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Releases: dguenms/Dawn-of-Civilization

RFC Dawn of Civilization 1.15

10 Mar 23:55
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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
      ...
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RFC Dawn of Civilization 1.15 Release Candidate 6

24 Feb 23:25
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v1.15.0-rc6

Fix Brandenburg Gate effect

RFC Dawn of Civilization 1.15 Release Candidate 5

09 Jan 00:01
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v1.15.0-rc5

Update feature list

RFC Dawn of Civilization Release Candidate 4

03 Dec 15:28
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v1.15.0-rc4

Script to check unit art

RFC Dawn of Civilization Release Candidate 3

25 Nov 00:37
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v1.15.0-rc3

Readjust regions and bind continents to them

RFC Dawn of Civilization Release Candidate 2

19 Nov 00:13
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v1.15.0-rc2

Moors can only be a Caliphate or Emirate if they are Muslim

v1.15 Release Candidate

19 Sep 15:35
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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.

v1.14.5

10 Apr 17:15
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After merging the new tech tree.

v1.14.4

07 Apr 21:37
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Last 1.14 state before merging in the hrtechs branch, including the new tech tree and related changes.

v1.14.3

31 Oct 21:59
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New StoredData implementation, based on proper objects instead of dictionaries. Includes cleanup of superfluous helper methods.

Breaks savegame compatibility, stay on 1.14.2 to continue ongoing games.