RFC Classical World

I think 25 is a good amount of hammers. I played a game in which they provided 50 :hammers:, which is way too much. I lowered it down to 25 :hammers:. I think that's enough.

Playing a game with the slave mechanics, I thought the following. I think you should only be able to enslave units when you attack. It seems strange to me for an army to capitulate and become a slave, when you're the one who's attacking.
Instead, when you attack the other and win, it's more likely to enslave the enemy units who capitulated because of your attack.

In addition, the chance of enslaving barbarians could be higher then enslaving vanilla civs units.


We only disagree about 5 petty hammers:)! Sure 50 was too high, but whipping used to produce around 30 hammers per a population point, so I thought 30 :hammers: is more fine tuned approach rather than just cutting 50 in half. Perhaps 50% of Workers efficiency in country side is also not very fine tuned. 2/3 could make them useful again -- currently it takes 12 turn with a Slave to build a road!

There are many instances in the battles when attacking army gets encircled and capitulates, with attackers being sold into slavery. Example: Siege of Syracuse by Athenians in 415-413 BC. After the failed siege and failed relief attempt 7,000 Athenians surrendered -- their generals were executed and the rest sent to die as slave workers in the stone quarries of Sicily... Basically, enslavement represents captives after the defeat. One can be defeated both in attack and in defense.

And I do agree about barbarians big time!

RFCE does without whipping too and it forced many new strategic decisions. I suggest make whipping Qin's UP only-- the first emperor was using his workers like slaves. Serfdom was supposed to be a more humane form of government. And in general how can you whip the "training" of a military unit?
 
Power of Cheolli Jangseong: forts built by Goguryeo count as cities when considering the "control the province" requirement.

This would provide the synergy with UP, will encourage the player to do the historical thing -- build forts in the provinces that are not known for lots of cities.

I will always try to propose UPs that were never been implemented in RFC universe. Unfortunately I am never sure how hard is it to code those new ideas. If Cheolli Jangseong is too hard to code here is another alternative, based on this quote:

Goguryeo implemented a strategy of active defense based on cities. Besides the walled cities and fortified camps, this active defense system used small units of light cavalry to continuously harass the enemy, de-blockade units and strong reserves, consisting of the best soldiers, to strike hard at the end.

Power of Active Defense -- enemy units next to the forts within cultural borders suffer a damage each turn.

Since AI is not building forts that often we might need to tweak Goguryeo's Workers to build them more often or provide North Korea with few pre-build forts.
 
I don't know whether the Dacians tatooed themselves or not, but I've never heard that they did, so I thought it would be better to not have them. Its great that you removed them. I also wonder about the plaid cloak. Is it appropriate?

is everything ok with Wu now? he has never caused crashes for me.

@Tigranes: I actually try to stay with UPs that have appeared before so that I know I can code them. I came at this project with no prior coding experience and it took me over a year to be able to make something that would even run on my map. That being said, I'm eager to learn. I can copy the RFC Russian UP for Korea for a start. That will help them not get crushed by the Chinese.

I think extra production from slaves might be better than whipping for the Qin, not because its more realistic but because it fits better with their other activities ie conquering cities and fighting barbarians rather than growing.

right now the enslave chances are 20% for normal civs and 40% for barbs.
 
Well I see what you mean ... but instead of Russian UP how about you look into Hungarian UB in RFCE? Perhaps there is a way to transfer that power to the forts.

But regardless of Korea, generally speaking I believe we should give more considerations to the forts. Many present cities came around as early Roman forts, forts can also be used as some type of "cities without production" -- if you check with "Superforts" modcomp, for example.

What that modcomp does is -- it creates a culture on the plot with your fort. If you build a road there it will enable you to harvest the remote resource without building (unhistorical) city and can act like a trading post for the civs like Axum. Many Greek colonies also can be represented with "Superforts" -- there would be some major colonies (Greek cities outside the Greece) and minor colonies (Superforts).
 
yes I was looking at that mod. there's actually a simpler one that just adds culture that looks like it would be easier to merge. super forts has a lot of code and a lot of features I didn't need. I was particularly interested in using it to allow Carthage (or anyone) to get amber from northern europe without building cities there.

I will look at the Hungary/RFCE code as well.
 
Yes, I definitely meant simple version -- without cultural expansions outside the plot with the fort. But modcomp has a nice "complexities" about how forts can change hands -- they can be left as they are...

Can you please check what is wrong with Antioch counting as entire Syria? After the capture of that city Armenian UHV checks Syria when there are 3 more cities in Syria (Damascus, Tyre and Aleppo).

Lots of City name missing cities...
 
sorry I had fixed the Armenian victory condition itself but forgot the display.

had time to play a civ for longer than a few turns for the first time in ages. had fun with the Seleucids. got the first goal, Rome was quiet, had to give Tyre to the Maccabeans for peace so I could fight Parthia, Parthia took Susa, Babylon and Aleppo, I took Aleppo back and then collapsed. the Seleucids are definitely not easy.
 
finally found a fix for the pilum-throwing legionary's dying animations so he's back. thanks to The_Coyote for the needed files. I really like that unit, the pilum makes all the difference.

played the Parthians last night as well. didn't realise the Great Artist would not be able to bulb Literature from scratch, so I missed the Ctesiphon goal. also missed the land goal (7% by 50BC), only hand 5% at the deadline, which was Syria (except Tyre), Mesopotamia, Media, Persia, Parthia, Arachosia, Margiana, Bactria, Sogdiana and Gandhara. maybe the goal could be pushed forward a bit?

noticed something dumb about the Saba leaderhead I chose: the sun is hitting the left side of his face but the right side of the building behind him. can the background simply be flipped?
 
finally found a fix for the pilum-throwing legionary's dying animations so he's back. thanks to The_Coyote for the needed files. I really like that unit, the pilum makes all the difference.

played the Parthians last night as well. didn't realise the Great Artist would not be able to bulb Literature from scratch, so I missed the Ctesiphon goal. also missed the land goal (7% by 50BC), only hand 5% at the deadline, which was Syria (except Tyre), Mesopotamia, Media, Persia, Parthia, Arachosia, Margiana, Bactria, Sogdiana and Gandhara. maybe the goal could be pushed forward a bit?

noticed something dumb about the Saba leaderhead I chose: the sun is hitting the left side of his face but the right side of the building behind him. can the background simply be flipped?
Sure, take the background DDS file, export it to JPG with DMTBmp, flip it with your graphics program of choice and then back again :)
 
hi this looks interesting. can you upload a downloadable version? i cant get my tortoise svn to work for some reason
 
sure I can do that later today. haven't had request for a regular version in a while so got lazy about it.
 
My first UHV in Classical World :king:!


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Notice my capital :p

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excellent! was it hard? is that Roman Ctesiphon? and whats in the Ganges valley? I hope its Sunga not Han. does Rome have Egypt as well? how did the Seleucid/Maccabean/Parthian transition go?
 
The hardest part is to never loose a city when barbarians and plague hit at the same time. I played dirty tricks on Judea and Parthia bribing Rome to attack them. I never saw Egypt alive. It appears Rome gets free units at different years and different spots for every game -- this game Rome had Egypt before they took over the Greece. In my previous (failed) attempts I had really hard time with Judea, their UU is very strong, so Rome attacking from Egypt was very handy. You might want to charge AI and human player different amounts for mercenaries somehow -- if human player focuses on gold he can cripple any civ with hired troops.

While exploring the map I felt that world is pretty empty sometimes. Not even Animals (do they eat too much from the mod's speed?) Would you please consider 2 more (primitive) civilizations: Soninke people (leader Kaya Magan Cisse) and Germanic people (leader Arminius ).

I know that there were many more "people" civs on the map during 300 BC -- 800 AD, but those two deserve to be included as special civs with "cities" that can never become larger than 1 population point. You can even chose very black barbarian color for them. Gamewise this will bring very new and unusual experience to the human player. Historically we will have predecessors of the first West African Ghana Empire and important enemy of Rome and predecessors of German people.

Arminius's victory against the Roman legions in the Teutoburg forest had a far-reaching effect on the subsequent history of both the ancient Germanic peoples and on the Roman Empire. The Romans were to make no more concerted attempts to conquer and permanently hold Germania beyond the river Rhine. If you look at our map now -- who really holds Rome from expanding into Germania? Forests? Not to mention that we don't have very significant event of Teutons and the Cimbri clashing with Rome in 2nd century BC...

Finally, Celts could use few cities in Britannia and Ireland. And one could bring back Tribal Villages in the remote place to make exploration (vital part of any Civilization game) a rewarding experience.
 
hi firstly i would like to say that this mod looks incredible, good work. however it is not working for me. i have downloaded it from the link on the top of page one and then extracted it to my mods folder in my beyond the sword folder. but when i enter civ4 to play it there is no RFC classical world mod to select. I tried entering the Rhye's and fall out of the list put it came out as normal RFC. please can someone help me this mod looks to good to miss!
 
When you extract it in your Mods folder (correct) go to that folder and make sure RFC CLassical Worl folder is present there, and when you double-click on that folder you see all the correct folders like Assets, Public Maps, etc. Many times you might have a "folder in the folder (with the same name)" issue...
 
the folders in there are Assets, PrivateMaps and Resource as well as a config setting file named RFC Classical World. this sounds correct to me. is there a special way i'm supposed to access the mod?
do I put the mod folder inside the RFC folder or just in the beyond the sword mod folder?
 
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