Dawn of Civilization - an RFC modmod by Leoreth

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@Moshe Dayan: Perhaps you should mention the "National Holiday" from your Portuguese story.

"Mina celebrates TXT_KEY_WE_LOVE_MONARCH"
 
I just had the greatest Civ game ever as Greece. It was constant edge of your seat action with wars fought on two fronts against Rome and Persia, barbarians hordes attacking from three fronts, and an overstretched empire that i was always a turn or two from losing. The closest came when I had finished all my wonders and had researched up to Drama. My maintenance costs on my empire that contained all the Balkans, Egypt, Sur, Babylon and Persepolis was enormous. Added to the cost to maintain my barbarian defense and a deterrent to Rome and I was bankrupt. My armies started to go on strike and the barbarian hordes broke through to the heart of my empire. Just then a Great Merchant spawned in Athens and I had just enough troops left who were willing to fight to escort him to India. With their pay restored my troops were able to push the barbarians out and restore order. I then was able to hire specialists from all over the empire to research code of laws and then get to engineering just in time for the camel archer invasion to begin. I wish I had kept screenshots because this game would have made an awesome story thread.

Anyway, games like this are not possible without these mods so thanks again. :goodjob:

I had attempted to fulfill the future UHV goal but am pretty sure I am late. Is there a chart somewhere that can tell me what date corresponds to what turn? Also did you or Ryhe do something to make the barbarians smarter? It seemed like they were alot smarter then I am used to. They were matching unit types to me and attacking the weak points in my defense, definitely acting different then I am used to.
 
@Moshe_Dayan:
Yes, they have the same stability map. The map was mainly modeled after Phoenician colonialism anyway.

If there was a text key error, it would be good to know what government civic you were in when it occured.

@jammerculture:
Making such games possible is what I'm aiming at! :goodjob:

You can find a turn/year timeline here, although it only works for normal speed and as you can see, there is no such turn. The condition checks when turn 119 (325 BC) finishes.
 
In case you're wondering about what effect the new RFC version will have on this mod: It'll of course stay playable as it is even if you download the RFC update (because its completely independent of RFC). I will finish a smaller update the next days, and then focus on merging all compatible changes of RFC into this modmod.
 
Hello again!

I can't figure out why I'm not completed 2nd Roman UHV in this game.
I'm controlling 2 cities in North Africa, 3 cities in France, 2 cities in Spain and 1 city in England. And of course, core of the empire...

Also I've checked RFC Atlas, looks okay...
Maybe it a bug?
 

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I checked your save, and yes, it was a bug. The Carthiginian cities were not recognized as Carthaginian because the game tests if they are in the Carthaginian civ's core area, which now belongs to Phoenicia in the Levant ;)

I realized this also affects the Arabian UHV, but I decided to leave the code as it is and rename their condition "Control or vassalize Egypt, Spain and the Levant" instead.

Edit: I also found and fixed the text key error for "We love the ..." under Theocracy.
 
Hi Leoreth,

I downloaded v 1.3 to enjoy your changes (aka as playtest ;)), and the sphinxs hadn't changed.

Also, how do I change the spawn locations? I did a forum search, but my search terms seem to have been to unspecific, I didn't get any useful results. In RFCE, it's sufficient to change them in consts.py, I tried that for your version, but it didn't seem to suffice.

Thanks & Best Regards,

Aharon
 
No Sphinx change? Weird, looking into it. Edit: at least in my current version it looks okay.

If you want to change spawn locations within your civ's core area, you can simply change the coordinates in Consts.py. Otherwise you also have to adjust core, normal and broader area accordingly, which are also set in Consts.
 
I've just finished version 1.4 which is available HERE. Features:

Spoiler :
  • Removed the following UHV conditions:
    • Circumnavigation for Greece, Phoenicia, England
    • Allow no Frech, English and Dutch cities in the Americas in 1700 AD for Spain
  • Added the following UHV conditions:
    • Greece: Control Egypt, Phoenicia, Babylonia and Persia by 330 BC
    • Phoenicia: Have the largest map of the world in 200 AD
    • England: Have a larger navy than the following two European civs combined
    • Spain: Have the largest empire of the world in 1760 AD
  • Changed the following UHV conditions:
    • Spain now needs to be in control of Aztecs and Inca in 1700 AD
  • fixed the UHV condition display bug for Romans
  • opened up a way to reach Vinland/Newfoundland via Galley to allow for a more realistic Viking UHV
  • blocked several coast tiles for coastal sailing to avoid early contacts and workboat exploits
    • Cape Hoorn
    • Northern Chile
    • Cape of Good Hope
    • around Newfoundland to deny Viking access to the rest of America
  • reduced the yield of Oil Industry
  • added Westminster Palace as a wonder (Industrialism, -33% hurry cost)
  • Taoism is now founded by researching Code of Laws
  • fixed the second UHV condition for Rome
  • the victory requirements for Arabia are now correctly displayed as "Control or vassalize Egypt, Spain and the Levant"
  • fixed a TXT_KEY problem with the celebrations under Theocracy
  • replaced Channel Tunnel with CERN Research Complex (same effects, enabled with Fission)
  • Changed the following civics:
    • Theocracy is changed to: +2 exp with state religion, no foreign religion spread, unlimited priests
    • Autocracy lost the +25% espionage bonus
    • Vassalage now also adds +25% worker speed
    • Aristocracy is changed to: 10% free military units, units are produced using food
    • Capitalism now adds +1 commerce to towns and villages instead of +2 commerce to towns
    • Totalitarianism now also adds +25% espionage
    • Socialism doesn't increase city maintenance anymore
    • State Church is changed to: +1 happiness with state religion, +25% great people birth with state religion
  • switched position of Capitalism and Socialism to make Socialism the preferred UN civic

I will now start to work on merging my modmod with the current changes of the new RFC version.
 
Do you think you could add Ethiopia as a playable civ in the 600 AD start? Their first UHV is now possible even after the founding of Islam.
 
You're right, they might be a worthwile addition. But the recent RFC update comes first :)
 
Wow, you're fast.:goodjob:
I just reinstalled the mod, afterwards, both changing the spawn locations and the sphinx worked correctly.

Another question though: How do I make changes to the map (like the ones you mentioned for 1.4)?
I hope it doesn't bother you I ask here instead of Q&A. ;)
 
I rather feel I'm progressing too slowly, so this case may just be a coincidence :)

Of course you can ask your questions here. I edit the maps by directly opening their files in the PublicMaps folder using Notepad. It's not as intuitive as using world builder, but quite easy to understand with a little trial and error. The cape blocking I introduced in 1.4 was a little trickier though, because it required to add a new invisible terrain feature first.
 
Ok I've played a couple of games and I've had civs spawn at war with me more then a couple of times. Each time I am then attacked by chariots. i think there is a bug where if a civ flips a barbarian chariot when it spawns they will be at war with you. It kinda works in that

"Hey you, want to join our empire?"
"Sure but I was just on my way to screw up this guys attempt to take over babylon."
"Well why don't we do that together?"

but it's highly annoying.

The last game was the worst. I have often seen a bunch of barbarian chariots milling around in Persia right before they spawn. In my last game Persia spawned at war with me and 6 chariots immediately attacked my besieging force at babylon. No matter how I played it out it royally screwed up my game. I either took babylon and had them take it from me and raze it, or they took it and razed it beforehand. Proof that you can take the Scythian out of Scythia but you can't take the Scythia out of the Scythian I guess.
 
Well, Persia spawning at war with Greece is only historical, and them having a large army as well. I suggest conquering Babylon as early as possible and place some Spearmen there to halt any Persian expansion.
 
Its happened many times with various civs. Pretty sure its a bug. It only happens with chariots. The civ will spawn at war with me and will have barb-flipped chariots. I have started probably close to 20 DoC games in the last week and a half, all with early Mediteranean civs, and its happened to me about 4 or 5 times.

I don't get a choice to take over the civ, or any first contact, just a chariot on my borders and then the civ appears with the list of civs and I'm already at war.

On another note, have played for Greece new UHV a few times now. It is very hard. My latest attempt I am parked outside Parsa with an army on turn 119 after taking control of all other areas, but can't take the city.

You need to be able to take Babylon and Egypt with your initial hoplites which is tough if they have teched to archery. Otherwise its really difficult to build an army back in greece as well as the wonders. Definitely doable but very tough, and you really need luck on your side. If both Babylon and Egypt have archery when you spawn then you can't defeat them without city-raider hoplite reinforcements. I then use my initial units to prevent them from getting to their marble while trying to build reinforcements and get to the Oracle first. This also requires you settle epidamnos for the copper. It hasn't worked out for me. I either get bogged down in Babylon until Persia spawns but get the Oracle, or I manage to get an army to take Babylon but lose the Oracle. Not sure who's building it (India?), as I have units parked on Egypt's Marble. Getting a strong point in the Middle East before Persia spawns is key, even better if done before Phoenicia.

On the other hand there doesn't seem to be any rush to get the lighthouse or the parthenon. The Oracle seems to be the only wonder other civs rush for from Greece's required wonders.
 
Thanks for the great mod Leoreth! I played two games as England (stopped halfway through the first as it was on Epic speed and research is so unbalanced that I reached the modern era in the early 1600's) and had one of the funnest games ever. Their new UP and the new civics (not to mention All Saint's Church in London) made it possible to recreate the whole British empire without collapsing or falling behind technologically. I also love the later Dutch spawn and HRE changes; once a balanced epic and marathon are available medieval Europe will be fantastic!

I did come up with a few suggestions while playing...
Spoiler :

- World Congresses seem to be deactivated; I checked through the description to see if this was a feature of the mod but didn't find anything to that end. (I was hoping to get Guangzhou by this means so I didn't have to collapse China - otherwise you get culturally smothered)

- On the note of the HRE, it is very prone to collapse (as it should be), but a predetermined respawn is vital for the later game. Since the AI didn't build any cities in the Berlin area in any of my games or test-starts, perhaps you could have Berlin spawn independently followed shortly after by a "Prussian" spawn, maybe changing the spawn area to include the Baltic and exclude Austria, in the late 18th century.

- Although it is not accurate geographically, it might be worth considering moving the Khmer spawn 1 tile west to allow them to found Phnom Phen (I'm confident it will happen regularly). The capital is still Bang Makok, and the resources could be rearranged a little.

- One last bold suggestion is to spawn an independent Kiev and Novgorod, both well defended, and exclude them from the initial Russian spawn area. Muskovy did not conquer either city until the 14th century, and this would be both more accurate historically and would help with AI city placement.

Nonetheless, all the new features are brilliant! Once embryodead updates epic/marathon and you have a chance to merge it with your mod, well, I might not sleep for days!!
 
@OMG:

La Mezquita is a mosque in Cordoba that was converted into a Christian church in the mid-13th century when King Ferdinand III captured it. The Grand Mosque of Cordoba is another name for La Mezquita.

http://en.wikipedia.org/wiki/Great_Mosque_of_C%C3%B3rdoba

The Alhambra is a fortress/palace in Granada.

http://en.wikipedia.org/wiki/Alhambra

Both wonders are supposed to represent Muslim presence in Spain. Hope that helps. :goodjob:

I think all of the above suggestions are good, but I have another suggestion: Make late-spawning civs have a part of the map revealed when they spawn a la RFC:Europe. I seriously doubt America only had a map of Virginia when they declared independence.
 
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