Dawn of Civilization - an RFC modmod by Leoreth

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I'm making good progress right now. The game is now playable again (AI autoplay wouldn't work for a long time until I finally discovered the reason), and I've fixed almost all error messages.

Major problem is the settler AI at the moment, several AIs, especially Russia, like to keep all their settlers in their capital without building any cities. Maybe I have to request karadoc's help with that. Also, AIs seem too eager to vassalize at the moment, but maybe that's because I missed some of Rhye's modifications there.

I think I can soon upload/commit a preliminary version to get your feedback.

I can't wait until DoC is 50% more hard core
 
I like civilization, i love RFC and I adore DOC. I think this is the best place to suggest my propositions. Unfortunatelly, I can't create DLL to test them on my own.

Religion:
*Spread of religion at the settling of a city (which would be settler's religion). Spreading via a missionary cause temporary unhapiness in the city.
*Reformation can only happen in catholic civilizations (for example catholicism in arab and byzantine lands can not convert to protestantism in the reformation).
*Islamic schism Siia from Sunni, when an islamic (specifically Iran) civilization descover printing press. (Sunni symbol is black cyrcle and yellow moon, while Siia will be the original).
*Buddhist schism (Hinayana and Theravada) ?
*Readd jewdaism (requires monotheism AND egyptian polytheism) but it will be tied strictly with jewish civilization. (Only jewish civilization can convert to jewdaism, jewish cities and buildings produce jewish culture).
*Pantheistic religions? (Egyptian, mesopotamian, grecoroman, hinduist, sintoist, viking polytheism)
*Sichism? (requires hinduism and monotheism).
*Zoroastrianism requires monotheism and mesopotamian polytheism?
*Cristianity requires monotheism (or theology) and grecoroman polytheism?

Resources destribution:
*Units consume food like citizents, but one food unit instead of two.
*Late units consume oil, coal, uranium or electricity.
*Healing consumes extra food, cannot heal out of own forts, cities and towns.
*After discovering appropriate (transportative) technologies food, hammers and trade may be transfered in central cities. However, this is incompatible with republic and city-states.

Communications:
*Unstable cities that don't communicate with capital become independent.
*Units that can't communicate become independent (or barbarian in early game). (So civilization won't move their units in tiles that don't communicate). Scouts and explorers work differently.
*Palace must be build, otherwise can control the production of only one city.
*Culture can spread in tiles that communicate with the city that produces it. (Or only one tile further).
*Cannot see tile that cannot communicate with.
*Military post units: work like movable roads.
*Work boats can build sea roots in near coastal cities. They are passable by land units. They are distructible by enemy ships, or pillagable (subtract from the treasury of the host civ).

Scouts and explorers:
*Scouts can move one tile next to tiles that communicate with.
*Explorers have their own maps, they have hidden nationality and don't convert independent when out of the communication system of their civ.
When they are about to enter a foreighn civilization the other civilization may allow them to enter in return of the map they have discovered. After some turns they will try to go back to their homes.

Immigration happens from backward civilizations to advanced.

Economics:
*Taxation is different from trade, it is a adjusted by the player or the AI. Bigger taxation causes unhapiness and less growth.
*Corporations have quarters but they can be transfered at theri own wills.

Prussia/Austria and Germany:
*If only one alive is titled "german".
*If one muster and other vassal, muster is titled "german".
*Else austria and prussia.

More civs (playable or not):
Sumerians, medes, Songhai, Malaisia, Argentina, Yemen, Huns, Iriquois
Assyrians, Jews, Ptolemids, Brazilians, Colombians, Turkmens, Ouzbekistan, Celts, Zoulou
 
Religion...

No. Just no.
See some of the threads about these things in the past.
Pantheon civic is the generic for the Pantheistic religions, which allows less deterministic wonder building.

Resources distribution:
*Stuff about using food for non-growth purposes, and healing in cities.
*Late units consume oil, coal, uranium or electricity.
*After discovering appropriate (transportative) technologies food, hammers and trade may be transferred in central cities. However, this is incompatible with republic and city-states.

As for the first and third, food , production, and commerce are more about the richness of land around the city. There are enough bonus buildings and specialists available that by the late game when these would be applicable, they are unnecessary.
For the second, electricity and coal are unrealistic. Oil and Uranium are already in.

Communications...

Good for complete realism on a way bigger map. Bad for game-play as it make waging war a lot harder and makes certain spots not viable for early unit movement. Also not sure what is meant by communications.

Scouts and explorers
Immigration happens from backward civilizations to advanced.

Scouts need to preferable to Warriors for early exploration. Make it so that Warriors cannot get friendly huts no matter the difficulty.
Yes. And America's UP still needs to be a bit more reworked I think.

Economics:
*Taxation is different from trade, it is a adjusted by the player or the AI. Bigger taxation causes unhappiness and less growth.
*Corporations have quarters but they can be transferred at their own wills.

First part no. The income from trade is the taxation on it. Unhappiness is already factored in through general population unhappiness.
Second part yes. Corporations like cities with an already high commerce output where the civilization is running free market and capitalism. Also, corporations in communist countries shouldn't give bonuses other than food, production, commerce.

Prussia/Austria and Germany:
*If only one alive is titled "German".
*If one muster and other vassal, muster is titled "German".
*Else Austria and Prussia.

Unhistorical and unnecessary. Germany of the Prussia kind and Austria have existed at the same time many times in history.

More civs (playable or not)...

Again no. See threads about this in the past.
 
Welcome to the forum. Your probably not going to get much positive feedback on your ideas as much of it is already represented in the game in a different way, and some of it would make the game alot more frustrating imo. As well, some of it has already been debated to death in these forums and is quite contentious. There has been tradeoffs throughout the development of this mod in things that are geared towards realism and things that are geared towards game mechanics. One of the reasons, imo, when this mod is so great is Leoreth has created an excellent balance between the two and most of your ideas would seriously skew this.
 
Quick Question: After installing the mod in the proper folder, I pressed Load Mod in Advanced and loaded the mod. Civ 4 BtS closed as if to load it, but just stopped. It quit after like 10 seconds. Proof is the Windows color scheme changing back to normal. Any help?
 
Are you sure you are on 3.19?
 
I like civilization, i love RFC and I adore DOC. I think this is the best place to suggest my propositions. Unfortunatelly, I can't create DLL to test them on my own.

Religion:
*Spread of religion at the settling of a city (which would be settler's religion). Spreading via a missionary cause temporary unhapiness in the city.

I think it would be could idea that settler "has religion" which it would spread to city it founds. That is very historical.
It could work like this:
Settler would always spread state religion if it is at city where it was build - if not than religion what is in city. If more than one religion but not state religion in city than random chance which religion from cities religions settler will have.
Or maybe it would have all religions if city do not have state religion so more than one religion would spread to city settler found.

About spreading via a missionary - do you mean always? And why so?


*Reformation can only happen in catholic civilizations (for example catholicism in arab and byzantine lands can not convert to protestantism in the reformation).

I thought that was the case... obviously I was wrong.

*Islamic schism Siia from Sunni, when an islamic (specifically Iran) civilization descover printing press. (Sunni symbol is black cyrcle and yellow moon, while Siia will be the original).

Dividing Islam to Siia and Sunni has debated a lot and many models have suggested but I think if it ever comes to DoC not in many many version - it is much harder to implement than many other more important futures - check threads about that.

*Buddhist schism (Hinayana and Theravada) ?

Buddhism is more than 2500 years old religion because of that it has divided hundreds of different ways. There have been and are many schism between different Buddhist section and for example in history of Japan lot of blood have been spilled because of that.
But in DoC contest Buddhism should still treat like one religion entity even that in real life that is not a case.

*Readd jewdaism (requires monotheism AND egyptian polytheism) but it will be tied strictly with jewish civilization. (Only jewish civilization can convert to jewdaism, jewish cities and buildings produce jewish culture).

Jewish Empire which was never destroyed in ancient times. Interesting idea but... not now to DoC and probably never because: there are many threads about this issue...

*Pantheistic religions? (Egyptian, mesopotamian, grecoroman, hinduist, sintoist, viking polytheism)

I have been always think that DoC should have so called pagan religion(s) in Europe. Biggest religious persecution and converting by sword (not the intellectual one) in world history was when Mediterranean people spread Christianity to rest of Europe. What if Viking gods would have more meaning than just weekdays name nowdays?

*Sichism? (requires hinduism and monotheism).
Only way I see that Sikhism would be in DoC is that it would be too civilization to represent Sikh Empire. But again: always when adding civilization to already over crowded area in this case North India would be very difficult.
About requirements - Sikhism is based one god religions: Islam, Christianity and Judaism.

*Zoroastrianism requires monotheism and mesopotamian polytheism?
*Cristianity requires monotheism (or theology) and grecoroman polytheism?

I think no changes needed - but that is just my opinion.

Resources destribution:
*Units consume food like citizents, but one food unit instead of two.
*Late units consume oil, coal, uranium or electricity.
*Healing consumes extra food, cannot heal out of own forts, cities and towns.

That would break core game mechanism plus keep cities very very small.

*After discovering appropriate (transportative) technologies food, hammers and trade may be transfered in central cities. However, this is incompatible with republic and city-states.

Corporation in DoC some how fix non historical situation that food and other resources must be in city radius in late eras too. Bigger changes again could break core game mechanism.

Communications:

What you mean with Communication?
*Unstable cities that don't communicate with capital become independent.
*Units that can't communicate become independent (or barbarian in early game). (So civilization won't move their units in tiles that don't communicate). Scouts and explorers work differently.
*Palace must be build, otherwise can control the production of only one city.
*Culture can spread in tiles that communicate with the city that produces it. (Or only one tile further).
*Cannot see tile that cannot communicate with.
*Military post units: work like movable roads.
*Work boats can build sea roots in near coastal cities. They are passable by land units. They are distructible by enemy ships, or pillagable (subtract from the treasury of the host civ).

Really hard to comment because I do not understand what is your communication concept.

Scouts and explorers:
*Scouts can move one tile next to tiles that communicate with.

Again really hard to comment because I do not understand what is your communication concept.

*Explorers have their own maps, they have hidden nationality and don't convert independent when out of the communication system of their civ.
When they are about to enter a foreighn civilization the other civilization may allow them to enter in return of the map they have discovered. After some turns they will try to go back to their homes.

I like idea that Explorer (and Scouts too) would have their own map which is not transmitted in real time to rest of your empire. That would give very interesting situation: you could not anymore explorer map as long as explorer or scout would die. Now you should make sure that he would come back to inside cultural boundaries with that precious map.
BUT what to do when military or worker unit are use to exploring - should all units start to create "own" map when they do not see anymore culture boundaries - maybe very good idea - and we should not forgot naval units. This would actually give really nice twist to map trading business. And we have to remember that reason why we do not know did Portuguese discover New World before Spanish is that they destroyed their maps because they were afraid that maps would leak out by foreign spies.
And idea that Explorer / Scout could sell "his map" to other civilization to gain access in their empire sounds really cool.
Anyway something should do Scout unit to make it more useful. I have gain free tech from Tribal Village with Warrior(!).


Immigration happens from backward civilizations to advanced.

That mechanism is in game already. Why cities population is growing? Because there is enough food, BUT if you have enough unhappy population or pollution it will slow your grow or even could decrease population. More tech civilization have bigger the cities are growing and sustain more people.
Where population is than coming to cities? You can picture that cities are magnets which draw people not only locally but every where. For example big cities in history like London, Rome, New York, Babylon City, Sidney, Shanghai, Dubai etc. have gained many inhabitants by immigration and not only that way that inhabitants have give birth to new citizens.
Like wrote previous posts American UP should be changed.


More civs (playable or not):
Sumerians, medes, Songhai, Malaisia, Argentina, Yemen, Huns, Iriquois
Assyrians, Jews, Ptolemids, Brazilians, Colombians, Turkmens, Ouzbekistan, Celts, Zoulou

More civs should be in DoC. For example half of African continent do not have civs (of course that is case if you read old European history books... ;)
 
The thing about adding civs like the Sumerians, Medes, Assyrians, Jews, and Ptolemids for example is that Regions would get overpopulated. These examples here help show it, plus the game in the middle east is already clogged up with: Babylon, Egypt, Persia, Greece, Rome, Arabia, Phoenicia, Turkey (Eventually), Seljuks, etc. More Native American Civs (Iroquois, Apache?) would be nice. Another thing would be to get either like Brazil, Argentina, Gran Colombia, etc in. You would have to have 1) A large empire with South American Control, and 2) A Possible war of Independence. Just my personal opinion.
 
The thing about adding civs like the Sumerians, Medes, Assyrians, Jews, and Ptolemids for example is that Regions would get overpopulated. These examples here help show it, plus the game in the middle east is already clogged up with: Babylon, Egypt, Persia, Greece, Rome, Arabia, Phoenicia, Turkey (Eventually), Seljuks, etc. More Native American Civs (Iroquois, Apache?) would be nice. Another thing would be to get either like Brazil, Argentina, Gran Colombia, etc in. You would have to have 1) A large empire with South American Control, and 2) A Possible war of Independence. Just my personal opinion.

Native Americans control too little of an area to really be a civ and most aren't settled sufficiently either.

Decolonisation is a good place to get civs to fill space however there are things to be considered.
If the Aztecs are still alive when Mexico is supposed to spawn:
  • do they acquire Mexican names, stability maps and units,
  • do they magically die and Mexicans appear or
  • do they alive and Mexicans fail to spawn?
 
I think Mexico and Peru, if they're added as separate civs, shouldn't spawn if the Aztecs or Incas are still alive. Isn't the same system currently in use with the Byzantines, with them not spawning if the Greeks are still around? (I haven't yet seen Greece survive to the Byzantine spawn, though, so I might have just read that wrong)
 
Yep, Greece/Byzantium, Thailand/Khmer* and Rome/Italy prevent each other from spawning.

*Thailands first spawn can occur if Khmer is sufficiently unstable, but neither will respawn on top of the other.
 
Does what happen?

If Rome/Greece lives, Italy/Byzantium won't spawn. If the player chooses Italy/Byzantium, the respective other civ will be forced to collapse early enough. Otherwise, the same rules apply no matter who controls whom.
 
I've been playing as Russia, settling Rjazan (1S) as my capital. However, just now I've realised the Trans-Siberia railroad UHV says I need a railroad from Moscow to a Siberian port... Can I still complete it when my capital isn't Moscow?
 
I've been playing as Russia, settling Rjazan (1S) as my capital. However, just now I've realised the Trans-Siberia railroad UHV says I need a railroad from Moscow to a Siberian port... Can I still complete it when my capital isn't Moscow?

Just use a settler to build Moscow on the appropriate tile right at the end of your game. Problem solved.
 
Yeah, I ended with 2/3 UHV goals completed thanks to that. Counting it as a win, though.

I've been wondering something, by the way: is it possible to remove the year only being displayed after Calendar (or move it to a very early tech, like Agriculture)? I like the flavourfulness of it, but overall it mainly ends up being annoying to me.
 
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