Preview
🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #116 of 398 Civ Mod mods in this game by downloads
📋 About This Mod
CHECK OUT THE CIVARIUM HERE: https://forums.civfanatics.com/threads/rogues-civarium. 695120/ This is an early beta mod. 3D art assets are missing (most prominently with unique unit art and unique building art). This will have to wait for official mod support. This mod adds the Saxon civilization to Civilization VII's Antiquity age. A cultural and militaristic civ, this is my take on a religiously oriented civilization in the tradition of the Celts from Civilization V. The Saxons explore a few unique avenues of gameplay. Their Ceorls are many - for each one you build, you receive another for free - and ignore vegetated terrain movement penalties, but they are weak. Their Sacred Groves act as altars that persist through the ages, and their Moot Halls, while they can only be built in the city center, act as a center of government to complement your City Halls and rival other administrative centers. Attributes Cultural, Militaristic Unique Bonus - Danelaw Whenever you train a Ceorl, receive an additional Ceorl. Unique Improvement - Sacred Grove Can’t be built adjacent to another Sacred Grove. Must be built on Flat terrain. Acts as an Altar and provides bonuses from your Pantheon Unique Unit - Ceorl Saxon unique infantry unit. Cheaper to produce and weaker than the units it replaces. Ignores movement penalties through Vegetated terrain. Unique Building - Moot Hall Saxon Unique Building. Must be built in the city center. Produces culture, influence, and h
📊 Mod Details
- Game
- Civilization 7 Mods
- Author
- RogueAustralian
- Version
- N/A
- Downloads
- 1,767
- Endorsements
- 0
- Category
- Civ Mod
🔧 How to Install Civ 7 Mods
Download from CivFanatics, extract, and place in the game's mods folder.
📖 Full step-by-step install guide for Civ 7 →
Visit the official mod page for specific installation instructions for this mod.
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