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.
- Old World
- Warhammer world
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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- Araby
- Estalia
- Tilea
- Loren
- Norsca
- Albion
- Ulthuan
- Naggaroth
- Skaven
Sword units
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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- Chaos Dwarfs
- Ironclaw Orcs
- Ogre Kingdoms
- Badmoon Goblins
- Beastmen
- Hordes of Chaos
- Kurgan
- Ind
- Cathay
- Nippon
- Amazons
- Slann
- The Old Ones
- Cult of Sigmar
- Lady of the Lake
- Elven Gods
- Ancestor Gods
- Gork and Mork
- Cult of the Horned Rat
- Chaos Gods
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
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Agriculture. Allows Granary.
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Hunting. Allows Hunting Lodge.
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Fishing
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Mysticism. Allows Waystone, Old Ones Shrine (with Swamp-Dwelling).
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WAAGH!: free tech for Greenskin.
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Insatiable Hunger: free tech for Ogre Kingdoms
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Brewing: requires Agriculture. Allows Tavern, Bugman's Brewery.
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Calendar: requires Agriculture
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Crafting: requires Agriculture or Dwarven Ingenuity. Allows Market, Tailor.
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Animal Husbandry: requires Agriculture, Hunting. Allows Tanner.
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Herblore (Herbalism): requires Hunting. Allows Herbalist.
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Archery: requires Hunting. Allows Archery Range.
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Warrior Code: requires Hunting. Allows Barracks, Training Yard, Destruction Shrine (with WAAGH!), Heroic Epic.
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Chronicles: requires Mysticism. Allows Elder Council, The Great Book of Grudges (with Dwarven Ingenuity).
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Contemplation: requires Mysticism. Allows Elven Shrine (with Elven Gods).
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Ceremonial Burial: requires Mysticism. Allows Graveyard, Immortality Shrine (with Undead Curse).
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Raw Magic: requires Mysticism. Allows Coven.
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Astrology: requires Calendar
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Roads: requires Crafting
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Masonry: requires Crafting. Allows Walls.
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Trade: requires Crafting. Allows Inn, The Great Bazaar.
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Mining: requires Crafting
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Horseback Riding: requires Animal Husbandry. Allows Stable, Silk Road, Spice Road (with Market and Trade)
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Tracking: requires Herblore, Animal Husbandry
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Festivals: requires Chronicles. Allows Circus.
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Philosophy: requires Contemplation, Chronicles. Allows Spirituality Shrine (with Knightly Virtues)
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Necromancy: requires Ceremonial Burial, Raw Magic. Allows Black Pyramid.
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Loren Magic: requires Forest Mastery, Raw Magic. Allows Tower of Eternal Wood.
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Magic of the Horned Rat: requires Underworld, Raw Magic
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Mathematics: requires Calendar, Masonry. Allows Siege Workshop.
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Sailing: requires Fishing, Trade. Allows Harbor, Lighthouse (with Construction), The Great Voyage (with Norse Tradition).
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Bronze Working: requires Mining. Allows Forge, Dark Forge (with Chaos and Dwarven Ingenuity), The Gates of Zharr.
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Nature Lore: requires Tracking, Archery
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Monster Taming: requires Horseback Riding, Tracking
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Construction: requires Masonry, Bronze Working, Mathematics. Allows City Walls, The Great Bastion.
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Metal Casting: requires Bronze Working
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Warfare: requires Warrior Code, Bronze Working. Allows Wheelwright (with Crafting).
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Elemental Magic: requires Raw Magic, Nature Lore. Allows Palace of the Wizard Calife.
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Irrigation: requires Construction
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Sanitation: requires Construction. Allows Aqueduct, Sewer, The Floating Gardens of Lost Xholankha (with Irrigation), The Underways (with Underworld).
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Alchemy: requires Herblore, Metal Casting. Allows Alchemist's Lab, Philosopher's Stone.
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Iron Working: requires Metal Casting, Warfare
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Tyranny: requires Warfare. Allows Dungeon, Gallows, Tarnhelm's Keep.
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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
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Bloodbowl: requires Trade, Brewing. Allows Bloodbowl Stadium (with Construction), Bloodweiser Stadium.
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Civil Service: requires Currency. Allows Courthouse, The Spy Network.
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Mercenary Contracts: requires Currency. Allows Fighters' Guild.
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Chivalry: requires Feudalism, Stirrups
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Monster Breeding: requires Monster Taming, Alchemy, Stirrups. Allows Breeding Pit.
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Smithing: requires Iron Working. Allows Mastersmith, Forge of Vaul.
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Gromril Smithing: requires Iron Working, Dwarven Ingenuity
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Priesthood: requires Philosophy, Festivals, Ceremonial Burial. Allows Temple, The Sisters of Shallya (with Old World).
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Words of Salvation: requires Philosophy, Warrior Code. Allows Salvation Shrine.
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High Magic: requires Raw Magic, Channeling. Allows White Tower.
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True Dhar: requires Raw Magic, Chaos. Allows Dark Convenant.
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Corruption of Chaos: requires Philosophy, Raw Magic. Allows Chaos Shrine (with Chaos).
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Rune Smithing: requires Ancestor Gods, Gromril Smithing. Allows Runeforge.
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Master of the Winds: requires Elemental Magic
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Master of the Earth: requires Elemental Magic
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Master of Water: requires Elemental Magic
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Master of Fire: requires Elemental Magic
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Master of Ice: requires Elemental Magic
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Imperial roads: requires Roads, Construction, Civil Service
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Guilds: requires Civil Service, Feudalism, Currency
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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.
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Grail Quest: requires Chivalry, Knightly Virtues. Allows Shrine of the Holy Grail.
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Tournaments: requires Smithing, Chivalry. Allows Joust Arena (with Knightly Virtues).
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MoTileaticism: requires Priesthood. Allows MoTileatery.
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Meteoric Iron: requires Smithing
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Monster Bonding: requires Monster Breeding, Nature Lore
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Fanaticism: requires Priesthood, Tyranny. Allows Tribunal, Inquisition, The Cauldron of a Thousand Poxes (with Underworld).
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Literature: requires Priesthood. Allows Library, The Black Library.
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Winds of Magic: requires Philosophy, Raw Magic, True Dhar, High Magic, Loren Magic
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Bloodlust of Khorne: requires Chaos, Corruption of Chaos. Allows The Cave of Skulls.
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Slaanesh's Pleasures: requires Chaos, Corruption of Chaos. Allows The Six Circles of Seduction.
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Gifts of the Plagued One: requires Chaos, Corruption of Chaos. Allows Grandfathers' Embrace.
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Lore of Change: requires Chaos, Corruption of Chaos. Allows The Temple of Many Colors (with Priesthood).
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Lore of Fire: requires Warfare, Winds of Magic. Allows The Bright Order.
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Lore of Life: requires Nature Lore, Winds of Magic. Allows The Jade College.
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Lore of Lights: requires Mathematics, Winds of Magic. Allows The Order of Light.
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Lore of Heavens: requires Astrology, Winds of Magic. Allows The Celestial College
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Lore of Metals: requires Metal Casting, Winds of Magic. Allows The Golden Order.
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Lore of Shadows: requires Civil Service, Winds of Magic. Allows The Grey Order.
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Lore of Beasts: requires Monster Taming, Winds of Magic. Allows The Amber Brotherhood.
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Lore of Death: requires Ceremonial Burial, Winds of Magic. Allows The Amethyst Order.
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Chaos Incursion: requires Bloodlust of Khorne, Slaanesh's Pleasures, Gifts of the Plagued One, Lore of Change. Allows Cauldron of Blood.
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Invention: requires Construction, Iron Working. Allows Bowyer (with Archery Range), Gnomes' Workshop.
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Military Tradition: requires Tournaments, Festivals. Allows Military Academy, The War Academy.
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Navigation: requires Sailing, Astrology. Allows Shipyard, Glittering Tower Lighthouse.
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Education: requires Literature, Mathematics. Allows University (with Library)
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The End Times: requires Chaos Incursion. Allows Lord of the End Times.
- Machinery: requires Invention
- Astronomy: requires Navigation. Allows Observatory
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Engineering: requires Machinery. Allows High Walls, Citadel.
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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
- Unciv Fantasia mod, thanks to amfauzn and contributors
- Civ3's Warhammer 2.5 extension
- Civ4's Warhammer Fantasy Battle
- Warhammer Fantasy Fandom