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RFC Classical World

That's actually a pretty nice image. Even without everything coloured in you can already see the shape of India and China... and all that that needs to be done.
 
You mean cultural names? You'll see that in the CityNameManager.py, under the matrix of city names you'll see a bunch of city names in the format "[Original City Name]" : "[Cultural City Name]", . The "Original City Name" is obviously what appears in the city name map. The cultural city name is what it should be changed to if a civ of that culture conquers it. You'll see that the cultures are marked as comments: Greek, Latin, Persian, Punic, Indian, Chinese, Arabic, Byzantine, Celtic, Japanese, Frankish, Han, Vietnamese (Au Lac/Nan Yue), Hebrew, Germanic, and Korean. You'll also find that there a lot of renames were both the original city name and the cultural city name is the same. This is necessary when that culture uses the base city name, but there is another culture that uses a different city name. The "repetition" (as the comment says) is necessary to ensure that the city returns to its base name when conquered by the correct culture.
 
Interesting...
 

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@Theodorick : it's inevitable... the AI is roaming all around the map and takes the opportunity to capture a barbarian or an ennemy city.

But I have an idea to prevent this : for some civilizations, if an unit goes too far away from home, it turns into a barbarian. THis way, no more chineses in Europe, or romans in China.

@DC : yes that's what I meant.
After several hours, all the water is done in the .ods ! Next step will be the mountains. With that, we can see at a glance what's missing. But I give my file here if case of somebody wants to work on it.
[edit : some mistakes, but I will fix it]

@sprt : I have another idea, to fix the Huns settle issues.
You can add some goodies (horses, marble... and so on) in Germany, but not from the start. It spawns later, this way the AI will settle the city where you want. Maybe it's a good way too for some others civs. RFC DoC do that iirc.
 

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@Theodorick : it's inevitable... the AI is roaming all around the map and takes the opportunity to capture a barbarian or an ennemy city.

But I have an idea to prevent this : for some civilizations, if an unit goes too far away from home, it turns into a barbarian. THis way, no more chineses in Europe, or romans in China.

I believe me destroying the romans completely also contributed to the weirdness. Anatolia, the middle east, Egypt, and Europe in general, started to look really different and fragmented between over a half dozen different empires.
 
Create the Gokturk Khaganate :D ! I send The 2 other settlers to Kazakhstan, at the lake Balkhash that there are some resources ;)

edit: Speaking of The Gokturks, I came up to an idea for a new UP. OK obviously the horse spawn is a great one, but after a while you can trade it with everything you want as it is a very important resource. My idea is to make each province's area that you control (that is, every city in this province is yours) to sum up in your total area. This will help em achieve the hard second UHV.

Example, if all the cities in the Sarmatian and Mongolian steppes are yours, then all these provinces is yours and their percentage of world area is assumed to be yours as well!

Of course this will require the 2nd goal to change and make it greater, like 10% or even 15%

What do you think?

I think this is a great idea, but not as a UP, but as a standard feature for the entire RFC CW. I mean, city(is) in province represents largest urban center(s) in that province. It also somehow represents the ENTIRE population of that province, but somehow not the land? Why? If you control all the centers -- countryside folks have to obey you to get along with their economic activities, so surely you do control the entire land of the province. If one controls the people -- one controls the land. Otherwise controlling the land in Mongolian Steppe province would require to found useless cities and pump culture -- hardly something controlling nomads did.
 
So I was running Tang start entire night from 320 BC and woke up to find a mighty Kushan and Jin empires, each having 3-4 vassals. Confucianism and Hinduism are leading religions representing the size of cities in India and China :goodjob: Judaism is the third -- has to be nerfed big time, it really spreds the same way Christianity suppose to spread.
 
So I was running Tang start entire night from 320 BC and woke up to find a mighty Kushan and Jin empires, each having 3-4 vassals. Confucianism and Hinduism are leading religions representing the size of cities in India and China :goodjob: Judaism is the third -- has to be nerfed big time, it really spreds the same way Christianity suppose to spread.

yeah I total agree about judaism and christianity. maybe after a certain date, judaism stops spreading by itself or maybe christianity as a small chance of displacing judaism along with hellenism. In history, around the year 48 the council of Jerusalem determined that people that aren't already jewish don't have to be jewish to become christian. Also, many jews converted to christianity leaving Judaism
 
I think this is a great idea, but not as a UP, but as a standard feature for the entire RFC CW. I mean, city(is) in province represents largest urban center(s) in that province. It also somehow represents the ENTIRE population of that province, but somehow not the land? Why? If you control all the centers -- countryside folks have to obey you to get along with their economic activities, so surely you do control the entire land of the province. If one controls the people -- one controls the land. Otherwise controlling the land in Mongolian Steppe province would require to found useless cities and pump culture -- hardly something controlling nomads did.

That's exactly my point! You see all these Scythian, Gokturk or even Mongolian maps which were vast and great! They certainly didn't conquered the very last village, they just controlled the great cities and that was it! the entire region belonged to them !
 
I wrote few days ago that Rome collapses too soon after Byzantine spawn. But not this time... (220AD scenario). Impressive ! One turn later, reborn of Visigoths... but no luck for them, they didn't flip the roman death stack. :D

Where are the settler maps? I didn't find them :dunno:...
In game, toggle the "stability display" right to the score toggle. You will see the stability map in game : blue is core area (if you lose this you will auto collapse and game over), green is border, yellow is contested, and so on..
 

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In game, toggle the "stability display" right to the score toggle. You will see the stability map in game : blue is core area (if you lose this you will auto collapse and game over), green is border, yellow is contested, and so on..
Actually, I mean the python file who contains data about where civs build cities... New maps.ods : almost all Indian city names done, added content in Persia...
 
I wrote few days ago that Rome collapses too soon after Byzantine spawn. But not this time... (220AD scenario). Impressive ! One turn later, reborn of Visigoths... but no luck for them, they didn't flip the roman death stack. :D

Except for Huns fighting Huns -- I had a very realistic and enjoyable game with Byzantines lately. sprt solved the flip problem splendidly, I never had to fight Western Empire -- it died under Barbarian pressure (both "Civ"ilized and real), recrating Justian's empire was really fun, if not for those damn memory allocation errors I would call it my best CW experience ever!

The only exception is UU -- by the time you win the game (600 AD) you are no where close to get your UU. Either techs have to get cheaper or there must be a way to speed up research, or move UU closer please. Becoming Christian Saint was trivial -- some Arab related goal might prolong the game... No cities with Islam? :lol: That can be very much :wanted but never did" goal. In case human player try to kill Arabian stack on spawn -- we can make it so that any unit in flip and Arabian core will flip to Arabs...

As for the biggest and most cultural -- that can be done quite easily too. How about replacing it with building Hagia Sofia? Seriously, it hurts when you win without that temple and without your UU... :lol:
 
I just realized there is no Civic that enables draft in this mod -- it's quite regrettable not to use such a splendid feature, especially when it could boost some military related civics. Can we please get draft back in?

Universal conscription in China dates back to the State of Qin, which eventually became the Qin Empire of 221BC. Following unification, historical records show that a total of 300,000 conscript soldiers and 500,000 conscript labourers constructed the Great Wall of China[7]
In the following dynasties, universal conscription was abolished and reintroduced on numerous occasions.
 
@Tigranes : yes, with huge empires it's hard to keep a decent research rate. Except if you have Bulk trade for Trade Economy, and enough workers to enhance all the cities. So if the UU is far away in the research tree... you probably get it after the goals.
 
Spoiler :
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Unfortunately Stability got oversimplified in this mod, which results in this kind of Empires...
 
I strongly agree with that.

In my opinion, the stability just needs a little rework, with more malus on holding foreign core. Other stability mechanics seems OK, but maybe add "historical" instability if a civ goes survives too long than it should be ? Mmh... I don't know.
 
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