Dawn of Civilization - an RFC modmod by Leoreth

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Why not some different effects, though, guys? Leoreth said "...but I'm currently short on unique effects ..." otherwise i would have said either gives additional trade routes or increased water commerce as well... (I do like civking's :king: idea, though--maybe extra healthy in all cities, if nothing else).
And I only suggested the courthouse because it is a building that lowers maintenance, I didn't even think of the stability! Another idea: increased stability when founding cities on foreign tiles; or instead of increacing Commerce, why not increase food; give extra XP to naval vessels; when it is build, 5 new galleons appear in the capital... I think that the free faetoria (or customs house) and lighthouse would be nice for new cities (that's my favorite choice, personally), a free GM appears in the capital; or gives all your port cities the ability to trade with ANY nation you have contact with irreguardless of open borders agreements or not... if it was used as a Faetoria at one point, all customs houses could give additional commerce; or "all customs houses (faetorias) get +10% production".

And how about a world project that is like the spanish inquisition, that removes all other religions owner's cities and spreads state religion to all cities in the empire..
 
I know about its RFCE effect, but that would be only Colossus reloaded here and only reproduce Portugal's feitoria bonus. I personally like the "new cities start with 10 culture" idea, but since that is nothing special in a time where you usually can build culture, maybe we add in some additional population on city founding as well?
 
I know about its RFCE effect, but that would be only Colossus reloaded here and only reproduce Portugal's feitoria bonus. I personally like the "new cities start with 10 culture" idea, but since that is nothing special in a time where you usually can build culture, maybe we add in some additional population on city founding as well?
It should definitely have the +10 culture effect-when you found a colony; after all, it's annoying to have to whip a theater every single time you found a city. The additional population might be a bit too much help (at least to a human player).
 
+1 population and +10 culture seems fair to me.

By the way, there's no need to whip theatres after you have music, which should enable you to build the necessary 10 culture in 5 turns at most.
 
Could you also make England have a missionary on spawn, they become muslim far too often IMHO.
 
+1 population and +10 culture seems fair to me.

By the way, there's no need to whip theatres after you have music, which should enable you to build the necessary 10 culture in 5 turns at most.
Currently :hammer2: for being stupid.
 
The civs which should get missionaries are England and Russia (maybe Netherlands, too). I've never had any problems with Portugal with getting catholicism and computer hasn't had them either. But I've seen muslim England and Russia a few times (I erased islam from their cities in worldbuilder, it's just too... ugly:)).
Balancing state property is very difficult to me. When I remove the production bonus, no one adopts it, when I add it, 75% civs switch to it in the first few turns. I don't know what to do. I've already deleted maintenance bonus and increased upkeep.
 
Leoreth, I am really glad we are getting a new Age of Discovery wonder (especially from Portugal)! :D

I'm just curious, your continent modifications: you said something like the continents would be Eurasia, Australia, Africa, and the Americas right? Well, when you say "Africa" you mean subequatorial Africa (and the lands of the Mali) as one, N.A. as another, S.A. as a third, kind of thing, right? And will the Pacific Islands be Asian or Australian continent buildings?

And I am wondering about your changes to the Caribbean Islands (that you WILL or were GOING TO do...). Why not give EVERY island access to sugar and have sugar give extra :hammers: and :commerce: with a plantation? I know it would affect India, too but its not like the AI likes to settle more than one city in India anyway, right?

Also, Shouldn't after a certain date new VIKING cities, ROMAN cities, and a few other civs get buildings when they found a city? Its annoying having to build Granaries, etc. after like 1100 ad... (or is that too soon?).

Lastly, you've changed Babylon's UP finally, right? If you have, I wanna try it out!! :king:
 
Not to disappoint you, but everything that's not directly related to the Byzantines and the behavior of classical civs won't get touched until Byzantium is satisfactory.

On the continents: the version I'm currently working at (not available yet) has continents like the usual civ rules would see them: America, Australia and Eurasiafrica (they're one connected landmass). No idea where the Pacific islands belong to, though.

On state property: 5% seems a bit useless ... maybe I can fiddle with the AI code a bit to make them like the current 10% less.

Edit on Babylonia's UP: in the latest version they have NO unique power because the free Absolutism turned out way too powerful (they were usually ruling the east when Byzantium spawned). I fear we have to think of a new one :(
 
Edit on Babylonia's UP: in the latest version they have NO unique power because the free Absolutism turned out way too powerful (they were usually ruling the east when Byzantium spawned). I fear we have to think of a new one :(

Back to the drawing boards we go!! You could have "cradle of civilization" and give babylon a (tiny) decrease in their techs the same way you increased the tech rate of the dutch, but give the Babylonians +50% growth for cottages, etc (you could even call it ancient urbanization). also, you could have "gateway to the gods" which could give all religious buildings or priests some commerce... Then, there is after CoL you could have them able to build Farms on tiles around Babylon...

What if after CoL, you only give a bonus is :commerce: and NOT :hammers: ?? I mean, Babylon was owned by SO MANY civs, we don't want them to have a large military. You could also incur a fairly hefty :hammers: penalty on settlers because we want the babylonians to BE an occ...
 
Since Torre de Belém was used as a customs house, I've seen it usually increase commerce from the city's water tiles by +2:commerce: or +3:commerce: in mods.

It has been used for a lot of different purposes though. I vote for increase in water tiles' commerce.
That would way over power La Habana :D
I know about its RFCE effect, but that would be only Colossus reloaded here and only reproduce Portugal's feitoria bonus. I personally like the "new cities start with 10 culture" idea, but since that is nothing special in a time where you usually can build culture, maybe we add in some additional population on city founding as well?
How about an extra pop and a theatre?
maybe add 5% instead of 10 ?
Then it's too weak


On a side note in my Spanish game the Great Cothon was built in Oaxaca probably because stone speeds it up (Oaxaca is on a stone), also the Hanging Gardens were built in Tikal.

This game had other bizarreness such as Shwedagon Paya built by Romans (1310AD (Pompeii), The Colossus built by the Vikings (1060AD in Kalmar), The Colosseum by India (840AD in Bhagyanagar), Ishtar Gate 650AD in Pompeii


Leoreth, I am really glad we are getting a new Age of Discovery wonder (especially from Portugal)! :D

I'm just curious, your continent modifications: you said something like the continents would be Eurasia, Australia, Africa, and the Americas right? Well, when you say "Africa" you mean subequatorial Africa (and the lands of the Mali) as one, N.A. as another, S.A. as a third, kind of thing, right? And will the Pacific Islands be Asian or Australian continent buildings?

And I am wondering about your changes to the Caribbean Islands (that you WILL or were GOING TO do...). Why not give EVERY island access to sugar and have sugar give extra :hammers: and :commerce: with a plantation? I know it would affect India, too but its not like the AI likes to settle more than one city in India anyway, right?

Also, Shouldn't after a certain date new VIKING cities, ROMAN cities, and a few other civs get buildings when they found a city? Its annoying having to build Granaries, etc. after like 1100 ad... (or is that too soon?).

Lastly, you've changed Babylon's UP finally, right? If you have, I wanna try it out!! :king:
I thought an Age of Discovery wonder would be a good add.
I think he's merged Europe-Asia-Africa into one.
How about adding the bonus to raw sugar since you have to settle on some to get it supplied to your civilization?
I agree with the more buildings for Viking because they function as all Scandinavian countries the whole game.

Not to disappoint you, but everything that's not directly related to the Byzantines and the behavior of classical civs won't get touched until Byzantium is satisfactory.

On the continents: the version I'm currently working at (not available yet) has continents like the usual civ rules would see them: America, Australia and Eurasiafrica (they're one connected landmass). No idea where the Pacific islands belong to, though.

On state property: 5% seems a bit useless ... maybe I can fiddle with the AI code a bit to make them like the current 10% less.

Edit on Babylonia's UP: in the latest version they have NO unique power because the free Absolutism turned out way too powerful (they were usually ruling the east when Byzantium spawned). I fear we have to think of a new one :(
Attach the Pacific Islands to Eurasiafrica to assist colonization.

Back to the drawing boards we go!! You could have "cradle of civilization" and give babylon a (tiny) decrease in their techs the same way you increased the tech rate of the dutch, but give the Babylonians +50% growth for cottages, etc (you could even call it ancient urbanization). also, you could have "gateway to the gods" which could give all religious buildings or priests some commerce... Then, there is after CoL you could have them able to build Farms on tiles around Babylon...

What if after CoL, you only give a bonus is :commerce: and NOT :hammers: ?? I mean, Babylon was owned by SO MANY civs, we don't want them to have a large military. You could also incur a fairly hefty :hammers: penalty on settlers because we want the babylonians to BE an occ...
Which would be nice if Civilization in India didn't predate civilization in Mesopotamia by 2500 years :p

There is an unnamed city spot for Spain 2W1S of the Crabs (by Cayenne) considering it is right next to Historical area it probably should have a name
 
Leoreth , was it you who changed Japans UP to kamikaze ? If that's the case , maybe Japan's older UP can be Babylonia new UP .
 
You could make the UP the Power of Civilized Tradition (or something), which would give the city of Babylon double culture from everything. That way, you could simulate the Babylonian Empire (culture would flip cities) without making Babylon significantly strong.
 
We really need to create Stability maps, is the map in terms of land shape the same as RFC? If you give me a base sheet I'll create the maps
 
IIRC, the bonus for tower of Belem in RFCE is (or was) +4 :commerce: per sea tile around the city. Way too overpowered, but really useful in cities like la coruna, where you have lots of hills and lots of sea tiles.
 
If you want to see how stability maps look, open CvRhyes.cpp in the CvGameCoreDLL folder. You don't need an IDE to view them, a simple text editor is enough, and the maps can be understood without knowing C++.

I'll keep the discussion on Babylonia's UP flowing, but I want to remind you that I don't want to include anything that makes their UHV easier.

On wonder weirdness: I thought I had have the Maya stay away from Pantheon, maybe that wasn't enough yet. Asian wonders in Europe are no problem as they should be an exception, and same the other way around. I'm wondering how India could build the Colosseum though, did they really run Pantheon with all their religions?

I also noticed some classical wonders get build quite late, I guess the reason is that there isn't enough time to build all the available wonders (limiting them to Pantheon civs means more wonders are available). Maybe it's better to disable them after you reach the medieval era, not being built at all is preferrable to something like the Colossus in 1000 AD.
 
If you want to see how stability maps look, open CvRhyes.cpp in the CvGameCoreDLL folder. You don't need an IDE to view them, a simple text editor is enough, and the maps can be understood without knowing C++.

I'll keep the discussion on Babylonia's UP flowing, but I want to remind you that I don't want to include anything that makes their UHV easier.

On wonder weirdness: I thought I had have the Maya stay away from Pantheon, maybe that wasn't enough yet. Asian wonders in Europe are no problem as they should be an exception, and same the other way around. I'm wondering how India could build the Colosseum though, did they really run Pantheon with all their religions?

I also noticed some classical wonders get build quite late, I guess the reason is that there isn't enough time to build all the available wonders (limiting them to Pantheon civs means more wonders are available). Maybe it's better to disable them after you reach the medieval era, not being built at all is preferrable to something like the Colossus in 1000 AD.

didn't see stability maps, I did however see settler maps. I meant Stability maps like on rhye.civfanatics.com the colored ones. Are the land tiles and mountains the same? I could color in the maps from hover over info.

Please don't disable them after medieval, I was going to make La Habana awesome by combining the Great Cothon and the Colossus (excessive much?)
 
I also noticed some classical wonders get build quite late, I guess the reason is that there isn't enough time to build all the available wonders (limiting them to Pantheon civs means more wonders are available). Maybe it's better to disable them after you reach the medieval era, not being built at all is preferrable to something like the Colossus in 1000 AD.

Maybe you could have Marble as a requirement, but have the wonders sped up by stone, iron, copper, or other resources so that the wonder-mongering civs can build more.
 
Well we had marble as wonder requirement already ... I took it out because it caused more problems than it solved.

didn't see stability maps, I did however see settler maps. I meant Stability maps like on rhye.civfanatics.com the colored ones. Are the land tiles and mountains the same? I could color in the maps from hover over info.
Stability maps and settler maps are basically identical. You get the colors as follows:

Dark green: core area (found in CoreAreaTL and CoreAreaBR in Costs.py)
Light green: >200 in the settler map
Yellow: >200 in the settler map, but in another civ's core
Orange: <200 in the settler map
Red: <200 in the settler map and in another civ's core

Mountains and water don't influence stability in any way, so they have no stability value.
 
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