How were you able to properly locate all these cities you added? Did you have a guide on their locations? If so is it possible for you to send a pic as I want to use it as a guide for me removing unwanted cities. It's quite hectic determining whether two cities are too close to each other or too far from each other through google maps.
all the cities + the units that spawn with them are in Barbs.py. There is one big dictionary there, where the colonies are organized by owner, it's called
tMinorCities, at line 23. You can disable entries with a comment, like this:
# (-770, (59, 47), iCelts, 'Melpum', 2, iArcher, 2), # Milan
Of note is that some ancient cities are spawned twice (e.g. Milan or some cities in China). This is because the spawn function retroactively tries to spawn cities for the modern and medieval scenarios, and most ancient cities are skipped.
Then the entries in the dictionary are spawned with the
foundMinorCities function.
TLDR: just put a comment "#" before the cities you don't want to be spawned.
After mingling with the code I noticed something: Why do many of the Europeans colonies have rifleman units in the 1700s? Riflemen only became prevalent during the early to mid 1800's.
I also noticed that Germany gets their colonies too early. I personally changed them to a later date to simulate Germany's rise to power in the late 1800's
(Also forgot to ask but does changing the spawn date and units on the cities ruin code? I personally changed a lot of your codes to fit my playstyle)
Germany and late colonization reasons:
- i bumped the scramble for africa and the oceania colonization (for all) by 100 years earlier, because otherwise those areas would also be quickly colonized. Also Germany would have a harder time competing with the others both economically (science) and industrially (hammers).
- i actually intended to have a feature where colonies grow at 1/3 rate for colonizers to simulate both colonial inefficiency and the
slow colonization rate. Also to make the metropole much more relevant , and it'd also solve the runaway tech effect.
I didn't manage to find out how to do that and unfortunately I have high pressure with both work and kids with spring. Corona and school don't mix and match
But this is why this mod only touches very few files, to make it easy for non-coders to modify the files to their liking. Everybody has different preferences, my goal was to make it easy to erase/comment entries instead of adding them.
Other colonization historical discrepancies that are needed to help the AI :
- some cities in spawn much earlier then they should (e.g. northern, central, east europe)
- some cities in spawn later than they should to not be flipped (e.g valencia, lisbon, Crete island)
- some cities are spawned at the edge of the civ core to maximize stability
Rifleman reasons:
- AI cities get extra best defender units, and because Euros techs like crazy and prioritize rifling, they tend to get riflemen early.
- to make colonies safe from indigenous forces. Historically Euros only lost colonies to wars of independence (=flips, e.g. Mexico, Colombia, Argentina, Brazil, Usa) or through decolonization (Canada, Australia, Africa, Philippines, Indonesia, etc).
If there is one thing i dislike in civ and RFC is how unit strength doesn't scale more dramatically. A rifleman unit should wipe out a musket unit, which should wipe out anything medieval. Large numbers of weak units would still pose a threat (with catastrophic losses), but right now you pretty much need 1-to-1 when attacking with 1 or even 2 eras superiority, which is nonsense imo.
The only way to change this (afaik) is to modify the unit files, which would take a lot of time (and balancing).
Anyway, you can change the colony spawn unit by modifying Barbs.py, e.g.:
# (-770, (59, 47), iCelts, 'Melpum', 2, iArcher, 2), # Milan
year.........pos......player...name....pop...unit....#units.
can be transformed to
# (-500, (59, 47), iRome, 'Mediolanum', 3, iLegion, 3), # Roman Milan
Hope this helps.