Independent People (known as IP among the players) are minor AI faction which, unlike Empires, do not compete for Fame, and cannot pick cultures or ascend across eras. They often have a single-Territory City and a couple of Units, and player is able to fight them, trade with them, take their Cities in a siege, hire them as mercenaries, or assimilate them.
All the Independent Peoples are based on real life historical peoples and cultures that are currently not major cultures in the game.
Overview[]
Independent peoples are always colored in grey, and will naturally spawn on the map on a per Era, per Territory basis. Every era has its own set of Independent Peoples, and each Independent People usually have one City on a single Territory.
Independent Peoples will always spawn as wandering Units. Sometimes they can spawn with their own Outposts - called Redoubts - on the map. The Redoubt can evolve into Cities over time and claim the Territories they are in; afterwards the Independent People will develop the City like major Empires.
- If a Territory is already revealed, or half revealed, from the Fog of War, but none of the major Empires have full vision on it, this Territory will have a high chance spawning a Redoubt (as well as an army) in the no-vision region.
- Even if a Territory is already claimed by an Outpost, but not revealed entirely, it can still spawn Independent Peoples in the no-vision region.
All the Independent Peoples are categorized into two types, Peaceful and Violent.
- Peaceful Independent Peoples will mind their business.
- Violent Independent Peoples will have their armies look for a fight, and ransack nearby Cities or Outposts whenever possible.
You can gift an Outpost to roaming Independent People if you want them to create a City in a specific location. Their selected Unit will be transported to the Outpost location.
All the Independent Peoples, whether Peaceful or Violent, have their own Ideology, which can effect their relationship with major Empires.
Moreover, all the Independent Peoples will rise and fall, and can only exist on the map for about 50turns (on Normal Speed).
- The turn countdown will show on the top of the info panel of the Independent People.
- Near the end of the countdown, the Independent People will go into the Decline status.
- If none of the major Empires try to take their Cities or assimilate them before the countdown ends, the Independent People will disappear when the turns run out, with their Cities become ruins, and the Territory returns to being unclaimed.
- If the Territory remains unclaimed, a new Independent People can spawn there in next Era.
Furthermore, if the Stability of a major Culture is too low, their Cities will rebel and fall into the hands of Independent People as well. These particular "Independent Peoples" would bear the name of the major cultures they come from, as well as their descriptions.
- The "Liberation" option on the City management panel have a similar effect, which will give the selected City to an Independent People belong to your culture.
Treaties[]
All Treaties cost Influence, scaled with Ideological Proximity (the higher, the cheaper the Treaties. Aesthete Cultures always have 100% Ideological Proximity). Only 1 Treaty per tier can be chosen. Changing a Treaty costs Influence.
- Establish Contact: Enables Patronage (Gifting an Outpost to a roaming Independent People will also count as Establish Contact).
- At 20 total Patronage, with at least 15% share:
- Trading Charter (can buy resources, a purchase will extends Independent People Lifespan by 1 turn)
- Mercenary Charter (can Hire Mercenaries, a hiring will extends Independent People Lifespan by 1 turn)
- Science Collaboration (gain Science per turn)
- Additionally, Violent Independent People will no longer attack.
- At 50 total Patronage, with at least 30% share:
- Profit Sharing (gain Money per turn).
- Privileged Contract (-25% cost for mercenaries and resources)
- Cultural Export (+1 Point alignment to the Empire's Ideological position on their Doctrine Axis per turn)
- At 100 total Patronage, with at least 60% share:
- Client State (Provides benefits of ALL previous Treaties with a +50 International Sway on other Empires).
- Assimilate
Patronage[]
Independent People are not part of the Diplomacy; instead, the primary way to interact with them is through Patronage.
Once an Independent People developed their settlement into a City, all the major Empires that discovered this Independent People are able to Praise and Bribe them using Influence and Money.
The patronage status is calculated in numbers with the total Patronage of all Empires and the percentage of Patronage of each Empire.
Patronage gain[]
Enabling Patronage first requires the Establish Contact treaty.
- Bribe Money costs per turn:
Patronage Gain per turn | 0,67 | 1,33 | 2 |
---|---|---|---|
Ancient Era | 2 | 4 | 8 |
Classical Era | 4 | 8 | 16 |
Medieval Era | 6 | 12 | 24 |
Early Modern Era | 8 | 16 | 32 |
Industrial Era | 10 | 20 | 40 |
Cotemporary Era | 12 | 24 | 48 |
- Praise Influence costs per turn:
Patronage Gain per turn | 0,67 | 1,33 | 2 |
---|---|---|---|
Ancient Era | 3 | 6 | 12 |
Classical Era | 6 | 12 | 24 |
Medieval Era | 9 | 18 | 36 |
Early Modern Era | 12 | 24 | 48 |
Industrial Era | 15 | 30 | 60 |
Cotemporary Era | 18 | 36 | 72 |
Other sources of Patronage include:
- 1.33 per turn with Shared Religion
- .67 per turn when in Sphere of Influence (Shared Influence)
- The Merchant Affinity Action adds +1 Patronage when used on Independent People Territory (requires a Resource)
- .67 per turn per Envoy in Territory (Diplomatic Agent)
- Attacking an Independent People's army will reset the attacking Empire's Patronage to 0.
Hire Mercenaries[]
Requires the Mercenary Charter or the Client State Treaty. The Empire can hire the Independent People's army as mercenaries for 20 turns (on normal speed) using Money.
To hire an army, the player needs to click on the army, and the info panel will show the hiring button as well as the Money cost.
- The hiring cost depends on the overall Combat Strength of the said army.
- Once hired, the army will then belong to the hiring Empire, and the Empire needs to pay the upkeep of this army.
- The hired mercenary army can do everything a normal army can do, such as participate in battle and clearing forests, except claiming land.
- The hired army cannot be split or upgraded
- The hiring period usually lasts 20turns and can be refreshed before expiring (with a discount)
- If you attack the Independent People any units you have rented from them remain in your control.
- Once the hiring period ends, the army will revert back to an Independent People's army.
If choosing Mercenary Armies for the Independent Peoples Civic, the hiring cost will receive a -50% discount.
Assimilation[]
Once the Patronage towards an Independent People has reached at least 100 total Patronage with a share of 60% or higher or is already a Client State, the Empire can spend a one-time Influence payment to assimilate this Independent People.
- If the Independent People is at the Decline status, then any major Empire can use the one-time Influence to assimilate it immediately, even without any relationship build up beforehand.
By assimilation, the Independent People will disappear, but their City will be incorporated into the assimilating Empire. In addition, the defending armies of this Independent People will turn into units of this Empire as well (max 2 stacks). Any additional units of these Independent People that you have hired will also join your empire. Additional units that were not hired will disappear immediately.
The assimilation cost is greatly increased while Patronage (shared influence per turn) is still active. It is best to assimilate after Patronage expires. If the civic Lands Rights is enacted with the Inherited Land option the assimilation cost will switch to Money instead of Influence. The assimilation cost will be greatly increased while a Bribe is active.
If choosing Assimilated Peoples for the Independent Peoples Civic, the assimilate cost will receive a -50% discount.
If the assimilated independent people has high relationships with other Empires as well, the assimilating Empire will receive "Stole my Independent People" Grievance from other Empires.
List of Independent Peoples[]
Name | City Name | Type | Description |
---|---|---|---|
Ancient Era (14) | |||
Akkadians | Akkad | Peaceful | Legends say that Akkad was founded by Sargon. Under their leader's rule the people have flourished, building roads, irrigation systems, and trade routes. |
Elamites | Šuš | Peaceful | The Elamites keep an eagle eye on friend and foe. Masters of timing and diplomacy, they are known to wait, and then strike at the right moment. |
Hurrians | Urkes | Violent | Acclaimed for their finely-crafted ceramics and metallurgy, Hurrian goods fetch commanding prices in markets across the known world. |
Hyksos | Avaris | Violent | Rumored to slowly have taken a peaceful stranglehold over the commercial city of Avaris, The Hyksos forge both war and peace with surrounding lands. |
Kassites | Dur-Kurigalzu | Violent | Worshippers of the horse, The Kassites have helped spread the animals' popularity as both servants of agriculture and war. |
Kurus | Āsandīvat | Violent | Powerful and prosperous rulers, the Kurus devote great attention to religious practice and ritual. |
Lapita | Lapita | Peaceful | Farmers and fishermen, the Lapita raise small animals and crops in addition to crafting ceramics with distinctive, stamped designs. |
Lulubi | Luluban [1] | Violent | The rock relief above Luluban depicting king Anubanini trampling his foes pays testament to the fear that the Lulubi engender in their enemies. |
Medes | Hagmatāna | Violent | The chroniclers of the time contend that the Medes formed from several nomadic tribes of the desert, including a hereditary group of priests, the Magi. |
Minoans | Phaistos | Violent | Towering palaces, sophisticated drainage systems, and stunning frescoes, Minoan culture is affluent and status-driven. |
Mitannians | Waššukanni | Violent | Believed to have formed from roaming war-parties who exploited the power vacuum in the region, the Mitannians are a hard, militarist culture. |
Nok | Nok | Peaceful | With hardy pearl millet providing a dependable food source, even in drought conditions, the Nok concentrate on their artistic endeavors, notably their terracotta sculptures. |
Norte Chico | Huaricanga | Peaceful | Channeling the mighty snowmelt from nearby mountains, Norte Chico are masters at irrigation, and used this mastery to build the impressive city of Huaricanga. |
Tlatilcans | Tlatilco | Peaceful | With crops of maize, amaranth, squash, and beans, supplemented by fowl and small mammals, the Tlatilcans are well fed, enabling to focus on their ceramic arts. |
Classical Era (24) | |||
Arverni | Gergovia | Violent | Characterized by recalcitrance and a refusal to surrender, The Arverni are also known for their excellent weapons and a mastery of metallurgy. |
Burgundians | Worms | Violent | An offshoot and ally of other Germanic Tribes, The Burgundi split off and eventually founded their own homeland. |
Cantabri | Vellica | Violent | The Cantabrians are a people both fierce and independent: they are known for their rebellious spirit and vigor in defending their lands. |
Cherusci | Teutoburg | Violent | A warmongering tribe, there are whispers the leadership is split between policies of allegiance and rebellion with the region's major empires. |
Dacians | Sarmizegetusa | Violent | Known for their fortifications and masonry, the Dacian's skills in everyday crafts are less well known than their ability to defend their territory. |
Etruscans | Velzna | Peaceful | A great, if lesser known civilization, Etruscan society is known for its architecture, religious practices, and pioneering administration. |
Garamantes | Garama | Peaceful | With a number of large settlements and a willingness to trade, this people are known for cultivating arid lands and thriving in difficult circumstances. |
Mochicas | Moche | Peaceful | A group of autonomous settlements that share language and culture, the Mochicas are renowned for their vibrant and high quality copper work, ceramics, and crafts. |
Molossians | Passaron | Violent | An ancient Greek people mentioned in many epic poems, the Molossians are revered for their skills in battle and their ability to hold a grudge. |
Nazca | Cahuachi | Peaceful | Farmers and artisans, the Nazca are known for their crafts and technologies such as polychromatic ceramics, intricate textiles, and their famous giant geoglyphs. |
Numidians | Khirtan | Violent | Hailing from arid and inhospitable lands, The Numidians are a hardy people whose cavalry is widely respected -- or feared. |
Paracas | Tajahuana | Peaceful | Irrigation and water management play an extensive role in Paracas culture, but the people are most famed for their stunning textiles. |
Parthians | Hecatompylos | Peaceful | Seeking absolute loyalty from their dignitaries and people, The Parthian rulers lead pragmatically, even ready to install outsiders in positions of power. |
Phrygians | Gordum | Peaceful | Famed for their distinctive caps and innovative ceramics, the Phrygians are also skilled musicians and capable warriors. |
Picts | Burghead | Violent | This Celtic people is known for fierce desire for independence, waging battles against unfriendly empires for as long they are present in their lands |
Sabines | Cures | Violent | An ancient tribe with descendants mingling in other major empires, the Sabines are part of many cultures via assimilation or conquest. |
Scythians | Scythian Neapolis | Peaceful | A nomadic people originating from Central Asia, the Scythians spread their cultural influences across the Pontic Steppes -- Primarily from horseback. |
Sirikwa | Hyrax Hill | Peaceful | Living in connected huts built around saucer-shaped hollows designed to enclose their cattle, the Sirikwa are both master builders and proficient farmers. |
Tiwanakans | Tiwanaku | Peaceful | A site of pilgrimage, people travel vast distances to the Tiwanakan's capital to help build large monuments where they can worship the gods. |
Tocharians | Kucha | Peaceful | Flourishing where desert oases bloom, the Tocharians welcome travelers along trade routes with fine goods and hospitality. |
Urewe | Yala Alego | Peaceful | A sophisticated culture, the Urewe are famed for their craftsmanship. Their skill in ceramics and metalworking is near-unrivalled. |
Vascones | Pompaelo | Peaceful | Isolated in rugged terrain, the Vascones are not easy to communicate with; their language is unlike any other across the world. |
Vandals | Hippo Regius | Violent | This Germanic tribe is fearsome enough to suggest it will cause difficulties for the major players in its vicinity. |
Zapotecs | Huijazoo | Peaceful | Sturdy buildings, ball courts, and stunning jade jewelry can be found in Zapotec lands. Traders and farmers, they have created a thriving civilization. |
Medieval Era (27) | |||
Alans | Maghas | Violent | Raiders by tradition, the Alans are preceded wherever they go by their reputation for ferocity. |
Armenians | Sis | Peaceful | Cursed or blessed with a location of geopolitical importance, the tenacious and independent Armenian culture has a long history of trade, diplomacy, and war. |
Avars | Sirmium | Violent | An amalgam of horse-mounted nomadic tribes from the Steppes, the Avars use the stirrup to improve their maneuverability and increase the impact of their charges. |
Berbers | Tlemcen | Violent | Hailing from a sparsely inhabited wilderness, the Berber traders and warriors have triumphed in both peace and war with much larger powers. |
Bretons | Gwened | Violent | The traditional motto of this native Celtic People is "Kentoc'h mervel eget bezañ saotetri" -- Death before dishonor. |
Chancay | Lumbra[2] | Peaceful | Sophisticated in the textile and ceramic arts, the Chancay ensure their dead are protected from evil spirits in the afterlife with powerful, magically-infused funerary garments. |
Chimú | Chan Chan | Peaceful | In Chimú culture, the shell of the mollusk is highly-prized for its associations with the sea, rainfall, and fertility, and free-divers descend great depths to attain them. |
Icelanders | Þingvellir | Peaceful | Used to rigor and hardship, in times of war the Icelanders show their Norse roots as they fight with similar weapons and can travel easily on the sea. |
Khazars | Atil | Peaceful | This semi-nomadic Turkic tribe rules a great trading empire; its commercial and military power means that it still receives tribute from many other peoples. |
Kosraeans | Leluh | Peaceful | Organized around a powerful monarchy, Kosraeans place their king at the center of complex urban structures out of basalt and coral blocks. |
Magyars | Esztergom | Violent | The Magyars sow terror during their fast and devastating raids; it was once believed that "ogre" was derived from another of their names: "Ungri". |
Makurians | Dongola | Violent | Though a literate and highly-cultured people, the Makurians have little hesitation in raiding neighboring lands. |
Malinkes | Sorotomo | Peaceful | Immortalizing their traditions and hereditary nobility, Malinke storytellers known as "Griots" pass their history and mythology verbally from one generation to the next. |
Marajoarans | Marajó | Violent | The earthen mounds of the Marajoarans offer elevated habitations and flood protection, but also serve defensive purposes when raiding parties return home. |
Mon | Hariphunchai | Peaceful | Particularly proficient in cultivating Era 3 rice, the Mon can boast of their thriving Peaceful traditions, spreading faith, and excellent. |
Muisca | Hunza | Peaceful | Blessed with rich lands, the Muisca need not seek war to survive, yet they take pride in wrestling and other games of physical prowess. |
Normans | Rouen | Violent | With a reputation for bravery bordering on foolhardiness, The Normans are known for their martial skills as well as their culture. |
Ostrogoths | Ravenna | Violent | Renowned for their military prowess, this Goth tribe has a terrifying reputation and has sacked cities belonging to much bigger empires. |
Scots | Dunadd | Violent | Gaelic-Speaking and Christian, the early Scots are a collection of fiercely independent clans that maintain their independence from neighboring powers. |
Somalis | Mogadishu | Violent | Well-Organized and powerful, the Somalis use the wealth of their trading empire to maintain their independence and extend their commercial reach. |
Thai | Ayutthaya | Violent | Born from indigenous revolts against powerful rivals, the irregular Thai soldiers are renowned for fighting in the extreme environments of their native lands. |
Toltecs | Tollan | Peaceful | An urban center of craftsmanship and architecture, the capital city of Tollan relies on the military orders of Eagle, Coyote, and Jaguar to control its lands. |
Tu'i Tonga | Mu'a | Violent | With warriors equally at home in canoes and on the battlefield, the Tuʻi Tonga can travel far afield in search of conquest and tribute. |
Visigoths | Toledo | Violent | The Visigoth's warlike heritage is shown notably in their list of military feats. They are less known for their code of laws, which elevates the rights of women. |
Wari | Wari | Violent | Valorizing military conquest and ritual violence as a proof of submission, the Wari elite foster a warmongering culture. |
Wolof | Thieng | Violent | Wolof heirarchy is highly turbulent, and prone to dynastic feuds. Wolof leaders are expected to lead their people to greatness - else be deposed. |
Yap | Yap | Peaceful | Sophisticated navigators, the Yap transport large stone disks called Rai across considerable distances to be used as currency. |
Early Modern Era (13) | |||
Baluba | Mwibele | Violent | Governed by both a king and a council of elders, the Baluba are expert artisans who draw extraordinary riches from the land. |
Funj | Sennar | Peaceful | An enviable economic powerhouse, the cosmopolitan Funj thrive thanks to peace and trade. |
Himba | Otjihinamaparero | Peaceful | A semi-nomadic people, the OvaHimba relocate their humble homesteads from year-to-year, seeking fertile soil and plentiful water for their crops and herds. |
Inca | Cuzco | Peaceful | Descendants of ancient Andean agricultural civilizations, the Inca have built a vast network of cities linked by well-crafted roads. |
Kongo | Mbanza-Kongo | Violent | Proud and willful, the Kongo inhabit a densely settled land whose easily available manpower and resources are controlled by their king. |
Lupaca | Chucuito | Peaceful | With their herds of llamas and alpacas, the Lupaca control the surrounding areas, often employing llama caravans for trade with their colonies. |
Malays | Malacca | Peaceful | The sultanate blends established cultural practices with newer Islamic traditions, making thriving, cosmopolitan Malacca an important waypoint on global trade routes. |
Mississippians | Cahokia | Violent | The temples, domestic buildings, and copper workshops of Cahokia stand on enormous terraced, earthen mounds, giving vantage over the surrounding fields of maize. |
Ponapians | Nan Madol | Peaceful | Reflecting their highly stratified society, the Ponapians refine their environments to create isolated areas with dedicated functions. |
Tahitians | Tahiti Nui[3] | Peaceful | For Tahitians, music and dance are more than artistic pursuits—they help make up the rhythms of everyday life. |
Tamils | Singai Nagar | Peaceful | A culture with a rich literary tradition, the Tamils achievements are many and varied, and not limited only to the page. |
Tarascans | Tzintzuntzan | Peaceful | In the capital, the fabled city of hummingbirds, it is reputed that the ceramic marvels are only matched by the iridescence of the hummingbird's wing. |
Tlaxcaltecs | Tlaxcala | Violent | Threats from powerful neighbors gave birth to the Tlaxcaltec's famous military might and organization, but if subdued they could become stronger allies. |
Tuvaluans | Funafuti | Peaceful | Tuvaluans make use of abundant forest resources in myriad ways, from hewing tree trunks into canoes to braiding coconut fibers into rope. |
Yoruba | Oyo | Violent | With their powerful cavalry and sophisticated administration systems, the Yoruba are a military force as organized as they are deadly. |
- ↑ Frayne (1990) identified their city Lulubuna or Luluban with the region's modern Iraqi town of Halabja.
- ↑ One of the valleys in Peru where the Chancay culture developed.
- ↑ Tahiti Nui is the name for the northwestern larger part of the island of Tahiti. The smaller southeastern part is named Tahiti Iti.