Dawn of Civilization - an RFC modmod by Leoreth

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Enclosed is a save from the turn before.
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The next turn, Thailand declares independence...
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...with dozens of advanced units and lots of buildings.
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(I'm not sure why I'm able to investigate their city.)
 

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^It's not universal, it's specific for each civ, also considering Thailand was just reborn and unless NKN focused espionage on Thailand before conquest, this is really odd.
 
Respawning civs receive a bunch of units so they can defend their independence, and some techs and buildings so they don't fall behind immediately (a problem most respawns under RFC's old rules had).

They get all buildings associated with the era previous to their current era. If they have all buildings, it seems something went wrong with their free techs before that. But I haven't looked at your save yet.
 
Did you control their entire territory when they respawned?
 
Then I have no idea.
 
Okay, I checked again. It turns out Thailand also flipped Palembang, which was owned by the Netherlands.

But it still doesn't make sense, unless for some reason the Thai core includes Sumatra (which it doesn't, last time I checked).
 
Two quick points:

Panama canal. Ships had to wait 'till 1914 to be able to shortcut into Pacific. We have Oaxaca and Guatemala which can allow this much earlier. This is a very big deal for the world history and cannot be simply neglected. I am suggesting 2 different solutions. (a) add extra tiles near Oaxaca and Guatemala tiles so that crossing will be impossible. If carefully chosen those extra tiles will not distort map too much. (b) cover those plots with Jungles and make a rule that one cannot settle on Jungle unless there is a resource there. This way at least humans wont be able to cross since the days of Mayans, but can still settle south India, for example.

Far north Russian/American cities.

Do we see a problem with this picture?

Spoiler :
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Its end of the XIX century (playing 1700 start) and Russia wasted 4 Settlers to focus on Far North instead of pushing to Far East. No Vladivostok, Irkutsk, Khabarovsk or Petropavlovsk. Instead we got cities which are towns even in 21st century (less than 50 thousand inhabitants, while DoC cities represent major population centers). Let's not allow to settle in Tundra regardless of ocean. This way Russia will expand Eastward instead of northward. Plots for Murmansk, Arkhangelsk and Petropavlovsk can be changed from Tundra to something else. Finally building a Fort rather than city should give you culture on that plot, with road granting you access to resource, in a regular way.
 
Yeah, it's basically:
1) Improve the stability system
2) Catch up on the bugs that have been reported while I was semi-inactive
3) Finish the remaining features until release
 
Is there any script helping Greece to establish Alexander's empire? Haven't played 3000 BC starts for a long time now, and never before seen AI Greece bordering India :crazyeye:.
 
It's region based now, i.e. they receive conquerors for Egypt, the Levant and Mesopotamia, no matter who controls it.

I have removed conquerors against Persia proper because of the inertia rule. Keeping Persia alive in the long run seemed more important than modeling the maximum extent of Alexander's empire.
 
Why is it that on 1700 AD start Brazil starts without Corporation (and Mercantilism), while in 600 AD without Corporation but with Free Market, which requires Corporation?

This, by the way, causes Brazil to be kicked back to Self Sufficiency after first turn on 600 AD start.

Another strange behavior around Sao Paulo. On both starts most Portuguese units get erased, one Cavalry stays outside and attacks the only units that get flipped in Sao Paulo -- Galleons! This capture and recapture both hurt city and Brazil a lot, why cant all the units just embrace independents, like in all the other Brazilian cities?
 
^ To reflect the struggle of the War of Independence/Liberation. However an exception should be made then:
Code:
City guarded only by workers/reckon units/naval units/GP at the time of flip should receive additional units to guard the city.
To add more fun:
Code:
The amount of units in a city that flip to a raising army is only 70-75% strength. So if there are 10 warrior in a flipping cities, 7 warrior flips while 3 others not.. but can still defect to the rising civilization.
 
Is there any script helping Greece to establish Alexander's empire? Haven't played 3000 BC starts for a long time now, and never before seen AI Greece bordering India :crazyeye:.

It rarely happens.
The below isn't a criticism of Leoreth, more of the core design generally; though it could be fixed with some coding?
Generally the problem (across the game not just classical) is that all AI personalities play extremely conservatively, spending over 50% of their production building enormous defensive stacks (and spending huge gold upgrading them) rather than investing in growth/buildings/wonders/harrassment.

I think this could be fixed if Egyptian/Phoenican/Babylonian AI was more growth/wonder geared, having Persia a chance to take these areas.
Babylon usually builds 2 crappy cities and stacks of defending axemen rather than building or attempting to take Yerushalim.

Tigranes' point about Russia is right, I'd just ban tundra cities. I think an independent Muslim crimean city & a 3000BC spawning Artashat would be good to.
 
Lots of important cities are built on tundra, like Anchorage, York Factory, St. John's, Russia's eastern coastal cities, etc.
 
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