Changes you have made to RFC.

smile286

Chieftain
Joined
Aug 16, 2007
Messages
42
Location
Moscow
I mean XML-balance changes. Eg i have:

- Increase cost of some techs: Scientific Method (to prevent early Industrial era), Chemistry (same), Gunpowder (to add more time to use "classical" trebuchets, knights and macemans);
- Edit Madrassa: in my games they give only 10% research, 4 slots for priests and reduced cost to prevent Arabia become a tech leader (which is unhistorical);
- Edit Keshiks: 12 strength to represent the power of Golden Horde.

Sorry for bad English.
 
I have the Inquisitor and Zoroastrianism modcomps, I tweaked the religion spread rates so that for example Judaism/Zoroastrianism hardly spreads at all while Christianity and Islam spread very easily and I gave the Mongolians more starting units and strengthened their UP in an attempt to make the spread more rapidly but it didn't really work.
 
- Edit Madrassa: in my games they give only 10% research, 4 slots for priests and reduced cost to prevent Arabia become a tech leader (which is unhistorical);

Arabia is never a tech leader in my games and it's not that unhistorical anyway.

Personally, I had reduced the Russian UP a bit (I dislike that UP 'cause of its defencive nature - the AI's are already bad at attacking).

Increased the number of free Colonists for European powers.

Increased some stability bonuses, unhistorical expansion is less penalized.
 
Removed that mountain in Cuba

Oh, I think I'll do it too! Careful editing the map - it seems that Egypt, China and India get an extra settler and warrior after every edit... Or it was so in Warlords, I had to delete the lines in the map file.
 
Removed that mountain in Cuba ;).

I could never really figure out why there's a mountain there. I'd think at the least there'd be a hill, since that part of Cuba is hilly, but nothing anyone would consider mountainous. Can someone explain why Rhye did this?

There's also a few other strange things in the game considering mountains. For instance it's impossible to make the traditional silk road, because there's no mountain pass in the western Taklamakan Desert. Instead you have to go north, basically skipping right over Kashgar--which is impossible to build. As a result you have a silk road that's longer, harder to build, and less secure than the traditional silk road. If the correct pass and area to build Kashgar was there, the silk road would more likely be built, especially if you were playing China or Persia, and it wouldn't be wrecked constantly as easily by barbarians, and would actually do its part to foster trade between China and the middle east. As for now it's a pain to build, because you have to go more out of you way than you should have to.

Other unusual mountains I have actually removed before are the Appalachians, which should just be all hills, as well as the seemingly randomly placed mountains in northern africa, especially the sahara.
 
Another mountain that really irks me is the one in Taiwan. You can build a city there but it won't ever be able to have any production, which considering the number of items I own labeled "Made In Taiwan", seems rather unrealistic.
 
I got rid of the mountain where Honolulu should be, and the southern one on the big island of Hawaii. I also am working on changing some leader names. If cities have names in the language of their owner, leaders should have names in their language.

Examples:
Asoka->Ashoka
Saladin->Sh'al Adin
Tokugawa->Tokugawa Ieyasu
Peter->Tzar Pyotr
 
I gave Babylon vulture and the bowman UU. I also gave them the Zigg and Garden UBs

I filled in some holes in Japan to give them more land to play with (I don't usually play them so it helps the AI a bit) I cleaned up some marsh around Khmer (again for AI) I cleaned the marsh in Louisiana. I added some oasis for Mali and pre-placed cottages on them. Lots of other map changes that I felt made the game fun too but those are the biggest.
 
I have no idea how to do anyhting with XML, but I always thought it would be cool to have a fort appear at Suez and Panama at the appropriate times
 
- Edit Madrassa: in my games they give only 10% research, 4 slots for priests and reduced cost to prevent Arabia become a tech leader (which is unhistorical);

many (really many) european middle ages technological advances came from Arabs. If there's a period in RFC where Arabia can get the tech lead is the MA. After that it's unlikely to be a tech leader.
 
I have no idea how to do anyhting with XML, but I always thought it would be cool to have a fort appear at Suez and Panama at the appropriate times

That would be a tad useless. The AI often builds the Suez in one form or another--sometimes even as early as 1000BC--and the Panama too if you wait long enough. And if the Panama is never built, it's likely one city built by the Mayans or even Aztecs does the job just as well.

The only canal's that are never built by the AI and would be useful, depending on the game, are:

White Sea-Baltic Canal - It's hard to build, but you'll be able to have a decent navy due to it.
Berlin Canal - Self explanatory, especially useful early, since it's hard to find a decent city to build a navy with early on.
Great Lakes Canal system - Now Chicago can be connected to the ocean, or even Toronto/Ottawa/Montreal if built.

I once even made a huge canal stretching from the black sea all the way to Lake Balkhash, but this was pretty useless, and just for fun.
 
Hmmm, interesting. Maybe I should try this.:cool:


Hi ,

carefull with that , or the map might be entirly brown , .... :mischief:

now where is my anti mongolian vaccin again :confused:

Have a nice day :)
 
Removed some jugles, and replaced Germany with the HRE.
 
Made Tokugawa a bit less of a turtling isolationist.
 
I tried to do this last summer, but all I did was allow everyone to build Lansknechts and Rathauses. Could you please tell me how to do this! I'd be very grateful.
Change "GERMANY" in the WB save to "HOLY ROME".
 
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