Included Mods and Components
• Revolutions --- Done
• Revolution Inquisitions --- Done
• Super Spies --- Done
• Dale’s Combat Mod --- Done
• Influence Driven War --- Done
• BUG Mod --- Done
• Better BTS AI --- Done
Features
• Knightly Orders
After the Discovery of Theology and Guilds, a Civ can use a Great General to establish a Knightly Order (World Wonder) in any city where Catholicism is present (so long as Catholicism is the State Religion). Each Knightly Order can produce its own Unique Unit. A Civ can only found (but not only control) one Knightly Order. If a Civ controls a city with a Knightly Order, then in that city they can produce the Unit of that Knightly Order. If the Civ changes its State Religion after establishing a Knightly Order they can no longer produce the Unit of that Order.
 Knights Templar
Unit: Knight Templar (Knight with +20% Strength, gains twice as much experience from attacking cities without Catholicism)
 Knights Hospitaller
Unit: Knight Hospitaller (Knight with +50% Strength when defending cities with Catholicism)
 Teutonic Knights
Unit: Teutonic Crusader (Knight with +50% Strength when attacking cities without Catholicism)
 Order of Calatrava
Unit: Calatrava Knight (Knight with +50% Strength against units belonging to a Civ with a different State Religion)
 Order of Saint James
Unit: Knight of Saint James (Knights with Medic I and II Promotions)
• Religions
o Catholicism
o Protestantism
o Orthodoxy
o Judaism
o Shi’a Islam
o Sunni Islam
o Celtic Paganism
o Asatru
o Hellenism
o Amun-Ra
o Zoroastrianism
o Tengriism
o Baltic Paganism
o Amazigh
• Merchants
Two new units added are Merchants and Merchant Ships. Merchants can travel to any foreign city and do a Trade Mission (similar to a Great Merchant, but doesn’t produce as much Gold). Merchant Ships, when moved to a Foreign Port, are loaded up with Gold, if the ship makes it back to a port belonging to the owning Civ then, depending on the distance, a certain amount of Gold is added to that Civilisation’s Treasury. If there Merchant Ship is captured by a hostile Civ (including Privateers) then they get all the Gold from it.
• Discovery and Colonisation
This idea is, in part, taken from Arbitrary Guy's outstanding Mod 'Europa Europa 3: European Empires'. In the game there are several Discovery Technologies (in this example it will be Discovery - The Americas). Any Civ that researches it can then build a World Wonder 'Exploration of the Americas' (of which only is allowed). This Wonder provides 5 American Map resources. Any Civ with an American Map resource can build in any coastal city a national wonder called 'Further Exploration of the Americas'. This provides 3 American Map Resources. As such, Map resources will eventually spread so that everyone has one. A Map Resource allows the construction of a Colonial Wonder. In the Americas this could include 'Colony-Canada', 'Colony-Cuba', etc. Each Colony grants access to a different resource (such as Fur in Canada).
• Italy and the Renaissance
In the Renaissance certain Techs, Buildings and Units become available to the Italian Civs (in some cases just before they’re available to other Civs, whilst others are totally unique). This is due to Italy’s problem of being a small area filled with lots of Civs. This not only makes them more powerful on the World Stage but also makes it easier for one Civ to take over all the others, bringing about Italian Unification.
o New Units
 Arquebusier – Strength 7, Movement 1, Cost 50
 Commedia Troupe – If stationed in a city provides +3 Happiness for every turn they are there. They can be established in any city (consuming the unit), including foreign ones (which can greatly help a culture flip when you don’t have the budget for the slider), which provides +20 Culture, Cost 100
 Pavise Crossbowman – Strength 7, Movement 1, Cost 70, +50% Against Melee Units, +25% Defence
 Mounted Crossbowman – Strength 6, Movement 2, Cost 100, +75% Against Melee Units
o Buildings
 Medici Banks – +75% Gold, Cost 250
 Public Stage – +20 Culture, +2 Happiness, Cost 120
 Council Chambers – -25% Maintenance Cost, +1 Happiness, Cost 130
o Wonders
 Da Vinci’s Anatomical Sketches (National Wonder) – Creates 3 Anatomical Sketches Resources (+1 Health in Cities with access to them)
o Technologies
 Copernican Theory – +100& Great Scientist Emergence in all cities, Cost 800
 Da Vinci’s Anatomical Sketches – Allows the Da Vinci’s Anatomical Sketches National Wonder, Cost 575
 Italian Renaissance – Starts an immediate Golden Age, Cost 700
• Ethnicity
E:FRTR does away with Unique Units and Buildings for Civs. Instead there is Ethnicity. Every city on the map has an Ethnicity Building. In this example, it will be a Scottish Ethnicity Building.
Say Scotland starts at 4000 BC. It rules over Edinburgh and Glasgow. Both these cities have Scottish Ethnicity in them. As such they can produce Socttish Units (during this era all that would give them access to are Scottish Settlers (can establish Scottish Ethnicity in a city). Then one Day the Romans conquer Scotland. Now the Romans can produce Scottish Settlers (useful if they'll want any hard-hitting infantry in the Middle-East or something). But before Rome can take advantage of these units, they collapse from over stretching. Now, when the Romans arrived the for culture (maybe they blitzed Drama) slider is up on 100%. As such Scottish culture is gone, so we won't see that Civ again. But a new Civ in Northumbria crops up, and conquers Scotland. That Civ can now produce Scottish units.
One day I'll mod it so that for every ethnicity in an Empire, the local instability increases.
Also, me wonders whether certain Civics could allow for Genocide (or population relocation)?