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FireCiv deals fire dmg. So use armor with anti-fire materials: e.g. their own scales.
Their armor is weak against a certain type of dmg -> use weopons that deal this type of dmg.
Hope you understand what i mean, my english isn't so good^^
Each Civ is supposed to be the same strength as Goblins.
However, once more enemy kingdoms appear in your diplomacy list, handling their different stregths and weaknesses should add an extra challenge compared to dealing with just Goblins.
If I make more civs, then as individual mods.
I've also listed some known bugs on stable that affect this mod.
v9.18 is stable.
Otherwise, the patch notes of 9.18 contains a description on how to merge mods manually.
Or read my earlier post.
"storage.xml merges AllowedItems for each StorageID when merging multiple mods. This makes it so multiple mods, all with new items, can all be stocked into Crates, etc" -RC1 General
The material gives the defensive properties and the strength.
Item.xml defines weapon sizes and attacks.
I don't know if a new map is necessary.
They might be discovered as a new enemy site with growing kingdom value.
That is something only robobob could definitively answer.
where can i find the stats of those new equipments ?
so i have to start again a new map to have this new civ ?