Dawn of Civilization - an RFC modmod by Leoreth

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Is there a way to change or disable the limit on how many times you can switch players?
Also, I saw a while back (possibly in another thread) a way to change to base stability for each difficulty for the human player.. Does anyone else know how to do this?
 
Can't wait. :goodjob:
The "disable everything that causes trouble" patch is attached. It disables the Roman UP and the respawn city auto-founding. Please extract it directly into your DoC folder and overwrite everything.

I'm not sure if this is useful information or not but I added your Roman UP to my mod and I haven't gotten any crashes. I haven't played very far past the Roman spawn because I'm going at the changes I want to make in a chronological order and I'm still working on early civics, bronze age vs iron age units and things like that but I've had absolutely no crashes. I just commented out the line about "is rome respawn" and I think that's all I changed.
That's interesting, thanks.

Leoreth: What kind of changes we expect once u start working on E. Asia.
I've made a short list in the first post.

How about making Rome and Italia as a different Civs, but Italia spawn conditionally if Rome is dead.. like in SoI, I think the game will then force Rome to crash whatever the way is if Player choose to play as Rome :)
That's where I wanted to go in the future anyway - with the current problems it might be necessary sooner than I expected.

I don't know if this is built in yet or not, I haven't really paid attention but is there anyway to trigger the 100 years war, 30 years war, and at least the 7 years war in some shape or form? Just wondering.
Not really, and I have no idea how to do this because we can't be cartain that the historical circumstances apply in the game.

EDIT: Hello new here. Leoreth: love your mod ;) AND your quote lol

Is it just me, or did anyone else realize a magical -20 stability hit to the Byzantines in between turns 940AD to 950AD? Ohh, it must be just me...
Thanks. You're fine with th Byzantines here? If so, they might need another nerf :D

The stability hit is due to normalization, as already explained in the main RFC thread.

Ah, thanks for the heads-up jammer. I found the post: http://forums.civfanatics.com/showpost.php?p=10363027&postcount=2934. Unfortunately, no matter how much I try to change the values to -1, excel insists that there is a formula error and the changes cannot be made. God, I miss my '03 Office...
I suggest you don't rely on Office when editing source code at all, rather use the simple Windows text editor or some free tool like Notepad++.

Is there a way to change or disable the limit on how many times you can switch players?
Also, I saw a while back (possibly in another thread) a way to change to base stability for each difficulty for the human player.. Does anyone else know how to do this?
For the first question, search for "def getAlreadySwitched" in RiseAndFall.py and replace the following line (starting with "return ...") with "return False".

For the second question, open RFCUtils.py and scroll to that part:
Code:
        def setStartingStabilityParameters(self, iCiv):
                iHandicap = gc.getGame().getHandicapType()

                for i in range(con.iNumStabilityParameters):
                        self.setStabilityParameters(i, 0)

                if (iHandicap == 0):
                        self.setStability(iCiv, [COLOR="Red"]20[/COLOR])
                        self.setParameter(iCiv, con.iParCitiesE, True, 4)
                        self.setParameter(iCiv, con.iParCivicsE, True, 4)
                        self.setParameter(iCiv, con.iParDiplomacyE, True, 4)
                        self.setParameter(iCiv, con.iParEconomyE, True, 4)
                        self.setParameter(iCiv, con.iParExpansionE, True, 4) 
                elif (iHandicap == 1):
                        self.setStability(iCiv, [COLOR="Red"]5[/COLOR])
                        self.setParameter(iCiv, con.iParCitiesE, True, 1)
                        self.setParameter(iCiv, con.iParCivicsE, True, 1)
                        self.setParameter(iCiv, con.iParDiplomacyE, True, 1)
                        self.setParameter(iCiv, con.iParEconomyE, True, 1)
                        self.setParameter(iCiv, con.iParExpansionE, True, 1) 
                elif (iHandicap == 2):
                        self.setStability(iCiv, [COLOR="Red"]-10[/COLOR])
                        self.setParameter(iCiv, con.iParCitiesE, True, -2)
                        self.setParameter(iCiv, con.iParCivicsE, True, -2)
                        self.setParameter(iCiv, con.iParDiplomacyE, True, -2)
                        self.setParameter(iCiv, con.iParEconomyE, True, -2)
                        self.setParameter(iCiv, con.iParExpansionE, True, -2)
The red numbers are your starting stability for Viceroy/Monarch/Emperor.
 
Thanks leoreth..

So should look like this:
def getAlreadySwitched( self ):
return sd.scriptDict['return False'] ?

Or this:
def getAlreadySwitched( self ):
return False

Also, is there a turn limit to how soon you can switch? If so, I would like to disable that to.. My ideal game would be something like egypt-->greece-->rome-->euopean civ-->america on marathon... If this is the most ridiculous idea ever feel free to tell me :)
 
v1.8 (The Far East) features:

spawn Mongolian settlers in Transoxania?
Mongolia flips Transoxania on spawn
Mongolian and Arabian "conqueror" events
slightly buff the Indian subcontinent
find a way to improve Silk Route cities (maybe via corporation: +2 food, +5 commerce per silk?)
replace Mongolian 12% area goal? (maybe "control 5-7 cores"?)
include additional Hindu wonders
include additional Buddhist wonders
return Confucianism as an eighth religion
new civilization: Korea
open up jungles in Indonesia to allow European colonization

A couple of Points:

1)This is all good but there is nothing on changing the Chinese and Indian spawn locations?
2)What about adding indies and altering the Chinese settler map. (Perhaps adding Nanjing and Chegdu and removing Qufu)
3)Instead of having mongol settlers, the second option of having an arab conquerers event and later a mongol conquerers event would be better.
4)What about having a Mughal minor civilization and a conqurers event for the british to allow colonization?

Here is a more complete list I posted a few pages back; hope it helps.
http://forums.civfanatics.com/showpost.php?p=10366461&postcount=2954
 
The latter version of the code (but mind to keep the number of whitespaces).

If the flip is blocked for too close civs in RFC, you can enable it by searching for "tDifference" in RiseAndFall.py and replace all numbers in the following tuple with 0.
 
that's kind of what I thought Leoreth, just hoping :cool:
 
v1.8 (The Far East) features:
spawn Mongolian settlers in Transoxania?
Mongolia flips Transoxania on spawn
Mongolian and Arabian "conqueror" events
slightly buff the Indian subcontinent
find a way to improve Silk Route cities (maybe via corporation: +2 food, +5 commerce per silk?)
replace Mongolian 12% area goal? (maybe "control 5-7 cores"?)
include additional Hindu wonders
include additional Buddhist wonders
return Confucianism as an eighth religion
new civilization: Korea
open up jungles in Indonesia to allow European colonization

I'm sure that this was just pasted in a hurry, which is okay, but to be clear this isn't everything, right? Capital shifts on conquest (Mongols->Khanbaliq, China->Beijing) and different spawn locations are still in? As well as Kashgar and Dunhuang.

Spawning settlers in Transoxania shouldn't be necessary, since usually there are cities already there. Indeed, I don't see much reason for the Mongols to spawn with more than 1-2 setters in any case. Most of their territory was from conquest.

I'm sure this has been discussed, but what's the motivation for buffing India? Lategame dynamic changes are fine, but I thought the current early game was fine, since India should be weak to represent political instability and division.

An unspreadable Silk corporation could work if you're willing to implement it (personally I'd just stick with extra resources and merchants), but be careful about the bonuses. China can access 9 silks (5 from China, 4 from Korea/Japan), so +2 food, +5 commerce per silk is clearly too much!

Reviving Confucianism would be nice, but would it just be another religion competing with Taoism/Buddhism? The problem with Civ is that it's religion spreading system is very poor at handling a multi-religious region like East Asia (b/c natural spread limited to just one religion/city). Adding Confucianism is easy, but then something needs to be done about balancing its influence with the other religions.

And I hope moving Japan's spawn, though a low priority for you, is on the schedule.
 
I think that if the was some way to tell the East Asian Civ AI's not to put settlers in boats that would be useful for Dutch east Indies and Spanish Philippines. Also if Khmers UP was changed this would open up Singapore as well...
 
Hey I was thinking why not make a Greek conqueror event? It would certainly fit with the theme of expansion in certain eras. Alexander's conquests would be simulated more accurately.
 
The reason India should be buffed, is because in the 17th century around, almost 25% of the worlds output was coming from Mughal India
 
The reason India should be buffed, is because in the 17th century around, almost 25% of the worlds output was coming from Mughal India
That is why I believe most of these resources should spawn at 1500 ad so the Arabs, Khmer, Mongols cannot take advantage of it.


As far as the changes are concerned, I think way too much attention is given to the silk road and nearly not not enough attention to China itself. The Chinese need a more accurate capital (Xian or Nanjing at spawn) and a better settler map. Central China could also use a buff and currently I Xian is way too underpowered and needs a buff. It would also be nice if Nanjing and Chengdu were added as indies in 600 ad spawn.
 
The reason India should be buffed, is because in the 17th century around, almost 25% of the worlds output was coming from Mughal India

India was effective at draining gold from the Roman Empire with its massive amounts of exports
 
India was effective at draining gold from the Roman Empire with its massive amounts of exports

Really? Wow, this just goes to show how powerful India really was. And having an Indian Muslim state spawn in the 12th century as the Sultanate of Delhi or in the 13th century as the Mughals would be great!
 
Imo, we should not combine an the Mughals with India as they are essentially two different civs. Instead there should be a minor Mughal Civ that spawn various cities around India. We can even have them spawn in Afghanistan or Central Asia and then expand to India when they lose their central asian cities to the Mongols or the Safavids as they historicaly did.
 
In my opinion India needs a boost, but also something needs to be done to stop Arabia and Cambodia from invading it. Maybe by giving Delhi, Bombay and the city that's their instead of Calcutta for reasons that escape me better garrisons. Also a series of barbarian incursions, like those that hit Europe in the migration era could help. Barbarians (not because the people in this list are necessarily uncivilized but just because they are at war with everyone) could spawn intermittently to represent the Mughal invasion, clashes with Sikhs, Rival Indian factions etcetra. The reality of India is that it is a huge, multi-ethnic, multi-religious, multi-nation region and has always been and should be represented as very hard to control. Only once has it ever been united fully and that was with massive parts have almost total autonomy.
 
Mongols or the Safavids as they historicaly did.

*Timur's successors more like it...

mmm... I don't know if Leoreth wants to do all that work though, thats my only concern. He has/should have a lot on his mind, and I personally believe a generic Muslim Indian state will do fine, anything to fill up at least Northern and sometimes Central India. You could then name it the "Mughal Dynasty" or "Delhi Sultanate", depending on how much land they own.
 
In my opinion India needs a boost, but also something needs to be done to stop Arabia and Cambodia from invading it. Maybe by giving Delhi, Bombay and the city that's their instead of Calcutta for reasons that escape me better garrisons.

So, replace Paliputra with Calcutta... I think it could work, in the 600 AD scenario. Calcutta was quite important, and still is, I believe.
 
So, replace Paliputra with Calcutta... I think it could work, in the 600 AD scenario. Calcutta was quite important, and still is, I believe.

Paliputra was more important in 600 AD then Calcutta ever was, even up to this date. Its a holy city that should also be where Hinduism and Buddhism are founded in the 600 AD scenario. In fact I would have it so that Paliputra is where the Indians first spawn in 3000 BC start, it makes A LOT more sense IMO. I've done it before, added one/two more resources around it, and it was a great Indian city. I would highly recommend Leoreth to try it out.
 
I don't think that the Indian civilization should represent the Mughals, I just think that barb spawnings should be enough to make the region less profitable, combined with Pikemen at the start to make it harder to invade before gunpowder.
 
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