RFC Classical World

I'm getting a bug related to growth and water tiles. I can't seem to figure out how to upload screen shots, but I think the link works.

http://steamcommunity.com/sharedfiles/filedetails/?id=409347133
http://steamcommunity.com/sharedfiles/filedetails/?id=409497225
http://steamcommunity.com/sharedfiles/filedetails/?id=409498238

Where Tyre should be growing or starving by 1 growth is stagnant. It is similar in other cities, but not always the same. Alexandria can starve by 1, but not grow by 1. The other shot also shows Berenike should be growing by 3 but is only growing by 1. It behaves normally when on population 2. It doesn't affect inland cities at all.
 
svn 242 fixes that bug

great!

This food talk has reminded me of an idea I had. It would be cool to better simulate Egypt as the "granary" of various empires. Perhaps civs could get a boost of 4 or 5 food in their capitol for controlling the whole province. This would of course require nerfing Rome, Constantinople, and Alexandria, but it would make things a lot more dynamic. Alexandria would then be smaller when not capitol of an independent Egypt, and this is more realistic. It would also allow Byzantium to stay smaller until refounded as Constantinople. Finally, if the Arab capitol were switched to Damascus, that city could reach a more realistic size during the Arab era while remaining smaller before that time.

Do you still intend to increase the hammers for slave rushing?

I like the new changes so far - the game speed really enhanced my Ptolemy game. Thanks!
 
svn 244

increased slave rushing production by 50%

introduced a simple call when the AI would get a slave. if the AIs capital is building a building and still needs at least 45 hammers, it gets the 60 hammers there. if if its not building a building but has less then 10 gold, it gets 20 gold. otherwise it gets the slave unit.

increased golden ages to 18 turns

15 city population now = approx 1,000,000 people

This food talk has reminded me of an idea I had. It would be cool to better simulate Egypt as the "granary" of various empires. Perhaps civs could get a boost of 4 or 5 food in their capitol for controlling the whole province. This would of course require nerfing Rome, Constantinople, and Alexandria, but it would make things a lot more dynamic. Alexandria would then be smaller when not capitol of an independent Egypt, and this is more realistic. It would also allow Byzantium to stay smaller until refounded as Constantinople. Finally, if the Arab capitol were switched to Damascus, that city could reach a more realistic size during the Arab era while remaining smaller before that time.

actually it was an earlier attempt of mine to do something like this that led to the food bug you just reported
 
I like to start a new game from the very beginning, so everything is possible (judean kingdom alive, dacian, etc). And so i did, from 320 BC. However, the inflation eats me out and i couldnt play the game, since every turn i lost a unit and there was nothing i could do about it
 
Now im starting the game from 80 BC as byzantines, and i will check how the inflation will works. Another quick question: Why is not possible to play as byzantines in 550 AD?
 
sprt,
I have minor comments/requests about Rome:

1. If human player settles Beneventum (1N of Cow, on the hill) Roman ships can cut in the middle of Italy and appear In Adriatic Sea from Tyrrhenian sea in 1 turn! It is not even remotely realistic and looks like childish exploit. Why don't you prevent this from happening? Instead of Tarentum please start with Neapolis on the Cow plot, while Cow can move 1 NW from it's current location. Neapolis is more important to be on the map than Tarentum anyway, Cow can be shared by Rome and Neapolis, and no crazy crossing Italy by the ship will be possible.

2. Please move Rome's Wine 1E, on the hill, like Wines suppose to be. With present set up it is much better to found Rome 1N from it's current location, but then one will fail Rome UHVs both for Empire and Republic. There is no good city I can think of that can work that Wine if you settle Rome in place. Also while we are talking Winery Improvements, please allow it to bring 1 food in addition to 2 commerce. I mean, Wine is not all about commerce, it is also a Fruit, which population can eat, like Citrus with Orchards. Cultivating Wine can be one of the few ways to make hills provide some food, which is a reasonable thing.

3. In addition I recommend marking UHV related tiles with Alt-S notes like "Rome" (Or place a town there). Otherwise Roman Down of Man text says Rome was already founded almost 500 years ago, but player starts with an empty tile and founds Rome right before Punic War. Town would look more elegant, and can help a new player who does not care about UHVs, just wants to have some Roman fun and wants to found Rome 1 tile away. Then town will represent Ostia ;)
 
On svn 244 grass tiles yield 1 and plains yield 0 food. I think this was unintentional.

@Tigranes
Rome was moved 1 s of the Tiber when the Mediterranean map was redone, and Tarentum was substituted for Neapolis partially due to this, as well as to represent Magna Graecia. The wine, I believe, is meant for Ravenna.

version 243 has the same food bug
 
Hi everyone. I have an idea for Lombard UP and UB. At first, Lombard Kingdom was known for its bankers, so the UP could be The power of Lombard Bankers or Usurers. In cities which both Judaism and Christianism, there could be a free merchant or a gold bonus on the city tile (or something else). Jews could not exchange money to each other, and vice versa for the christians, but both had the right to trade money with infidels. So Christians could deal with jews, and Jews could deal with Christians.
For the UB, I think of a lombard forging mill, to replace the blacksmith. The lombards blacksmiths were known for their skills and their works. Even the Lombardic people thought that the craftsmen had magic powers. They did not find any rational explanation to the robustness and efficiency of their weapons. So units trained in a city with this UB could start with training I or another promotion, or the forging mill could be a blacksmith with a higher gold or production bonus.
One of their UHV is "settle a great prophet in Roma". This is a little ahistoric, because Roma had never been Lombardic. This UHV could be replace by one in keeping with the schism, like for example "Build 2 christian cathedrals by..." or something else.
Here are all my ideas in keeping with the Lombard Kingdom.
 
If human player settles Beneventum (1N of Cow, on the hill) Roman ships can cut in the middle of Italy and appear In Adriatic Sea from Tyrrhenian sea in 1 turn!

this would bring virtually no benefit and mess up your city placement so I wouldn't call it an exploit.

Instead of Tarentum please start with Neapolis on the Cow plot

I like Tarentum much better. we tried Neapolis, it was useless and crowded Rome

Please move Rome's Wine 1E, on the hill, like Wines suppose to be. With present set up it is much better to found Rome 1N from it's current location, but then one will fail Rome UHVs both for Empire and Republic. There is no good city I can think of that can work that Wine if you settle Rome in place.

the idea here is that the wine makes it worth it to found Ravenna.

In addition I recommend marking UHV related tiles with Alt-S notes like "Rome" (Or place a town there). Otherwise Roman Down of Man text says Rome was already founded almost 500 years ago, but player starts with an empty tile and founds Rome right before Punic War. Town would look more elegant, and can help a new player who does not care about UHVs, just wants to have some Roman fun and wants to found Rome 1 tile away. Then town will represent Ostia ;)

the requirement to settle your capital on your starting plot is a feature of most RFC UHVs that involve the capital. spawning with a settler and founding a new city on a spot where there already was a city may seem slightly awkward, but it really doesn't make any difference so I'm not inclined to change it

On svn 244 grass tiles yield 1 and plains yield 0 food. I think this was unintentional.
version 243 has the same food bug

those yields also got +1 for rivers, bringing them back to normal in that case. I like it this way because there is even more variation but I will put it back for now

Hi everyone. I have an idea for Lombard UP and UB. At first, Lombard Kingdom was known for its bankers, so the UP could be The power of Lombard Bankers or Usurers. In cities which both Judaism and Christianism, there could be a free merchant or a gold bonus on the city tile (or something else). Jews could not exchange money to each other, and vice versa for the christians, but both had the right to trade money with infidels. So Christians could deal with jews, and Jews could deal with Christians.
For the UB, I think of a lombard forging mill, to replace the blacksmith. The lombards blacksmiths were known for their skills and their works. Even the Lombardic people thought that the craftsmen had magic powers. They did not find any rational explanation to the robustness and efficiency of their weapons. So units trained in a city with this UB could start with training I or another promotion, or the forging mill could be a blacksmith with a higher gold or production bonus.
One of their UHV is "settle a great prophet in Roma". This is a little ahistoric, because Roma had never been Lombardic. This UHV could be replace by one in keeping with the schism, like for example "Build 2 christian cathedrals by..." or something else.
Here are all my ideas in keeping with the Lombard Kingdom.

the Great Saint goal is to represent the struggle to control the papacy

I didn't think Italian banking started quite that early or that it was associated with the Lombards particularly. could you quote a source?

svn 245

put back the terrain changes
 
I didn't think Italian banking started quite that early or that it was associated with the Lombards particularly.
You're right, the jews didn't intervene so soon. I thought they intervene because the 808 a.d Charlemagne's prohibition of making credit let me think that the Jews were aready dealing with the Christians.
the Great Saint goal is to represent the struggle to control the papcy
Okay, I understand this UHV. Lombards are fun to play.
 
those yields also got +1 for rivers, bringing them back to normal in that case. I like it this way because there is even more variation but I will put it back for now

As I remember flood plains/plains tiles were only 1 food. Shouldn't they be 1 food for flood plains and +1 more for river then, or am I misunderstanding?
 
Can you at least then give Winery +1 food? Wine was more important to classical world then even now...
 
svn 247

winery +1 food

changed the way the force limit is calculated to favor smaller civs. you get a base of 5, +1 for every population point up to 10, +1/2 for every population point after that
 
svn 249

moved Seleukia/Ctesiphon 1 tile south and Arbela 1 tile south.

the city of Shouchun in central China only appears pre-placed if the human player is Qin. this leaves more space for Ezhou

silk west of Ying moved into the cities radius

buffed food near Damascus. it will now grow to size 8 with the Plough tech and can work both the iron and the incense with 2 specialists
 
hi, congratulations for the mod and all the updates you are doing for it.

This only make us keep playing.

By the way, how to deal with this inflation stuff as byzantium? it is supposed only to be played from 220 AD start? i have tried a 80 BC and money was a problem too, had -300 or more with 100% gold slide bar as well.
 
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