture. Allows Tavern, Bugman's Brewery.
Calendar: requires Agriculture
Crafting: requires Agriculture or Dwarven Ingenuity. Allows Market, Tailor.
Animal Husbandry: requires Agriculture, Hunting. Allows Tanner.
Herblore (Herbalism): requires Hunting. Allows Herbalist.
Archery: requires Hunting. Allows Archery Range.
Warrior Code: requires Hunting. Allows Barracks, Training Yard, Destruction Shrine (with WAAGH!), Heroic Epic.
Chronicles: requires Mysticism. Allows Elder Council, The Great Book of Grudges (with Dwarven Ingenuity).
Contemplation: requires Mysticism. Allows Elven Shrine (with Elven Gods).
Ceremonial Burial: requires Mysticism. Allows Graveyard, Immortality Shrine (with Undead Curse).
Raw Magic: requires Mysticism. Allows Coven.
Astrology: requires Calendar
Roads: requires Crafting
Masonry: requires Crafting. Allows Walls.
Trade: requires Crafting. Allows Inn, The Great Bazaar.
Mining: requires Crafting
Horseback Riding: requires Animal Husbandry. Allows Stable, Silk Road, Spice Road (with Market and Trade)
Tracking: requires Herblore, Animal Husbandry
Festivals: requires Chronicles. Allows Circus.
Philosophy: requires Contemplation, Chronicles. Allows Spirituality Shrine (with Knightly Virtues)
Necromancy: requires Ceremonial Burial, Raw Magic. Allows Black Pyramid.
Loren Magic: requires Forest Mastery, Raw Magic. Allows Tower of Eternal Wood.
Magic of the Horned Rat: requires Underworld, Raw Magic
Mathematics: requires Calendar, Masonry. Allows Siege Workshop.
Sailing: requires Fishing, Trade. Allows Harbor, Lighthouse (with Construction), The Great Voyage (with Norse Tradition).
Bronze Working: requires Mining. Allows Forge, Dark Forge (with Chaos and Dwarven Ingenuity), The Gates of Zharr.
Nature Lore: requires Tracking, Archery
Monster Taming: requires Horseback Riding, Tracking
Construction: requires Masonry, Bronze Working, Mathematics. Allows City Walls, The Great Bastion.
Metal Casting: requires Bronze Working
Warfare: requires Warrior Code, Bronze Working. Allows Wheelwright (with Crafting).
Elemental Magic: requires Raw Magic, Nature Lore. Allows Palace of the Wizard Calife.
Irrigation: requires Construction
Sanitation: requires Construction. Allows Aqueduct, Sewer, The Floating Gardens of Lost Xholankha (with Irrigation), The Underways (with Underworld).
Alchemy: requires Herblore, Metal Casting. Allows Alchemist's Lab, Philosopher's Stone.
Iron Working: requires Metal Casting, Warfare
Tyranny: requires Warfare. Allows Dungeon, Gallows, Tarnhelm's Keep.
Lordship: requires Warfare. Allows Monument, Castle, Governor's Manor.
Stirrups: requires Iron Working, Horseback Riding
Currency: requires Trade, Metal Casting, Lordship.
Feudalism: requires Lordship or Tyranny
Bloodbowl: requires Trade, Brewing. Allows Bloodbowl Stadium (with Construction), Bloodweiser Stadium.
Civil Service: requires Currency. Allows Courthouse, The Spy Network.
Mercenary Contracts: requires Currency. Allows Fighters' Guild.
Chivalry: requires Feudalism, Stirrups
Monster Breeding: requires Monster Taming, Alchemy, Stirrups. Allows Breeding Pit.
Smithing: requires Iron Working. Allows Mastersmith, Forge of Vaul.
Gromril Smithing: requires Iron Working, Dwarven Ingenuity
Priesthood: requires Philosophy, Festivals, Ceremonial Burial. Allows Temple, The Sisters of Shallya (with Old World).
Words of Salvation: requires Philosophy, Warrior Code. Allows Salvation Shrine.
High Magic: requires Raw Magic, Channeling. Allows White Tower.
True Dhar: requires Raw Magic, Chaos. Allows Dark Convenant.
Corruption of Chaos: requires Philosophy, Raw Magic. Allows Chaos Shrine (with Chaos).
Rune Smithing: requires Ancestor Gods, Gromril Smithing. Allows Runeforge.
Master of the Winds: requires Elemental Magic
Master of the Earth: requires Elemental Magic
Master of Water: requires Elemental Magic
Master of Fire: requires Elemental Magic
Master of Ice: requires Elemental Magic
Imperial roads: requires Roads, Construction, Civil Service
Guilds: requires Civil Service, Feudalism, Currency
Knightly Orders: requires Chivalry. Allows The Knights Panther, The Order of the White Wolf, The Order of the Fiery Heart, The Brotherhood of the Bear.
Grail Quest: requires Chivalry, Knightly Virtues. Allows Shrine of the Holy Grail.
Tournaments: requires Smithing, Chivalry. Allows Joust Arena (with Knightly Virtues).
MoTileaticism: requires Priesthood. Allows MoTileatery.
Meteoric Iron: requires Smithing
Monster Bonding: requires Monster Breeding, Nature Lore
Fanaticism: requires Priesthood, Tyranny. Allows Tribunal, Inquisition, The Cauldron of a Thousand Poxes (with Underworld).
Literature: requires Priesthood. Allows Library, The Black Library.
Winds of Magic: requires Philosophy, Raw Magic, True Dhar, High Magic, Loren Magic
Bloodlust of Khorne: requires Chaos, Corruption of Chaos. Allows The Cave of Skulls.
Slaanesh's Pleasures: requires Chaos, Corruption of Chaos. Allows The Six Circles of Seduction.
Gifts of the Plagued One: requires Chaos, Corruption of Chaos. Allows Grandfathers' Embrace.
Lore of Change: requires Chaos, Corruption of Chaos. Allows The Temple of Many Colors (with Priesthood).
Lore of Fire: requires Warfare, Winds of Magic. Allows The Bright Order.
Lore of Life: requires Nature Lore, Winds of Magic. Allows The Jade College.
Lore of Lights: requires Mathematics, Winds of Magic. Allows The Order of Light.
Lore of Heavens: requires Astrology, Winds of Magic. Allows The Celestial College
Lore of Metals: requires Metal Casting, Winds of Magic. Allows The Golden Order.
Lore of Shadows: requires Civil Service, Winds of Magic. Allows The Grey Order.
Lore of Beasts: requires Monster Taming, Winds of Magic. Allows The Amber Brotherhood.
Lore of Death: requires Ceremonial Burial, Winds of Magic. Allows The Amethyst Order.
Chaos Incursion: requires Bloodlust of Khorne, Slaanesh's Pleasures, Gifts of the Plagued One, Lore of Change. Allows Cauldron of Blood.
Invention: requires Construction, Iron Working. Allows Bowyer (with Archery Range), Gnomes' Workshop.
Military Tradition: requires Tournaments, Festivals. Allows Military Academy, The War Academy.
Navigation: requires Sailing, Astrology. Allows Shipyard, Glittering Tower Lighthouse.
Education: requires Literature, Mathematics. Allows University (with Library)
The End Times: requires Chaos Incursion. Allows Lord of the End Times.
Machinery: requires Invention
Astronomy: requires Navigation. Allows Observatory
Engineering: requires Machinery. Allows High Walls, Citadel.
Banking: requires Guilds. Allows Bank.
Gunpowder: requires Invention, Alchemy
Advanced Engineering: requires Engineering
Economics: requires Banking, Education
Steel: requires Advanced Engineering, Smithing. Allows Drydock, Great Forge.
Cannons: requires Gunpowder. Allows Cannon Forge (with Siege Workshop).
Flight: requires Advanced Engineering
Steam Power: requires Advanced Engineering
Rifling: requires Cannons, Steel