Questions & Answers

I think it depends on the civ you choose. The later they spawn, the bigger the city and the more buildings you get. It's all about compensating the disadvantage of, well, starting late.
And it would be pretty unfair for a turkish city to take 30~40 turns to have a city like the neighboring greece already have.
 
Also, the advantages that European civs are getting (buildings and population) are increased once they discover Astronomy.
 
does that include rome? Im playing as rome right now and i have astronomy but when i found a new city its the standard pop1 with no buildings
 
You're right. Conquer those cities from Carthage.
Carthage doesn't seam conquerable until you get catapults. I sent the 4 legions there at the beginning of a game once, and it was a stalemate. I couldn't take Carthage and Carthage couldn't destroy the legions.

The next window would be after I conquer Gaul and Rhye's start generating horde after horde of barbarians. I go for the Great Wall as my most important wonder, otherwise I'll need 8 legions to secure my borders. Carthage really gets its butt kicked when this happens and half the games I play Carthage is eventually wiped out by barbarians.

Those cities are Paris and Bordeaux. If you raze Lyon, settle Marseille south of the ruins.
I thought of a cheez technique, give Lyon to the French when they start and then raze the city. However, Lyon has a lot of forest around it, so it's a stronger candidate for aqueduct, amphitheater, barracks then Paris and Bordeaux - they are great cities but their production is wimpy.

From what I know, there are no modifiers. All of your units entering the new civ's core have a certain chance of joining the enemy (iirc 50%).
According to the readme.pdf, there are stability points from certain civics. My conclusion is that Feudalism needs to be the next tech after construction.

Yes. And if you manage to get the Greeks on declaring war on you after losing to you their southern Italian colony, better.

I've never seen a Greek colony in southern Italy. Greece is just too much of a distraction from the historical goals, however tempting a fruit protected by wussy phalanxes that it may be.

The city that I really like to found is in the equivalent location of modern day Slovenia. It would be totally metal if that counted as an Italian city. I think a city south of Rome is just a waste of time.
 
According to the readme.pdf, there are stability points from certain civics. My conclusion is that Feudalism needs to be the next tech after construction.
Your stability has nothing to do with units flipping to a spawning civ.
 
Is there a mod to stop the AI's magical ability to spawn new units in a city under siege, or do I just have to lower the difficulty level?

I tried Viceroy for 5 minutes - the A.I. is just plain stupid. If I can't get a modmod I'll revert to the installed version of Rhye's, where you don't start the game at war with Carthage.
 
unless you are playing a mod mod they don't spawn extra units. what you may be talking about is mercenaries.
 
Is there a mod to stop the AI's magical ability to spawn new units in a city under siege, or do I just have to lower the difficulty level?
What you experience here might be caused by you trying to fight a civilization that has just spawned. For the first ten turn, they get the following advantages:

1. Some of your units in their core join them.
2. Units you kill in their spawn tile have a 50% chance of reappearing.

This is to help them against players who want to eliminate a civ right after it has spawned.
 
Is there a mod to stop the AI's magical ability to spawn new units in a city under siege, or do I just have to lower the difficulty level?

I tried Viceroy for 5 minutes - the A.I. is just plain stupid. If I can't get a modmod I'll revert to the installed version of Rhye's, where you don't start the game at war with Carthage.

I assume that you are Rome, so there about 50% change to start at war against Carthage. If you don't like it roll a new start. New units are probably mercs.
 
Is there a mod to stop the AI's magical ability to spawn new units in a city under siege, or do I just have to lower the difficulty level?

If their population is going down they are probably whipping defenders, best thing is to starve them when they're being sieged, or remember they wont be able to whip on consecutive turns (unless they're really big)
 
yes it is the axe button at the top left of the screen
 
I thought this was fixed in the final release? At least I had no further trouble with it afterwards.
 
In the version of Rhye's that comes with CTS, I can always trade Iron Working for Archery from the Carthaginians which opens up the Open Borders agreement. This only happens occasionally in the latest version, even when Carthage starts at peace with Rome. I want to find out how to customize the latest version of Rhye's so that it happens consistently. Is this a question for the modmod forum? If I'm going to be making mods, I'd like to take away the chance that Greece and Carthage start at war with Rome.
 
No wars on spawn? That's easy, you can do it yourself. Open Assets/Python/Consts.py and search for "lEnemyCivsOnSpawn". For every civilization, you'll find a list of civs it can start at war with. Simply delete all of those you want to have guaranteed peace with.
 
After restarting about 20X I got the situation that I wanted.

The biggest hurdle is researching Construction in a timely manner, which simply wasn't a problem at all with the earlier version of Rhye's. Does conquering Greece early on assist in meeting this goal? The only civ that develops Construction before Rome is China.
 
No wars on spawn? That's easy, you can do it yourself. Open Assets/Python/Consts.py and search for "lEnemyCivsOnSpawn". For every civilization, you'll find a list of civs it can start at war with. Simply delete all of those you want to have guaranteed peace with.

Maybe I'll sound like a twit, but here's the block after I made a change

#rnf. Some civs have a double entry, for a higher chance
lEnemyCivsOnSpawn = [
[], #Egypt
[], #India
[iIndependent,iIndependent2,iIndependent2], #China
[iIndependent,iIndependent2], #Babylonia
[iIndependent,iIndependent2,iBabylonia], #Greece
[iBabylonia,iBabylonia,iGreece], #Persia
[], #Carthage
[], #Rome
[], #Japan
[], #Ethiopia
[], #Maya
[iRome,iArabia,iSpain,iEngland,iEngland,iFrance,iFrance,iGermany,iGermany,iNetherlands,iCeltia,iIndependent,iIndependent2], #Vikings
[iEgypt,iBabylonia,iBabylonia,iGreece,iPersia,iCarthage,iRome,iSpain,iFrance,iCeltia,iCeltia,iIndependent,iIndependent2], #Arabia
[], #Khmer
[iArabia], #Spain
[iArabia], #France
[], #England
[iRome], #Germany
[], #Russia
[], #Netherlands
[], #Mali
[], #Portugal
[], #Inca
[iIndia,iChina,iChina,iJapan,iPersia,iKhmer,iRussia,iRussia,iIndependent,iIndependent,iIndependent2,iIndependent2], #Mongolia
[iMaya], #Aztec
[iEgypt,iBabylonia,iGreece,iGreece,iCeltia,iCeltia], #Turkey
[iIndependent,iIndependent2] #America
]


The result is that both Carthage and Greece are at war with Rome. I've never seen that happen before.

I am now trying to switch to Rome after starting with Egypt.

Does the python file only get loaded at the beginning of a game?
 
There's no need to use wars on spawn on independents, all civs declare automatically on them if they own a city they ought to conquer.

I'm not sure what you're trying to say about Rome. From how the code looks, Rome should be always at peace on spawn (rejected flips notwithstanding).

Python files are reloaded by Civ every time you change and save them, so all edits you make apply to your currently active game immediately.
 
Back
Top Bottom