Rhye's and Fall of Asia - Version 1.3

Joined
Aug 8, 2009
Messages
852
Location
The City of the Lion
アジアへようこそ. Wait. No. Kumusta ka na? No. I got it:

Welcome to Asia!
Yeah, that's my catchphrase.

If you're new: make yourself comfy. You propably played Rhye's and Fall of Civilization, an excellent mod for Beyond the Sword that even has been shipped with the game. I'm pretty sure Firaxis stole the concepts of the Unique Powers and Independents to use it in Civ 5.
Now, Rhye's and Fall of Asia tries to put the whole concept into the History of Asia, which has been treated necligent so far. This required an overhaul of the units, buildings, techs and, of course, civilizations.

To the rest: Yeah, it has been a while, but I'm back. I skipped v1.2 right away, which was released on Sourceforge, but never got it's own thread. But don't worry, this is supposed to be a new start anyway.
The current v1.3 Is directly from the SVN, so the music module and wondermovie module is included. I think we can skip that because the file in itself isn't that big anyway. Needs some fixes maybe, but we're on it.
So, what has changed? Ming works, some civs and mechanics were hit hard with the nerf bat, hoping that the game is more balanced. And i finally got to implement some old ideas for UPs and UHVs, for a little altered expirience with the civs that deserve it.
What to expect for the next Version? I plan a major makeover of the Silk Road mechanics, which will lead to more balancing. That's the major point in the future anyway. Whenever someone has a cool idea for a UP or UHV, there's is still a way to implement it (I'm looking at you, Gupta!). Although i favor intersting ideas over historicity, as always.

Some thanks are in order
Black Whole who layed the foundation.
Rhye made RFC, it's a no-brainer to thank him
edead and Leoreth for SoI resp. DoC, where i borrowed some code
Asaf for the Font Editor (why didn't anyone thought of that earlier?)
The Capo, Cybrxkhan, Ekmek, veBear, bakuel, GeoModder, hrochland, Walter Hawkwood, danrell, Dumanios, StolenRays, valkrion, merijn_v1 and saibothlieh for their art. If i fogot you, don't hesitate to mention it.
Youtube for the music module tracks
merijn_v1 over and over again, for not losing hope for my return :)
Tigranes for a burger and a beer, showing that meeting people here has benefits in RL :lol:

Too many to mention who gave their feedback and input:hatsoff:

Everyone who downloaded and played my modmod. Seeing the numbers feels nice :eek:

Download v1.3
Download Patch to v1.3.3 (use this link for a slightly larger .zip if you don't have 7-zip)
Sourceforge Main Page

Note that you need Beyond the Sword v3.19 to play the modmod.

RFCA also has a SVN link:
"svn://svn.code.sf.net/p/rfca-unm/code1/trunk rfca-unm-code1"
The SVN gets the most frequent updates, where we upload changes as soon as they run stable.

Now go on, download and have fun:goodjob:
 
Version 1.3.2 Changelog
General changes and UHV updates:
- Additon to Gokturk UHV 3: Make sure, that in 1200 AD, you are first in 3 out of the following categories: GNP, Production, Crop Yield, Population or Land Area
- First attempt to a redesigned Mongol UP: Keshiks spawn out of enemy border cities
- Changed 3rd Chola UHV to be "by" instead of "in"
- Changed 1st Maurya goal: Conquer or vassalize every Indian and Persian Civilization that has been born (a little easier)
- even when ivory is aquired on the silk road, some civs don't build elephants
- updated Religion Screen to consider Minor Religions and their bonuses
- If you lose the Emperor's Residence, your GA ends (could be relevant on Qin->Han transition)
- Added Liu Bang as Han leader (Wu Zetian will be used at some point in the future)
- It's easier and recommended now to control all of China proper as Chinese (tested as Han) onwards
- No more useless saves during autoplay! Should speed up the loading a little.
- Having Hinduism or Islam as State Religion can remove Buddhism from your city

Additions/Removal:
- Barbs build a road through the Tarim basin
- You can only construct the Maritime System if you don't have a Silk Road Access in your BFC yet
- Islamic buildings don't need Pilgrimage anymore (to use them when they spread via Silk Road)
- barbs remove Hellenism
- more traits for Trading Partners to cover all Great People (minus Great General)
- Changed Tea Route effects: Tea tradeable on the Silk Road, makes the gold bonus obsolete
- New Gupta UB: Gurukul. Replaces School, raises the limit for state religion missionaries by one
- Yassa and Pax Mongolica have effects related to the new Silk Road Mechanic
- With the addition of random removal of Buddhism, it doesn't get automatically removed on respawn.

Map and province changes:
- Replaced the Fish near the Maledives with Pearls
- Made Sapporo and the real Taipei more juicy to settle

XML/text updates:
- Cleaned up the Civopedia a little (all python-related stuff for the new entries is done)
- Fixed Tang UHV text
- Turn info in the german translation
- Holding the MoH is considered in the DCN
- Fixed Taipei for the Chinese
- Added help for more UHVs
- Added ordinal numbers to some Leaders
- Updated DCN for respawned civs
- moved all DCN-related code into the DLL
- moved nestorian missionary and make it only appear if you have Nestorianism
- some minor changes in the Chinese citynamemanager
- Quotes for the ~10 missing techs (some cheers to Pie's Ancient Europe)
- A little prettier Project Civopedia page
- New era names displayed correctly in the main screen and saves

Art/Sound updates:
- New Skin for the Jamia Masjid, resembling the real thing
- New button for Edict and Teahouse
- Changed Songtsen Gampo LH
- Updated Menander LH
- new art for Firelance (Idea by Sword_Of_Geddon in the unit request thread)
- Added Civ 4 Warlords' expansion music
- Changed Barbarian Artstyle to the Steppe one
- Changed the old, a little bulky Silk Road Manager button
- Fixed the Cow's shadow (took long enough, eh?)

Balance:
- AI values Silk Road Trade related goodies more
- Chola will be a colonial empire
- decreased Dravidian barb pressure on India et. al.
- Tuned down Turkish Warrior to have the actual Horse Archer as base
- Keshik replaces Cavalry: +25% city attack, doesn't need iron and 3 movement
- changed Ghaznavids War map to concentrate on the Indus Valley instead of Ferghana
- increased Inflation for Sri Vijaya to counter their UP
- Removed Kumaso and gave Japan another settler instead
- toned down Chalukya UP
- made inflation grow lineary after the UHV dates to avoid unfairly high inflation
- Tweaked the AI settlers to have less useless cities in China
- Made Tibet build more cities in Tibet itself
- Relieved barb pressure in SE Asia and southern India

Bugfixes:
- Fixed Chalukya UP by fixing IMPROVEMENT_TYPES
- Fixed Python exception in the Gokturk city screen
- improved the display of the Gokturk UP
- increased Ocean threshold to 7, so you can't build the Incense Road and Maritime System on Lake Balkhash
- Craft buildings only appear if you have the resources in your BFC
- Fixed a CTD in AI_settlerSeaTransport()
- With Divine Rights (civic), religions, major and minor, don't spread in your cities via Silk Road
- Added bonus requirement info for all projects
- Barbarians spreading and removing religions is more reliable with some tweaks in the DLL
- Fixed the Chola not moving out of their capital
- Fixed a python exception in the new dcn interface
- Fixed Nanendra to Narendra
- Fixed the Japanese UHV counter
- Fixed the old Terrace improvement and removed the temporary fix
- Correctly states that Han UHV 2 is failed
- Fixed Chola not moving out of their capital again
- If projects are unbuildable because of lacking resources, they still got shown in the city screen
- Great Harbor only buildable at the ocean
- Some tweaks in the AI to make Gupta build their projects more often

Version 1.3.1 Changelog
General changes and UHV updates:

- Changed 3rd Japan UHV to either control 20 Shinto resources or claim the Mandate of Heaven

Additions/Removal:
- Random spreading of huts (from DoC)
- New Screen for the Silk Road Meachnic
- New Resources: Wine and Glass
- Major Stability map makeover for Gokturks and Delhi
- Minor Stability map makeover for Harappa, Qin, Yuezhi, Chola, Korea, Japan, Chalukya, Burma, Song and Majapahit
- New Power for Sri Vijaya: Power of the Strait of Malacca: Silk Road Trade yields triple Gold
- Adjusted Yuezhi UP, so Gems and Cotton counts the same as Silk etc.
- Stability Information visible in all revealed Tiles
- Region Information for UHV added
- Introduction of Religion Spread and Bonus import via Silk Road
- Changed the Minor Religion Spread to being deterministic again
- Changed Great Harbor effect to granting Silk Road Access
- New Nanzho UP: Power of Mule Caravans: Horse can be used to establish Silk Road trade via Land
- Reduced costs for Harappan settler and their wonders, but increased UHV threshold to 3.000.000 (Silk Road made them a lot easier)
- Reorganized the buildings

Map and province changes:
- Some wonders are already build in the 500 AD scenario

XML/text updates:
- Unique Dawn of Man texts for each civ
- Mirihakula asigned to Hephtalites
- Replaced another Hint (68)
- Renamed House of the Prayer to Mosque, Mosque to Great Mosque
- Add Dawn of Man text for Zhou, Qin, Korea, Tang, Song, Ming (Thanks to Baron03)
- Replaced another Hint (73)
- Added Turn information for all UHVs (also scenario specific)
- Renamed Seleucids, Myanmar and Tondo to Indo-Greeks, Burma and Butuan completly in the code
- Harappa UP is shown in the city screen
- Proper Mandate names in the 500 AD scenario
- Renamed Gokturk capital to Suyab
- Some updates in the Tocharian and Greek citynamemap
- Expanded Vietnamese cityname map further north

Art/Sound updates:
- Proper Button for the MoH screen
- Changed Diadochi Button to vanilla BtS Greece
- New background for Sapadbizes
- Greatly reduced the size of the LH FPK
- new buttons for the craft shops and Manichaeist Monastery
- city artstyle changes based on area (indies) and state religion (civs)

Balance:
- Removed 15% science/culture from school
- Well obseletes with Canal Systems
- Monuments obselete with Aesthetics (UB equivalents don't)
- Reduced esp. points from Magistrate
- Removed "spread Buddhism" from most buildings/wonders
- Removed happiness from state religion from wonders
- Balanced some Pseudo Civs and Traits
- Reworked Tocharians a bit, every incoming barbarian attacks cities instead of pillaging
- Increased barb pressure for Tocharians and nerfed the modifiers a little
- Tuned down Hellenism to only grant culture and accept Wheat and Wine
- Increased base strength of the War Elephant and the UUs
- Chinese human player only gets the Yellow River area
- Moved Confucian Academy to Paper (because of Han UHV)
- Islam less likely to spread via Silk Road
- Craft Shops more valueable
- Chalukya and Ghaznavids more inclined in having artists
- nerfed Sri Vijaya UP to only give double gold from Silk Road Trade

Bugfixes:
- No python exception when opening the MoH screen as Harappa on turn 1
- First turn Mandate of Heaven screen
- Japan respawn DCN fixed
- Ghaznavids culture threshold for UHV 2 fixed
- Fixed Ming Core in Korea
- Fixed Settlermaps for Sri Vijaya, Song and Siam
- Fixed translation display for French, German, Italian and Spanish
- Fixed Sri Vijaya start year bug
- Number of Tradeable resources is shown in the Screen
- Spread of Religions
- Trade gets cut if you lose or give away Camels and Silk Road Accesses
- Fixed the Leave-City-on-Spawn bug (Thanks to srpt)
- If a trading partner disappears, the resources get cut off properly
- fixed python Exception in SilkRoad
- If a trading partner disappears, the resources get cut off properly
- Adjusted Consts.py to the new Improvement order
- fixed Harappa <> Han confusion in the MoH screen
- (I hope that I) fixed the -1 import bug

Version 1.3 Changelog
General changes and UHV updates:
- altered Tang UHVs a bit, first step to a more populated Southern China
- More order in the buildings' list
- Moved Gökturk starting position to Suyab
- Serious nerf for Confucian UP, decreased city upkeep generally instead
- Nerfed some civics (esp. nobility) and wonders (esp. Menakshi)
- Removed half movement cost on oceans (wasn't necessary in general anyway)
- New Chalukya UP: Power of Cave Temples: Free Specialist per Mine in capital's BFC
- New Maurya UP: Power of Missions: Double movement for ships with at least one missionary on board

Additions/Removal:
- Barbarians raze Harappa (indie Lahore spawns later) and spare the Tarim Basin (Tang and Indo-Greek UHV)
- Removed Fortification requirement for Great Wall (redundant)
- Moved Great Gymnasion to City Planning
- New Maurya UP: The Power of Missions: Every Ship with at least one Missionary on board has double movement

Map and province changes:
- Fixed "Koshgar" cityname
- Elephants in China only go extinct if tile has Camp improvement
- Another tile in Korea to suffice an extra city in the south

XML/text updates:
- Proper name for Bilge Khagan
- Removed unused concept page
- Fixed some texts
- Some new texts
- Fixed Anawratha to Anawrahta
- Fixed Harrapan UHV text
- Early Name (f.e. Au Lac Kingdom for Vietnam) only for 10 turns to
- New Branch in XML, allowing you to give commerce bonus to specific specialists

Art/Sound updates:
- Fixed button of Marsh terrain
- Updated Trung LH art
- New button + dynamic art for Camels
- Updated Burmese UHV text
- Moved around some Buttons in Atlas, all buttons are in a atlas now
- Some buttons are more polished
- Fixed Jurchen Bowman art

Balance:
- nerfed Delhi's modifiers
- Vietnam hit with the nerf bat
- only one settler for Korea
- Removed some effects from Great Granary
- Toned down Hephtalite invasion, harder Xiongnu invasion
- To compensate the harder Xiongnu, easier Tocharian UHV
- Reduced Hindu spread rate for Maurya, to compensate the loss of the old UP
- some tweaks in the AI for Gupta, making them more likely to build indian Projects (Ayurveda etc.)
- only one settler for Gupta
- Some tweaks in the Maurya and Gupta Settlermap to leave Deccan for Chalukya (most of the time)

Bugfixes:
- Japanese UHV screen
- TXT_KEY_CIVIC_CASTE_STRATEGY
- TXT_KEY_CIVIC_MILITARY_COLONIES_STRATEGY
- TXT_KEY_CIVIC_STATE_CHURCH_STRATEGY
- Sri Vijaya starts in 683 "AD"

Version 1.2 Changelog
General changes and UHV updates:
- Raised Majapahit's UHV threshold
- 3rd Butuanese Goal requires 20000 Gold
- New first Mongol/Chagatai Goal, with a tweaked start
- I made the Ming work :woohoo:
- New Ming UP: The Power of the Grand Secretariat: Reduced cost for civics with High Upkeep
- New Ming UU: Shenji Musketeer

Additions/Removal:
- Some wonders can only be build before a certain era
- Some more order in python organizations
- New era: Imperialism
- Stability maps for respawned civs (Jaffna etc.)
- Update in the DCN: Vassal names for Majapahit, the Chinese vassal names for every civ with the MoH
- 2 new, unplayable civs for the 500AD scenario: Sui and Hephthalites (thanks to cybrxkhan for the Hephthalites)
- 2 new LH for the new civs: Wendi and Mihirakula
- Some Projects are more likely to be buildt in certain areas by the AI
- Added Vedas as a Project
- Farms give extra :food: on Rice without giving access to the resource
- removed Global Warming yet again

Map and province changes:
- Fixed "Koshgar" cityname
- Moved Terauke away from the spices
- Hangzhou moved 1S
- Some tweaks on 500AD scenario (minor Sui, Hephtalites)
- Made Manchuria less juicy
- Fixed the Chola Settlermap in Southern India to prevent Kanchipuram

XML/text updates:
- Proper name for Bilge Khagan
- Removed unused concept page
- Fixed some texts
- Some new texts
- Da Nang renames to Indrapura if indie
- New names for difficulty levels: Enuch/Mandarin/Emperor
- Butuan's adjective is "Butuanese" instead of Phillipine
- If you choose Trade in the Silk Road event, the resource and the amount of Gold you get is shown properly
- Renamed the Hephthalite Horse Archer to Huna, and made it the UU of the Hephthalites
- Fixed a small typo in Sapadbizes' Civopedia entry
- Removed Indies from Civopedia
- TXT_KEY_AGE_SILK ???
- Hephthalite and Sui have the right DCNs at start


Art/Sound updates:
- Fixed button of Marsh terrain
- Updated Trung LH art
- New button + dynamic art for Camels
- Updated Burmese UHV text
- Moved around some Buttons in Atlas, all buttons are in a atlas now
- Some buttons are more polished
- Fixed Jurchen Bowman art
- All buttons from LH and Projects are in the atlas
- Izumo Shrine is on land instead of reaching in the water like a harbor
- Return of Cultural Citystyle's walls (just for a little flavor.)
- New art for Jinyi Wei Department
- Fixed unit sound for Indo-Greeks and G&#58515;t&#12539;ks
- Reskin for new Ming UU
- Reskin for Black Infantry, the rename for Qin UU
- Fixes of the Buttons for the civs and Mihirakula
- New BG for Sapadbizes

Balance:
- Triremes can upgrade to War Ships
- University provides 2 scientist slot, Academy 1 scientist slot, Library 1 scientist
- Horse Archer don't suffer -40% city attack anymore
- Mongol UP nerfed a little
- Mongol's cost for everything increased
- Ulug Beg Observatory moved to Exploration, so it's getting buildt in it's actual timeframe

Bugfixes:
- Japanese UHV screen
- Fixed the Victory Screen, so that the progress of all the things that can't be found anywhere else is shown properly
- Fixed all bugs in Siam's and Chagatai's UHVs
- Some fixes in the audio. Requires a new music module, i fear.
- Fixed all Ming UHVs
- Fix the missing font next to your GG expirience
- Fixed the autoplay in the 500AD scenario
- Fixed the Assassin Invisibility
- Martime System and Incense Road are only buildable in coastal cities again
- Exposed Gupta UP to DLL to make it work every time
- Fixes in the Nanzhao settlermap
- Fixed Arthashastra Movie
- Han's 2nd UHV triggers after Japan spawn
 
New Concepts:
The Mandate of Heaven:The Mandate of Heaven is a philosophical concept in the Chinese Empire to legitimitize political power, comparable to the european Divine Right of Kings. In the game, a civ with its capital in China can gain this title, granting the Emperors Residence with huge benefits. Various factors like civics, certain buildings, score and cities in China are required/raise the chance of gaining it.
The Silk Route:Once in a while civs from Europe or Africa will appear in your realm. You can decide which benefit you want (Trade, Culture or Science), and based on the amount of resources your benefit will be bigger.
As of v1.3.1, a new mechanic has been implemented: Now you can choose with which realms you want to trade, and based on that you can get a permanent boost on gold, culture, science or even Great persons. Watch out for the ":traderoute:" on the top left of your screen to manage it.
Chinese Civil wars:If another chinese civ spawns, after some turns the two civs get compared. Fist of all, if one civ has below -10 stability, it automatically collapses. If both civs have over -10 stability, a value consisting of the stability itself and, but just for the human player, the amount of army. The one with the lower value collapses. If the new one collapses, its cities going independant, if the old one collapses, the unimportant cities gets destroyed(low culture, far away from capital, no holy city etc.), the rest will be handed over to the new civ after some rebalancing. Rebalancing means destroying all buildings (except wonders) and most improvements, and reduction of population.

Stability maps!
Dark Green means core area.
Light Green is historical area.
Yellow means historical area, but in a foreign civ's core area.
red means foreign core.
Orange lines indicate the area that is related to a civ's UHV.

Harrapa - Zhou - Qin - Tocharians:
Spoiler :


Indo-Greeks - Maurya - Chola - Vietnam:
Spoiler :


Han - Korea - Japan - Gupta:
Spoiler :


Chalukya - Göktürks - Khmer - Tibet:
Spoiler :


Tang - Sri Vijaya - Nanzhao - Burma:
Spoiler :


Song - Ghaznavids - Butuan - Jurchen:
Spoiler :


Delhi - Mongolia - Siam - Majapahit:
Spoiler :


Ming:
Spoiler :


more Stability hints!
Spoiler :
Civics:
negative:
Chiefdom and Bureaucracy: -
Hereditary Rule and Bourgeois: -
Autocracy and Bourgeois: -
Oligarchy and Religion: -
Religion and Shamanism: -
Merchantry and Isolationism: --
Merchantry and State Monopol: --
Religion and Meritocracy: --
Nobility and Meritocracy: --
positive:
Hereditary Rule and Nobility: ++
Hereditary Rule and State Church: +
Autocracy and State Church: +
Autocracy and Divine Right: +
Nobility and Feudal: +
Merchantry and Long Distance Trade: +
Elective Monarchy and Bourgeois: +
Elecitve Monarchy and Meritocracy: +

Temple Economy before Age of Conquests: +
Temple Ecomomy after Age of Conquests: -
Bureaucracy with 6 or less cities: +
Bureaucracy with more than 6 cities: -

Any other form of Power than Elective Monarchy after discovering Printing: -
Any other form of Society than Meritocracy after discovering Examinations: -
Any other form of Religion than Syncretism after discovering Divine Right: -

Caste between discovering Polytheism and Education: +
Barter after discovering Maritime Trade: -
Tyranny after discovering Feudalism: -

 
The last reserved, you never know when it comes in handy :)
 
Double movement for ships with at least one missionary on board

Very original idea! I never knew one can code BTS to this degree!
 
Great to see that you are still alive and doing well civ-addicted! I'll have to find time to play again now that it's back in development.
 
Hephtalite leader needs some TXT.

Leoreth made it so that good huts gets randomly distributed on the start. This is very common thing for players learning places for huts and going there, was especially annoying in vanila RFC as those places became common knowledge and strategy guides would say -- send a Warrior to Denmark for a hut.
 
common knowledge and strategy guides would say -- send a Warrior to Denmark for a hut..
when i played Harrapas(monarch/mandarin), my warriors meet barbs in 50%, 25% - found gold, 25% - recive exp, for scout: about 15% tech chance. So, i think that hut balanced
 
Hephtalite leader needs some TXT.
Which one? I checked for the pedia entry and the quotes, but at least they work :undecide: However, it doesn't show that he's leading the Hephtalites, which deserves a fix
Leoreth made it so that good huts gets randomly distributed on the start. This is very common thing for players learning places for huts and going there, was especially annoying in vanila RFC as those places became common knowledge and strategy guides would say -- send a Warrior to Denmark for a hut.
Oh, nice :) I have to confess, although the lookout for huts are a basic strategy for RFC, i don't give them much thought here. Distributing them randomly gives insentive to go exploring, so i will check out DoC.

@everyone: i propably give to much thoughts to make a new Silk Road mechanic :lol: after coding in the dark, with the usual trial-and-error, trying to copy the entries that work etc., i came to a dead end trying to make a new screen:
Code:
Traceback (most recent call last):

  File "CvAppInterface", line 74, in preGameStart

  File "CvScreensInterface", line 155, in showMainInterface

  File "CvMainInterface", line 247, in interfaceScreen

RuntimeError: Access violation - no RTTI data!
I don't even know what that means (google said something about too few RAM, but i don't really believe that :p ) Does anybody know what it means, or does anybody know a tutorial for that?

EDIT: Just for the context, this is line 247:
Code:
screen.setImageButton( "SilkRoadAdvisorButton", "", iBtnX, iBtnY, iBtnWidth, iBtnWidth, WidgetTypes.WIDGET_ACTION, gc.getControlInfo(ControlTypes.CONTROL_SILKROAD_SCREEN).getActionInfoIndex(), -1 )
"CONTROL_SILKROAD_SCREEN" is the thing that's broken, i checked, although they are in the enums and the Cy-Class with the rest
 
yes, but you always know where to go... where is a fun in that?
 
The old one gave you a free Wat, the missionary building, whenever Buddhism spread to one of your cities.
I removed the double movement on ocean (quick exploration shouldn't be that big part on the map) without thinking about Maurya. For the sake of both avoiding the quick exploration and keeping their UHV to spread the indian religions (seeing the Rajanate of Japan is what i long for:)), i came up with this idea and was quite pleased.
It might be a bit weak if you don't aim for the UHV, that is true.
 
Okay, this was the big project this weekend: The first step towards a new Silk Road Mechanic:
Spoiler :
Spoiler :
The screen is almost finished:w00t:
The basic idea behind it was to a) give more control and b) a more steady flow instead of a once-in-a-blue-moon huge benefit
The mechanic behind it is almost coded, just not implemented...
However, this is how it's supposed to work:
As usual, pseudo civs come and go, depending on the current gameturn. I added some more civs, to spice it all up.
Trait: e.g. Rome - technological, Swahil - commercial etc.
The Camel and the access shows how you are connected (checkmark or X)
Trade Value: Depending on the resources they want, all pseudo-civs have a sort-of unique way how much they value your range of goods. (the craft shops like Silk Weaver count, too, giving them more of a point to exist)
Depending on their trait, you get gold, culture or science in some/all (balance out later :) ) of your cities.
And of course, you get one or more free resources. Adding of Wine and Glass is planned. More suggestions are welcome :goodjob:
However, the real innovation is that i plan on giving control to the player. E.g. you have 2 camels and 1 Silk Road Access, you can maintain trade with 2 pseudo-civs via land and 1 via sea, and you can select them youself, depending on your need.
Getting the AI to do what is right will be the real challenge, but i got some ideas
Phew. And when i checked out Rhye's mercenary screen i accidentally discovered a neat way to assign button design, so the MoH screen finally has a decent look.
 

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Don't work Ghaznavids 2UHV:
in 1228AD 45811:culture: (26579+15227+4005) but in 1234AD checked as failed:confused:
 

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The victory conditions in the code said 50000 :( I played them a lot, and changed that threshold some times, so i forgot to update the text for that propably...

Try this file instead (copy it into [your BtS folder]/Mods/RFCA/Assets/python)
 

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Played Chalukya again. Minor religions UHV auto-completed on turn 3. UP is OP in combo with Castes.
 
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