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Rhye's and Fall of Civilization: Europe civics - Rhye's Mods Wiki

Rhye's and Fall of Civilization: Europe civics

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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]