Beta 11

There were many Crusades against Muslims, Protestant and Pagans, but no Crusades against Orthodox nations. The 4th Crusade is the exception, but it is covered under the "buy a Crusade" option.

Not true!
Nevsky2.jpg
(Teutonic Order's 1242 invasion of Pskov)
 
is Crusades currently able to charge pagans? ... more specificily Lithounia
 
Since the map is being changed for next version, I propose some changes to the Maghreb:

morocco.jpg
Morocco is changed a lot, mountains and rivers are more accurate and Marrakesh is in a historical place. Mostly highland.

algiers.jpg
The Tell Atlas is separated from the Saharan Atlas mountains, and the Chelif river has been redrawn.

Not pictured: lots of woodlands that were in the desert for some reason removed. Mejerda river lengthened into the Aures mountains.

A WBS with the modifications based on the latest SVN is attached for convenience.
 

Attachments

Since the map is being changed for next version, I propose some changes to the Maghreb:

View attachment 293931
Morocco is changed a lot, mountains and rivers are more accurate and Marrakesh is in a historical place. Mostly highland.

View attachment 293930
The Tell Atlas is separated from the Saharan Atlas mountains, and the Chelif river has been redrawn.

Not pictured: lots of woodlands that were in the desert for some reason removed. Mejerda river lengthened into the Aures mountains.

A WBS with the modifications based on the latest SVN is attached for convenience.

Great, I planned to update that area anyway!
Will look into it, thanks :goodjob:
 
I was wondering, shouldn't we disable wild animals in the mod?
It's most disturbing (at least for me) how could they attack or destroy a bunch of soldiers, or even a few hundred workers/settlers...
It's not very accurate even in the ancient era of vanilla civ (4000 - 2000 BC), but in a mod which start in 500 AD is totally ridiculous.
My opinion is to get rid of them, maybe put some weak barbarians to uninhabited regions to replace them

The other thing I plan to do, to move Pressburg Castle to an earlier tech. It would be better regarding both it's history, and the bonuses it gives ingame.
If there are no objections, I will move it to Siege Engines
 
I agree on removing the wild animals. I also like the Maghreb changes, maybe some more fish in the Agadir area? Also what about a source of elephant in that area? Elephants in that are of Africa were hunted to extinction in the timeframe of the mod but there was once an ivory trade there.

I meant to ask if it was possible to code region specific UUs? Like if England conquered Scotland and then could build a special highlander unit (But only in cities in the Scotland
region)? They would basically be like extra UUs for each civ but with a few differences. There would be a limit on how many you could build (like missionary limit) in order to avoid ignoring the original unit that it replaces. My intention is to see, say, a united Great Britain field a stack of 10 line infantry and 2 Highlanders. The highlanders would have a rough terrain combat bonus or something, making them slightly superior to ordinary line infantry, but only a few can built.

More examples:

France comes into possession of Switzerland, now France can recruit swiss pikemen (They made up the bulk of their army up until the 17th century). Or maybe a single Swiss Guard unit, that receives an enormous bonus for city defense?
http://en.wikipedia.org/wiki/Swiss_pikemen

Spain comes into possession of Wallonia (Southern Belgium, or anywhere in Belgium for the purposes of this mod). Now Spain can raise Walloon infantry in Brussels.
http://en.wikipedia.org/wiki/Walloon_Guards

Austria comes into possession of Hungary. Now Austria can train Hungarian Huszars or tall, slightly stronger Hungarian Grenadiers.
http://en.wikipedia.org/wiki/Hungarian_Hussar#The_hussars_of_medieval_Hungary

Ottomans get a new default UU, the Sipahi, replacing the knight or armored lancer. The Ottomans will still have the Janissary as a unique unit, but they must be recruited from conquered Christian populations in the Balkans as in real life, not from Anatolia. ;) Or the Sipahis could be scratched, Janissaries reincorporated, and Mameluke calvary units made available in Egypt? Or Sipahis, Janissaries, AND Mamelukes?
http://en.wikipedia.org/wiki/Sipahi
http://en.wikipedia.org/wiki/Janissary

Russia will undergo a similar change, the Streltsy replacing the musketman, and Cossacks needing to be recruited from the territory of Kievan Rus.
http://en.wikipedia.org/wiki/Cossack
http://en.wikipedia.org/wiki/Streltsy

Those are just a few of the arrangements that could be possible. If this could be coded and enough people support the idea, I'm sure there are enough history buffs sitting in the countries I haven't mentioned with examples that would suit other civs. :)
 
I think it could relativly easy be done in the way you build your vassals UU. You build a normal unit and upon creation it is replaced with a special UU if the requirements are met. But adding all the units requires alot of work on its own. New graphics, xml, balancing..

Nevertheless i like your idea.
 
I think it could relativly easy be done in the way you build your vassals UU. You build a normal unit and upon creation it is replaced with a special UU if the requirements are met. But adding all the units requires alot of work on its own. New graphics, xml, balancing..

Nevertheless i like your idea.

I considered the balancing issues when I posted this, I mean for these "conditional UUs" to have very little effect on gameplay. They'd just provide some flavor, a fresh looking uniform to add variety and historicity. It adds another element to conquering territory because you have to do it to fully experience your civ. :)

Here is your highlander.

http://forums.civfanatics.com/downloads.php?do=file&id=14480

Your Swiss Pikeman

http://forums.civfanatics.com/showthread.php?t=359003

Nobody has made an actual Spanish "Walloon Guard" unit, but this Dutch Infantry man comes close..

http://forums.civfanatics.com/downloads.php?do=file&id=12801

I also like the blue coat with bear skin cap in this picture.

http://forums.civfanatics.com/downloads/nap units 2_03K.jpg

Hungarian Hussar

http://forums.civfanatics.com/downloads.php?do=file&id=15308

Very good looking strelets and cossacks

http://forums.civfanatics.com/downloads/piccossacksunits1_Dz2.jpg

Mamluks

http://forums.civfanatics.com/downloads.php?do=file&id=15641

Sipahi

http://forums.civfanatics.com/downloads.php?do=file&id=14894
 
3Miro, I did some minor testing with the Viking points. Somehow the counter wasn't working perfectly when pillaging. Didn't add points after a while...
Also, pillaging roads and own improvements shouldn't give Viking points
 
Another thing I noticed when browsing the python files:
In the RFCEBalance.py there is no entry for Portugal in the AI modifiers (gc.setCityClusterAI, gc.setCityWarDistanceAI)
Can I just add them, or these are handled in the dll as well?
 
@AbsintheRed: Portugal was a bug. If no value is defines in RFCEBalance, then a default value is assigned (2, 3, 1), which are probably not optimal.

I will check the Viking thing, it is possible that you have to enter/leave a city for the Viking point counter to reset. Also, I don't know if I can make it distinguish between improvements types.
 
@AbsintheRed: Portugal was a bug. If no value is defines in RFCEBalance, then a default value is assigned (2, 3, 1), which are probably not optimal.

I will check the Viking thing, it is possible that you have to enter/leave a city for the Viking point counter to reset. Also, I don't know if I can make it distinguish between improvements types.

On Portugal:
I set (1, 2, 1) for now, it's not bad if they are a little clustered

On the Viking points, it refreshed for a while on every new turn, but later no points were added when pillaging.
We should definitely come up with something to prevent that own improvements count, it's easily exploitable...
 
On the Viking points, it refreshed for a while on every new turn, but later no points were added when pillaging.
We should definitely come up with something to prevent that own improvements count, it's easily exploitable...

Did you pillage something Byzantine or something outside anyone's cultural borders?
 
I tested it outside cultural borders
Will run another couple of tests on these Viking points, after I commited my recent changes to the svn

Btw, I tried to change the austrian starting archers to arbalestiers in the riseandfall.py, but the game crashes. Where else should I set these?
 
I tested it outside cultural borders
Will run another couple of tests on these Viking points, after I comiited my recent changes to the svn

Btw, I tried to change the austrian starting archers to arbalestiers in the riseandfall.py, but the game crashes. Where else should I set these?

riseandfall.py is the right place. Did you place the right xml.iArbalest entry?

I am uploading some changes now, I hope there is no conflict.
 
Hm, if these are only handled there, then it must have been a typo...
Don't worry, I will merge in your changes, then upload mine after I sorted these arbalests out :crazyeye:
 
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