Note: added v23 in attachments.
Important: the mod is designed for the latest stable version of RFCDOC: https://github.com/dguenms/Dawn-of-Civilization/releases/tag/v1.16.4
Hi all,
I've been enjoying this mod for years but I always thought that colonization (ancient / renaissance / early modern / late modern) was both slow, non-competitive and ahistorical and that europe and china especially should be more dominant to make for a more interesting and deterministic game for the experienced RFC player.
Important: this mod spawns a lot of cities, so the game is slower. Good single-thread CPU is recommended.
Also the AI and the player can both cancel colonies if they colonize within a 1x1 region around a colony spot (before the colony is founded), so while the determinism is increased, it is not guaranteed,
So i present a micromod (4 files, copy paste in <GAMEPATH\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\RFC Dawn of Civilization\Assets\Python>) that:
- touches nothing of the gameplay or its rules, you can use it with whatever custom modifications you want/have
- populates the map with lots of minor and independent cities representing all sorts of historical minor/native/migrant(as barb) populations.
- allows more density in europe, mena, china, east coast, west cost, colombia, brazil, west africa, maghreb and india. Expect very dense city distributions in these historical places.
A lot of areas in europe, china, east coast, rio-sao paulo, colombia, india, etc are heavily buffed and contain flood plains and extra seafood to historically boost food.
- heavy map changes (california, south america, some mountain->hill changes, a lot more jungles and rainforst to heavy nerf brazil and west africa until biology)
- empowers the colonizers (england, france, spain, portugal, netherlands, usa, russia, japan) with many waves of colonization, sometimes a bit before the historical period:
- ancient colonization for greeks, carthagineans, romans, and persians, and a more expanded ancient china and india.
- iceland: ~1000 vikings
- canaries :1400 spain and portugal (+ caravels for ai exploration)
- mexico: ~1500 spain
- andes : ~1550 spain
- carribean ~1500-1600: spain, england, france, netherlands (+caravels for ai exploration)
- guyana ~1600 france and england
- brazil ~1550 portugal
- la plata ~1550-1600 spain
- east coast ~1600 england
- quebec~1600 france
- canada ~1650 france and england
- interior canada ~1700-1750 england
- west coast ~1650 spain
- louisiana: ~1650 - 1700 france
- australia ~1700-1800 england
- sub saharan africa : 1700-1800: england, france, germany, netherlands
- south africa ~1600 netherlands and england
- new zealand ~1750 netherlands
- siberia multiple waves ~1600 -> 1650 -> 1700 -> 1800 russia
- pacific ~1800: germany, japan, france, england, usa
- continental us: ~1775-1820 blitz colonization by the us.
This colonization mechanism helps the colonizers by continously growing them, in turn making them more stable and also slowing down the tech of their strengthened cores
- china is stronger and starts with some independent cities (sorry for river near shanghai, didn't discover how to programmaticly change rivers)
- japan starts with a manual distribution of cities
- manchuria, central asia and subsaharn africa are populated by all sorts of tribes (natives and barbarians=migrant pops)
- resource pop-up simplification: 2 waves:
- one at 610ad, buffing up certain zones and moving resources in order to favor both historical and modern cities
- one at 1550ad= the columbian exchange.
- optional colonization rules where colony size depends on technology, region, disease resistance (disabled by default because it increases turn time by ~25%, but can be enabled by setting constMicromodAdjustmentsForColonies = True in Barbs.py).
- scientific and social dark ages where research/gp/culture drops by percentages which depend on tech groups (e.g. north europe, central europe south europe, anatolian, east asia, subsaharan, etc). Very much like EU4. This guarantees a more realistic game, where Europe starts slowly and explodes during the renaissance and where the Indian/Chinese giants start to heavily slow down in the Renaissance. This makes the game very hard for some civs. (can be disabled by setting constMicromodAdjustmentsForTech = False in Barbs.py) and probably makes some UHVs impossible.
northern europe : Feudalism->Patronage or Companies
central europe : Feudalism ->Academia or Firearms
south europe: Feudalism ->Patronage or Gunpowder + Economics->MachineTools or Chemistry
east europe: Feudalism ->Patronage or Gunpowder + Economics->MachineTools or Chemistry
mena: ScientificMethod -> Nationalism or Chemistry
china/korea: Statecraft -> Nationalism or Chemistry
japan: Exploration-> ReplaceableParts or Physics
india: Exploration-> Chemistry or Thermodynamics
hordes: Exploration-> Chemistry or Thermodynamics
subsaharan: Exploration-> Chemistry or Thermodynamics
new world: Exploration-> Chemistry or Thermodynamics
Dark age strength varies by tech group and period. E.g south europe has a minor dark age at the end of the renaissance while central europe starts in a deep dark age due to lack of centralization and religious issues.
- a northern or central european civ will crusade for the holy land if the holy city is owned by a non northern/central european civ. (can be disabled by setting constMicromodCrusadeEnabled = False in Barbs.py)
- more conqueror events (Barbarossa, Japan->China, African France, etc)
For more details see posts: https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/page-3#post-16248759 and https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/page-3#post-16248983
- all options can be controlled by going to Barbs.py and modifying these constants:
constMicromodColonizeForHumanPlayer = False # default=False....Also colonizes for the human player.
constMicromodAdjustmentsForColonies = False # default=False....Colony sizes depend on tech, climate, previous civ, etc. (unfortunately it slows the game down by about 50%)
constMicromodAdjustmentsForTech = True # default=True.....Dark ages for different tech groups
constMicromodCrusadeEnabled = True # default=True.....Northern and central euros get a historical crusade on the orthodox holy city.
constMicromodConquerorsForHumanPlayer = True # default=True.....Historical conquerors (e.g. us on mexico, japan on korea, etc)
Since the mod is just 4 files of mostly data, it should be trivial to modify it according to personal needs (e.g. colonies, name, time, units, etc).
Cheers.
Here are some pictures (no pics of colonization as that is historical):
More pics (and version details) in these posts:
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/#post-16209306 (colonialism)
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/#post-16210401 (1700AD scenario)
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/page-2#post-16212731 (3000BC scenario)
Important: the mod is designed for the latest stable version of RFCDOC: https://github.com/dguenms/Dawn-of-Civilization/releases/tag/v1.16.4
Hi all,
I've been enjoying this mod for years but I always thought that colonization (ancient / renaissance / early modern / late modern) was both slow, non-competitive and ahistorical and that europe and china especially should be more dominant to make for a more interesting and deterministic game for the experienced RFC player.
Important: this mod spawns a lot of cities, so the game is slower. Good single-thread CPU is recommended.
Also the AI and the player can both cancel colonies if they colonize within a 1x1 region around a colony spot (before the colony is founded), so while the determinism is increased, it is not guaranteed,
So i present a micromod (4 files, copy paste in <GAMEPATH\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\RFC Dawn of Civilization\Assets\Python>) that:
- touches nothing of the gameplay or its rules, you can use it with whatever custom modifications you want/have
- populates the map with lots of minor and independent cities representing all sorts of historical minor/native/migrant(as barb) populations.
- allows more density in europe, mena, china, east coast, west cost, colombia, brazil, west africa, maghreb and india. Expect very dense city distributions in these historical places.
A lot of areas in europe, china, east coast, rio-sao paulo, colombia, india, etc are heavily buffed and contain flood plains and extra seafood to historically boost food.
- heavy map changes (california, south america, some mountain->hill changes, a lot more jungles and rainforst to heavy nerf brazil and west africa until biology)
- empowers the colonizers (england, france, spain, portugal, netherlands, usa, russia, japan) with many waves of colonization, sometimes a bit before the historical period:
- ancient colonization for greeks, carthagineans, romans, and persians, and a more expanded ancient china and india.
- iceland: ~1000 vikings
- canaries :1400 spain and portugal (+ caravels for ai exploration)
- mexico: ~1500 spain
- andes : ~1550 spain
- carribean ~1500-1600: spain, england, france, netherlands (+caravels for ai exploration)
- guyana ~1600 france and england
- brazil ~1550 portugal
- la plata ~1550-1600 spain
- east coast ~1600 england
- quebec~1600 france
- canada ~1650 france and england
- interior canada ~1700-1750 england
- west coast ~1650 spain
- louisiana: ~1650 - 1700 france
- australia ~1700-1800 england
- sub saharan africa : 1700-1800: england, france, germany, netherlands
- south africa ~1600 netherlands and england
- new zealand ~1750 netherlands
- siberia multiple waves ~1600 -> 1650 -> 1700 -> 1800 russia
- pacific ~1800: germany, japan, france, england, usa
- continental us: ~1775-1820 blitz colonization by the us.
This colonization mechanism helps the colonizers by continously growing them, in turn making them more stable and also slowing down the tech of their strengthened cores
- china is stronger and starts with some independent cities (sorry for river near shanghai, didn't discover how to programmaticly change rivers)
- japan starts with a manual distribution of cities
- manchuria, central asia and subsaharn africa are populated by all sorts of tribes (natives and barbarians=migrant pops)
- resource pop-up simplification: 2 waves:
- one at 610ad, buffing up certain zones and moving resources in order to favor both historical and modern cities
- one at 1550ad= the columbian exchange.
- optional colonization rules where colony size depends on technology, region, disease resistance (disabled by default because it increases turn time by ~25%, but can be enabled by setting constMicromodAdjustmentsForColonies = True in Barbs.py).
- scientific and social dark ages where research/gp/culture drops by percentages which depend on tech groups (e.g. north europe, central europe south europe, anatolian, east asia, subsaharan, etc). Very much like EU4. This guarantees a more realistic game, where Europe starts slowly and explodes during the renaissance and where the Indian/Chinese giants start to heavily slow down in the Renaissance. This makes the game very hard for some civs. (can be disabled by setting constMicromodAdjustmentsForTech = False in Barbs.py) and probably makes some UHVs impossible.
northern europe : Feudalism->Patronage or Companies
central europe : Feudalism ->Academia or Firearms
south europe: Feudalism ->Patronage or Gunpowder + Economics->MachineTools or Chemistry
east europe: Feudalism ->Patronage or Gunpowder + Economics->MachineTools or Chemistry
mena: ScientificMethod -> Nationalism or Chemistry
china/korea: Statecraft -> Nationalism or Chemistry
japan: Exploration-> ReplaceableParts or Physics
india: Exploration-> Chemistry or Thermodynamics
hordes: Exploration-> Chemistry or Thermodynamics
subsaharan: Exploration-> Chemistry or Thermodynamics
new world: Exploration-> Chemistry or Thermodynamics
Dark age strength varies by tech group and period. E.g south europe has a minor dark age at the end of the renaissance while central europe starts in a deep dark age due to lack of centralization and religious issues.
- a northern or central european civ will crusade for the holy land if the holy city is owned by a non northern/central european civ. (can be disabled by setting constMicromodCrusadeEnabled = False in Barbs.py)
- more conqueror events (Barbarossa, Japan->China, African France, etc)
For more details see posts: https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/page-3#post-16248759 and https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/page-3#post-16248983
- all options can be controlled by going to Barbs.py and modifying these constants:
constMicromodColonizeForHumanPlayer = False # default=False....Also colonizes for the human player.
constMicromodAdjustmentsForColonies = False # default=False....Colony sizes depend on tech, climate, previous civ, etc. (unfortunately it slows the game down by about 50%)
constMicromodAdjustmentsForTech = True # default=True.....Dark ages for different tech groups
constMicromodCrusadeEnabled = True # default=True.....Northern and central euros get a historical crusade on the orthodox holy city.
constMicromodConquerorsForHumanPlayer = True # default=True.....Historical conquerors (e.g. us on mexico, japan on korea, etc)
Since the mod is just 4 files of mostly data, it should be trivial to modify it according to personal needs (e.g. colonies, name, time, units, etc).
Cheers.
Here are some pictures (no pics of colonization as that is historical):
Spoiler :
More pics (and version details) in these posts:
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/#post-16209306 (colonialism)
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/#post-16210401 (1700AD scenario)
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/page-2#post-16212731 (3000BC scenario)
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