Minor Civs Explained

danjuno

Can the circle be unbroken?
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Introduction:
Have you ever been playing in a mod and stumbled upon a city that doesn't have the black cultural border of the barbarians but has that hostile war music coming from it, despite the fact there's no one your at war with? This city belongs to a minor civ.

What They Are:
Minor civilizations are civilizations who are just like other civs except that their leaders cannot be contacted via diplomacy and they are always at war with everybody, including other minor civs. Please note that AI opponents in Always War games are not minor civs as they can still interact peacefully with other AIs.

Their Purpose:
They are often put in by modders because either they don't think that a particular civ needs development, OR because the tribe it represents historically favored war over diplomacy, or the tribe never aquired the true trappings of a civilization, but they did not want to leave them out.

Their Impact On The Game:
Though they at first seem like barbarians with a limited number of cities, they are much more influencal. First off, they don't get penalties for attacking other civilized units. In addition, they can form SoD's and and enter your territory just like any other civs, something barbarians rarley do.

Where To Find Them:
Rhye's and Fall of Civilization (BTS)
-Byzatinum
-Native peoples
-Independent Cities
-Independent Cities 2.0
-Celtia

Greek World (Vanilla Only):
-Celtia
-Colonial Greece
-Germania
-Scythia
-Seleucia

1000 AD (Adapted for BTS but Vanilla version still available.)
-Bzyatinum
-Viking Country

Hope this helps.
 
I'd like to expand a little on this in RFC.

In RFC, you can find out if they are native, barbarian or independents. There are important distinctions.

Barbarians are the same as BTS, but they come in waves, depending upon what time it is. In Europe and Southern Russia between 0 and 400AD they are intense. Great Wall really helps.

Natives are not kept out by the great wall. You need good counters - Africa has Impis (Macemen) and new world has Dog Soldiers (Knights or Crossbows). Musketeers are great in Africa. Natives come constantly.

Independents won't attack you unless you attack them. They can actually be a very good buffer zone until you're ready to take them out. Remember, nobody else can get a ROP from the either.
 
This is nice and very informative, but are you sure it belongs in the "strategy articles" section? It's informational, but I don't see how it offers anything strategy-wise. I appreciate the info, I just don't think it's in the right subforum. :)
 
Minor Civs is a featrue from RevDCM. Every mod based on it will have the option to Start as Minors, which means you will be at war until you can contact other civs and make peace (at writing) - and barbarians will also spawn minor civs over time, which can grow into full civs.

..interesting
 
No it isn't. Minor civs exist since the day Civ IV was launched and some of the scenarios that come with vanilla use that feature ( Earth 1000 AD is the better example ), as the OP pointed. What RevDCM did was to make that option you describe, that uses a already existant feature in a new way.
 
No it isn't. Minor civs exist since the day Civ IV was launched and some of the scenarios that come with vanilla use that feature ( Earth 1000 AD is the better example ), as the OP pointed. What RevDCM did was to make that option you describe, that uses a already existant feature in a new way.

Basically this.
 
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