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1). Oral tradition (usual). +1 culture from plantations
2). Oral tradition (Songhai version). Available to superhorsies only. +7 culture from sugarcane plantations
If the country of superhorsies has accumulated birdies, it can only choose an oral tradition (Songhai version). The country of superhorsies can only spread Islam. If the country of superhorsies spread a religion for the first time, it can only choose pilgrimages and mosques. If the country of superhorsies spread a religion for the second time, it can only choose religious center and missionary zeal. If the country of superhorsies spread religion for the third time (reformation beliefs), it can only choose underground sect.
If another player has chosen the same options, then the superhorsies can still choose them too. If someone has already begun to spread Islam, then superhorsies can still spread it too (but with their own options, that is, it will be like two different religions).
The superhorsies can not build so-called "wonders" but they can build the Great Mosque of Jenne. After taking enemy cities, the so-called "wonders" are automatically destroyed immediately. Superhorsies can not build holy sites and can not build or purchase pagodas.
Indicators for mud pyramid mosque:
Gold: +7
Culture: +7
Faith: +7
Science: +50%, +8
Indicators for superhorsies:
Combat: 59
Movement: 7
Penalty attacking any units: 66%
Thus, the combat strength when colliding with any enemy units will be 20 (that is, the same as before), but the crushing of enemy cities will become even more impressive. Superhorsies will earn 100% of opponent's' strength as birdies for victory.
Indicators for camel archer:
Combat: 25
Ranged combat: 25
Movement: 6
Great generals I
Quick study
Changes for Pharaoh:
+100% production towards so-called "wonders" construction (except for the Great Mosque of Djenne). Pharaoh is already disgusting, and now he will be even more disgusting with all his "wonders"
General changes in the game:
Every holy site, every moai (improvement of Polynesia), every pagoda, every burial tomb (building of Pharaoh), every wat (building of Siam), every pyramid (building of Maya), every stele (building of Ethiopia), every candi (building of Indonesia), every berserker (Denmark), every kris swordsman brings his country 100 UNHAPPY, as well as MINUS 100 science and MINUS 100 gold per turn
Complection of construction the Great Mosque of Djenne gives +37 culture for each sugarcane resource. In addition, it gives 12 horse resource. 12 knights appear near the city where Great Mosque of Djenne was built. If the player plays as Siam, then 12 Naresuans' elephants appear. If the player plays as superhorsies, then 12 superhorsies appear. If the player plays as Arabia, then 12 camel archers appear. If the player plays as Spain, then 12 conquistadors appear. If the player plays as Mongolia, then 12 keshiks appear.