RFC Classical World

also added epic speed, 1 year per turn, its experimental as far as balance goes. gold and culture total UHVs have been updated to reflect this. I also really want to figure out how to run the autoplay in normal speed, then switch to epic after you spawn. you can do it by making a WBS and editing that, but it would be so nice to make it happen all the time.

I would be careful changing the speed in-game... You might want to look at the C++ code chunk where that gets initialized and see if you can trigger a similar code block from python on the spawn event (which I assume must be somewhere in the python scripts?) without borking everything.
 
Few things I noticed from the changed map:

1. Carthage seems to have lost its starting ships and the settler, worker and spearmen that were in them. I'm guessing that's not a deliberate change, as the biggest naval power of the time should definitely start with some naval power!

2. Tyros and Athens have been nerfed too much imo. Tyros needs its fish back, as it is now seriously short of food, and Athens either needs the crab moved into its BFC, or needs a couple of grasslands added to it, else it will also be starved of food (ideally both of those, as Athens should be a major city imo). Also, maybe given Antioch its clam / crab back as it is looking a bit weedy with so many of its grasslands removed.

3. I'm struggling to see the value of the new brickworks tbh. -2f +3h means that any flood plain gives 3h1g. But if you farm most floodplains you get 4f1g, so you can be in a better situation by farming and running tradesmen, or farming and settling slaves. I think -1f +3h would be best, to make it comparable with a farm for total yield
 
Few things I noticed from the changed map:

1. Carthage seems to have lost its starting ships and the settler, worker and spearmen that were in them. I'm guessing that's not a deliberate change, as the biggest naval power of the time should definitely start with some naval power!

2. Tyros and Athens have been nerfed too much imo. Tyros needs its fish back, as it is now seriously short of food, and Athens either needs the crab moved into its BFC, or needs a couple of grasslands added to it, else it will also be starved of food (ideally both of those, as Athens should be a major city imo). Also, maybe given Antioch its clam / crab back as it is looking a bit weedy with so many of its grasslands removed.

3. I'm struggling to see the value of the new brickworks tbh. -2f +3h means that any flood plain gives 3h1g. But if you farm most floodplains you get 4f1g, so you can be in a better situation by farming and running tradesmen, or farming and settling slaves. I think -1f +3h would be best, to make it comparable with a farm for total yield

For the brickworks problem, the thing about just leaving the floodplain as a food resource and running slaves is that slaves are more permanent and you'll need a higher total population (which you might want to keep low if, say, Egypt is not a core province).
 
rev 193

gave Carthage back its starting units

gave Tyre back its fish and Athens its crab

I've been out of town for a bit and don't have time to make any more changes right now but I will get to the city names and other things soon
 
Been playing as Roman Empire for the last few days and came across something with the 2nd UVH. In 50 A.D. Rome's size was 18 it was the largest. I even verified in the world builder to see.
 
rev 194

various small fixes including the above

rev 195

fixed a missing river tile in China and the spawn location of Tamralipti
 
srpt, can you make a list of where all UP are coded? (Something like a list in RFCA's uniquepowers.py) I want to know how some are coded, but I can't find them.
 
rev 197

fixed the impassable desert in Tarim

added the recently updated city names

a couple of minor province adjustments

brickworks are now -1 food as suggested.

about Moesia and Crimea, those are the names I prefer. you are of course welcome to change them.

and here is the UP list:

Spoiler :
Antigonids, Seleucids, Gojoseon, Nubia, Pandyans, Pontus, Celts, Vietnam, Bactria, Armenia, Judah, Parthia, Dacia, Visigoths, Ostrogoths, Franks, Tang: Traits.xml
Mauryans, Rome, Sassanids: CvPlayer.cpp
Axum, Han, Yamato: CvTeam.cpp
Qin, Vandals: CvUnit.cpp
Gupta: CvUnit.cpp, CvPlayer.cpp and CvDLLWidgetData.cpp
Kushans, Funan, Chalukyans: CvCity.cpp
Saba: CvPlayerAI.cpp
Funan: CvCity.cpp, CvPlot
Egypt: CvPlayer.cpp, CvGameTextMgr.cpp
Carthage: MercenaryUtils.py
Tocharians, Tibet, Srivijaya: TechInfos.xml
Satavahanas, Arabs: Religions.py
Jin, Goguryeo, Gokturks, Khazars: RFCCWAIWars.py
Byzantines: RiseAndFall.py
 
Hello There! It appears the second UHV for Qin is not firing. The third one does and it tells me I have 8/8 provinces, but it does not check off the specific provinces for the second goal.
 
I really love this mod but I have a similar problem to Numancio. For the Celts, the game won't recognize the capture of rome for the first goal.
 
I really love this mod but I have a similar problem to Numancio. For the Celts, the game won't recognize the capture of rome for the first goal.

I also had a problem with the city Rome itself and the second UVH for the Empire historical victory. However I tried the game again and settle Rome 1N of the initial spawn and the second UVH triggered no problem.

So in your situation it may be that the AI Rome spawn doesn't fit the criteria for the Celtic UVH requirement because of the tile that it is built on.
 
Hello There! It appears the second UHV for Qin is not firing. The third one does and it tells me I have 8/8 provinces, but it does not check off the specific provinces for the second goal.

this is working in the current version

I really love this mod but I have a similar problem to Numancio. For the Celts, the game won't recognize the capture of rome for the first goal.

ditto

Avar leaderhead art for Bayan is Ptolemy. Intended or bug?

Also, Avar 6 open borders in 800 AD goal triggers "BY" (before) 800 AD. I'm guessing "by 800 AD" was the intended goal.

Bayan/Ptolemy fixed, Khazar open border goal is "by"


rev 198

various fixes and some new music
 
Question about some of the resources on the map, are they intended to be just outside of any city's BFC? IE the fur in Gaul, the honey in the Caucasus, the silver at Khara-Khoja, and the pearls around Oman.
 
rev 201

fixed some map errors

new Kushan 1st goal: build 5 Cloth Markets, Spice Markets or Artisan's Quarters in any combination by 200AD. the old goal was a bit obsolete since they have gold and wine in their core.

removed most of the building prereqs for the trade company buildings
 
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