The Sword of Islam: RFC Medieval Middle East

It's like in IPA isn't it?

Yeah and I write and speak IPA fluently. :D

Actually, it's not. The sound in IPA is /ɯ/
But does everybody agree with what I'm saying about the uselessness of this wonder? The only possible use would be for the Ottomans to vassalize the Timurids for their siege engineers, or vice versa. :lol:
 
It's a very old bug that I still can't track. It happens rarely, but when it does it gets to absurd amounts of gold. Saves aren't of much help since I can't tell what caused the gold surge, and couldn't even when I tracked it turn by turn (it only happens to the AI).
 
It's a very old bug that I still can't track. It happens rarely, but when it does it gets to absurd amounts of gold. Saves aren't of much help since I can't tell what caused the gold surge, and couldn't even when I tracked it turn by turn (it only happens to the AI).

I think this is a bug in Rhye's code. I seem to recall people having trouble with Mali's UHV (get X gold in X year) due to it.


Going through the civ list I have no idea who could ever pull off a cottage economy.

The Indian civs have fertile enough land, but there farms are better simply because of Caste Systems.

Else ... Makuria? Not enough health to grow without heavy farm use.

I used cottages when playing the Mughals and it worked well for me. I'm no expert player so maybe it would've been better to use Agrarianism?

I only completed a Mughal game once, but by the time I got their UU and UB I had conquered India a long time ago.

Is it better to save up Great People for Golden Ages or settle them?
 
I used cottages when playing the Mughals and it worked well for me. I'm no expert player so maybe it would've been better to use Agrarianism?

Nothing beats Market Economy for the Mughals, or any large empire.
Because of the amount of war you have, Merchant Capitalism is not worth it.
 
I'm not too fond of the idea of auto-giving the Mamluks the title and thus the instrument of Holy War. They already become SoH easily. Tieing the title to Baghdad was good beacuse it's in a central position on the map and a lot of civs in the game get chances at claiming it. Also, what if the Abbasids survive past 1250?

I generally find the Mamluks overpowered. In every game I play, they seem to completely dominate, they always destroy the Ayyubids and are technologically ahead of everyone, at least until the Mughals. Could there be a higher chance of a Maukaria respawn maybe, as a Muslim power (Sudan) or as a Christian Ethiopia?
 
I generally find the Mamluks overpowered. In every game I play, they seem to completely dominate, they always destroy the Ayyubids and are technologically ahead of everyone, at least until the Mughals. Could there be a higher chance of a Maukaria respawn maybe, as a Muslim power (Sudan) or as a Christian Ethiopia?

Agreed. By their spawn time, they always have 3 techs ahead of everyone, so it is easy to be tech leader by stealing from them.
 
Sudan is another timeframe... as for Sennar/Funj and Ethiopa, we've already discussed this. Both are essentially off-map and even if partially placed, they're so far away from Mamluks that they wouldn't be any kind of enemy (they weren't historically). The truth is that nothing historically "respawned" there, it just belonged to Mamluks - hence the latest patch turned Nubia into wasteland, so that Mamluks don't get as much benefit from it.
 
I think this is a bug in Rhye's code. I seem to recall people having trouble with Mali's UHV (get X gold in X year) due to it.

Thanks... that helped a lot since I've been always looking at my code. I think I found it now, two bugs even... it's Rhye's extra code for MercenaryUtils.py, where AI hire/maintenance cost modifiers are calculated wrongly, and then applied not to actual hire cost but to the AI's total gold :crazyeye: That's in RFC & every modmod out there, but I need to do some testing to be sure.
 
The big question is why the AI isn't smart enough to use the faux cash to just buy every civ to war against you.:D
 
Speaking of gold, I've noticed that this modmod has broken the mechanism for avoiding unit strikes. Normally, if I am deficit spending on research (let's say at a 100% rate), the game will automatically reduce the research rate when I run out of money. In SOI, I've had my units go on strike because I forgot to turn down the research rate.
 
I generally find the Mamluks overpowered. In every game I play, they seem to completely dominate, they always destroy the Ayyubids and are technologically ahead of everyone, at least until the Mughals. Could there be a higher chance of a Maukaria respawn maybe, as a Muslim power (Sudan) or as a Christian Ethiopia?

IMHO the Mamluks are just right. In real life they did defeat the Ayyubids and become one of the strongest civs of their era. The problem before was they had no real enemies because the Ottomans were stuck in Anatolia. I haven't played many games lately, but as far as I can tell embryo fixed this and now it's balanced.

Why are the Zengids not a Seljuk vassal from the start? According to wiki Zengi was crowned governor of Mosul and Aleppo by Mahmud II, the ruler of the Seljuk empire.
 
Can you please ask for a Sword of Islam subforum?
 
I must ask this. What is the name of Harun al Rashid´s middle diplomacy theme?
 
I must ask this. What is the name of Harun al Rashid´s middle diplomacy theme?

No idea, diplomacy music for most leaders come from CFC db and was compiled by cybrxkhan.

Can you please ask for a Sword of Islam subforum?

Well, it's done, but it'll take some time before all people involved approve it.

Why are the Zengids not a Seljuk vassal from the start? According to wiki Zengi was crowned governor of Mosul and Aleppo by Mahmud II, the ruler of the Seljuk empire.

You can't really spawn a vassal, just think of the consequences, i.e. you play as Antioch, make peace with Seljuks and 2 turns later they declare war on you, Jerusalem & Abbasids, because their new vassals did. Or better - you play as Seljuks, then Zengids spawn and you're forced into war 3 civs all of a sudden.

They get diplomacy bonus though.

Speaking of gold, I've noticed that this modmod has broken the mechanism for avoiding unit strikes. Normally, if I am deficit spending on research (let's say at a 100% rate), the game will automatically reduce the research rate when I run out of money. In SOI, I've had my units go on strike because I forgot to turn down the research rate.

This happens only when you have mercenaries hired IIRC. I failed to find a better way to do this, and the original behavior of mercenaries mod in RFC allows hiring of a lot of mercs without paying maintenance, because it's not counted as negative income, so strikes don't happen at all...

Random Question: I don't suppose the Mongol invasions can spawn just outside of the Baghdad mountain range - beyond the hills to the north and southern passage? That way, with an AI controlling Baghdad you'll still have same effect, but with a human doing it, you can at least hope to set up a line of fortifications and hold back part of the Mongol tide.

Sorry, can't be done, because then Mongols will just attack other cities, even Persian ones. They are spawned in random places just outside cultural borders of Baghdad specifically to make sure they attack Baghdad. Spawn areas is relatively big and random (and include the hills area) so that the Mongols can't be "squatted".
 
[re: disbanding troops with negative gold]

This happens only when you have mercenaries hired IIRC. I failed to find a better way to do this, and the original behavior of mercenaries mod in RFC allows hiring of a lot of mercs without paying maintenance, because it's not counted as negative income, so strikes don't happen at all...

Definitely not just mercenaries disbanded though (I had my trebuchet disbanded even though there were some mercenaries in service at the time)...wouldn't it make more sense for the mercenaries to leave you rather than disbanding your own units?
 
Definitely not just mercenaries disbanded though (I had my trebuchet disbanded even though there were some mercenaries in service at the time)...wouldn't it make more sense for the mercenaries to leave you rather than disbanding your own units?

Yes but like I said, I couldn't find a good way to do it because the whole strike/disband/gold mechanics are in the DLL and Mercenaries mod is Python-only, completely independent of the DLL mechanics. Ideally at least part of Mercenaries mod should be rewritten in C++ but I'm not up for it.

And yeah, I know not just mercenaries are disbanded, usually the units farthest away from cities are disbanded first, as per CIV4 behavior.
 
I finally registred, after lurking Civfanatics since 2005, to be able to express my gratitude for and admiration of this mod. I have played through about half of the Civs so far (Sultan) and I am still awed every time I start it. You have achieved what feels like a perfect mix of historical fidelity and variation. From the bottom of my heart, thank you, thank you, thank you for this mod!

Thanks :) About the civics: there will be some adjustments in a bugfix patch, although not in the exact fields that you suggested - it's mostly about those underused civics like Absolutism (cheaper tech), Merchant Capitalism (extra +15% Trade bonus) and State Monopoly (+25% Prod. in Capital).

I have not built a single cottage playing this mod. I think the cottage pre-placed around Thatta is a cruel joke on those who decide not to micromanage their cities. :D

Any ideas how and what to improve? Personally I've used cottages as Fatimids/Abbasids/Sindh but not for specialized cottage economy. I think the main "problem" is that most civs in SoI are relatively short-lived so the UHV deadline comes before you can get a lot of towns.

1. The Shia goal seems to be buggy, it's noted as dominant religion right after I spawned, although there's more Sunni Islam around. Got 1/3 right afterwards.
2. The other two goals seem to be swapped around in the Victory screen (displayed progress doesn't match the goal text).

Thanks, fixed. The description for Oman's third goal is also fixed (checkmarks were inverted).
 
Could you change the Antioch UU to make it a defensive unit? I haven't played the new patch yet, but after reading over all of the changes it still seems like Antioch's main goal is survival and having a flank attack lancer does not help with this. Kind of the same thing with KoJ except they need to be more aggressive and a +25% city defence foot knight doesn't help.

I don't really like the OB UHV for Antioch. I can't think of anything else but there's got to be a better way than having to change your religion to satisfy it.

Could the third KoJ UHV be changed from becoming a saint to something like control lower Levant + Egypt in a late game date? Or if PoA is gone then you include upper Levant and perhaps Cilicia? I think that would be more enjoyable.

Frankly I don't feel like messing with KoJ/PoA UHVs especially since they were well-received. Same with the PoA UU. Foot Knight may have to change, but I don't know what to do with it, yet.

Could you switch around Infiltration I (+1 movement) and II (use enemy roads)? Any spy should be able to travel a road that's already there, but only experienced spies can travel faster. Could you also eliminate the second bonus of II (-1 terrain movement cost) or perhaps make it Infiltration III?

It's not about travelling roads, but well, infiltration... pretending to be a local so that you can use local infrastructure (inns and such). But both ways are OK really. Your last suggestion was in the original Superspies mod and I merged it into Infiltration II. I'm not sure why, but if the original author and you as well think it should be like that, I guess it's right ;)
Infiltration I: can use enemy roads
Infiltration II: +1 moves
Infiltration III: -1 movement cost

I tried out the new stability overlay for Abbasids. It counts bodies of water that are in core provinces as orange, like the lake SW of Samarra or the lake west of Baghdad.

Nope, look closer, it's gray, like all water; compare with really orange overlay in Arabian desert nearby.

Civilopedia updates will be done, eventually.

Since the later techs are so expensive, I would like to see Al Jazari give around 4k beakers. Then it would worth while to deviate from your tech path to grab it.

There isn't any Great People from wonders that could be in Iraq, since the House of Wisdom also gets destroyed. Also Narekavank, Mevlana's Tomb are never built in Iraq. It wouldn't matter that much, if some of the settled GPs would stay, say 1-2.

Al-Jazari will now give 40% boost towards the tech (was 25%).

Mongols now have 60% change to kill a GP.

EDIT: Also the beakers that GPs give while bulbing should be increased towards the end of the game. I remember that you once said that it is on your 'to do list'.

That was done long time ago, actually - IIRC GPs in SoI give at least 50% more beakers than in BTS/RFC.
 
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