Any news on the jungle gems in the Philippines? Also, the deer in the Caucasus is currently on a forest tile, which workers can't even move onto. Like with the gems, it seems like a bit of a wasted resource if it's on a tile that can never be improved!
the human player will no longer completely collapse under any circumstances
fixed the gems in the Phillipines and the deer in the Caucasus
moved Chersonesos 1 tile west to reflect its actual location
left the horses where they are, don't want Cherson to be a production city
as for the Paper issue mentioned a while back, I'm thinking about it but I think I would rather leave it where it is and change the HAn's population goal to simply be first. I like the fact that the Han's tech race is long and I don't want other civs getting paper. I'm going to try Japan soon. they will be easier now that the 220AD starting Chinese civs have better techs.
I also changed the victory screen so that the UHVs are at the top. always wanted to do that.
as for the Paper issue mentioned a while back, I'm thinking about it but I think I would rather leave it where it is and change the HAn's population goal to simply be first. I like the fact that the Han's tech race is long and I don't want other civs getting paper. I'm going to try Japan soon. they will be easier now that the 220AD starting Chinese civs have better techs.
I think the Han will still be struggling to get Paper in just 200 turns. Engineering and Bureaucracy are very expensive prerequisites, and often not prioritised by the AI so you can't really trade for one of them. Removing Engineering as a prerequisite tech for paper (paper doesn't really need much engineering skills to make, at least not in ancient times) would make more sense imo, and possibly also removing mathematics as a prerequisite for Jurisprudence.
That would establish two separate tech lines, with western civs going for maths and engineering whilst eastern civs go for bureaucracy and paper. With the right priorities for the AI, the Han would be most likely to get paper first. As it stands, Rome is if anything more likely to get paper, as they will naturally go for maths and engineering and thus get a head start over the Han.
Have just tried Japan, and honestly I think there is very little chance they will ever be able to get steel working and paper in just 130 turns. I would say just have them focus on steel working - paper is already the Han target, so it's less of a UHV if Japan also focuses on the same thing.
I also think Japan needs a better start, with a galley as a starting unit and having access to crop rotation for the rice. As it stands, they will need to build a catapult to take Utou, so shouldn't also have to focus on a galley to take Hiroshima by 300AD. Should Hiroshima flip to Japan as it's in their core?
Everything's fine with this Mod, except East Asia, seemingly misshaped in some places.
I have redone the geograpy and saved as the attached. Guess it will look more accurate.
first of all thanks. I appreciate the local knowledge and that probably took a while to do.
I'm open to changes but I think you have too many rivers and resources. I don't actually put resources on adjacent tiles in this mod (no one has ever commented on that but its there). another thing is I have tried to limit the happiness resources in any local area (China, India etc) to encourage silk road trade.
I would like the east Asian part of the map to be as accurate as possible though, within the limits of the game and balance.
would you be able to make another map with about 50% of the rivers, just the most important ones, and just the really important resources?
I downloaded the latest regular mod and started a game as the Seleucids.
I am at the Kushan spawn era (about 50 AD) and stability adviser says I am unstable (though the sum is -2) and whenever I research a tech or trade any I get into a 2 turn anarchy...
bug or is it happening due to my stability ? A golden age will fix it?
It's your stability. I think once you're past your historic fall date, you get a permanent stability malus of -3 (?), which I personally think is a bit much, especially since once you're past your fall date you usually have enough problems to deal with (spawning civs and barbarians) even without that...
It's your stability. I think once you're past your historic fall date, you get a permanent stability malus of -3 (?), which I personally think is a bit much, especially since once you're past your fall date you usually have enough problems to deal with (spawning civs and barbarians) even without that...
Why not remove the fall date malus for the human player and leave it only for the AI for keeping a historical storyline? If not, the human player is forced to win by historical victory (except late civs like Byzantium, Franks, Arabia... who can win by time). Why even keep the other types of victory if they just can't be achieved? Maybe soften them a bit or add new ones, because currently one UHV failed = R.I.P.
I downloaded the latest regular mod and started a game as the Seleucids.
I am at the Kushan spawn era (about 50 AD) and stability adviser says I am unstable (though the sum is -2) and whenever I research a tech or trade any I get into a 2 turn anarchy...
bug or is it happening due to my stability ? A golden age will fix it?
It's your stability. I think once you're past your historic fall date, you get a permanent stability malus of -3 (?), which I personally think is a bit much, especially since once you're past your fall date you usually have enough problems to deal with (spawning civs and barbarians) even without that...
Why not remove the fall date malus for the human player and leave it only for the AI for keeping a historical storyline? If not, the human player is forced to win by historical victory (except late civs like Byzantium, Franks, Arabia... who can win by time). Why even keep the other types of victory if they just can't be achieved? Maybe soften them a bit or add new ones, because currently one UHV failed = R.I.P.
1. what were your civics, did you have empire and bureaucracy?
2. did you have any courthouses?
3. yes you can trade techs and change civics in a golden age
4. how unrealistic is it for you to have to re-conquer a few cities once in a while?
Empire civic, yes! Bureaucracy is unrealistic to be researched so early in the game and with my tech rate at 10% !
no courthouses yet, I am now researching mathematics so I can research them ASAP !
I haven't really lost any cities.. I ve got my original core plus 4 more cities in it, Egypt, Greece, Pontus and Thrace. I ve liberated Arachosia and Margianna to Bactrians when they spawned, but they are not on my core. I could go for Cyprus and Rhodes now, easy independent targets
That depends on civilization. A non-important civ like Meroe, Saba, Pandya, Kalinka.... wouldn't really be able to win by domination, culture or time. Their only hope are UHVs. Please add new types of victory (guess Financial could work with some conditions, maybe Technological, Domination with less land and population required could work too).
That's a big plus point of this mod over vanilla RFC imo - you can have numerous periods of anarchy and cities declaring independence without a full collapse, so you can be unstable and still be a functioning empire. Which is how most large empires of the time will have functioned, with regular periods of upheaval and revolt to deal with, particularly later in their lives.
Tho' I personally would like the stability display to be a bit clearer - it's increasingly difficult to work out what's causing an empire to be unstable when the numbers are so small and don't always add up well. It seems to be possible to have +1, +1 and -1 in the columns and yet be -1 unstable overall, and then build the Summer Palace which is supposed to provide 5 stability points but makes no difference at all.
Is there any up to date guide on the stability numbers, what causes instability, and how to work out what's causing an empire to become unstable and thus try to fix it?
That's a big plus point of this mod over vanilla RFC imo - you can have numerous periods of anarchy and cities declaring independence without a full collapse, so you can be unstable and still be a functioning empire. Which is how most large empires of the time will have functioned, with regular periods of upheaval and revolt to deal with, particularly later in their lives.
Tho' I personally would like the stability display to be a bit clearer - it's increasingly difficult to work out what's causing an empire to be unstable when the numbers are so small and don't always add up well. It seems to be possible to have +1, +1 and -1 in the columns and yet be -1 unstable overall, and then build the Summer Palace which is supposed to provide 5 stability points but makes no difference at all.
Is there any up to date guide on the stability numbers, what causes instability, and how to work out what's causing an empire to become unstable and thus try to fix it?
Please add new types of victory (guess Financial could work with some conditions, maybe Technological, Domination with less land and population required could work too).
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