Dawn of Civilization - an RFC modmod by Leoreth

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Edit: finally got India and China to make halfway decent city placements from their new capitals (never mind that Chang'an got barbrazed in the attached screenshot).

And I just realized that Kaifeng is an insane city spot if no other cities take away its resources

Looks Good, Two things that i wanted to know/reccomend:

1) Are Kaifeng and Nanjing included as preplaced cities in 600 ad.
2) You should lower settler value for cities in Manchuria and Northern China (anything North of Beijing) and increase it for the Yangzete-Yellow river area to stimulate the packed cities cities China is supposed to have.
3) You should consider adding a barbarian Shenyang as I reccomended before.
 
Great victory! Are you going to make terrain changes to the south and east of India, or are you more or less done there?

Also, on the last version, I noticed the Zoroastrian emblem was not showing up above the city bar when the religion was present. I'm not sure why, as every previous game, it's shown up.
I thought these areas were already pretty attractive, don't you think so?

I'm not completely sure what you mean with the graphics issue, can you upload a screenshot?

Can you spawn Lasa with culture or a culture building so it doesn't just get flipped?
Good idea.

Looks Good, Two things that i wanted to know/reccomend:

1) Are Kaifeng and Nanjing included as preplaced cities in 600 ad.
2) You should lower settler value for cities in Manchuria and Northern China (anything North of Beijing) and increase it for the Yangzete-Yellow river area to stimulate the packed cities cities China is supposed to have.
3) You should consider adding a barbarian Shenyang as I reccomended before.
1) Yes, I used the same city placement as in your proposal.
2) I'm still fiddling with China's city placement (it's a little more complicated than simply increasing settler map values).
3) Probably.

I'm also thinking about spawning Dilli and Beijing, those cities get built to rarely by the AI and are too important later on to never have them.
 
I'm also thinking about spawning Dilli and Beijing, those cities get built to rarely by the AI and are too important later on to never have them.

I think thats a brilliant idea.
 
Its a good idea as a last resort, but it would be better if the AI would just build them themselves. Could you make it so that if the AI still hasn't built them by the industrial era they spawn automatically? But not until then, when the cities (I think) became so important.
 
I thought these areas were already pretty attractive, don't you think so?

I'm not completely sure what you mean with the graphics issue, can you upload a screenshot?

Oh, they are, but I'm still holding by the idea there should be at least one other river in the east. And I'll see if it's still doing that later, my desktop's drive is so fragmented it takes up to 10 minutes to start DoC.
 
Its a good idea as a last resort, but it would be better if the AI would just build them themselves. Could you make it so that if the AI still hasn't built them by the industrial era they spawn automatically? But not until then, when the cities (I think) became so important.
Well Delhi was already important during during the Muslim era of India, and Beijing was an important city quite early on as well. What's more important is them spawning earlier to prevent less important cities being settled instead (especially in Beijing's case).

On the other hand, Delhi not being founded by the AI might even turn out fortunate because it opens the perfect spot for an eventual Delhi Sultanate / Mughal minor civ.
 
Looks Good, Two things that i wanted to know/reccomend:

1) Are Kaifeng and Nanjing included as preplaced cities in 600 ad.
2) You should lower settler value for cities in Manchuria and Northern China (anything North of Beijing) and increase it for the Yangzete-Yellow river area to stimulate the packed cities cities China is supposed to have.
3) You should consider adding a barbarian Shenyang as I reccomended before.

The best solution for number 2 isn't just increasing settler map values. Along with doing that you have to decrease how close China is willing to build its cities, which is, IIRC, kinda big.

But it's a good idea nonetheless.
 
I did change China's closeness modifiers as well. But even there are three different factors to manipulate, and if you do it wrong you don't only get the cities close in the Yangtse area but everywhere. And nobody wants five cities in northern China.
 
There's the compact empire modifier, the taken tiles threshold, the distance modifier AND the settler maps.
 
No, your post was read and appreciated. It's just that I can't acknowledge every post here, so if there's nothing I can add to it add the moment, I don't do it ;)

Edit: latest revision fixed the Khajuraho crash issue.
 
Playing a game as China, and it got me thinking about how you could make them more technologically advanced throughout the early game. I always find that I use a lot of scientist specialists with China, because rapid expansion drains my economy with maintenance costs and hundreds of food resources makes for a perfect specialist economy. In my current game I haven't seen above 30% science since the very begining, and practically all of my science it seems is reliant on whipping libraries everywhere and running two scientists in all my cities, plus the occassional great scientist for academies.

I think an awesome new UP for them would be giving scientists +1 or +2 :science:. This would give them an important bonus in the early game, but would become less influential as the game continues and more and more of your science starts to come from commerce. It would also give China a unique strategy and playstyle in the game which can't really be replicated afaik by any other civ to quite the same degree.

The library would also be a prime target for a new chinese UB if you wanted to go there, because iirc you prioritise writing in the early game en route to founding Confucianism. Providing a third scientist slot would be a small change with a potentially strong effect, especially if you combined it with the UP idea. But again this would become less important to the game as time goes on, quite organically creating a Chinese golden era of advancement early on but then dying out as time goes on. Particularly because you can only really afford to run that many specialists when you're at peace, and so by the time of the Mongol invasion they will probably be taking only minimal effect from the UP/UB. In fact, you could even say that running 2-3 specialists across the country would be noticably reducing their production, creating a less well-defended China to the advantage of the Mongols.
 
Playing a game as China, and it got me thinking about how you could make them more technologically advanced throughout the early game. I always find that I use a lot of scientist specialists with China, because rapid expansion drains my economy with maintenance costs and hundreds of food resources makes for a perfect specialist economy. In my current game I haven't seen above 30% science since the very begining, and practically all of my science it seems is reliant on whipping libraries everywhere and running two scientists in all my cities, plus the occassional great scientist for academies.

I think an awesome new UP for them would be giving scientists +1 or +2 :science:. This would give them an important bonus in the early game, but would become less influential as the game continues and more and more of your science starts to come from commerce. It would also give China a unique strategy and playstyle in the game which can't really be replicated afaik by any other civ to quite the same degree.

The library would also be a prime target for a new chinese UB if you wanted to go there, because iirc you prioritise writing in the early game en route to founding Confucianism. Providing a third scientist slot would be a small change with a potentially strong effect, especially if you combined it with the UP idea. But again this would become less important to the game as time goes on, quite organically creating a Chinese golden era of advancement early on but then dying out as time goes on. Particularly because you can only really afford to run that many specialists when you're at peace, and so by the time of the Mongol invasion they will probably be taking only minimal effect from the UP/UB. In fact, you could even say that running 2-3 specialists across the country would be noticably reducing their production, creating a less well-defended China to the advantage of the Mongols.
Good that you play as China. If it's not too late, could you prioritize Music, Compass, Gunpowder, Paper and Printing Press and record when you research them?

Anything specialist related could really do well as a UB in my opinion (the Pavillion is rather underwhelming anyway). For a research related UP (not sure if I want to replace the old one) I thought it would be good to give them a research bonus on all technologies not already discovered by somebody else.
 
Unique Power: Power of the [Something logical and creative]- +2:science: per scientist.
(A nice mirror to the Byzantine +2:espionage: per culture level, I think)
Unique Building: [Something historical, replaces library]- +3:culture:, 25%:science:, +3 scientist slots. (+3:culture: because it's China, 3 scientist slots as suggested, and I'd recommend even upping it to +30%:science:. It'd be a major boost in the early times, and later on, it might help them keep up until the industrial age.)
 
Power of the Elderly Scholars
+3 :science: per scientist before the Renaissance, is what I would suggest.

The reason for the Elderly Scholars, is historically speaking, in Asia, rank has mainly been decided by age. If your older, your word is more respected.

While in Europe and Africa, it was strength that decided rank. If you were stronger your word was more respected.
 
Hmmmm... why are there two of these in CIV4_GameText_AdjectivesFix?

Code:
	<TEXT>
		<Tag>TXT_KEY_CIV_JUDAISM_ADJECTIVE</Tag>
		<English>Protestant</English>
		<German>
			<Text>protestantisch:protestantischen:protestantische</Text>
			<Gender>Neuter:Neuter:Neuter</Gender>
			<Plural>0:0:0</Plural>
		</German>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_CHRISTIANITY_ADJECTIVE</Tag>
		<English>Catholic</English>
		<German>
			<Text>katholisch:katholischen:katholische</Text>
			<Gender>Neuter:Neuter:Neuter</Gender>
			<Plural>0:0:0</Plural>
		</German>
	</TEXT>

It appears on lines 874- 929, and then again on lines 958-975.

EDIT: And the changed settler maps in CvRhyes.cpp don't appear to have been changed for respawned civs.
 
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