Autumn Leaf
Since 1992
If you want it, here it is ...
Let's just say, that goodie hut better be worth the trek!
Let's just say, that goodie hut better be worth the trek!
Not sure if that's a lot better either, early game barbs were really way too numerous.Doesn't look like they will be much better off in Egypt though, not with all those lovely camel riders around. They should have set sail for the Western Med!
Yeah, probably. Any ideas?Prooobably should change the name of that UU
Huh, is that on the latest development version? I've recently removed the gunpowder unit category, so that may be the problem.For some reason the game thinks settlers are gunpowder units
I think it is intentional.This city started with 0 health. Is this intentional or a bug?
Well the story behind that is, I originally placed those cities manually in the WBSave when migrating it to the new format, complete with names. Later when I added civ-specific city names I somehow managed to mess it up and ended up without those independent/barbarian city names. And I didn't really feel like placing them again because it's rather tedious and I had quite a few other things to do anyways, so for now most indie/barb cities use civ4 barb city names. I'll fix it later...Will the REAL assyrians please stand up? (probably should fix barb city names))
Yes it is bad, I've seen this glitch pretty much in every RFC game (like aztecs in DoC). I'm planning to merge AdvCiv after finishing 2.0, which does have an improved AI. Maybe that'll fix this particular issue. I hope, at least.I know the ai is bad but those Assyrian swordsmen just stood there for years. I prepared for an invasion and everything but they never came. So rude
I think Trading is its requirement.Bulbing may be broken. Notice how I have Alphabet but not its precursor tech
I'm not sure if it's even possible to fix that, but I'll look into it. This happens because after civs collapse, other civs will take their place (slot) by changing the collapsed civ's type to theirs. So effectively they are the same player, just as a different civilization. Since civ4 wasn't really built with this in mind, there are some unexpected visual glitches as a result. If you have the beta version, then you'll see this on the replay screen as wellI noticed a weird bug where collapsed civs show up as living-yet-unrelated civs through the fog of war. Note how the former Hittite lands show up as 'City State of Carthage'
Yeah these wars are necessary so that there is an actual chance that the AI perhaps conquers something. I'll consider changing this after merging AdvCiv, hopefully that'll somewhat improve the situation.Another thing I think should be changed is the way civs start at war with other civs, even when they don't have borders with them. For example, the Hittites started at war with Egypt even though they were nowhere near each other. I think it might be better if for example Hitties were scripted to declare war on Egypt as soon as either one of them controlled Phoenicia or Palestine.
No idea why they start at war tbh, I'll probably change this then.Also it doesn't make sense that The Kingdom of Israel starts at war with Phoenicia, considering how the Bible keeps talking about how Hiram was totally cool and how he was total bros with David and Solomon and helped build the Second Temple and so on. You'd *think* they'd be friendly but nooooo
The Phoenician distance maintenance modifier is supposed to be low, maybe it was the cities maintenance that caused the problem?If you'll notice my research slider was at or near zero for a very very long time, and it's because the colonies I built for the UHV were such a big mistake. Their maintenance was really really high and my economy started to improve once barbarians conquered them.
Yeah the UP is just the Dutch one from RFC and doesn't really work here; I might just change it to something like extra (double? +50%?) commerce from luxury resources. The UU and UB don't really "stand out" in how bad they are, so I'd say those are low priority.Honestly even though I conquered half the known world I still felt the Phoenician uniques were really lacklustre. The UU is a galley with one extra move. Neat, but hardly unique. The UP allows naval units to pass through rival borders, which is unfortunately not very useful. The Phoenicians were historically known for their trade in murex dye ("Tyrian purple") and for the lots of colonies they built around the Mediterranean, so they should have more economic bonuses and be rewarded for building colonies.
Yes and sadly even the AI does that. They usually settle one colony with their first settler and then just stay in the Levant.Otherwise, the best strategy would be to just turtle up in the Fertile Triangle, which is hardly what they historically did
Don't worry, I enjoyed every bit of Jeffrey's sagaSorry for the long post, and keep up the good work!
Yeah, probably. Any ideas?
Huh, is that on the latest development version? I've recently removed the gunpowder unit category, so that may be the problem.
I think Trading is its requirement.
The Phoenician distance maintenance modifier is supposed to be low, maybe it was the cities maintenance that caused the problem?
Yeah the UP is just the Dutch one from RFC and doesn't really work here; I might just change it to something like extra (double? +50%?) commerce from luxury resources. The UU and UB don't really "stand out" in how bad they are, so I'd say those are low priority.
I guess any of those could work.I probably should have realized that's easier said than done
Since the Minoan script isn't deciphered yet and their language is barely known and could be related to Martian for all anyone knows, I think it would be best to take some heavy creative liberties. The Mycenaeans are important in the history of the Minoans and we DO know their language, so I think the best option would be to take some random Mycenaean word related to ships or the sea. I found a short glossary for Mycenaean Greek here and I like "Ereta" ("rowers"), "Naus" ("ship"), and "Daminia/Damnia" (name of a ship). Of course you could find another word you like or ignore my suggestion completely.
Yeah just checked it myself and their modifiers are indeed set to average. Not sure if I made a mistake while porting the modifiers to the WBSave or it was originally like this as well. It'll be changed anyways.Nope. number of cities maintenance barely rose over 2 GPT even at my greatest extent since I razed most cities I conquered. Meanwhile, the distance maintenance alone for my 3 pop city in Spain (needed for UHV) was 6+ GPT
Those results match the values set in the WBSave except the Etruscans. They are supposed to have the default modifier.I actually didn't know civs had different maintenance modifiers. I was kinda intrigued and did a little experiment in WB with a few civs. Out of the civs I tested, Etruscans had the lowest maintenance (?), Carthage had the highest (???), and Phoenicia was just average. You might already know about all this but if it's something unexpected then I can go into more detail about what I did.
Right, some parts have a higher priority than others, but all feedback is appreciated.I like that UP idea. And yeah I know that you've probably got more important parts of the mod to work on, I was just giving feedback in case you needed any.
I guess any of those could work.
No idea why they start at war tbh, I'll probably change this then.
Yeah these wars are necessary so that there is an actual chance that the AI perhaps conquers something. I'll consider changing this after merging AdvCiv, hopefully that'll somewhat improve the situation.
Well players will automatically start at war with whoever controls their starting location anyways, so I think that represents it better.It relates to the invasion of Canaan by Joshua.
There is a script in RFC that makes the AI randomly declare war sometimes based on what territory other civs control. I haven't reimplemented this yet, and based on what I've read in an old K-Mod RFCEurope merge thread, it probably won't be necessary with the K-Mod/AdvCiv AI anyways.I generally encouraged ai war for both spawning and for scripted time events (such as punic wars) as the ai is so passive. I don't know if it is possible to script wars based on civs expanding into particular regions? Hopefully the merger with advCiv will fix this ai passive issue.
That is the result of the square shaped Roman core! I think the Roman spawn as never been changed form how Rhyes originally did it. Its probably partly been left as it helps get the Romans out of Italy even if it is entirely ahistorical.
Indeed, the idea was to schedule units on plots so they function as conquerors, but looks like that didn't turn out that well. I suppose it'd be better to make them spawn like barbarians, since them taking over cities without fighting wasn't intended at all...200 BC: Suddenly there are Romans in Patras and up north too. This is not a spawn, it's some kind of scripted DoC-style "let's give the AI free stacks" invasion event.
Indeed, the idea was to schedule units on plots so they function as conquerors, but looks like that didn't turn out that well. I suppose it'd be better to make them spawn like barbarians, since them taking over cities without fighting wasn't intended at all...