Project SYNTHESIS

Now back to the topic of Eastern Europe. I second it; how about we all open the 600 ad map, worldbuilder what we want Eastern Europe to look like take a screenshot and send it here. This way we can merge the best features of each of our ideas and voila we have ourselves an enlarged Eastern Europe. It is much better to have two or three people working instead of on person doing it by himself; it brings prespective and makes everything better.
The hard thing is not to edit the game map, but to bring the stability and city name maps up to date afterwards. We're talking 2*30 maps here.
 
The hard thing is not to edit the game map, but to bring the stability and city name maps up to date afterwards. We're talking 2*30 maps here.

Yup.

Also I had removed the autofounded of Shia in Baghdad for debugging purposes, but I forgot to return it before committing. I'll fix that tonight.
 
Well, if you could enlarge eastern europe, and make it proportionate to western europe, it would be great. I know it must be terribly hard, but it would make your mod so awesome.
When I play a civ around the area i normally do enlarge it, but that usually means placing some land tiles around St Petersburg area, Constantinople (Romania and Bulgaria) and in Croatia. However, I've always felt that's not really enough (comparing to Western Europe). And speaking of map changes, J Pride's proposal for France seems to hit the spot.

Great work on the Safavids! Can't wait to try them!

I'll try, in any event, once I move on to Europe.

Thanks, I always thought that France was lacking without Lyon. Although Im going to make a few additional changes to balance all the cities with historicity and gameplay in mind.

Now back to the topic of Eastern Europe. I second it; how about we all open the 600 ad map, worldbuilder what we want Eastern Europe to look like take a screenshot and send it here. This way we can merge the best features of each of our ideas and voila we have ourselves an enlarged Eastern Europe. It is much better to have two or three people working instead of on person doing it by himself; it brings prespective and makes everything better.

That last line is very true.
 
Linkman are you going to add VD units to your mod, or not?
 
Playing as the Russians, one of my horse archers reached Mongol borders a turn after they spawn. Suddenly, I got Mongol troops near my borders that made me lose one of my cities and fail the UHV.

Could we limit the Mongol army spawn to force them to at least send some scouting unit near the borders of their target before they get those free troops?
 
Linkman, Are Seljuks and Moghuls ur next thing on the agenda or do u plan on moving onto Europe? (or do u have something else in mind)
 
The SVN has been updated with:

--Autofounding of Shia in Baghdad restored
--Fixed the bug where Orthodoxy wouldn't be autofounded if Christianity autofounding also happened
--Qizilbashes require Shia Islam
--New Shia wonders: Shah Mosque and Imam Reza mosque
--Safavid UHV's- Finished:

1) Have Open Borders with 6 European Nations in 1650 AD
2) Make Shi'ite Islam the only religion in Iran (excluding holy cities) and control three Shi'a wonders by 1750 AD
3) Make Shiraz the most cultured city in the world in 1800 AD​

--New art added for the Safavids: A green and yellow color scheme, flag adapted from SoI

-- Great Schism of 1053:
--In 3000 BC start: a random date is picked, between 900 and 1200 years after the foundation of Catholicism (and, by extension, Orthodoxy). Before that date, Orthodox and Catholic civs get a quartered penalty. After that date, Orthodox and Catholic civs get a halved penalty
--In 600 AD: The schism date is always 1053. The rules above apply.
--Protestant and Orthodox civs always have a halved penalty.​

I am in the middle of updating to the latest revision of DoC, which is, frankly, awesome.

Up next:

I'm going to start on the Seljuks. You guys let me know how balanced you think the religions, Safavid, UHV's, etc. are, I'll work in the suggestions along the way.

Now, to refresh our memories, I think I was gonna make the Seljuks a non-playable minor (therefore without diplomacy)...right?

Playing as the Russians, one of my horse archers reached Mongol borders a turn after they spawn. Suddenly, I got Mongol troops near my borders that made me lose one of my cities and fail the UHV.

Could we limit the Mongol army spawn to force them to at least send some scouting unit near the borders of their target before they get those free troops?

I could do that.
 
Now, to refresh our memories, I think I was gonna make the Seljuks a non-playable minor (therefore without diplomacy)...right?

Correct: You were not going to give them diplomacy; just scripted peace or war until certain conditions a met.

To Recap:
Spawn: in 1040 ad (1037) with Turkomen Horse Archers in lower Central Asia/Persia. To make the conquest more complete u should divide the troops into two spawns one in Central Asia and one in Persia.

-To make them more inteseresting i would make them spawn like barbarians meaning that they can spawn anywhere in a give set of tiles. This means that one time they might spawn near Isfahan while the next time it might be near Sihraz. Same thing for the Central Asian stack.This way the human cant just make a stack to counter them. They dont have to be alot of tiles just enough so the human has no way of anticipating.

-After they conquer Persia and Central Asia from the Arabs there should be a scripted peace if the Arabs are computer controlled. Unless the Ai is pretty strong than maybe it should be able to fight it out.

-After Contact with the Byzantines the Seljuks get a stack in Eastern Anatolia. (NOTE: Can u change the Byzantine UP to cannot collapse if hold Constantinople because or else they will collapse; or something along those lines; Perhaps this can be an additional benifit only available to the AI)

-Name change to Khwarezminid after a certain date and say a 60-80% chance of losing some of the Western Territories.

-Mongols conquerors event. Perhaps U should also make them into two stacks so that the Mongol conquests are more complete

A couple of more points:

-The Seljuks should be allowed to research or maybe given some of the techs of the civs they conquer. They should also be allowed to build many buildings such as markets, granarys, forges etc. I say this because if they are not you will often than not find a weak Persia later on.

-Can you make it so that the Seljuk conquest does not cause city/building damage or population damage. I say this because historically unlike the Mongol Conquests the Seljuk conquests were pretty peaceful and if we have three back to back invasion each causing damage the cities will become useless by the time the Persians filp them.
 
Thank you. I'll work on those things.

I'm done merging in the latest revision of DoC. Now I need to compile my DLL, and commit.

Then I start on the Seljuks.
 
Thank you. I'll work on those things.

I'm done merging in the latest revision of DoC. Now I need to compile my DLL, and commit.

Then I start on the Seljuks.

No, Thank You For putting your time and effort into this. :goodjob:
 
No problem, lol. I enjoy it.

Haven't committed yet cuz I'm playing a Safavid game right now (can't commit while playing), and before that I loaded one American start and one Dutch start. I'm aiming for the UHV. Some notes I've made:

--Spawn a Catholic missionary with the Italians
--Russia needs a respawn, it collapses too often with the Mongol Horde
--There needs to be a human style collapse for the Mongols (reduced down to China) at some point
--Orthodox spread rates need to be lowered for Italy- right now they have Rome's decently high values, which make sense for Rome but not Italy
--Safavid color is too Arab-like
--Buddhism spreads to Qandahar far, far too often. Usually because Arabs don't make it that far, and instead either go for Anatolia or veer upwards towards Central Asia. Do something about that.
--Remove elephants from Iran after a certain date
--Change Shia Holy Office art to have Shia symbol instead of Sunni symbol
--Make Silk route more likely to spread to cities with Tea and Coffee
--Change Shia spread mechanisms to check REGIONS of plots for cities to spread Shia to rather than specific cities.

I'm gonna keep updating this as I progress through my game.
 
No problem, lol. I enjoy it.

Haven't committed yet cuz I'm playing a Safavid game right now (can't commit while playing), and before that I loaded one American start and one Dutch start. I'm aiming for the UHV. Some notes I've made:

--Spawn a Catholic missionary with the Italians
--Russia needs a respawn, it collapses too often with the Mongol Horde
--There needs to be a human style collapse for the Mongols (reduced down to China) at some point
--Orthodox spread rates need to be lowered for Italy- right now they have Rome's decently high values, which make sense for Rome but not Italy
--Safavid color is too Arab-like

I'm gonna keep updating this as I progress through my game.

Russian Respawn times
1480: No longer tributary to Golden Horde/Third Rome
1547: Tsardom of Russia
 
Russian Respawn times
1480: No longer tributary to Golden Horde/Third Rome
1547: Tsardom of Russia

1547, I think that's what I'll do.

A quick screenie. The Empire of Shah Abbas I:

Civ4ScreenShot0044.JPG

Missing only parts of the Caucusus, as compared to real life. However I'm not gonna pursue that for fear of collapsing Turkey; somehow Constantinople become Italian and Italy and its master Germany are gangbanging Turkey.
 
Why don't you just change the Russian spawn to it's actual date of 1320 ad. The cuurent date makes no sense historically or gameplay wise.

Also will you be adding Damascus in the next release?
 
It's a good thing I played the game a little first. I discovered that I forgot to allow Great Prophets to build Shia and Orthodox Shrines. Off to fix that.

I have a few ideas for Russia. Saving them until I get to Europe.

Yes, I will.
 
SVN updated. Changelog:

--Updated to DoC revision 122
--Gamefont.tga fixes
--Safavids now get 5 Qizilbashes, two musketmen (before: 6 and 0)
--Fixed the bug where the Shia Holy Shrine was unbuildable
 
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