When this is finish it has a total of 65 civics and adds 32 new civics, 9 total civic categories and 4 new civic categories, 71 new buildings and 23 new state names.
One thing I never really liked about FoH2 was that you can't really get creative with your government. So I made it this mod. These are the questions I used to make this mod. What is your government? Who is in power in your government? What is your society like? What are your values of your society? What is your work force? How is your economy like? How do you practice your religion? How is your welfare system like?
I am still working on it and if anyone has suggestions to improve or to balance out the civics. Let me Know and I am going to be needing buttons(artwork) for those new civics. I do ask help for that. This is my first mod.
Government:
Chiefdom: ( +25% of great General. 100% maintenance from number of cities, +25% maintenance from distance of capital, 100% exp. in borders, -20 war, +10 % food in capital)
Traditions: ( Same as in the RifE)
City States: ( Same as in the RifE)
Despotism: ( 50% maintenance from distance of capital, units made with food, 20% for military units, 25% hammers in capital, -20% research and -40% culture in all cities)
Monarchy: ( unlimited statesman, +1 exp. for new units, +25% for Great General, +1 happiness for barracks, 1 more cost for support of military units)
Republic: ( +25% of great general, +25% from distance from Capital, +25% gold and 25% culture in capital and -3 happiness in the 4 largest cities)
Democracy: ( +25% birth rate, +25% exp. in border, +50% of war unhappiness, +10% of gold, culture and spying in all cities, -2 happiness in the top 4 cities, and +1 gold for unit support cost)
God King ( Same as in the RifE) [Removed. To get God king you would have Monarchy and Divine Rule together.]
Theocracy: ( Same as in the RifE)
Power:
Junta(oligarchy): [+20% military production, lower unit support cost, +1 happiness from walls and barracks]
Aristocracy: ( +1 sickness in all cities, +1 exp for new units, -25% war unhappiness, +1 culture from specialist)
Patrician: ( unlimited merchants, -25% maintenance in corps, +10% war unhappiness, +1 gold from specialists, 1 unhappiness in the top 4 cities, and +1 happiness for market)
Bureaucracy: ( -25% maintenance from distance of capital, +25% maintenance from number of cities, +10% gold, research and hammers in all cities)
Senate: ( +25% maintenance from number of cities, +30% on military production, +10% food yield from trade routes, 1 unhappiness in the top 4 cities and can finish production with gold)
Vassalage: ( +25% of Great General, Lower unit support cost, draft 2 units per turn, +10% of hammers and gold in capital, +1 gold in forts)
Parliament: (+25% birth rate, +25% war unhappiness, +25% gold in capital, 1 unhappiness in the top 4 cities, can spend gold to finish production)
President: [trying to limit it only when have democracy or republic don't know how.]( +20% Great General, +3 exp. to new units, -20% war unhappiness, +30 culture in all cities, -2 unhappiness for slave market, +1 gold for unit support cost)
Society:
Tribal: (+25% maintenance from number of cities, +1 food pastures, +1 hammer from camps)
Caste System: ( -50% birthrate, -10 culture in all cities, 2 unhappiness in the top 4 cities, +1 food from farms and boats, +1 hammer from mine, quarry, lumber mill, +1 gold from camp and plantation)
Proletariat: ( +25% cost from corps, +1 health for each city, workers build 25% faster, +1 hammer from lumber mill, +2 gold from pasture, farm and workshop)
Bourgeois: ( +20% culture, +1 gold from mines and quarries, +2 gold from plantations and wineries, 1 unhappiness from barracks and 1 happiness from slave market)
Feudal: ( +1 sickness for all cities, +20% food and +25% hammers in capital, +1 food from farm, -1 food from town, +2 hammers in fort, +1 gold from farm and fort, +2 gold from plantation, -3 gold from town)
Liberal: ( unlimited bards, +20% birthrate and +25% growth to all improvements that grow, +25 war unhappiness, 1 unhappiness for not having liberal, +2 gold from town or village, -2 unhappiness from barracks, and -4 unhappiness for slaver's market)
Nationalist: ( Workers build 25% faster, +50% growth for all improvements that grow, Lower military cost, no foreign trade, +2 happiness from national epic, +50% exp in borders, can draft 1 unit per turn[need to fix])
Cultural Values:
Tradition: ( No maintenance from capital, +100 maintenance of number of cities, +.5 happiness for each military unit garrison, +1 happiness from elder council)
Religion: ( same as in RifE)
Pacifism: ( same as in RifE)
Honor: ( unlimited bards and craftsman, -25% war unhappiness, No non-state religion spread, 100% culture in all cities, and +1 happiness for top 4 cities. no evil civilization)
Glory: ( same as in RifE)
Social Order: ( same as in RifE)
Consumption: ( same as in RifE)
Scholarship: ( same as in RifE)
Liberty: ( same as in RifE)
Labor:
Tribalism: (Nothing and no upkeep)
Apprenticeship: ( same as in RifE)
Slavery: ( Unlimited slaves, +2 sickness in each city, -15% research, -10% culture in all cities, 1 unhappiness in top 4 cities, +1 hammer in workshop, lumbermill, and quarry[soon mines], +1 gold from plantation and winery, soon +1 food from farms and fishing boats)
Blood And Sacrifice: ( same as in RifE)
Arete: ( same as in RifE)
Military State: ( same as in RifE)
Guilds: ( same as in RifE)
Industry: ( same as in RifE)
Economy:
Barter: ( Corps have no effect, +50% hammers and -50% gold from trade routes, -10% culture in all cities, -1 gold from town, village, hamlets, cottage)
Agrarianism: ( same as in RifE)
Fair and Market System: [thinking of a better name for it] ( 50% maintenance from distance of capital, 50% maintenance from number of cities, -15% gold and +20% culture in all cities, +1 trade route, +10% food and +20% gold from trade routes, +1 happiness from Carnival, Market and the Grand Menagerie, 10% gold from Markets, Carnivals, and 5% Gold all Animal Pens.)
Mercantilism: ( -25% maintenance from distance of capital, Foreign corps have no effect, +5% food, +10% hammer, and +15% gold from trade routes, -10% research in all cities, +50% gold in capital +2 gold from plantation)
Free Trade: ( -25% maintenance from distance of capital, -25% number of cities, 1 sickness in all cities, +1 trade route, +25% gold from trade routes, spend gold for production)
Conquest: ( same as in RifE)
Lost Lands: ( same as in RifE)
Guardian Of Nature: ( same as in RifE)
Religion:
Folklore: ( no state religion, -20% war unhappiness)
Prophets: ( +20% birthrate in cites with your state religion)
Divine Rule: ( unlimited priests, -50% birthrate in all cities, lower military support cost, -25% war unhappiness, +1 happiness from state religion, -25% gold and culture from all cities, +50% gold in capital, +1 happiness from palace)
State Church: ( Unlimited priest, build 15% faster with state religion, -20% research and +20% culture in all cites, +20% gold in capital)
Free Church: ( +30 birthrate in cities with your state religion, +2 happiness from state religion, building construct 20% faster with state religion)
Intolerant: ( +1 sickness in all cities, lower military cost, -40% war unhappiness, +3 happiness with state religion, unites construct 20% faster, +2 exp for new units, -50% research in all cities)
Secular( only Mechanos and Grigori, No state religion, no non-state religion spread, 1 unhappiness for each non-state religion, all cities +20% gold and +20% culture, +1 science from each specialist)
Welfare:
Survival: ( +10 military production, +1 health from herbalist )
Sacrifice The Weak: ( same as in RifE)
Charity: ( Unavailable to evil civilizations, +1 health from Infirmary, market and herbalist, +1 happiness from granary [will include so you get less gold from cities])
Public Works: ( Unavailable to evil civilizations, +1 health for all cities, workers build 25% faster, +1 happiness in 4 largest cities, +1 health from public bathes and aqueduct. +1 happiness from Infirmary, and herbalist )
Private ( +5% maintenance cost from corps, +2 health in all cities, +10% research in all cities, +1 health from Infirmary,)
Membership:
No Membership: ( same as in RifE)
Overcouncil: ( same as in RifE)
Undercouncil: ( same as in RifE)
Wild Council: ( same as in RifE)
Crusade: ( same as in RifE)
---------------------------------------------------------State Names---------------------------------------------------------
These are the state names I came up with and the requirements to get the state names. I mainly based the state name from the government and power civic.
Tribe
Province - need civics : city states + must be vassal
Duchy - need civics : Monarchy + must be vassal
Monastic State - need civics : Theocracy + must be vassal
Colony - must be a colony
Dictatorship - need civics : Despotism + neutral
Tyranny - need civics : Despotism + evil
Horde - need civics : Despotism + evil
Enlightened Despotism - need civics : Despotism + Empyrean
Autocracy - need civics : Despotism + good
City State - need civics : City States + only 1 city
Sacred City - need civics : City States and Religion + only 1 city
City States - need civics : City States + more than 1 city
Sacred Cities - need civics : City States + more than 1 city
Peace League - need civics : City States and Pacifism
Free Cities - need civics : City States and Liberty
United Kingdoms - need civics : City States and Aristocracy
Trade Federation - need civics : City States and Patrician
Conquered Cities - need civics : City States and Vassalage
United States - need civics : City States and Senate or Parliament
God Kingdom - need civics : Monarchy and Divine rule
See of City - need civics : Monarchy, Divine rule and Religion
Realm of Peace - need civics : Monarchy, Divine rule and Pacifism
Realm of Nation - need civics : Monarchy, Divine rule and Nationalist
Kingdom - need civics : Monarchy
Queendom - need civics : Monarchy and female ruler
Empire - need civics : Monarchy and Junta
Administrative Monarchy - need civics : Monarchy and Bureaucracy
Constitutional Monarchy - need civics : Monarchy and Senate or Parliament
Free Imperial Estates - need civics : Monarchy, Junta and Liberty
Principality - need civics : Monarchy and Aristocracy + Calabim
Theocracy - need civics : Theocracy
Ashen Veil Theocracy - need civics : Theocracy + Ashen Veil
Empyrean Theocracy - need civics : Theocracy + Empyrean
Order Theocracy - need civics : Theocracy + Order
Republic - need civics : Republic
Republican Dictatorship - need civics : Republic and Junta
Noble Republic - need civics : Republic and Aristocracy
Merchant Republic - need civics : Republic and Patrician
Administrative Republic - need civics : Republic and Bureaucracy
Constitutional Republic - need civics : Republic and Senate or Parliament
Presidential Republic - need civics : Republic and President
Democracy - need civics : Democracy
Democratic Dictatorship - need civics : Democracy and Junta
Noble Democracy - need civics : Democracy and Aristocracy
Merchant Democracy - need civics : Democracy and Patrician
Administrative Democracy - need civics : Democracy and Bureaucracy
Constitutional Democracy - need civics : Democracy and Senate or Parliament
Presidential Democracy - need civics : Democracy and President
-------------------------------------------------------Civic Buildings----------------------------------------------------------
These are the ideas I am thing about for the civic building. If you have any suggestions please tell me.
What I did with the government building is where the ruler would be ruling from and then I did buildings related to the civic.
City States: ( Counslet of Cities, Acropolis )
Despotism: ( Throne Room, Monument of the Dictator )
Monarchy: ( Royal Court, Royal Monument )
Republic: ( Presdential Wing, Town Halls )
Democracy: ( Presdential Wing, Polling Places )
Theocracy: ( Ministry's Hall, Ministry's Office )
What I did with power building is where the people in power meet and their place where they would be in the city.
Aristocracy: ( Court Of Nobles [NW], Manor )
Patrician: ( Chamber of Commerce[NW], Villa )
Bureaucracy: ( Civil Bureaucratic House [NW], Civil Servant's School )
Senate: ( Hall of the Senate [NW], City Council )
Vassalage: ( Barons' Gathering Hall[NW], Baron's Keep)
Parliament: ( House of Commons[NW], Representative's Office )
President: ( President's House[NW], Presidential Monument )
Caste System: ( Caste Library)
Proletariat: ( Beer Hall )
Bourgeois: ( Art Patronage )
Feudal: ( Estate )
Liberal: ( Art University )
Nationalist: ( Militia Corps )
Tradition: ( Shrine for the Ancestors )
Religion: ( School of Religion )
Pacifism: ( Embassy )
Honor: ( Court of Honor )
Social Order: ( Court of Junil )
Consumption: ( Festival )
Scholarship: ( Public University )
Liberty: ( Free Press )
Apprenticeship: ( Training Hall )
Slavery: ( Slave Auction )
Blood And Sacrifice: ( Labor Camp )
Arete: ( Dwarven Forge )
Military State: ( Warlord's Keep )
Guilds: ( Guild Headquarters[NW}, Guild Hall )
Industry: ( Factory )
Agrarianism: ( National Fair[NW], Farmer's Market )
Fair and Market System: ( The Grand Market[NW], Fair )
Mercantilism: ( National Mint[NW], Highway )
Free Trade: ( National Port[NW], Free Port )
Conquest: ( National Recruiting Center[NW], Armory )
Lost Lands: ( Market Street[NW], Bazaar )
Prophets: ( Mystics Hut )
Divine Rule: ( Shrine of the Sovereign )
State Church: ( Seminary )
Free Church: ( Monastery )
Intolerant: ( Fundamental School )
Sacrifice The Weak: ( Sacrificial Altar )
Charity: ( Free Hospital )
Public Works: ( Work House )
Private: ( Private Physician )
To install in: ....\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise from Erebus\Assets file
(beware when installing that module civs are not fully compatible that is does rewrite over files so make copies of the files if you want it back to how it was)
Red is changes in Mod 3
Purple is going to be changes in Mod 4/full release
Please comment and help.
I hope to make buildings and units that are linked to the civics.Fx
One thing I never really liked about FoH2 was that you can't really get creative with your government. So I made it this mod. These are the questions I used to make this mod. What is your government? Who is in power in your government? What is your society like? What are your values of your society? What is your work force? How is your economy like? How do you practice your religion? How is your welfare system like?
I am still working on it and if anyone has suggestions to improve or to balance out the civics. Let me Know and I am going to be needing buttons(artwork) for those new civics. I do ask help for that. This is my first mod.
Government:
Chiefdom: ( +25% of great General. 100% maintenance from number of cities, +25% maintenance from distance of capital, 100% exp. in borders, -20 war, +10 % food in capital)
Traditions: ( Same as in the RifE)
City States: ( Same as in the RifE)
Despotism: ( 50% maintenance from distance of capital, units made with food, 20% for military units, 25% hammers in capital, -20% research and -40% culture in all cities)
Monarchy: ( unlimited statesman, +1 exp. for new units, +25% for Great General, +1 happiness for barracks, 1 more cost for support of military units)
Republic: ( +25% of great general, +25% from distance from Capital, +25% gold and 25% culture in capital and -3 happiness in the 4 largest cities)
Democracy: ( +25% birth rate, +25% exp. in border, +50% of war unhappiness, +10% of gold, culture and spying in all cities, -2 happiness in the top 4 cities, and +1 gold for unit support cost)
God King ( Same as in the RifE) [Removed. To get God king you would have Monarchy and Divine Rule together.]
Theocracy: ( Same as in the RifE)
Power:
Junta(oligarchy): [+20% military production, lower unit support cost, +1 happiness from walls and barracks]
Aristocracy: ( +1 sickness in all cities, +1 exp for new units, -25% war unhappiness, +1 culture from specialist)
Patrician: ( unlimited merchants, -25% maintenance in corps, +10% war unhappiness, +1 gold from specialists, 1 unhappiness in the top 4 cities, and +1 happiness for market)
Bureaucracy: ( -25% maintenance from distance of capital, +25% maintenance from number of cities, +10% gold, research and hammers in all cities)
Senate: ( +25% maintenance from number of cities, +30% on military production, +10% food yield from trade routes, 1 unhappiness in the top 4 cities and can finish production with gold)
Vassalage: ( +25% of Great General, Lower unit support cost, draft 2 units per turn, +10% of hammers and gold in capital, +1 gold in forts)
Parliament: (+25% birth rate, +25% war unhappiness, +25% gold in capital, 1 unhappiness in the top 4 cities, can spend gold to finish production)
President: [trying to limit it only when have democracy or republic don't know how.]( +20% Great General, +3 exp. to new units, -20% war unhappiness, +30 culture in all cities, -2 unhappiness for slave market, +1 gold for unit support cost)
Society:
Tribal: (+25% maintenance from number of cities, +1 food pastures, +1 hammer from camps)
Caste System: ( -50% birthrate, -10 culture in all cities, 2 unhappiness in the top 4 cities, +1 food from farms and boats, +1 hammer from mine, quarry, lumber mill, +1 gold from camp and plantation)
Proletariat: ( +25% cost from corps, +1 health for each city, workers build 25% faster, +1 hammer from lumber mill, +2 gold from pasture, farm and workshop)
Bourgeois: ( +20% culture, +1 gold from mines and quarries, +2 gold from plantations and wineries, 1 unhappiness from barracks and 1 happiness from slave market)
Feudal: ( +1 sickness for all cities, +20% food and +25% hammers in capital, +1 food from farm, -1 food from town, +2 hammers in fort, +1 gold from farm and fort, +2 gold from plantation, -3 gold from town)
Liberal: ( unlimited bards, +20% birthrate and +25% growth to all improvements that grow, +25 war unhappiness, 1 unhappiness for not having liberal, +2 gold from town or village, -2 unhappiness from barracks, and -4 unhappiness for slaver's market)
Nationalist: ( Workers build 25% faster, +50% growth for all improvements that grow, Lower military cost, no foreign trade, +2 happiness from national epic, +50% exp in borders, can draft 1 unit per turn[need to fix])
Cultural Values:
Tradition: ( No maintenance from capital, +100 maintenance of number of cities, +.5 happiness for each military unit garrison, +1 happiness from elder council)
Religion: ( same as in RifE)
Pacifism: ( same as in RifE)
Honor: ( unlimited bards and craftsman, -25% war unhappiness, No non-state religion spread, 100% culture in all cities, and +1 happiness for top 4 cities. no evil civilization)
Glory: ( same as in RifE)
Social Order: ( same as in RifE)
Consumption: ( same as in RifE)
Scholarship: ( same as in RifE)
Liberty: ( same as in RifE)
Labor:
Tribalism: (Nothing and no upkeep)
Apprenticeship: ( same as in RifE)
Slavery: ( Unlimited slaves, +2 sickness in each city, -15% research, -10% culture in all cities, 1 unhappiness in top 4 cities, +1 hammer in workshop, lumbermill, and quarry[soon mines], +1 gold from plantation and winery, soon +1 food from farms and fishing boats)
Blood And Sacrifice: ( same as in RifE)
Arete: ( same as in RifE)
Military State: ( same as in RifE)
Guilds: ( same as in RifE)
Industry: ( same as in RifE)
Economy:
Barter: ( Corps have no effect, +50% hammers and -50% gold from trade routes, -10% culture in all cities, -1 gold from town, village, hamlets, cottage)
Agrarianism: ( same as in RifE)
Fair and Market System: [thinking of a better name for it] ( 50% maintenance from distance of capital, 50% maintenance from number of cities, -15% gold and +20% culture in all cities, +1 trade route, +10% food and +20% gold from trade routes, +1 happiness from Carnival, Market and the Grand Menagerie, 10% gold from Markets, Carnivals, and 5% Gold all Animal Pens.)
Mercantilism: ( -25% maintenance from distance of capital, Foreign corps have no effect, +5% food, +10% hammer, and +15% gold from trade routes, -10% research in all cities, +50% gold in capital +2 gold from plantation)
Free Trade: ( -25% maintenance from distance of capital, -25% number of cities, 1 sickness in all cities, +1 trade route, +25% gold from trade routes, spend gold for production)
Conquest: ( same as in RifE)
Lost Lands: ( same as in RifE)
Guardian Of Nature: ( same as in RifE)
Religion:
Folklore: ( no state religion, -20% war unhappiness)
Prophets: ( +20% birthrate in cites with your state religion)
Divine Rule: ( unlimited priests, -50% birthrate in all cities, lower military support cost, -25% war unhappiness, +1 happiness from state religion, -25% gold and culture from all cities, +50% gold in capital, +1 happiness from palace)
State Church: ( Unlimited priest, build 15% faster with state religion, -20% research and +20% culture in all cites, +20% gold in capital)
Free Church: ( +30 birthrate in cities with your state religion, +2 happiness from state religion, building construct 20% faster with state religion)
Intolerant: ( +1 sickness in all cities, lower military cost, -40% war unhappiness, +3 happiness with state religion, unites construct 20% faster, +2 exp for new units, -50% research in all cities)
Secular( only Mechanos and Grigori, No state religion, no non-state religion spread, 1 unhappiness for each non-state religion, all cities +20% gold and +20% culture, +1 science from each specialist)
Welfare:
Survival: ( +10 military production, +1 health from herbalist )
Sacrifice The Weak: ( same as in RifE)
Charity: ( Unavailable to evil civilizations, +1 health from Infirmary, market and herbalist, +1 happiness from granary [will include so you get less gold from cities])
Public Works: ( Unavailable to evil civilizations, +1 health for all cities, workers build 25% faster, +1 happiness in 4 largest cities, +1 health from public bathes and aqueduct. +1 happiness from Infirmary, and herbalist )
Private ( +5% maintenance cost from corps, +2 health in all cities, +10% research in all cities, +1 health from Infirmary,)
Membership:
No Membership: ( same as in RifE)
Overcouncil: ( same as in RifE)
Undercouncil: ( same as in RifE)
Wild Council: ( same as in RifE)
Crusade: ( same as in RifE)
---------------------------------------------------------State Names---------------------------------------------------------
These are the state names I came up with and the requirements to get the state names. I mainly based the state name from the government and power civic.
Tribe
Province - need civics : city states + must be vassal
Duchy - need civics : Monarchy + must be vassal
Monastic State - need civics : Theocracy + must be vassal
Colony - must be a colony
Dictatorship - need civics : Despotism + neutral
Tyranny - need civics : Despotism + evil
Horde - need civics : Despotism + evil
Enlightened Despotism - need civics : Despotism + Empyrean
Autocracy - need civics : Despotism + good
City State - need civics : City States + only 1 city
Sacred City - need civics : City States and Religion + only 1 city
City States - need civics : City States + more than 1 city
Sacred Cities - need civics : City States + more than 1 city
Peace League - need civics : City States and Pacifism
Free Cities - need civics : City States and Liberty
United Kingdoms - need civics : City States and Aristocracy
Trade Federation - need civics : City States and Patrician
Conquered Cities - need civics : City States and Vassalage
United States - need civics : City States and Senate or Parliament
God Kingdom - need civics : Monarchy and Divine rule
See of City - need civics : Monarchy, Divine rule and Religion
Realm of Peace - need civics : Monarchy, Divine rule and Pacifism
Realm of Nation - need civics : Monarchy, Divine rule and Nationalist
Kingdom - need civics : Monarchy
Queendom - need civics : Monarchy and female ruler
Empire - need civics : Monarchy and Junta
Administrative Monarchy - need civics : Monarchy and Bureaucracy
Constitutional Monarchy - need civics : Monarchy and Senate or Parliament
Free Imperial Estates - need civics : Monarchy, Junta and Liberty
Principality - need civics : Monarchy and Aristocracy + Calabim
Theocracy - need civics : Theocracy
Ashen Veil Theocracy - need civics : Theocracy + Ashen Veil
Empyrean Theocracy - need civics : Theocracy + Empyrean
Order Theocracy - need civics : Theocracy + Order
Republic - need civics : Republic
Republican Dictatorship - need civics : Republic and Junta
Noble Republic - need civics : Republic and Aristocracy
Merchant Republic - need civics : Republic and Patrician
Administrative Republic - need civics : Republic and Bureaucracy
Constitutional Republic - need civics : Republic and Senate or Parliament
Presidential Republic - need civics : Republic and President
Democracy - need civics : Democracy
Democratic Dictatorship - need civics : Democracy and Junta
Noble Democracy - need civics : Democracy and Aristocracy
Merchant Democracy - need civics : Democracy and Patrician
Administrative Democracy - need civics : Democracy and Bureaucracy
Constitutional Democracy - need civics : Democracy and Senate or Parliament
Presidential Democracy - need civics : Democracy and President
-------------------------------------------------------Civic Buildings----------------------------------------------------------
These are the ideas I am thing about for the civic building. If you have any suggestions please tell me.
What I did with the government building is where the ruler would be ruling from and then I did buildings related to the civic.
City States: ( Counslet of Cities, Acropolis )
Despotism: ( Throne Room, Monument of the Dictator )
Monarchy: ( Royal Court, Royal Monument )
Republic: ( Presdential Wing, Town Halls )
Democracy: ( Presdential Wing, Polling Places )
Theocracy: ( Ministry's Hall, Ministry's Office )
What I did with power building is where the people in power meet and their place where they would be in the city.
Aristocracy: ( Court Of Nobles [NW], Manor )
Patrician: ( Chamber of Commerce[NW], Villa )
Bureaucracy: ( Civil Bureaucratic House [NW], Civil Servant's School )
Senate: ( Hall of the Senate [NW], City Council )
Vassalage: ( Barons' Gathering Hall[NW], Baron's Keep)
Parliament: ( House of Commons[NW], Representative's Office )
President: ( President's House[NW], Presidential Monument )
Caste System: ( Caste Library)
Proletariat: ( Beer Hall )
Bourgeois: ( Art Patronage )
Feudal: ( Estate )
Liberal: ( Art University )
Nationalist: ( Militia Corps )
Tradition: ( Shrine for the Ancestors )
Religion: ( School of Religion )
Pacifism: ( Embassy )
Honor: ( Court of Honor )
Social Order: ( Court of Junil )
Consumption: ( Festival )
Scholarship: ( Public University )
Liberty: ( Free Press )
Apprenticeship: ( Training Hall )
Slavery: ( Slave Auction )
Blood And Sacrifice: ( Labor Camp )
Arete: ( Dwarven Forge )
Military State: ( Warlord's Keep )
Guilds: ( Guild Headquarters[NW}, Guild Hall )
Industry: ( Factory )
Agrarianism: ( National Fair[NW], Farmer's Market )
Fair and Market System: ( The Grand Market[NW], Fair )
Mercantilism: ( National Mint[NW], Highway )
Free Trade: ( National Port[NW], Free Port )
Conquest: ( National Recruiting Center[NW], Armory )
Lost Lands: ( Market Street[NW], Bazaar )
Prophets: ( Mystics Hut )
Divine Rule: ( Shrine of the Sovereign )
State Church: ( Seminary )
Free Church: ( Monastery )
Intolerant: ( Fundamental School )
Sacrifice The Weak: ( Sacrificial Altar )
Charity: ( Free Hospital )
Public Works: ( Work House )
Private: ( Private Physician )
To install in: ....\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise from Erebus\Assets file
(beware when installing that module civs are not fully compatible that is does rewrite over files so make copies of the files if you want it back to how it was)
Red is changes in Mod 3
Purple is going to be changes in Mod 4/full release
Please comment and help.
I hope to make buildings and units that are linked to the civics.Fx