Project SYNTHESIS

5) Changed Sudanese terrain to discourage Arabian settlement there. So far, they still continue to settle there . This leaves me with three options: (1) Further nerf Sudan; (2) Change Arab stability maps; (3) Give them a settler further west so that even if they settle Sudan they will also settle the rest of North Africa.
6) Added a city to Morocco (Tingis), made North Africa Byzantine.

Now that I think about it there isnt a problem with Arabs settling Sudan (PS: you did change the cityname for Al kharijah to Al Uqsur). The main problem is that they do not settle Tunis. I recommend that you take Tinjis out and instead add Carthago. Once the Arabs conquer it the name can change to Tunis.

Why did you add Tinjis. The city is was not that signficant during the timeperiod and besides it makes little sense to add it if the Berbers will be added later on. Not to mention the fact that the city looks disconnected from the rest of Byzantine empire and if i am correct Byzantine rule of Morocco was brief and minimal at best.

9) Arabian troops spawns changed. First, the normal small spawn in Mecca. Then, a small force of Camels in Baghdad along. Finally, a force in the westernmost city the Arabs hold. Total number of spawning troops increased.

I have to admit that I did like one playtest but I am almost certain that this will not solve the problem, all it will do is perhaps alleviate a little bit. The real problem was not that the Arabs needed extra troops or even more troop spawns. As I said before they need their troops spawned in specific locations:

-Take the two 2 camel archers out of the initial spawn; there is no use for them. Instead give them a longbow to initially defend themselves.

-The Camel Archers that spawn in Baghdad should be changed to spawn on a random tile in Western Persia and have city-lemming command going east. Maybe you can even accompany it with some kind of notification on the top saying "The Arab tribes have begun an invasion of the Great Sassanid Empire"

-2 Camel Archers should start in Eastern Libya (west of bengazi) on city lemming going west.

So all in all:
-The Arabs start with 2 archers and a longbowmen in Mecca.

-In 650 ad, 3 camel archers spawn on a random tile in Western Persia.

-Instead of getting 2 swordsmen, The Arabs get 2 longbowmen, one in Damascus and one in Baghdad. This is so the AI or Human Byzantine cannot take advantage of the lack of Camel Archers to defend the territory (this is because previously the Camel Archers camped in the cities which helped against the Byzies).

-In 650 ad two camel archers spawn in Eastern Libya and head west.

Four other things:

-Make sure none of these changes affect 3000 bc start for now. That should be left alone and not tampered with until you move on to the Ancient Civs then you can decide the best method of implementing the Arabs there. But for now this should stick to 600 ad only.

-It would be useful if the Arab AI spawned an archer if it conquered a city in Persia, North Africa and Central Asia before 900 ad. This will help with the conquest a little bit. This is nothing overpowering but it will prevent barb takeovers or Byzantine takeovers.

-I recommend that you add the Berbers/Moors in the near future. This would be a good time to add them as you are working on the region.

-Something needs to be done for the barbarians in North Africa. Impis and elephants should not come but Camel Archers should be spawned after 750 ad to represent the revolts and weakening of Arab power in the region
-
 
Playing with China, and all is going well. Mongolians spawn, but not even one of my cities fkip to them (even if boundaries go radically back on their turn 3). When I ask 'Next turn', game crashes : Why ???
 

Attachments

Python exceptions are error messages that show ingame when there's a problem with the code. They include information where the error was caused, so it's easier to fix.

Take a look into the stickied bug reports thread to see how to enable this.

Then no, they are not enabled.
 
For anyone interested in measuring the stability of a state IRL, as well as for inspirations regarding the Stability calculation in game, I recommend this:

http://en.wikipedia.org/wiki/Failed_state#Indicators_of_state_vulnerability

Edit: This method overemphasizes social/political factors over economic ones, and completely disregard the impact of culture/science/education etc. To represent some of those ignored factors, there is the HDI:

http://en.wikipedia.org/wiki/Human_Development_Index#Dimensions_and_calculation
 
I just beat the first horde the Mongols sent to me while playing as Russia (600 AD). I then retaliated with capturing Samarkand and Merv. Then another horde spawns right between those two cities in 1240, despite the event logs saying that the spawn is intended for the Seljuks (south of my newly-conquered cities). Worse, the knights I used to capture both Samarkand and Merv disappeared, rendering the two cities defenseless.

After reloading, I decided to ignore both cities altogether and sent the troops back home. I pressed Ctrl+Z to reveal that the garrisons of those cities were gone.
 
Seems that I managed to trace the source of the Reformation crash. Whenever Catholicism stays in some of my cities, it crashes. When it's totally eliminated, it won't crash.

Hmmm....Confident? Try enabling python exceptions first

Now that I think about it there isnt a problem with Arabs settling Sudan (PS: you did change the cityname for Al kharijah to Al Uqsur). The main problem is that they do not settle Tunis. I recommend that you take Tinjis out and instead add Carthago. Once the Arabs conquer it the name can change to Tunis.

I expected them to settled Tunis instead of the Sudan after I changed Sudan's terrain. Apparently not, because, as my stability bitmaps in the other thread showed, the Arab maps are atrocious.

Why did you add Tinjis. The city is was not that signficant during the timeperiod and besides it makes little sense to add it if the Berbers will be added later on. Not to mention the fact that the city looks disconnected from the rest of Byzantine empire and if i am correct Byzantine rule of Morocco was brief and minimal at best.

I thought it would make it easier for the Arabs and eventual Moroccans to spread their influence their if there was already a city there.

I have to admit that I did like one playtest but I am almost certain that this will not solve the problem, all it will do is perhaps alleviate a little bit. The real problem was not that the Arabs needed extra troops or even more troop spawns. As I said before they need their troops spawned in specific locations:

-Take the two 2 camel archers out of the initial spawn; there is no use for them. Instead give them a longbow to initially defend themselves.

-The Camel Archers that spawn in Baghdad should be changed to spawn on a random tile in Western Persia and have city-lemming command going east. Maybe you can even accompany it with some kind of notification on the top saying "The Arab tribes have begun an invasion of the Great Sassanid Empire"

-2 Camel Archers should start in Eastern Libya (west of bengazi) on city lemming going west.

So all in all:
-The Arabs start with 2 archers and a longbowmen in Mecca.

-In 650 ad, 3 camel archers spawn on a random tile in Western Persia.

-Instead of getting 2 swordsmen, The Arabs get 2 longbowmen, one in Damascus and one in Baghdad. This is so the AI or Human Byzantine cannot take advantage of the lack of Camel Archers to defend the territory (this is because previously the Camel Archers camped in the cities which helped against the Byzies).

-In 650 ad two camel archers spawn in Eastern Libya and head west.

Four other things:

-Make sure none of these changes affect 3000 bc start for now. That should be left alone and not tampered with until you move on to the Ancient Civs then you can decide the best method of implementing the Arabs there. But for now this should stick to 600 ad only.

-It would be useful if the Arab AI spawned an archer if it conquered a city in Persia, North Africa and Central Asia before 900 ad. This will help with the conquest a little bit. This is nothing overpowering but it will prevent barb takeovers or Byzantine takeovers.

-I recommend that you add the Berbers/Moors in the near future. This would be a good time to add them as you are working on the region.

-Something needs to be done for the barbarians in North Africa. Impis and elephants should not come but Camel Archers should be spawned after 750 ad to represent the revolts and weakening of Arab power in the region
-

Thanks, I'll muse over this.

Playing with China, and all is going well. Mongolians spawn, but not even one of my cities fkip to them (even if boundaries go radically back on their turn 3). When I ask 'Next turn', game crashes : Why ???

Hmmm... :think: Will take a look. Again, please enable python exceptions first, it would help a load.

Then no, they are not enabled.

Could you enable them?

I just beat the first horde the Mongols sent to me while playing as Russia (600 AD). I then retaliated with capturing Samarkand and Merv. Then another horde spawns right between those two cities in 1240, despite the event logs saying that the spawn is intended for the Seljuks (south of my newly-conquered cities). Worse, the knights I used to capture both Samarkand and Merv disappeared, rendering the two cities defenseless.

After reloading, I decided to ignore both cities altogether and sent the troops back home. I pressed Ctrl+Z to reveal that the garrisons of those cities were gone.

Odd. Again, I'll take a look. The disappearing units thing was actually an intentional feature (except for Seljuks, not Mongols), but I thought I removed it. The latter part is definitely removed in my working copy since basically all of DoC is merged in and Leoreth edited this. I should put that up soon; right now I need to reconfigure all the constants to take into account the building differences bweteen DoC and Synth. and I should be done. Also I'll probably invest some time into the UHV-highlight feature I started earlier.
 
Hi all. I'm a bit of a long-time (albeit amateur) RFC player, and I just downloaded Synthesis and love it. I think it's a great idea and uniquely improves on an already-great mod. However, I'm experiencing this bug as well:

I keep crashing in the year 1508. This has happened with three civs in a row now-French, British, Dutch. Any help?

I'm playing as the Germans, and I too collapse right after the Persian spawn. Any ideas? (If a savegame would help, just say so and I can attach one.)

Thanks!
 
Hi all. I'm a bit of a long-time (albeit amateur) RFC player, and I just downloaded Synthesis and love it. I think it's a great idea and uniquely improves on an already-great mod. However, I'm experiencing this bug as well:



I'm playing as the Germans, and I too collapse right after the Persian spawn. Any ideas? (If a savegame would help, just say so and I can attach one.)

Thanks!

You have to disable the respawn in the configuration file. It says how to do it somewhere earlier in this thread, but I forgot :C
 
You have to disable the respawn in the configuration file. It says how to do it somewhere earlier in this thread, but I forgot :C

Which config-file?

I had this problem now with the persians and the Lombard League :).
Its very frustrated :) .
 
A new idea about how Companies spread (to enhance both balance and realism).

As it stands now, the Silk Road and the Trading Company are by far the most powerful Companies. They dramatically simulate the Islamic Golden Age and the fast rise of European colonial empires, respectively. This is more realistic and satisfying than previous RFC versions where colonial cities stagnate forever due to their late founding times.

However, there are several problems:

(1) Some colonial cities become unrealistically big. As England, your second largest (and richest) city could easily be a tiny islet in the Caribbean. This is not very realistic. Jarkata also grows to humongous populations almost overnight. While it was a decent city historically, it was by no means New York transplanted into the 17th century.

(2) By contrast, mainland cities become unrealistically small. It's just unreasonable that Trading Company is not allowed to spread to London or Amsterdam. Also historically European cities such as London were plagued by overpopulation and pollution. I wish the game to reflect that.

Solution? I found a simple one. SoI has the mechanism of letting the Buildings in a city influence the spread possibility of Companies. We can do the same. Here's a rough plan (a bit lacking in the Modern Era companies as I usually don't play past 1900 CE)

0. Colonial cities (cities on continent different from the Capital) always start with 1 pop. This will make maritime colonial powers less OP with Trading Company, as well as prevent London and Amsterdam from falling into the 2nd (or perhaps 3rd, even 4th) most important city of their respective countries.

1. Palace: Guarantee spread of two companies the state has most resource access for.

2. Wall Street/Stock Exchange National Wonder: Guarantee spread of one company that has the most gold output for the state.

3. Ironworks National Wonder: Guarantee spread of Steel Industry.

4. Trading Company National Wonder: Guarantee spread of Trading Company.

5. Manhattan Project/Apollo Project: Guarantee spread of Computer Industry.

6. Basilica di San Marco/The Great Wall: Guarantee spread of Silk Road.

7. Hollywood/Channel Tunnel/Empire State Building: Guarantee spread of Oil Industry.

8. Any Spaceship Parts/The Space Elevator: Large chance to spread Computer Industry and Oil Industry.

9. Bank, Customs House: Spread all Companies with equal chance.

10. Market, Stable: Spread Silk Road.

11. Grocer, Lighthouse: Spread Trading Company.

12. Supermarket: Spreads Cereal Industry, Fishing Industry.

13. Drydock: Spreads Fishing Industry.

14. Hospital: Spreads Cereal Industry.

15. Public Transportation: Spreads Oil Industry.

16. Factory, Industrial Park: Spread Steel Industry.

17. University, Laboratory: Spread Computer Industry.

That's it. Now your capital and more well-developed cities (especially your Legendary/Influential cities stuffed with Wonders and spewing out GPs like cattle) will have a decent chance to attract some nice Companies, like they should IRL.
 
First off, Merry Christmas!

I want to thank you for working on this fantastic mod this year, and I hope you don't give up yet. Civilization V's modding has ultimately failed, to the disappointment of many, and I really hope Civilization IV modding doesn't entirely die off as well, though it appears to be heading that way as well.

This mod combines and expands the greatest aspects of Civilization IV modding in the game's history. I've been playing Civ for years, and this mod is the only one that is any fun anymore. There are so many bugs still, but I have confidence in that they will be solved and you will have a masterpiece of civ 4 engineering to show for it when future civ generations look back to remember the golden age of civ modding.

Thank you again for the fantastic mod, and I absolutely hope you never give up on it.



Also, Mic Check!
 
We will probably find out after Christmas, Linkman was last on on the 20th of December.
 
How does this mod compare to the original DoC modmod? Is it pretty similar or vastly different? It's hard to tell from changelogs and feature lists and I'd rather download one or the other.
 
This modmodmod is based on DoC modmod..
So everytime there's something new in DoC, the same feature will come here too :)

The different that it seems, IMO, this modmodmod is more complicated than DoC; including Shiite, Sunni, Orthodoxy, etc which, until now, is not available in DoC.

Apparently until now, both mod is at hiatus until undefined time because both Leo and Linkman is missing.. ;)

I recommend Synthesis for better graphic, improvement in Religion, etc.. but it is bigger than DoC ;)
 
Yeah I downloaded it and it's amazing :D Had a bit of trouble with SVN but eventually I managed to blunder my way into success haha, I don't think I could set it up again if I tried :lol:

Only thing that is slightly annoying is the TXT_KEY thingo's :| Ah well, I assume that will be the next thing Linkman will clear up. :)
 
How does this mod compare to the original DoC modmod? Is it pretty similar or vastly different? It's hard to tell from changelogs and feature lists and I'd rather download one or the other.

It is my understanding Synthesis is perhaps a bit more of a kitchensink-mod - and by that no offense is intended at all. DoC is more "picky" about what to include, wanting to make sure that balance is preserved etc., while you get more stuff in Synthesis, perhaps not always that thorougly tested and well-balanced etc. In Doc extra stuff doesnt get added just because it it possible, and "could be cool" - that is maybe a bit more the case with Synthesis :) So it's really a matter of personal taste and preference. Try both out and see which one you like the most, both are great :)
 
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