Dawn of Civilization - an RFC modmod by Leoreth

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Use a Pope as a leaderhead, I'm sure someone like Pope Julius II would work
As already said, that doesn't make much sense with the early Italians representing the Lombard city states and Rome independent from them.

Leoreth, when are you making the terrain changes?
Which terrain changes?

I was wondering a couple of things:

1) Why do the Mughals spawn in 1200, considering that they spawned some 400 years after that date??

2) When the Ottomans spawn, they get flipped to Central Asia or Russia, due to Byzantine culture, can you stop that somehow, by perhaps having them spawn with their own culture for a couple of turns, before the cities flip to them?
1) "Mughal" civ = Delhi Sultanate + actual Mughals. I'll make the dynamic names reflect that as soon as I expand them.

2) I plan to add the Seljuks and make the Ottoman flip work along the cities they control, instead of an area-controlled flip.
 
2) I plan to add the Seljuks and make the Ottoman flip work along the cities they control, instead of an area-controlled flip.
While you are at it, I recommend that you take Tabriz out of the Ottoman flip since you are going to make it flip to the Safavids a 200 years later anyways.
As already said, that doesn't make much sense with the early Italians representing the Lombard city states and Rome independent from them.
What about the Doge of Venice; i think it is already present in RFCE.
1) "Mughal" civ = Delhi Sultanate + actual Mughals. I'll make the dynamic names reflect that as soon as I expand them.
Talking about the Mughals, can you please make Calcutta buildable, currently some city starting with a V under it always gets built since Calcutta is covered by jungle and is not really that good of a spot. But historically and currently Calcutta was the capital of British India and is one of the most populous cities in the world.
 
As already said, that doesn't make much sense with the early Italians representing the Lombard city states and Rome independent from them.


Which terrain changes?


1) "Mughal" civ = Delhi Sultanate + actual Mughals. I'll make the dynamic names reflect that as soon as I expand them.

2) I plan to add the Seljuks and make the Ottoman flip work along the cities they control, instead of an area-controlled flip.

mea culpa, I forgot that

changes to Hawaii, the Caribbean and India if you decide on those
 
Perhaps make that early airplanes/ship can only travel at certain tiles so they can't go anywhere really far far away from their root territory unless they are building cities there..
After all, the Pacific Island, IIRC, is used as the places to refill supplies.. No?

And rather making certain tiles as Cape,
How about this..

There's small percentage that a galley or scout can survive when exploring through the Fog of War.. This could prevent early civs to have such beautifully large maps, before 0 AD..
So we make the "Fog of War" is something sacred or dangerous..

Well, who knows if there are dozen of lions or shark waiting to fail them explore the fog..
 
well, ancient empires had pretty large maps.. Greece for instance, had maps up to India and knew about the exsitence of another large empire (China) further east....
 
Yap..
I know..
But sometimes these maps are not explored by themselves..
Rather they buy maps parchment from India that tells them about something in the East..
And at least until the Alexander Era collapsed,
They don't know much of the map yet..
Also they mostly only know the coast because they explore via Sea, not via sending Scout to Siberia :rolleyes:

China also..
I often saw China sent their scout to Scandinavia when I spawned.. (I'm as Greek)
I just think IMO it should be nerfed a bit because it seems that knowledge is quite too advanced at that era..

P.S to Leoreth : Please make somehow the Sinai strait (or whatever it called) passable, because Greek met Indian port via there.. (Periplus of the Erythraean Sea)
 
Just finished a Japanese game, and I must repeat that the cultural goal works really well. In my first attempt at it I neglected science too much in the process, so I had to retry and be more balanced about it. I spent the 17th century catching up in tech, then invading China with Riflemen.

Maybe it would be better if the pure cultural goal got a little spiced up? Just like getting (including to steal?) certain techs, ex. literature (the tales of Genji) or building at lease one Buddhism wonder? That would be more historical-feeling, and requires players to be more skillful in balancing culture and other things.

I settled for conquering Korea, Manchuria, China, Indochina, Indonesia and the Philippines instead. That was no problem, so I think I'll change the second goal to something like that.

I agree with the "Greater Empire of Japan" goal. And in my opinion vassalizing other asian civs could also be accepted as a historical victory (just like the 3rd HV of Turks). Because the Japanese Empire wanted to expel all Western colonists in west pacific(even including Australia) and force the former western colonies to become its own puppies. (to some extend just like the second American HV: expelling all European colonists from America)
http://en.wikipedia.org/wiki/Greater_East_Asia_Co-Prosperity_Sphere
So I think the goal something like "vassalize or conquer XXX" would be better than "conquer or control XXX".
 
Yap..
I know..
But sometimes these maps are not explored by themselves..
Rather they buy maps parchment from India that tells them about something in the East..
And at least until the Alexander Era collapsed,
They don't know much of the map yet..
Also they mostly only know the coast because they explore via Sea, not via sending Scout to Siberia :rolleyes:

China also..
I often saw China sent their scout to Scandinavia when I spawned.. (I'm as Greek)
I just think IMO it should be nerfed a bit because it seems that knowledge is quite too advanced at that era..

true enough
 
Maybe it would be better if the pure cultural goal got a little spiced up? Just like getting (including to steal?) certain techs, ex. literature (the tales of Genji) or building at lease one Buddhism wonder? That would be more historical-feeling, and requires players to be more skillful in balancing culture and other things.
Well, there are always different ways to get a culture goal. Researching cultural techs like Drama and Music was essential, as well as using religious buildings. Didn't rely on wonders, but I guess Borobudur for example would've helped as well. But I don't think making additional aspects mandatory would work ... the necessary amount of culture would have to be reduced in consequence and all you'd get was less options and in my opinion, less fun.

I agree with the "Greater Empire of Japan" goal. And in my opinion vassalizing other asian civs could also be accepted as a historical victory (just like the 3rd HV of Turks). Because the Japanese Empire wanted to expel all Western colonists in west pacific(even including Australia) and force the former western colonies to become its own puppies. (to some extend just like the second American HV: expelling all European colonists from America)
http://en.wikipedia.org/wiki/Greater_East_Asia_Co-Prosperity_Sphere
So I think the goal something like "vassalize or conquer XXX" would be better than "conquer or control XXX".
Sure, vassalizing should also be possible.
 
Well, there are always different ways to get a culture goal. Researching cultural techs like Drama and Music was essential, as well as using religious buildings. Didn't rely on wonders, but I guess Borobudur for example would've helped as well. But I don't think making additional aspects mandatory would work ... the necessary amount of culture would have to be reduced in consequence and all you'd get was less options and in my opinion, less fun.

Well, that's true. I agree.
 
I concur fully on this exploration business. No European could even get past Cape Bojador until the Portuguese dared to sail into open water, after all. And no one got into Siberia until the 16th century, excluding the local inhabitants. It's weird for Korea to have the biggest map in the world in the 1400s, when Koreans for the most part stayed in Korea in that time.
 
Thinking about something entirely different currently: shouldn't there be a slight buff to Nuclear Plants?

Coal Plants come early, but create unhealthiness, Hydro Plants require rivers, Nuclear Plants can be built everywhere but include the risk of a nuclear meltdown. Thing is, that meltdown is quite probable and at the point where you can build them, it's easily possible to combat the coal plant's unhealthiness in other ways.

So there has to be an incentive to take the risk of meltdown. Often Nuclear Plants are still built because they produce cheaper energy so maybe a small bonus of +10% production, +10% gold or -10% maintenance could provide some incentive.
 
What about the Doge of Venice; i think it is already present in RFCE.

Talking about the Mughals, can you please make Calcutta buildable, currently some city starting with a V under it always gets built since Calcutta is covered by jungle and is not really that good of a spot. But historically and currently Calcutta was the capital of British India and is one of the most populous cities in the world.

I agree Enrico Dandolo would be ok.

Actually the Calcutta spot isn't covered by jungle in the beginning of the game, it just usually grows to that tile.
 
Thinking about something entirely different currently: shouldn't there be a slight buff to Nuclear Plants?

Coal Plants come early, but create unhealthiness, Hydro Plants require rivers, Nuclear Plants can be built everywhere but include the risk of a nuclear meltdown. Thing is, that meltdown is quite probable and at the point where you can build them, it's easily possible to combat the coal plant's unhealthiness in other ways.

So there has to be an incentive to take the risk of meltdown. Often Nuclear Plants are still built because they produce cheaper energy so maybe a small bonus of +10% production, +10% gold or -10% maintenance.

Yeah, I never build nuclear plants because that meltdown always seemed to happen when I did have them. Really, there haven't been more than a handful of meltdowns that damage things around them like they do in the game.
 
I agree Enrico Dandolo would be ok.

Actually the Calcutta spot isn't covered by jungle in the beginning of the game, it just usually grows to that tile.
Huh, really? I thought jungle can't grow in RFC?

Yeah, I never build nuclear plants because that meltdown always seemed to happen when I did have them. Really, there haven't been more than a handful of meltdowns that damage things around them like they do in the game.
Exactly. What kind of bonus do you think would be appropriate?
 
Because the Japanese Empire wanted to expel all Western colonists in west pacific(even including Australia)
and force the former western colonies to become its own puppies.

Ha ha, that's real cute xD.

On topic though, I remember someone suggested spawning military bases in the Pacific come WW2. I don't think that's such a bad idea.
But if you made them full-blown cities, it might not be so much of an incentive to get them, because of the Maintenance.
Perhaps spawning forts on them would be better?

(Also, have you thought about my suggestion for an independent Shuri/Naha to spawn on Okinawa?
It was historically a very important center of trade in the region especially during the time when Japan closed its borders.)
 
Huh, really? I thought jungle can't grow in RFC?

Yep, it can and so does forest.

Spoiler :
Civ4ScreenShot0001-42.jpg
 
Thinking about something entirely different currently: shouldn't there be a slight buff to Nuclear Plants?

Coal Plants come early, but create unhealthiness, Hydro Plants require rivers, Nuclear Plants can be built everywhere but include the risk of a nuclear meltdown. Thing is, that meltdown is quite probable and at the point where you can build them, it's easily possible to combat the coal plant's unhealthiness in other ways.

So there has to be an incentive to take the risk of meltdown. Often Nuclear Plants are still built because they produce cheaper energy so maybe a small bonus of +10% production, +10% gold or -10% maintenance could provide some incentive.

What about something like the towns around the city produce +1 gold/hammers?
 
That's a little too powerful imo, and also would be outside of XML capabilities which I'd prefer.
 
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