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

oh btw one thing I really like about this mod (And Rhye's too I suppose) is the governments... So far I haven't seen one that's really above the others, liike Democracy is in the normal game. I haven't tried Fascism and Communism yet though. I like that the monarchies are a viable solution even after Democracy comes along.

In fact, in the normal game I always switch to Democracy even for long bloody wars just because all the extra commerce offsets any military/unhappiness costs. Here so far it's very different. It's good actually having the options of various governments.
 
uhm, in all my games with this mod I'm stuck with oligarchic republic from the beginning to the end.
 
Riker said:
uhm, in all my games with this mod I'm stuck with oligarchic republic from the beginning to the end.

Maybe I'll try that next time. All I know is last time I tried that I got taken in by extreme war weariness cuz everybody kept going at war with me ;) And in my scandinavian game the military costs would've been too high as I already had a poor economy and a huge army.

But I will try it again, because it IS a good govt... Just not so extremely superior to others as Republic and democracy are in the normal game. Which was my point :)
 
I am testing a new version (v33) with Pax Romana giving also
cheap unit upgrade and lower corruption...
These are not really big advantage but I hope can serve as a bait
for the AI to REALLY buiild it every time... and fast!

testing now...

(I have corrected CivPedia, checked UUs giving GA, Odin to give horses...)
 
narmox said:
Feudalism AND Christianity by 690 AD? Damn I must be doing something wrong if I get them later...

The key is to get MANY contacts (scouts are shining in a small map),
and to trade, trade...
War against Rome also can help in a harsh peace treaty,
since Rome has lots of knowledge from the Academia! :)
 
V. Soma said:
The key is to get MANY contacts (scouts are shining in a small map),
and to trade, trade...
War against Rome also can help in a harsh peace treaty,
since Rome has lots of knowledge from the Academia! :)

oooooh. This time around I built a 2nd scout instead of just having the initial one... And I had Christianity, chivalry and fortification by 600 AD, and over 4000 gold (though I used a lot to buy chivalry and fortification so I had 6000 or so beforehand)

I'm a republic, losing 18 gold/turn but I don't care because I have 4000 gold lol.

I stationed a scout just south of the Alps in the plains (around where Venice would be I suppose) for a looong time before the romans expelled him, and that somehow stopped them from founding a city north of the Alps where they usually have one lol! So I'm gonna grab that spot soon, without worrying about waging war for it.

Now would be a good time to get a golden age too....
 
Wow. The Celts are actually a pretty good civilization to play!

Building 2 scouts and 2 scout boats I was able to contact everyone except the jorubans, zulus and american civs, and also visit most of the goody huts for lots of techs!

Then I made a bit of a land grab gambit and didn't go for ireland, instead going for northern france, denmark, norway and sweden.

Then I decided to take out the vikings' naval capabilities and got Rostov and Grobina, their 2 cities on the baltic, and eventually Konugard near the black sea.

Meanwhile, to avoid what always happened in my other games, I made use of the Theocratic govt for one very important purpose: slow down other nations' development. This would be impossible with oligarchic republic beacuse the war weariness would be too great after 150 turns:

Basically in my previous games, Ethiopia was always a huge economic, scientific and military powerhouse. In order to make them focus more resources on military rather than science, as soon as they declared war (I refused to give them 100 gold even though I had 5000 hahah), I got as many ppl as I could against them - carthage and babylon in this case. Not Rome, for 2 reasons: ethiopia hired them to fight me, and most importantly: I don't wanna break a military alliance and I wnated to conquer Roma :)

So with my new knights (thanks to Grobina's horses) and a knight army, I conquered France, Austria, and started massing my forces for a huge assault on Roma. Meanwhile the vikings had captured or settled the eastern roman territory, and I slowly went down there too with leftover knights and gallic swordsmen.

That's when Mongolia declared war haha. Damn those keshiks! Good thing at that point (in the early 1400's) I discovered firearms, and was also able to build longbowmen in my viking cities thanks to workers buildilng roads.

Still it wasn't enough, so in a short cease of fire with the vikings I made military alliances with the vikings, indians and chinese against the mongols.

Then my knights army, 10 knights and 5 gallic swordsmen attack Roma and took it! But they weren't destroyed yet.. After conquering Vibo Valentia from Scandinavia, I discovered Rome had one crossbowman and one settlers stationed besides that city, and they weren't moving. Roman nomads haha! Eventually ethiopia made them declare war, and I destroyed them.

Carthage is nearly destroyed too, they have one city in Africa (near that volcano to the west) and 2 in spain. Babylon is in poor shape too as they were assailed by the ethiopians AND the indians. Surprisingly, the jorubans and zulus are still alive in the early 1500's, and ethiopia is barely more advanced than I (only one more tech, Magnetism), unlike previous games.

China has a few more techs though, I will have to catch up - but all the wars I waged made my science and economy pretty weak, thankfully I'm slowly building everything as my borders move forward.

Conclusions: celts are AWESOME. Building scouts and scout boats before anything else is a great strategy with this mod too!
 
I am working on the next issue (v33).
Or should it be v4?

I have some important changes I test now and I think it will work:

1.
The Celt's starting position will be
the tile in the SE corner of the Isle.
This results in 3 (three!) cities in the Big Isle!

2.
I made a settling tile in Scandinavia near the British Isles,
and the AI as Celts go and gets it,
together with a city in today's Denmark!
It means the Celts will get 6 cities as core.
They need it, as AI the Celts will improve this way.

And so it means an additional city place in Northern Europe...

3.
I gave some improved tiles to
China
Zulu

4.
Weakened a tile of India...
Should I weaken Ethiopia a bit?

5.
The Pax Romana-problem:
Not really solved...

All I can do is making it so that
ANY Roman city can have it,
it is CHEAP (same as a simple wall..)
and it has 5 points culture,
and bunuses like halving upgrade cost,
lowering corruption...

6.
I am thinking about giving Rome
an additional worker at start...
It would symbolize their famous road-building...

7.
I clear a LOT of barbarians off of Europe,
especially immortals...
I hope it suggests Rome not to build as many military...

8.
Celts are initiating wars too early (as AI).
I try them as lowered aggression.
Also lowered aggression for Rome...

9.
AND oh,
I see that many starting ships got deleted by accident
(unit-list deletion...)
I replace them
(like Carthage's biremes...
...CLt and Scand. AI scout boat...
...also for the American civs...)
as it was in v3...

So I test them, and if all is fine,
v4 (?) will be up in a day or two...
 
Yeah ! a V4 :)
 
Sweet! Yeah with all those changes, might as well do it a V4.

more comments below:

V. Soma said:
1.
2.
I made a settling tile in Scandinavia near the British Isles,
and the AI as Celts go and gets it,
together with a city in today's Denmark!
It means the Celts will get 6 cities as core.
They need it, as AI the Celts will improve this way.

AWESOME. I already usually got that spot myself as scandinavia by clearing the forest, gonna be nice that it's available without clearing so the AI or I can take it more easily.

4.
Weakened a tile of India...
Should I weaken Ethiopia a bit?

India and Ethiopia are POWERHOUSES. Especially in the industrial age when it turns out they have rubber and no one else (? not confirmed yet)..

Although my strategy of using monarchy to keep everyone at war with them works to weaken them ;)

5.
The Pax Romana-problem:
Not really solved...

All I can do is making it so that
ANY Roman city can have it,
it is CHEAP (same as a simple wall..)
and it has 5 points culture,
and bunuses like halving upgrade cost,
lowering corruption...

It would be interesting to discover WHAT makes an AI give priority to some wonders rather than other things.

6.
I am thinking about giving Rome
an additional worker at start...
It would symbolize their famous road-building...

I was about to make a post talking about this. In my Celts game, the romans had approximately 1 or 2 tiles with roads, the rest of their empire wasn't improved at all! It's like they didn't even build workers... Are workers low in their priority build list? Is there even such a list heh

7.
I clear a LOT of barbarians off of Europe,
especially immortals...
I hope it suggests Rome not to build as many military...

celts: yeah ok.. Rome: well Rome had lots of military.. ;) Keeps them alive longer too. I thought those immortals served the purpose of letting Rome settle its area without Scandinavia taking their city spots, etc

8.
Celts are initiating wars too early (as AI).
I try them as lowered aggression.
Also lowered aggression for Rome...

Rome not aggressive? weird ;)

9.
AND oh,
I see that many starting ships got deleted by accident
(unit-list deletion...)
I replace them
(like Carthage's biremes...
...CLt and Scand. AI scout boat...
...also for the American civs...)
as it was in v3...

Carthage started with a boat before? heh. cool.

Can't wait to test the new version!!!!!!!!!!!!! :goodjob:
 
Yes, the AI Carthage gets two biremes boats... but not the human :)

I did lots of testing and tuning today
(it is midnight here now in Hungary)
And things are quite promising...

Rome now BUILDS BOTH WONDERS
consistently by AD 100. :king:

To me it seems that happy faces is the key:
now Pax Romana will give 2 happy faces in all cities...
(besides giving walls, hoplites etc) .

I changed geography, CoE v4 will have
a new Ireland, a new Cote d'Azur and Corsica
and parts of Italy.
Rome will have two cities in France! :)

Rome is now definitely stronger,
in the last test it conquered and KEPT
a Carthaginian city in North Africa!
(so much about Rome being peaceful at aggr. level zero)

Celts:
I have to tune them a bit, they began to be TOO strong
with these 6 cities - in 3-4 tests the attacked Scand.
and got their 1-2 cities, too... :eek:
So now I try Celts with -2 aggression
and one bonus grassland is changed to plains.

Ethiopia and India:
we'll see, I did wekaen them a bit
but to see the effect longer tests are needed.

Oh, maybe I just give it one more test
(until end of Ancient Age)
and then put it up here?
:)
 
My suggestion is this: don't put up v4 on the main page yet, but add to a reply a v4-test which me and others can test, and give you feedback! I know for sure I can test it tomorrow night. If the feedback is good and things work out fine, then make a final v4 that you can put up on the mainpage and delete the v4-test :)
 
OK - I give you here a v4-test file,
but first let me show you two shots:

1.
v4-test - Roman Roads!...by legionaries! (AD 250) :)
 

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  • v4-Rome-Road.JPG
    v4-Rome-Road.JPG
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To narmox and everyone else interested! :)

Below is a CoE v4-test file,
an intended upgrade of CoE.
(a folder with BIQ and text-folder,
for install-help see main page)

Feel free to try it, test it, play it...

It is set as for testing, i.e. with DEBUG mode
and with revealed map.

It has new features most of which I discussed
in the few posts before this.


I do hope it will turn out to be something I can finally
put up on the main page, too...
 

Attachments

sweet!!!!

btw please update the civilopedia entry for The Encyclopedia. There have to be preconditions to build it, since I can build in Londinium but not in Roma (my new capital wmahahahaha)

btw, conquering both the roman and scand capitals = lots of happiness because I can get temple of odin + stonehenge, and when they expire: st peter's basilica, papal states and eastern orthodoxy. Not to mention leaning tower!
 
Trying v4-test..

Wondering what is the point of the AI Maya's 2 scout boats if they get destroyed by barb galleys right on the 2nd turn lol.

Update: Romans built Pax Romana in 210 AD, in Tolosa! They got a pretty nice empire going, meanwhile the vikings and Celts are at war, and it's not going well for the Celts...

Things seem much more balanced now. Of course I'm playing as Babylon and didn't play well at all cuz I was more focused on looking at everything else. Ethiopia hasn't even destroyed Carthage yet heh. Or the Jorubans. I will play a couple more centuries and give my final verdict!
 
Well, ethiopia ended up wiping out the Jorubans as usual, but it took them until the 1600's. Rome was trhe first to hit australia in the 1500's. Scandinavia is taking a small beating at Rome's and Mongolia's hands. Carthage is still alive and well, so are the Celts and Zulus. The romans also have much better infrastructure - roads, irrigation and mines! nice

I like v4 :D :D :D
 
The reason for the scout boats at the Maya's starting place is
to make ALL THREE AMERICAN civs meet at the start,
so they can exchange techs and develop faster...
(one boat is Incan, the other is Iroquois)

When I play test and want to watch the game,
I "play" the Mayans, and have a well defended captal
and that's all... hitting "enter" all the way :)
 
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