Rhye's and Fall of Civilization: Europe civics
From Rhye's Mods Wiki
| Goverment | Legal | Labor | Economy | Religion | Expansion |
|---|---|---|---|---|---|
| Despotism (default) | Tribal Law (default) | Tribalism (default) | Decentralisation (default) | Paganism (default) | Subjugation (default) |
| Electorate (Feudalism) | Feudal Law (Feudalism) | Serfdom (Feudalism) | Manorialism (Feudalism) | Organised Religion (Theology) | Vassalage (Feudalism) |
| Divine Monarchy (Divine Right) | Bureaucracy (Civil Service) | Free Peasantry (Civil Service) | Guilds (Guilds) | Theocracy (Divine Right) | Occupation (Civil Service) |
| Limited Monarchy (Constitution) | Religious Law (Divine Right) | Apprenticeship (Guilds) | Mercantilism (Banking) | State Religion (Constitution) | Imperialism (Banking) |
| Representation (Liberalism) | Common Law (Constitution) | Free Labor (Constitution) | Merchant Republics(Civil Service +Banking) | Free Religion (Liberalism) | Colonialism (Astronomy) |
Return to RFC: Europe [1]
Contents |
Government
Despotism: Same as original RFC. Default setting.
Electorate: Espionage bonus (10%). Specialists give 1 extra science and culture. -1 stability for each city beyond capital. Low upkeep.
Divine Monarchy: +1 happiness per military unit in cities. Specialists give +2 extra culture. High upkeep.
Constitutional Monarchy: Can buy production with gold. Very stable for large civs. Medium Upkeep.
Representation: +3 science per specialist. +3 happy in 6 largest cities. Medium Upkeep. Same as original RFC
Legal
Tribal law: Same as original RFC (just renamed). Default setting.
Feudal law: 5 free units. New units receive +2 Experience. 10% culture penalty. Low upkeep. Incompatible with merchant republic.
Bureaucracy: +50% hammers, +50% gold in capitol. High Upkeep. Same as original RFC.
Religious law: 25% reduced cost for buildings with state religion. 25% penalty to research. +1 happiness in cities with state religion; -1 happiness for other religions present. High upkeep. Incompatible with electorate.
Common Law: 10% bonus to research; +2 trade from town. -1 happiness for each military unit. +100% great person birth-rate. Low upkeep. Incompatible with feudalism, theocracy.
Labor
Tribalism: Same as original RFC. Default setting.
Serfdom: Workers complete tasks 50% faster. -50% Cottages, hamlets, and villages growth. +1 food from Farm. Low upkeep.
Free peasantry: +100% growth for cottages, hamlets, and villages. Happiness penalty for civs with tribal law, paganism, or manorialism. Medium upkeep. Incompatible with feudalism and theocracy.
Apprenticeship: Commercial buildings (bank, grocer, forge, mill, etc.) give +1 gold. Unlimited artists, scientists, merchants. Workshop gives +1 hammer. High upkeep.
Free labor: +2 Gold from town, +1 gold, +1 happiness and +1 hammer per city? +5% production and commerce. +1 hammer from town.
Economy
Decentralization: Same as original RFC. Default setting.
Manorialism: +10% gold bonus, +1 food, +1 hammer in each city. +10% military unit production. -1 Trade route. +1 commerce from farm. Low upkeep.
Guilds: +10% gold bonus. 1 free specialist in each city. High upkeep.
Mercantilism: +20% gold bonus. No foreign trade routes. Inflation +100%. +1 trade route per city. Medium upkeep.
Merchant Republic: +50% unit build costs; each unit requires 1 extra gold in maintenance cost/turn. +25% research and gold production bonus. +100% penalty to war weariness (twice as powerful). -2 stability for each city beyond capital. Medium upkeep.
Religion
Paganism: Same as original RFC. Default setting.
Organized Religion: + 1 happiness per city (with state religion); cities with state religion construct buildings 25% faster; High upkeep.
Theocracy: Gold production increased 25%, research decreased 25%. Stability bonus for small empires (+12 (1 city), +9 (2 cities), +6 (3 cities); stability penalty for large ones (-2 for each city above 3?) No spread of non-state religion. Medium upkeep.
State Religion: +2 experience points, +1 happiness in cities with state religion; Med. upkeep.
Free Religion: +1 happiness per non-state religion, +10% research. Low upkeep. Same as RFC original.
Expansion (most changes not yet implemented)
Subjugation: Same as in RFC – default setting.
Vassalage: +8 stability for each vassal. Distance maintenance costs increased 25%; stability penalty for expansion decreased 25%. Medium upkeep.
Occupation: +2 additional stability pts. per conquered city. Same as in RFC.
Imperialism: +2 stability points for cities founded outside the Core area. Same as Resettlement in RFC.
Colonialism: Allows construction of colonial projects; +1 trade route in each city. High upkeep.
Return to RFC: Europe [2]










