RFC Classical World

I'm working on the crash now. something to do with the tech tree. should have it fixed soon.

edit: fixed now. I'll do a new regular download today as well.
 
new regular download is up.

and here's a picture of the Jin starting situation in the 220AD scenario:
 

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I get to believe Parthia is unwinnable atm. Conquering for your 7% empire wrecks your economy that much that you can't tech to Literature any more. Or all your units get disbanded. Either lower the territory requirement or give them Military Drill to start with.
 
Jin looks great! :goodjob:

I am also happy about extra hummer for settled slaves. Is it possible to make slaves tradeble via Diplomacy screen? Edead did something like that with Relics...

But the most important thing -- can we make slave units to require no upkeep? As a new Celtic strategy I raze Milan and Marseilles, to deny them to Romans and gain some Slaves, but my costs drive my economy down...
 
re Parthia you can bulb Literature with a great artist from a Zoroastrian temple. I think you need to research + bulb. you should not need military drill you can build archery ranges and stables for promoted units.

re slave upkeep: theres no simple xml tag to turn off upkeep for a unit (or if there is I cant find it). once you settle them they're free. it sort of makes sense that you have to pay to keep them in the field.

Im sorry that the promotion vs barbs is not working. not sure why.

here's a couple more pictures of the 3 kingdoms period. I almost managed to collapse my rivals by 300AD:
 

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Never mind, I just did. This time I built fairgrounds early, so that I got about half-way to Lietarture to be able to bulb it (doen it before, but still didn't get it finished).

Satavahana UHV#3 does not trigger properly. Dunno about Hebrew UHV #3.
 
the 3 kingdoms stuff is in the svn and the regular download if you choose the 220AD scenario.

I will look into those UHV issues.
 
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What should be Celtic name for Roma? Well, never mind, I just razed Rome and enslaved all the Patricians! This feels very nice :mwaha:, but I feel that victory came too easy. The empire collapsed after the fall of Rome, which makes sense. What does not make sense is that Rome was guarded by 1 Legion. They sent all their Legions East. There was no Punic War. There was no Gaul War. Perhaps Rome could get Praetorian Guard and some Walls. Or perhaps Rome could get free legions for the first 2 wars. Also would be nice if Legions could build roads and Forts. What was you resolution about Super Forts(those who spread culture and perhaps have Active defense)?

Overall no mines on the hills plus Settled Slaves create very unusual and unique feeling of a Slave state economy. It pays to create Farms so that you can get :hammers: from the slaves. I am surprised so few people playing this mod -- it has lot's of merits!
 

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oh I'm happy with my small gang of testers. and I'm happy that I keep thinking of new stuff to add.

about Rome. yes its too bad razing Rome wasn't much of a challenge. I could give them a couple extra legions in Rome if the Celts declare war? perhaps they and the Celts should start at war? overall I'm happy with Rome's AI. they consistently conquer most of the mediterranean.

the 3rd Satavahana UHV checks out fine. I may make it easier though. maybe 5 total conversions, either religion. there just aren't many cities til Funan spawns (150AD) and that makes for a long wait.

as for the 3rd Judean goal, I think I will change it. I liked the 1st to discover Theology goal, just need to make it work elegantly alongside the auto-founding of Christianity. the goal should be: discover Theology before Christianity auto-founds.

about super forts, I'll look into it eventually. other stuff I want to get done 1st.

about no mines on hills. I didn't actually mean to commit that since I know a lot of people don't like it. for my games I just change 2 things: no mines on hills without resources and citizens get 2 hammers. as far as overall balance goes it doesn't seem to change much. the biggest difference is that the AI doesn't spam mines, 90% of which will never be worked, on every hill tile in their borders. for me a certain amount of the enjoyment of this game relies on immersion and a nice looking map, so I like this change. I don't know how some people can play with the grid and the resource balloons on. this was a time when the majority of land area within what you would call an empire's "cultural borders" consisted of unproductive wilderness while the population and infrastructure were clustered around the cities.

thanks again to everyone for the testing.
 
I guess the most logical wording would be: Found Christianity before 30 AD.

Now with all those pilgrims and teachers around before Monasticism, you can time conversion goals earlier, actually.
 
I like this for a 3rd Judean goal: spread Judaism to 1/3 of the world's cities and 1/2 its civilizations (living) by some date.
 
I've had several goes with Jin. The main obstacle so far seems to be the incredibly well defended city of Wu. It is hard to access with forest all around it and has a 50% defense bonus from city walls. To get there with catapults, you have to go through the Wu cities to the east and south west of Wu (eh, this got confusing, the city of Wu is not part of the Kingdom of Wu). This means that catapults only arrive there very late, and you won't have much time to churn through the defenses. It is also placed behind rivers, with forest on either side, so the heavy spearmens have a hard time attacking. The ai likes to stock up defenders there (marksmen and heavy spearmens).

I've taken it once - through huge costs, where I didn't have time to get the rest of Shu. One game, through luck I guess, Shu collapsed as early as 226, but the independents still stocked up enough defenders there.

Clearly, the War of the Three Kingdoms is no pushover, and I'll have to think hard to solve the war before 300 :)
 
Hey all

Iv been playing this mod for a bit now, and its brilliant :)

Although in my last game as the Pandyans, after i ruled 5 cities (or 6... one of them) my dynamic changed to the 'Txt_civ_Pandyan Empire etc etc' thing.

Also at the end of the game, the screen tha shows all the actions taken in a game doesnt seem to work for me. I dont know if its just me, but i couldnt see any other mention of it on the forums.

Really enjoying Classical world though :)
 
Also at the end of the game, the screen tha shows all the actions taken in a game doesnt seem to work for me. I dont know if its just me, but i couldnt see any other mention of it on the forums.

It's always been like this. I'm sure it'll get fixed eventually, right srpt?
 
Righto, that'l be good :)

Another small bug i found was while i was playing the Ptolmys (spelling?).

There last UHV says to discover cartography by 30BC, and underneth it has a counter for owning port cities.

I discovered cartography in 32BC, and the goal didnt check off. Is the goal instead to own 6 port cities? or own the cities in addition to discovering cartography?
After playing past the 30BC limit, the goal also didnt fail either. So somthing there must be bugged.

I am playing the newest non-svn version btw

Thanks for any help.
 
re slave upkeep: theres no simple xml tag to turn off upkeep for a unit (or if there is I cant find it). once you settle them they're free. it sort of makes sense that you have to pay to keep them in the field.

With all the barbarians ready to die or be enslaved Worker becomes very underused by Human player and I don't see AI running lots of slaves in the fields. I just feel that upkeep for a free Worker vs Slave must be somehow different. Perhaps it is ok for the balance purposes to charge the player for a Slave, but can we do it maybe 0.5 gold? Or keep Slaves upkeep free, but make Slavery civic expensive? I asked edead about no upkeep units and this was his reply:


there's no way to turn off unit upkeep in the XML. You can only turn off Military Support with bMilitarySupport.

To implement it in the DLL, you have hijack CvPlayer::calculateUnitCost by changing this:

iPaidUnits = std::max(0, getNumUnits() - iFreeUnits);

to something like this:

iPaidUnits = std::max(0, getNumUnits() - getUnitClassCount(UNITCLASS_SLAVE) - iFreeUnits);

Assuming UNITCLASS_SLAVE enum is defined in CvEnums.h.

This is hard-coding stuff - of course a more proper but time-consuming way would be to create a new XML tag like bFreeSupport and then substract all units with that tag, rather than all units of a particular unit class. But this is quick and should work just fine.
 
you're right slaves should be cheaper than regular workers. I will put that change in. thanks to embryodead fro the help.

I changed the Ptolemys 3rd goal, forgot to change the text.

I will put up a new non-svn tomorrow.

if the Celts or Carthage declares war on the Romans and Rome and Italy are both undefended the Romans raise new legions.

early naval units will be changed a bit: there will be a caravel-type boat available with Sailing, carries missionaries, great people, spies, crosses borders. war galleys and galleys will not cross borders. this will make it harder for Carthage to sneak attack Rome.
 
I salute all the members of this community ! This is my first post, I know this forum since civ 3 era but I wasn't bothered in creating an account to share my thoughts.

I decided to do so because I think that this specific modmod has a great potential to entertain! Really great work srpt :)

I downloaded your mod about 2 weeks ago and I ve been testing it, its not a long time so I ll give you feedback for what I have testedtill now!

** Carthage game **

Nothing negative here! great historical representation, nice rivalry with Rome!

2 suggestions though!

1. Make Tyre - Sur an OK place for the Carthaginians to settle/conquer.Tyre was their original homeplace and even they were indepented from the phoenicians, i dont think that this should stay out of their expansion.

2. Carthage had a great navy and was a dominant power in eastern mediterranean so in my opinion, one of their UHVs should be something close to their powerful navy. Perhaps something like : Build X ships and allow no foreign ships to sail in the mediterranean ...



** Ghana game **

I tested this just yesterday so I havent got much to say, just to report 2 bugs

1. My units spawned in Timbuktu while ctrl+U says that my cultural borders are below Axum ... don't know what's going on there

2. The very next turn I settled, instead of some sub-saharan cities to flip to me, Arthashat did! yes, the city in armenia !!



** Bactrian game **

This is the one I have tested the most, since I am an admirer of the Greco Bactrian Civilization


I for once cannot win a historical UHV because to do so you must reduce science to almost zero,something that will leave me behind technologically and other civs will have a greater army as a result.

so I choosed to go for domination

My very first time,since I was a noob, I had no idea which civ will spawn in my territory, so I lost some cities to the Parthians, but I was able to to push them back and conquer them.

My biggest surprise was the Kushans. I really think they are overpowered.

The core of my empire flipped to them (even my capital, Taxila)and then my army was joining them... OK,got the message,wrong strategy. Let's try a new one!

The second try I gave I decided to attack them first.Firstly I razed Samarqand to the ground when the game began,so to not let them take it. Then I builded around 8 catapults and 20 Hetairoi, all of them level 2 or greater, and waited for them to spawn.
They did in 50 AD and I ambushed them.having lost ALL my catapults I send the cavalry and they started to get victorious. After a nearly 100% success by the cavalry i noticed that the Kushans numbers was almost the same. To my surprise I noticed that each lost unit was replaced by another, a new one...

pretty annoying dont you think? I mean yeah ok, they conquered the Bactrians IRL but why you don't let us change the history?

So 2 suggestions here aswell :

1. None of the core Bactrian cities to flip. The Kushans conquered them IRL, so let them repeat history
2. Remove the "replace a killed unit with a new one" feature. When you follow a good strategy you should be rewarded, not punished.


** General notes **

1. Maccabees overpowered. Almost in every game they conquer Egypt and the Levant
2. Rome OK, they follow their historical expansion
3. I thing that there should be more resources in Europe and in Russia, just to match the reality
4. GIEF playable Goths pleeeeeeeeeeease :D ( I have some ideas for UHV, UB, UU)
5. Would love to see more wonders
6. I have some suggestions for some civics ..you haven't included The Republic and Feudalism.. Perhaps Feudalism is not a necessity since it was introduced in Europe during really late game time


Really great modmod, keep up the good work !
 
Is Dhamek Stupa supposed to work like Moai Statues? Currently one can build it in non-coastal cities.
 
My biggest surprise was the Kushans. I really think they are overpowered.

The core of my empire flipped to them (even my capital, Taxila)and then my army was joining them... OK,got the message,wrong strategy. Let's try a new one!

The second try I gave I decided to attack them first.FirstlyI razedSamarqandtothe ground when the game began,so tonot let them take it. ThenI builded around 8 catapults and 20 Hetairoi, all of them level 2 or greater, and waited for them to spawn.
They did in 50 AD andI ambushed them.having lost ALL my catapults I send the cavalry and they start to get victorious. After a nearly 100% success by the cavalry i noticed that the Kushans numbers was almost the same. To my surprise I noticed that each lost unit was replaced by another, a new one...

This unit flipping feature is part of the original RFC and all RFC modmods. It's to make sure that killing newly spawned civs is very hard, because otherwise it'd just be too easy. For 10 turns after their spawn, some of your units in their core area will flip to them if you declare war on them or refuse flips.
 
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