RFC Civilizations in Abundance

Just wondering, why don't you simply take India and respawn it as Mughal India? Is it not easier? I mean game-wise, not historically-wise.
I'd say that way it would also be easier to integrate Aztec→Mexico, Rome→Italy and Inca→Peru to the game.

Australia, Canada and Brazil would really balance the game, and by the way, Almohads and Indonesia? AWESOME!

I think India is culturally diverse enough to warrant two civs.

My history is a little hazy, but didn't the Mughals originate more or less in modern day Pakistan? With appropriate era name changes you could have Pakistan and India staring eachother down in the modern era, which would be great :D
 
Well it started in Afghanistan but at the time Pakistan was part of Afghanistan so u are right. The best solution would be to have a generic Afghan civ that includes the Ghorids, Delhi Sultanate and the Mughals. It would be something like this:

Name: Ghorids/Delhi Sultanate/Mughals/Pakistan
Leaders:Muhammad of Ghor, Babur, Akbar
UU: Ghazi (+25% combat agaist cities
UB: Mausoleums (generate +5 culture and +2 Commerce)
UP: The Power of Tolerance: No unhapiness from foreign religions in the empire
UHV:- Conquer all of Northern India by 1500 ad
-Be the most wealthiest and most populated civ in 1700 ad
-??
Preferred Civic: ???
Start: 1100 AD
Starting Location: Lahore (capital changed to Delhi on capture)
Flip Zone: Afghanistan and Pakistan
Name Change: On spawn Ghorids, Delhi Sultanate in 1300, Mughals in 1500, Pakistan if civ survives or respawns in modern era

The only problem I see is that Hinduism would not be properly represented; to combat that the civ should not get any missionaries and Islam should only be present in Afg, Pak and Northen India.
 
I am now finally ready to do some major work on my mod (until now I basically did look for errors), so, just like when I first started it, I have some civs for which I need ideas for UHVs, UPs, and, since they'll be new civs, leaders, spawn dates, etc.

I can only add civs for the 600 AD scenario (using the slots otherwise occupied by possibly respawning 3000 BC scenario civs).

The civs I want to add next are:

- Mughal India
- Timurids (both as finally a central Asian civ and the new civ in Persia)
- Berbers (from the Almohads on)
- Italy
- Indonesia

Furthermore, there are 4 more slots I could fill with civilizations, but I don't know yet which to choose. Candidates so far are

- Canada
- Australia
- Brazil
- maybe a polynesian Civ

I think it’s time for more unsolicited suggestions.

If you are going to put a proper Australian civ in, I would change the terrain there – it’s too fertile and not mineral heavy enough compared to how it is in real life. I would add more copper/silver/gold/gem mines, and expand the desert. There also needs to be an oasis under the mountain in central Australia, so Alice Springs can actually be built.

For the purposes of this suggestion, I am assuming Australia spawns as a Vassal of the major colonial power on their continent (probably English or Dutch)

Name: Australia
Trade: *****
Production: ***
Culture: ***
Growth: *
Starting Situation: ***
Leaders: John Curtin

UU: Light Horse – Replaces Cavalry, retains ability to get defensive bonuses. Starts with charge promotion.
o Explanation: While there are a number of choices for UU that could be chosen to represent Australia, few are actually unique. The Australian Light Horse presents a truly unique unit - capable of fighting as regular infantry, taking a position as mounted infantry and charging enemy lines as cavalry.

UB: Convict Gaol – Replaces Jail. +5% production, +5% commerce.
o Explanation: Represents colonial era Australia. Also allows them to maintain competitive in terms of industry despite such a low population.

UP: Power of Commonwealth - Gold from Trade Routes increased by 25%.

UHV (Pick 3 of the following):
- Control at least one city in New Guinea, one city in Fiji and two in New Zealand by 2000 AD

- Gift 20 military units to other civilizations by 1950

- Achieve independence from foreign rule by 1901 (Or 1950 if spawning in 1901)

- Be the first to discover Refrigeration & Fusion.

- Have 20000 (or so) Gold by 2010


Preferred Civic: Commonwealth
Start: 1855 AD (When Self Rule had its roots and nationalism was kicking off) or 1901 AD (When Australia Federated). Pick whichever one is more balanced.
Starting Location: Canberra
Flip Zone: All cities on the continent belonging to their master.
 
Moorish Kingdoms and Majapahids are bound to be in, the same goes for Safavid Persia.
 
Ideas for Civs

Byzantium
Led by: Justinian at spawn, Basil at Guilds
UP: Power of Byzantine Diplomacy: +1 Espionage per city
Spawn Date: 360AD
Spawns at: The Bosporus
Flip Area: Anatolia and the Black Sea
Historical Area: Everywhere the Byzantines controlled with a bit more.
UHV 1: Make Constantinople have the most culture in 1000AD.
UHV 2: Control Greece, the Black Sea, Anatolia and the Levant in 1200AD.
UHV 3: Be the wealthiest civ in 1500AD.

I'd rather put these three UHV's (no offence, your UHV's were awesome):

1. Control at least 2 Holy cities before 550 AD
2. Control the Gibraltar- and Istanbul strait, Carthage, Italy, the Balcans and Levant before 1100 AD.
3. Never lose a city to Barbarians, Arabs, Mongols or turks before 1400 AD

I wouldn't have put The Black sea in the UHV because byzantium only controlled Turkey, Romania and Krim, and not the other countries that surrounds the Black sea. :P
 
@Jarkov: So just to be sure, are u going to include the Egyptians (fatimid respawn) and the Mughals (as i suggested above)
 
Thanks, found the bug and eliminated it.
so i re[downloaded the most recent version and started a new game as germany.
thinking that maybe the bug was fixed in the version, or that it was a bad load on my behalf.
first uhv worked, second and third didnt trigger.
interestingly the third uhv triggered in 2002 after greece had re-spawned circa 1990 and then declared war on me in 2000. after a two turn war and i recaptured their two cities.
now question is the second uhv still control france and greece by 1940 and the third one still control russia and scand. by 1945?
france had peacefully re spawned since in about 1970'ish..i wonder if i re re re concquer them if my uhv will finally trigger
 
I think it’s time for more unsolicited suggestions.

If you are going to put a proper Australian civ in, I would change the terrain there – it’s too fertile and not mineral heavy enough compared to how it is in real life. I would add more copper/silver/gold/gem mines, and expand the desert. There also needs to be an oasis under the mountain in central Australia, so Alice Springs can actually be built.

For the purposes of this suggestion, I am assuming Australia spawns as a Vassal of the major colonial power on their continent (probably English or Dutch)

Name: Australia
Trade: *****
Production: ***
Culture: ***
Growth: *
Starting Situation: ***
Leaders: John Curtin

UU: Light Horse – Replaces Cavalry, retains ability to get defensive bonuses. Starts with charge promotion.
o Explanation: While there are a number of choices for UU that could be chosen to represent Australia, few are actually unique. The Australian Light Horse presents a truly unique unit - capable of fighting as regular infantry, taking a position as mounted infantry and charging enemy lines as cavalry.

UB: Convict Gaol – Replaces Jail. +5% production, +5% commerce.
o Explanation: Represents colonial era Australia. Also allows them to maintain competitive in terms of industry despite such a low population.

UP: Power of Commonwealth - Gold from Trade Routes increased by 25%.

UHV (Pick 3 of the following):
- Control at least one city in New Guinea, one city in Fiji and two in New Zealand by 2000 AD

- Gift 20 military units to other civilizations by 1950

- Achieve independence from foreign rule by 1901 (Or 1950 if spawning in 1901)

- Be the first to discover Refrigeration & Fusion.

- Have 20000 (or so) Gold by 2010


Preferred Civic: Commonwealth
Start: 1855 AD (When Self Rule had its roots and nationalism was kicking off) or 1901 AD (When Australia Federated). Pick whichever one is more balanced.
Starting Location: Canberra
Flip Zone: All cities on the continent belonging to their master.

australm.jpg

doesn't seem that bad
 
@Kettenhunde:


No, the bug really has been found and deleted, but there hasn't been a new upload with it, sorry for the confusion. I'm currently quite sick, so I won't do much until after Easter.
 
Now then, Flu is gone, and I'll be working on my mod again.


I'm not sure if I'll include the fatimids (I think the whole Arabian civilization is best represented by, well, the Arabs - including a Berber civilization would be justified by seeing how seldom Arabia progresses into European territory, or how minor a threat the Arabs are generally for Europe).

The Mughals will be definitely included, and probably in the way proposed by j. pride.

The proposal for Australia looks quite good, if Australia will be implemented, the Australian terrain will be changed too, definitely.
 
Hi, I apologize in advance if this has been covered but I wasn't able to find any mention of this so here goes: how come there is no Apostolic Palace in Rome in 600AD scenario? It's been a while since I played vanilla Rhye's and Fall but I am pretty sure Rome has a pre-built Apostolic Palace. I also noticed that the Hagia Sofia is not pre-built in Constantinople either. Is this part of the scenario or a design flaw? I'm sorry if I sound like I'm criticizing this mod but rather it's the opposite. I love the Rhye's and Fall mod and even more so of a mod that adds even more flavor.
 
I'm pretty sure at least the updated version of RFC doesn't have either of them prebuilt in the 600 AD scenario.
 
bare with me.
3000bc start, as france.
plague hit arround 1350ish, i abandoned my cities even though i was at war witha celtic frankfurt. they take paris, which i was hoping they would so the plague could end and my knights could storm it on my next turn....
instead...
i am told in a dramatic message box that i have been sacked as a leader by the victorious celts and exiled on an island, and that i have a "few" turns to regain (my capital).
awesome right?
instead....
i was forced to play as the the dieing roman empire.
i thought well maybe if rome captures paris i can switch again.
i did that the next turn then the game froze as soon as the first praetirion/legionarrie entered rome.

so..
was i supposed to go to elba but since it was roman was their an error?
 
AI seem to never lose the ability to get mercs. in my story (see the sig below) there are loads about. the hiring stopped at natialism like normal for me.
 
@Kettenhunde: The whole exiling mechanism has never been tempered with, but I think I remind one instance when I faced the same bug in regular RFC.


@Hoplitejoe: Can you make sure that they have all got nationalism? I've never encountered that problem, but I'll look into it.
 
definitely, here is a picture of a mercenary from my story.
Spoiler :
jpusZ.jpg
 
Sorry to hijack the thread once again but @Jarkov, I just checked my vanilla RFC and the Apostolic Palace is prebuilt in Rome in the 600AD version. I checked my RFC version to make sure and it was 1.187. Since the Byzantines are playable now, I understand why they don't have the Hagia Sophia but would it be alright if Rome has the Apostolic Palace? It's always frustrating to have the Apostolic Palace built by the Chinese =(.
 
I'll look into the mercenary issue.

@OldGuard: You're absolutely right, sorry. The Hagia Sophia is obviously gone because the Byzantines are now playable (and thus Byzantium is founded in the first turn, instead of being there already). I have no idea how the Apostolic Palace got removed (especially since everything else has been left unchanged in Rome), and I can only think that I tried something and forgot to revert it again.

I am not sure though if I should revert it - the Apostolic Palace was built in the 15th century after all, and I think the possibility of another religion than Christianity having the palace adds a nice element to the game. I'll have to think about this.
 
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