[R&F] Rise and Fall Features Thread

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All times based on the YouTube version of the stream.

Additional historical moments relative to my list in this post (https://forums.civfanatics.com/threads/rise-and-fall-features-thread.624895/page-6#post-14945856). From tour at YT 5:19 unless otherwise indicated:
  • Clear barbarian camp close to a settlement +3 (compared to a +2 for clearing barbarian camp that is further away)
  • Build district that has a high adjacency score +3 (like a campus next to multiple mountains; not given for regular districts)
  • Become suzerain of city-state +3
  • Finding a goody hut +1 (seems to be for any as opposed to just the population case seen last livestream)
  • First time Great General contributed to winning a battle +2 (YT 51:17)
Ages and Era Score
  • Game has a minimum and maximum for how long a certain Era will take. About 20 turn range. (YT 8:54)
  • Actual number based on rate at which civs are going through civic and tech trees around that time. (YT 9:09)
  • Band around next turn button fills up first for progress towards Normal Age and then progress towards Golden Age. (YT 10:52)
  • Era Score thresholds computed off the Era Scores you start the Era with, how big civ is (how many cities) and whether have been in Dark or Golden Age previously (YT 1:18:40) So harder to get into back-to-back Golden Ages.
  • Era Score does get taken into end-game score (YT 1:19:05)
  • Heroic Age like a Golden Age but get to pick 3 Dedications instead of 1. (YT 59:18)
  • Heroic Age earned from going from a Dark Age directly into a Golden Age (YT 59:44)
  • Dark Ages meant to be fun, not make you want to quit (YT 1:10:25)
  • Entered Golden Age and screen colors became brighter (YT 58:38)
  • Entered Dark Age and screen colors became duller (YT 1:16:22)
  • Entering Dark Age caused Loyalty warning in Appledorn. Blinking fist graphic (YT 1:16:24)
  • Names of some dedications may be the same between eras but bonuses different for different types of eras (YT 1:20:15)
  • Dedication choices determined by Era going into and the type of Age (YT 1:21:43)
  • Like for Dedications, the four Dark Age policies differ per Age (YT 1:25:13)
Effects of Normal Age (YT 9:21)
  • Each of your Citizens provides the normal amount of 1 Loyalty per turn in their city. This also affects other cities within 9 tiles, but is 10% less effective per tile.
  • You may make a Dedication, which will provide a powerful gameplay bonus during the Age.
    • Had already picked it as happened before start of stream
Effects of Golden Age (YT 58::06)
  • Each of your Citizens provides 1.5 Loyalty per turn in their city. This also affects other cities with 9 tiles, but is 10% less effective per tile. It will be easier to maintain Loyalty in your cities, and challenge the Loyalty of nearby foreign cities.
  • You may make a Dedication, which will provide a powerful gameplay bonus during the Age.
Effects of Dark Age (YT 1:17:44)
  • Each of your Citizens provides 0.5 Loyalty per turn in their city. This also affects other cities within 9 tiles, but is 10% less effective per tile. It will be harder to maintain Loyalty in your cities, and more difficult to affect the Loyalty of nearby foreign cities.
  • You may adopt powerful Dark Policies in your Government, but which may carry a heavy price.
  • If you earn enough Era Score for a Golden Age in the next game era, you will instead earn a Heroic Age, able to make multiple Dedications for multiple powerful bonuses.
  • You may make a Dedication, while will provide an additional source of Era Sore during the Age.
Dark Age Dedications for Renaissance (YT 1:20:41):
  • Monumentality: Gain +1 Era Score each time you construct a new speciality District
  • Exodus of the Evangelists: Gain +2 Era Score each time you convert a city to your founded Religion for the first time.
  • Hic Sunt Dracones: Gain +3 Era Score each time you discover a new Continent or natural wonder. Gain +1 Era Score each time you kill a non-Barbarian naval unit in combat.
  • Reform the Coinage: Gain +1 Era Score each time you successfully complete a Trade Route.
Dark Age Policies for Renaissance (YT 1:25:07) - Like Dedications, set of policies differs per Era.
  • Inquisition: Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Combat Strength in friendly territory. BUT: -25% Science in all cities.
  • Isolationism: +1 Trade Route capacity. Domestic routes provide +2 Food, +2 Production. BUT: Can't train or buy Settlers nor settle new cities.
  • Letters of Marque: +100% Production to Naval Raiders whoe gain +2 Movement. Yields doubled from plundering Trade Routes. BUT: -2 Trade Route capacity
  • Twilight Valor: All units +5 Combat Strength while making a melee attack. BUT: Cannot heal outside your territory.
Golden Age Dedications for Medieval (YT 58:44) - Set of Dedications and bonuses depend on Era and type of Age.
  • Free Inquiry: Eurekas provide an additional 10% of technology costs. Commercial Hub and Harbor district's Gold adjacency bonus provides Science as well.
  • Pen, Brush, and Voice: Inspirations provide an additional 10% of civic costs. Each city receives +1 culture for each specialty district.
  • Monumentality: +2 Movement for all Builders. May purchase civilian units with Faith. Builders and Settlers are 30% cheap to purchase with Faith and Gold.
  • Exodus of the Evangelists: +2 Movement for all Missionaries, Apostles and Inquisitors. Additionally, newly trained ones get +2 Charges. +4 Great Prophet points per turn.
Mongols
  • Mongol Horde can capture normal and unique cavalry units eg. Scythia and Alexander (YT 12:00)
  • Mongol +3 Combat Strength bonuses still being balanced so could change (YT 14:31)
  • Because Mongols get a trade post immediately when setting up a trade route, they can potentially reach future cities faster with subsequent trade routes due to the trade post increasing trade route ranges. (YT 16:30)
  • Agenda Horse Lord: will not like civs with lots of cavalry, will like civs that don't have cavalry (YT 24:14)
  • Keshig is at Stirrups in addition to Knights.
    • Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed. Melee Strength: 30, Ranged Strength: 40 (Range 2), Movement:4, Promotion Class: Ranged, Base Cost: 180 Production, Maintenance: 3 Gold (YT 45:35)
    • Like all unique units does not require horses. (YT 45:45)
    • Is separate unit. Nothing can be upgraded into a Keshig (YT 47:53)
  • Mongol combat bonuses from diplomacy level don't apply when attacking city-states or barbarians as they don't do diplomacy. (YT 43:23). Do get the base +3 bonus for all cavalry units.
  • Any visibility from embassy, delegation or trade route lost when go to war, but trade post, Printing and spies stays. (YT 53:52)
Netherlands
  • Delegation message: "The Netherlands sends you gifts of greeting--wooden shoes, cheeses, and some delightful stroopwafel." (YT 52:52)
  • Dutch good on fractal maps because shapes of coastlines and presence of inland seas and lakes (YT 1:01:07)
  • Huey will work with polders (YT 1:02:50)
  • Polder requires three adjacent land tiles that are not hills (YT 1:03:05)
  • Polders next to each other give more food from adjacency (YT 1:03:35)
  • Polders still considered water so need to be naval or embarked to traverse (YT 1:05:12). Might adjust the movement speed of naval units on it.
  • Built polder (YT 1:13:20). Polder graphics become nicer with future tech like brighter tulips and better windmills (YT 1:14:02)
  • Had set up two campuses with +10 and +14 adjacency from mountains, rivers (Dutch ability), Government Plaza proximity, other district proximity and adjacency policy (YT 1:04:20)
  • Agenda Billionaire: likes civs that send her trade routes, does not like civs that don't (YT 1:06:00)
  • De Seven Provicien
    • Netherlands unique Renaissance Era unit. +7 Combat Strength when attacking defensible districts. Melee Strength: 50, Ranged Strength: 60 (Range: 2), Movement: 4, Promotion Class: Naval Ranged, Base Cost: 280 Production, Maintenance: 5 Gold, Replaces Frigate (YT 1:08:03)
  • Harbor culture bomb on lake (YT 1:12:30)
Natural Wonders
  • Matterhorn - "One tile impassable natural wonder. It appears as a Mountain and provides +1 Culture to adjacent tiles. Land combat units who move next to the Matterhorn ignore Hills for the rest of the game and gain +3 Combat Strength when fighting in hills." Units getting with range will cause an "Alpine Training" notice to appear on the screen. (YT 23:20)
  • Roraima - "Four tile impassable natural wonder. It appears as a Mountain and provides +1 faith and +1 science to adjacent tiles." (YT 29:37)
  • Eye of the Sahara/Richat Structure (YT 1:16:12) - Only seen in fog of war
Casus Belli (YT 50:09) - Additions and moved around in civic tree
  • Declare War of Reconquest - No warmongering penalty when recapturing your cities
  • Declare Protectorate War - No warmongering penalty when defending allied city-states
  • Declare War of Retribution
  • Declare Golden Age War
Govenors
  • Castellan - Redoubt ability: Increases city garrison Combat Strength by +5 (YT 31:42)
  • Amani appears in the city bar of a city-state she is occupying. She is in color if she is your governor (YT 40:42) and grey if she belongs to another civ (YT 41:26)
City-States
  • Antioch is a new commercial city-state. Appears to be a replacement for Amsterdam based on its bonus.
  • Envoy bonuses have changed with the 3 envoy and 6 envoy levels now being tied to the tier 1 and tier 2 buildings.
    • 1 envoy - "+4 Gold in the capital", 3 envoys - "+4 Gold in every Market building", 6 envoys - "+4 Gold in every Bank building" (YT 41:00)
    • 1 envoy - "+2 Culture in the capital, 3 envoys - "+2 Culture in every Amphitheater building", 6 envoys - "+2 Culture in every Art Museum and Archeological Museum building" (YT 42:00)
    • 1 envoy - "+2 Science in your capital", 3 envoys - "+2 Science in every Library building" (YT 1:15:33)
Other
  • Olives luxury resource (YT 33:15) - Seems to add +1 Production, +1 Gold as is those and +2 Food on Grassland. Plantation (YT 1:06:44)
  • Not revealing replacement for Genghis Khan Great General at this time (YT 11:20)
  • All civs get a combat bonus from higher diplomatic visibility vs a civilization they are fighting (YT 13:35). Sounds like a +3 Combat Strength bonus that can only be one level (unlike Mongols that can stake multiple levels)
  • Map generation changes. In existing version, world is divided into regions based on the number of civs and pairs of city-states. Each of those are placed which can lead to clumping. In revised version, a first pass places all the civ captals and then a second pass is done to place city-states individually in gaps and smaller landmasses. (YT 16:46)
  • Australia colors changed to green and black (YT 1:07:03) instead of orange and white. Recolored icon (YT 1:18:02)
  • Wisselbanken diplomatic policy: Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities. Alliance Points with each ally grow 25% faster. (YT 1:24:53)
  • Autocratic Legacy wildcard policy - Capital and city with Government Plaza receive +1 boost to all yields. (YT 1:24:53)
 
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Shouldn't new policy cards be mentioned in the Opening Post?
I saw Wisselbank as a new Economic Card, wich provides a boost on production and food for every trade route,
Also new cards were given in the Korea-stream.
And some black wildcards appeared.
 
One thing i feel should be added are the changes to the governments that can all be seen at exactly 36:00 in the korea livestream.
I'm gonna try my best to write them all but i might miss something. (note the top ability is the legacy bonus and the bottom is the effect)

  • chiefdom no changes
  • autocracy, legacy bonus: Capital and city with government plaza receive +1 bost to all yields. Effect: +10% production towards wonders.
  • classical republic, legacy bonus: all cities with a district receive +1 housing and +1 amenities. Effect: +15% great person points.
  • oligarchy, legacy bonus: All land mele and anti-cavalry class units gain +4 combat strength: Effect: +20 unit experience.
  • monarchy, legacy bonus: +1 housing for each level of walls. Effect: +20% influence points.
  • theocracy, legacy bonus: +5 religious strength in theological combat. Effect: 15% discount on purchases with faith.
  • Merchant republic, legacy bonus: patronage of great people cost 25% less gold. Effect: +15 production towards districts.
  • communism, legacy bonus: +0.4 production per citizen in cities with governors. Effect: +10 production.
  • Democracy, legacy bonus: +2 production,+1 housing per district. Effect: 25% discount on purchases with gold
  • Fascism, legacy bonus: All units gain +4 combat strength and war weariness reduced by 15%. Effect: +20% production towards units.

Just to be clear you get both the legacy bonus and the effect when you enter a government but you can only keep the legacy bonus as a wild card policy when you build the corresponding tere of government plaza building while in that government.
 
Both the Cree and Chandragupta Maurya have been leaked as the new Civ and the new alt-leader respectively.
 
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Hi all, will do a big update once I have finished family holiday responsibilities, also will add the leader info once it gets confirmed properly
 
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There are 38 new, hidden Steam achievements that I believe go with the expansion.
 
Have added India
 
Could it be possible to put the tech/civic that unlock wonders on this thread when we know it ?

We know it for already 6 wonders (source: http://well-of-souls.com/civ/images/civ6rf_civics_tree1.jpg)
Amundsen-Scott South Pole Station : Cold War civic
Saint-Basil Cathedral : Reformed Church civic
Taj Mahal : Humanism civic
Kotoku-in : Divine Right civic
Statue of Liberty : Civil Engineering civic
Kilwa Kisiwani : Machinery technology
 
I have made a big update to the Ages and Era Score sections, thanks to @Silverdawn with his listing of all the screengrabs.

As well as this, I have updated the Indian leader name, after confirmation from Firaxis that the YT entry is a spelling mistake
 
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