What is the intent of Rise from Erebus? Is there any core principle around which the mod is based? Well, the mod started as just Malakim+, which affected only the Malakim. However, the intent of that initial mod is still very much alive, and can be stated in one sentence: Rise from Erebus aims to breathe new life into Fall from Heaven 2, by making existing civilizations more flavorful and fun to be play, introducing new content and mechanics, and simply making the game even more fun to play than it already is. That's it. The scale has expanded massively since then, but the intent remains the same; Make FfH more flavorful, interesting, and fun. Why are there so many Fall from Heaven modmods? Why don't you all collaborate on a single project? We don't all form one collaboration mod because we have different views of how the mod should develop, and how we should approach certain issues. We've worked with Ahwaric (creator of Orbis) fairly closely in the past, but there are still some of his changes we disagree with, and it would be even less likely for a collab with WM to occur. Ultimately, it comes down to who we are as modders. Some of us have drastically different opinions on how to do things, and trying to get that to work in a single modteam is asking for trouble. As it is, Rise from Erebus has an excellent team, with 7 members; It is actually larger than the teams of most mods, let alone modmods. Besides, variety is a good thing! When is version ___ coming out? When it's ready. We do not try to rush things out, rather we try to take our time and address as many issues as possible. What new civilizations have been added by Rise from Erebus? We have a total of 12 new civilizations which ship with the mod, in addition to the 21 in Fall from Heaven. Of these, one must be summoned, and one is a module that can be deactivated. Archos Spoiler : A civilization warped by it's proximity to spiders during the Age of Ice, the Archos are able to spawn Spiders and Scorpions. Austrin Spoiler : Explorers, able complete a unique ritual which allows their recon units to found cities! Their cities automatically become regional capitals, so you are able to effectively create and use a far-flung empire. Chislev Spoiler : A civilization reminiscent of Native Americans, with an anti-orc twist. They are fairly bland atm, but will be receiving a large boost with 1.4. Cualli Spoiler : Your evil lizardmen, here. Will also be receiving a new mechanic. Dural Spoiler : A civilization of scholars, able to study, but not truly follow, religions. Frozen Spoiler : A summonable civ focusing on the Ice Sphere. They will be limited to White Hand only. Jotnar Spoiler : Giant civilization. Massive overhaul planned, rather OP atm. Legion of D'tesh Spoiler : A powerful Necromancer and his shambling horde of undead. Nuff said. Mazatl Spoiler : Your noble lizards. Recently updated to allow you to follow religions. Mechanos Spoiler : Steampunk civilization from Orbis Scions of Patria Spoiler : Everyone knows these guys. Mekara Order Spoiler : An order of transhumanist rebel Amurites, who have joined with a faction of Calabim. What civilizations have been changed by Rise from Erebus? We started as a mod seeking to improve existing civilizations, and while we have expanded past that, it is still a goal we keep in mind. As a result, most FfH civs have been changed in some way. Amurites Spoiler : Units able to gain spellspheres on creation, level based on certain UBs. Adept able to upgrade to non-arcane unitlines, it's upgrades able to gain Channeling 2... An entire civilization of potential fire2 mages? Yes, please! Bannor Spoiler : Focusing on the commander mechanic; All units can promote along a Chain of Command, ultimately becoming a General with the potential for dozens of underlings. In addition, they gain access to the MultipleProduction mechanic, allowing them to produce more than one item in a turn... Assuming you have the hammers for it. Clan of Embers Spoiler : Goblins have been removed from the civ (and will re-enter as a civ of their own!), as has the Warrens. Instead, they gain the MultipleProduction mechanic, and the Agoge, granting +40% military production. Overall, this pushes them into more of a midgame civ, as opposed to early. Doviello Spoiler : At peace with Animals, able to spawn various animals in their cities, units cost no upkeep after successful combat and are able to steal weapons, can duel units to pass xp to the victor, and new units gain xp on creation, based on the average amount of xp units of their unitcombat possess. Elohim Spoiler : Lose Tolerant, gain Pilgrimages. Grigori Spoiler : Adventurers are spawned separately from GP, with all UBs providing towards it. They gain the Homestead improvement, which grants the Statesman specialist to the city working the tile. This specialist ALSO provides Adventurer points. Khazad Spoiler : Gain Dwarven Mines, powerful but limited improvements. Malakim Spoiler : Adapted to life in deserts, gain trade bonuses, unique improvements, and multiple new UUs. Sheaim Spoiler : Gain a new warrior UU, earlier access to the Planar Gate, and a boost for Hell terrain; Hell increases the planar gate spawn. Sidar Spoiler : Gain a new Mist mechanic. What new mechanics have been added in Rise from Erebus? This is widely acknowledged as one of the places RifE shines. Other mods may do specific things better.... But none bring the mechanical depth available in RifE. As a small (and incomplete!) list: New Leader Mechanic Leaders have been split into Major, Minor, and Emergent status. Each type is meant to play differently, and with 1.4, will each have their own mechanic. Major - Your typical leader, same as in BtS or FfH. These start out the strongest... but can also be the least interesting. Minor - As of this moment, they have no unique mechanic. However, with 1.4 they will be given the ability to gain traits based on your actions in game. Emergent - Currently they possess a form of the mechanic that will go to Minor leaders. In 1.4, they will be limited to a single trait which upgrades as you fulfill certain requirements. Split Barbarian Factions Barbarians - Undergoing a massive change... We will be able to spawn specific groups of units. Any unit, or a random unit of a specific unitclass, with various promotions. Even a commander. It will make for some very interesting barbarians. Animals - Animals have been expanded (toned down from what they were in older versions, however!) Demons - Demons spawn in Hell, at a rate based on the AC. Cultural Control Improvements (Specifically: Forts) are able to generate culture for your civilization. This is now done in the DLL, rather than via spell, and the AI understands the mechanic. All forts will have a Fort Commander, for which many civs have UUs. Commander/Minion mechanics Rather than add themselves to units, Great Commanders are now able to command them. They have a set Command Range and Command Limit, and their minions gain special promotions based on those of the commander. In addition, when a minion wins combat they pass a portion of their xp to the commander. Commanders once again spawn from combat. Ethical Alignments We have added an entirely new alignment axis, Lawful/Neutral/Chaotic. This adds new depth to leaders and religions. City Spells Exactly what it sounds like; Your cities are now able to cast spells. As of now, the mechanic is primarily used by World Spells and the Sidar, but it will be expanded upon. Modular Python This particular mechanic doesn't really effect the player, but it allows for FAR more complex modules; Those that would not have worked together before, are now fully compatible. This has created a very active modding community. Are there any accessories for the mod? Yes! Game Launcher Developed in conjunction with Modular Python, this launcher allows you to configure active modules, maps, INI settings, and how you load (Main Menu, save, last autosave, etc). Website We have a blog, where we announce new mechanics and plans. We have a wiki, where players are free to contribute and assist in developing a useful informational tool. Why are there only two mapscripts? What do the options mean? We only recommend using Erebus Continent and World of Erebus, as they contain features designed for RifE. However, the launcher contains support for activating other maps that we include, but are deactivated by default. These maps include the standard Erebus included in FfH, and all standard BtS maps. As for the map options... Detailed explanations of all options can be found here. Will there be a Rise from Erebus for Civilization 5? In short, no. We feel that without Kael, recreating Fall from Heaven is in poor taste. However, much of the Rise from Erebus and Fall Further teams are involved in creating a new mod, titled Eden; It will be a fantasy mod, but I cannot say more on the subject at this time. ETA is unknown, as we need DLL access. The Eden Team is made up of Grey Fox (as lead design), myself, Opera, Xienwolf, and Warkirby. We also already possess a (private) team forum, first for a Civilization 5 mod on CfC.