Rhye's and Fall of the Classical World
Welcome to RFC Classical World, an RFC mod set in eurasia/north africa in the classical age (300BC-850AD), featuring 44 playable civs including the Ptolemys, Seleucids, Kushans, Parthians, Sassanids, 7 Indian dynasties, 6 Chinese dynasties, Romans, Byzantines, Axumites and even Khazars, Visigoths, Ostrogoths and Vandals. Rise and fall, plague, stability, and mercenaries are all included, as are custom corporations, new religions and historic barbarian spawns. Also new tech tree, civics and units and a few completely new features like an expanded slavery system and some fun new things to do with spies.
For those that aren't familiar with Rhye's and Fall mods, they feature dynamic settings in which new civilizations appear at appropriate times and places and also sometimes collapse into civil war and disappear. If the human player picks a civilization that is not on the map at the start of the scenario, the AIs play against each other until the the human player's appointed time arrives. The AI is also coded to settle cities in specific historical locations and new cities, both human and AI, are automatically given accurate historical names.
The mod is now feature complete, nearly content complete and free of major bugs afaik. All civs have Unique Historical Victory conditions and all but one have Unique Units, Buildings and Powers. The mod is very stable. We have about half a dozen people involved in testing and there are no mystery crashes. Note that the map is very large though and the initial loading can sometimes take long enough to make you think its frozen and sometimes it will take up to a minute to get past certain auto-play turns, but only occasionally.
The mod is available as a regular download or via svn, a system that enables incremental updates to be carried out and distributed without having to re-download the whole mod each time. Its not hard to set up and there is a link below to a post that provides instructions on how to do that.
Thank yous:
Rhye for making the mod that made civ the game I always wanted it to be
embryodead for reorganizing that mod in such a way as to make it possible for me to learn it
Asaf for getting me over the hump of compiling the DLL
Bakuel for almost all of the unit art
ambrox62, cybrxkhan, The_Capo, cfkane, Amra, charle88, pencilgod, supercheese, Methyl_Orange, PW90, Aranor, Civciv5, and zenspiderz for other unit art and leaderheads
merijn_v1 for being my backup and many awesome flags
Leoreth and The_J for answering many questions
thrash4ever, official China consultant
Tigranes, official Armenia consultant
Sitalkas, official Greek consultant
DC123456789, Crossphazer, Dr Zomboss, Sitalkas, Black_Whole and others for the amazing city-name map
thrash4ever,Tigranes, rrosen, Wessel_V1, Cetrix, Red_Boxer, 2phunkey4u, DC123456789, Crossphazer, Dr Zomboss, Sitalkas, and others for years of testing and feedback
version 1.0 here. (current as of 15 june 2016)
svn here
Welcome to RFC Classical World, an RFC mod set in eurasia/north africa in the classical age (300BC-850AD), featuring 44 playable civs including the Ptolemys, Seleucids, Kushans, Parthians, Sassanids, 7 Indian dynasties, 6 Chinese dynasties, Romans, Byzantines, Axumites and even Khazars, Visigoths, Ostrogoths and Vandals. Rise and fall, plague, stability, and mercenaries are all included, as are custom corporations, new religions and historic barbarian spawns. Also new tech tree, civics and units and a few completely new features like an expanded slavery system and some fun new things to do with spies.
For those that aren't familiar with Rhye's and Fall mods, they feature dynamic settings in which new civilizations appear at appropriate times and places and also sometimes collapse into civil war and disappear. If the human player picks a civilization that is not on the map at the start of the scenario, the AIs play against each other until the the human player's appointed time arrives. The AI is also coded to settle cities in specific historical locations and new cities, both human and AI, are automatically given accurate historical names.
The mod is now feature complete, nearly content complete and free of major bugs afaik. All civs have Unique Historical Victory conditions and all but one have Unique Units, Buildings and Powers. The mod is very stable. We have about half a dozen people involved in testing and there are no mystery crashes. Note that the map is very large though and the initial loading can sometimes take long enough to make you think its frozen and sometimes it will take up to a minute to get past certain auto-play turns, but only occasionally.
The mod is available as a regular download or via svn, a system that enables incremental updates to be carried out and distributed without having to re-download the whole mod each time. Its not hard to set up and there is a link below to a post that provides instructions on how to do that.
Thank yous:
Rhye for making the mod that made civ the game I always wanted it to be
embryodead for reorganizing that mod in such a way as to make it possible for me to learn it
Asaf for getting me over the hump of compiling the DLL
Bakuel for almost all of the unit art
ambrox62, cybrxkhan, The_Capo, cfkane, Amra, charle88, pencilgod, supercheese, Methyl_Orange, PW90, Aranor, Civciv5, and zenspiderz for other unit art and leaderheads
merijn_v1 for being my backup and many awesome flags
Leoreth and The_J for answering many questions
thrash4ever, official China consultant
Tigranes, official Armenia consultant
Sitalkas, official Greek consultant
DC123456789, Crossphazer, Dr Zomboss, Sitalkas, Black_Whole and others for the amazing city-name map
thrash4ever,Tigranes, rrosen, Wessel_V1, Cetrix, Red_Boxer, 2phunkey4u, DC123456789, Crossphazer, Dr Zomboss, Sitalkas, and others for years of testing and feedback
version 1.0 here. (current as of 15 june 2016)
svn here