RFC Classical World

Wow, what a dramatic story! :goodjob:
I also always settle that city in Spain and I asked sprt to give Rome more troops to guard ... well ... Rome! Judging from how easily you took Rome AI still does the old thing, exposing capital and sending Legions away without ensuring proper defense first :( Some motionless Pretorian Guard would be useful, like in SoI edead has it in Constantinople with Varangian guards...
 
Speaking of Dacians, I realized that I never succeeded with them when I tried a few months ago. Tigranes (or anyone else?), have you had any success with them?
 
I just remembered I made a python script to defend rome against surprise attacks... will look into it

the code counts the number of legions rome has in the city and in the area ie north italy and south italy and compensates accordingly. there was also a provision that made the effect only occur once but I took that out. when spawn triggers it will say "Alarmed by our warlike intentions, the Romans have raised new legions"

I think the Carthaginian and Celtic contre-Roman goals, should be switched. its carthage that should have to chase them around the mediterranean and their other goals are easier than the celts. the celts should just have to sack rome since their other goals are harder and why would a hypothetical, land-based celtic empire care if some roman cities survived on faraway shores like africa or the levant?
 
Speaking of Dacians, I realized that I never succeeded with them when I tried a few months ago. Tigranes (or anyone else?), have you had any success with them?

No, I never played Dacians, loaded them just one time to check them.
I totally agree about swapping Carthaginian and Celtic goals. With new code sacking Rome should be worthy and very historical challenge.

The world seems so empty many times. I don't think Animals were huge challenge to humans in classical age, but still they could be better than nothing. Perhaps one could hunt them for some benefits... Or perhaps some good huts. Or more (peaceful) barbarian tribes which YOU can go to raid for slaves (very historical)... Britain is empty, for example. Or something else to make exploration more interesting. Just tons of plots with different forests and plains and deserts...:dunno:
 
The world seems so empty many times... Britain is empty, for example. Or something else to make exploration more interesting. Just tons of plots with different forests and plains and deserts...:dunno:

I have mentioned that too and I totally agree with you! Britain, North and Eastern Europe, Russia and Mongolia are soooo empty.. I think that some resources should be added there, eg. Horses, sheeps, stone etc
 
I have a suggestion for the Empire civic: what if it allowed the construction of a building that would increase food production in the capital, but would cost food for the city it was built in. That would symbolize the grain transport from the provinces to e.g. Rome, Constantinople or other capitals of centralized, far-reaching empires.

I think there are several potential benefits:
"Make x the largest city/reach size y" becomes feasible in the hands of a competent human player, provided the empire becomes large enough.
The internal trade of large empires becomes represented.
You can get a large urban mob.
The challenge of food shortage in Rome when they lose their provinces.
 
From all the games I've played, killing Rome is nearly impossible. Not because you can't take Italy, or Spain, or any other province from them, but because they will. not. collapse. ever. I've captured or sacked their capitals more than five times in one game, and not only did they not collapse, but their scripted takeover of Greece and Anatolia took place despite the fact that they only had one city in Africa. Something really needs to be done about their stability and their scripted conquests. I think all of Rome's events should cease to trigger if the city of Rome itself is lost.
 
3rd UHV trigger for Saba is messed up. So is the order of topics in the pedia.
 
the Carthaginian and Celtic anti-Roman goals are switched, the civilopedia is fixed and so is the Sabean victory screen.

the far wilderness areas of the map are empty because these lands were never settled or controlled by any of the civs in the mod except the Gokturks and Khazars, who should probably get some spawning resources but up until then the steppe, desert and forest should just be a source of barbs and not and expansion opportunity.

also changed the Vietnamese goals:
1. higher population and culture than the Han in 100AD
2. control the most populous province in 50BC
3. buddhist saint by 200AD

I would really like to add some form of food trade type of thing but I would like to get stability under control first.
 
Gave the Bactrians another try. Soemthing should be done again, there.

The problem is that you cannot win before 50AD now. That would be ok if the Kushans were not capable of flipping your capital and then collapsing you in 5 turns.

Suggestion: Either lower UHV3 to 12500 gold or so or swap Bactria and Gandhara as Kushan core provinces. That should enable the player to strongpoint Afghanistan and avoid losing Taxila and the Royal Mint, which is key to victory.
 
the idea is for the goal to be doable before the Kushan spawn. how much gold did you have then?
 
About 12000. could have had more if I didn't have to fight the Parthians and all the Indians. If you want it to get done by 50 AD, make this the UHV deadline.
 
Bactrian gold goal is now 12,000.

I've added a lot of print statements to the stability file so I should soon start to figure out whats going on there.
 
Hello, I'm back again.:) Finally I have some time to play Civ so here I am. I downloaded everything (patch, mod, svn updates) straight away so I may have missed something, but I cannot play as any of the post 320BC civs in the 320BC scenario. Svn version = 460. The other 5 work fine, also past 320BC but I get an instant 'you have been defeated!' message for the remaining civs.
 
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