Rhye's of Civilization - the fastest loading mod Expanded

Rate this mod!

  • I can't play Civ without this: no more loading times!

    Votes: 203 66.6%
  • A good mod, but I won't play with it

    Votes: 54 17.7%
  • I don't like the map

    Votes: 13 4.3%
  • I don't like the terrain

    Votes: 9 3.0%
  • I don't like the additions

    Votes: 5 1.6%
  • I don't like the rules changes

    Votes: 21 6.9%

  • Total voters
    305
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Rhye said:
What does it happen if I tag a trait?
When you tag an improvement as being of some trait, that trait makes it cost half as much as normal. Barracks is tagged Militaristic, Harbor Seafaring, etc.

The Axeman was chosen out of desperation, because there aren't good animations for other things, and because there was no good suggestion of a non-filler UU for them.
 
The Axeman? I know it is more a viking thing :) but if you think of it, the egyptians weren't famous for their military.
We can't use mummies, sphinxs, scrabbles, scorpion-men and other Age of Mythology things.
The choice was between a slinger, an axeman, an archer, a spearman.....


About the Mobile Tower, there is evidence that Persian empire USED it.

Right now the first (axeman) is only cheaper, but given egyptian poorness in shields, that's a very good thing.
The second has 2 attack and 2 defense. If that's too weak, I can give it +1 or +2 hp.
 
Blasphemous said:
When you tag an improvement as being of some trait, that trait makes it cost half as much as normal. Barracks is tagged Militaristic, Harbor Seafaring, etc.

Really? The editor help only says that it may trigger a golden age...
Your meaning is much more interesting, but are you sure?

Blasphemous said:
The Axeman was chosen out of desperation, because there aren't good animations for other things, and because there was no good suggestion of a non-filler UU for them.

I see you remember :)
 
Aeon221 said:
However, I still think some of the UUs need a looking at, even if you are dead set against it Rhye.
Agree.

Things seem to be pretty much set now but I still don't get (or agree with) the late industrial unit progression. Everybody seems to be repeating everything, so I'm going to repeat myself as well.

Balloons and airships (the German UU) are totally pointless in a game where recon isn't necessary. The map is just too small for this to be important when the range is only a few squares and making it any furthur is unrealistic. The German Zeppelin UU is IMHO a nonsense when they only existed for the equivalent of a couple of turns. (The U-Boat is a far better option that existed from 1914 to 1945.)

The same applies to the biplane - this isn't RaR - the turns are too short for this unit and their historical significance too minor. The first plane should be the fighter, the second (at advanced flight) should be a second generation jet and the third upgrade should be an F16 equivalent.

The Armoured Car should be replaced with the first tank (NOT a WWI tank, but something 1940's vintage), the first generation of post-War tanks should arrive with Armoured Warfare which upgrades to the MBT.

Last chance to persuade you Rhye!
 
Jaguar said:
Astronomy and Magnetism both seem to allow safe Ocean travel. This is redundant because Magnetism is required for Astronomy.

Only Astronomy allows it. If you think otherwise, it's a mistake in the pedia.

I think I will move caravels and galleasses to astronomy, and allow sea and ocean travel to mercantilism
 
Asclepius said:
Last chance to persuade you Rhye!



I see what you mean.
The fact is that I wanted to shift right the whole 18th century and the WWII and post WWII. And one of the reasons was a better balanced number of techs compared to the number of corresponding turns (industrial period was short and had too many techs, which I needed to make VERY cheap).
A consequence is that I've made more room for some time periods, including WWI and reduced modern one.
I didn't like the standard tree because IMO it gave a lot of space to 50 years (1950-2000) while it compressed other periods. Don't tell me that you were able to distinguish between the belle-epoque warfare and WWII warfare!
I prefer that distinction instead of distinguish '50s planes from '70s planes.
This tree allows us to fight with WWI weapons for an amount of turns that isn't so short as before.

About the armoured car, you know that I wasn't sure of adding it at first. But my effort goes in the direction of filling the upgrade lines. And something that upgrdes to mech inf. is very good.


About the zeppelin: I know their existence was short, but it is the most charismatic German UU. In the game it isn't so short, as it is an early bomber that flies even before fbiplanes are around and that now upgrades to the heavy bomber.
The U-boat is OK by why should we change?
 
Rhye said:
Really? The editor help only says that it may trigger a golden age...
Your meaning is much more interesting, but are you sure?
Yes, this is how you select what improvements become cheaper.

I see you remember :)
Well, yeah, you do know I remember like, everything, ever, right? =P


Just finished my second session as the Vikings...
The world is kinda ganging up on me for the last millennium (now 1110AD or so), and I'm now finally researching Fortification, and amassing large amounts of Warriors for a big upgrade. If that doesn't save me, I'll just quit, I'm not doing too well.
Had one really really weird bug. When I was running 0% research rate to save up to buy techs, every turn the game switched it back to 30% research. When I decided to research at 60% it didn't switch down anymore.
Attached is my save for analysis of the bug and stuff. Note the biq has been fixed so that the wonders produce the correct units.
Remember to remove the .not.zip part from the extension.
 
No, it allows me to put it below 30, it just bounces back at the beginning of the next turn. =\
 
Rhye said:
I've seen. I think that's the rate cap.
If so, then it's gotta go. This is way too annoying. =\
 
I kinda think the Zeps are cute. As to the Egyptians, you are right that they didn't have much of an army, but axes?

Haha we SHOULD give them a mummy UU! That would be nuts!

Lets just go with their strengths and give them a hyper worker (and some shield bonuses, sheesh ;p)

Now onto the Portugese UU:

A 0.1.1 settler that can go where workers can for the same price as all other 3rd upgrade settlers

Not particularly useful, imho. If they were given a cheaper one (population terms, considering how few cities the Portugese get in the mod) at Feudalism, when other civ's settlers get more expensive, it would be dy-no-mite! ;p

Seriously, they could actually build a pretty decent colonial empire with settlers like that!
 
You could also give the Egyptians some kind of bonus production building dependent on them building Pyramids or something. I dont know what it would be called, but it might help them remain competitive!

Same thing for other people with really low production. It could work ;p
 
Aeon221 said:
Lets just go with their strengths and give them a hyper worker (and some shield bonuses, sheesh ;p)

Yes laborers would be cool. But there's no available animation for them.

Aeon221 said:
Now onto the Portugese UU:

A 0.1.1 settler that can go where workers can for the same price as all other 3rd upgrade settlers

Not particularly useful, imho. If they were given a cheaper one (population terms, considering how few cities the Portugese get in the mod) at Feudalism, when other civ's settlers get more expensive, it would be dy-no-mite! ;p

Seriously, they could actually build a pretty decent colonial empire with settlers like that!


Yes, a medieval settler would be more useful for their growth.
But again, there's no animation :(

There is historical evidence of prazeros, and the animation I've found fits perfectly a modern settler.

If being not wheeled and being able to defend isn't enough, I'll reduce the population cost.
 
Having one defense point hardly sounds like being able to defend... I mean, they aren't going to be attacked by warriors, right? 1 defense just means they aren't capturable. More of a malus for the enemies of Portugal than a bonus for Portugal itself.
 
Let me think....
they should be able to defend from barbarian spearmen. So they need 2 defense.

BTW I've found that the lower cap of 30% is comprensive of the luxuries: luxuries+science must be >= 30%. So 0/30 or 10/20 or 20/10 or 30/0 are OK.
 
What babarian spearmen? The Prazero replaces the industrial settler, right? There usually aren't any barbarians left by then.
 
2 is the right number. 3 is too high (they cannot defend like a company of cavalry!)

I'm making some changes to the modern tech tree in order to make WWII planes and jets more distant. Now rocketry has electronics as a requisite, and it seems correct, too.
 
Blasphemous said:
What babarian spearmen? The Prazero replaces the industrial settler, right? There usually aren't any barbarians left by then.
Generally, there are, on the far corners of the earth.



I'm undecided about the rate caps. They make the game more interesting, but they cause the AIs to build up big wads of cash in Despotism.
 
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