Questions & Answers

To make the human player able to be a vassal of the AI you need to modify the dll, it's not an easy operation like just changing a text file.
 
Maybe a dumb question but I have looked kinda everywhere... But I read in a strategy article that you can hire mercenaries? If so how can I do that?

Not a dumb question, the answer is nowhere to be found in-game (believe me I looked long and hard too).

The two ways to bring up the mercenary screen are clicking the little "axe" symbol in the top left of the screen (not recommended due to causing frequent crashes) or using the keyboard shortcut Ctrl-M (recommended), similar to the use of Ctrl-E to bring up the espionage screen.
 
You hire mercenaries by clicking on that little axe in the top left hand corner.

Does anyone know how to allow the player to be a vassal? I know you edit some text in some file, but I know about as much about modding as a monkey. Simplicity would help in any explanation. :p

Thank you very much found it!
 
Hello!

I'm trying to play with the Romans, and at the beginning of the game there is this city north of Roma that is too close and then want to join my empire, thus making me lose effectiveness since both fat cross are on one another. Is there any way I can just destroy them? I tried giving the city to the Carthaginians but when I invaded it I couldn't destroy it rither. Any idea?
 
Hello!

I'm trying to play with the Romans, and at the beginning of the game there is this city north of Roma that is too close and then want to join my empire, thus making me lose effectiveness since both fat cross are on one another. Is there any way I can just destroy them? I tried giving the city to the Carthaginians but when I invaded it I couldn't destroy it rither. Any idea?

Mediolanum is supposed to flip to Rome on the third turn after you spawn. Your forces can't get to it to destroy it before this time, although I note that you would like to try.

If you really don't want the city, you could let the Celts or Barbarians destroy it for you by leaving it undefended, but this would permanently cost you stability points and is not recommended.

What is so bad about Mediolanum anyway? The small overlap with Rome isn't even going to be noticeable until both cities are very large, which should be a very long time away. In the meantime, you get a free city which can immediately work extra tiles, earn research points and money, etc.

Perhaps you are too concerned about "perfectly" lining up your city boundaries so that the BFCs do not overlap. I used to also. But RFC is different to regular Civ, in that there are significantly more resources on the map, particularly food, which allows for large cities which are more closely spaced to each other than in regular Civ.

If you really don't want to overlap with Mediolanum, try moving your initial settler to the eastern coast and rather than found Rome, found (I forget the name but it starts with a 'c') a city which can now work the Copper and Clam in the Adriatic Sea.
 
Perhaps you are too concerned about "perfectly" lining up your city boundaries so that the BFCs do not overlap. I used to also. But RFC is different to regular Civ, in that there are significantly more resources on the map, particularly food, which allows for large cities which are more closely spaced to each other than in regular Civ.

It's exactly that actually :lol: So that's why the Khmer were building so many cities close to each other. do you recommend doing that as much as possible? Or depending on the situation?
 
It's exactly that actually :lol: So that's why the Khmer were building so many cities close to each other. do you recommend doing that as much as possible? Or depending on the situation?

The AI takes it a bit too far sometimes actually. I wouldn't ever recommend building cities a single tile width apart, but two tiles apart is often OK.

It is somewhat situation dependent though. Basically, RFC encourages the use of city specialists by providing additional food resources than the regular map, particularly seafood. And when your cities are using a few specialists each, they don't need to work every tile in the BFC.

In regular Civ, it is often harder to find a city location that can support multiple specialists (i.e. with a massive food surplus) to become a 'Great-Person factory'. This is totally not the case in RFC, where just about every civ starting location has multiple sites nearby that provide a quick food surplus.
 
Another question : if I'm playing with the mod as it was offered in bts, do I need to patch it, or is it up to date?
 
You need to patch RFC to 1.186.

Be sure to delete the 'Rhye's and Fall of Civilization' folder from within the Mods/ folder before you unpack the 1.186 downloaded zip file, otherwise you can end up with a buggy version of RFC.

EDIT: you should patch your BTS to 3.19 if you haven't already done so also, before you update RFC to 1.186.
 
I feel silly asking this, but there's just so much to go through, and I have no idea where to look. Is it possible to use the Rhye's and Fall terrains and textures for the original CivIV:BTS? Like for example, I totally like how the water looks, etc etc.
 
On the wiki the stability article talks about cities built, occupied, traded, razed or lost. Does this mean I get permanent negative stability when I raze an enemy city?
 
Yes, but sometimes it's for the best if the city is in a terrible location stability-wise or even economy-wise (since the city has to be on a good spot to improve your economy rating).
 
I am trying to post a Worldbuilder save and when I try to it says "invalid file". What am I doing wrong? The worldbuilder save is a scenario I made.
 
There is, the water and visuals are from a graphic mod, one of the first, they may have been further developed by Rhye, I'm not sure, you have to check, I'm sorry that I can't give you more clear details but I am just not sure anymore ;-)
 
I am trying to post a Worldbuilder save and when I try to it says "invalid file". What am I doing wrong? The worldbuilder save is a scenario I made.

BTSWBSaves are not valid attachments in this forum. You could try compressing the file into a .zip or .rar and then attaching the compressed file instead.

Thanks for skipping right over my question. >.> Lol.
That is usually done because nobody has an answer to the question, not because others are ignoring you. I can't help you.
 
There is, the water and visuals are from a graphic mod, one of the first, they may have been further developed by Rhye, I'm not sure, you have to check, I'm sorry that I can't give you more clear details but I am just not sure anymore ;-)
Hmm. I assume it'd be somewhere in the downloads section, then?
 
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