Concepts
Birth of a Civilization
Birth of a Civilization
Only the Egyptian, Babylonian, and Harappan civilizations are present on the map at the start of the game in 3000 BC. Other civilizations appear over the course of the game based on their historical start dates. If you have selected one of these civilizations, the game will proceed in autoplay until it is time for your civilization to appear. This is referred to as the birth of a civilization. It follows these rules:
Birth location and area
Every civilization is born on a predefined tile. Its starting units will appear on that tile. In addition to that, there is a wider area affected by the birth of a civilization. It usually encompasses its core, but may also include additional tiles. This area is referred to as its birth area, and labeled as "Rise of [civilization name]" in the tile tooltip.
Before birth
Five turns before the actual birth date, the birth of a civilization is being prepared. This involves the following steps:
Birth prerequisites check: Some civilizations can only spawn on specific conditions. These are checked at this point, before birth preparations take effect. If they are not met, the birth of the civilization is canceled. You can look up which civilizations are affected by this and what the exact conditions are in the "Conditional Birth" section.
Prepare birth circumstances: For some civilizations, additional resources and other map changes appear at this point.
Activate birth protection: The new civilization and all tiles in its birth area are designated as "birth protected". This enables some additional rules and protections for the new civilization while it lasts. They are listed in detail further down.
Remove minors and barbarians: All barbarian and independent units within the birth area are moved out to the closest tile at the edge of the birth area. Cities are left in place, and units can remain inside them. As part of the birth protection rules, barbarians cannot reenter the birth area.
Enable expansion mode: In addition to their birth area, some civilizations have an additional expansion area. They do not receive control of this area, but gain the effect of various additional rules to make it easier for them to conquer it militarily. These rules are listed in detail further down. At this point, the affected tiles are marked as part of the expansion area, which is displayed in the tile tooltip as "[civilization adjective] Expansion".
Announce upcoming birth: If the player controls a city with the birth area, or a city close to it, they receive an interface notification that a new civilization is going to appear soon.
Birth turn
On the birth turn, the starting units of the civilization appear on its starting tile. This also includes the following:
Assign starting assets: The civilization receives its starting technologies, treasury, civics and state religion. The new civilization will also be able to change its civics without anarchy for this and the following turn.
Reveal territory: Every civilization starts with at least its birth area revealed. If it has neighbouring civilizations, parts of their territories are revealed as well. In addition, all tiles on the map that have been discovered by the majority of civilizations in the same tech group will also be revealed. Then this revealed area is extended by an additional vision range, which increases depending on the era of the game. Together these rules ensure that late starting civilizations start with an adequate part of the map revealed.
Prepare capital: If a city already exists on the starting location, it flips to the new civilization and becomes their new capital. Otherwise, if there are cities next to the starting location, they are destroyed and leave behind ruins to allow a city to be founded there. Any wonders present in the destroyed cities will be restored to the initial city once it is founded, provided that they can exist at the new location. Adjacent cities are only not destroyed if they are a holy city, in which case they are also flipped and become the new capital.
Switch option: The player is given the choice to switch to the new civilization. The switch takes place immediately and the player gets to make the first moves of the new civilization. Switching to neighbouring civilizations is not allowed if you are already controlling a recently spawned civilization, but otherwise you can switch multiple times per game.
Flip turn
On the turn right after birth, the new civilization receives control over all tiles and cities in its birth area. This includes:
Flipped area: For most civilizations, their flip area is identical to their birth area. However for some it is smaller and does not include their entire core. Some civilizations also receive some territory dynamically based on who is currently controlling it.
Expel units: Units in the flipped area controlled by any other player will be expelled and moved to their closest city.
Flip cities: The new civilization receives control over all cities in the flipped area. All culture in those cities will be converted to theirs. They also receive two free defenders and all buildings the civilization would receive for founding a new city.
Flip tiles: The new civilization then also receives full cultural control of all tiles in the flipped area.
War on flip: For every AI civilization that previously controlled one of the flipped cities, there is a chance that they will declare war on the new civ in response. The probability depends on the civilization. If the previous owner is human controlled, they get a popup to decide to go to war instead. Since declaring war on a recently spawned civilization is otherwise impossible, this is the only opportunity to go to war with them.
Announce flip: The new civilization receives a notification message listing the new cities that flipped to them.
Advanced start: After the flip, some civilizations receive advanced start points. These points can be used to add improvements to tiles and population, culture or buildings to cities within the civilization's birth area. Any unused advanced start points will be converted into gold in the treasury. Thise phase is skipped for civilizations that do not get advanced start points.
Birth protection
As mentioned above, recently born civilizations are considered birth protected. Birth protection only applies within the birth area of its civilization, which is marked with "Rise of [civilization name]" in the tile tooltip. The exception are effects that are not tied to a specific location.
Free unit upkeep
Their last city is impossible to capture. It can be attacked, but after the last defender is defeated it is impossible to enter the city itself.
Other players cannot spread culture
Other players cannot found cities
City conquest does not cause unrest, kill population or destroy buildings
Barbarians cannot enter (but can remain inside cities they control)
Units heal faster and can heal after moving
Units can immediately fully fortify in one turn
Defending units take at most 10% collateral damage per collateral attack
Siege units deal twice the bombard damage
Cities only take half the bombard damage
Enemy units only receive half the normal terrain defense modifier
When declared war upon, cities receive additional defenders
When declared war upon, additional units appear in the capital
When declared war upon, and they are significantly weaker than the attacker, further additional units appear in the capital to compensate
When declared war upon, all enemy units are expelled from their birth area to their closest city
Expansion
In addition to their birth area, certain civilizations are also designated an expansion area. Additional rules benefits apply for the civilization within the expansion area, which is marked as "[civilization adjective] Expansion" in the tile tooltip. Expansion lasts a number of turns after birth, but can be temporarily extended by conquering another city in the expansion area. If the time is over, the expansion area expires.
City conquest does not cause unrest, kill population or destroy buildings
Units can heal after moving
Siege units deal twice the bombard damage
AI civilizations will declare war on other civilizations controlling cities in the expansion area
When declaring war on an enemy controlling cities in the expansion area, a free army will appear near the closest city
City Conquest
City Conquest
The rules for conquered cities have been changed. Conquering a city now has a greater impact on how long it is in unrest, how much of its population is killed, and how many buildings are destroyed. However, the damages are no longer immediate on the turn that the city is conquered. Instead, they are gradually applied while it is in unrest. This gives the opportunity to reconquer the city, which immediately stops the unrest and prevents any further loss of population or buildings.
The same is true when razing cities as well. Instead of destroying the city immediately, its entire population is gradually killed why it is in unrest. Only when the city population reaches zero, it is finally destroyed. This way, there is time to save a city from outright destruction.
These changes also affect how buildings are destroyed. Previously, for every building there was a random chance of whether it will be destroyed on conquest. Now, a specific portion of the buildings present in the city are destroyed. Certain buildings are more susceptible to destruction and are destroyed before less vulnerable ones. Some buildings, especially wonders, will never be destroyed this way. Additionally, defensive buildings like Walls and Castles are always destroyed. The only way to preserve defensive buildings is to conquer a city without damaging its defenses at all.
The amount of gold looted when capturing a city is proportional to the damage caused. That also means that cities with more buildings have more loot. There are now two additional options when conquering a city: it can be Sacked, which increases the unrest time, damage to its buildings, the amount of population killed, and the amount of gold looted, while also worsening relations with the previous owner of the city. Alternatively, it can be Spared, which reduces unrest, population loss, and destroyed buildings, at the cost of spending additional gold.
Conditional Spawns
Conditional Spawns
Certain civilizations in Dawn of Civilization only spawn when the right conditions are met. These civilizations are Byzantium, Italy, the Aztecs, the Ottomans, Iran, and Mexico. Their requirements are listed below:
Byzantium:
Greece has to be dead
Rome has to be alive
If Rome is human controlled, the Byzantine spawn can be prevented by having a Solid stability
Italy:
Rome has to be dead
Aztecs:
Always spawns if the Toltecs are dead
Also spawns if the Toltec stability is Shaky or lower
If the human player controls the Toltecs, Shaky stability is sufficient to prevent the Aztec spawn
Ottomans:
Always spawns if any city in their birth area is human controlled
Does not spawn if the Turks never conquer a city in Asia west of Persia
Iran:
Persia has to be dead
Mexico:
Aztecs have to be dead
The civilizations of Argentina, Mexico, Colombia, Brazil, and Canada are considered conditional independence spawns. Their spawn is canceled if all players that control any city in their birth area have Solid stability.
Congresses
Congresses
Congresses in Rhye's and Fall represent the phenomenon of informal institutionalization of international politics that began during the 19th century. This includes the idea of the balance of power which manifested itself in the Congress of Vienna and the Concert of Europe, but also international conferences on territorial claims such as the Berlin Congress. They also represent other diplomatic exchanges of territory like the Louisiana Purchase.
Congresses take place as soon as the first civilization discovers Nationalism and regularly occur every 15 turns. The ten most powerful civilizations of the world will be invited, and each of them can either claim a city or request to found a colony on unsettled territory. If the majority of civilizations agrees, the request is granted and the city will change hands or a settler will be created on the demanded empty spot. While the human player can decide on claims by voting YES, NO or ABSTAIN, the AI will make its own decisions based on a variety of factors. These include the legitimacy of the claim (e.g. if the claimed city is historical for the civilization or if it already has culture there), the relationship to the demanding and controlling civilizations, including their own interest in the city.
If a player claim was considered legitimate by an AI, but not granted because of insufficient relations, or if a player city has been granted to another civilization by the AI, the player can choose a number of options to influence the vote of AI civilizations in their favor. This can happen either through bribery (offering gold) or manipulation (expending espionage points). The player can spend varying amounts of both resources depending on how much they consider influencing their votes necessary. Another way to influence the AI is by agreeing to their own claims in the same congress - or at least avoiding to vote against them!
If all attempts fail and the congress still gives away one of your cities, you still have the opportunity to refuse handing it over. But be careful, this may cause some of the civilizations that agreed to the request to go to war over your contempt for their decision! The more votes were in favor of reassigning the city, the likelier an individual civilization is to go to war.
Congresses are disrupted by global wars, under which different rules apply. A global war takes place when at least half the military power of the world is at war with each other. During these times, no congresses occur because the world is settling its differences on the battlefield instead of the negotiation table. However, when such a global war ends (by the main belligerents agreeing to peace), peace is enforced on all belligerents and a new congress is called to restore order after the war. Such a congress differs from normal congresses in that only belligerents are invited, that only civilizations on the winning side are allowed to make demands, and that it is impossible to request colonizing free territory. Civilizations that have lost the war still can vote on all claims, however. Congresses completely come to an end when the United Nations are built because their formalized approach to multilateral diplomacy makes congresses obsolete.
If you are familiar with Congresses from Rhye's and Fall, you will notice multiple significant changes and improvements over the previous system, some of which have already been mentioned:
In addition to periodic congresses, congresses can also occur after global wars
Participants can also request to settle free territory
A streamlined interaction process so that the entire congress can be resolved in one turn
Significant improvements in computation times
When voting on a claim, the camera centers on the plot or city in question
The option to influence a civilization's decision is only offered when there is actually a chance of success
Attempts to influence a decision are now specific to a certain claim and can be used both to achieve agreement to an own claim and disagreement with a claim on your own cities
There is no limit on how many civilizations can be attempted to be influenced during the same Congress
In addition to bribery by offering gold, votes can also be manipulated by expending espionage
More sophisticated AI decisionmaking: it now takes the legitimacy of the claim, its relations to the claimant and owner, and its own interest in the city into account
More global AI decisionmaking: your own voting behavior influences how the AI treats your claims and the claims against you, global opinion influences how likely AIs are to go to war over a refused claim
No more multiple assignments during the same Congress: if more than one civilization have successfully claimed the same city, it goes to the civilization that received the most votes in favor
Continents, Countries and Unique Historical Victories
Continents, Countries and Unique Historical Victories
Rhye has split the World Map into separate continents. No longer will a wonder built in China have an effect on a city in South Africa. With this magic, Rhye also further subdivided the world into countries, even assigning historically accurate city names to individual tiles. These names will be your guide for the UHVs. For most of the territory UHVs (Control the Balkans, Control Mesopotamia, etc.) you will be required to control up to 3 cities in the area. Rome is the most stringent, requiring 2 cities in Iberia, 3 cities in Gaul, 1 city in Britain, 2 cities in Africa, 4 cities in Greece and Byzantium and 2 cities in Egypt.
In Dawn of Civilization, the regions that pertain to your UHV are shown in the tile tooltip when hovering over the relevant tiles.
Corporations in DoC
Corporations in Dawn of Civilization
Corporation headquarters and executives have been removed in Dawn of Civilization. Instead, corporations spread on their own to cities that can attract them. To be able to attract a corporation, you need to have the associated technology and control at least one of the consumed resources. The chance increases by acquiring more resources, constructing appropriate buildings or adopting the Free Market civic. The number of cities per corporation is limited, so corporations can also leave one city and move to another that fulfills its requirements better. Certain corporations also compete with each other, reducing the chance of being present in the same city.
The Silk Route and Trading Company corporations behave differently from the others. They don't require the Corporation technology to spread to your cities, but are limited to certain historical regions of the map. Also, they expire after a certain date and start to leave your cities.
Diplomatic Institutions
Diplomatic Institutions
The Apostolic Palace and United Nations have seen some changes in Dawn of Civilizations. Several rules have been modified and certain resolutions were to increase their impact and make them more interesting to interact with. General changes:
Instead of being directly proportional to population, the number of votes of a civilization are now proportional to the square root of its population. This reduces the influence of large civilizations and makes cooperation with smaller civilizations more important.
Defying resolutions now follows different rules for the two institutions.
When a civilization attempts to win a diplomatic victory, its own votes and the votes of its vassals are disregarded. Instead it needs to win a majority among the remaining votes. This way, the diplomatic victory truly requires diplomacy, and cannot be achieved by military subjugation.
Apostolic Palace
Apostolic Palace elections triggered by constructing Saint Peter's Basilica
Only civilizations with Catholic state religions are members of the Apostolic Palace and allowed to vote.
Resolutions that affect all members don't fail only because a member defies it.
Instead, civilizations defying resolutions are not affected by them. The usual penalties (loss of membership, unhappiness, diplomatic penalties) still apply.
Renamed the "Declare War" resolutions to "Crusade". Valid targets are non-members who are at war with a member (defensive crusade) and non-members who control the Catholic holy city or shrine (offensive crusade).
New "Collect Tithe" resolution: all members pay 10% of their treasury of which the Pope receives half.
New "Send Inquisition" resolution: the Pope receives additional espionage against the target civilization.
New "Excommunication" resolution: the target loses membership and receives unhappiness as if they had defied a resolution.
United Nations
Security Council: only the four civilizations with the highest military power are allowed to defy resolutions.
New "Decolonize City" resolution: Cities on other continents can be forced to be liberated to independents.
New "Release Civilization" resolution: If a civilization can respawn, another civilization controlling their territory can be forced to release it.
Extended Worldbuilder
Extended worldbuilder
Platybuilder
Dawn of Civilization incorporates the Platybuilder. Platybuilder is extended version of the regular Worldbuilder, created by Platyping. The old worldbuilder has limited opportunity to edit a current game. You could not even edit the amount of gold in your treasury! Platybuilder allows you to change almost every aspect of the game, ranging from detailed player data to the amount of damage an individual units has to extra yield a building provides on top of its regular bonus.
Extra Dawn of Civilization elements
The Dawn of Civilization Platybuilder features a couple of new features which are not available in the regular Platybuilder, often because these change elements which are unique to Dawn of Civilization (or Rhye's and Fall mods in general).
Extended map editing
When you select Map Mode, you can view/edit the flipzones, stability maps and warmaps of each civilization. Additionally, the CNM and settlervalue/warvalue of the tile appears on top of the screen. When selecting one of these modes, an overlay will be placed on the map, indicating the value of a tiles. You can edit the values of each tiles by selecting a value in the menu and clicking on the tile. The multiple tile tool introduced by Platybuilder can be used to edit multiple tiles simultaneously. Note that these changes only apply to the current game. If you want to make permanent changes, you need to export the changes (export button) and copy the changes into Areas.py. The maps can be found the the Export folder.
Legend for the maps
Flipzone:
Light purple: Flipzone for both human and AI
Red: Extra flipzone for the AI only
Stability Maps:
Cyan: Core
Green: Historical
Yellow: Contested
Red: Foreign core
Light purple: Forbidden for the AI to settle there
War Maps:
Red: 2
Orange: 4
Yellow: 6
Light green: 8
Dark green: 10
Blue: 12
Shortcuts:
Right-clicking on a tile will set the tile to its default value, which is non core in core mode, settlervalue 20 in settlervalue mode or warvalue 0 in warvalue mode.
The export button automatically detects if you made any changes to the maps. It will not bother to export if you did not make any changes. You can force an export by shift-clicking on the export button.
Civilization specific modifiers
The player data screen has been modified so you can view and edit several civ specific modifiers. These changes will only apply to the current game. If you want to make permanent changes, you have to edit Modifiers.py.
More game options
Dawn of Civilization introduces a couple of new options. These options can be edited during a game in the GameOption screen in the Extended Worldbuilder. These options include; enabling/disabling secondary civs, enabling/disabling DoC/RFC features and more.
StoredData Editor
WARNING: Be cautious with this feature. Only edit if you know what your are doing. Changing stuff could break the game.
The StoredData is a method introduced in RFC mods to save data, which can not be saved in the savegame file itself. Various UHV counters are stored in the StoredData for example. Normal players will probably have no use for this editor, but for modders this tool can be very helpful keeping track of the progress of a certain game or test new features. Do use the editor with care. If you accidentally change something, you can restore everything to the state when you opened the editor with the reset button.
Great Christian Schism
The Great Christian Schism
Similar to Protestantism, Catholicism is founded by a special event and does not require only a technology. This event is referred to as the Great Schism. It can be triggered in two different ways. After any civilization has first adopted Orthodoxy as its state religion, Catholicism will be founded as soon as there are more Orthodox cities outside of civilizations with Orthodox state religion than within their control. A common scenario for this is the collapse of the Roman civilization, which often leaves many Orthodox cities under independent control (who have no state religion). This represents the establishment of an independent Papacy after most of Christendom slips out of control of secular rulers (historically, the Byzantine Empire). In this case, the largest previously Orthodox city not under Orthodox control becomes the new Catholic holy city.
In case this scenario never comes to pass, the Great Schism will also be triggered by the first civilization to build an Orthodox Cathedral without controlling the Orthodox holy city. This represents how more powerful religious leaders emerge outside of the traditional center of Orthodoxy and begin to establish their own separate tradition. In this case, the city with the Cathedral also becomes the Catholic holy city.
In either situation, cities convert from Orthodoxy to Catholicism (including buildings) if they are closer to the Catholic than to the Orthodox holy city. An exception are cities under the control of civilizations with Orthodox state religion (in the first scenario) or within the same civilization as the Orthodox holy city (in the second scenario), which will always remain Orthodox.
Historical Impact
Historical Impact
There can be at most 32 active civilizations (including minors) in the game at the same time. If there are currently 32 civilizations in the game, and a new civilization is about to spawn, depending on the civilizations involved the spawn is either canceled or an existing civilization collapses to make room for the new civilization. The idea of this mechanism is to allow for smaller, less historically prominent civilizations to appear in the game without preventing the spawn of more relevant civilizations that are required to make the world feel historically accurate.
To determine this outcome, each civilization has an associated historical impact. The levels of historical impact are, in descending order:
Player
Critical
Significant
Limited
Marginal
The general rule is that only civilizations of higher historical impact can force the collapse of a civilization with lower historical impact to be able to spawn. However, stability is also taken into account. If any of the civilizations with lower impact are collapsing, one of them is chosen to collapse. If no collapsing civilizations exist, an unstable civilization that is past its historical fall date is chosen instead. If multiple such civilizations exist, the one with the lowest impact and furthest past its fall date is chosen. If none match the criteria, the spawn of the upcoming civilization fails.
The Player impact is special. It is not associated with any particular civilization, but is reserved for the civilization currently controlled by the player. This ensures that the player civilization can always spawn and can never be forcibly collapsed to make room for another civilization. In addition to the player controlled civilization, civilizations that are relevant to their game experience and historical environment are also assigned the Player impact. These include their neighbours and historical rivals as well as civilizations in control of their victory goal areas, to make sure they are present to provide a challenge and historical verisimilitude to the play experience of the civilization chose by the player.
Most civilizations are of the Critical impact level, and there are enough slots to accomodate all Critical civilizations. For the other impact levels, the civilizations are:
Significant: Ethiopia, Tamils, Byzantium, Moors, Khmer, Mali, Italy, Thailand, Brazil
Limited: Harappa, Tibet, Poland, Congo, Argentina, Mexico, Colombia, Canada
Marginal: Polynesia
The impact of a civilization can also change over time. Civilizations that can never respawn are regarded as one impact level lower. The same is true if a civilization is past its fall date and it either cannot be resurrected until the end of the game, or their resurrection is only possible after their fall date. Even in these circumstances the impact level cannot be reduced below Marginal, and civilizations with Player impact are not affected at all.
Historical Starts
Historical Starts
This is why your game won't start immediately for most Civs. Rhye's mod, above all else, was designed to mirror history. As such, most civs spawn many years into the game, as late as 1867 for Canada. If you want to play as a late spawning civ now, load up one of the quick starts. Don't worry about being behind; you will start with many units and techs to place you on an even footing with the AIs.
In addition to all those units and techs, you may even have some cities flip for you. Although, be aware when playing imperialistic civilizations such as Persia, Rome and Arabia. New civs will carve their empires out of your land! If you refuse to let go of the cities, units in the area will join the resistance for several turns. If you decide to resist the wave of nationalism, make sure your army is large enough to handle defectors!
Limited Resource Effects
Limited Resource Effects
In Dawn of Civilization, the number of cities a resource can provide health or happiness to is limited. For example, each instance of the Silk only provides happiness to three cities in your empire. It is therefore necessary to secure multiple instances of a resource to supply all cities in a large empire. If a civilization does not control enough instances of a resource to supply all of its cities, the effect is applied to more cultured cities first. In consequence, it is advisable for large empires to focus on obtaining multiple instances of the same resource, while small civilizations should focus on a diverse set of resources. Note that these new rules only apply to health or happiness directly from resources. Health and happiness from resources with buildings remain unaffected, as well as all other resource effects (e.g. enabling units or providing power).
Odds and Ends
Odds and Ends
Jungles are impassable by most units and cannot be chopped until Biology.
Swamp is a new tile, and it may never be cleared.
A new luxury resource, Cotton, has been added.
Shrines are capped at +20
Corporations will consume a maximum of 12 resources.
Tech costs increase as you grow
Nukes do much more damage and are now a deadly weapon.
Odds and Ends in DoC
Odds and Ends: Dawn of Civilization
The plague can't kill units anymore
Cities of a vassalized civilization can keep control of the first ring around its cities, unless it's also the first ring of a master's city
AI civilizations become more unstable if they survive ahistorically long
The American conqueror event automatically leads to war
It's impossible to vassalize far away civilizations until the discovery of Exploration
It's impossible to train settlers on other continents than your capital's until the discovery of Exploration
AI Mongols get additional armies to attack Russia and the Middle East
Pagan Temples can only be built in cities without religions (this does not apply to unique buildings that replace Pagan Temples)
Religion spread to a city turns Pagan Temples into temples of the new religion
Free tech events like Liberalism or Oracle only allow to choose techs from your current or earlier eras
The Seljuks attack the Middle East in the 11th century
Buddhism is founded by building a Hindu Temple
Palace costs scale with the current game era
Cities built on resources on islands with five or less tiles receive the production and commerce as the best improvement for the resource
Missionary success chances depend on the civilization they attempt to proselytize, similar to the natural spread of religions
Independent civilizations can't circumnavigate or get conquerors
The spawn of the Tamil, Tibetan, Moorish, Polish and Congolese civilizations can be disabled or randomized by editing the GlobalDefinesAlt.xml file
Great Artist specialists give +1 
The human player isn't at war with any civilization on spawn anymore
The location of goody huts on the map is randomly determined at the beginning of the game
Revolutions still cause anarchy during Golden Ages, but the Golden Age counter will not decrease during anarchy
The range of the Blockade mission has been reduced to 2
New set of difficulty levels: Heir, Regent, Monarch, Emperor and Paragon. Regent is the standard difficulty. Monarch and Paragon feature stronger AI opponents than their preceding levels.
You can release a civilization whose territory you control through the Domestic Advisor screen
The BUG mod has been added to the game, providing a wide array of interface improvements
The core area of certain civilizations can expand on specific conditions, such as entering a new era
Civilizations spread some of their culture on city conquest, allowing easier control of the surrounding tiles
Hurry unhappiness now scales with the amount of sacrificed population
Pagan Religions
Pagan Religions
In Dawn of Civilization, civilizations that have not adopted a major religion as their state religion have a pagan state religion, as opposed to no state religion at all. Unlike major state religions, this pagan religion has no positive effects, and is functionally treated just like having no state religion. Your pagan religion is determined by your civilization, and cannot be changed.
Each pagan religion comes with its own variant of the Pagan Temple with a specific name and graphics. For example, the Babylonian pagan religion is Anunnaki, and its pagan temple is the Ziggurat. However, these variants are functionally identical to the default pagan temple.
Be aware that since they are not a major religion, pagan religions cannot spread to any cities. Some buildings and wonders can only be built in "pagan" cities. These are all cities with no major religion (except Judaism and Taoism) present and controlled by a civilization with a pagan state religion.
Finally, your pagan religion determines the second goal of the pagan Unique Religious Victory.
Anunnaki: make your capital the city with the most wonders in the world
Asatru: control five units of level five or higher
Atua: control four Pearl resources and 50 Ocean tiles
Baalism: make your capital the city with the highest trade income in the world
Bon: control 50 peaks
Druidism: control 20 Forest and Marsh tiles
Inti: have at least half as much gold in your treasury as all other players combined
Mazdaism: acquire six Incense resources
Mugyo: make your capital the city with the most settled great people in the world
Olympianism: control ten wonders that do not require a state religion
Pesedjet: be the first to create three different Great People
Rodnovery: acquire seven Fur resources
Shendao: control 25% of the world's population
Tengri: acquire eight Horse resources
Teotl: acquire 50 food from combat (Maya) or sacrifice ten slaves (Aztecs)
Vedism: have your cities celebrate for 100 turns
Yoruba: acquire eight Ivory and six Gem resources
Plague
Plague
The most controversial and bemoaned addition to this mod, Plague has made RFC more dynamic than even Stability. There are 5 pre-determined Plague spawns. They occur roughly at 400AD, 1300AD, 1650AD and 1850AD. There is a fifth plague that spawns only in Meso-America when Europeans first make contact. This is meant to simulate the spread of Smallpox. But fear not! There are many ways for you to control the spread and duration of the plague.
Plague spreads through foreign contact and proximity to infected cities. You can limit this spread by canceling open borders and limiting your trade connections. The major determining factor in catching plague is your health surplus. Having far more health bonuses than unhealthiness will prevent the plague from spreading to your cities. Even if you don't reach the preventative threshold, high health will lessen the duration and severity of the plague. Granaries, Baths, Wharfs and Pharmacies are all vital to any populous empire. Even with these precautions, once a city catches plague, there is little you can do to prevent the spread to neighboring cities. Discovering Microbiology will stop the plague from spreading regardless of your healthiness.
Reformation
Reformation
The Protestant religion is not founded like the other religions. Instead, the discovery of Academia by a civilization with Catholic state religion triggers the Reformation. All Catholic civilizations then have to decide if they want to convert to Protestantism and gain additional gold from the dissolution of monasteries, foregoing the benefits of the Apostolic Palace. When a civilization decides to convert, all of its cities immediately change their religion to Protestantism. Large cities also have a chance of keeping Catholicism or gaining Protestantism regardless of your decision.
Respawns in DoC
Rebirths and Resurrections in Dawn of Civilization
There are different mechanics for collapsed civilizations to return into the game. Resurrection refers to the rules already present in vanilla RFC that allow a civilization to return if its core is controlled by independents or an unstable civilization. This effect is limited to certain periods in Dawn of Civilization, to prevent ahistorical respawns of ancient and classical civs. Also, it's not necessary to discover Nationalism to enable this mechanism, although it increases the probability of resurrections. This means that you will see resurrections occur earlier in the game. Outside of periodic checks, these resurrections can also occur when an unstable civilization collapses - if their territory includes the core of a civilization that can return, these cities will become part of this civilization instead of being independent.
Dawn of Civilization also adds another mechanic that is referred to as rebirths. These are scripted and return a specific dead civ at specific dates, if certain conditions are met. Also, the faction now represents a completely new civilization with UU, UB, UP and UHV. Players can take control of these civilizations and complete their victory goals by switching to them, even if they have switched once already. Currently, this mechanic covers the rebirths of Persia as Iran, Maya as Colombia and Aztecs as Mexico.
Slavery
Slavery
Dawn of Civilization aims to represent the transatlantic slave trade as part of the Columbian Exchange. To this purpose, a slave unit has been added to the game.
Capturing slave units
Slave units cannot be trained. Instead it is possible to capture them in combat. This is enabled by two civics: Slavery (Society) and Colonialism (Territory). Every time when defeating a Native unit while running one of these civics, there is a chance of receiving a slave unit.
Trading slave units
The other option to acquire slaves is by trade. This is only enabled for civilizations that control at least one colony. If any of the civilizations participating in a trade has colonies, slave units will appear on the table just like resources, techs etc.
Using slave units
It is only possible to use slaves in the Americas and Sub-Saharan Africa. In addition, certain civics (Egalitarianism, Nationhood, and Multilateralism) prevent the use of slaves. The possible actions for slaves are:
Build a slave plantation: the slave can build a slave plantation on all tiles that have a resource which requires a plantation, yielding +1
and +2
compared to a normal plantation. The slave is used in the process, similar to a work boat.
Join city as a slave specialist: the slave can permanently join the city as a slave specialist, yielding 2
and creating 1
. The number of slaves per city is limited to half of its population.
Freeing the slaves
Slave effects (plantations and specialists) only remain active as long as you can use slaves (see above). When you abandon the civics required for slavery, Slave Plantations will revert to ordinary Plantations and Slave specialists will be removed. Likewise, when territory with a Slave Plantation is acquired by a civilization that cannot use slaves, it will revert to a Plantation. Slaves present in cities will always be freed on conquest. If the conqueror can also use slaves, they will receive an equivalent number of Slave units in return.
The Aztecs
The Aztec unique power enables them to acquire slave units by winning battles; regardless of the losing unit there is a chance of acquiring a slave unit. Aztec slaves also have the additional abilities of acting as workers and can be sacrificed in their cities, as a way to temporarily increase happiness there.
Stability
Stability
The stability system from Rhye's and Fall has been replaced in Dawn of Civilization, which features a completely redesigned stability mechanic. The main principle of the new system are that there is no permanent stability score. Instead, every civilization has a stability level: Collapsing, Unstable, Shaky, Stable, or Solid.
During the game, a number of events (see below) can trigger a stability check. During the check, a score is calculated that reflects the current stability of your empire on a variety of factors in the areas of expansion, economic, domestic, foreign and military. If the score is consistent with your stability level, it remains unchanged. But with exceedingly high or low scores, the stability can either drop or increase a level. However, stability only becomes threatening once it has been reduced all the way to Collapsing, and stability can only decrease or increase by one level by check. This means that higher stability levels provide a buffer against collapse. But even after falling all the way down to Collapsing, your civilisation is not doomed yet. If the next stability check results in the same or a higher stability score, even if it does not improve your stability level to Unstable, your civilisation will remain intact. Otherwise however, it will descend into total collapse and you lose the game.
Stability Levels
Stability levels represent the overall stability of your empire. Stability levels are persistent and should not be confused with the stability score which is calculated on stability checks according to the rules described below, and then discarded. There are five stability levels from best to worst:
Solid
Stable
Shaky
Unstable
Collapsing
Your stability level can change during a stability check. As long it is higher than Collapsing, your empire is safe. High stability levels provide more protection from collapse, since every check can reduce your stability by at most one level.
Stability Checks
A stability check is when the game determines the current stability score of your civilisation. The following events can trigger a stability check:
losing a city
razing a city (human only)
discovering a technology
becoming a vassal
acquiring a vassal (+)
starting a war
making peace (+)
changing civics or state religion
moving your capital
building a wonder (+)
starting a golden age (+)
receiving a great person (+)
Events marked with a (+) are positive stability checks. These checks can never reduce your stability level, no matter how bad your stability score is.
During a check, your stability score is calculated according to the rules described under Stability Influence Factors. This score is compared to the stability threshold. Based on this comparison, the stability check can have three possible outcomes:
Positive: The stability score exceeds the threshold by more than 10 points
Neutral: The stability score is equal to or greater than the threshold (but by not more than 10 points)
Negative: The stability score is less than the threshold
The threshold itself depends on your situation. In particular, it depends on the current stability level:
on solid: +20
on unstable: +10
on shaky: 0
on unstable: -10
on collapsing: -20
Due to the different thresholds, it becomes progressively harder to drop to a lower level, and easier to increase your level again. This means that unless something about your civilisation changes to affect your stability score, your stability level will ultimately settle on the level that reflects it.
The threshold is lower during a Golden Age. This means that Golden Ages can save you from situations that would otherwise lead to collapse, and are the perfect time to increase stability levels again.
The consequences of the outcome of a stability check are as follows:
Positive: The stability level increases by one.
Neutral: The stability level remains unchanged.
Negative: The stability level decreases by one. If the stability level already was on Collapsing, and the stability score is lower than at the last check, a complete collapse occurs.
Stability Influence Factors
Stability Influence Factors
EXPANSION
Overextension
Overextension is the main factor of expansion stability. It depends on two scores:
core population score
periphery population score
Without taking modifiers into account, they are just the population in your core and the population outside of your core, respectively. As long as your periphery population score is below your core population score, everything is fine. Once the periphery score exceeds 100% of the core population score, you will receive an expansion stability penalty according to a formula which I will explain later. The scores are affected by a number of modifiers and therefore aren't only based on city population.
The core population score is multiplied by your current era plus one. Since the modifier is era-based, your ability to support a large periphery grows during the game.
The periphery population score for every city is based on many different factors. Since a lower periphery score is better for stability, negative modifiers are desired.
+2 if the city is not on historical territory (so it makes sense to mainly control historical tiles)
+1 if you are not the original owner of this city (unless you are running Totalitarianism, or the city is under your control for more than 25 turns)
+1 if you have less than 50% culture in this city
+1 if you have less than 20% culture in this city (those two penalties are cumulative, for a total of +2 if you are below 20%. Culture counts double within their civilization's own cores. Persia is immune to culture-based penalties due to their UP)
+1 if it is a historical overseas city and you are running Totalitarianism
-1 if the city has a Courthouse
-1 if the city has a Jail
-1 if it is a historical overseas city and you are running Colonialism
-1 if it is an overseas city and you are Portugal (their UP)
In addition to city population, each Village and Town in your core counts as one core population.
The expansion penalty can be at most -25, and grows faster right after the periphery score exceeds the core score than later on. This allows a diminishing yet growing effect of expansion stability that allows playing Domination games without making expansion stability irrelevant in more historical games.
Between stability checks, the overextension penalty can only increase by at most 5 negative points. For instance, if you had a penalty of 0 in the last check and the calculation results in -10, you will still only get a penalty of -5 until the next check.
Adopting Isolationism and keeping your periphery population at 10 or lower will give you +10 stability.
Recent Expansion
Founding and conquering cities in your historical area provides positive stability. The effect lasts for 20 turns from when the city has been acquired. The stability from recently conquered cities is higher when running Conquest and due to the Persian UP.
Razing
You get a -10 stability penalty for every city you have razed. This penalty decays by 2 points every 5 turns. This penalty is global, that means if you accrue -20 raze stability from razing two cities, it still decays by 2 points every 5 turns, instead of by 4. The exception to this rule are smaller cities. If the city has never had a population of more than 5, the penalty is -2 * [highest population the city has had] instead. This exception does not apply to another civilizations capital, which always gives a -10 penalty when razed.
Barbarian-owned cities will not count for this penalty, while cities owned by minor civilizations are worth only half of the usual penalty points.
ECONOMY
Economic Growth
The economic growth score is updated every third turn, in which the total amount of commerce produced is compared to the amount from three turns earlier. Has it grown by more than 5%, the score increases, has it shrunk by more than 5%, it decreases. Otherwise the score slowly moves towards 0 again. At every stability check the score is directly applied to the economy stability.
DOMESTIC
Happiness
Happiness stability works similar to economic growth stability in that it is accumulating every third turn depending on the situation of your civilization. To that end, the happy and unhappy cities in a civilization are counted based on the following criteria:
Happy city: currently celebrates the "We Love the King" day OR its happiness exceeds its unhappiness by at least a quarter of your empire's average city size and it has at least the average city size of your empire
Unhappy city: the city has more unhappiness than happiness OR the extra unhappiness (from all factors except population) exceeds a fifth of the city's population
Note that it is possible for a city to not fulfill either of these criteria, in which case it doesn't count at all for the purposes of happiness stability. A city can also both fulfill the criteria for being happy and unhappy, in which case it counts as happy. Your happiness stability grows every third turn if you have more happy than unhappy cities, and declines if you have more unhappy than happy cities. This factor cannot exceed -5 or 5, respectively. If the amount of happy and unhappy cities is exactly the same, the value slowly approaches 0 again.
Religion
For religions, two or three percentages are calculated:
the percentage of cities that have your state religion (believer ratio)
the percentage of cities that have at least one non-state religion (heathen ratio)
if you are running Theocracy, the percentage of cities that have ONLY your state religion
Some non-state religions are ignored for the purposes of the second and third ratios ("tolerance").
civs with either Tolerance or Secularism tolerate all non-state religions
Hinduism and Buddhism tolerate each other
Confucianism and Taoism tolerate each other
Heathen ratio: You incur neither penalties nor bonuses if your ratio is 30%. Otherwise, you receive -1 stability for every 10% over 30% and +1 stability for every 10% below 30%.
Believer ratio: You incur neither penalties nor bonuses if your ratio is 75%. Otherwise, you receive -1 stability for every 5% below 75% (up to a maximum of -10) and +1 stability for every 5% over 75%.
Theocracy bonus: if you are running Theocracy, you also receive +1 stability for every 20% of your cities that only have your state religion.
Note that while the other factors require you to have a state religion, the religion stability from the heathen ratio also applies when you don't have a state religion.
Civics
Civics stability comes either from running a certain combination of civics or from running specific civics in a certain era or after discovering a certain technology.
Totalitarianism + State Party: +5
Totalitarianism + Despotism: +3
Totalitarianism + Revolutionism: +3
Totalitarianism + Central Planning: +3
Totalitarianism + Secularism: +2
Totalitarianism + any religious civic except Secularism: -5
Totalitarianism + Constitution: -5
Totalitarianism + Democracy: -3
Central Planning + Egalitarianism: +2
Central Planning + State Party: +2
Central Planning + Centralism: +2
Egalitarianism + Democracy: +2
Egalitarianism + Constitution: +2
Egalitarianism + any religious civic except Tolerance and Secularism: -3
Individualism + Republic or Democracy: +2
Individualism + Free Enterprise: +3
Individualism + Central Planning: -5
Individualism + Regulated Trade or Public Welfare: -2
Individualism + Tolerance: +2
Theocracy + Individualism or Egalitarianism: -3
Deification + Republic or Democracy: -3
Deification + Redistribution before the Medieval era: +2
Deification + Slavery before the Medieval era: +2
Vassalage + Individualism or Egalitarianism: -5
Vassalage + Free Enterprise or Central Planning or Public Welfare: -3
Vassalage + Tributaries: +5
Vassalage + Monarchy in the Medieval era: +2
Vassalage + Manorialism in the Medieval era: +3
Republic + Citizenship: +2
Republic + Vassalage: -3
Republic + Merchant Trade: +2
Centralism + Democracy: -5
Centralism + Regulated Trade: +3
Centralism + Clergy: +2
Centralism + Monarchy in the Renaissance: +2
Despotism + Slavery: +2
Despotism + Nationhood: +3
Caste System + Citizenship: -4
Caste System + Clergy: +2
Caste System + Secularism: -3
Multilateralism + Despotism: -3
Multilateralism + Totalitarianism: -3
Multilateralism + Egalitarianism: +2
Multilateralism + Theocracy: -3
Monarchy + Clergy or Monasticism: +2
Elective + Centralism: -5
Constitution + Democracy: +2
Revolutionism + any religious civic except Tolerance and Secularism: -3
Regulated Trade + Manorialism: +2
Regulated Trade + Meritocracy: +3
Isolationism + Merchant Trade or Free Enterprise: -4
Isolationism + Regulated Trade or Central Planning: +3
Vassalage in the Middle Ages: +2
Vassalage in the Industrial Era or later: -5
Deification in the Classical Era or earlier: +2
Deification after the Classical Era: -2 per era after the Classical Era
Republic in the Classical Era or earlier: +2
Republic in the Industrial Era or later: -5
Isolationism after the Renaissance: -3 per era after the Renaissance
Not running any civic out of Republic, Democracy, Revolutionism or Constitution after the discovery of Representation: -5
Slavery or Manorialism or Caste System after the discovery of Civil Rights: -5
Reciprocity or Redistribution or Merchant Trade after the discovery of Economics: -5
Conquest or Tributaries after the discovery of Nationalism: -5
Animism or Deification after the discovery of Theology: -5
Caste System with Hindu state religion: +3
Meritocracy with Confucian state religion: +3
Slavery with Christian or Zoroastrian state religion: -3
Slavery with Muslim state religion: +2
Monasticism with Buddhist state religion: +2
FOREIGN
Several factors contribute to your foreign stability rating:
Vassal stability
Vassals receive +4 stability for every stability level their master exceeds them by
Masters receive:
For every collapsing vassal: -3
For every unstable vassal: -1
For every solid vassal: +2
For every vassal when running Tributaries: +2
Relations stability
If civilisations we know have overall more favourable than unfavourable impressions of us (different relationship factors in the diplomacy tooltip), we receive positive stability, otherwise negative stability. The impact of the effect increases if the relationship factors are at three or more.
For every player that is more powerful and sees you as their worst enemy: -3
With Isolationism, relations stability can never be negative, and positive relations stability is halved.
Defensive Pact stability
For every civilisation with a higher score we have a defensive pact with: +3
With Multilateralism, for every civilisation we have a defensive pact with: +3
Civic specific foreign stability
For every neighbor you are at war with while running Nationhood: +2
For every civilization you are at war with while running Multilateralism: -2
For every civilization with different state religion you are at war with while running Theocracy: +3
For every civilization with the same state religion you are at war with while running Theocracy: -2
MILITARY
All military scores are calculated for each war your civilization is in.
Conquest Stability
This factor depends on the number of cities you have conquered from this civ compared to those you have lost to it. Cities are worth more if the owner has less of them, i.e. losing a city has a larger impact if you don't have a lot of them in the first place.
Battle Stability
Similar to conquest stability, the battles you have won are compared to the battles you have lost. In either case, a battle is "worth" as much as the defeated unit's power rating. How much battle stability you get or lose depends on your overall military strength - the stronger you are, the less of an impact a singular battle has in either way. Battle stability decays while a war lasts.
War Weariness Stability
Your war weariness is compared to your enemy's. If it is larger, you receive a penalty proportional to the difference. This penalty also decays while the war lasts.
Barbarian Losses Stability
You receive a -1 stability penalty for every battle you lose against a barbarian unit. This penalty also decays over time.
Tile Stability Display
Tile Stability Display
In Dawn of Civilization, the stability effect of a specific tile is displayed in the tooltip when you hover over it on the map. The stability categories of tiles are Core (cyan), Historical (light green), Contested (yellow), Foreign (orange) and Foreign Core (red). The colors associated with the categories match those of the stability maps released for RFC.
The stability category of a tile influences your expansion stability in multiple ways, depending on the circumstances.
Core Area:
Cities in your core area contribute to your core population score
You can collapse if you're completely pushed out of your core area
You only need 20% culture to maintain control over a tile in your core
Historical Area:
No stability penalties for controlling cities
Contested Area:
No stability penalties for controlling cities
Risk of respawn of another civilization
The civilization native to this area only needs 20% culture to maintain control over this tile
It is harder to build up culture here, which can lead to stability penalties
Foreign Area:
Controlling cities here can hurt your expansion stability
Foreign Core Area:
Controlling cities here can hurt your expansion stability
Risk of respawn of another civilization
The civilization native to this area only needs 20% culture to maintain control over this tile
It is harder to build up culture here, which can lead to stability penalties
Trading Companies
Trading Companies
If you are either Portugal, Spain, France, England or the Netherlands, building the Trading Company triggers an event that gives you the opportunity to expand your colonial empire into South Asia. The event selects a number of target cities and gives you the choice to either attempt to acquire them by investing money or raising an army. In case of the former, the owning civ can decline your gold offer, which means the gold is lost. In case of the latter, you lose population and happiness in your capital (similar to drafting), armies appear close to the target cities and you enter war with their owners. If the target areas are empty, you get a settler there instead. AI civilizations get the same opportunity by discovering Exploration and Firearms (Portugal and Spain) or Economics and Replaceable Parts (France, England and Netherlands), without building a Trading Company.
The target areas of each civilization are as follows:
Portugal: three (five for the AI) cities out of Sao Salvador, Quelimane, Muscat, Goa, Cochin, Malacca and Canton
Spain: always Manila
France: one city in South India
England: three cities in India
Netherlands: three cities in Indonesia
Unique Powers and Historical Victories
Unique Powers and Historical Victories
There are no leader traits in Rhye's and Fall of Civilization. They were removed and replaced with a system of Unique Powers: each civilization has one unique ability according to its historical role. Given the different start years, each civilization have its own modifiers (which rendered leader traits useless). Their effect are summarized in the civ selection screen, at the beginning of the game, with general parameters rated 1 to 5 stars.
Each Civilization can achieve a "Historical Victory" fulfilling 3 goals that differ from civ to civ and match their own historical background or just what they were trying to achieve. This way even a civilization with a weaker starting situation such as Aztecs has a chance of success. When 2 goals out of 3 are achieved, a "Triumphal Arch" is automatically built in player's capital, triggering a Golden Age.
Dawn of Civilization adds historical victories for religions, which are called Unique Religious Victories (URVs). Civilizations can complete the URV of their state religion, while civilizations without access to a state religion have the opportunity to win by completing the Polytheism (when running Pantheon) or Secularism URV. The Religious Victory also differs from the Historical Victory that all goal conditions have to be fulfilled at the same time to win, and that no reward for completing two goals is available. Also, many goals are global and take the situation of all civilizations with that state religion into account.
Welcome to Rhye's and Fall of Civilization
Welcome to Rhye's and Fall of Civilization
v1.187
Rhye's and Fall of Civilization is a mod based on a map of the world, that attempts to make your single-player game a realistic simulator of history on Earth. It is the sequel to "Rhye's of Civilization", one of the most popular modpacks for Civilization III.
The mod revolves around the historic rise and fall of civilizations: they won't start all at the same time, but at appropriate dates. The human player can choose a late start (waiting for the game to play by itself) or take the control of one of the early civs and switch to another one later on. Civilizations will fall by many factors, including civil wars caused by inner instability, and scripted barbarian attacks.
Each civilization is heavily differentiated from the others, thanks to the UPs (Unique Powers), the UHVs (Unique Historical Victory conditions), and a unique AI that will found cities in their historical place, with their historical name.
Other additions include plague outbreaks, embassies, world congresses where cities are traded, dynamic spread of the resources, and new flag and terrain graphics.
More detailed info is provided in the readme. For any other question you can visit the official site (http://rhye.civfanatics.net), the development forum (http://forums.civfanatics.com/forumdisplay.php?f=204) or the wiki (http://rhye.civfanatics.net/wiki/), which contains useful strategy guides.