Questions & Answers

You can conquer anywhere you want to.

These maps show the tiles that if your civ owns will penalise you the least for your expansion stability (because I understand that all tiles after a certain (small?) number attract a slight penalty and some ahistorical tiles just attract much more of a penalty than others).

The maps are also are related to which areas the AI will try to colonise if they were playing that civ, however I think that there is also code which encourages the AI to found specific cities during the game - such as the Euros to found a colony where New York will eventually be and the French to found Fort Detroit and New Orleans.

Actually, they specifically are the priorities for the AI to send settlers to, and they do not tell you specifically which tiles to own to be historical. Note for instance, that some maps don't allow for natural cultural expansion (e.g., Carthage). However, generally speaking, if you settle along the map lines, you'll expansion stability will be better. Note the subtle difference between what this and what blzzrd said.

Furthermore, this doesn't adequately describe AI war preferences, or historical war expansion. Note that the German map doesn't include France, but I can't imagine France not being part of the German historical map.

I don't know what the light green means.

I think the colors represent different settling priorities. I'm not really sure what the different colors specifically mean, but I would guess that yellow > green > red > purple > dark gray > light gray > white. Green looks like maybe a first-ish priority for colonial expansion, but I don't really know. So you see Portugal trying for Rio de Janeiro first and England going for Newfoundland.

Bottom line: they give you a very rough idea what historical expansion is, and a pretty good idea about colonial expansion. They do not tell you specifically where to expand to be historical, and only use them knowing that.
 
So it dosen't matter where you conquer, you won't lose stability?
 
So it dosen't matter where you conquer, you won't lose stability?

No, that isn't what I said.

There is nothing preventing you from conquering anywhere you please to do so. With the Occupation Civic, you will increase your stability for doing so also.

What I said was that the tiles that you own all attract a stability penalty, and that some tiles attract a much bigger penalty than others.

For instance, there is nothing to prevent the Japanese from conquering London. They will attract some stability penalties for owning tiles in England, which they historically never did. But it is the overall stability that really matters, so if Japan was using the Occupation civic, they may actually be overall about the same for having invaded and conquered London, due to the stability bonus from using Occupation.
 
No, that isn't what I said.

There is nothing preventing you from conquering anywhere you please to do so. With the Occupation Civic, you will increase your stability for doing so also.

What I said was that the tiles that you own all attract a stability penalty, and that some tiles attract a much bigger penalty than others.

For instance, there is nothing to prevent the Japanese from conquering London. They will attract some stability penalties for owning tiles in England, which they historically never did. But it is the overall stability that really matters, so if Japan was using the Occupation civic, they may actually be overall about the same for having invaded and conquered London, due to the stability bonus from using Occupation.

Exactly. Let me try to repeat this for clarity.

It doesn't actually matter whether you gain tiles by conquest, trade or settling. The stability penalties for expansion however are mostly mitigated by expanding historically. The maps that have been uploaded give you a rough idea what areas are historical, though they don't account for everything.
 
Excuse me, I can modify XML and python a bit and I didn't find a better place to ask than in this thread. I can try to dig everywhere and finally find my treasure but it would be easier to ask.
Which files should I look in to add new leaders and modify their "seasonal" change :).
I want to add Ivan, Lenin and Putin for Russia, Bush for America, Hitler for Germany etc. (I specially downloaded a lot of leaders just to do it in future). Also is there a way to tie a flag change to the leader change? I want to make a "modmod" just for myself to play in more historically accurate world.
If anyone could help me, I'd be most grateful.
Thank you in advance.
 
sry i'm not sure how, but that sounds like a great idea;)
 
I don't know where exactly I would put the file. Is it in My Games or in Program Files and how do I unzip it?????????
 
I've found this in an event handler file.
Code:
if (gc.getPlayer(iPlayer).isAlive() and iPlayer < con.iNumPlayers and not gc.getPlayer(iPlayer).isHuman()):
                        self.rnf.checkPlayerTurn(iGameTurn, iPlayer)
I can read python a bit but I have never tried modding Civ python scripts and I'm a bit unfamiliar with it's structure.
It looks like this action checks if the player is alive and is not human but what does it check with the number of players? Also does it check for the game turn and sets the pre-defined leader?
I want to see where can I change those leader-turn connections.
Also is the gc.getPlayer().setLeader working for this condition if I want to write my own script? I'm a newbie but maybe someone has already made a leader change and he can suggest me something =).
 
The leader-switch is in the consts.py . Adding leaders is AFAIK just the same as adding leaders in Vannilla civ. That's it I think.
If that doesn't work contact SadoMacho, he makes leader-addonpacks for RFC.
 
I know that XML adding is the same, I just wanted to know about the leader-switch settings. Thank you for your answer.
Are there leader-addonpacks released? I'll try to look into SadoMacho's profile.

P.S. No luck, there's nothing.

Also
(iNapoleon, i1700AD, 10, 4, iDe_Gaulle, i1940AD, 10, 5)
Can anyone explain me each argument?
Especially those 10,4 and 10,5.
 
I know that XML adding is the same, I just wanted to know about the leader-switch settings. Thank you for your answer.
Are there leader-addonpacks released? I'll try to look into SadoMacho's profile.

P.S. No luck, there's nothing.

Also
(iNapoleon, i1700AD, 10, 4, iDe_Gaulle, i1940AD, 10, 5)
Can anyone explain me each argument?
Especially those 10,4 and 10,5.

Napoleon will spawn in 1700 AD or when France enters the Industrial era (4) The 10 is just a small guess, I think that's the number of cities, so Napoleon will apear in 1700 AD / when France enters the industrial era / when France controls 10 cities.
 
which file specifies the flip zones? Also does arabia have a different flip zone in the 600ad start when it first spawns than it does when it respawns later in the game?
 
The same info is in the "local files" in the atlas.
 
I have a real problem with the Chinese UHV. The first to goals are easy but having 120 units is really hard because every time I reach about 80 units I start running a huge DEBT and my troops start automatically disbanding once i reach zero:cry:
 
I have a real problem with the Chinese UHV. The first to goals are easy but having 120 units is really hard because every time I reach about 80 units I start running a huge DEBT and my troops start automatically disbanding once i reach zero:cry:

Sell resources for gold per turn from foreign civs. Set all your sliders to 0. Pick cheap civics and ones that give you the most free military support per turn. Spread Confucianism and Taoism enough so that your shrines get you 20 gold per turn each.
 
Back
Top Bottom