Mod contents

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,788
Location
Japan / South America
Intro

Rhye’s and Fall – The Uchronia Simulator for Civ V is the conversion of Rhye’s and Fall of Civilization (RFC) for Civilization IV, which was included in the Beyond the World official expansion and received worldwide acclaim in the Civ community.

The goal of Rhye’s and Fall is to turn the game on the Earth map into a “Earth simulator”, as civilizations enter the game at different times (“Rise”) rather than all at the beginning of the game, and dynamically collapse and disappear (“Fall”).

Each civilization that enters the game will find an “uchronia”: an alternative history which is realistic but different every time. If you love history of the world, this mod is the closest you can get to realism.

The mechanics behind this mod are backed by a scientific publication, coauthored by Soren Johnson, lead Civ4 designer: https://www.spronck.net/pubs/CIG2015_Trovato.pdf


Design philosophy

This mod series originates from a single fact: any game played on an Earth map is broken. This is also true in Civ5, as a small Europe combined with many starting locations close to each other cause a mess (the so-called “carpet of doom” in the picture), or insanely long loading times due to the map size, or both.

CFCintro.png


Loading times are a problem that’s common to random maps as well. In addition to that, most of the games are basically over after the first half of the timeline, as nothing interesting happens until the planned victory. The developers typically solve this issue by adding more units, options and stuff to spice up the late game, but this may lead to too much meat in the fire and overcomplexity.

Since Civ3 times, this mod series tackles on the above mentioned problems by spreading out in time and space the presence of civs in the map, and introduces new rules to limit complexity as well as loading times. Stuff is sometimes deleted instead of added, resulting in a streamlined gameplay, challenging through the end.

All of this happens with an eye on historical realism. New ideas introduced in this mod series, such as religion or world congresses, often inspired new directions of the official releases.


What this mod isn’t

This isn’t your typical mod!

  • This mod isn’t a just scenario of “Earth map with 50+ civs”, but rather a generator of dynamic historical content, in which you can dive and influence the course of the events.
  • This mod doesn’t break or replace existing mechanics of the standard game. Additional complexity is limited to the minimum.
  • This mod isn’t about quantity: it goes against the tendency of adding units, techs, options and the overall complexity, but rather removes stuff. Mod-components made by others are not added unless judged necessary. For this reason, mods that add material are generally not compatible.
  • This mod isn't a mod component and cannot be integrated in other popular mods such as Vox Populi and Community Patch. However, it is compatible with Whoward’s basic DLL of “Various Mod Components”, including SmartAI.
  • This mod has nothing to do with the “Rise and Fall” official expansion for Civ6.
 
Last edited:

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,788
Location
Japan / South America
Short list of contents:

For detailed description of each feature, please read here:

"Fatty" Earth map 134x74
"Rise": spawn of civilizations at historical dates and locations
Autoplay until human player starting date, with delayed starting points for later civs
"Fall": how civs leave the game
Rebel faction
New timeline extending Classical and Medieval eras
Revised 6-eras tech tree
Historical city names locations
Customized settlers AI
Minor civs
Civilizations specifics
Revised barbarians
Terrain limitations
Pandemics
Interior panel with stability management
Unique victory type: Role Playing Victory


More pages will be added soon.
 
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DImensiondog

Chieftain
Joined
Apr 12, 2021
Messages
98
Are you going to add the rest of the civs from civ 5 as playable in rfc5 (celt, Venice, Morroco, Maya, Assyria, Ethiopia, Indonesia, Iroquis, Polish, Polynesian, Shoshone, Songhai, Sweedish, Zulu
 

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,788
Location
Japan / South America
Are you going to add the rest of the civs from civ 5 as playable in rfc5 (celt, Venice, Morroco, Maya, Assyria, Ethiopia, Indonesia, Iroquis, Polish, Polynesian, Shoshone, Songhai, Sweedish, Zulu

Some of them are definitely possible.
In my shortlist I keep Venice, Israel, Native Americans and maybe an African civ.
They would be either a one-city-challenge, or a Huns-style gameplay
 
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