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A Thousand Ages of Gold: RFC India

Discussion in 'Rhye's and Fall Modmods' started by srpt, Aug 22, 2013.

  1. stolenrays

    stolenrays Chieftain

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    I tried another game and went straight for warrior code and melee promotions. That helped and I was able to capture a few barb cities. Completely different game. Before, I was surrounded and the enemy got to the barbs before I did and boxed me in.
     
  2. srpt

    srpt Deist

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    looking into the Nandas spawning on top of the human player thing

    Buddhist and Jain shrines should be buildable, patch for that below.
     

    Attached Files:

  3. srpt

    srpt Deist

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    I fixed the Nanda spawn issue. they now appear properly at Patna and will destroy everything in a 2 tile radius except a holy city or a human capital. fix for that below.

    I've gotten as far as the Indo Greeks with the auto play and everything is reasonable. the Mauryans tend to vassalize most of north-central India, which is pretty cool.

    @stolenrays: I'm glad you've shown interest in this because I'd like to add your advanced diplomacy mod to it. with all the players I think that would add a lot of fun.

    I will make more civs playable soon, but need to extend the tech tree at least into the medieval era first I think.
     

    Attached Files:

  4. DC123456789

    DC123456789 Chieftain

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    Suggestion: give the Achaemenids and Macedonians more gold. They tend to bankrupt quickly, leaving only single defenders in their cities, making them too easy to conquer.
     
  5. srpt

    srpt Deist

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    well that's what they are supposed to do. there is actually a mechanic to steal troops from the Greeks as time goes on. it's possible that its happening to quickly though, I'll keep an eye on it.
     
  6. srpt

    srpt Deist

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    new version up. all civs up to 200BC all playable
     
  7. hangman

    hangman almost-scientist

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    Woot, I'm sure this will be amazing!
     
  8. stolenrays

    stolenrays Chieftain

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  9. srpt

    srpt Deist

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    nice to hear people are still interested.

    I will look into the "Persia has declared war on Persia" bug

    I think I need to finish the tech tree right up to 1800 before I add more civs. I want to get the number of techs per era balanced out. I think roughly equal numbers of techs for four eras:

    Ancient - Mahajanapandas to Mauryans
    Classical - Satavahanas to Chalukyans
    Medieval - Rajputs and Muslim dynasties
    Renaissance - Mughals to Colonial period

    right now I have quite a few ancient techs so it may be tough to come up with enough for the other eras.

    this is my idea list:

    Spoiler :
    Later techs:


    Literature
    #Horticulture
    CasteSystem
    Calendar
    Bridge Building
    LongDistanceTrade (Fairgrounds)
    HorseArchery
    NavalWarfare
    MusicTheory
    #Agrarianism
    Marksmanship
    Selective Breeding
    TextileArts
    SternRudder
    Decimal System
    CavalryTactics
    WaterPower
    Astronomy
    Diplomacy

    Guilds
    Castle Building
    Navigation
    Engineering
    HeavyPlough
    HeavyArmor
    TheStirrup
    Architecture
    BlastFurnace
    Theocracy
    BlackPowder
    Algebra
    ChequeSystem (Accounting)
    CashCropping
    Sanitation
    Jurisprudence
    Drama
    Cartography
    Paper

    Optics
    Machinery
    Education
    Medicine
    CivilService/Bureaucracy
    WelfareState/Public Works
    ProfessionalArmies
    MovableType
    Flintlock
    Astrolabe
    Banking
    Logistics
    Alchemy
    Chemistry
    ScientificMethod
    Metallurgy
    Compass
    MilitaryScience
    Constitution
    Physics
    MilitaryTradition
    Market Economy
    Liberalism
    Nationalism


    feel free to offer ideas

    also feel free to suggest other stuff, wonders etc.
     
  10. Baron03

    Baron03 Baron

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    For a wonder, the Jalantar Mantar of Jaipur built during the reign of Aurangzeb would a great wonder to boost science.
     
  11. srpt

    srpt Deist

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    good one, thanks!
     
  12. stolenrays

    stolenrays Chieftain

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    I found the cities scenerio much more fun. Of course, the cities tag will prob go away soon though. Here are some missing text entries I found.

    TXT_KEY_MISC_RESEARCH_ESPIONAGE
    TXT_KEY_TOPCIVS_HISTORIAN13
    TXT_KEY_CIV_CIV22_DESC

    I found myself running out of money when creating a large empire and only a few civics were enabled. Perhaps more civics enabled and some courthouse structures?
     
  13. SanJose

    SanJose Chieftain

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    70% of List of World Heritage Sites in India can be WWr in RFC:India
     
  14. srpt

    srpt Deist

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    new version up, more or less complete up to the Sunga spawn in 180BC.

    new feature: units that require resources are limited to a six per resource instance controlled by the player. so if you control 1 ivory you can build 6 elephants, if you have 1 iron you can build 6 total of armored units. there is a tooltip to show you how many more units you can build. texts describing ancient Indian armies consistently list vast numbers of light infantry and relatively few elephants and cavalry and I wanted to reflect this, as well as making controlling multiple resources more important.

    the tech tree is done up to the early medieval period but is probably very badly balanced.

    and the city name map is not complete but much further along.
     
  15. srpt

    srpt Deist

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    some pictures:

    11 of the 12 starting civs (Gandhara is out of the picture to the northwest)
    Spoiler :



    these Munda warriors discourage early southern exploration
    Spoiler :



    the Nandas prepare to defend Varanasi from a Mauryan attack
    Spoiler :



    and the civilopedia entry for the one of the epics

    Spoiler :
     
  16. srpt

    srpt Deist

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    there is now an svn repository for this here.

    if someone could let me know whether or not its working I'd be grateful.

    added some new buildings and 1 new great work. fixed many xml errors and adjusted some unreasonable tech costs.
     
  17. srpt

    srpt Deist

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    at rev 6

    unit rebalance, civics finished, other changes
     
  18. merijn_v1

    merijn_v1 Black Belt

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    It works.

    If you want me to do similar stuff I did with RFCCW (cleaning up, adding texts, do some art, etc), please let me know.
     
  19. srpt

    srpt Deist

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    thanks!

    flags for the civs would be awesome. I don't mind leaving the 12 starting civs with the generic stripes but I'd like to have better flags for the others. I was planning to use your Satavahana and Pandyan flags from RFCCW, the Chola flag from RFCA and the vanilla Indian flag for the Mauryans.

    I'm also using mostly generic building art so far, which could be improved.
     
  20. srpt

    srpt Deist

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    rev 8

    civics are complete and mostly available

    each of the 12 starting civs now starts with 1 additional tech

    some forests added to the central Ganges and upper Indus valleys

    gave Lavapuri an iron and Purusapura a deer

    Gandhara now starts with 2 settlers

    random religion spread is now dependent on population. a city needs at least 4 population for a 2nd religion to spread to it, 7 for a 3rd, etc. this does not apply to missionaries.
     

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