Clashing of Empires - A standard map version of Rhye's Civilization Expanded

...African attacking UUs, Mesoamerican first UUs wil be able to build roads:
maybe AI will build roads through jungles... :)
 
Forts are usually very slow to build. If AI is not building forts , is it possible to make building fort faster ? (may be reduce it's defence proportionally)
 
actually, the ROCX mod uses faster building times for fortifications and such, already... or do you mean faster still?

EW
 
Enkidu_Warrior said:
actually, the ROCX mod uses faster building times for fortifications and such, already... or do you mean faster still?

EW
Yep faster. Human can spend 5 or 6 turns building fort. I'm not sure AI have enough patience. Have never seen AI building fort. (And built only it once myself)
 
Hi!

I am to present the new BETA, version 3, is up - in the opening post...
I wish happy test games to everyone! :)

Now finally units are upgrading smoothly
(I did not check everything in tests, though).

I set ancient settler pop cost to 2, while shiled cost remained very high.
It resulted in the effect I hoped for: ANCIENT WARS in the Mediterranean! :)

Ancient Age is now about 170-180 turns long,
and I set back the whole game to be 400 turns - as in RoCX...

In the next post I will give you the list of the UUs,
they are changed a bit, I hope the table will tell everything!

About forts:
Good question, it would be good to have forts in about 3-4 turns...
 
Uniqe Units:
 

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Rhye said:
soma, I can't play it but I can give you a feedback based on a quick peep by the editor.

here's 2 things to improve imo:

-the shape of the coasts
-aren't too many barbarian camps in Europe??


Hm, how to alter the shape of the coasts when I want to have the kind of tile as is? If it is a plain, it is a plain... :) Or you mean I could swap Tile A with Tile B next to each other so the shore would look nicer?

Barbs:
No, you need that many in Europe, I guess,
so that the Celts get their 2-3 cities on the northern part of the continent,
also this way Scandinavia gets a city close to Roman border near the Carpathes.
The many barbs force Rome to settle really in the Mediterranean first (and Pannonia).
The barbs are also good to slow down the development of Rome somewhat...
(many of them disappear after city settlements through attacks...)
 
Here is my impression:
1. Carfage is not expanding into Iberia agian (afraid barbarians ?)
Trying to expaind into Aegept instead. Rome break through barbarians and get into Iberia first.
2. May be Rome shouldn't have birems. It is able to defeat Carfage at the sea, and completly dominate the land.
3. Most of civs completly isolated. Some by barbarians,
and some (India for example) by mountains/jungles.
No contacts => no wars, no tech exchange
There should be probably some gateways connecting civs into "chain", so each civ have contacts with it neighboors.

just my 2 oboloi
 
s3d said:
Here is my impression:
1. Carfage is not expanding into Iberia agian (afraid barbarians ?)
Trying to expaind into Aegept instead. Rome break through barbarians and get into Iberia first.
2. May be Rome shouldn't have birems. It is able to defeat Carfage at the sea, and completly dominate the land.
3. Most of civs completly isolated. Some by barbarians,
and some (India for example) by mountains/jungles.
No contacts => no wars, no tech exchange
There should be probably some gateways connecting civs into "chain", so each civ have contacts with it neighboors.

just my 2 oboloi

Glad to see you are testing! :)

Now, please run 2-3 more tests of the Ancient Age,
to see if it is always Rome getting Iberia!

Carthage getting Egypt? Well, might be, is that a big problem? :)
In my test yesterday Carthage got into the southern part of Greece...

OK, I will delete the Roman starting bireme!

Yes, I think India is too much isolated. Originally it was in their defence,
so that Babylon would not get into their land with cities,
but now I see this means denying their chance to meet
and develop through tech trade.
So the desert btw the two will have some passage...
 
Rhye said:
soma, I can't play it but I can give you a feedback based on a quick peep by the editor.

here's 2 things to improve imo:

-the shape of the coasts
-aren't too many barbarian camps in Europe??

Can you specify exactly what coastline should be more "realstic"?

Anybody else can also give suggestions...
 
well, i will run new tests, with some changes
(I list them so you can have the same changes in the editor to follow me!)

1.
Change some tiles in the map in the desert btw Babylon and India from desrt to plain
- passage btw the two nations
(so that the two should meet)

2.
GIve Mongolian mangudai and keshik UUs "ignore desert"
(so that maybe Mongols go to the south and meet with India)

3.
delete Roman starting bireme from map
(so that it would be more difficult for them to get to Iberia)

maybe a stronger barb /pike/ should be put as barb defense into the Pireneus?

4.
The remaining 2 carthagian biremes will have stronger stats: 2/2/1...
(so that Carthage would rule the seas...)
 
i agree with the idea of making building fortifications faster. it also occurs to me that you could leverage this to create more variety in your UU special abilities. for example, longbowmen could build forts, but have worker speed of 150%...

still havent had time to play-test the mod... sorry... soon i hope

EW
 
V. Soma said:
well, i will run new tests, with some changes
(I list them so you can have the same changes in the editor to follow me!)

1.
Change some tiles in the map in the desert btw Babylon and India from desrt to plain
- passage btw the two nations
(so that the two should meet)

2.
GIve Mongolian mangudai and keshik UUs "ignore desert"
(so that maybe Mongols go to the south and meet with India)

3.
delete Roman starting bireme from map
(so that it would be more difficult for them to get to Iberia)

maybe a stronger barb /pike/ should be put as barb defense into the Pireneus?

4.
The remaining 2 carthagian biremes will have stronger stats: 2/2/1...
(so that Carthage would rule the seas...)

1.
No change.
It lets Asians sneak through to Arabia and settle there. Arrgh...
So a thin but unpassable chain of plateaus and deserts remain
btw India and Babylon.

2.
Did not have to - they already ignore desert! :)

3. and 4.
Good effect - Carthage rules the Mediterranean Sea and settles into Iberia!

I put extra strong barbs into the Pireneus:
The original immortal unit got spear graphics and 2/41 stat, and is immbile.
This I put as barbarian units...
It is a tough but not unbreakable barrier for the Romans...
 
Two other things:

1.
The tiles in Pannonia were too good a land - I changed it so that after settling, only one bonus grassland remains to work,
others are poor hills and simple plains.

2.
TIME

The turn/year system in BETA v3 is messed up, sorry :(
(400 turns are not enough...)

The game needs more turns, I try now with 450,
in the following breakdown:

14 turns 75 year/turn - until BC 2950
38 turns 25 year/turn - until BC 2000
128 turns 20 year/turn - until 560
60 turns 12 year/turn - until 1280
52 turns 8 year/turn - until 1696
44 turns 4 year/turn - until 1872
64 turns 2 year/turn - until 2000
50 turns 1 year/turn - until 2050, the end
 
I spent some time with thinking about this time scale, and have a new scale:

12 turns 100 y/t until BC 2800
163 turns 20 y/t - 460
70 turns 12 y/t - 1300
20 turns 10 y/t - 1500
25 turns 8 y/t - 1700
50 turns 4 y/t - 1900
50 turns 2 y/t - 2000
50 turns 1 y/t - 2050

a total of 440 turns
 
OK, I myself thought of the same "switches" of plain/grasslands when I read your post about coastlines...
 
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