Dawn of Civilization - an RFC modmod by Leoreth

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What do you expect out of this? The tutorials are already written to be as straightforward as possible, and without further information about your problems I don't know what else to write.
 
Finally I found it! I tried to find who continue Rhye's Greatest Mod, and only now I did it. Ok, I'm ready to refresh my RFC experience. Thanks Leoreth!
 
Welcome back to RFC!
 
You mean civs that won't appear in the game unless you play them?

Right now that's only Harappa and Polynesia. You can enable them by editing the variables in Assets\XML\GlobalDefinesAlt.xml, details are explained in the file itself.

Remember though that they are disabled for the AI for a reason, so don't expect too much. Polynesia for instance won't make much of an effort to settle.
 
Now I'm playing for Congolese Nation and one of my victory goals is a slave trade. But unfortunately slaves are cost nothing. Any other civilization's leaders did not give me anything for them. Also they are completely worthless, I can't add them as sity specialists or use them as slaves to make plantations. Something wrong here. However idea with slaves is very good, just make it work. I use latest version of the mod, downloaded just few days ago.
Thank you.
 
As a native African civilization, Congo cannot use slaves for itself. But they can sell the slaves to colonial empires, i.e. Old World civs who have colonies in the New World. The price for each slave varies, from 50:gold: to a potential 300:gold:.
 
Yes, now I see that some Civs agree to pay for them. Thank you for explanation! This is a great idea. Also now Portugese complete their Trading Company and I had to give them two of my cities on the East African coast, because it's not possible to withstand such big army as they brought. Nice idea as well. Historical reality.
 
Yes, now I see that some Civs agree to pay for them. Thank you for explanation! This is a great idea. Also now Portugese complete their Trading Company and I had to give them two of my cities on the East African coast, because it's not possible to withstand such big army as they brought. Nice idea as well. Historical reality.

I know it's hard to expect the Portuguese Trading Company event the first time you play. But the Portuguese TC troops only appear in some of the following areas: Congo, East Africa, Masqat, Malacca and Guangzhou. And they appear when AI Portugal acquires the techs Astronomy and Gunpowder(?). So next time you can get prepared for this.
 
Yes, now I see that some Civs agree to pay for them. Thank you for explanation! This is a great idea.
Yeah, you have to wait for a bit as Congo, as the Europeans are only willing to pay for slaves once they have settled the New World because they cannot use them in Europe.

But they both have settler maps, don't they?
Sure, they are identical with their stability maps after all. Polynesia apparently needs more to compel them to settle another landmass though.
 
Hi Leoreth. Thanks for this mod. You've done an excellent job.

Could you make the RFC 3000 BC scenario with playable Celts?

Also I'd like to ask if there's any way how to switch to new civs multiple times.
 
Thanks! Currently I don't want to add additional civs until I've rewritten the rise and fall mechanism to handle them more efficiently. Once that is done the Celts are not out of the question, however.

The easiest way to allow multiple civ switches is to edit Assets\Python\RiseAndFall.py and change
Code:
        def getAlreadySwitched( self ):
                return sd.scriptDict['bAlreadySwitched']
So that it says return False instead.
 
The easiest way to allow multiple civ switches is to edit Assets\Python\RiseAndFall.py and change
Code:
        def getAlreadySwitched( self ):
                return sd.scriptDict['bAlreadySwitched']
So that it says return False instead.


Could you be more specific how this line should look like?
I can't figure out how to make it work.
 
Code:
        def getAlreadySwitched( self ):
                return False
It's probably simpler than you expected.
 
Now I'm playing for Congolese Nation and one of my victory goals is a slave trade. But unfortunately slaves are cost nothing. Any other civilization's leaders did not give me anything for them. Also they are completely worthless, I can't add them as sity specialists or use them as slaves to make plantations. Something wrong here. However idea with slaves is very good, just make it work. I use latest version of the mod, downloaded just few days ago.
Thank you.

Shortly after Spain gets to the new world you can start selling slaves to them for 150 apiece and the others are normally willing to buy for 100 which can allow you a high sustained tech rate.
 
Code:
        def getAlreadySwitched( self ):
                return False
It's probably simpler than you expected.

Thanks, it works now.



I’d also like to make some of the Great Wonders unique for certain civlizations.
I know a prerequistion must be added in the CIV4BuildingInfo file, but there’s no <PrereqCiv> line.
Is there any other way how to implement this?
 
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