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Rhye's and Fall of Civilization Unique Powers - Rhye's Mods Wiki

Rhye's and Fall of Civilization Unique Powers

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Contents


Introduction

In Rhye's and Fall of Civilizations, each civ has a different unique power that aims to develop the civilization in a historical context. These, therefore, tend to respect what the civilization did in real life. They are included in both the standard Civ 4 and Warlord Expansion civilizations. These replace the leader traits seen in unmodded versions.

Those in italics are Warlords only. Those in bold are BTS only.

Egypt

  • Pharaohs - Hereditary Rule and Slavery Enabled at the start

At the start of the history, the Hereditary Rule and Slavery Civics are already available and enabled, without the technology requirements they are normally associated with them.

India

  • Spirituality - No anarchy in revolutions

India can switch Civics immediately, without causing a revolution.

China

  • Myriads - 1.5 times Melee and Gunpowder Unit train speed

China can train myriad units thanks to their faster train speed.

Babylonia

  • Law – no resistance in captured cities

The power of law allows Babylonians to capture cities without having to control citizens’ anger in the following turns. Instant culture border emergence.

Greece

  • Philosophy - +150% Great people rate until the end of the Renaissance

The power of Philosophy allows a huge boost to Great People birth rate, cumulative with other wonders and Civics, for a limited period

Carthage

  • Mercenaries – Mercenaries hire and maintenance costs halved

Carthage can hire more mercenaries, each one costing half the normal price, and each without half the maintenance cost.

Persia

  • Satrapy - +2 additional Stability Points for each city conquered

When Persia conquers a city, it gets a +2 shift towards stability in addition to the normal modifier. The bonus isn’t applied if the Occupation civic is being used

Rome

  • Infrastructure - Roads within Roman borders allow 4X unit movement instead of 2X

All units (including non-Roman units) can move 4 times faster instead of just twice as fast when travelling on roads within Roman territory.

Japan

  • Honor - All military land units have a bonus in city defence

All Japanese military land units will defend their cities with Honor thanks to their City Garrison promotion

Ethiopia

  • Sovereignty - Ethiopian cities can't be demanded in a Congress

Ethiopian sovereignty is preserved, as its cities can't be demanded in a congress by another civilization.

Maya

  • Astronomy - 40% discount on research costs until the end of the Middle Ages

Mayan research is inspired by astronomical studies and its cost is reduced until the end of the Middle Ages.

Vikings

  • Raid – 5 times more gold from pillages

Viking military units gain 5 times the value in gold obtained from pillages

Arabia

  • Faith - State religion spreads with temples and cathedrals to conquered cities

In case Arabia has a state religion set, it automatically spreads to conquered cities, where a temple and a cathedral are automatically built

Khmer

  • Monsoons - All land units can move through jungles

Unlike for most civs, all Khmer land units can move through jungles, enabling them to take possession of South East Asia.

Spain

  • Discovery - Naval units receive +2 movement points

All Spanish naval units receive Navigation I + II promotions. As movement costs are halved on oceans, Spanish ships will reach new lands much faster than the other civilizations.

France

  • Entente - Other civilizations have a friendlier attitude

Non-European civilizations have a friendlier attitude towards France; European civilizations instead are more likely to vote for French interests in a Congress.

England

  • Royal Navy - Naval units have 2 extra first strike chances

English Royal Navy will have an advantage for dominating the seas, thanks to naval units receiving Drill I + II promotions.

Germany

  • Technique - Free unit upgrades after the discovery of Industrialism

Vorsprung durch Technik: After the discovery of Industrialism, all units can upgrade with cost 0.

Russia

  • General Winter - Enemy units in Russia take damage every turn

Enemy units within Russian borders in Russia (not abroad in colonies) suffer 10 points of damage every turn

Netherlands

  • Trading companies - All sea units can enter rival territory

Dutch ships can ignore borders and enter foreign waters.

Mali

  • Wealth +1 trade in plots with 1 trade

Plots with 1 trade produce 2 trade (but plots with 2 trade will still produce 2 trade).

Portugal

  • Exploration -- All sea units have broader visibility range

Portugal can make the best world maps thanks to increased visibility range on its ships.

Inca

  • Terraces- Mountains produce 2 food and 1 hammer

The Incan civilization can take advantage of the Andes and other mountain ranges thanks to their terrace farming. Peaks produce 2 food and 1 hammer but are still impassable and thus cannot be improved.

Mongolia

  • Horde - Any razed city makes nearby enemy cities surrender if approached

When a city is razed, any old owner’s city (smaller or equal to the city razed) in a 4x4 area fears the same fate and surrenders if approached within the following turn by a Mongol unit.

Aztecs

  • Sacrifice - Military units can enslave defeated enemy units

Aztec military units have a 50% chance to make a slave worker out of a defeated enemy military unit

Turkey

  • Assimilation – Most of foreign culture in Turkish cities is converted to Turkish culture

Most of foreign culture in Turkish cities and in their surroundings is converted to Turkish culture, when a city is founded, or acquired by the Turks.

America

  • American Dream - Population migrates from other civilizations to American cities

In random periods, population migrates from cities from the most unhappy and unhealthy civs of the world to random American cities, maintaining their foreign culture