Rhye's & Fall Greek World Revived Experience 5000 years of history, from the dawn of civilization 4400BC to the fall of the classical world 600 AD See the dawn of civilization as the Sumerians, relive the Trojan wars as the Mycenae, conquer the known world as Alexander the Great, build an empire to stand the test of time as the Romans, or just burn it all down as the Huns. Destiny is in your hands... Features 27 playable civilizations using the legendary Rhye's and Fall Mechanics: Spoiler : Egypt Sumeria Indus Valley Minoans Phoenecia Babylonia Hitities Myceneans Assyrians Israel Athens Sparta Scythians Carthage Celts Etruscans Nubia Persians Romans Macedonia Mauryans Bactria Numidians Germans Sassanids Byzantine Huns Unique Tech tree, buildings and units: Techs: Copper Working, Slash & Burn Farming, Wood Chopping, etc. Buildings: Bakery, Archery Range, Brewery, etc. Units: Bandits, Noble Cavalry, Camel Riders, etc. Release history: Spoiler : Version 1.5 Fixed Egypts Nubia UHV Edited City names to be more consistent as appropriate Added more city names for Celts and Bactria Modified Egypt UHVs to be slightly harder Added UHVs for Sumeria Made civs names consistent in scenario screen Added UHVs for Indus Valley Fixed Caanite religion video Added more marshes to the game, and improved marsh graphics Fixed Metal Casting so it is listed in the correct era. Added UHVs for Minoa Added UHV for Phoenicia Changed in the dll how dynamic Civ names work Fixed the dynamic civ names for all Civilizations Added more conditional barbarian spawns Increased strength of Byzantines and Sassanids Version 1.4 Medieval era changed to Early Medieval Era New music added to ancient, classical and early medieval eras Some barbarian spawns modified so they can spawn inside civ territories More barbarian spawns in 5th century AD All historical barbarian spawns have unique units 4 new independent cities and 1 new barbarian city added (includes Massila, Thebes and Cyrene) German unique unit and heavy swordsman have unique art Historical wars, and additional civ spawns added for greater historical looking empire (includes Peleponesian wars, Punic wars, and Gallic wars) Initial strength of unit spawns increased for various civs including Babylonians, Assyrians, Macedonians, Romans, Sassanids, Byzantines, Persians, Huns, and Goths Initial strength of unit spawns decreased for Athens and Sparta Changed some mountains to hills in Southern Spain and Northern Africa Added Numidia as a new playable Civ Modified and added several new civics All civics are now researchable All default starting civics have features Added 4 new techs (Manorialism, Keel, Paper, and Advanced Agriculture) Changed Crossbow to an Early Medieval Tech Changed Story telling tech icon All resources need techs researched before being revealed Re-arranged what techs civics need in order to be playable Slightly slowed tech rate down Gave Sumeria and Indus Valley 1 extra tech each Victory Screen fixed to display historical goals Unique Historical Victories now functional Goals completed for Egypt Cultural victory enabled Sphynx image fixed Archery Range build sound changed Zulus removed from mercenary names Version 1.3 Unique Powers for Civs Sassanids added AI Settler map fixed Civelopedia being finalized Increased techs new spawning civs get Changed Macedonia spawn date so that start after the period the spent as a Persian vassal Slowed tech rate Version 1.2 *Features include: Unique units for all civilizations Unique buildings for all civilizations 2 new wonders A 900 BC Scenario Historical spawn for historical events like Hannibal & Alexander the Great More barbarian spawns New images for main screen and loading screen AI War Maps updated *Fixes include: Making all the old Settler maps compatible Being able to irrigate flood plains Statue of Liberty no longer on tech tree Version 1.1 Spawn dates on main menu fixed Spawn order changed Revamped Tech tree (again)! Added 3 new civilizations Revamped Barbarian spawns and invasions Fixed fog of war Added multiple new units Variety of changes made to the map Version 1.0 -Fixed date display -Added Mycenaeans -Added new techs -Added new buildings -Made changes to map Version 0.9 Increased mod length from 375 to 500 turns. Added Minoa Added Aryan barbarians Added some new minor cities Restored dynamic names Worked on making civilizations be more historic in empire sizes Version 0.8 Added Sumerians Changed mod time span to 4000 BC to 500 AD. Started fixing the main menu. Changed some graphics on menu and loading screen. Version 0.7 (Spaceman98) Civs: Added Bactrian Civilization with a leader, dynamic names, etc. removed Athens from the Athenian city name list. It gets built in odd places. Same for Rome for the Roman city lists Rome can now produce units slightly faster hanged some of Persia’s dynamic names Remove Socialist names now that they can show up. Replaced them with the names of late dynasties (like the Sassanids and the Kushans) Carthage no longer becomes a caliphate if it converts to Egyptian mythology Civics: renamed “Nationhood” to “empire”, and make it accessible with the citizenship tech Made Vassalage available with Aristocracy Renamed Free Market to Trade (available with Trade) Renamed State Property to Centralized Coinage (available with Currency) Made Bureaucracy available with its own tech: Record Keeping, which is also a prereq for Education, that requires mathematics and alphabet Made mercantilism available with Record Keeping Techs: made river trade accessible with fishing. Otherwise, you can currently trade along the coast earlier than along rivers, and trade is an OP tech Added record keeping tech (see bureaucracy note) give starting nations technologies for the appropriate starting religions. Moved drama into the tech tree, make it researchable Map Replace Kashgar mountains with land for Bactria Units: Make Merchants a national unit (limited to three of them at a time). They are overpowered otherwise Background Fixes: Fixed the “tuple index out of range” error associated with the Indus Valley by adding another 0 to the end of tBirths in consts.py. Not sure why this helps, but for some reason it does. Not sure what the consequences would be. They still collapse, which is ok, I guess. Fixed a tuple index out of range exception related to AI Wars Version 0.6:(Spaceman98) Units: Made Pirates not go on Ocean Gave triremes and Quinqueremes anti-pirate bonus Make pirates also require trade. Added battering ram unit as an early siege weapon, with logging Merchant unit added. Functions like the great merchant, but its trade mission produces much less gold. I’m not sure if the AI knows how to use them. Raised the strength of hoplites to 5. If they are suppose to be a technological upgrade of spearmen, then they have to actually be better than spearmen Terrain Features/Resources Made jungles passable Made Jungles chopable with Iron Working Fixed bug for the paved road Added olives and pearls and salt resources Pearl Resources are near: Bahrain (replace a clam), Red Sea, South India, Persia, Algeria (replace a clam) Olive resources are near: Phoenician spawn zone, South Italy, Greece, Macedonia, North Iraq Salt Resources are near: The dead sea (Israel), Romania, Salzburg, the Sahara, and Ethiopea, Venice Added Sheep to Sardinia and Forests to Corsica Added hills to Somalia Expanded Arabia into the Ocean Made Socotra smaller Untrimmed Iberia Shrunk Isle of Man, Moved Ireland to the South Moved England West, adjusted it considerably so that its outline is better Fix British Resources Improve geography of Wales, added more hills, forests and rivers Fixed bug: Wine was previously “enabled” by the tyranny tech, which meant that the resource was unobtainable… It is now enabled by the amphora tech, the same one as allows wineries and tabernas Buildings: Added trading post, which has the ability of the customs house, and art from the Viking trading post Add Elder’s Council with storytelling, which gives a small science bonus Fix the name of the Yazilikaya Add Taberna building, with amphora and wine, which gives +1 happiness and culture, but -1 health Fix Olympic park TXT_KEY Fix Leaning tower TXT_KEY Fix Flavian Amphitheatre TXT Barbs and Independents: Move Yemen City 3 South and 1 East Give Saana starting archers Added Libyan barbarian armies to weaken Egypt. Currently, 4 spawn on Monarch level, and this seems to be the optimal number, as Egypt sometimes survives, and is usually overwhelmed. I may want to decrease this later, as I still want Egypt to survive more often than it actually does Adding Numidian Barbarians to pressure Carthage. Civs: Give Rome storytelling at start The Nubian starting units are now Medjay instead of archers, and there are now 4 of them instead of 3. This should make Nubia harder to steamroll (before, an Egyptian player can take over them in a few turns) Version 0.5:(Spaceman98) Map: Fixed Black Sea Coastline Fixed terrain of the Indus valley Moved Indus valley civilization onto Indus valley Renamed Aleppo to Halab Restore terrain yields of plains and grasslands to what they originally were Added island of Socotra Removed Tundra Jungle in Ethiopia Added some hills to Ireland and Scandinavia Added Isle of Man, and a river in Ireland Move Nubian capital Iron + hills to Nubia Copper to Israel (http://en.wikipedia.org/wiki/Timna_Valley) Added marble to Create Game Balancing: Gave Etruscans fishing and Archery and Agriculture Gave Sparta Archery and agriculture and fishing Gave Gauls Archery Gave Israelis, Athenians, Macedonians, Persians, Romans, Carthaginians Agriculture Archery to Germanics Remove warrior +25% city defense Gave Huns Strength 9 UU Gave Germanics Strength 8 UU Bugfixes: Fixed Sparta/Rome Dynamic names issue Fixed cotton and camel txtkeys Add two movement to the Phoenician galley, which was currently slower than the normal galley Fixed Byzantium typos (though they will just be replaced next patch so) Copy RFC text for expansion civics Other: Add shipwright building Add pirate unit Add explorer (unit form civ 4, with Cartography) Replace future tech with medieval tech, and make it researchable so the tech tree does not end Move representation civic to republicanism Gaul empire -> Gallic Empire move medic promotion to Herbalism add Paved Roads tile improvement Version 0.42:(Spaceman98) Idk what I changed with this since the changes were made many years ago (sorry ) but apparently some bugs were fixed and camels were added Version 0.41:(Spaceman98) Civilizations: Nubia no longer collapses Adding Indus Valley Civilization Better Etruscan LH Map: I have expanded the map to fill in the blank areas. This added Ethiopea, Scotland, India and ussless Saharan and Siberian land. The reasons for this is are 1: to give the IVC more room. 2: To give Nubia more room. 3: To make Brittan worth colonizing. 4: For a future Vandal civ or barbs. The red sea coast is now more fertile. Religion: General bug and error fixing. All religions now have holy shrines. Other modifications were made. Version 0.2(Spaceman98) Added Nubian Civilization. Leader: Taharqa, UU: Medjay, UB: Vaulted Granary Fixed some city names Gave Phoenicians UU: Briem Gave Israel UB: Kotel Replaced David with Solomon for Israel Removed Swamp on Nile Delta (Egypt is stronger in the North Nile but weaker in the South Nile) Moved Hittite spawn point Israel now starts with Pottery since all neighbors are stronger Phoenicians get fish instead of Sheep Adjusted some city names Changed some dynamic names to distinguish between large and small empires Gave Hittites Animal Husbandry so it takes longer for barbs to overrun them (they are still overrun, as they historically should be, but they have time to become a threat to the South empires and a player can lead them easier (no chariots against warriors and swordsmen against chariots) Britan is now one Island Version 0.1:(Spaceman98) City Name Map Working Missionary renaming All Python exceptions fixed Added Cannanite Missionary to Carthage Adjusted Hittite and Spartian starting units Added copper to Greece and Cyprus Added leaderheads for Germanics and Etruscans Moved starting religions to earlier techs, which I will give to starting civilizations in next patch Removed Spiritual Burial tech Removed Archers from Hun and Germanic starting stacks (they were slowing the horde down) and replaced accordingly Changed some dynamic names to distinguish between large and small empires Version 0.05:(Spaceman98) Religions: Cannanite Mythology, Egyptian Mythology, Mesopotamian Mythology, Judaism, Hellenism, Zoroastrianism, Christianity. Readded Missionaries Leaderheads for: Phoenicia, Israel, Hittites, Sparta, Huns Dynamic Names for all civilizations Healers Hut Building Added technologies: Herbalism, Spiritual Burial (the first is for the Healers Hut, the second for Egyptian Mythology) Strengthened Byzantine, Hun and Germanic starting armies greatly Added City Name Maps from the forum Added Settler Maps from the forum Added City Lists (temporary) Minor Bugfixes Version 0.028a (Arkaeyn) CHANGES: Tech tree significantly altered. New additions - Trade, Logging, Herbalism, Storytelling, Amphora, Citizenship, Democracy, Aristocracy, Naval Warfare, Standing Army, Republicanism Moved up or down the tree - Code of Laws, Philosophy, Military Science, Medicine, Education, Music, Drama Renamed - Monarchy to Tyranny, Meditation to Mythology Map changes - several resources were on mountains, and have been moved to workable land. Translation - French translation partially available. New Units - Quinquireme (with Naval Warfare), Hoplite (with Military Science), Legion (with Standing Army), Noble Cavalry (with Aristocracy), Javelineer (with Military Science) Leaderheads - Assigned temporary leaders to civs which will need custom leaderheads (Washington for the Hittites, for example). Rhye's War Maps have been implemented Since we don't have new buildings yet, the ability to built Wealth, Culture, and Research has been moved up the tech tree, to Trade, Storytelling, and Writing. Version 0.025a (Arkaeyn) This is a very early build. I'm hoping that we can collect significant data on how the game proceeds - how the technology tree, history, map, and gameplay balance together. I'm also looking to fix the mod up cosmetically. There are a few cases where the XML doesn't point to anything, so the mod just says things like TXT_KEY_IND_01 in the replay file. Religions are unchanged from normal Civ4. This is a major issue, and not one I know how to fix immediately. Most of the new civs don't have leaderheads assigned, so they all look like Gilgamesh. It appears that this is controlled in the Python instead of the XML, but I can't find where. Looking for help with this. The city names map is not included, so they run like normal Civ4. Some civs, like the Hittites and the Phoenicians, have full names lists. Others, like Etruria, Israel or Athens, did not. I've given them alternate civ name lists. India===>Etruria Germany===>Athens Mali===>Israel These are simply placeholders until Rhye gives us another city names Excel file, which I hope will be soon! My goal for the next version will be to implement the fleshed-out tech tree, give each civ a different leaderhead (doesn't matter which), clean up the XML pointers, and update the Wonder list. The spawn areas also need fixing, but that's out of my league at the moment. Known Issues (READ BEFORE PLAYING 900 BC SCENARIO!): Spoiler : -900 BC scenario has a bug, see below for work around: This scenario features a bug which creates a settler and spearman erroneously. If you select a civilization which spawns in 900 BC or earlier the only issue is whether you decide to keep the extra units or not. If you select from the main menu a civilization which spawns after 900 BC then you will have to press escape and then delete the units, then your civ will spawn as normal. If you change civs during the game the bug should not be an issue -Occasional CTD in the late game Future releases: Spoiler : Nothing planned at this time Screenshots Spoiler : See here: https://forums.civfanatics.com/threads/rhyes-fall-greek-world-revived.648278/ Credits: Spoiler : Lead Mod Designers (in chronological order): Rhyes Arkaeyn Spaceman 98 EdmundIronside Technical Support Top Secret Leoreth Nightingale Dancing Hoskuld Mods which I borrowed graphics and/or code from (all are well worth checking out): LOTR mod: https://forums.civfanatics.com/threads/middle-earth-mod.519782/ Dawn of Civilization: https://forums.civfanatics.com/forums/rhyes-and-fall-dawn-of-civilization.452/ Sword of Islam: https://forums.civfanatics.com/threads/the-sword-of-islam-rfc-medieval-middle-east.373155/ Caveman 2 Cosmos: https://forums.civfanatics.com/threads/caveman-2-cosmos.288570/ Quot Capita: Majesty: https://forums.civfanatics.com/threads/quot-capita-majesty.498840/ History Rewritten: https://forums.civfanatics.com/forums/mac-win-civ4-history-rewritten.448/ Rhye's & Fall Classical World: https://forums.civfanatics.com/forums/rfc-mod-mod-classical-world.484/ Civilizations The Minoan civilization was borrowed from Civ Gold mod, credit goes to the civs original creator. The Mycenae civilization was created by cybrxkhan The Assyrian civilization was borrowed from Civ Gold mod, credit goes to the civs original creator. The Scythian civilization was borrowed from Civ Gold mod, credit goes to the civs original creator. The Sassanid civilization was created by cybrxkhan The Numidian civilization was borrowed from History Rewritten mod, credit goes to Xyth. Sound Music mostly from Rhye's & Fall Classical World (SRPT). Walking in depreston promo shorter by Ali Yamamoto (official free to download & use for non commercial use, with credit given to author) Building Sounds from Sword of Islam (Emrbyodead) Units Most units used were created by ambrox62 If I have forgotten to properly credit anyone please message me or post on the thread and I would be glad to give you the appropriate credit Download info: https://sourceforge.net/projects/rfc-greek-world-revived/files/RFC Greek World 1.5.7z/download "This is not the greatest mod in the world, no this is just a tribute. Couldn't program the greatest mod in the world, no, no this is a tribute."