Yeah of course do nerf them...
it will be strange to see them starts with writing or else at 3000BC..
No, I think you misunderstood. Naturally their starting techs need to be rolled back, but also their natural tech rate, because they can't be allowed to become too advanced- esp. the Mayans who have that 40% tech discount up to the Renaissance. How much nerfing is need, I don't know, but I know it would take time, time that I believe is better spent on other changes.
BenZL43 said:
Well it's for the sake of accuracy of the history..
IMO, RFC is not RFC if it's not historical.. Rhye's trying to achieve a earth simulator right?
Having a simulation of earth's history is nice, sure, but let's not forget that we are playing civilization here.
(...)
And this is where people will disagree: some people want to have a perfect depiction of what happened and are pissed when Rome builds the great wall, while on the other end of the spectrum other don't mind these details as long as the gameplay is interesting. And in this case, I'd say things are up to the modder, since he's the one doing all the
hard work, and his willingness to please the people who will play the mod. That's a difficult balance work.
As for me, I like the feeling of replaying things "like in history" but I also like to play CIV and be surprised. As such, I don't have problems if things are not a 100% depiction of history. If I really wanted to play that way, I'm sure there are other games closer to achieve that.
I think this is an eloquent rebuttal. Personally I'd like RFC to be as historical as possible, but I know that that is all very hard work for the modder, and would take time. This is why I'm against difficult changes solely for the sake of historicity.
Spawning a mesoamerican civilization in 3000BC is no doubt historical. However, it would take tons of work balancing the civ. I can already imagine how I'd play this civ: expand like crazy (no worries- minimal competition), tech like crazy, then smash the Aztecs, Incas, and Europeans. Even in AI hands the civ could be dangerous. So much for historicity. So lots of work would need to be done to ensure such a civ isn't overpowered. After all that hard work, what has been gained? An isolated, necessarily weak civ. The player won't even see this lonely civilization (until long after the original spawn date of the civ). Gameplay-wise, little has been gained.
Likewise, an Indian spawn circa 1500BC (later would be ahistorical, I'd say), though pretty easy to implement/balance, gains very little. Assuming, reasonably, that an Indus Valley city blocks the Indian subcontinent until at least circa 1500BC, India would be isolated. China, Egypt, and Babylon would have no contact with it; India would have no contact with the outside world. In effect, there is
no difference from the player's perspective between an India spawning in 3000BC or 1500BC. It'd just be wasted effort on the modder's part. Actually, there is a small difference, which is that the earlier spawn allows
slightly more variety (more tech/build possibilities) for both the AI and player, which I'd say is plus for gameplay while not affecting overall historicity much (the subcontinent is still weak to deter a runaway India).
I like historical realism. However, because there are so many ways to make RFC more historical, we have to draw a line somewhere. There has to be a positive gameplay impact - a Silk Road, for example, would be very useful. Unfortunately, Leoreth can't address every little minor thing. One is welcome to make any changes him/herself, though.