RFC Classical World

yes I want the Chinese dynasties to be more powerful and conquer China more often and quickly as well. a "mandate-of-heaven" type mechanic probably needs to go in just to make things historical.
 
Note from a casual Maurya game: UHV explanation texts are missing in the victory screen and Kalinga is left out of the list for UHV1, even though it is coded as a requirement. Also the Bangala province mentioned in the victory screen is called Anga on the map.
 
Please have workers spawn for every civ on the flip. I found Saba and Celts lacking them.
 
Making religious buildings work like in vanilla spoils this mod a bit. I specially liked it that Jewish temple gives you a priest and a merchant slot.
 
You can get a LOT of slaves with those two civs.
I could not with Saba. Production is too bad to build units to actively go barb hunting and I never had any mercs to hire in 200 turns or so.
 
I could not with Saba. Production is too bad to build units to actively go barb hunting and I never had any mercs to hire in 200 turns or so.

Then build a worker in one city and a spearman in another. It's not really an issue because you can still do the UHV with or without the worker.
 
svn 266

fixed the Mauryan victory screen

fixed the Pandyan starting units

Saba now starts with 2 workers, the Celts have never started with workers

leaving the religious buildings alone for now. I appreciate most people like it as is so I will come up with some kind of compromise.

right now they are not necessarily that well balanced. some give an alternate specialist while some give 2 priests plus another bonus. would the Confucian temple be better with 1 priest plus the -25% maintenance?
 
The first step would probably be to make sure they all give out bonuses, because if some don't then it'd be better if none did.

It is a unique idea though so that's probs why people like it.

Edit: I noticed you gave the Pandyans two starting workers, was that intentional? The other two Tamil civs don't get any.
 
right now they are not necessarily that well balanced. some give an alternate specialist while some give 2 priests plus another bonus. would the Confucian temple be better with 1 priest plus the -25% maintenance?

I don't think they necessarily need to be well balanced imo, as many religions weren't all that well 'balanced' IRL. Some religions spread very fast and so did their parent / adopted civs whilst others were quite stagnant. It just adds a bit more to the mod, and encourages the player to spread religions to gain multiple benefits in the cities.
 
I don't think they necessarily need to be well balanced imo, as many religions weren't all that well 'balanced' IRL. Some religions spread very fast and so did their parent / adopted civs whilst others were quite stagnant. It just adds a bit more to the mod, and encourages the player to spread religions to gain multiple benefits in the cities.

There's still a couple of lingering issues though; the temples are pretty expensive, the unhappiness from religion tends to add up, and not all the temples/monasteries have a special effect. Maybe if the effects were balanced but different (like one is -15% maintenance, another is +15% culture, another is a merchant slot, another is an extra priest slot, etc), and each had a base +1 happiness and culture and 1 priest slot, and the temples were just a little cheaper then that might balance out the religions while leaving some flavour.
 
the temples will be made cheaper.

some religions have extra effects on their monasteries rather than temples, all of them have unique effects except the 4 Christian branches. I think they will probably just be copies of the regular Christian ones, but who knows.

they will never all be perfectly balanced but for example the Confucian Temple: -25% maintenance, should it have 1 priest slot? I think so.

yes the other Tamil civs should also have 2 workers
 
Moving the special effects to the temples instead of the monasteries might help balance it more too since monasteries come so late for most civs.
 
A small but easy feature this mod lacks: names GP. Instead of just generic Great General why cant we have Hannibal or Julius Caesar?
 
I will ad them if we can come up with enough names for all the civs. I will start a thread for that.
 
A couple of issues to bring to your attention:

Spoiler :
Nalanda University is pre-built in 80 BC and 220 AD maps. I removed it from the map file and started a Gupta game, but the wonder is not buildable with Jurisprudence, and Dhamek Stupa is also not buildable (I gave myself both techs in the WB to be sure).

I tried the Kushans and I don't think they are doable currently. I quit around 150 AD after I researched Crop Rotation - no way I was going to make it to Bulk Trade, build fairgrounds, and then a cloth market (especially w/o slaves and using slavery as the Kushans is too ahistorical for my taste). Besides, despite having access to many of the required resources and building markets everywhere, I was unable to attract the companies anywhere for very long, and never more than 3 cities at any given time had a company present (are Artisans' Quarters even an option? I thought they were just in the late game).
For some reason Rome also declared war on me with a large coalition and a large Roman stack spawned outside Merv around 100 AD. That was a death blow to my economy, since Roman trade routes were keeping me afloat.
Also the Han were destroyed and I had no one to get silk from (I should have sent a spy to steal silk worms earlier, I know).

I've also noticed that food bug from time to time in my games. For example, the flood plain/grassland tiles in the Indus delta only yielded 1 food to Pattala for a few turns, but changed to 2 later. Balkh did something similar.

Lastly, I've been unable to enter foreign territory with my units despite OB, though it does allow trade routes.
 
What are you talking about with the Kushans? Their game is fine. You have a ton of time to get the companies and you only ever need 3 of each in your cities because they can be in any combination. The other two UHVs are very doable too.

Edit: You have to put on slavery, this game isn't a history simulator, everything you have to do doesn't have to be exactly historical.
 
the OB thing is intentional. military units can only cross open borders in a master-vassal relationship or while at war with a common enemy

what provinces did you control when the Romans declared war? I really have know idea why that happened or why they spawned conquerors in Merv.

about the Nalanda University and Dhamek Stupa, they are quite buildable in my game. Nalanda is now pre-placed only in 550AD.

about the Kushans, I wasn't thinking of their goals when I made changes to the Markets and Fairgrounds. I will look at it again.
 
everything you have to do doesn't have to be exactly historical.

No, but it adds another layer of strategy and challenge, and makes it more enjoyable for me. I should have said I didn't think they were doable currently without slaves - my bad. It still would have been a close call to research Bulk Trade even with slaves, and I never have trouble with UHVs on monarch. I had a hunch Srpt had overlooked that when changing fairgrounds and markets, and I was correct.

you only ever need 3 of each in your cities because they can be in any combination.

I meant I could only get spice and cloth merchants to stay in my capital - spice merchants would come and go from other cities, and cloth merchants only appeared in my capital. At any point I only had 4 companies present - you need 5. It would have helped to have stolen silk.

the OB thing is intentional. military units can only cross open borders in a master-vassal relationship or while at war with a common enemy

nice - I like that

what provinces did you control when the Romans declared war?

Sindh, Punjab, Bahrat, Sogdiana, Ferghana, Arachosia, Magadha, Bactria, Gandhara, and Margiana
 
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