[Modmodmod] RFC:Europe Extra Civs

Can someone please explain to me what on earth is this "Tunisian" civilization, and more importantly the "Moroccan" civilization. Morocco was found in 1956, and I therefore do not see why it is being represented in this game. If you are attempting to represtent the Almohads, Almoravids, then just portray them as the Cordobans, or change their name, as its totally misleading.

Cordobans=/= Almoravids or Almohads
 
Morocco represents Almoravids, Almohads, Marinids, etc, etc. All the Berber dynasties of Morocco, whereas Cordoba represents the Arab caliphate and later taifas of Iberia.

Tunisia represents the Hafsids, and also the later Barbary states.

The reason they have names like "Morocco" and "Tunisia" is the same reason as to why there is a "Norse" civ, or a "Germany" before 1871. If the dynamic name system was working any better than it is they would have dynamic names like "Almoravid Empire", etc.

I will not remove a civ that I took the trouble of adding, there is the hack in the post above you can use if you cannot stand seeing them in the game. I will also not make them unplayable since this would go against the purpose of this mod.

Also remember that there are some significant differences in design between SoI and RFCE. For example, civs in RFCE tend to be much longer lived and more generic, and representing for example the Fatimids and Ayyubids as separate civs, although they certainly were different dynasties of different religion, would be very impractical.

"Egypt" might go into next version or the one after that though.
 
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The reason they have names like "Morocco" and "Tunisia" is the same reason as to why there is a "Norse" civ, or a "Germany" before 1871. If the dynamic name system was working any better than it is they would have dynamic names like "Almoravid Empire", etc.

What do you mean "if the dynamic name system was working". The Dynamic Name System IS working. All that you need to do is add the proper tags in XML, it is just that we have not done that for RFCE yet.
 
So no hope to see Milan or Florence in this modmod?
Milan could spice up the military situation in the italian peninsula...i never saw a war there :( (for genoa you could simply change the requirement for the UHV...don't know...maybe a city in crimea?)
And Florence could be a one-city culture/technology challenge.
 
So no hope to see Milan or Florence in this modmod?
Milan could spice up the military situation in the italian peninsula...i never saw a war there :( (for genoa you could simply change the requirement for the UHV...don't know...maybe a city in crimea?)
And Florence could be a one-city culture/technology challenge.

the problem i see with adding one or both of those civs is that its too small on the Italian Peninsula. They would all have 1 city each and while thats probably as historically accurate as you can get with Civ it doesn't sound like a very riveting gameplay experience.
 
What do you mean "if the dynamic name system was working". The Dynamic Name System IS working. All that you need to do is add the proper tags in XML, it is just that we have not done that for RFCE yet.
I thought I read somewhere that it was bugged, and when I didn't get it to work the way I wanted it to I just assumed that that was the case. For example what is the purpose of the first five or so dynamic names? They have a progression Princedom->Kingdom->Empire that seems to imply that they should be triggered by civ size, but they never appear in game. For example England are always called "Great Britain" in my games. The only times I've seen names change are upon vassalage, republic, and being Muslim.

So no hope to see Milan or Florence in this modmod?
Milan could spice up the military situation in the italian peninsula...i never saw a war there :( (for genoa you could simply change the requirement for the UHV...don't know...maybe a city in crimea?)
And Florence could be a one-city culture/technology challenge.
I think Florence is pushing it but I've been considering adding in Milan ("the Lombards"). The Duchy of Milan did control most of Northern Italy during the 15th century, including Genoa. They could spawn as the Lombard League in 1167. UP would have to be something oriented towards making tightly packed cities be viable. Perhaps allowing several cities to work the same square? They would really weaken the Genoan AI though, they will probably need a cheat script to get Crimea + greek islands.
 
I thought I read somewhere that it was bugged, and when I didn't get it to work the way I wanted it to I just assumed that that was the case. For example what is the purpose of the first five or so dynamic names? They have a progression Princedom->Kingdom->Empire that seems to imply that they should be triggered by civ size, but they never appear in game. For example England are always called "Great Britain" in my games. The only times I've seen names change are upon vassalage, republic, and being Muslim.

Everything in C++ is coded and is working properly. The tags need to be edited in the XML. This is not about a "bug", but an incomplete feature.

You have the Dynamic Civ Name Conditions (DCNConditions). They are processed top to bottom, one by one, until a match is found. Then the civ assumes the name associated with the condition.

Each condition can have several criteria: being Vassal of, being the Master of, having X as a state religion, having a state religion different from X, running a set of Civics and so on. Currently we only have the Vassal Of sections of the civics.

An example with Arabia:
Code:
<DCNCondition>
                                        <DCNConditionCivic>CIVIC_MERCHANT_REPUBLIC</DCNConditionCivic>
                                        <DCNConditionOrCivic1>NONE</DCNConditionOrCivic1>
                                        <DCNConditionOrCivic2>NONE</DCNConditionOrCivic2>
                                        <DCNConditionReligion>RELIGION_ISLAM</DCNConditionReligion>
                                        <DCNConditionNotReligion>NONE</DCNConditionNotReligion>
                                        <DCNConditionVassalOf>NONE</DCNConditionVassalOf>
                                        <DCNConditionGenericVassal>0</DCNConditionGenericVassal>
                                        <DCNConditionMasterlOf>NONE</DCNConditionMasterlOf>
                                        <DCNConditionGenericMasterl>0</DCNConditionGenericMasterl>
                                        <DCNConditionAfterTurn>0</DCNConditionAfterTurn>
                                        <DCNConditionConqNumOfProvincesOfTypeType>0</DCNConditionConqNumOfProvincesOfTypeType>
                                        <DCNConditionConqNumOfProvincesOfTypeNum>0</DCNConditionConqNumOfProvincesOfTypeNum>
                                        <DCNConditionConqASpecificProvince>-1</DCNConditionConqASpecificProvince>
                                        <DCNConditionHasRespawned>0</DCNConditionHasRespawned>
                                        <DCNName>TXT_KEY_DN_ARA09</DCNName>
                                </DCNCondition>
                                <DCNCondition>
                                        <DCNConditionCivic>NONE</DCNConditionCivic>
                                        <DCNConditionOrCivic1>NONE</DCNConditionOrCivic1>
                                        <DCNConditionOrCivic2>NONE</DCNConditionOrCivic2>
                                        <DCNConditionReligion>RELIGION_ISLAM</DCNConditionReligion>
                                        <DCNConditionNotReligion>NONE</DCNConditionNotReligion>
                                        <DCNConditionVassalOf>NONE</DCNConditionVassalOf>
                                        <DCNConditionGenericVassal>0</DCNConditionGenericVassal>
                                        <DCNConditionMasterlOf>NONE</DCNConditionMasterlOf>
                                        <DCNConditionGenericMasterl>0</DCNConditionGenericMasterl>
                                        <DCNConditionAfterTurn>0</DCNConditionAfterTurn>
                                        <DCNConditionConqNumOfProvincesOfTypeType>0</DCNConditionConqNumOfProvincesOfTypeType>
                                        <DCNConditionConqNumOfProvincesOfTypeNum>0</DCNConditionConqNumOfProvincesOfTypeNum>
                                        <DCNConditionConqASpecificProvince>-1</DCNConditionConqASpecificProvince>
                                        <DCNConditionHasRespawned>0</DCNConditionHasRespawned>
                                        <DCNName>TXT_KEY_DN_ARA08</DCNName>
                                </DCNCondition>

This means that if Arabia is Muslim, it would assume the name TXT_KEY_DN_ARA08. However, if Arabia is Muslim AND it is running the "Merchant Republic" civic, then it will assume the name TXT_KEY_DN_ARA09.

The C++ code is in CvPlayer.cpp, search for "3MiroDCN"
 
3 Micro,
Is there a system or command which will allow for a civ to be renamed according to the timeline. For example an Arabia being called Ummayads before say x date and being called Abbasids after x date.
 
Morholt,
Are u going to wait for absein to update the map before tweaking it or do u want to go ahead? If so ill take a look at the cut map and change as necessary
 
It seems like a wasted effort to fine-tune North Africa if it's going to be changed anyways. I say let's wait, depending on how soon he is done the upcoming release will just use the old map. But there's nothing stopping you if you want to do it now.
 
:beer: Sing and rejoice for the new version is released :beer:
The horrid major bug has been crushed and driven from this land, and so the beta 12 version, featuring four new civs (Morocco, Tunisia, Scotland, Rum) has been released!

First post updated with download details.
 
:goodjob:

Currently, the Tunesian Corsair is hidden in the Civilopedia. You can make it easily vissible by removing this line in the CvPediaMain.py:
Code:
			tList.pop(97) #Corsair

And should the Prussian UB realy have such a massive GP bonus. +25 is realy al lot. Or do you want + 25% GP rate?

The Aragon Cargo Promotion name is TXT_KEY_PROMOTION_CARGO
 
:goodjob:

Currently, the Tunesian Corsair is hidden in the Civilopedia. You can make it easily vissible by removing this line in the CvPediaMain.py:
Code:
			tList.pop(97) #Corsair

And should the Prussian UB realy have such a massive GP bonus. +25 is realy al lot. Or do you want + 25% GP rate?

The Aragon Cargo Promotion name is TXT_KEY_PROMOTION_CARGO
Good catches. It is indeed supposed to be 25%. I'll add a hotfix to the first post.
 
Good to see you managed to solve the bug, the modmod looks great
Tunisia sounds especially nice with all the piracy :goodjob:
 
I'm also open to suggestions for diplomusic for the new civs (the last four don't have any), remember it is possible to convert youtube videos to audio files. For Scotland I'm thinking either Scotland the Brave or Flower of Scotland which are both rather recent pieces but very "scottish" and avaliable in very many bagpipe recordings, many of which are commons.
 
I'm also open to suggestions for diplomusic for the new civs (the last four don't have any), remember it is possible to convert youtube videos to audio files. For Scotland I'm thinking either Scotland the Brave or Flower of Scotland which are both rather recent pieces but very "scottish" and avaliable in very many bagpipe recordings, many of which are commons.
The song attached sounds very Scottish to me
 

Attachments

isn't it way ahistorical to demand that Tunisians should control Ireland and Iceland?

IMO they should 'just' control a lot of different islands in the meditarrenian, not having to go outside.
 
isn't it way ahistorical to demand that Tunisians should control Ireland and Iceland?

IMO they should 'just' control a lot of different islands in the meditarrenian, not having to go outside.

You would think so, but the Tunisian pirates actully raided both Ireland and Iceland on several occasions (see "Turkish" Abductions. The never conquered them of course, but it's easier to represent this way in the game.


Also, it turns out both the Tunisian and Scottish UHV's were bugged, so there is a new hotfix in the first post that you might want to download if you are playing those civs. Sorry for the inconvenience :blush:.
 
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