

Their main units are - logically - vampires, and they can grant Vampirisim to high level units of other types. Their World Spell gives them an extra long extra powerful Golden Age.Ĭalabim - Vampires. Their leaders include a crazy guy who's traits change at random times in the game, his crazy daughter who's good with summoning demons, and various minor leaders that have "ordinary" traits. They're a flexible people, with reasonable melee units and good magic units. They're all about festivals and freakshows and partying. Which has a lot of strength and stomps over people.īalseraph - Crazy people. Their world spell is "Awaken Mother", which gives you their big mother spider. One of their leaders is an Aggressive Warmongerer leader, giving bonuses to all units, whereas the other gives extra power to the spiders, and more spiders. Their main units are Spiders and Scorpions, which are "Born" at random times into their capital city. Their worldspell gives all their mage units XP, and disables spellcasting temporarily for all other civilisations.Īrchos - Crazy Spider people. All but one leader have traits that help with mages. Get lots of bonuses to their mage units, and some of their melee units can use magic also. Easier to write).Īmurites- Mage civilisation. I'm not very good at remembering the differences between Civ IV and RifE (Rise from Erebus acronym thing.
RISE FROM EREBUS FREE
So the first decision that's needed to be made is which Civilisation I choose to conquer the world with lead.Īnything I've missed out, feel free to ask. But I'll list most of them, give a little information on who they are and what they're like. I am not going to list all of them, and will purposely miss out the ones that I don't like playing (mostly due to how boring they are, in my opinion). there's 33 civilisations in Rise from Erebus. Oh, and each civilisation has a "World Spell": one big powerful spell they can use once per game (unless you get an event which allows you to use it again.). These have an influence on other civilisations attitudes towards you, some of the units you can build, and some of the government types you can pick up. This alignment ranges from Chaotic Evil to Lawful Good, with number values ranging from +750 to -750 for the Law-Chaos Axis and the Good-Evil axis. Each civilisation has its own unique features and abilities. However, the Altar Victory can only be gotten by neutral or Good civilisations (alignments again.). There are three ways that we will be able to win the game by - Conquest (kill everybody), the Tower of Mastery (Gaining lots of different types of mana and using this to build big towers ), and The Altar Of Enlightenment (Research tech, use Great Prophets to build altar, then build the final national Wonder). Improvements no longer require a certain technology to be able to build them - but specific technologies will speed the building of the improvements from stupidly slow to a normal speed.

The government systems are more complex and there's a lot more to choose between. Each religion has its own unique features, gives extra bonuses, and can change your alignment (more on that when I get to civilisations).Ĭan't think of much else. Religions are like the ones in the original game - except more so. The higher the Amargeddeon counter is, the more likely terrain will become a Hellish equiviliant, and you'll get all sorts of horrible things like Plague and the horsemen of the apocalypse and demons. This is a counter that is adjusted by various events and actions in the game.

The map had a barbarian every other tile, sometimes every tile, in the less populated areas.Īnother major part of the game is the Amargeddeon Counter. I tried and won a game with all the barbarian settings on to max. I will not be going for any extra settings for barbarians, because there are so freaking many already. These give you different types of mana, and you can use these to create Mages, and use all sorts of magic spells with your units. Because it's easier.Īs a high fantasy game, the first noticeable thing about the game is a new type of resource - Mana Nodes.
RISE FROM EREBUS HOW TO
I'll be giving information as if you guys already know how to play Civ IV. information time, and the first decision to be made. I will take all your suggestions and turn them into advancing the turns forward. Where do you guys come in? You need to tell me what to do.

So this'll be a lovely little Lets Play, on Noble difficulty with a standard world and 5 civilisations - small enough to not be too daunting for me to write up, but large enough to be interesting.
RISE FROM EREBUS MOD
This mod transforms the Civ IV game into a high fantasy game with a large number of new game mechanics, and new civilisations to play around with.
RISE FROM EREBUS MODS
Welcome to Rise from Erebus ( Linky), one of the many mods of the mod Fall From Heaven II, which in turn is a mod for Civ IV.
