Hello everyone! Good news! RFC Aeons 1.3 is now out, bringing 6 new Civs to experience in your world, centred around the West African region. The following update, 1.4, will include South, Central and East Africa, (eg. Zulus, Somalia, Kitara).
Download version 1.3 here!:
https://www.mediafire.com/file/kvhkhgx4y3e6nnq/RFC_Aeons.zip/file
(Note that the copyright issues may come back, since I added some new songs to the soundtrack.)
(Download in the exact same way you'd download RFC DOC, but this time, rename the folder to "RFC Aeons", since it finally has a unique name.)
But for now, let's have a look at all the new features...
Ghana, 828AD
Kanem Bornu, Benin and Hausaland, 912.
New leaders to talk to!
Leading the Songhai Empire to glory!
Africa in the 1700AD start.
An all new 1100AD start date!
1.3 Features:
- 6 new West African civs to play: Ghana, Songhai, Kanem-Bornu/Chad, Hausaland/Sokoto/Nigeria, Benin, Ashanti/(modern) Ghana, each fitted with a unique power, unique building, and a unique unit (or units!)
- 4 new wonders focused on the West African region, two pagan and two Islamic: Ouadane Ksar, Iyanuwo, Tomb of Askia, Osun Osogbo
- A brand new 1100 start date, taking place just after the foundation of the Kingdom of Jerusalem! No more having to wait long if you want to play all those 1100-1200's civs, like Mongols, Omani, Aztecs, Portuguese and Italians!
- A rework of the immigration system. Now, immigration occurs in all eras, starting from 1000BC and all cities have an immigration and emmigration value determined by culture level, food gain, excess health and happiness, population (raises both immigration and emmigration) and civics (Many civics change immigration and emmigration value from -3 to +3). Check the food tab if you want to see your city's immigration/emmigration values. Note that open borders are required for (non-internal) migration, and external migration in totalitarian or isolationist states may lead to... Consequences.
- Rework of the (previously) Japan exclusive modernisation system. Modernisation now occurs for all civs with a dynamic bonus depending on both your era and the era of the civ you're modernising from. Expect extreme tech discounts between ancient and digital civs! (Note that the recently added "Tech Divergence" mechanic has been removed to account for dynamic modernisation, and Japan's UP has been changed to an additional 25% tech discount while modernising).
- A new national wonder, the Caravan Supply, has been added, which allows trading across desert tiles, but requires camels and sufficient desert tiles in the city
- Mali has been overhauled, with a new spawn at 1237, a new set of UHVs, and to account for the new National wonder, the trading across deserts UP has been replaced with 3x trade modifier from distance.
- Congress priority has been overhauled somewhat so that Europeans have a much stronger preference for African cities and capitals of African civilizations can be claimed during congress.
- A new "Integrate Vassal" mechanic has been added, however, it requires your vassal to be both significantly weaker than you and have a sufficiently high opinion of you. As a coloniser, you could use this to unite all of Africa under your crown!
- Sub-Saharan African civilizations work slightly differently, now requiring Feudalism in order to train settlers.
- The Islamic soundtrack has been expanded to include songs from EU4 and CK3. This may cause the download link to be blocked again due to copyright. If this happens, let me know!
-NEW CIVS-
-Ghana-
Spawns in 300BC in Koumbi Saleh
Leader: Dingha Cisse
Unique Unit: Jonow (Slave)
Unique Building: Treasury (Bank)
The Power of Drought and Rain: Rivers swap between providing +1 food, +1 commerce, and no extra yields every 200 years.
-Contact three other Civilizations by 450 and have three trade routes by 650
-Acquire 500 gold through slave trade and control 5 lancers by 1200
-Generate 4000 commerce through city trade routes and control 50% of West Africa by 1400
-Kanem Bornu-
Spawns in 700AD in Ngarzagamu
Leader: Dunama Dabbalemi
Unique Units: Caravan (Scout), Ironhelm (Arquebusier)
Unique Building: Ribat (Castle)
The Power of Oases: +5% commerce per desert tile in cities adjacent to oases or lakes
-Have two cities and 15 desert tiles by 1000
-Acquire 5000 gold through trade and have friendly or better relations with all North African civilizations by 1500
-Be the first civilization in Africa to discover firearms
-Hausa-
Spawns in 850AD in Katsina
Leaders: Aminah, Usuman Dan Fodio, Obasanjo
Unique Units: Yan Lifida (Horseman), Mujahid (Heavy Swordsman)
Unique Building: Juju Hall (Theatre)
The Power of the Seven Kingdoms: Natives have a 50% chance of joining your armies, but spawn in your borders until the industrial era.
-Have 7 cities of 6 or higher population by 1650
-Have two islamic vassals in Africa and ensure no Christian civilization holds land in West Africa in 1850
-Build Hollywood, have oil industry to three of your cities and have number 5 highest score by 1960
-Benin-
Spawns in 900AD in Benin
Leader: Ewuare
Unique Unit: Iyoba Warrior (Swordsman)
Unique Building: Earth Moat (Levee)
The Power of Iron Sacrifice: Slaves can be used to hurry buildings
-Have 15 buildings in Benin City by 1400 and build Iyanuwo by 1500
-Generate 3500 commerce in Guinea and send a trade mission to Lisbon by 1650
-Build Osun Osogbo, Control 6 pagan temples and defeat 10 units whose tech you haven't discovered yet by 1700
-Songhai-
Spawns in 1430AD in Gao
Leader: Sunni Ali
Unique Unit: Guy (Camel Archer)
Unique Building: Julla Guild (Guild Hall)
The Power of the Hikoy: Gain Great Engineer Points in the capital when winning a battle attacking from or being attacked from a river
-Build Tomb of Askia and have 5 level 4 units by 1500
-Build Great Adobe Mosque and acquire 5 different happiness resources by 1580
-Build University of Sankore and settle two great people in its city by 1620
-Ashanti-
Spawns in 1700AD in Kumasi
Leaders: Osei, Yaa Asantewa
Unique Unit: Twafo (Arquebusier)
Unique Building: Drumming Station (Racing Track)
The Power of the Golden Stool: Gain culture in the capital when you lose a unit equal to its production cost
-Have refined culture in the capital by 1800, influential culture in the capital by 1900 and legendary culture in the capital by 2020
-Acquire 10 happiness resources by 1900
-Discover all industrial technologies and have a life expectancy of above 60 for 100 turns by 1980
And that's all! I hope you have some fun experiencing 2000 years of African history!
