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Civilizations Reborn

Discussion in 'Rhye's and Fall - Dawn of Civilization' started by 1SDAN, Sep 27, 2019.

  1. 1SDAN

    1SDAN Brother Lady

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    New Update

    Added Oman and Yemen

    I wanted Oman's UHV to start heavily defensive, to limited success. Iran and the Turks sometimes attack, and the Ottomans and Portugese are much more regular. After the initial waves their gameplay becomes focused on conquering those that declared war on them both to complete their UHV2 and obtain resources to sell for UHV3. Their UP is interesting as it makes Republic much less appealing in a rather natural way. UHV1 also came to rather limited success. It was designed to force the player to be careful- especially as they are near doomed to technological inferiority- creating a sort of pull against UHV2 and 3's push towards aggression. UHV3 was interesting to say the least. I'm not sure why, but western nations seem to really love buying camels at high prices.

    Yemen meanwhile didn't get as thorough playtesting, and I'm afraid I may have given them far too much time in advance for UHV1 and 2. UHV3 meanwhile has been rather fun, with many ways of approaching its goals. The unique time limit creates an incentive to get aggressive, which leads players to make risky plays for sooner completion.

    For those wondering, no Yemen is not playable in 1700 AD, the maps I were looking had had Yemen listed as "various tribes" if you'd like to convince me why said random internet maps were wrong, then please go ahead. There was a surprising drought if information about this period on Wikipedia. (I'm a pro research man)

    In the coming future I intend to playtest and tweak the current nations further, return to my AI-related TODOs that are laying around, and internally playtest a rather wide-reaching change that may or may not ever see the light of day.

    ...oh and I fixed quite a good number of bugs
     
    Last edited: Oct 28, 2019
  2. merijn_v1

    merijn_v1 Black Belt

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    A few comments. I only looked at the code yet.

    Victory.py
    1. 2nd Yemen UHV: The controlsCity() function (lines 1119 and 4681) already include plot.isCity().
    2. The 3rd Yemen UHV only fails if one of those civs conquer a city in the area. You don't fail if they settle in the area.
    3. For the 3rd Yemen UHV, I assume you intend the player to enforce collapse of the Ottoman Empire? Also, if all of the Ottomans cities are conquered and that didn't cause them to collapse, you cannot win the UHV. You can only trigger the win if they collapse. You should also add a trigger to win the UHV when all Ottoman cities are conquered.
    4. The 2nd Oman UHV really depents on the AI declaring war on you. (Or are there force war declarations, like Portuguese conqueror events?)
    5. I would rename the boolean variable "isCulture" to "bIsCulture" for coding convetion. (Used in countCultureBuildings())
     
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  3. 1SDAN

    1SDAN Brother Lady

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    1) Fixed
    2) Weirdly enough, this is an error with UHV text phrasing. If I were to extend it to settling as well it'd lead to rare, unforseeable losses. Fixed
    3) Fixed.
    4) The Ottomans and Iran have two iOman enemy civ on spawn/respawn entries, the Portugese have a conqueror event, and the warmaps of the Turks, Portugese, Ottomans, and Persians have been modified to have increased values in Oman. It is a bit dependent on AI, but not to the point that AI RNG can make you lose, especially since AIs are more stable with the new Foreign Relations rules.
    5) Fixed
     
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  4. black213

    black213 Emperor

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    Interesting update. I'll try it out and halt my current first deep dive into a few Paradox games. My brain could use a break.
     
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  5. Lokki242

    Lokki242 That One Guy

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    I'll come out of retirement at some point soon and play this.

    If you reallllly want to incentivize me, you'd add Lithuania (though that makes 0 sense on the old map which I assume you're still using, but I want a European country with paganism v. christianity central to their gameplay, darn it!)

    either that or Armenia.

    Or a North American Indigenous civilization as I've imagined forever
     
  6. 1SDAN

    1SDAN Brother Lady

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    Hotfix: Removed Duplicate Yemeni Normal Map
     
  7. MalayanGamer

    MalayanGamer Chieftain

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    I don't know about you but i really liked to play this mod with "Varietas Delectat" because it gave some Cities Building and Unit a Flavor and almost Diverse.
     
  8. 1SDAN

    1SDAN Brother Lady

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    Removed Republic's Food Related Effects and added "+1 Free Specialist in Capital per Culture Level"
    The AI now considers Revolutionism's unhappiness decay effect when choosing Civics
    Shrunk Burma's historical and contested territory
    AI with Nationalism and at least 1 non-core city will collapse to core instead of collapsing completely
    More lenience given to AI Manchuria's stability for the purposes of Chinese Resurrections
    Reverted Tolerance
    Numerous Bugfixes and Tweaks

    This followed a good week of Civic testing and running AI games. A lot of ideas were tried and almost every one didn't work. The change to Republic however was the reason for this update, the first Civic edited, and the first to go gold. While Republic's Food Effects are very fun, they are very much too useful for too wide a range of civilizations and scenarios. This new effect works in reflecting Republic's historical status as a government that commonly gets overthrown or reformed as a nation expands.

    While Rome, Greece, Italy, and Manchuria will find it useful at first, as their nations grow the civic's usefulness will lag behind the other Government Civics, leading to a transition to other forms of power. Carthage and Holland meanwhile are largely capital-centric nations and thus don't see the same dwindling of power that the other more imperial republican nations do. While early nations like Babylonia or Egypt may benefit from these civics in theory, in practice they have so much food that Monarchy will end up being far more useful for it's ability to let them continue growing happily.

    EDIT: I've seen the Tamils run Republic every now and then in 1700 AD games.
    Note To Self: Experiment with the favourite civics of existing Republic-favouring leaders
     
    Last edited: Nov 10, 2019
  9. 1SDAN

    1SDAN Brother Lady

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    Hotfix: Forgot to compile DLL for Tolerance revertal
     
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  10. Rodnok

    Rodnok Prince

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    Hi, I tried the mod quickly over weekend and it looked great. Thanks (and thanks the authors of the new civs). Both Yemen and Omani are nice additions and I am most happy about Kievan Rus. The start against Cumani raiders was interesting when building a wonder. And they fit nicely even into the current small map.
     
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  11. 1SDAN

    1SDAN Brother Lady

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    Thank you very much for the feedback. I'm not very good at RFC so I often get concerned about my ability to judge whether something is too easy or hard. The Cumani raiders were among my biggest concerns, so hearing that you enjoyed it means a lot to me.
     
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  12. Rodnok

    Rodnok Prince

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    I usually play at Emperor/Epic and it was easy to defend the city and the infrastructure. Maybe if someone wants to found more cities first, that could be harder to do. But imho the strategy should be to grow Kiev first while building that UHV wonder and then before finishing it pump the settlers out to fully use it.
     
    Last edited: Nov 15, 2019
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  13. Rodnok

    Rodnok Prince

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    Last night I tried Yemeni, had a Python error when displaying victory conditions screen (F8). And the UHVs werent displayed there so I assume some wrong coding of these. Will post the log when I get to the gaming comp again.

    Funnily enough, Arabs moved the units out of Mecca soon except an Archer so I captured it with the initial troops (two skirmishers and one archer) and they were very passive as usually, no Arabian troops ever came back to the Arabian peninsula. Finished the scout first to move through their area to make trading contacts. Even Omani declared war soon, but they were passive as well.
     
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  14. 1SDAN

    1SDAN Brother Lady

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    Fixed. Thank you very much for reporting this. I modified the code for the Yemeni building UHV after testing so as to be easier to read, and after doing so failed to ensure it worked. I promise to be extra vigilant in ensuring the functionality of my code from now on.

    EDIT: Merged latest DoC
     
    Last edited: Nov 15, 2019
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  15. Rodnok

    Rodnok Prince

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    It's totally ok, reporting bugs is the least I can do. Thanks for the immediate fix, it is working now.

    By the way, I saw a weird thing now when the first batch of Avars attacked Kiev in the second turn. Three horse archers have withdrawn and in my turn I noticed there is no one to kill. They all got my flag and joined the Rus cause. Is that normal or a bug? Given their strength in the open, this would be a huge boost.
    Haven't seen that in a previous try a week ago.
     

    Attached Files:

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  16. 1SDAN

    1SDAN Brother Lady

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    That's a normal effect of flip zones. On the second turn of a civilization's birth, all units, cities, and cultures in their flip zone converts to be their own.
     
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  17. 1SDAN

    1SDAN Brother Lady

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    Github update: allowed the submission of issues
     
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  18. 1SDAN

    1SDAN Brother Lady

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    another doc merger
     
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  19. 1SDAN

    1SDAN Brother Lady

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    I got bored of playtesting the existing civs so here's an update with a new civilization.

    The Khazars
    650 AD in Balanjar

    UP: The Power of Tolerance - Tolerance is enabled at the start. Immigration from Jewish cities. Victories against Barbarians contribute to Great General births
    UB: Saltovo - Replaces Smokehouse. Sheep and Cows attract the Silk Road
    UU: Khagan - Replaces Settler. Trained when a Great General is Born. Cities start with an Armoury

    UHV1: Khazar Correspondence - Perform a Diplomatic mission in a European City owned by a Muslim Civilization by 1031 AD
    UHV2: The Jewish Kingdom - Have X Religious Happiness and a larger Jewish population than any other nation in 1031 AD
    UHV3: Rex Cumaniae - Control a continuous empire from the Danube River to Lake Zaysan by 1241 AD

    My reasons for including this were originally just "Jewish Kingdom in Russia, fills empty space", but as I researched the Khazars more, the more interested I became in them as a playable civilization. Their 3 UHVs create challenges that are deceptively challenging and while I'm not quite happy with how defensive their gameplay ended up needing to be in order to give them enough time to win their UHV3, I did very much enjoy how they serve very well to squeeze the Rus into a northwards expansion.

    Credit to @Tigranes for the suggestion
     
    Last edited: Nov 19, 2019
  20. Rodnok

    Rodnok Prince

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    Funny, I wanted just to generate a game with Mamluks to check something, so I updated my branch after a few days, started game, looked at a world map and saw a weird civ. Checked civilopedia first, found Khazars flag there, then I wrote git log in bash and then I've read this thread :). Thanks.
     
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