Akbarthegreat
Angel of Junil
For all beginners, and even players who have been playing RFC. I got most of this stuff from the forums, but it is scattered, and so difficult to find. So read on
1.The Wiki
I've heard many players complain that the wiki cannot be accessed for the strategy guides. So here is the link, accessed via a web archive. Warning-Edits cannot be made.
Link
2.The RFC Atlas by Zetetic and Thonnas
Most new players don't know about this atlas. It shows spawn areas, and even UHV areas. Essential if you are going for the UHVs.
Link
3.City Atlas by Morff
An in depth version of the above atlas, shows the plot yields, and all kinds of terrain. Also shows the city names, for different civs.
Link
And the thread.
4.Desktop Atlas by lzd
A combination of all the all the features of the above atlases, and no loading times since you can just download it!
Link
And the thread.
5.Resource Appearing List from Resources.py
In RFC, some resources are dynamic. For example cows appear in the New World in 1600AD, and horses appear in the Americas in 1700AD. The below list shows all dynamic resources.
6.Conqueror's List from Riseandfall.py
In RFC, the first old world civ to make contact with a new world civ gets free units, 'conquerors'. Below is a list of different units you will get in the conquerors event[it varies with your technologies and civ].
RFC veterans, suggestions are welcome on any more stuff that needs to be included here.

1.The Wiki
I've heard many players complain that the wiki cannot be accessed for the strategy guides. So here is the link, accessed via a web archive. Warning-Edits cannot be made.
Link
- Dynamic Civ Names
One of the distinguishing features of Rhye's and Fall of Civilization is the dynamic civ names function. This function allows your civilization's name to change automatically as it progresses through history, grows or shrinks, changes governments and civics or adopts a state religion. A list of all the dynamic names for RFC follows.
Link - RFC Changelog
RFC has included many updates and patches, so here is a list of all of those.
Link - RFC-BtS Timeline Comparison
Rhye's and Fall of Civilization features a different timeline, which enhances the classical age and shortens the modern and future eras. Tech costs are rebalanced accordingly. Also, turn 0 in RFC is 3000BC, 1000 years after BtS's 4000BC. So this leads to a change in year-turn synergy. So this list sorts it out.
Link
2.The RFC Atlas by Zetetic and Thonnas
Most new players don't know about this atlas. It shows spawn areas, and even UHV areas. Essential if you are going for the UHVs.
Link
3.City Atlas by Morff
An in depth version of the above atlas, shows the plot yields, and all kinds of terrain. Also shows the city names, for different civs.
Link
And the thread.
4.Desktop Atlas by lzd
A combination of all the all the features of the above atlases, and no loading times since you can just download it!
Link
And the thread.
5.Resource Appearing List from Resources.py
In RFC, some resources are dynamic. For example cows appear in the New World in 1600AD, and horses appear in the Americas in 1700AD. The below list shows all dynamic resources.
Code:
if (iGameTurn == con.i450AD): #(dye added later to prevent Carthaginian UHV exploit)
gc.getMap().plot(53, 51).setBonusType(iDye) #France
gc.getMap().plot(53, 55).setBonusType(iDye) #England
if (not gc.getPlayer(0).isPlayable()): #late start condition
if (iGameTurn == con.i600AD):
gc.getMap().plot(53, 51).setBonusType(iDye) #France
gc.getMap().plot(53, 55).setBonusType(iDye) #England
if (iGameTurn == con.i1100AD):
#gc.getMap().plot(71, 30).setBonusType(iSugar) #Egypt
gc.getMap().plot(72, 24).setBonusType(iSugar) #East Africa
gc.getMap().plot(70, 17).setBonusType(iSugar) #Zimbabwe
gc.getMap().plot(67, 11).setBonusType(iSugar) #South Africa
gc.getMap().plot(66, 23).setBonusType(iBanana) #Central Africa
gc.getMap().plot(67, 21).setBonusType(iBanana) #Central Africa
if (iGameTurn == con.i1250AD):
gc.getMap().plot(57, 52).setBonusType(iWheat) #Amsterdam
if (iGameTurn == con.i1600AD):
gc.getMap().plot(28, 46).setBonusType(iCow) #Washington area
gc.getMap().plot(30, 49).setBonusType(iCow) #New York area
gc.getMap().plot(25, 49).setBonusType(iCow) #Lakes
gc.getMap().plot(24, 43).setBonusType(iCow) #Jacksonville area
gc.getMap().plot(18, 46).setBonusType(iCow) #Colorado
gc.getMap().plot(11, 47).setBonusType(iCow) #California
gc.getMap().plot(20, 45).setBonusType(iCow) #Texas
gc.getMap().plot(37, 14).setBonusType(iCow) #Argentina
gc.getMap().plot(33, 11).setBonusType(iCow) #Argentina
gc.getMap().plot(35, 10).setBonusType(iCow) #Pampas
gc.getMap().plot(24, 43).setBonusType(iCotton) #near Florida
gc.getMap().plot(23, 45).setBonusType(iCotton) #Louisiana
gc.getMap().plot(22, 44).setBonusType(iCotton) #Louisiana
gc.getMap().plot(13, 45).setBonusType(iCotton) #California
gc.getMap().plot(22, 49).setBonusType(iPig) #Lakes
gc.getMap().plot(21, 50).setBonusType(iWheat) #Canadian border
gc.getMap().plot(19, 48).setBonusType(iWheat) #Midwest
gc.getMap().plot(22, 33).setBonusType(iBanana) #Guatemala
gc.getMap().plot(27, 31).setBonusType(iBanana) #Colombia
gc.getMap().plot(43, 23).setBonusType(iBanana) #Brazil
gc.getMap().plot(39, 26).setBonusType(iBanana) #Brazil
gc.getMap().plot(49, 44).setBonusType(iCorn) #Galicia
gc.getMap().plot(54, 48).setBonusType(iCorn) #France
gc.getMap().plot(67, 47).setBonusType(iCorn) #Romania
gc.getMap().plot(106, 50).setBonusType(iCorn) #Manchuria
if (iGameTurn == con.i1700AD):
gc.getMap().plot(26, 45).setBonusType(iHorse) #Washington area
gc.getMap().plot(21, 48).setBonusType(iHorse) #Midwest
gc.getMap().plot(19, 45).setBonusType(iHorse) #Texas
gc.getMap().plot(40, 25).setBonusType(iHorse) #Brazil
gc.getMap().plot(33, 10).setBonusType(iHorse) #Buenos Aires area
gc.getMap().plot(32, 8).setBonusType(iHorse) #Pampas
gc.getMap().plot(27, 36).setBonusType(iSugar) #Caribbean
gc.getMap().plot(39, 25).setBonusType(iSugar) #Brazil
gc.getMap().plot(37, 20).setBonusType(iSugar) #inner Brazil
gc.getMap().plot(104, 52).setBonusType(iCorn) #Manchuria
gc.getMap().plot(89, 36).setBonusType(iCorn) #India
if (iGameTurn == con.i1850AD):
gc.getMap().plot(12, 45).setBonusType(iWine) #California
gc.getMap().plot(31, 10).setBonusType(iWine) #Andes
gc.getMap().plot(114, 11).setBonusType(iSheep) #Australia
gc.getMap().plot(116, 13).setBonusType(iSheep) #Australia
gc.getMap().plot(121, 6).setBonusType(iSheep) #New Zealand
gc.getMap().plot(19, 41).setBonusType(iHorse) #Mexico
gc.getMap().plot(58, 47).setBonusType(iRice) #Vercelli
gc.getMap().plot(12, 49).setBonusType(iRice) #California
gc.getMap().plot(11, 45).setBonusType(iFish) #California
6.Conqueror's List from Riseandfall.py
In RFC, the first old world civ to make contact with a new world civ gets free units, 'conquerors'. Below is a list of different units you will get in the conquerors event[it varies with your technologies and civ].
Code:
if (teamOldWorldCiv.isHasTech(con.iRifling)):
if (iOldWorldCiv == iEngland):
utils.makeUnit(con.iEnglishRedcoat, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
else:
utils.makeUnit(con.iRifleman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
elif (teamOldWorldCiv.isHasTech(con.iGunpowder)):
if (iOldWorldCiv == iFrance):
utils.makeUnit(con.iFrenchMusketeer, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
elif (iOldWorldCiv == iTurkey):
utils.makeUnit(con.iOttomanJanissary, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
else:
utils.makeUnit(con.iMusketman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
elif (teamOldWorldCiv.isHasTech(con.iCivilService)):
if (iOldWorldCiv == iJapan):
utils.makeUnit(con.iJapanSamurai, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
elif (iOldWorldCiv == iVikings):
utils.makeUnit(con.iVikingBeserker, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
else:
utils.makeUnit(con.iMaceman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
else:
if (iOldWorldCiv == iChina):
utils.makeUnit(con.iChinaChokonu, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
else:
utils.makeUnit(con.iCrossbowman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
utils.makeUnit(con.iPikeman, iOldWorldCiv, tArrivalPlot, 2)
if (teamOldWorldCiv.isHasTech(con.iGunpowder)):
utils.makeUnit(con.iCannon, iOldWorldCiv, tArrivalPlot, 1 + iModifier1 + iModifier2)
else:
utils.makeUnit(con.iCatapult, iOldWorldCiv, tArrivalPlot, 1 + iModifier1 + iModifier2)
if (iOldWorldCiv == iSpain and teamOldWorldCiv.isHasTech(con.iGunpowder)):
utils.makeUnit(con.iConquistador, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
else:
if (teamOldWorldCiv.isHasTech(con.iGuilds)):
if (iOldWorldCiv == iArabia):
utils.makeUnit(con.iCamelArcher, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
elif (iOldWorldCiv == iMongolia):
utils.makeUnit(con.iMongolKeshik, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
else:
utils.makeUnit(con.iKnight, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
if (iNewWorldCiv == iInca):
utils.makeUnit(con.iIncanQuechua, iOldWorldCiv, tArrivalPlot, 3)
elif (iNewWorldCiv == iAztecs):
utils.makeUnit(con.iAztecJaguar, iOldWorldCiv, tArrivalPlot, 2)
utils.makeUnit(con.iMayaHolkan, iOldWorldCiv, tArrivalPlot, 1)
elif (iNewWorldCiv == iMaya):
utils.makeUnit(con.iMayaHolkan, iOldWorldCiv, tArrivalPlot, 2)
utils.makeUnit(con.iAztecJaguar, iOldWorldCiv, tArrivalPlot, 1)
RFC veterans, suggestions are welcome on any more stuff that needs to be included here.
