Project SYNTHESIS

That really depends on how u implement the system. Cenrtain things to remember if u put it in for both of them:
1) Seljuks should be inclined to declare peace with the Arabs after a conquering certain amounts of territories and maybe even open border or vassalize them sometimes.
2) Seljuks should get a conquerers horde in Anatolia when they make contact with the Byzantines (or u can make them really aggresive towards Byzantine)
3) They should rarely if ever declare peace on the Byzies.
4) The Timurids/Uzbeks should be hostile towards Persia for the most part but should be inclined to make peace if losing badly.
5) The Uzbeks should be inclined to vassalize to Russia and a slight chance of vassalizing to Persia if on the verge of being conquered (Nadir Shahs conquest).

BTW: When u the Turks remember to make the Byzantines more aggresive or give them more incentive to conquer Anatolia (if they need it) to represent the reconquests during the cursades.

Make the Mongols horde stronger for the Khwarezminids. The horde for Arabia should spawn near Baghdad in Mesopotamia. This will really show the two parts of the Mongols conquests of the Middle East. The first initial one that conquered Persia and Central Asia and a second one that conquered Mesopotamia and possibly Iraq.

My plan:

Spawn some generic Persian civ (minor, no diplo) in 821 to represent:

Tahiri dynasty 821–873
Alavid dynasty 864–928
Sajid dynasty 889/890–929
Saffarid dynasty 861–1003
Samanid dynasty 875–999
Ziyarid dynasty 928–1043
Buyid dynasty 934–1062
Sallarid 942–979
Ma'munids 995-1017
Ghaznavid Empire 963–1187

At some point Ghorids (as per how you suggested earlier) also spawns.

In 1037 the Seljuks spawns, with a large starting army and then conquerors for contact with Arabia and the Byzantines.

Anatolia, if they control it, flips to the regular Indie civ. Khwarezmid name change. Mongols destroy everything in site.

Hopefully we can get an Ilkhanate, rare as it is. Timurids spawns, go a-conquering. Afterwards Ghorids become Mughals, Safavids spawn, Timurids become Khanate of Bukhara. Some time later Maratha Confederacy will spawn. Wars between Mudhals and Marathas ensue. Enter Brits. Enter age of colonialism.

And Seljuks will have scripted diplo, whereas Timurids will get real diplo.
 
My plan:

Spawn some generic Persian civ (minor, no diplo) in 821 to represent:

Tahiri dynasty 821–873
Alavid dynasty 864–928
Sajid dynasty 889/890–929
Saffarid dynasty 861–1003
Samanid dynasty 875–999
Ziyarid dynasty 928–1043
Buyid dynasty 934–1062
Sallarid 942–979
Ma'munids 995-1017
Ghaznavid Empire 963–1187

These dynasties will really mess up the Arabs. Plus, I would like to point out that unlike the Seljuks and Khwarezm some of theses did not even occupie the same area. The point of the Seljuks is to disturb the balance of power in Middle East, weaken Arabia and Byzantine (So Arabia collapses by the time Mongols strike) while at the same time make room for the Safavids and Ottoman.What do u hope to accomplish with the early Pesian dynasties?

At some point Ghorids (as per how you suggested earlier) also spawns.
Are u talking bout my suggestion from DOC. If so i think u should spawn them in 1200 ad (because Ghorids are a bit too early) in Lahore and change the capital to Delhi on conquest. Also the Delhi Sultanate/Mughals are a playable civ right?

Anatolia, if they control it, flips to the regular Indie civ. Khwarezmid name change. Mongols destroy everything in site.

Destroy or conquer, because the former will have devestating effects on the Safavids and Ottomans

Hopefully we can get an Ilkhanate, rare as it is. Timurids spawns, go a-conquering. Afterwards Ghorids become Mughals, Safavids spawn, Timurids become Khanate of Bukhara. Some time later Maratha Confederacy will spawn. Wars between Mudhals and Marathas ensue. Enter Brits. Enter age of colonialism.
Illkhanate is just the cities after collapse of the Mongols bucause anything more would be a bit too much.
 
1) The point is to weaken the Arabs. Doesn't make much sense for the Arabs to keep Persia for hundreds of years.

2) Yes, Lahore

3) Conquer

4) I mean a Mongol controlled Persia (at least at some point)

As for my progress everything with the Safavids except Shia is done. There's a few bugs, but I pretty much know the cause and I'll think I can get both those things done tonight
 
1) The point is to weaken the Arabs. Doesn't make much sense for the Arabs to keep Persia for hundreds of years.

That sounds a bit too harsh. After u add the Seljuks, the Arabs will be weakened more than enough. Two large conquerers less than 200 years apart (Seljuks and Mongols) will more than weaken the Arabs. Also I would like to point out that the earliest I have conquered Persia and Central Asia as the Arabs was 720ish ad and i wasnt effectively able to make profit, build improvements in those territories until 800 ad. By making a spawn that early u will be taking the whole fun from the game. Also even though these Persian kingdoms were largely independent but they were still (on paper) under nominal control of the Caliph. Think of their relationship as the relationship HRE had with its own dutchies (Wuttemburg, Bohemia etc) only a bit weaker. Also in real life the Caliphate was extremely wealthy and advanced inspite of these territories but that will not be possible in the game.

Also if u add these dynasties u wont be able to add Moors or the Egyptians later on because the Arabs will already be so weak.
 
Alright... I suppose that makes sense.

I'm extremely close to a release except for one problem: for some reason certain Middle Eastern and African cities will occasionally get the Church of the Holy Sepulcher in them. I'm not entirely sure what's causing this bug. Once I iron it out I'll make a release.
 
Scratch that, I fixed the bug. In 15 minutes or so, when I've finished fixing the bug, I'll upload to the SVN.
 
Also since corporations have been changed from DoC (to a much better system IMO), the new Safavid UHV's:

Have Open Borders with 6 European Nations in 1650 AD (in right now)
Make Shi'ite Islam the only Religion in Iran in 1700 AD (not yet in, along with Shia in general)
Make Persia the most cultured nation in the Middle East, and Indian Subcontinent in 1700 AD (not yet in)

The last one I should be able to finish tonight, the middle one by tomorrow night.
 
Fixed the bug :yup:

Things in this revision:

--Mongolians more aggressive
--Safavids nearly finished- They still need some flag art, embassy, UHV's 2 and 3, and general tweaking
--Updated to DoC revision 110

Up next:

--Update to DoC revision 112 to get Indonesia
--Shia
--Finish Safavids
 
Hello Linkman226,

I have alot to tell:

First off, I am currently trying to run a modding project for my own personal college project. I am trying to start up a "modding workshop" for students to participate in modding demos, and they can learn about addons and what modding can do for a game; and since we are CS majors, we can benefit from the extra practice. My demos will include how modders create various addons for a game. I have been studying the FFH2 mod as well as other tutorials, however what I need is more experienced help.

So here is the catch. I can give your mod publicity in my workshop demos if you give me some explainations of several of the key changes your mod trys to use. My demo is important for showing new CS majors the joys of creating addons for games that would otherwise be stale and old. The project will most likely begin early september. Are you interested?
 
Take a look at the tech selection window interface... I repeats the same pattern of text over and over again.

By the way, I am playing as China.

So far I like the new interface mix, like FOREIGN, CONTESTED, and CORE Teritory markers on the lands.
 

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@Linkman:
Seems you've still missed something when you took over my version of CvGameTextManager.cpp. There's a condition that avoids the multiple display of great people on techs like in debulm's example.

When you're at it, also check if GPs are listed more than once on GP constructed buildings like the academy.
 
Indonesia and DoC revision 112 are now in the SVN. I'm nearly done with the Safavid UHV, but I still have to add Shi'a. I've never added a religion before to RFC, and considering how inflexible RFC is I'm groping in the dark. But hopefully DoC and SoI will serve as good guides.

Does anyone have color suggestions for the Safavids? Right now they're Persia Pink, but I personally like their color in SoI?
 
You know if ur adding Shia Islam rather as well add Orthodoxy while ur at it. You dont have to modify right now but since all religions have the same file u should just paste and fix it later. Wouldnt this save u time later on?

Also is it possible implement the Safavids on main screen because currently its quite a hassle.
 
You know if ur adding Shia Islam rather as well add Orthodoxy while ur at it. You dont have to modify right now but since all religions have the same file u should just paste and fix it later. Wouldnt this save u time later on?

This is a good point... I think I will. It will take longer and will probably be more buggy, and require time debugging, because the more changes I do at one time, the chance of a bug grows exponentially higher. But I think I might as well.

Also is it possible implement the Safavids on main screen because currently its quite a hassle.

Yes but time-consuming. Just start a game as the Dutch and switch next turn, I don't see why it should be all that tough.
 
Ignore the above, I'm doing Ortho later. I'll need to look at how the Schism mechanics work in RFC:E first. So later.
 
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