RFC Classical World

Moors are actually negative terrain and hence a tool to nerf "too rich" regions in the same way as dense forest or deserts or hills (hills are unusable until windmills are invented - which is the whole game for all the earlier civs).

If you search for potential to nerf regions then I would only think about Gaul, especially Netherlands, China and possibly Dacia.

Maybe also Germany in case you upgrade the territory with some resources.

While we are talking about changing regions then I would suggest to add at least 1 sheep to Crete and maximum 1 fish.
It is such a sad island currently .. it historically doesn't deserve to be that poor a territory.
 
You do realize that those areas aren't realy used by any civs? Adding moorland wouldn't make any difference.

Why adding something to the map that no one will ever see?
 
update coming tonight or tomorrow

stability checks work the same as before, but are called at different times. there are now periodic checks once every 48 turns (the number of players) and many of the other checks have been removed, while others are still in:

city razing - razer is checked with a penalty
city loss - loser is checked with a penalty, depending on city location (core, border etc)
civ spawn - neighbors are checked
revolution - no check, you are already in anarchy, may write a method for this later
tech acquired - no check
war declared - no check
golden age - resets stability level (not stability) at stable as before

city successions from stability now always take the city furthest from the capital

streamlined and reorganized non-playable spawns, re-spawns and invasions, added Arab conquerors in Mesopotamia, Egypt, Libya and Africa for the AI

new art for the Byzantine UU, Vandal UU, Chalukyan and Kalinkan leaderheads.

edit: also reconsidering piety. its a lot of python to call for something that doesn't really have an effect outside of the few UHVs which use it, and those could be rewritten.
 
Hi.

I love this mod, I'm playing it for months. The chosen era is fantastic and it's well detailed.

Today I was playing with the Romans. At 330 AD the Empire splits and I'm ready to change to the Byzantines, but only mainland Greece, Macedonia and Asia Minor flip.

I'm using SVN, so, I think I'm playing the last revision. Is this a bug or intended to be this way?
 

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yeah I will look into it

the other changes are delayed because Western Rome was taking cities from the Byzantines in my last autoplay.
 
I just downloaded the mod, :) best area of the history and good map with lots of civilizations
I have a quick question and a suggestion (I played with only Gokturks and Khazars)

Suggestion: Gokturks's uu, up and ub is well balanced and very useful.
but I can't say same things for the Khazars, uu's and ub's techs are quite late, yarmaq mint seems useful but game ends in 150-200 turns so it's nearly impossible to build imo (cottages hardly becomes towns in end of the game - slow tech rate) , arsiyah has only one more movement point and it's quite late too.
Up doesn't work for basic barbs of east europe (alemanni-getii) and steppe barbs don't spawn in your territory, so it never works. [Idk is it intented, steppe barbs spawns a lot in Gokturk lands but never spawns in west of Caspian-Khazar sea]

Question: and as I said game ends very early for late spawning civs, how can I play scenario without a time limit?

sorry for bad grammar, thanks for great mod :)
 
edit: also reconsidering piety. its a lot of python to call for something that doesn't really have an effect outside of the few UHVs which use it, and those could be rewritten.

I thought that Piety is affecting each civ, so if you have a high piety you get happiness and stability boni and if you have a low piety then vice versa. Isn't it like that ?
 
don't update your svn, stay with rev 111

I made a ctd and I don't have time to fix it right now
 
Just wondering...
I was playing as Egypt
I had 2 problems while playing as Eqypt (normal download) ("Viceroy" difficulty)
1. When a barb show up, I use my axeman and chased him to the desert and eventually enslaved it. However, I cannot move the slave out of the sand and was forced to delete it....
2. Don't know why the Romans attacking stack showed up in 255BC... I was not prepared at all and lost a city (Bernike or something) a turn later....
 
the Roman conquerors show up whenever they declare war on you for the first time. I guess I should put some date restrictions on that. if you send a spy to their city you may be able to vassalize yourself to them through secret diplomacy. that feature was added in part to enable other civs to deal with the Romans.

as for the desert slave issue, I could make it so you don't get a slave if you are in desert. if the deserts are passable to workers the AI will pave them with roads.
 
rev 115

non-playable spawn code reorganized

Byzantine spawn reorganized. it should work in all cases now except that a stable human Rome will block the spawn

AI Rome abandons eastern wars and contacts when Byzantium spawns

Arachosia added to the Kushan core and Ferghana removed

Aquileia added to the 80BC and 220AD maps

Kushan Kokand added to the 220AD map

the Chalukyans now flip Avanti and Deccan and spawn at war with the Guptas


I have replacement UHVs coded in but blocked for now for most of the sainthood goals:

Mauryans: spread Buddhism to all India by 150BC
Tibet: ensure that all east asian civs are Buddhist in 800AD
Sassanids: build 3 Zoroastrian cathedrals by 500AD
Byzantines: Ensure that the majority of the world's civilizations are Christian in 700AD
Vietnam: not sure yet

I will look into the Khazar UP issue
 
rev 117

worked on the Roman AI. it was terrible. they were consistently researching the wrong techs, building the wrong units and converting to the wrong civics. I have them staying in Empire and Bureaucracy now at least up to 80BC and they don't build huge stacks of horsemen any more.

I also softened the Roman conquerors vs the human player if the attack comes early and prevented the Romans from declaring war on civs they haven't met.
 
Just wondering... If I play as the Romans and I declare war on Egypt or something... DO I (as a human player) get initial attack stack in Eqypt???
 
Nope. That works only for the AI.
Aww... Oh well...

Anyway I was playing as Kingdom of Meroe and I won (barely) but I got like 22558 points and obtained the rank of ALEXANDER THE GREAT! (Monarch)

Here are some problems I find when playing as Kingdom of Meroe.
1. Selucid suddenly declared war on me in 170BC (Without even knowing me) (and Egypt wasn't its vassal when I was at war with Egypt...)
2. I found the 2nd and 3rd goal to be very similar... (In order to achieve 2nd goal (highest production) I have to obtain all of Egypt in order to boost my production. Also I need to use the slaves I obtained to "JOIN CITY" and boost more production. By getting all Eqypt cities, I have already have 2 additional gold resource so adding up to 4. So I just need to build a city in Axum for the last gold.
5. The unique building Bowyer is not suitable for the civ... (because I can easily conquer all Egypt land by just building normal longbowmans without +4xp...)
Also I need to research for Marksmanship to get the unique building which took me like A LOT OF TURNS>>>>.... like till 120BC or something....
Suggestion: Maybe have some unique building like blacksmith shop or something to boost up production...
 
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