Dawn of Civilization - an RFC modmod by Leoreth

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Who is considered 'foreign' in South Asia for Thailand's 3rd HVC? The Mughals?
 
Who is considered 'foreign' in South Asia for Thailand's 3rd HVC? The Mughals?
Basically civs that have their cores in this region are the only ones who don't count as foreign. So it's the Europeans and theoretically China and Japan, even though that never happens.
 
It's an old auto war from before the Moors.
 
It doesn't make a whole lot of sense right now, but many wars on spawn don't. I might need to give them more attention in general.
 
When you get the time, you should edit the OP. So we know what you're working on and what you actually want to put in 1.12. :yumyum:
 
Nah, I'm just going to be mysterious about it and only drop some vague hints where they are unrelated to the actual thread topic.
 
13. Australia should have a few Aboriginal or barbarian settlements. When a European civ comes by plague should spread and a conqueror event should happen, like in the Americas. I'm not very familiar with Australian history, but that's what I think happened.

That's a good idea... if you can provide any example of Aboriginal settlements that grows into important place like Oaxaca, Tenochtitlan or Cuzco :king:

Afaik the Aboriginal did not settle, and peaceful when the European arrive. I didn't learn about pre-colonial Australia either. I only knows that somehow Sriwijaya or Majapahit didn't know that Australia existed.
 
If the American natives don't have preplaced cities, then Australia definitely should not. The American natives were considerably more organized overall than the Australian ones.
 
5. Australia desperately needs a buff. A couple of oases and about three deer around the fringes should do. Realistically, it should have more aluminum and a coal resource, but I'm not sure if that would be good gameplay-wise.

Have you been to central Australia? Do you know how many oases are in Australia? Zero. Do you know how many deer are in Australia? Zero. And as for Aluminium and Coal, they are already in Australia.

13. Australia should have a few Aboriginal or barbarian settlements. When a European civ comes by plague should spread and a conqueror event should happen, like in the Americas. I'm not very familiar with Australian history, but that's what I think happened.
Aboriginal inhabitants were nomadic and did not stay in permanent settlements. They did suffer hugely from smallpox and other European diseases in the first decades after European contact. But there is absolutely no reason to generate a conqueror event in Australia, either for historical re-enactment or for gameplay reasons.

15. Where are the massive barb spawns in Germany that take down the Roman empire? Just nitpicking, but I think they should be there.
There are Celts all over the place and numerous horse archers who come down from the steppes, which seems about right to me.
 
Leoreth didn't adopt my Legion changes fully.

My Legions can build Forts in addition to Roman Roads, and have double the work rate (200 instead of 100).

Also,

<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>

may make a difference in AI Legion's behavior. I added this line to the Legion's AI code but Leoreth did not.

PS:

Tested and confirmed. An extra UNITAI_WORKER entry makes AI Legions much more (at least 3 times more) likely to build Roman Roads and AI Rome consequently does much better.

Damn. I can't believe I hadn't noticed this before. The Legion redesign happened a long time ago.

PPS:

Legion can also be made into a straightforward Maceman/Heavy Swordsman replacement. This will save the AI from idiotically building Axemen instead of Legions.
 
OK so this is the set of Legion changes that I think will make it better in every way.

(1) Replaces Maceman instead of Swordsman. Upgrades to Rifleman, Grenadier.

(2) Tech requirements are Metal Casting and Mathematics (which are more realistic, for flavor).

(3) UNITAI_WORKER added to the list of possible AI behavior.

(4) Work Rate doubled (to 200, from 100).

(5) Instead of +25% vs. Axeman, +25% vs. Melee Units. This will give Legion a bit of a chance against other Macemen (and Landskneckt), should you use it against them (you shouldn't, but still).

(6) (Optional) Capable of building Forts. I find this to be very fun.

(7) Everything else is unchanged.
 
OK so this is the set of Legion changes that I think will make it better in every way.

(1) Replaces Maceman instead of Swordsman. Upgrades to Rifleman, Grenadier.

(2) Tech requirements are Metal Casting and Mathematics.

(3) UNITAI_WORKER added to the list of possible AI behavior.

(4) Work Rate doubled (to 200, from 100).

(5) Instead of +25% vs. Axeman, +25% vs. Melee Units. This will give Legion a bit of a chance against other Macemen (and Landskneckt), should you use it against them (you shouldn't, but still).

(6) (Optional) Capable of building Forts. I find this to be very fun.

(7) Everything else is unchanged.

That's actually a really ingenious workaround to the "Rome building Axemen" problem.
I think a +25% vs Melee would be grossly overpowered though, taking into consideration the fact that it's an early Maceman.
+25% vs Axes is fine as is. You'll still body Archers left and right at 8 STR and a few CR promos.
 
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