Dawn of Civilization - an RFC modmod by Leoreth

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As per my previous AAR, Dawn of the Middle Kingdom,
I have started a new AAR to send off 1.9 and attract more attention to this splendid modmod.

The new AAR is Dawn of the Punic Sea and can be found here in the Civ 4 S&T forums:

Dawn of the Punic Sea

Enjoy and I hope you all follow along and perhaps learn a thing or two, or teach me one or two in return.
 
As per my previous AAR, Dawn of the Middle Kingdom,
I have started a new AAR to send off 1.9 and attract more attention to this splendid modmod.

The new AAR is Dawn of the Punic Sea and can be found here in the Civ 4 S&T forums:

Dawn of the Punic Sea

Enjoy and I hope you all follow along and perhaps learn a thing or two, or teach me one or two in return.

Sweet, I loved your last AAR and I hope this one can be even better.
 
What happened to the resource yields when building cities on top of them? I upgraded to SVN revision 444 and they're gone. Inca cities only getting 2/1/1 on the stone, and Phoenicia got only 3 hammers rather than the 6 TD gets in his AAR. Was it too powerful?
 
What happened to the resource yields when building cities on top of them? I upgraded to SVN revision 444 and they're gone. Inca cities only getting 2/1/1 on the stone, and Phoenicia got only 3 hammers rather than the 6 TD gets in his AAR. Was it too powerful?
I didn't intend to remove it. I changed the implementation a bit because the previous one applied the effects of both normal plantations and slave plantations to cities, which was obviously overpowered, so that might have caused this. I only checked for plantation resources afterwards, so there really might be something wrong with the others.
 
Still got double yields from plantantion and slave plantation, settling on the cotton. No bonus from the stone or gold.

Spoiler :


I got curious and checked out the code in CvPlot.cpp dealing with this issue. It seems to loop over possible improvements for a tile; couldn't you just rule out the slave plantation at that point?

There's also a superfluous break statement (probably caused by SVN merging) and the first line, where you rule out food yields, could improve readability a little by replacing (YieldTypes)0 with YIELD_FOOD (from CvEnums.h).
 
It seems the AI all of a sudden got dumber with regards to protecting its workers - as of latest SVN I experienced a number of occasions where workers continued working a tile the next turn, even though I moved a (hostile) unit next to it.
 
This mod is awesome, however i have a few suggestions

First, Regarding the East-West Schism, I think it would be better for Orthodox Christianity to be the starting Christianity because of the idea of Caesaropapism, or Caesar over Pope, because during the Roman Empire the Caesar had power over who was the Patriarchs in Rome, Constantinople, Jerusalem, and others. Eventually with the fall of the Western Roman Empire, the Emperor had no power over the Patriarch in Rome and he became the Pope, later on other differences would show up, but that is why I think that Orthodoxy should be the starting Christianity and the Apostolic palace should cause Catholicism to be created.

Second, You have the East-West Schism along with the Reformation, however you do not have the Sunni-Shia schism which in my opinion is a great disappointing because of its great importance in the Muslim world, as the Umayyads were Sunni and the Abbasids who over threw them had a great support from Shi'ites, and eventually Shia Islam would become the major religion in Persia, now Iran.

Third, the addition of Shintoism would also be an interesting addition if you would be willing.

Again this is a great mod, and I just wanted to throw these two ideas out there, I have been loving this mod and I think that these two changes would greatly add to the historical accuracy and make the game a little more interesting. Keep up the great work. :D
 
This is a fantastic mod that has made a game that is ancient by technological standards playable up to and beyond its sequel. :)

It's probably already been suggested, but what would you all think of adding the Papal States? I always get a little sad when I see that pathetic little independent city building Triremes in 70 turns on the awesome territory that is Roma. I'm sure you've already thought of some potential UHV's, like controlling Jerusalem and parts of the mideast that were crusader controlled for X amount of years. In fact, you could make the Papal unique unit a Crusader; a base Knight that is capable of defensive bonuses or something of the like, to reflect the nature of the knight corps that controlled the crusader states in the early 1000s AD. You could even set up a scripted event for the AI Papal States where a stack of Crusaders in Galleys attack Al Quds and coastal Egypt around the time the crusades took place. Though France, Spain and HRE spawn at war with the Arabs, I haven't yet seen anything more than galley/trireme harassment by either side, so you could include a combined force like the one in the 1000 AD map that came with stock BTS.

They could have a unique building, maybe a bank, that doubles the gold output from priest specialists or something of the like.

I realise it would probably require some UHV changes to be made, particularly to Italy (maybe make one of their UHVs to control Roma by X century?) and some spawn changes, again with Italy (make them a non-conditional spawn, possibly with some galleys and settlers for early colonial expansion in the spirit of the Venetians?) I do recall however that historically the Italian peninsula wasn't united under one monarch until well into the 1800s. Currently Italy is usually a very powerful state if they take Roma early, I've seen them vassalise the HRE or France several times if they aren't gangbanged early on.

Just an idea for some future update to keep things rolling along. Whatever you do, keep up the good work!

Have you played RFC Europe? The Papal States is very important (but non-playable) in that mod, and there are semi-scripted Crusades too.
 
We had a lengthy discussion about the Shia/Sunni split a while ago, and in the end my opinion remained that there isn't really a civilization in the game that was historically Shia for a significant period of time except Safavid Persia, so this addition would be rather redundant for gameplay.
 
We had a lengthy discussion about the Shia/Sunni split a while ago, and in the end my opinion remained that there isn't really a civilization in the game that was historically Shia for a significant period of time except Safavid Persia, so this addition would be rather redundant for gameplay.

Fair enough I was just thinking it would make Islam a little more interesting, add some possible tensions between the Islamic states, along with the fact it could create an interesting alternate history where there were more Shia states, but its up to you. Thanks for listening and responding to my extremely long post. :D
 
First, Regarding the East-West Schism, I think it would be better for Orthodox Christianity to be the starting Christianity because of the idea of Caesaropapism, or Caesar over Pope, because during the Roman Empire the Caesar had power over who was the Patriarchs in Rome, Constantinople, Jerusalem, and others. Eventually with the fall of the Western Roman Empire, the Emperor had no power over the Patriarch in Rome and he became the Pope, later on other differences would show up, but that is why I think that Orthodoxy should be the starting Christianity and the Apostolic palace should cause Catholicism to be created.

I agree with that one - not only is it more historic, but it gives an incentive to build the AP in 3000BC starts. Getting a new holy city and potential shrine site is much more valuable than the current ability to call elections that do nothing and move the holy city, usually well after the shrine has been built. Would be good if the AP also came with plenty of missionaries and spread religion faster than a normal holy city to make Catholicism worth founding, and show its rapid dominance after being adopted in Rome.
 
usually well after the shrine has been built

Hmm, we seem to have different games then. I heavily rely on winning the HRE UHV goal by building the AP and then building the shrine in Frankfurt.
 
When did you play the HRE for the last time? The game should guarantee that both shrine and AP are already built when you spawn.
 
When did you play the HRE for the last time? The game should guarantee that both shrine and AP are already built when you spawn.

I just had a Phonecia game where Catholicism was founded a few turns before the Japanese spawn, and the AP was built by me after the French spawn.
 
I just had a Phonecia game where Catholicism was founded a few turns before the Japanese spawn, and the AP was built by me after the French spawn.
Yeah, I mean during the HRE autoplay specifically.
 
Version 1.10 has been uploaded.
 
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