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Old Feb 03, 2005, 06:21 AM   #1
V. Soma
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Clashing of Empires - A standard map version of Rhye's Civilization Expanded

This BIQ I put up here is a "version"
of Rhye's great mod playing on Earth with history as accurate as possible.
to play it, RoC and RoX are needed


Rhye's RoCX plays on a huge map with 31 nations.
Many of us love it, and it has way fast loading times.
Well, relatively, that is to say.

Clashing of Empires (CoE) offers an alternative:

to play Rhye's on STANDARD sized map, with 15 civilizations

Beside the changing (fastening) of speed,
it might be interesting to see how world history goes when empires shape it.

CoE has wonders with new meaning and assigned to be
civ-specific until the industrial age.

The game has a fully updated Civilopedia

NEW:

CoE v4 is released.
There was serious testing to make this version a real cleaned up one!
There are changes for the Roman wonders,
and there's a NEW (small) wonder called CHRISTIANITY
for the African and American civs!
I strongly advise to check next post about all the changes in detail.


Installation:
After unzipping, put the CoE v4 folder under ...\Scenarios.
The BIQ file from the CoE v4 folder should be moved also directly
in the ...\Scenarios folder.


(v32 is removed after 325 downloads)


last updated on May 7, 2005

Rhye, many thanks for RoCX, the seed and base of all this effort!
Attached Files
File Type: zip CoE v4.zip (263.5 KB, 1121 views)

Last edited by V. Soma; May 07, 2005 at 12:37 AM.
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Old Feb 03, 2005, 06:32 AM   #2
V. Soma
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Change log from v100 to v200

The main changes:
- The game now plays 400 turns
- The three American civs now meet at the start
(Incan and Iroquois boat at Mayan shore)
- Goody huts added: 3 for India, 2 for the three African civ and Japan,
1 for the European civs
- Goody huts deleted in all America
- Mongol UU keshik now has attack value 4 only
- Adjusted land and starting location of Babylon
(to have Jerusalem and an Arabian city)
- Adjusted land and starting location of Ethiopia
(because of Babylon changes)
- Adjusted China’s land and also starting place (closer to Japan, on coast)
- Japan gets a starting boat to meet China
- Adjusted Maya starting place to guide AI setling
- Adjusted land and resources in „Greece” to enhance Roman settling
- Adjusted tiles in Hispanian penninsula so there’s place for 3 cities there
- Gallic swordsman now upgrades (to colonial inf.)
others:
- Adjusted Indian land (so not to expand borders to Arabia)
- Adjusted Joruban land
- Changed two Japan volcanos to mountains
- Adjusted Mayan resources (to guide AI setling)
- Changed desert to plain in „Chile” to allow Inca-Maya connection
- Adjusted sea and ocean tiles (outlook reasons)
Barbarians:
- Deleted and rearranged barbs in Europe, America and Babylon
- Barbs to set borders btw Joruba and Ethiopia, and btw Inca and Maya
- Barb. galleys to defend the Caribbean, also to eliminate starting boats
- Barb. galleys at Australia (to allow later colonization)


Changes from v200 to v201

UNITS:
- Rome gets (back) a starting scout boat to meet Carthage
- Celts get a starting scout boat to meet Scandinavia
- Zulu, Joruba and Ethiopia can have scouts built

TILES:
- changed a wheat in South-America (Inca) to later wheat
- changed one hill to poor hill at Mayan starting place
- changed a poor grassland at Iroquois start into bonus grassland
- changed all poor plains into normal plains in the British Isles
- improved the poor iron hill at Rome up to normal
- Carthage gets four improved plains at North-African sea shore
- dyes given to Alexandria (Carthage)
- changed a mountain into hill for Carthage in the west end of coast
- China gets two improved hill and one improved plain
- changed a hill into desert at SE of Kaspi Sea
- Mongolia gets one hill and four plains improved

GOODY HUTS:
- erased the northern goody hut of India
- erased the northern goody hut of Japan
- moved Roman goody hut near to capital
- moved the Scandinavian goody hut near to capital
- Rome gets another goody hut
- Carthage gets a goody hut near starting place
- one plus goody hut given to Iroquois, Zulu, Joruba

OUTLOOK:
- fixed Ethiopian leaderhead when played by human

Changes from v201 to v3

MOST IMPORTANT
- NEW WONDERS SCHEME (see tables on page 6)
- fixed starting units of AI
- Mongol keshik has attack „5” (again)

VICTORY CONDITIONS
- One city cultural victory point: 12 000
- Total cultury victory point: 33 000
- Domination victory: both population and terrain 33%

AI AGGRESSIVENESS
- Changed aggressiveness of Babylon to level 1
- Changed aggressiveness of Ethiopia to level 1
- Changed aggressiveness of Rome to level 1

BARBARIANS
- Deleted MANY barbs in Western-Europe
- Deleted barbs in African jungle

GOODY HUTS
- Replaced goody hut in Arabia to the mountain
- Replaced goody huts for Zulus near cities

STARTING UNITS
- Deleted Rome’s starting boat
- Carthage gets a starting scout boat at Rome

RESOURCES
- Moved Rome’s iron directly to the capital
- Rome as city gets wines
- Moved an other wine of Rome a tile
- Celts get another furs
- Babylon gets another wine at Susa
- India gets an incense
- Scandinavia gets another horse
- Babylon: one hill turned poorer
- Carthage gets a plain improved
- Carthage’s elephant moved to capital
- Ethiopia gets incense at starting place
- Ethiopian resorces and terrain rearranged a bit

TRAITS
- Joruba is not having religious trait
- Rome gets scientific, industrial, commercial traits
- China gets scientific trait
- Mongolia gets expansionist trait
- Celts get commercial trait
- Scandinavia gets expansionist trait
- Babylon is NOT industrious nor commercial

OTHER
- Changed build orders for many civs


Change log from v3 to v31

NOW THE GAME HAS UPDATED CIVILOPEDIA

UNITS
- Privateers move changed in accordance with others (2/3 of original)
- corrected spec. terrain moves for some UUs
- corrected some king units

WONDERS
- Scandinavia gets Eastern Orthodoxy (gives happiness with Christianity)

RESOURCE
- India's iron moved a tile to be in city radius
- India gets elephants


Change log from v31 to v32

- UNIT-GIVING WONDERS
Terracotta, Crusades, Holy War, Slave Trade now give the proper unit (again...)

- CULTURE from certain Wonders changed:
Academy: from 6 to 5
Pax Romana: from 5 to 2
Leaning Tower: from 4 to 2
Temple of Odin: from 3 to 2
St. Peter’ Basilica: from 6 to 5
Eastern Orthodoxy: from 6 to 8 (yes, raised)

- BARBARIANS:
replaced v31's atomic bombs to camel riders (as it was...)

- UNIT:
Japan now can have knight as regular unit besides the samurai
all urban militia now upgrades to partisan as was intended

Change log from v32 to v4

- UNITS:
Carthage’s elephant now correctly gives Golden Age
Zulu get scout boat to meet Joruba at start
the Mongol mangudai now has move 3 and blitz
replaced starting ships for civs and barbs alike (it went wrong in v32)
additional starting worker for Rome, Zululand and Japan
lots of European barbs cleared

- GEOGRAPHY / TILES
Celts have a new starting position (to allow AI more cities)
changed geography of Ireland, Cote d’Azur in France, Corsica, Italy
now there is an additional settling tile in Scandinavia
resources adjusted in Carthage and Celt area
improved China and Zulu tiles quality

- AI AGGRESSIVENESS
AI aggression lowered for Celts and Rome

- WONDERS
there is a new (small) wonder called Christianity
(it gives happiness for African and American civs)
corrected all wonders to give the proper unit
Temple of Baal now can be built in North-Africa (Carthage)
Newton’s University can be built only in Britain (Celts)
Leaning Tower now comes with Humanism
Pax Romana doesn’t give lowered corruption

- CIVILOPEDIA
updated




I most welcome any feedback on the game,
I hope to shape it so it will be really a matching version of its
big brother - Rhye's Civ.

Last edited by V. Soma; May 07, 2005 at 01:13 AM.
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Old Feb 03, 2005, 06:36 AM   #3
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Here are the 15 civilizations, the empires:

Rome
(Mediterranean Europe)

Carthage
(Mediterranean Africa)

Scandinavia
(East-Northern Europe)

Celts
(West-Northern Europe)

Babylon
(Middle East)

Mongolia
(Northern Asia)

India
(Well, India)

China
(Hm, China...)

Japan
(Japan and Far-East)

Ethiopia
(North-Eastern Africa)

Joruba
(West-Africa)

Zululand
(South-Africa)

Iroquois
(North-America)

Maya
(Central-America)

Inca
(South-America)
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Old Feb 03, 2005, 06:40 AM   #4
V. Soma
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And here is what the map "plays" after the first 1500 or so years
/first Beta version/:
Attached Thumbnails
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Name:	CE - 3 cities.JPG
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ID:	81286  

Last edited by V. Soma; Feb 15, 2005 at 01:16 AM.
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Old Feb 03, 2005, 06:47 AM   #5
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(on the above map, I "played" with the Maya to have a test,
that is why they are 1 city there)
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Old Feb 03, 2005, 09:05 AM   #6
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Yesterday I spent time tuning the strength of Carthage...
They seemed too strong...

While this mod is not a Rome scenario, history is what it is:
Ancient age has its conflicts evolving - and the Mediterranean is stirring...
Here is the strength of Hannibal
- after seeing this I lessened Carthage's strength:
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Last edited by V. Soma; Feb 07, 2005 at 08:53 AM.
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Old Feb 03, 2005, 09:10 AM   #7
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On the above map, city names are not yet correct
(hope it works more or less fine in the file now exists).
Well, I try to make good guesses what the AI does for the fist 4-5 cities.

Rome must have been put to the north, because otherwise there would be no chance for another city in Italia and the second city would not be in Greece...

I hav placed barbarians to give clues to the AI as to where to go and to give each civs kind of equal space.

This version of Rhye's is historical, as of timeline going,
but not so much as civ strengths.
I plan to give civs equal strenghts more or like,
otherwise it would be Rome or Scandinavia winning all the time...
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Old Feb 03, 2005, 04:21 PM   #8
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awesome soma. as much as ROCX improves the huge-map gaming experience, i, personally, still like smaller maps/games.

i'm a bit tied up with other (RL) things, but i hope to give this a run through in the next couple weeks

EW
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Old Feb 04, 2005, 01:08 AM   #9
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Now the BIQ file is up there in the opening post!

I consider it the real working Beta (debug mode, map revealed),
as I have corrected unit inaccuracies.

Further news is that now there are TWO Unique Units for each civs, too.

Carthage now is weakened in a sense that
numidian mercenary is now a defensive unit with 2/3/1,
also some tiles in their land is poorer.
Needs checking in tests!

Timeline also needs checking, if we see that AI wars start too late
i.e. only at the very end of ancient age, maybe all civs should get stronger...
Now the game is calibrated to have 440 turns,
though only ancient age length is tested (ca. 200 turns).
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Old Feb 04, 2005, 02:06 AM   #10
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Here are the first Unique Units of the civs
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Last edited by V. Soma; Feb 04, 2005 at 03:42 AM.
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Old Feb 04, 2005, 02:23 AM   #11
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And the second UUs
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Last edited by V. Soma; Feb 04, 2005 at 03:52 AM.
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Old Feb 04, 2005, 04:47 AM   #12
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Old Feb 04, 2005, 05:50 AM   #13
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i think you should ask to move this thread to "completed modpacks"
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Old Feb 04, 2005, 05:54 AM   #14
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Oh, then:

I ask the person it concerns (Thunderfall?)
to move this thread to the Completed Modpacks,
esp. since Rhye himself advised me to do this...
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Old Feb 04, 2005, 08:02 AM   #15
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works better if you give him a pm...
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Old Feb 05, 2005, 01:02 AM   #16
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looks good, i will give it a go
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Old Feb 05, 2005, 03:02 AM   #17
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Historical nitpicks:
Maccaby shouldn't go to Ethiope !

They are Jew unit, so if you want them in they should go to Babilon. Israel is great deal more related to Babilon than Ethiope. Ethiope can get or some kinde of advanced spearman or even better "Russan Volunteer" later in the medieval/Industrial age (it could be former cossak or some kinde of improved riflemen), related to a lot of Russian volunteers in Abissinia-Italia war.

Second China UU : China was was never famous for its cavalry. So I'd suggest give China Turtle Ship instead (India never was a great naval power, but China was), and to India Korean Hwacha instead and rename it to "war rockets" (Indians used a lot of rockets in combat befor England conquer them)

Another suggestion:
Rename Romans to Bizant or Greek-Romans ? ( becuase of hoplite)

Last edited by s3d; Feb 05, 2005 at 03:18 AM.
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Old Feb 06, 2005, 11:01 AM   #18
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Shouldn't Rome's Starting location be a little further south?
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Old Feb 06, 2005, 12:09 PM   #19
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Playing a game as Rome, and I noticed a unit mistake. Rome gets a Hoplite as a UU, but they also get a spearman which it was supposed to replace.

I noticed when opening the editor that many if not most of the upgrade paths of the units are unfortunately broken. Some civs get both their UU and the unit they replace, and some do not have functioning upgrade paths. (Rome's warriors cannot upgrade at all, nor can their Archers).

The map looks great, the units just need a little work.
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Last edited by Barak; Feb 06, 2005 at 12:26 PM.
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Old Feb 07, 2005, 01:27 AM   #20
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Quote:
Originally Posted by Barak
Shouldn't Rome's Starting location be a little further south?
Well, I might try to get it back down to the "right" place... In this case there will be only one city in Italia, but that can be OK. The important thing is to make the first Roman settler go to Greek land, and I am not sure it happens when the capital is that much to the south...
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