RFC Classical World

Hi - played an enjoyable game as the Byzantines. For some reason I could not fulfill the 10k gold condition - has this been changed to 15k ? Victory screen kept saying things like 'you have 12,330/15,000' ....
Thanks - appreciate the work that has gone into this.
 
tryed a 500 AD start and.....

roflmao!


edit: I think I found whats wrong, I started again a new game as the Khazars.. I let the game to pass some auto turns and then I opened WB... there was no civ on the map, so the 1st one that spawns wins! in my 2nd game the Gokturks won!

edit 2: started a Franks 500 AD game, i spawned in siberia in an area that is blocked by mountains ...
 

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Hi everyone, I'm back after a very long break of Civ IV. Needless to say I'm updating the game on SVN (which as you can imagine is taking quite a while). Needless to say have you seen these new Indian units?
http://forums.civfanatics.com/showthread.php?t=475000&page=2

Also whats the most balanced start date, 320BCE I suppose?

Also out of curiosity why does Carthage start out with two cities in Spain, but only once city in North Africa? You also should change the galley art, it doesn't fit any country at any period currently; look at SoI perhaps.
 
hey Turk welcome back.

yes the earlier civs are the most balanced. I would say everything up til the Dacians is playable and not too easy or too hard.

yes I suppose 1 Carthaginian city in Spain and 1 more in Africa would work. the other civs have better galleys but Carthage got missed somehow, I'll fix it.

and yes I'm going to use some of the new Indian units. been a bit busy lately playing RFCE++.
 
another svn update:

Varanasi moved 1 tile north and the Ganges river system simplified and made a bit more accurate, balance should be unaffected

new Axum UHV, be among the top 4 civs by score in 300AD, replaces provinces goal

new Sassanids UHV, Zoroastrian sainthood, replaces Shahanshah goal

new Funan UHV, build 6 hindu or buddhist buildings, replaces gold goal

some other UHV adjustments

titles are out for now
 
added some of Bakuel's Mauryan units and finally got rid of all the old SoI wonders.

also added some resources spawning just before Axum to make Adulis at least a semi-viable site.
 
and some new units for the East Asian civs. here's picture of the Mauryan spearman, axeman and heavy spearman and the East Asian spearman, swordsman, heavy spearman and heavy infafntry.
 

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I haven't been able to figure out why the human player spawning with the appropriate tech is not founding the associated religion as should happen. the AI founds the religion properly. as this is really only important for the Arabs, I just made the religion found via python, so it works now.

also the Jin finally have a UP: free defenders in captured Chinese cities.
 
new version up (both svn and regular), some changes:

resources now spawn on the steppes prior to the Gokturk and Khazar spawns, they also have proper starting techs and units now

there is an 80BC scenario. I got tired of waiting 15 minutes for the Kushans to spawn on my slow computer.

some new unit art for the Kushans, Arabs and Vietnamese.

Taxila and Kalinka no longer start with walls so the Mauryans can get off to a quicker start.

the Mauryans piety threshold to avoid the Sunga rebellion is now 40.

moved the pigs and added a cow in Vietnam

added a cow to Aachen
 
the Mauryans piety threshold to avoid the Sunga rebellion is now 40.

40 is quite low. You start a game with 40 piety points. Just build a few building to gain piety points and the Sunga aren't a threat anymore. And with their UB, it's even easier to get piety points. The human player will never have to face the Sunga. And the AI won't either, because they will very likely build a few Edicts and religious buildings.

I suggest increasing the threshold to at least 60-65.
 
the idea is the Human player will not face the Sungas unless they are really messing up. in my game last night I was at 42 after 2 great saints (1 spread buddhism 1 built shrine) and 3-4 edicts, which was all I had time to build after getting enough units for the conquest and the Satavahanas. I will do some more tests. I have found the Mauryans quite hard so far. then again I am not the greatest player.

also, I think it will be best to scrap the Moors as a seperate civ and include Spain in the Arabs goals. the Muslim regime in Spain was not independent of the Caliphate until the Abbasids took over in 750. the great accomplishments of the Moors, other than conquering Spain, are still in the future when the mod ends. the AI Arabs will have to get conquerors so they will be there to fight the Franks.
 
I think it will depend on a playtest. In the one Maurya game I played, I could never get piety higher than 40 bc it was constantly decreasing. I could hardly compensate with some edicts. As far as I remember, I would need to build monasteries and spread Buddhism to significantly gain piety points. But Mauryans lack the necessary tech early on.
 
you should go for great saints with as many priests as possible in Pataliputra. use the first one to spread buddhism and the second to build the shrine. research Priesthood first so you can build temples and pilgrims in addition to edicts.
 
I am playing a 500 AD Gokturk game at the moment, the map seems a lot better with some nice resources to settle nearby ! perhaps some more wheat, sheeps and cows could be a nice idea!

i have 3 facts to mention

a) I have settled some nameless cities at my core region. I could help with the cities names if you want (just tell me how ;p )

b) a weird think.. both I and the Khazars were conquering barbarian cities but in the very next turn the cities were going barbarian again with new units ... this happened to Tahksashila and Hecatompylos

c) random civs get egyptian names for their cities ... Khazars built Heliopolis, Tibetans Elephantinte etc... check it out!

edit: I achieved 2/3 goals but the last one didnt check and no golden age began :/

Edit2: the Khazars built another city called Verona! So it's not just Egyptian names ..
 
You can fill in the CNM here:
https://docs.google.com/spreadsheet/ccc?key=0AgNZDB4N7rdPdFVtOFRsSTg2TXh4RUxTN2I2aXQwdlE#gid=0
These are the names if a civ build a city on that spot.
You can also make civ specific list. Some thing like this:
Franks
Masilia" = Marsielle
Lutetia = Paris
etc.

The Egyptian CNM are because the citylist of many civs is the Egyptian one. When the CNM can't find a city on the map (in the link above), it uses the first cityname in the list, which is an Egyptian one.

Do you have a savegame a few turns before the barbarain-city-capture-bug? And also one a few turns before you get the 2nd UHV? It will help a lot.
 
I know what causes the city capture bug. theres a bit of python scripted to keep AI civs from capturing and holding faraway cities, dragging down their economy and stability. its not supposed to happen to the Human player though. I'll fix it when I get home tonight. also the Gokturks and Khazars should be able to keep those cities based on their maps. I'll change that too.

help with the city name map is always appreciated.
 
cool, so I just fill the "-1" spots huh? I will help as much as I can !

unfortunately I dont have a save game close enough to the 750AD conditions.. I ll just start a new game and see what happens
 
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