Releases: dguenms/Dawn-of-Civilization
Releases · dguenms/Dawn-of-Civilization
RFC Dawn of Civilization 1.15
TABLE OF CONTENTS
- Major Features
- Game Rules
- Technologies
- Buildings
- Unique Buildings
- Wonders
- Units
- Civics
- Specialists
- Religion
- Civilizations
- Leaders
- Unique Powers
- Unique Historical Victories
- Unique Religious Victories
- Resources
- Improvements
- Events
- Stability
- Balance
- Artificial Intelligence
- Scenarios
- Historical Immersion
- Interface
- Bugfixes
- Performance
MAJOR FEATURES
- Completely new tech tree covering 141 technologies over 7 eras (based on and inspired by History Rewritten), see Technologies section for details
- Included 21 new buildings and changed 16 existing ones, see Buildings section for details
- Included 10 new land, 5 new naval and 2 new air units, see Units section for details
- Major changes and redesign of many existing units, see Units section for details
- Completely new selection of 42 civics from 6 categories, see Civics section for details
- Significant changes to the stability system, see Stability section for details
- Instead of having no religion, all civs start out with a pagan religion unique to them, see Religion section for details
- New espionage advisor (merged in from History Rewritten)
GAME RULES
- Units are moved to a nearby tile when an independent city spawns
- Wonders only grant free buildings to cities in a valid building location
- Non-state religions cause unhappiness
- Civs with state religion dislike civs without a state religion as if they had a different religion
- When upgraded, units lose all their promotions and regain the expended experience
- Some experience is lost on unit upgrade depending on the combat strength difference between the units
- City unrest after conquest depends on culture level instead of population
- Happiness from military units stationed in a city is limited to half the city size
- Units in cities can be damaged by collateral damage only as much as the current city defense modifier
- Entering enemy waters consumes all remaining movement points
- Unhealthiness from power is applied for every building that consumes power
- Enemy workers cannot be captured unless enabled by a civic
- Happiness and health change from improvements only apply when being worked
- The number of National Wonders and Great Wonders in a city is limited by its current culture level
- It is no longer possible to create slaves in cities, instead the chances of capturing them from Native units have been increased
- Missionaries cannot be gifted to other civilisations
- Unit gifting is limited to vassals and defensive pacts
- Technologies that allow removing terrain features also enable founding cities on these features
- Conscripting units requires at least 50% of your culture in the city
- Great People can discover up to two technologies
- Wonders cannot be built anymore after someone has discovered their obsoletion technology
TECHNOLOGIES
- Completely new tech tree covering 141 technologies over 7 eras
- The eras are: Ancient, Classical, Medieval, Renaissance, Industrial, Global, Digital
- Every era except Digital includes 3 tiers of techs with 7 eras each (21 techs per era)
- Complete list of technologies:
- Early Ancient: Tanning, Mining, Pottery, Pastoralism, Agriculture, Mythology, Sailing
- Middle Ancient: Smelting, Masonry, Leverage, Property, Ceremony, Divination, Seafaring
- Late Ancient: Alloys, Construction, Riding, Arithmetics, Writing, Calendar, Shipbuilding
- Early Classical: Bloomery, Cement, Mathematics, Contract, Literature, Priesthood, Navigation
- Middle Classical: Generalship, Engineering, Aesthetics, Currency, Law, Philosophy, Medicine
- Late Classical: Nobility, Steel, Architecture, Artisanry, Politics, Scholarship, Ethics
- Early Medieval: Feudalism, Fortification, Machinery, Alchemy, Guilds, Civil Service, Theology
- Middle Medieval: Charter, Crop Rotation, Paper, Compass, Patronage, Education, Clergy
- Late Medieval: Gunpowder, Companies, Finance, Cartography, Humanities, Printing, Judiciary
- Early Renaissance: Firearms, Logistics, Exploration, Optics, Academia, Statecraft, Heritage
- Middle Renaissance: Combined Arms, Economics, Geography, Scientific Method, Urban Planning, Civil Liberties, Horticulture
- Late Renaissance: Replaceable Parts, Hydraulics, Physics, Geology, Measurement, Sociology, Social Contract
- Early Industrial: Machine Tools, Thermodynamics, Metallurgy, Chemistry, Biology, Representation, Nationalism
- Middle Industrial: Ballistics, Engine, Railroad, Electricity, Refrigeration, Labour Unions, Journalism
- Late Industrial: Pneumatics, Assembly Line, Refining, Film, Microbiology, Consumerism, Civil Rights
- Early Global: Infrastructure, Flight, Synthetics, Radio, Psychology, Macroeconomics, Social Services
- Middle Global: Aviation, Rocketry, Fission, Electronics, Television, Power Projection, Globalism
- Late Global: Radar, Spaceflight, Nuclear Power, Laser, Computers, Tourism, Ecology
- Early Digital: Aerodynamics, Satellites, Superconductors, Robotics, Telecommunications, Renewable Energy, Genetics
- Middle Digital: Supermaterials, Fusion, Nanotechnology, Automation, Biotechnology
- Late Digital: Unified Theory, Artificial Intelligence, Transhumanism
BUILDINGS
- 21 new buildings:
- Monument (Ceremony): +2 culture
- Weaver (Aesthetics): +2 culture, +1 artist slot, +1 happiness from Cotton, Silk, Dye
- Bath (Medicine): +2 health, +2 culture
- Pharmacy (Alchemy): +1 health from Wine, Banana, Whale, +1 scientist slot
- Coffeehouse (Patronage): +1 happiness from Sugar, Tea, Coffee, Tobacco
- Post Office (Paper): +1 trade route, +1 statesman slot
- Wharf (Compass): +50% trade route yield, +1 health from Fish, Clam, Crab
- Constabulary (Judiciary): -25% war weariness, +25% espionage
- Civic Square (Statecraft): +25% great people birth, +1 statesman slot
- Sewer (Urban Planning): +2 health
- Star Fort (Urban Planning): -50% bombard damage
- Estate (Horticulture): +1 artist slot, +1 statesman slot, +1 happiness per 20% culture rate
- Park (Sociology): +1 happiness for Town
- Distillery (Chemistry): +10% gold with Sugar, Wine, Banana, -1 health from Sugar, Wine, Banana, +1 merchant slot
- Railway Station (Railroad): +25% gold, +1 engineer slot, +1 unhealth from Coal, Oil
- News Press (Journalism): +25% great people birth, +25% culture, +1 statesman slot
- Department Store (Synthetics): +25% gold with power, +1 merchant slot
- Cinema (Film): +1 happiness, +25% culture, +1 happiness from Movies, +1 artist slot
- Electrical Grid (Social Services): +10% commerce with power
- Hotel (Tourism): +20% trade route yield per culture level
- Solar Plant (Renewable Energy): Provides power, maximum latitude 45 degrees
- 18 existing buildings have been changed:
- Granary (Pottery): retains 25% food after growth, +1 health with Wheat, Rice, Corn
- Pagan Temple (Mythology): +1 culture, +1 priest slot
- Theatre (Literature): +25% culture, +1 artist slot, +1 happiness per 10% culture rate
- Aqueduct (Cement): retains 25% food after growth
- Lighthouse (Navigation): +1 trade route
- Market (Currency): +25% gold, +1 happiness with Fur, Spices, Ivory, Incense
- Jail (Law): +2 espionage, -25% maintenance, +25% espionage
- Castle (Architecture): +1 culture, +50% city defense, +4 Siege experience
- Bank (Finance): +25% gold, +1 merchant slot
- Courthouse (Social Contract): -25% maintenance, +1 statesman slot
- Laboratory (Electricity): +25% research with power
- Industrial Park (Assembly Line): +15% production with Aluminum, Oil, +1 unhealth, +1 unhealth from Aluminum, Oil, +2 engineer slots
- Hospital (Microbiology): +3 health, -25% war weariness
- Supermarket (Consumerism): +10% food with power
- Public Transport (Infrastructure): +1 health from Village, Town
- Broadcast Tower (Radio): +25% culture with power
- Nuclear Plant (Nuclear Energy): provides power with Uranium, +1 scientist slot, required to build ICBMs
- Recycling Center (Renewable Energy): +1 health from Workshop
- Redesign of buildings constructed by Great People:
- Academy (Great Scientist, Philosophy): +50% research
- Stock Exchange (Great Merchant, Economics): +50% wealth
- Manufactory (Great Engineer, Guilds): +25% production, +50% trade route yield
- Museum (Great Artist, Heritage): +20% great people birth per culture level
- Armoury (Great General, Commune): +50% unit production
- Administrative Centre (Great Statesman, Politics): counts as government centre
- Secret Service (Great Spy, Social Contract): +50% espionage, +3 spy experience
- Grocers have been removed from the game
- New building art for Orthodox, Catholic and Protestant religious buildings
- Stable, Ger and Charreada Arena also provide Light Cavalry experience
- Removed nuclear meltdown chance for Nuclear Plants
UNIQUE BUILDINGS
- Existing unique buildings now replace different buildings:
- Egyptian Obelisk: replaces Monument
- Indian Edict: replaces Monument
- Polynesian Mala'e: replaces Monument
- Ethiopian Stele: replaces Monument
- Arab Alchemist: replaces Pharmacy
- French Salon: replaces Coffeehouse
- Holy Roman Rathaus: replaces Civic Square
- Polish Sejmik: replaces Civic Square
- Incan Tambo: replaces Post Office
- Aztec Sacrificial Altar: replaces Jail
- Mughal Mausoleum: replaces Estate
- Ottoman Hammam: replaces Bath
- Congolese Mbwadi: replaces Weaver
- American Mall: replaces Department Store
- Colombian Hacienda: replaces Estate
- Brazilian Fazenda: replaces Estate
- Canadian Royal Mounted Police: replaces Constabulary
- New building art for:
- Moorish Noria
...
- Moorish Noria
RFC Dawn of Civilization 1.15 Release Candidate 6
v1.15.0-rc6 Fix Brandenburg Gate effect
RFC Dawn of Civilization 1.15 Release Candidate 5
v1.15.0-rc5 Update feature list
RFC Dawn of Civilization Release Candidate 4
v1.15.0-rc4 Script to check unit art
RFC Dawn of Civilization Release Candidate 3
v1.15.0-rc3 Readjust regions and bind continents to them
RFC Dawn of Civilization Release Candidate 2
v1.15.0-rc2 Moors can only be a Caliphate or Emirate if they are Muslim
v1.15 Release Candidate
Feature complete version of 1.15 intended for release after a two week QA period. Will maintain compatibility with the eventual 1.15 release that might include additional required bugfixes.