[Modmodmod] RFC:Europe Extra Civs

I would suggest you turn the Cremean Khanate into a minor civ much like the Celts in Rfc and the Zengids in Soi. This way there would be no need for them to have a settler map as all their cities would be spawn on certain dates and balancing them would much easier. I say this because although the Crimeans were a civ the area they historically occupied was rather small and they were a vassal state of the ottoman empire for most of their history.

Other than the Crimeans, I think the following other civs should be minor also:
-Norovgorod
-Aragon
-Sultanate of Rum


These are the civs that I think should be added as major civs:
-Morocco (Almoravids and Almohads)
-Egypt (Saladin and Malmaluks)
-Prussia

I'd like to point out that in vanilla RFCE the area the Crimean Khanate controls is unstable for the Ottomans
 
Having all civilizations as playable is exactly the point of this modmodmod.

Balance is one of the main reasons why we don't have any more playable civs in standard RFCE.

I cannot speak for this mod, but in RFCE Morocco and Cordoba are the same (Cordoba is the representative of all Western Muslims), it is just the the AI isn't very good at settling Morocco.
Egypt is Arabia respawned.

Prussia is weakened Germany after the rise of Austria (doesn't work very well).

Of course, Morholt can add those in his mod is we wants to.

With all due respect I disagree with you on this issue. The fact of the matter is that Cordoba did not historically represent North Africa and in game it does not do a good job either (it doesnt even settle Rabat, Fez, Marrakesh etc). I dont see how adding a North African Civ will disturb the balance of the game since the Maghrib is situated at the far corner of the map away from everything. On the contrary it will allow the the game to be more historical and the players to have a new experience within the game.
 
As 3Miro said, the point of this modmodmod is to make every civ playable.

Prussia is already in, Morocco will be in next version (I see Cordoba as representing the Arab as opposed to Berber dominated dynasties in Iberia/Maghreb). Egypt might go in at some point, but it's not on top of the list right now.
 
With all due respect I disagree with you on this issue. The fact of the matter is that Cordoba did not historically represent North Africa and in game it does not do a good job either (it doesnt even settle Rabat, Fez, Marrakesh etc). I dont see how adding a North African Civ will disturb the balance of the game since the Maghrib is situated at the far corner of the map away from everything. On the contrary it will allow the the game to be more historical and the players to have a new experience within the game.

I did not say that a West African civ would destroy the balance, nor did I made the claim that Cordoba is currently a good representative of the Moors.

You pointed out three civs including Egypt and Prussia and both of those would cause disbalance in their respective regions.

Almoravids are not included in RFCE exactly because they are away from everything.

The above is valid mostly for RFCE and it addresses your points about balance and selectively including nations. When it comes to RFCE++ Morholt gave you the answer.

PS: Morholt would RFCE++ be a good abbreviation for this mod.
 
Looking forward to a beta12 compatible version. That and hoping for the Hafsids to be in at some point :)
 
Looking forward to a beta12 compatible version. That and hoping for the Hafsids to be in at some point :)

If Morholt is adding Hafsids, then he has to disable the special Cordoban respawn. This is across several Python files Consts.py and ProvinceManager.py are the first two that come to mind. RhyesAndFall.py maybe too.
 
Molhot, if you need any kind of help adding the Morrocans, Hafsids and Ayyubids (if u want) i will be more than glad to help. (with city name map, terrain, ideas etc)

Btw u will have to edit the map if u want to add these civs; if u want i will do that for u.
 
Sneak peek at the next version:
From a Crimean spawn, the world at 1441:
scotland.jpg
In the north, ancient Scotland is resisting the ambitions of the English. They have the power of Defiance, which gives the free soldiers whenever one of their cities are conquered and makes them a pain to play against.

morocco.jpg
The Moroccans have run out of their initial momentum, and after being hit by the plague they have been unable to stop Portuguese expansion in the area. Their time is not over though and with their UU around the corner they will give the Portuguese a run for their money. They have the power of Saharan Trade which makes desert cities profitable for them.

tunisia.jpg
In the other end of the Maghreb the Tunisians are growing in power and preparing to let all hell loose as soon as they discover Shipbuilding. They have the power of Barbary Corsairs which gives them triple gold from piracy.

rum.jpg
And the Sultanate of Rum has been dominant in central Anatolia for hundreds of years. Surely this Osmanoglu beylik is no real threat? They have the power of Migration which generally makes Greeks move out of their cities and other people move in, bringing soldiers and buildings.

To do before it can be released:
-Rum still has no UHV, or flag. Is the flag used in SoI historical?
-The "major bug". Late game, going into the trade deals window will crash the game. I have not yet found out what causes this.
-Testing and tweaking.

It will be released by the weekend depending on how soon I find the major bug.
 
Molhot, if you need any kind of help adding the Morrocans, Hafsids and Ayyubids (if u want) i will be more than glad to help. (with city name map, terrain, ideas etc)

Btw u will have to edit the map if u want to add these civs; if u want i will do that for u.

I'm using the citymap I posted here for both Morocco and Tunisia (Hafsids). You're very welcome to give it a look.

The Moroccans are pretty much done otherwise, the Tunisians could use some strengthening though so if you have some ideas for improving the Ifriqiya area that would be great too.
 
Looks awesome!

Any idea yet for the Rum UHV? Or did you simply mean you have them designed but not coded?
 
I haven't come up with an UHV for them yet. It should probably be one conquest based, and one trade/ocean acess based like have some number of open borders, corporation branches, luxuries, or coastal cities. The last one I don't know. Something they had ambitions for but never accomplished historically?
 
I haven't come up with an UHV for them yet. It should probably be one conquest based, and one trade/ocean acess based like have some number of open borders, corporation branches, luxuries, or coastal cities. The last one I don't know. Something they had ambitions for but never accomplished historically?

The Rum UHV's should be something like this:

1. Conquer xyz Byzantine provinces (including Constantinople)
2. Build X amount of Turkish Hans in your cities
3. ...mmm... build the Kyzl Kul wonder? I'm not sure about the 3rd one.
 
Im sorry but i coudnt see the map u gave me (it might be outdated) but i do have a few suggestions.

If you want to make Tunisia more powerful I would recommend spawning an indie Qairawan in 700 ad which eventually flips to the Hafsids. The city should be 1tile east of the gems and spawn with Islam and have a sheep 1 tile north of it. Another important city for Tunisia is Sousse which is 4 east of the gem (Although on the map above that tile has Qairawan; If im right that would be wrong). For Sousse I see (from the map above) that you have added a fish but i think maybe u should add a wheat somwhere east of it.

My big concern right now is that the Hafsids and the Morrocans might overexpand with cities everywhere. Ideally i would not like them to have more than 6-7 historically important cities; so for the Hafsids this would be Tunis, Qairawan, Al-Jazair, Sousse, Constantine (Eastern Algeria), and maybe Sfax or one other city. For the Morrocans the ideal cities would be Marrakesh, Rabat, Fez, Wahran, Aghmat, Meknes.They dont always have to settle these cities but i would reccomend you to placce the resources in such a way that these cities are preferred. I can do that for you but I would need the lateset map.
 
Im sorry but i coudnt see the map u gave me (it might be outdated) but i do have a few suggestions.

If you want to make Tunisia more powerful I would recommend spawning an indie Qairawan in 700 ad which eventually flips to the Hafsids. The city should be 1tile east of the gems and spawn with Islam and have a sheep 1 tile north of it. Another important city for Tunisia is Sousse which is 4 east of the gem (Although on the map above that tile has Qairawan; If im right that would be wrong). For Sousse I see (from the map above) that you have added a fish but i think maybe u should add a wheat somwhere east of it.

My big concern right now is that the Hafsids and the Morrocans might overexpand with cities everywhere. Ideally i would not like them to have more than 6-7 historically important cities; so for the Hafsids this would be Tunis, Qairawan, Al-Jazair, Sousse, Constantine (Eastern Algeria), and maybe Sfax or one other city. For the Morrocans the ideal cities would be Marrakesh, Rabat, Fez, Wahran, Aghmat, Meknes.They dont always have to settle these cities but i would reccomend you to placce the resources in such a way that these cities are preferred. I can do that for you but I would need the lateset map.
Did you download the zip file? You have to unzip it somewhere, for example your desktop, running it from the zip file will not work. Make sure to select Byzantines and go directly into the worldbuilder.

I added Qairawan as an indie city instead of Tunis since Tunis will be built by the Hafsids. You think it should be moved to the west? Are you sure it should be that much to the west though?

maghrebcivs.jpg
This is basically my concept for how the civs should expand. Once you revise the city name maps, I can tweak their settler maps so that they are more likely to build the important cities. Some things can't be helped though, the AI will never want to build both Fes and Meknes since they are too close.

I uploaded the latest terrain map. Same story, you have to unzip it somewhere for it to work. Byzantines, world builder. Please don't add or remove anything to Morocco - they're just at the sweet spot where it is possible to recreate the Almohad Empire as a human, but the AI is not too powerful. You might move resources around or switch them for equivalent ones though. Tunisia does need strenghtening though.
 

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Hmm, Morholt, you will hate me when I finish fixing (and moving) the map in the Iberian peninsula and North-Africa :mischief:
You will have to redo all your work...
 
Doing the settlermaps and warmaps is actually very quick, city name maps take a while longer. It's the balancing that really takes time though, and as long as the new map is not too different from the old, that should not be so difficult.
 
Yep, I meant balancing.
You just said that you are on the sweet spot with Morocco ;)
 
Is it possible to only incorporate some of the civs? I love the idea of Tunisia and Rum, and Morocco, Novgorod and Aragon look pretty nice too, but I'm definitely not keen on some of the others.

I'm not asking you to change your mod, I mean is it possible to only change some files in my mods folder or something like that.
 
Sort of, open Consts.py in the Assets/Python folder, and find the tBirth list of birth years. Then change the birth year of whatever civ you want to remove, so if you want to get rid of Scotland change "xml.i960AD" for "999" which is after the game ends meaning they will never appear. They will still turn up in the civ selection screen though, just never spawn.

But remember that I'm balancing the mod for all the civs and some areas of the map have been tweaked to accomodate them :).
 
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.

As for Tunisia, don't get me started. Basically there are far more important civilizations to add (the Egyptian dynasties for example), than the Tunisians. You've answered the problem that the Arabs don't expand far enough in North Africa, by adding a meaningless civ, that takes up space. I strongly suggest your remove them, or have an un-playable Hasifid Kingdom, and instead represent the Ummayad Caliphate, then Fatimids and so on and so forth.
 
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