RFC Classical World

can you please make the Sungas be more like in the mood for opening borders? I am playing as the Tocharians now and I really cant send my pilgrims there -.-

I am spending gold on gifts for no reason ...
 
post # 2,000!

welcome back Tigranes. your UHVs are a little harder now since Cappadocia has been added to the empire requirement.

the new svn is on revision 14. the old one will stay there I guess but I can't update it anymore.

fixed an issue causing the Dacians to spawn as a single settler in Siberia in the 80BC scenario.

added the Tisza river and moved resources in Dacia

enlarged Germania to include the west bank of the Rhine.

edit: I will make the Sungas more open

looking into the gunpowder settler

edit 2: the Sungas have no negative modifiers to the Tocharians. are you sure you can't get him to pleased? is there a war of his you could join?
 
I am friendly with the Sungas , trading constantly with them! Perhaps the fact that I am vassalized to the Hans makes them so hard

I offered em 680 gold in a single turn trying to bribe em, but they are hard! they finally offered to open borders by themselves at 38 AD, so I guess I can make it to the 3rd goal!
 
The Gojoseon UHVs look kind of boring and look like a placeholder. 1 anti-Chinese UHV goal would be fine, but not 2. I would suggest this:

1. Do not lose any cities before 100 BC. (or whenever the date was- I think this is fine, repelling China to the west and barbarians to the north. The best date should probably be just before Gorguryeo spawns)
2. Control Korea (or is it Silla?), Yan, and Manchuria (not sure if those are the actual province names) in 100 BC (kind of ties in to goal 1, better than the present "capture 6? Chinese cities")
3. Something about archers or horsemen, probably a tech goal. They are said to have been good bowmen, and made good use of cavalry.

There was a good suggestion for Kalinka UHVs too a while back.
 
I have experienced about 8 turns of anarchy and finally collapsed to my core due to random DOWs in a test game. Is this intended? It is really annoying.
 
post # 2,000!

welcome back Tigranes. your UHVs are a little harder now since Cappadocia has been added to the empire requirement.

the new svn is on revision 14. the old one will stay there I guess but I can't update it anymore.

Is there any simple way to Switch from old URL to this one https://rfccw.svn.sourceforge.net/svnroot/rfccw/ ?

I am trying both Switch and Relocate commands in my TortoiseSVN but it complains that uuid does not match :badcomp:
 
I have experienced about 8 turns of anarchy and finally collapsed to my core due to random DOWs in a test game. Is this intended? It is really annoying.

8 turns? Never seen that before. Might be a new glitch. What caused the original anarchy? I'm guessing an overextended empire, since it's usually that. But no, 8 turns of anarchy is certainly not intended.
 
who were you playing and who was declaring war? what was your stability level at the 1st DoW? you are supposed to be immune from further checks until you come out of anarchy.

@Tigranes: I feel your pain. did you make the new checkout and did it work?

about Gojoseon: I like the anti-Chinese goals but we could combine them to one goal and add a research one like Marksmanship and Cavalry Tactics.

about Kalinka: can someone point me to some actual info about their SE Asian exploits?

I can't figure out where the Gunpowder units thing is coming from. settlers and workboats are both <Combat>NONE</Combat>

Cappadocia added to Armenia's normal regions

you should not go into anarchy by changing religions during a golden age, please let me know if this ever happens to you (I know it happened to Crossphazer as Armenia, but I've made changes since then)

lowered the Greek civs tendency to settle Cyprus

adding the Macedonian respawn for the Antigonids
 
To clarify, I had 8-or-so turns of anarchy in total, not in sequence. I played Armenia and got the initial 2 turns for DOWing Rome in order to conquer Syria from them. Later anarchies (phases of 1-2 turn) where caused by DOWs from Parthia (2x), Pontus, Nubia and Rome. I was very stable for most part of the game until after the 3rd or 4th round.

I mean it's an interesting feature, but I don't get the full gist of it yet. I could see reason in it if I got a temorary 100% military unit production bonus in return for the fact that another power can easily conquer my hard-earned territories while all defenses are down.

In a different game I also had a ctd as Viet Nam in 60 BC.


Still getting used to the larger map. The older version was much more fast-paced. Now you gotta run huge risks of streching yourself very thin, I suppose. Happened to me trying to play Antigonids. Barely held my own against the Seleucids - no resources to spare in order to prepare for the eventual Roman backstab. Game over.
 
that ctd is weird. we haven't had any of those in ages. you don't happen to have a save?

as the Anitogonids I had success this way:

put tech to zero at first and hire all the Greek heavy spearmen who appear.

don't rush anyone, wait for them to expose their armies by coming at you. don't try to kill the Seleucids, just kill their starting stack and take a couple of cities, including Babylon. then declare war on them again when Parthia spawns.

give stuff to the Romans, gold and techs. declare war on carthage if they do. if they get conquerors abandon their target city and counterattack with 1 or 2 catapults + peltasts.

you will share a war with the Parthians (vs Seleucids) so they should be friendly

for stability, Greece is in your core so you need to control it and grow its population. use GP for golden ages .

edit: when you played Armenia, how early were the Romans in Syria? I'm surprised you got anarchy then since you must have been only controlling your core.

to be clear about stability, I'm not trying to make a punishing system. its still being adjusted. it should be easy to stay stable as a small civ in your core, more or less automatic. it should be possible to build a large empire and stay stable as well, provided you have the appropriate buildings and civics, a high core population and a reasonable economy.

edit 2:

changed the Colossus effect from global to local, like the other pre-placed wonders

finally got Multan and Lahore in the right places on the Indian civs settler map
 
that ctd is weird. we haven't had any of those in ages. you don't happen to have a save?
There it is.


I think there was Roman presence in the Levant almost from the start of Armenia. Can't remember exactly, though.

So you say I'm immune to DOW-turmoil until I have expanded beyond my core?
 

Attachments

that didn't crash for me. I played til 54BC, founded Luang Prabang.

if your stability level is stable (icon in the score listings in the main screen) and the sum of your stability indicators in the financial advisor is zero or greater, you will pass a stability check unaffected and there is no cumulative effect either. there is a hidden adjustment I am using to tweak the whole system which right now is at +2. there is a -2 that applies to having war declared on you so without the hidden bonus you would need +2 from the indicators in the financial advisor. also, if you missed that threshold but were still above -3 in the financial advisor you would be downgraded to Unstable but get no anarchy and revolts. once you are unstable you are much more vulnerable so you should try to get stable again and get a positive check (GP, make peace, build a wonder or national wonder) or even a neutral check without a negative modifier(research a tech, revolution) will bump you back up if your numbers are better.

I calibrated the system adjustment by setting it at the point where AI Rome could make it to 80BC without having a civil war (Rome gets civil wars instead of anarchy).

edit: I love the fact that there's a city called "Sit Cat"

the idea for the Armenians is that they get to take advantage of the Seleucids and Antigonids being distracted by the Parthians and Romans. if Armenia is facing Rome in Syria on more starts than not then I'd say we have to slow Rome down a bit, but if it's only once in a while then its just a challenging start. they are somewhat vulnerable to your UU.
 
about Gojoseon: I like the anti-Chinese goals but we could combine them to one goal and add a research one like Marksmanship and Cavalry Tactics.

Sounds fine. It's just kind of boring to have a civ with 3 military goals.

about Kalinka: can someone point me to some actual info about their SE Asian exploits?

See the wikipedia articles about Kalinga and Kharavela. There's some stuff about a formidable maritime empire, colonists in southern India and Southeast Asia, and trade routes over the whole Bay of Bengal.
 
the information about Kalinkas links to SE Asia on wikipedia is minimal and uncredited. I am already spawning indy cities earlier than I really should for Satavahanas goals and they start in 200bc, Kalinka 320bc. there's much more info about Kharavela vanquishing the Sungas, Pandyans and Satavahanas than there is about the maritime stuff.
 
the information about Kalinkas links to SE Asia on wikipedia is minimal and uncredited. I am already spawning indy cities earlier than I really should for Satavahanas goals and they start in 200bc, Kalinka 320bc. there's much more info about Kharavela vanquishing the Sungas, Pandyans and Satavahanas than there is about the maritime stuff.

Tell that to Crossphazer (or whoever thought of it).
 
Tradesman specialist makes Laborers unnecessary: who would ever higher Laborer if Tradesman can do exactly the same thing with same penalty but with 1 extra hummer? I suggest replacing Tradesman's hummer yield with gold :gold: -- local version of Merchant, who bring in gold without creating great people, available without any building, quite realistic representation of people engaging in trades on local level, as opposed to more wealthy Merchants, operating on national level (contributing to Great People)...
 
they are supposed to obsolete laborers. they are essentially an upgrade available with Engineering.
 
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