Hey, it's been a while. Civ7 happened in between. I'll open a thread to discuss about that later on.
However, given the general disappointment, I hope you will find some comfort in this new release of the mod.
PiR also actively helped: we met in Paris and achieved a fruitful coding session while eating crepes
.
The other credit goes to ChatGPT5. It really made my life easier. I think all my work on modding will flow faster from now on.
The changes on this version are big. Please read the changelog carefully.
You're welcome to test the civs with new victory conditions as well as modern civs, since I have rebalanced things heavily.
Download links are coming in PMs.
Rhye’s and Fall v98
- updated city and settlers maps (Germany, Austria, China, Korea)
- Minor map changes: Wien moved one tile east; gold in Romania moved; added river in Korea; opened a passage to reach Xi’an spot easily; improved location with a sheep
- Added victory condition for Russia
- fixed bug in English victory condition
- Added victory condition for Turkey
- added missing obsolete tech for Minuteman and Musketeer
- added obsolete tech for Settlers: Combustion. No cities will be founded after a certain point.
- tuned down yield modifiers for US and Brazil
- raised cost of some modern units, and slightly made all growth slower in late game
- removed the extra trade route with Biology, as some civs are becoming extraordinarily rich in late game (and spamming units)
- slightly tuned down the population modifier per trade route
- fixed bugs introduced in v84 and v86 causing a runaway gold income which got exponential in late game
- added gold maintenance for most Industrial and Contemporary units, again to avoid the snowballing effect of late game
- late game runaway complexity and tediousness reduced by limiting the controllable cities: by default, 4 in the same continent and 4 on other continents. Limits are changed by government
- Chinese ability: same continent cap is +2 cities
Rhye’s and Fall v99
- In order to avoid forced government switch, added a button that allows converting culture points into stability. The button takes the place of the ideology minitab
- Culture spending on stability only allowed after a government has been set
- fixed bug of stability penalty on government switch
- tuned growth parameters again
- changed graphical elements in the policy panel
- boosted starting units of early ancient civs
- AI civs are given two default governments
- Ais should not switching back and forth through governments anymore
However, given the general disappointment, I hope you will find some comfort in this new release of the mod.
PiR also actively helped: we met in Paris and achieved a fruitful coding session while eating crepes
The other credit goes to ChatGPT5. It really made my life easier. I think all my work on modding will flow faster from now on.
The changes on this version are big. Please read the changelog carefully.
You're welcome to test the civs with new victory conditions as well as modern civs, since I have rebalanced things heavily.
Download links are coming in PMs.
Rhye’s and Fall v98
- updated city and settlers maps (Germany, Austria, China, Korea)
- Minor map changes: Wien moved one tile east; gold in Romania moved; added river in Korea; opened a passage to reach Xi’an spot easily; improved location with a sheep
- Added victory condition for Russia
- fixed bug in English victory condition
- Added victory condition for Turkey
- added missing obsolete tech for Minuteman and Musketeer
- added obsolete tech for Settlers: Combustion. No cities will be founded after a certain point.
- tuned down yield modifiers for US and Brazil
- raised cost of some modern units, and slightly made all growth slower in late game
- removed the extra trade route with Biology, as some civs are becoming extraordinarily rich in late game (and spamming units)
- slightly tuned down the population modifier per trade route
- fixed bugs introduced in v84 and v86 causing a runaway gold income which got exponential in late game
- added gold maintenance for most Industrial and Contemporary units, again to avoid the snowballing effect of late game
- late game runaway complexity and tediousness reduced by limiting the controllable cities: by default, 4 in the same continent and 4 on other continents. Limits are changed by government
- Chinese ability: same continent cap is +2 cities
Rhye’s and Fall v99
- In order to avoid forced government switch, added a button that allows converting culture points into stability. The button takes the place of the ideology minitab
- Culture spending on stability only allowed after a government has been set
- fixed bug of stability penalty on government switch
- tuned growth parameters again
- changed graphical elements in the policy panel
- boosted starting units of early ancient civs
- AI civs are given two default governments
- Ais should not switching back and forth through governments anymore