[Modmodmod] RFC:Europe Extra Civs

Egypt spawns shortly after first UHV so theres no problem there (actually its fairly fitting)
 
I suggested moving the second UHV to before its spawn as well. The quicker conquest would be much more historically accurate.
 
theres not time for it ... and ... given that Morholt added Morroco and Tunisia, which fits other caliphates, it should maybe even be completely scapped and reworked into something else (not losing Jerusalem before year x prehaps?)
 
Or just don't lose Jerusalem.
 
a protential issue with that through, would be that it would be extremely easy to cheese, by adobting Cathalocism as Religion, since the spead islam mission is timeless (expand out and then use the rest of the time to focus on missionary spamming)
 
I don't think Milan and Bohemia would be good civs to add. They would have only 1 city not already occuopied for another civ. I think the Kingdom of Sicily would be better, as southern Italy is still usually empty in both this mod and the main mod.
Start Date: 1130AD, at Palmero, flipping Naples
Edit: OR 1071AD, not flipping Naples as the County of Sicily. The date should allow the Norse player to control Sicily before it spawns.
It should get another settler for Syracuse or some other city in southern Italy. They would have a union with Austria/Spain. This would solve the problem of the perpetual indie Palmero and Naples.
 
Aragon expands in Two Sicilies every game I played so far -- which is both historical (with future Spain) and helps with land/cities/resources for the civ who otherwise overshadowed by Spain(Castile). Last time I played Aragon actually had an upper hand in Union -- all thanks to the Italian posetions and resilient Cordoba! So those lands are often Spanish in RFCE++ and do help to make Spain very strong.

Bohemia is very important and interesting civ, but will make Austria even weaker. And 3 Italian civs are more than enough IMO (with playable Pope, hopefuly:shifty:). Cannot even imagin anything both fun and historically realistic with Milan.

Playable Mongols is what we really need -- just imagine all the land you need to take for your UHV! But nobody knows how to make playable civ act like Barbarians when you are playing some other civ, so this would never materialize?

If we really need 40 civs why dont we look somewhere else on the map? Kingdom of Cyprus (1192-1489) crosses my mind -- they even raided Mameluks! Armenian Kingdom of Cilicia (1198–1375). Old Swiss Confederacy (1291 (trad.) – 1798) -- those can help to collaps Burgundy who is never dead and never in union even in 1700s.

P.S. Where are all the modders? I miss updates :p
 
I don't feel Bohemia and Milan are necessary additions, either. Ideally we could choose which civs we wanted and deselect the ones we don't.
 
You seem to have a misconception about Lombardy: it first and foremost represents the Kingdom of Italy, rather than just Milan. They controlled nearly all the Italian peninsula during the 6th-8th centuries. Main reason for adding them is to make the early game more interesting.

Bohemia fills in the emptiness in the Austria region before Austria's spawn. Then they get hit hard by the Hussite wars and eventually are surpassed by the Austrians.

The problem with playable Mongols is that the main invasion would only last for a few turns, and the main cities of the Mongol states are outside the map. The problem with playable pope is that it would either take a major mechanic rehaul or be dreadfully boring.

There is a simple hack for sort of removing civs from the game. They will still be "in" the game, but they will never spawn. Open Assets/Python/Consts.py and look for this block of code:
Code:
# civ birth dates
tBirth = (
xml.i500AD,  #500AD Byzantium
xml.i500AD,  #500AD Frankia
xml.i568AD, #568AD Lombardy
xml.i635AD, #632AD Arabia
xml.i680AD, #680AD Bulgaria
...etc
Now let's say you want to remove those silly Lombards that ruin the balance in Italy. Replace their starting date with "999", like so:
Code:
# civ birth dates
tBirth = (
xml.i500AD,  #500AD Byzantium
xml.i500AD,  #500AD Frankia
[B]999[/B], #568AD Lombardy
xml.i635AD, #632AD Arabia
xml.i680AD, #680AD Bulgaria
...etc

Now they will never spawn.
 
Is there any way to remove dead civs from the side of the screen like in SoI?

and is there any way to change the stability level of the provinces in worldbuilder such as making parts of Italy like Verona and and Apulia stable for Byzantines?
 
I actually like dead Civs -- they help to keep track who was around, whom you still have to meet, etc. But with 40 civs I must admit the score table looks rather messy.

Re: Playable Mongols -- Golden and later Big Horde spanned the years 1240s–1502, with Big Horde fighting with Crimea and located almost entirely on our map. Golden Horde has a capital on the map and raided almost the 1/4 of the map. Russia was under Tatar Yoke for 200 years. Fighting strong civ would be a cooler challenge for Moscovy than killing passive Barbarians guarding the cities.
 
For some reason i can't unrar this......i keep getting hundreds of errors and things saying accees is denied.....completely unsure what i'm doing wrong
 
Some possibilities spring to mind:
1. You are on Vista or Win7 and are trying to unrar into the Program Files folder. I never used these so I'm no expert, but you probably want to use the My Documents/My Games/ folder.
2. You got a corrupted download. Try redownloading, perhaps from the other mirror. This would probably give an error to the tune of "Unexpected end of file".
 
Morholt, does your modmodmod have any SVNs and are you going to release Alpha 5 anytime soon?
Also you underestimate the fun one could get from playing Pope -- with proper UU (let say Papal Missioner/Jesuit Priest who combines abilities of missioner and the nerfed Great Spy), proper UB (Bishop or investiture generating building) and espionage only centered UHVs -- one city challenge with Pope could create very unusual gameplay experience.
 
P.S. Where are all the modders? I miss updates :p

I didn't have that much modding time in the last ~10 days, the new semester started to roll. Will have more spare time in the next few days.
Anyway, I just commited a few minutes ago, and the main mod is close to the next release
We are actually waiting on 3Miro, he said he want to do some general balancing (civ modifiers) before Beta 13. Unfortunately he is rather busy ATM
 
You seem to have a misconception about Lombardy: it first and foremost represents the Kingdom of Italy, rather than just Milan. They controlled nearly all the Italian peninsula during the 6th-8th centuries. Main reason for adding them is to make the early game more interesting.

Aren't the Lombards just Vikings?
 
I actually like dead Civs -- they help to keep track who was around, whom you still have to meet, etc. But with 40 civs I must admit the score table looks rather messy.

Re: Playable Mongols -- Golden and later Big Horde spanned the years 1240s–1502, with Big Horde fighting with Crimea and located almost entirely on our map. Golden Horde has a capital on the map and raided almost the 1/4 of the map. Russia was under Tatar Yoke for 200 years. Fighting strong civ would be a cooler challenge for Moscovy than killing passive Barbarians guarding the cities.

Alesha-Popovich-and-Tugarin-Zmei-33-5.jpg
 
Morholt, does your modmodmod have any SVNs and are you going to release Alpha 5 anytime soon?
Also you underestimate the fun one could get from playing Pope -- with proper UU (let say Papal Missioner/Jesuit Priest who combines abilities of missioner and the nerfed Great Spy), proper UB (Bishop or investiture generating building) and espionage only centered UHVs -- one city challenge with Pope could create very unusual gameplay experience.
I'm shooting for Alpha 5 this weekend. No SVN, sorry. I too think it's possible to make Papal States fun, but I think this mod is rapidly becoming complex enough and it seems like a bit too much work at this point.

I didn't have that much modding time in the last ~10 days, the new semester started to roll. Will have more spare time in the next few days.
I'm in the same situation.

Aren't the Lombards just Vikings?
No, they're another Germanic people. Basically the Lombards are to the Italians what the Franks are to the French and Anglo-Saxons to the English.


..And here's a preview of the next version:
HRE.jpg
The HRE system is coded and in place. Note the little "lightning" icons on Augsburg and Milan? That means they are in the HRE. And if you look on the scores, Burgundy and Lombardy (They're called "Venice" because I didn't do their dynamic names yet) have lightning icons, meaning they are member states of the HRE, while I (Germany) have a "GP" icon, meaning I'm the Emperor.

So what needs to be done:
-Add UHV, UU, UB for both new civs.
-Add UP for Bohemia.
-Add city name maps for Bohemia
-Fix some old bugs

Is there a consensus on whether dead civs should be visible in the score?
 
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