All medieval cultures are replaced with factions from A Song of Ice and Fire/Game of Thrones.
+3 Industry on Mountains
+1 Vision Height on Units.
EQ: +25 Fortification on District. +3 Industry per adjacent mountain. +1 combat strength bonus on units per adjacent mountain.
EU: +4 combat strength from higher ground. Additional +8 Combat strength on Cavalry units if on Higher Ground.
+15 Industry on Settled Cities.
+30% Industry on Victorious Cities.
EQ: Hunting Grounds: +2 food and +2 industry on adjacent tiles producing food and industry respectively. +50 money from spoils of war on empire if in a Victorious City.
LT: +2 Influence on garrison, -5 stability on Garrison.
EQ: +5 Influence, -10 stability
Gain ability to Terrorize City.
+2 industry per worker and +2 science per researcher if city is terrorized.
Terrorized Cities gain -50 stability and +1 Influence per Population
Murderous Cavalry: -2 combat strength to adjacent units without the Terror Monger ability.
+1 Money from Trade on Territories with a commons quarter
+3 Money From trade routes, and +3 influence per trade route on territories with a cultural wonder.
EQ: +1 gold and stability per 1000 money stockpiled. +5 money and Culture on adjacent market quarters.
EQ: Stealth naval transport that takes no damage from deep water.
LT: +2 Land Speed and -1 Naval Speed on all units.
EQ: Breeding Grounds +1 Influence per Horse Access. +2 Ransack Combat Strength on all units per Horse Access. Adjacent Horse Deposits give +20 Food and +20 Stability. Can be boughtout on outpost for influence
Dothraki Horde Is a nomadic melee unit which can move after attacking, takes no combat penalty from damage, and does not lose strength against anticavalry units.
LT: +50 money from spoils of war per Iron Access and +50 money from ransack per Iron Access
EQ: +3 Industry per Iron access, +5 industry per adjacent makers quarter. Counts as Harbor.
Scorpions are a naval gun platform which can attack land units, and has anti-air abilities.
LT: -20% Unit Buyout Cost. -20% Unit upkeep cost on Army
Gold Mines: Create a deposit of gold. +1 Money per Worker. +5 Industry and +5 Money. +5 money per adjacent market quarter. Must be placed under a cliff or mountain adjacent to a coastal water or ocean tile.
EU: Siege weapon which can defend against air attacks.
LT: +1 Influence and +1 Faith on Sterile Terrain
EQ: Creates a unique deposit of wine. Wine provides +1 Influence and +2 Gold on Commons quarters. Counts as a commons quarter and a market quarter.
EU: Sand Snakes. 36 combat strength and +4 combat strength against stronger targets.
+5 War Support on Declaring war per alliance
+1 Vision Range and Detection Range on Garrisons per Alliance.
EQ: Glass Garden +5 food and +2 influence on all hotsprings and geysers in the city. +3 food and +2 influence on sterile terrain.
Counts as a farmer's quarter and a research quarter.
EU: Cavalry gains +2 combat strength per alliance.