RFC Classical World

Looking at the code, it should. If you start at some of the earlier dates it spawns as an independent city that the Arabs will eventually flip.
 
No worries - I guess those numbers would have applied to all difficulty levels to some extent, but it was most noticeable at harder difficulties.

Now back to carving up the classical world! :)

IIRC, emperor in RFC is equivalent to base game deity.
 
Question not exactly about mod. Why after changing some lines in civicinfo.xml I get errors? When changing values everything is ok, but if I say, try to add yields changes to serfdom (+1hammer from farm), by coping revelant lines from agarianism I get errors. Same situation with changing units, as long as I change values already present everything works, trying to add new unitcombatmod for example, results in error when loading.
I will be grateful if somebody can explain it to me, it is something to do with schema.xml? If yes how you update it?
EDIT:Nevermind, found the reason, experiments with civics/units can continue...
 
Mmmh... they already found Siraf and Gwadar, but doesn't Charax Spasinou change to Basra? Haven't checked, but it should imo.

You're right. Never played Arabs from the very beginning, now I see that I should :)

This brings me to sprt's door. I know you said that Arabs UP shall stay nerfed, without Temples spreading with religion (please correct Pedia!). However it looks odd to see all those Manichean and Zoroastrian Temples and no Mosques in newly acquired cities. I propose very modest addition to UP -- if there is a temple in newly acquired Arab city it get converted to Islamic Temple, the rest of the Temples get destroyed, unless they belong to the People of the Book.
 
I've got no time right now but maybe you guys can help:

Any chance Arabs will get extra Settler for Basra? There is not a single port on the coast from India to Yemen!

Mmmh... they already found Siraf and Gwadar, but doesn't Charax Spasinou change to Basra? Haven't checked, but it should imo.

Looking at the code, it should. If you start at some of the earlier dates it spawns as an independent city that the Arabs will eventually flip.

You're right. Never played Arabs from the very beginning, now I see that I should :)

this needs to be cleaned up. I've checked a few things and:

Gerrha cannot be founded due to the no-city type desert terain. research: how old is Gerrha?

the Charax/Basra tile is plains in 320BC, 80BC, and 220AD but wetland in 550AD. research: what is the most appropriate thing to do? dynamic/conditional terrain is totally possible, as is terraforming/marshdraining if thats reasonable historically

I know Siraf was a major port in Abbasid times but how old is it?

come up with a consensus and I will make the changes.

one thing about the Arab cities: these Arabs are the Rashidun/Umayyads. to me they are the end of the classical world in the middle east and the Abbasids are the beginning of the medieval. including the new cities founded by the Abbasids is not worth the disruption of the existing city layout imo.

Question not exactly about mod. Why after changing some lines in civicinfo.xml I get errors? When changing values everything is ok, but if I say, try to add yields changes to serfdom (+1hammer from farm), by coping revelant lines from agarianism I get errors. Same situation with changing units, as long as I change values already present everything works, trying to add new unitcombatmod for example, results in error when loading.
I will be grateful if somebody can explain it to me, it is something to do with schema.xml? If yes how you update it?

I will help when I have time. can you be more specific about the errors?

also, I'd like to add the silk road to the later maps, not complete but in patches, growing more extensive with each map. remember roads are not necessary to connect trade. if someone could work this up that would be great. remember to always select the 1st civ for whatever map you are working on and do not move anything.

thanks. I should have more time later this week.
 
This brings me to sprt's door. I know you said that Arabs UP shall stay nerfed, without Temples spreading with religion (please correct Pedia!). However it looks odd to see all those Manichean and Zoroastrian Temples and no Mosques in newly acquired cities. I propose very modest addition to UP -- if there is a temple in newly acquired Arab city it get converted to Islamic Temple, the rest of the Temples get destroyed, unless they belong to the People of the Book.

I don't remember my rationale for removing the free temples. do they need them?
 
I

research: how old is Gerrha?
I've read that Gerrha was the Greek transliteration - originally it's Hagar. It's greatest importance was 325 BC to 100 BC, so guess it can come up in the 320 BC scenario, but not in the others
the Charax/Basra tile is plains in 320BC, 80BC, and 220AD but wetland in 550AD. research: what is the most appropriate thing to do? dynamic/conditional terrain is
thanks. I should have more time later this week.
I would say Charax/Basra was originally another tile to the north, but that will make it close to Susa. Maybe just remove the wetland or make Charax founded on the current tile and Basra 1 tile north
I know Siraf was a major port in Abbasid times but how old is it?
The first sources mentioning Siraf come from 185 CE.
 
I don't remember my rationale for removing the free temples. do they need them?

Your rationale was that Arabs doing fine as is, giving them temples would overpower them. Which I agree. However politheistic temples do not come across very often and it would be rather symbolic homage Islamic custom of reorganizing existing temples into mosques.
 
Something seems wrong with religious stability. When you have a state religion, your state religion counts as a foreign religion for some reason, which naturally messes with your stability a lot.
 
it looks ok to me:

Spoiler :
Code:
		## RELIGION ##
		print "RELIGION"
		iReligionRating = 0
		iNumForeignReligions = 0
		iNumNonbelievingCities = 0
		
		if (iCivicReligion == iDynasticCultCivic) or (iCivicReligion == iPaganismCivic): 
			for pLoopCity in apCityList:
				for iLoopReligion in range(iNumReligions):
					if pLoopCity.GetCy().isHasReligion(iLoopReligion):
						if iLoopReligion != iHinduism: 
							iNumForeignReligions += 1
						elif iLoopReligion == iHinduism and iCivicLabor != iCasteSystemCivic:
							iNumForeignReligions += 1
		elif iCivicReligion == iStateReligionCivic: 
			for pLoopCity in apCityList:
				if not pLoopCity.GetCy().isHasReligion(iStateReligion):
					iNumNonbelievingCities += 2
				for iLoopReligion in range(iNumReligions):
					if pLoopCity.GetCy().isHasReligion(iLoopReligion) [COLOR="Red"]and iLoopReligion != iStateReligion[/COLOR]:
						iNumForeignReligions += 1
		elif (iCivicReligion == iMilitancyCivic) or (iCivicGovernment == iTheocracyCivic): 
			for pLoopCity in apCityList:
				if not pLoopCity.GetCy().isHasReligion(iStateReligion):
					iNumNonbelievingCities += 2
				for iLoopReligion in range(iNumReligions):
					if pLoopCity.GetCy().isHasReligion(iLoopReligion) [COLOR="Red"]and iLoopReligion != iStateReligion[/COLOR]:
						iNumForeignReligions += 2

see the parts in red.
 
As well, it seems that the 40 turn grace period after you spawn for stability checks is broken, at least for the Antigonids.

As well, core cities should not be able to declare independence. This just kind of results in further instability that puts the civ into a death spiral, whereas the whole point of cities declaring independence is that the civ retreats to areas where they can control more easily.

As well, what do you think of this?
 
I've read that Gerrha was the Greek transliteration - originally it's Hagar. It's greatest importance was 325 BC to 100 BC, so guess it can come up in the 320 BC scenario, but not in the others

I would say Charax/Basra was originally another tile to the north, but that will make it close to Susa. Maybe just remove the wetland or make Charax founded on the current tile and Basra 1 tile north

The first sources mentioning Siraf come from 185 CE.

I have some ideas for Gerrha, Charax/Basra and Siraf.
 
Are any civ spawns conditional? I ask to see if I can play as seluicids and not get destroyed with parthian or Sassanid spawn if I fail UHV.
 
I don't think so. Parthians aren't so hard to take care of, but Sassanids will definitely screw you over since they spawn on Seleucia/Ctesiphon and flip Mesopotamia.
 
rev 145

2 changes to stability:

fixed a silly error. I had blocked out the stability check immunity after spawning and after having a crisis for some testing and forgot to unblock it

core cities can no longer revolt (I think, let me know if it still happens)
 
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