Project SYNTHESIS

How about enlarging the map, then expand the others part of the world?
IMHO, we should expand the other part of the world if we are enlarging a certain part (England, Japan and Europe), to make it looks proportional and realistic.

But, at the end, it is just an opinion :)
 
How about enlarging the map, then expand the others part of the world?
IMHO, we should expand the other part of the world if we are enlarging a certain part (England, Japan and Europe), to make it looks proportional and realistic.

But, at the end, it is just an opinion :)

Enlarging the map would be a colossal undertaking that as far as I know, is almost impossible. So unless you entirely rewrite the game/map (like Edead did), I don't know if its worth it...
 
No. It don't worth anything at all :P
Just brainstorming hehe
Btw, who's edead and what enlarge map do you mean? hehe

Also, how about adding this..

  • Baldyr's Desertification Modmod

  • Playable Korea

I think it is better to represent the small city Seoul over there.. There's someone who had made a playable Korea for RFC but I forgot who :)

  • Playable Zulu, Native American (Probably Lakota, as Sitting Bulls is Lakotan)

I just think that European seems to found colonies so easy.. not like they have to fight with someone in order to colonize something.. Zulu for Southern Africa and Lakota for Americans

And also, as you can see in my Signature..
I wish there's Majapahit Empire to represent the glory of Indonesian in the past.. I don't really like when Khmer is to represent all Southeast Asia..
Ironically, Khmer is in a matter of fact, smaller than Majapahit or Srivijaya, another Southeast asian kingdom :)
We can use Hayam Wuruk from the Indonesian Mod by veBear..
 
I just think that European seems to found colonies so easy.. not like they have to fight with someone in order to colonize something.. Zulu for Southern Africa and Lakota for Americans

I strongly beg to differ. Colonizing is not "easy" at all. Depends on what difficulty level your playing at. Having an entire civilization there would hurt colonization, something I think which this mod is trying to promote instead.

Another problem with adding Zulu/Native Indians is that they largely did not have cities, so it makes them having cities kinda weird, and therefore not fit for this mod. I think representing them as barbarians is fine already. If anything I think it would be cooler to see "Zulu" new unit texture barb that attacks your colonies in South Africa, that would be pretty cool :cool:
 
I think that colonization by European Civs is fairly easy. But that this is accurate. The number of countries that have not at some point being under the yoke of European domination in the last 500 years is fairly small, consisting of Thailand, Tibet and China. And China could be considered contentious. Once Europe reaching Astronomy I want to see massive empires erupt all over the globe as they city spam every available coast.
 
Agreed, also I would like to emphasize that we need to put some effort into the decolonization system and this goes for all mods. Here are some of key points I would like to make.

1)Addition of the following post-colonial Civilization; the must haves include Brazil, Mexico, Canada, Egypt, Australia, Peru, Central Asia, South Africa. Heres the Complete list:
In South America:
-Brazil
-Argentina
-Peru
-Possibly Minor Colombia if practical

In North America
-Canada
-Mexico
-Minor Central American Civ (respawn of Maya) if practical

In Africa
-South Africa
-Minor East African or Swahilli States
-Ethiopian respawn
-Mali respawn
-Minor Congo if practical
-Egypt respawn (precolonial, Fatimid time)
-Berbers (also precolonial; 900 ad)

In Asia
-Indonesia
-Indian respawn
Central Asian Civ (precolonial, Seljuk time)
-Minor Pak-Afghan Civ if practical

Europe and Oceania
-Australia
-Poland (precolonial minor civ)
-Minor Yugoslavia if practical




2) The Vassalization system represents a broad amount of relationships between states and is not comprehensive enough. There should be levels of Vasslization:

-Protectorate or Client State: Retain the Ability to manage internal affairs but have no control over their foreign policy(same as that of master country).

-Tributary State or Vassal State: In addition to Foreign policy, they Tributary state must pay 20% of its income to master country (if applicable) and give 30% of its troop in the case that the master country gets attacked.

-Governorate or Viceroyality: Master state controls everything. Its basically ur own city but here is my reason for inclusion. In many cases in history such as European World Colonization, Napoleonic War, WW1, WW2, and other instances the master state directly controlled most if not every aspect of the local state but these states still eventully gained freedom. So the only right a governate gets is that in a case of low happiness, stability,random event, master nations policy or religion change etc, the Goverorate can have a revolution and gain independence. So what this means is that if suppose as France you decided to conquer all of Europe, the other European nations wouldn't automatically become "French" and could declare a revolution against you for any logical reason.

For colonization, this system would be extremely helpful for the following reasons:
1) It allows many civs to spawn earlier as Tributary States or Viceroyality meaning that Indonesia can spawn in 1800s as the Dutch East Indies instead of spawning as Indonesia in 1950 which is too late for the game.
2) It will represent an actual struggle between master countries and the new civilizations; meaning that when Mexico, Peru or Indonesia do declare Independence units from master civ spawn in their territory which they will have to defeat.
For Human players playing as post colonial civs, this system is supposed to resemble much like that Civilization Colonization
 
China was ""Colonized"" in the sense that Europeans had large sweeping zones of influence, especially in the Qingdong Peninsula, Hong Kong, Macau and Shanghai

Also Afghanistan was never conquered by Europeans!

And your forgetting Japan as well!
 
Interesting...
Will the post-colonial Civs playable or AI controlled?
Also, how about adding some more distinction between each Civs like different graphic for building or more unique building..

I thought that when I accidentally WB'd Maya with Hospital.. and it looks so odd --"
 
I've thought about adding some kind of de-colonization feature just like this to my mod, but there are simply too much civs that would have to added. I think it's best to stick with some really important ones (beside the already implanted USA).
 
Afghanistan was owned for some time by both the British and the Russians, becoming essentially a vassal of the former and being occupied by the latter. Japan was invaded and owned by a European offshoot that was allied to a European power. Also I never said 'colonized', thus China is contestable as it was certainly under very strong European influence as you admitted.

Even if you wont except my arguments for these three that still leaves a list of only 5 countries. Which still demonstrates my point.
 
Truth be told, progress has largely halted. Studies are getting in the way. Hang on guys! This week is the last before April break... April break should see some progress. Sorry, blame it on public schooling and the cursed exams known as AP's lol.
Just to be sure, Ur spring break starts this week. That means some major progress :D
 
Truth be told, progress has largely halted. Studies are getting in the way. Hang on guys! This week is the last before April break... April break should see some progress. Sorry, blame it on public schooling and the cursed exams known as AP's lol.

Good luck on your crusade against the cursed exam ! :)
lol..

I've thought about adding some kind of de-colonization feature just like this to my mod, but there are simply too much civs that would have to added. I think it's best to stick with some really important ones (beside the already implanted USA).

Maybe, just the major decolonization countries representing some minor decolonization countries?

Like for example, in the Americas,

  • United States of America
  • Canada (Or merged to USA)
  • Mexico, represent
    1. Mexico
    2. Guatemala
    3. Belize
    4. El Salvador
    5. Nicaragua
    6. Honduras
    7. Costa Rica
    8. Panama
  • Brazil, represent :
    1. Brazil
    2. Argentina
    3. Venezuela
    4. Guiana
    5. Suriname
    6. Uruguay
  • Peru, represent :
    1. Peru
    2. Ecuador
    3. Colombia
    4. Chile
What do you think? But each country, except USA, only spawned if at least 2-3 cities were settled in their accumulation of present-day modern territory, for example..
So 1 city in Peru (Probably Cuzco), 1 city in Ecuador (Probably Quito or Tucume) and 1 city in Colombia (Probably Cartagena de Indias) will already spawn Peru in certain year, probably around 1700s, and starts as vassal of the major European nation that previously control their territory, and can revolt at any time to be independent..

What do you think ? Sorry if it's kinda complicated Z -.-"
 
I'd have slightly different opinions on South America.

Brazil: Brazil, Guyanas, both 'Guays
'Gran Colombia' or just Colombia: Colombia, Venezuela, Peru, perhaps Bolivia
Argentina: Argentina and Chile

That'd probably work out, right?
 
Is it me or does anyone else also want a separate Peru and Colombia with Peru representing Peru, Bolivia and Ecuador and Colombia representing Colombia, Venzuala and Panama.

Also what do u guys think of my ideas on Vasslization system; good, bad?
 
i think you may be getting a little ahead of yourself. the idea is fine but linkman has already got a lot to do and a plan of things to do. this is a nice idea but maybe later.
 
In terms of decolonizing I think we need to keep it simple. Firstly I should point out that we already have civs for the regions of Mexico, Peru, Central America, India, West Africa, Algeria, Egypt and Ethiopia. These can break away from their colonizers already after Nationalism is discovered.

Now the major problem with adding new colonial civs is that they reduce the benefit of colonies and have little time to be played. If spawn dates are changed to mitigate one of these factors it just exacerbates the other. The solution to this, in my opinion is the simple one of starting them off early on (to give plenty of playing time) but as a vassal of the country that owns the most cities.
Then at a later date if they want true independence they can fight for it.

The list should be limited should in my opinion only covered areas not already someones Core area and as such the only reasonable candidates to me are Brazil, Australia, Canada and South Africa.
 
In terms of decolonizing I think we need to keep it simple. Firstly I should point out that we already have civs for the regions of Mexico, Peru, Central America, India, West Africa, Algeria, Egypt and Ethiopia. These can break away from their colonizers already after Nationalism is discovered.
Perhaps, this was a wrong thread to post it at. I think a reworked diplomacy and trade is required for essentially all RFC mods. I think the current trade and diplomacy system is a bit absurd.

In terms of decolonizing I think we need to keep it simple. Firstly I should point out that we already have civs for the regions of Mexico, Peru, Central America, India, West Africa, Algeria, Egypt and Ethiopia. These can break away from their colonizers already after Nationalism is discovered.
True but a bit of modifications would be needed as the breakaway civs still act as their ancient counterparts. So the UU, assets and various territorial, religous etc inclination need to be modified for the decolonized civs.

Now the major problem with adding new colonial civs is that they reduce the benefit of colonies and have little time to be played. If spawn dates are changed to mitigate one of these factors it just exacerbates the other. The solution to this, in my opinion is the simple one of starting them off early on (to give plenty of playing time) but as a vassal of the country that owns the most cities.
Then at a later date if they want true independence they can fight for it.
Thats what I just said but currently the vassalization system does not have much benifit for the master country so that is why a proposed a more comprehensive level of vassalization.
 
The Byzantines shouldn't spawn if either the Greeks or Romans are solid, especially if the Players Capital is Byzantium. It doesn't FLIP Constantinople either, it just takes it without any warning or flip option.

Also, the Camel Archer barbarians are way too strong for when they show up (BC era) if I recall, they're 10 strength when nobody can get anything higher than 5 strength.


It -would- be amazing and epic if this mod was expanded to a larger map, either a GEM or at the expense of the Atlantic and Pacific, but that would essentially be a larger, more complicated undertaking than SOI, RFC, and RFE combined.
 
I don't know why I'm the first to report it, but I'm playing as Spain and at around the year 1200, somebody builds the Terracotta Army, and then Terracotta Army wonders start spawning in every city. I can't get it to go away so I'm going to disable the wonder competely. ):
 
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