JediClemente
Prince
So, basically this is the version of RFCM I play now. Finally.
Previous features:
New features:
How to install:
The C++ files on the ZIP are not needed to play, just if you want to take a look at them (and now about the SDK).
Thanks to Rhye for RFC, to embryodead and Baldyr for their help, to Wessel V1 for providing the original idea behind the first main feature (what I implemented is less complex though). At to a lot more people. Everyone here.
Please try it if you like the features. I've not tested it a lot myself.
Previous features:
Spoiler :
Main features:
Last features:
Changed UHVs:
- The research penalty is changed: now you get penalized only for the base research from your 11th less "scientific" city on to the last. This means the majority of your science will come from the 10 most science-productive cities. But as only base research is taken into account, you still get benefits from building libraries or universities in the other cities (though few). In other words: your research will aproximately be the same with 13 cities, 15, 20...
- The massive (150%) research penalty from 1000 BC to 600 AD is removed. It never made sense to me that ancient civs couldn't even get the techs to build ancient wonders. Now the penalty is higher (200%) but instead applies from 33 AD to 600 AD.
- The "colonial civs" (Portugal, Spain, England, France, Netherlands) get a reduced stability penalty for owning cities out of their settler maps. Only out of Europe and the Mediterranean. The penalty for number of cities for them is also halved. Now colonial empires are possible indeed.
- Some changes in spawn areas. America takes up to the Mississippi. Jerusalem won't flip to Arabia on 600. To counter this, Arabia spawns with more camel archers than before. Mongols also spawn with a double number of keshiks as before.
- City names for founding cities now are searched in other civs' names lists if the founder has no name for the plot. Example: a Spanish city founded on Australia will not be named Murcia, but Canberra (or Sydney, or whatever name the English have for the tile).
Last features:
- More quantity of resources on the map. Some from the beggining, others spawn later. The gulf of Guinea (coast under Mali) gets much more interesting. And it's out of Mali's spawn and normal area now. The marble on South China appears at 450, same as the copper on Japan.
- The Trading Company is now a world wonder, but two can be built. It's quite strong for a civ with access to colonial resources.
- Barbs are much less likely to raze holy cities now. Jerusalem founds Christianity always if not fouded before.
- The Sphinx replaces Stonehenge, it has the same effect.
- Conquistadors event now spawns two missionaries (if the civ has a state religion).
- Edinburgh spawns instead of Inverness.
- The American UP is stronger, american cities grow faster. And immigrants bring their religion (if their home civ has a state religion).
Changed UHVs:
- America: found 4 corporations by 2000 (instead of "no european cities in north/central america in 1930").
- England: found 3 cities in each continent by 1800 (it was by 1730 before).
- Spain: control aztec and inca lands in 1550 (not 1760); have the largest empire of the world in 1750 (instead of "no french/english/dutch cities in America in 1700").
New features:
- Resources brought from RFCEurope: potatoes, tea, coffee, tobacco. With their proper location and later spawn (take a look at Resources.py).
- Plantations now connect resources on islands (same as fortresses). This is useful for the Caribbean, much more crowded now.
- Bananas spawn on Canary islands (plátanos de Canarias!), sugar on Azores.
- Now a civ can only build a Trading Company, not two (still two total).
How to install:
- Download RFCMarathon (works for version 1.21): http://forums.civfanatics.com/showthread.php?t=354241
- Download this file: http://www.mediafire.com/?azx72gypx8e9o4n (version 0.3)
- Make a backup copy of the RFCMarathon folder outside (copy that folder into other place).
- Overwrite the RFCMarathon in Beyond the Sword/Mods with the contents from the ZIP file.
- Delete the two "unlocked" maps on PublicMaps. The two provided (RFC 3000 BC and RFC 600 AD are "unlocked" anyway).
The C++ files on the ZIP are not needed to play, just if you want to take a look at them (and now about the SDK).
Thanks to Rhye for RFC, to embryodead and Baldyr for their help, to Wessel V1 for providing the original idea behind the first main feature (what I implemented is less complex though). At to a lot more people. Everyone here.
Please try it if you like the features. I've not tested it a lot myself.