Features

New or changed features compared to Rise of Mankind: A New Dawn:

Completely reworked civic system
It will act sort of like a tree, the higher categories limiting the lower ones:

  • Government (Anarchy, Autocracy, Oligarchy and Democracy)
    • State (Chiefdom, City-State, Monarchy, Empire, Republic, Colonial and Federation)
      • Rule (Patriarchy, Despotism, Theocracy, Warlords, etc)
        • Society
        • Labor
        • Economy
        • Military
        • Religion
        • Welfare
        • Media
        • Foreign Policy
        • Immigration
        • Stance

Of course there are some other incompatibilities (like Liberal vs Intolerant, Theocracy vs Atheist, etc).
The main idea is, that that your government choice limits your other choices.
Civics are designed to "do a certain thing".

Hunting
...greatly expanded by adding many animals from C2C (but not all!).
A new Hunter unit replacing Scout (all recon units are pushed later in the tech tree).
A new Great Hunter great person that you can gain by hunting animals.

Myths
Now they work more like religions. You no longer build Myths but they appear in the fitting areas when requirements are met. There are also new Myths (Dessert and Winter). They also provide special bonuses.

Traits
I tried to balance Traits and make all of them interesting. Now each Trait will have it's own building (or unit).

New resources:

  • Prime Timber: worked by Woodcutter, Lumber mill and so on
  • Papyrus: worked by Plantation. Requirement for Scroll Maker building that provides an early access to Paper resource.
  • Holy Site: provides :commerce: bonus with Cathedrals when in city vicinity. Worked by Cottage line.
  • Tourist Site: provides :commerce: bonus with Tavern/Hotel/Vacation Resort when in city vicinity. Worked by Cottage line.
  • and more...

New improvements, terrain features and route:

    • Kelp (Coast) : You can build Fishing Boats on it just like on seafood tiles.
    • Rocky Islets (Coast) and Islets (Ocean): You can build a new improvement line on these
      • Fishing Community, Fishing Village and Fishing Town: they work like the Cottage line, only on water. When building one of these by a Workboat you also get a new route on the tile:
      • Ferry: works the same way as Tunnels but earlier and is more limited
  • Bamboo (Grass, Plain, Marsh): +1:hammers: on the tile

Storms are also changed: Now they can appear on land tiles and provide fresh water. So be quick and build a Farm next to it ;)

Tech quotes:
130+ new tech quotes with audio files. Now it's only around 30 techs that has no audio quotes.
Most quotes are from PAE (thank you Pie), Civ5, SMAC and some are from movies or audiobooks.

Scientific victory reworked:
It's mainly a cosmetic change. The esoteric Ascension Gate is replaced by Time Tunnel. Its requirements are: Computer Center and Fusion Plant in any of your cities and a Quantum Lab in the building city.

Guilds reworked:
They no longer work like corporations but require Guilds civic (it makes sense, isn't it?). Each guild building employs 1 citizen and provides yield, commerce or other bonus.

Tourism:
There are 10 levels of tourism represented by auto-built buildings. Each level is capable of generating more :commerce: based on the number of connected domestic and foreign cities. Each level requires 1 level higher culture level and 1 more trade routes than the previous level. Now it is worth increasing the culture level of not only border cities but even core cities deep inside your empire.

Difficulty Scaling with Empire Size:
The bigger your empire gets, the harder it is to manage. Now not only the maintenance increases but other aspects also change to prevent snowballing over smaller civs and keep the game challenging. Great People Rate, Great General Rate, Golden Age Length and Culture all decrease by 1% per Cities. Anarchy Length, War Weariness and Hurry Production Cost all increase by 1% per City.


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