RFC Classical World

Will work for food! I really like this idea! Citizen-slaves will be extra specialists. Basically 1 Farm owner (3 foods) can feed himself and 1 slave. So farms will be more important than Workshops and mines which make more sense to me. But looks like AI does not settle slaves...

Regarding the Teachers/Piligrims: are you sure you are not over-complicating religions? Buddhism will spread to Korea eventually, do we really need 2 different units? Missioners are teachers, what is the big difference in real life? Plus I loaded Korean game and saw this bug:

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if 1 hammer is not worth it we can raise it to 2. lets see how it goes. I don't want to create super-cities.

Slaves have worker, merchant and engineer AIs, which should include settling. I increased their work rate to 75%. I thought 50% was a little weak.

I don't like waiting for religions to spread. Teachers udgrade to Missionaries so they will not all be available at once. both the Pilgrim unit and the Teacher units represent fairly accurately some of the ways religion spread, particularly Buddhism to China: through pilgrimage and through trade. I had a quite fun game as the Tocharians sending my pilgrims to India and when I saw the Buddhist Wisdom in the trade window I thought: I should have a chance of getting Buddhism in my cities if I trade for this. Its all perfectly sensible to me and not over-complicated at all.

with these mechanisms in place I will probably add a goal for Funan to acquire Buddhism and Hinduism by a certain date. that will make it 5 civs with religion-acquiring goals (Tocharians, Goguryeo, Axum, Funan and Khazars) so I think these units have a place.

I'm also going to merge the Kushans conquest and culture goals and add another: build 3 palaces. hopefully it will be a challenge to stay stable through that.

still need 3 more UPs: Jin, Chalukyans and Ghana.
 
Ghana was first mentioned only 5 years before the mod ends. Obviously, in the historical sense they "won" their UHVs between 800 and 1200 AD, which is out of scope of this mod...

But if you really want to use this portion of the map, Ghana was always described by the wealth and gold mines. Perhaps UP could be dramatically increased probability of discovering gold, gems and silver when building a mine?
 
yes I realize Ghana is pushing it but towns and trade predate the historic kingdom by at least a couple of hundred years, so Ghana in the mod really represents this. they were actually not intended at first to be playable (along with a few others such as Saba) but somehow I got into the idea of making everything playable. I plan to respawn Egypt as Kanem-Bornu around the same time to give them a neighbor. when I started this mod I decided I was going to be ok with filling in the blanks where information was sketchy and I'm still ok with that.
 
One suggestion about Jin Dynasty. Actually this dynasty was chopped in halves:
Western Jin 西晉 (265-316), and Eastern Jin 東晉 (317-420)
http://www.chinaknowledge.de/History/Division/jin.html

Western Jin was a time when central Han Chinese dominance was relatively weak, after some elite infighting the barbs stormed in and destroyed it. So more powerful barbs should be placed in northern China at the time to reflect that.

Anyway Jin elites abandoned their capitol Luoyang and fled south to Jiankang (Nanjing) to found Eastern Jin. While the north was in total chaos, the south has been relatively peaceful and enjoyed a population boost due to northern refugees.

Eastern_Jin_Dynasty_Map.jpg


I think in the game you can give Jin a special ability to settle itself again in Nanjing even though they lost the whole northern plains.
 
what I would like to do with the Jin is represent the Three Kingdoms period by starting the Jin earlier as Wei and respawning Han and Qin as non-playable Shu and Wu. I would also add the Yellow Turban rebellion to help collapse the Han. Rouran/Juan-juan invaders will be added as well.

for the Jin UP, perhaps no stability penalty for losing your core?

also thrash4ever I was hoping you could help us improve and finish the Chinese part of the city name map. you can find it here. if you add anything, remember to include the ""s and ,s in each entry.
 
Maybe the Maldives should be an one tile island with independent Malé representing the Buddhist Kingdom of the Maldives?
Why is Christmas Island named "Kampong",the Dutch discovered it in the 17th century?
 
^
did you mean to post this in the RFCA forum? I don't have an island called Kampong.

as for an indy Maldives: the problem with indys is you can't trade with them. they would have to be conquered before any trade could happen. wiki says they weren't conquered til the time of Rajaraja Chola, past the end of the mod. I don't mind including them. can you give me more detail? or were you just talking about RFCA?

just thought of an interesting UHV that I think I'll give to Sri Vijaya: control the most water tiles of any civ.

figured out how to make roads not pillageable without creating that false pillage button bug.

turned random events back on. please let me know if you see anything too incongruous.

also got rid of those three annoying tiles of mountains in Siberia that remained visible through the auto-play.
 
I posted in the right thread.
That's weard...
I thought I saw a island south of Java with a city name "Kampong" on it in the city name map.
There was a Buddhist Kingdom in the Maldives before Rajaraja Chola I conquered it.
Buddhist Kingdom of the Maldives->Chola Empire->Sultanate of the Maldives>Republic of the Maldives
 
oh the city name map, I was looking in the province map. I don't know why that island is there so I'll just remove it. also added 1 tile to the west end of Java to better reflect the actual geography.

also added the Maldives and named the islands in the mediterranean.

and fixed an issue causing the buttons for adding specialists to not be aligning properly.
 
Could you please send me a link to the latest version of the mod, it seems interesting, but i would like to see the one that has the most material.
 
Congrats on revision 400! ;)
 
It's definitely a pleasure for me if I can help with China city names! Anyway I tried your link but it doesn't work??

3 Kingdoms is absolutely cool. I think it should be a UHV for Wei/Jin to conquer all the cities held by Wu and Shu by 265.

About the barbs, instead of Rouran, actually it should be the Xianbei people, Di people, Huns and others who drove Jin to the south. The Xianbei was maybe the single most important barbarian among the barbarians at the time, with their base at Pingcheng (some tiles north of Taiyuan). Interestingly, after the Xianbei had settled down in north China, they in turn got invaded by a new wave of barbs including Rouran... that's why we say the north has been a total mess then.

I think you can somehow boost the stability point of Jin if it was forced to make Jiankang (Nanjing) capital, and enable it to reestablish its defence along the Yangtse river, even if the north was totally lost.
 
Not sure if you intended this, but only slaves can build cottages, while only workers can build farms.

Civs adopting a state religion should start with a much higher base piety, like in SoI.
 
no that wasn't intended. here is a fix for those who aren't using svn.

I'm working on the 3 Kingdoms period now. Jin will spawn as Wei in 220AD and Qin and Han will respawn as Shu and Wu. there will be a Yellow Turban Rebellion barb spawn in 185AD and if Jin is the human player Han will be automatically killed so they can respawn. the Jin will have until 280AD to conquer China. then they will have to survive a heavy barb onslaught.

if anyone has any other fun ideas for this civ let me know.
 

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Report from Au Lac:
  • no way you can make the first goal with stronger cities for Han now, while you get yours taken away by Nan Yue
  • UHV 2 is bugged
  • the UU seems to be derivative of not the marksman, but the archer. I could upgrade the starting stack from the get go. Might as well provide UUs at start
Judah UHV3 text either does not apply, or the UHV is bugged.
 
thanks for the feedback.

fixed the Au Lac crossbowman, its a marksman now.

I will play the Vietnamese and see if I can make the goal more reasonable.
 
There is no way for Yamato to discover Paper by 400 AD :faint:. Where did you get that date from?

Paper spread slowly outside of China; other East Asian cultures, even after seeing paper, could not make it themselves[citation needed]. Instruction in the manufacturing process was required, and the Chinese were reluctant to share their secrets. The paper was thin and translucent, not like modern western paper, and thus only written on one side. The technology transferred to Japan from China by Buddhist priests, around 610, where fibres (called bast) from the mulberry tree were used

Even 610 can be a challenge. I am not sure if the Japanese UP actually work. Time flies fast and research goes slow. Silk appears around 400 AD, it takes 18 turns to grow Hamlet! Please confess that 400 was some arbitrary date! ;)
 
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