RFC Classical World

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.

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.

I think there should be a lesser chance of enslaving an attacking army. it did happen in history many times, but it still seems kind of odd in the game, especially if it happens a lot. I will just lower the chance by half.
 
Anyone succeded with the three kingdoms first goal yet? This is my best try so far - I captured the tough city of Wu in 270, but spent most of the remaining 30 years cracking the tough nut of Shu, and couldn't spare enough troops for Min Yue and Nan Yue.

Spoiler :
001Wu.png

Spoiler :
002300.png
 
I've been working on some Byzantine and Sassanid changes:

the Sassanids no longer start at war with Rome, they were consistently taking the Levant and Egypt before the Byzantine spawn. the Byzantines still spawn at war with the Sassanids. the Sassanids also start with slightly fewer units.

the Byzantine spawn no longer messes with the indy culture in their spawn zone.

I'm now getting to the Goth and Vandal respawns.

haven't played the Jin since I set them up but I'm glad its a challenge.
 
Success at last! At least with the 1st Jin. The strategy that worked out in the end was the following:

All early units attack Wu (green kingdom, not the city). I hired all the mercenaries I could get. Liberal use of catapults brought down the defenses. Slaves could hurry barracks, so that new units had experience. After Wu, I separated deatchments to Qufu, Min Yue and Nan Yue, while I assembled a catapult outside the city of Wu. Simultaneously, a spearman in the Shu lands enabled me to send workers and chop the forest, enabling catapults to be brought in and bring down their defenses. I placed catapults as baits, to draw out their marksmen one by one and meet them in the open. In 292 I had all the areas needed for UHV 1!

Now I have to start thinking about getting 6 luxuries in 58 years!

I think you've designed the three kingdoms very nicely. You have a large area to conquer, but can't rush since all the cities are so well defended. Instead, you have to plan each assault carefully and distribute troops correctly. The barbarians are also a constant threat which you can't ignore. Mercenaries are necessary, but you can't hire too many, else your economy collapses (I had to run wealth for some time just to stave off a collapse, even after dismissing all my mercenaries who had drained my coffers). Good work! I'm looking forward to the Byzantines/Sassanids.

Spoiler :
01Nanjing.png

Spoiler :
02Jianye.png

Spoiler :
03Firstkingdom.png

Spoiler :
04MinYue.png

Spoiler :
05Nanhai.png

Spoiler :
06Wu.png

Spoiler :
07Shuattack.png

Spoiler :
08FirstUHV.png
 
excellent work!

as for the luxuries, they may be tough. trading partners can be hard to come by. I may have to adjust the goal or add a resource or two.

here are some pictures of the Franks, Goths and Huns:
 

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new version is up.

and the svn version now has province-specific unit art for minor civs. thanks to embryodead for another amazing feature.
 

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How long have you been working on this mod? In my opinion, it is fast approaching the "finished" RFC modmods (RFCE, SoI, etc.)
 
well my first post about this mod was last june, so that makes it just over a year that I've been working on it. its been a huge learning curve. I really can hardly believe I did it.

as for completeness, perhaps it is getting close. I can't think of any more civs or respawns that I want, the city name map is not bad, the unit art is mostly good.

some things left to do:

some leaderheads have graphical flaws I didn't notice til they were in the game so I'd like to replace them.

great people and great general names are still mostly from SoI.

some civ birth announcements and dawn of man texts need to be finished.

and of course: balance, balance balance. right now I mostly like what I see. I'd like to find a way to make the Jin usually destroy Wu and Shu. right now its they who usually die due to barbs. I haven't gotten far enough to see how the Arabs or Tang perform.

I think most of the UHVs are good and doable or almost doable. I don't mind if some are almost impossible. the third Judean goal may actually be impossible, so it may need work. there are some others I'd like to change also but haven't gotten around to yet.

I'd like to make some changes to religion and culture. right now if you have a state religion all other religions produce no culture, whereas I would like them to produce some culture, but not as much. I'd also like to make culture a bit more important, giving good relations and influence with other civs.

then there is the spaceship/religious victory...
 
some leaderheads have graphical flaws I didn't notice til they were in the game so I'd like to replace them.
Which "graphical flaws"?
There is no leaderhead that is perfect,so unless it are serious flaws which ruins the leaderhead or if it is really old or outdated,I suggest to keep them.
 
there's only a couple. one is Charlemagne: when his mouth moves his beard remains stationary. I'm also going to replace Mithridates with someone less Persian-looking, probably the "Hector" leaderhead.

the only leader without a unique leaderhead now is Zhao Tuo, the Nan Yue leader.

and thanks again for all your leaderheads Civciv5, I probably have at least five of them in the mod.
 
i see that you have included music from civ 3 !


man that's awesome , I'm falling in love with this mod!
 
It is true that the Byzantines had problems in the Balkans with the Avars, the Slavs and the Bulgarians and they survived using great diplomacy (that's how they survived from the Huns too).

But I don't think all of these could be represented in the mod, the area is just too small in game ! Perhaps the Bulgarians are the most important minor civ that could be added
 
fixed some bugs in the province-specific indy unit art

courthouses no longer allow the hiring of spies. spies will be moved to a "den of spies" building with a different tech.

added the horde of Alans, Vandals etc. that attacked in 406, date is randomized and there is a warning for the player.

and religions will now spread randomly to cities even if they already have a religion, with the chance decreasing for each religion present.
 
Hello there, i'm sorry not to be able to test and help you with feedbacks like I did 3 months ago... infortunatly I have a lot of work. But, obviously, I will still follow this amazing modmod.

Keep going, srpt and your 'gang' =)
 
Hello, this is a message from China. Your MOD is great, but we Chinese players all agree that the position of the city "Jianye" is definitely wrong. "Jianye" city whose modern name is "Nanjing" is located by the south of Yangzi river, not north. You may just move the city 2 tiles south to make it correct. Since there is a fish resource in the Poyang lake, this adjustment will not only make the city location correct, but also make good use of the fish as well. Considering its nearby citys on the map-Qufu, Wu, Minyue and Changsha-we believe this adjustment will make better use of the map. We are looking forward to your reply.
You may check this link where one of our players completed the UHV of Qin and discussed this minor flaw. Feel free to post anything in English there if you don't understand Chinese. Hail to Mod makers! :)
 
If you'd like a China challenge I would suggest also trying Jin in the 220 AD scenario. It is hard, but feels very doable, and you got a lot of freedom to try out different strategies.
 
hey thank you all for the interest and support! its very much appreciated.

amazing that people in China are playing this mod (and those animated bunnies are awesome). this makes me really happy.

I will take your advice and move Jianye 2 tiles south.

also I have 2 cities called Wu (as well as a kingdom and a leader!). one is in the Shanghai location and one is Wuhan I think. could we name these 2 cities differently so its less confusing? can we call them Hangzhou and Wuhan?

please keep the feedback coming!
 
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