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Dawn of Civilization General Discussion

Discussion in 'Rhye's and Fall - Dawn of Civilization' started by Leoreth, Nov 19, 2015.

  1. Force44

    Force44 Prince

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    Yeah, either position north also seem superior to me (even the one on the left side of the river, it has got the potential for one more population and acces to an oasis (nice for Al khazneh) albeit at the price of no more acces to Egypts most hammerproductive square). Population in the core is the best way to counter the instability received by conquering Babylon (and maybe even Harappa) in an early stage of the game. That is another thing egypt has going for it. Sofar I tend to prefer the lesser amount of hassle from barbarians you receive as Babylon when you conquer Egypt compared to the amount you receive as Egypt conquering Babylon (those medjays really tie down a significant part of my army) over the shorter period of expansioninstability. But I might take another, closer, look at that detail.

    Now I'm at the point of discussing conquering the world as Egypt, their warchariots take an awfull long time to produce (especially without despotism, which switching to would take away 1/3 of Egypt's no-need-for-revolutions-bonus)considering you probably need to complete a road (again probably on desert) before you can even start to produce them. My main issue with them however is they feel superior to the horsemen, less :hammers:s for more attack against cities and better movementrate in deserts, you are forced to produce when you hook up any copper or iron to your cities after the discovery of the very desirable invention of riding. But I will cease my typing before I digress even further… :o
     
  2. keli

    keli Prince

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    What is the chance of the spaceship failing to reach it's destination? I wonder what's the point of involving RNG in a victory condition.
     
  3. Leoreth

    Leoreth 心の怪盗団 Moderator

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    There is no chance unless you choose to skip modules.
     
  4. merijn_v1

    merijn_v1 Black Belt

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    Bad news. Due to some troubles I was forced to update from Windows 7 to Windows 10. This by itself is not a bad thing, but because it was very sudden I could only backup the most important things. I lost everything related to civilization that is not uploaded somewhere. The majority of this are artfiles I've been working on, like the new marsh variation.
     
  5. Leoreth

    Leoreth 心の怪盗団 Moderator

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    Oh, that's terrible.
     
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  6. Force44

    Force44 Prince

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    How hard would it be to change the inca UA from mountains yielding two food and one hammer ( :food::food::hammers:) to two food and one free citizen ( :food::food::gp:) in the city that works the mountain?

    That way the yield is the same per mountain but the productivity of the mountaintops can be increased by constructing a building and alotting the free citizen(s) to it.

    Right now the Inca UA allows for bigger size cities (with a negligable increase in production) which under the current rule is only a bonus in their (rather tiny) core. (population instability due to city size makes the use of mountains right now rather unattractive for cities outside of their core)
     
    Publicola likes this.
  7. JDPElGrillo

    JDPElGrillo Chieftain

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    That sounds like it would make running Republic a very attractive option, which means I would be all for it :)
     
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  8. Force44

    Force44 Prince

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    Shhh! :mischief: Let us enjoy that 3 food per mountain under the republic civic quietly until it gets nerfed in the next version and republic besides farms and towns will also penalize mountains with -1:food:

    It still would turn the UP into one of the strongest in the late game. With the amount of mountains currently in the Andes it would not surprise me if the Inca even outgreatperson Greece...
     
  9. caketastydelish

    caketastydelish By any means necessary

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    Haven't played this in a long time until today. I'm using the latest version of the game, developer version or whatever it's called, for reference.

    I played a game as China (3000 BC start), and never expanded outside of areas that aren't historically part of China, and never lost a single city to barbarians or other civs. I had 5 cities (including the capital) spread out all over historical China IRL.

    My economy tanked due to my lack of ability to produce any income, and I was at 0% for the tech slider and all other as I was making just enough to not go bankrupt (never did actually go in the red so there were no strikes or abandonments).

    I eventually collapsed, which I thought was odd. Although, clearly, I don't understand the mechanics of the game. How can I prevent this from happening? How can I not almost go bankrupt and have no money to be able to spend on science/research or anything else with the perecentage slider?

    edit: forgot to say some barbs did kill a few of my archers defending cities (though never enough to capture them), and pillage some improvements, and captured one worker. I was never attacked at any point by other civs. Not sure if any of this makes a difference.

    I also had the technology researched to build the Terrocota army wonder (or whatever it's called, sorry I forget), but it didn't allow me to actually build it until a long time afterward. Any reason for this?
     
  10. Imp. Knoedel

    Imp. Knoedel Stalin and Starlight, Stalling a Stallion

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    Losing against barbarians contributes to instability. Matter of fact, why don't you give us a screenshot of the F2 which lists the various stability factors? :)

    The Terracota Army requires Confucianism or Taoism to be present. Most wonders require the presence of certain religions in fact.
     
  11. caketastydelish

    caketastydelish By any means necessary

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    It didn't save/autosave :(

    What about the currency (or lack thereof) problem?
     
  12. Imp. Knoedel

    Imp. Knoedel Stalin and Starlight, Stalling a Stallion

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    The early game is pretty rough on China with regards to the economy. Until you get all those plantations up and running you need to get most of your research from Scientists you can run with your unique building. 3 + 25% Research modifier = 11 Research per city with Taixue and enough food even with 100% of your commerce allocated to gold. The Great Scientists they spawn after a while can also further help boost your research by building an academy, settling down as super specialists, or discovering two techs instantly on their own.

    It can also pay off to explore routes to the west through India and Persia all the way to the Mediterranean world. If you are lucky you can get a few techs in trade. A single scout can pay dividends down the line if he doesn't get killed by a random barbarian on the way.
     
  13. JDPElGrillo

    JDPElGrillo Chieftain

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    China's unit costs can rise surprisingly quickly if you're coming from vanilla BTS, so there's a dangerous spiral if you rely on Monarchy to grow tall with military police happiness where your marginal population points don't actually contribute net income. Early Taixues feel somewhat essential and then you'll want to keep thinking ahead with a focus on trying to snowball your output from there.

    Stability is a huge component of this mod's strategic gameplay, so you'll want to check the advisor screen regularly, and I would recommend reading the documentation in the Civpedia as well. Generally as China you'll want to avoid taking hits from economic recession and losing units to barbarians (tile pillaging is OK). You can look to build up safety from extra stability from favorable civic combinations and religious uniformity from your guaranteed Confucianism/Taoism spreads.
     
  14. Efim

    Efim Chieftain

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    Need stability maps for every civilization
     
  15. merijn_v1

    merijn_v1 Black Belt

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    You can find them in the mod folder, in the subfolder “Maps”.

    You can also press ctrl-K ingame to get an ingame stability overlay. In the WB, there is a DoCMap mode in which you can view the stabilitymaps of all civs ingame.
     
  16. Tigranes

    Tigranes Armenian

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    Welcome to forums, Efim! :band::beer:[party]
     
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  17. Hickman888

    Hickman888 Chieftain

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    For the Colonialism civic, a city is considered a colony if it is on a different continent, correct? If that is so, does anybody know what "continent" the pacific islands/Indonesia is considered to be on? I'm trying to gauge how useful of a civic Colonialism will be to a Japanese historical run.
     
  18. Leoreth

    Leoreth 心の怪盗団 Moderator

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    Any landmass with 30+ tiles is considered a continent. Smaller landmasses are considered part of the nearest landmass with 30+ tiles. Divisions of contiguous landmasses still apply (i.e. Asia, Europe, Africa are separate). I didn't fully think through what that means for Indonesia, but most islands should end up being considered part of Asia, as is Japan.
     
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  19. Hickman888

    Hickman888 Chieftain

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    Gotcha, thanks.
     
  20. Theophilos

    Theophilos Chieftain

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    Questions:

    1. When I take a city there is an option to "redistribute" the gold. Is this giving the gold back to the city? What does this actually do? I didn't see it while skimming the "odds and ends" civilopedia

    2. What speed is this mod designed on, and which difficulty level is standard?

    3. Is there mercenaries in this mod, I remember it being in an older version and other versions of Ryse and fall but I dont see one here, but I just want to double check Im not missing the button

    4. How can you tell where the "historical" areas are for religion? It is said some religions can only be spread if it is state religion, or if it is in a "historical area" of this religion. I know enough with sociology to know where most religions have managed to spread, but I would like to see an actual map or overlay for this, does it exist? When I played an old version of this many years ago, as Tibet you had to spread buddhism to Europe to get the % spread to win. I see it must be more historically accurate now, but I still want to better understand how it works.

    For example, would sending a Catholic missionary to Constantinople or Moscow count as "outside" the historical boundary and thus be an invalid move? Or sending a protestant or catholic missionary to china (which historically had missions, but I don;t know if it counts in the mod without more info)

    5. Is it smart to always trade any techs possible, even with possible future enemy? Playing as Khmer, I saw Chengdu (Chinese territory) as still in historical area so I thought I might have it as an objective at some point. I swapped one tech with China, and I had the possibility with Japan but refrained because I felt they might build a wonder I was working on that required that tech. I also refrained from trading with china a second time as I see them as possible enemy.

    I see though that China is now at least 6 techs ahead of me. Should I have be more open to trading techs? Other civs are at my level techwise.

    This was in in time period 800 to 1000 AD)
     
    Last edited: Feb 15, 2020

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