The modmod is based on RFC Epic/Marathon 1.21 and therefore includes all features of RFC v1.187 for BtS unless otherwise noted.
GAME MECHANICS
# enabled Epic/Marathon speeds (RFCMarathon modmod by embryodead)
# Plague can only reduce units to 50% health, never kill them
# The Temple of Solomon spawns with Yerushalayim
# Added civ specific great people names (for all civs except Portugal, Khmer, Maya)
# Dynamic civilization names adapted to the new civics
# added a civic-specific leader switch mechanic:
# Germany and Spain switch to Hitler and Franco when fascist, respectively
# China and Russia switch to Mao and Stalin when communist, respectively
# Cixi and Nicholas II added as non-communist leaders
# Added the "rebirth" mechanism: some dead civs respawn as another civilization at a certain date (e.g. Rome as Italy), if the civ is still alive, no rebirth happens
# civilizations are more likely to collapse after a certain historical date (e.g. Rome after 476 AD)
# adapted the civic requirement mechanic for buildings and units from Sword of Islam
# all civilizations have their core areas revealed at spawn
# modified the AI to be more likely to adopt historical civics
(basically the "favourite civic" feature per civ and per era)
# added a war on spawn between Turkey and Arabia
# doubled the chance of war on spawn between Arabia and Egypt
# removed continent boundaries to help the AI
# some civilizations (Arabia, Mongolia, Turkey) fight their initial spawn wars longer
# conqueror events automatically trigger war
# AI conquerors now made to attack native cities immediately
# civilizations cannot be vassals of too far away civs until the discovery of Astronomy
# Fascist names now also with (Autocracy or Totalitarism) and no Parliament
# New total wars on spawn: Rome on Greece, Persia on Babylonia and Phoenicia
# Implemented the "birth in capital" mechanics, where certain civilization flip the city on their spawn plot on spawn (currently only used for Byzantium)
# reduced the intervals between early AI wars
# New victory type: Religious Victory
# Removed diplomatic victory
# Manhattan project now enables nukes only for civs that have built it
# Inquisitions-
1. To build an inquisitor: You must have researched Theology, have a state religion and have produced a Holy Office building in at least one city.
2. To use an inquisitor in a city: You must have your state religion previously established in a city and there must be at least one non-state religion established in the same city.
3. To use an inquisitor in a foreign city: The foreign civilization must have the same state religion as you, the foreign civilization must have an open borders agreement with you and the foreign city must also meet the requirements of prerequisite 2 above.
# Holy City Relocation
# Can now convert 100% of production to espionage in a 4:1 hammer:espionage ratio.
# Can now set city production as idle (don't know why would want to, but you can)
# The "colonial civs" (Portugal, Spain, England, France, Japan) get a halved stability penalty for owning cities out of their settler maps.
Only out of Europe and the Mediterranean. The penalty for number of cities for them is also halved. Certain minor colonial civs
(Netherlands, Vikings, Germany, Rome/ Italy, Russia) get a 1/5th stability penalty for settling out of stability maps, along with the penalty for number of cities being halved.
# Plantations now act like cities
BALANCE
# more Keshiks for Mongolia on spawn
# Phoenicia spawns a settler in Qart-Hadasht 820 BC (AI only)
# England receives an extra settler to make up for the lost Inverness
# lowered China's research costs in the ancient and classical era
# increased "switch civic" and "switch religion" espionage mission costs
# increased the Dutch tech speed by roughly 15%
# removed the Dutch war on spawn with the Vikings
# increase aggressiveness of Rome, Greece and Persia
# Rome starts with Mathematics and has a larger starting army
# less Barbarians in Europe before 300 AD, but more afterwards
# Rome and Greece receive research penalties from the Renaissance onward
INTERFACE
# Great people births are displayed again
# added individual "Dawn of Man" texts for each civilization
# the mouseover info box now displays tile stability in five categories:
# Core Area (dark green): no penalty, enemy cities here give a stability hit
# Historical Area (light green): no penalty
# Contested Area (yellow): no direct penalty, but indirect because this tile is part of the core of another civ
# Foreign Area (orange): penalty if number of controlled tiles exceeds a certain tolerance
# Foreign Core Area (red): like foreign area, but also indirect penalties because this tile is part of the core of another civ
# removed embassies and corporation headquarters from the wonders civilopedia
# added a message when the Roman or Mongol UPs trigger
# slave revolts are now referred to as peasant revolts
# Expanded religions screen
GRAPHICS
# China has a light yellow color now (Zulu from BtS)
# Germany has the color and coat of arms of Holy Rome
# Arabia's coat of arms changed to the shahada
# England's secondary color changed to yellow
# Byzantium's color changed to dark purple (Rome in Civ)
# Phoenicia's color changed to a lighter purple
MAP
# Moved some food resources out of Inverness' radius
# Changed peaks to hills/plains in China, Spain, Turkey, Bohemia, Cuba
# Cyprus is now a copper hill
# moved resources to make certain locations more appealing, including Oslo, Hamburg and Barcelona
# added gems in Namibia and Afghanistan
# Added ivory near Carthage and wheat near Tripolis
# changed marble in China to stone
# added improvements to many Byzantine resources in the 600 AD map
# redistributed the dye resources in the Mediterranean for Phoenicia's UHV
# removed preplaced Inverness from the map
# Sicily is excluded from the Roman spawn area
# opened up a way to reach Vinland/Newfoundland with galleys
# blocked several coast tiles for coastal sailing (cape feature)
# Cape Hoorn
# Northern Chile
# Cape of Good Hope
# around Newfoundland to deny access to the rest of America
# added swamp in Newfoundland to deny access to the rest of America
# excluded Detroit from America's spawn area
# independent Kyiv spawns in 900 AD with 2 longbowmen
# Theodosian Walls are prebuilt in Constantinople in the 600 AD scenario
# The Pantheon is prebuilt in Rome in the 600 AD scenario
# moved Massilia one tile west, Venice one tile east in the 600 AD scenario
# wine and clams spawn in Savoy in 1100 AD
# placed Adur Farnbag and a Zoroastrian temple in Sirajis in the 600 AD scenario
# removed preplaced cities from Anatolia in the 3000 BC scenario, replaced them with more Barbarian spawns
# many small terrain changes (grass to plains, plains to desert, etc.)
# added tea, coffee, tobacco, timber, and potatoes from RFC:E, along with spreading spawns at different dates
# cities no longer remove flood plains on construction
# bananas spawn on Canary islands, sugar on Azores
CIVILIZATIONS
# Updated UP for Egypt: it now enables Monarchy, Serfdom and Pantheon
# Updated UP for America: Immigrants can now bring their religions; Protestants and Catholics are more likely to do so.
# New UP for Japan: The Power of Honor - unit promotions are available 50% faster
# New UP for England: The Power of Indirect Rule - city distance maintenance halved
# New UP for Mongolia: The Power of the Horde - every captured city spawns Keshiks according to its size
# New UP for Rome: The Power of Mandate Armies - the first declaration of war against a mediterranean civ spawns an army near one of their cities
# The Vikings now spawn at Oslo instead of Nidaros/Trondheim
# The Viking dynamic civilization names now change to Sweden after the Renaissance
# The Khmer spawn with Angkor at the coast
# The Khmer are referred to as Siam after the Renaissance
# The Germans now spawn at Wien/Vienna
# The Dutch now spawn in 1500 AD with appropriate techs and an adapted UHV
# German dynamic names: "Free Socialist Republic of Germany" when communist, "German Democratic Republic" when vassal of Russia
# The Turks now spawn with 3 missionaries and 0 settlers, but get 3 settlers later with their workers
# The Mali now spawn with an Islamic missionary
# The Mali are now much more reluctant to peacefully vassalize
UHVs
# First Chinese goal requires Confucian Academies (University UB) and Taoist Pagodas
# First Dutch goal changed to: settle three merchants in Amsterdam by 1745 AD
# The Phoenician goal requires 4 dye resources
# Removed the circumnavigation goal for Greece, Phoenicia and England
# Removed the "allow no French, English and Dutch cities in the Americas in 1700" goal for Spain
# Removed the "no cities lost to Barbarians and Mongols" goal for China
# New Greek goal: control Egypt, Phoenicia, Babylonia and Persia by 330 BC
# New Phoenician goal: have the largest map of the world in 200 AD
# New English goal: have a larger navy than the following two European nations combined in 1800 AD
# New Spanish goal: have the largest empire of the world in 1760 AD
# New Chinese goal: have four golden ages by 1850 AD
# Modified Spanish goal: control Aztecs and Inca in 1700 AD
NEW CIVILIZATIONS
# Replaced Carthage with Phoenicia
# Spawn 1200 BC at Sur
# The Power of Seafaring - +50% trade route yield
# Unique Building: Glassmith (Forge): no engineer slot, +1 trade route
# Unique Unit: Bireme (Galley): +50% against Trireme, can enter rival territory
# changed version of Carthage's UHV (see "UHVs")
# added Italy as a Roman "rebirth"
# Rebirth in 1167 AD in Lombardy
# Leaderhead: Victor Emmanuel
# Coat of Arms: Lion of Mark
# distinctive city names and dynamic civ names
# own overlay maps (settler, stability, AI wars)
# Unique Unit: Bersagliere (Infantry with movement 2)
# Unique Building: Art Studio (Forge with +1 happiness from marble and dye, one artist slot)
# Unique Power: The Power of Renaissance - Every city gets a free specialist for each of its wonders
# Unique Historical Victory:
# Be the first to discover Banking, Education, Radio and Fascism
# Build three universities by 1570 AD
# Control Greece, Libya and Ethiopia in 1930 AD
# added Iran as a Persian "rebirth"
# Rebirth in 1501 AD in Esfahan
# Leaderhead: Abbas I; switches to Ruhollah Khomeini in 1900
# Coat of Arms: [currently using old Persian one]
# distinctive city names and dynamic civ names
# own overlay maps (settler, stability, AI wars)
# Unique Unit: Qizilbash (Longswordman with City Raider I, 10 less hammers than regular longswordsman,
ignores terrain cost, 1 more attack than longswordsman)
# Unique Building: Caravanserai (Market with regular market bonuses and +5% commerce from silk, cotton, horses, spice, coffee, and sugar)
# Unique Power: [NOT YET ADDED]The Power of Trade - +2 trade routes in all cities
# Unique Historical Victory: [NOT YET ADDED]
# Have Open Borders with 6 European Nations in 1650 AD
# Make Shi'ite Islam the only Religion in Iran in 1700 AD
# Found Oil Company and Spread it to 70% of the World
# added playable Byzantium
# spawn in 330 AD in Constantinople (or from the start in the 600 AD scenario)
# Leaderhead: Justinian I (removed from Rome)
# city names and overlay maps adapted from Rome and Greece
# Unique Unit: Cataphract (Knight with +2 strength)
# Unique Building: Hippodrome (Theatre with more happiness from culture and horses)
# Unique Power: The Power of Byzantine Diplomacy - every city creates +2 espionage points per culture level
# Unique Historical Victory:
# Own 5000 gold in 1000 AD
# Make Constantinople the world's largest and most cultured city in 1200 AD
# Control three cities in the Balkans, Northern Africa and the Near East in 1450 AD
UNITS
# The Greek unique unit was renamed from Phalanx to Hoplite
# The Ethiopian unique unit as renamed from Oromo Warrior to Askari
# The Viking unique unit was renamed from Berserker to Huscarl
# The Arabian unique unit, the Camel Archer, now has +25% against mounted units
# The French unique unit was changed from Musketeer to Culverin, a Cannon with +25% against gunpowder and siege units
# The German unique unit, the Panzer, now requires Oil and starts with Mobility instead of Commando
# Airships now require Combustion
# Replaced Macemen with Longswordsmen (same stats)
# New unit: Levy (strength 6, +25% against mounted units, produced with food, requires Feudalism and Vassalage)
# Knights now require Feudalism and Vassalage
# Camel Archers and Keshiks now require Feudalism, but not Vassalage
# Cataphracts still require Machinery and no Vassalage
# Longbowmen now require Guilds
# Legions now receive +25% against axemen
BUILDINGS
# Monument was renamed Pagan Temple, expires with Divine Right and gives +1 happiness with the Pantheon civic (see "civics")
# China's Pavillion was replaced with Confucian Academy, a University with +20% research, +1 happiness and a priest slot, available with Paper
# Persia's Apothecary is now called Bazaar and replaces Market
# The Viking Trading Post now also offers a merchant slot
# France's Salon is now a Theatre instead of an Observatory and as +20% great people birth
# Germany's Assembly plant now adds a free engineer instead of additional engineer slots
WONDERS
# Added special prerequisites to enforce a more historical placement of wonders
# Catholic wonders: Hagia Sophia, Sistine Chapel, Apostolic Palace, Notre Dame, Cristo Redentor, Theodosian Walls
# Muslim wonders: University of Sankore, Spiral Minaret, La Mezquita, Dome of the Rock, Topkapi Palace
# Buddhist wonders: Shwedagon Paya, Wat Preah Pisnulok
# Hinduist wonders: Taj Mahal
# Taoist wonders: Great Wall, Terracotta Army
# Classical wonders (require the Pantheon civic): Parthenon, Oracle, Colossus, Mausoleum, Statue of Zeus, Temple of Artemis, Great Library, Great Cothon*, Pantheon*, Pyramids, Sphinx*, Hanging Gardens, Ishtar Gate
# New World wonders (require Corn): Temple of Kukulkan
# wonders marked with an asterisk are renamed/added
# The Apostolic Palace requires state religion and moves the Holy City to where it is built
# The Leaning Tower was replaced with the Pantheon
# Stonehenge was replaced with the Great Sphinx
# Moai Statues were replaced with the Great Cothon
# Renamed Kremlin to St. Basil's Cathedral
# Channel Tunnel was replaced with CERN Research Complex (Fission)
# Masjid al-Haram, the Muslim shrine, now has appropriate graphics
# Added All Saint's Church as Protestant Shrine
# Added Adur Farnbag as Zoroastrian Shrine
# Added the Temple of Solomon (Monotheism): doubled shrine revenue limit)
# Added Ishtar Gate (Monarchy): +100% enemy war weariness
# Added Theodosian Walls (Construction): -100% bombard damage pre gunpowder
# Added Terracotta Army (Pottery): +50% great general rate
# Added La Mezquita (Theology): +2 research per specialist
# Added Dome of the Rock (Divine Right): -50% war weariness
# Added Topkapi Palace (Printing Press): works as government center
# Added Brandenburg Gate (Nationalism): +100% great general rate within cultural borders
# Added Westminster Palace (Industrialism): -33% hurry costs
# Added Empire State Building: +1 gold per population in the city
# Added Witches Hammmer: free state religion temple in every city
# Changed the effect of Statue of Zeus: free pagan temples
# Changed the effect of Pyramids: -33% hurry costs
# Changed the effect of the Great Sphinx: adds 5 artist slots
# Changed the effect of the Parthenon: allows all government civics
# Changed the effect of Hagia Sophia: +50% great people birth in all cities
# Changed the effect of St. Basil's Cathedral: +2 espionage per specialist
# The Parthenon now expires with Theology
LEADERHEADS
# China: added Cixi
# Egypt: added Cleopatra (Hatshepsut)
# Babylonia: renamed Gilgamesh to Sargon (of Akkad)
# India: added Akbar
# Phoenicia: added Elishat/Dido
# Japan: added Jimmu and Meiji
# Ethiopia: added Haile selassie
# Arabia: added Abu Bakr
# Vikings: added Gustav Adolph
# Spain: added Philip II
# France: added Charlemagne (Otto I removed from Germany)
# England: added Alfred the Great (Brennus)
# Germany: added Charles V
# Russia: added Yaroslav the Wise and Nicholas II
# Portugal: added Afonso Henriques and Maria II
# Turkey: added Mustafa Kemal Atatürk
RELIGION
# Reformation modmod by Panopticon
# Judaism replaced with Protestantism
# Christianity replaced with Catholicism
# Reformation triggered by the first Catholic civ to discover Printing Press
# If the player is Catholic, he is asked to convert, which yields 500 gold
# AI civilizations convert based on their historical inclination (high chance for Netherlands, low chance for Spain)
# Confucianism replaced with Zoroastrianism (founded with Monarchy, Persia spawns with it)
CIVICS
# Complete rework of the civic system (except the expansion category)
# New five categories: Government, Organization, Society, Economy, Religion
# Government:
1. Tyranny (standard)
2. Monarchy (Monarchy): +1 happiness per military unit
3. Theocracy (Theology): +2 experience and +1 happiness with state religion, no foreign religion spread
4. Autocracy (Nationalism): +2 happiness with barracks, can draft military units
5. Republic (Philosophy): +100% cottage growth, +50% great people birth
# Organization:
1. Direct Rule (standard)
2. Vassalage (Feudalism): +50% worker speed, can train Knights and Levies
3. Absolutism (Civil Service): +33% production and commerce in the capital city
4. Representation (Constitution): +3 research per specialist, +2 happiness in biggest cities
5. Parliamentarism (Democracy): +1 hammer in towns, unhappiness in all civs without Parliament
# Society:
1. Tribalism (standard)
2. Aristocracy (Code of Laws): Lower unit maintenance, +2 unit experience
3. Capitalism (Liberalism): +1 commerce in towns and villages, can spend gold to finish production, chance to trigger economic crisises
4. Totalitarianism (Fascism): +25% military unit production, -50% war weariness, +25% espionage
5. Socialism (Communism): Unlimited scientists, merchants, engineers and artists
# Economy:
1. Self-sufficiency (standard)
2. Serfdom (Masonry): can sacrifice population to finish production
3. Mercantilism (Banking): +1 free specialist, +1 commerce in cottages and workshops, no foreign trade routes, no foreign corporations, less impact of foreign economic crisises
4. State Property (Socialism): +10% production, +1 food and hammer in workshops and watermills, no number of cities maintenance, no corporations, immune to foreign economic crisises
5. Free Market (Economics): +1 trade routes, +50% trade route yield
# Religion:
1. Animism (standard)
2. Pantheon (Polytheism): +1 happiness from monument, no state religion, can build classical wonders
3. Patriarchate (Monotheism): +25% building production with state religion, missionaries without moasteries
4. State Church (Divine Right): unlimited priests, +50% great people birth with state religion
5. Secularism (Liberalism): +10% research, +1 happiness per religion, no state religion
CORPORATIONS
# Redesign of corporations:
1. Cereal Industry (GM): Wheat, Rice, Corn -> Food
2. Fishing Industry (GM): Rice, Fish, Crab, Clam -> Food
3. Oil Industry (GM): Oil -> Gold
4. Computer Industry (GS): Oil, Copper, Aluminum -> Gold & Research
5. Textile Industry (GE): Coal, Sheep, Cotton, Silk, Dye -> Gold & Production
6. Steel Industry (GE): Coal, Copper, Iron, Aluminum -> Production
7. Luxury Industry (GA): Gems, Gold, Silver -> Gold & Culture