RBTS8 - Rhye's of the Mayans

Nothing much to report.

The Mongolians were eliminated, the Egyptians exist once more.

A world war involving the Russians, Germans, Dutch, Aztecs, Ethiopians (and much much more!) began.

We were asked for several foreign deals, such as vassal from Mali, DP from Ethiopia, etc, but none were accepted.

We should be able to cruise.
 

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Why no vassals? It'll boost your score and give some life into this turtling game. :p
 
Looks like you're done in only 15 more turns, good luck :)
 
I'm not a religious person normally, but I have to utter a prayer of thanks upon loading the game that I don't live in a Continuing Revolutionary Process:lol:

Similarly quiet on our end, crazy elsewhere. I traded for Steel and Nationalism, the latter allowing the golden age nat'l wonder, which just completed and Garath can enjoy. Pentagon, Cristo, Effiel, and UN all built too, the last with a great engineer. Most cities were put on infantry/artillery after their big projects.

Like Kodii, got numerous war/vassal requests, and I declined all of them. One turn was particularly messy, with no less than twenty-two war declarations:

Civ4ScreenShot0020.jpg


The next turn, Turkey collapsed. They controlled India; if there were more turns left it would be a prime chance for landgrab.

The UN Sec-Gen vote will also come in next turn (us vs. Bismarck).
 

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I think I may have been somewhat over-zealous in my defence of RFC so I'll apologise for the stridency of my earlier comments. Being an RFC noob myself I can understand a cautious approach at this stage. Once bitten, twice shy seems to apply to this game. When a victory condition is not losing a city you don't want to over-commit yourself and lose a city in 1842 through some unforeseen circumstance, snatching defeat from the jaws of victory in the process.
 
As long as you keep decent garrison on each city and don't do something silly like declaring war on two major powers you should be very very safe, and don't forget your UP :) personally I'd never feel unsafe with that UP.
 
Bismarck won the SecGen vote (with only narrowly more than the minimum requirement). I also managed to build Graceland.

However, that was the only remaining interest in the game, for shortly later...


Civ4ScreenShot0050.JPG

And that's a wrap, folks. Historical Victory with Japan, on some difficulty level that I forget. Save attached from the last turn if you want it.

Garath
 

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Hopefully we made some converts here. I actually stopped playing civ4 for a while until I discovered RFC last year, and it's been nonstop since then, to the detriment of my TV watching. :lol:
 
Honestly, this succession game has convinced me that I never want to play RFC, ever. The mod has interesting ideas, but combines serious design flaws, opaque game play, historical nonsense, misunderstandings of the logic of Civ, and railroading (in the roleplaying sense) in ways that would make things seriously unfun for me.
 
Hi,

Honestly, this succession game has convinced me that I never want to play RFC, ever. The mod has interesting ideas, but combines serious design flaws, opaque game play, historical nonsense, misunderstandings of the logic of Civ, and railroading (in the roleplaying sense) in ways that would make things seriously unfun for me.

I second this. Lurking in this SG has been very educational.

-Kylearan
 
This mod is to much work to learn IMO. I don't ever see myself playing it.

At this point Civ4 is now behind other games. This doesn't encourage me to go back to civ like Rise and Rule (IIRC the title) did with Civ3.
 
I've noticed this thread only today, sadly.
It contains a lot interesting info...unfortunately, getting feedback only from veterans offers a biased point of view about the aspects that need to be tweaked. With your help from this thread I'm sure I can polish it more.
That said, I would like to point out that it's not in fact easy to avoid the "flaws" you mentioned, when the mechanic has to be user friendly and at the same time keep the human player from exploiting.
A simple example from this thread:
My civ went unstable for no reason and I lost every city except the capitol....absolutely rediculous. Did all 15 of my mayors decide to switch in the same turn.
If I delayed the collapse in 2 or more turns, it's clear that the human player would immediately move the units away from its cities, let them flip and take em back once empty.
 
(..)If I delayed the collapse in 2 or more turns, it's clear that the human player would immediately move the units away from its cities, let them flip and take em back once empty.
Just wondering - if it is so "easy" to circumnavigate the designs - for example by moving away and reconquering; then why keep that feature ?
In other words: what fun/extra's does having that feature have to keep it in ?
And if it is absolutely necessary to keep it in, why not adapt the penalty a bit so that losing your whole civ doesn't happen ?

I've never played Rye's mod, so my remark is from what I've read in this trea only and could be completely incorrect. Frankly, knowing that there are features beyond my control that will have my complete nation at risk to an extend that I can't overcome that makes me hesitant to try this mod... Sorry.
 
Speaking of features, consider that the world map of that size, which could contain no more than 15 civs with the standard civ rules, can hold in more than 30. The trick is that they're never around all together at the same time.
So, yes, the fall of empires is not only realistic, but it's necessary to achieve this result and has to be kept in. And fall of civs can't be implemented by a roll of die, but it has to involve a number of factors. Overexpansion is just one of them.
If people can't bear taking the risk of collapsing while attempting a conquest of the world, they don't understand the point of the mod, which is more a simulation than the standard game.
 
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