RFC Civilizations in Abundance

Can you change it so that when the game decides what civs to respawn, it chooses civs within the area of an unstable or independent civ. I was playing as Mongolia and stable, one city with 100% Mongolian culture and the other city celebrating we love the king day, and next thing they were flipped back to China. Also, I think it might be an idea to remove the Tibet region from Chinas respawn area.
Also, this is very minor, but could you change the names of some of the new civs in the start-up screen; from Celtic peoples to The Celts and Byzantine Empire to The Byzantines etc.
 
Did you control all of China's core? Because else some independent cities in China's core might have sufficed to trigger their respawn, flipping your cities as well.
 
Did you control all of China's core? Because else some independent cities in China's core might have sufficed to trigger their respawn, flipping your cities as well.

Ah that could have it, didn't realise it worked like that
 
It works by the way. Just not the first time you start it up, weird.

Could you add the turn number according to the goal time? Achieve x by xBC/AD (Turn x).
 
I think there are too many irrelevant minor civs now. It would be better to have a half decent sized minor around central asia, and maybe one of the African kingdoms, than one that has only one city in Arabia or Africa and could just be and Indepedent.
 
You already have the Sassanid Empire in central Asia in the 600 AD start, and in Africa the Swahili will spawn Mombasa and Quelimane.
 
How hard would it be/stressful to older pc's to maybe tack on some 3000bc civs in the 600 ad start. Rome with an altered italian name map, Egypt with their Egyptian dialect name map (it still baffles me how that made the cut, yet roman > italian didn't), Greece, India and Persia too? I really like when all these guys are on the map, it makes it feel much more, idk, real? And not to discount anyone people's roles in history, but to make these all a certainty (besides Egypt which kinda is) would be an accomplishment in and of itself.
 
I just played your mod and I like it. That's what I missed about normal RFC.

But I think I found a bug.

I played the Koreans (3000 BC) and was trying to achieve the first UHV concering silk. I just controlled two silk in Korea, but didn't build plantations on them. The third silk I got from China some rounds before the time limit ran out. China collapsed but the deal with silk lived on. So I controlled three silk but when the time limit ran out the UHV got a NO.
 
In further versions, Rome as Italy and Egypt as Arabian Egypt (all in the 600 AD start) will be implemented.

You have to to build plantations on your silk (or cities) in order to win the UHV. If you look at your capital it should show three silk resources.
 
I just played your mod and I like it. That's what I missed about normal RFC.

But I think I found a bug.

I played the Koreans (3000 BC) and was trying to achieve the first UHV concering silk. I just controlled two silk in Korea, but didn't build plantations on them. The third silk I got from China some rounds before the time limit ran out. China collapsed but the deal with silk lived on. So I controlled three silk but when the time limit ran out the UHV got a NO.

Control 3 silks in this setting means to have 3 silks in your capital's resource screen.
 
By central asia, I mean more to the north of Persia and West of China, around the kara-khitai area, although there are not great options for civs there. Also, I think a Tibetan minor civ would be a good idea
 
There is a Tibetan minor civ in this mod - when Lhasa spawns, it belongs to them.

The problem is, as you say, that there are no great options for civs in these regions, especially since they're all wasteland, and nothing would thrive there very much (nevertheless, sometimes the Mongols settle there). I'm also not so sure that it would add much to the gameplay to have a civ there.
 
In further versions, Rome as Italy and Egypt as Arabian Egypt (all in the 600 AD start) will be implemented.

You have to to build plantations on your silk (or cities) in order to win the UHV. If you look at your capital it should show three silk resources.

Hell to the yes, you have made this guy pretty happy :king:
 
An Indonesian major civ would be AWESOME! =D

have you considered making Israel major as well? i think that would be a cool game, maybe playing it as a one-city game could be interesting.
 
Israel
Led by: David at spawn, Ben-Gurion at modern respawn
UP: Power of the Homeland: All Israelite units gain defense and offense bonuses in Israelite territory
Spawn Date: 1500BC
Spawns at: Jerusalem
Flip Area: Judea
Historical Area: What was controlled by Israel at height, Khazaria and parts of Europe and America.
UHV1: Found Judaism
UHV2: Lose no cities before 1000AD
UHV3: Have the Holy Cities of three religions
UU: The Maccabee: A Swordsman with a bonus vs. Melee and Mounted units
UB: The Tower of David: A Castle available at Feudalism

Dynamic Civ Names
Spoiler :

The Israelites(Civ selector)
Judean Peoples(Before you build a city)
Kingdom of Judea(Early non-democratic name)
Israeli Empire(Late non-democratic Name)
State of Israel(Democratic Name)
Israelite Commune(Communist Name)
Israelite Junta(Totalitarian Name)
Islamic Kingdom of Israel(Non-democratic Islamic name)
Islamic State of Palestine(Democratic Islamic Name)
Satrapy of Israel(Persian Vassal)
Province of Judea(Roman Vassal)
Sultanate of Israel(Arabic Vassal)
Viceroyalty of Israel(Spanish Vassal)
Mandate of Syria(French Vassal)
Dominion of Syria(British Vassal)
Reichskommisariat Naher Osten(Late German Vassal)
Soviet Israel(Late Russian Vassal)
Ilkhanate of Israel(Mongol Vassal)
Eyalet of Israel(Turkish Vassal)
Tributary Israelite State(Chinese, Japanese, Khmer or Korean Vassal)
Protectorate of Israel(Generic Vassal)
 
does the middle east really need any more civs?
 
Would an Islamic Israel not be called Palestine if it was to exist? The mid-east does seem abit small though
 
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