RFC Classical World

well thank you for playing the seleucids because I'm realizing now things aren't set up right for their UHV. I didn't mean for them to get stuck holding those eastern cities with Parthia in between. I'm going to let Parthia flip Arachosia. to compensate I could keep them from flipping Susa by moving it from Persia to Mesopotamia.

I will make it so the Roman units only spawn in mediterranean provinces. the first stack you saw was probably just their starting units.
 
Sixth try!

Started as usual with setting science to zero. Has the starting amount of gold decreased? I seem to remeber starting with 2300 gold, now it is only 1000. -11 at first, and less it will be after conquests. Four cities produce workers, persepolis barracks to churn out troops, the rest fairgrounds except Tyre and Antioch, where a fleet is constructed. The Pyramids are still available for construction, even though I updated to the latest svn. This time however, I did not construct them, as it would give an unfair advantage.

Early war with Ptomlemids. The war elephants are the key to victory. Tested a mercenary, same bug as last time. I am at SVN revision 132, that's the latest, isn't it?

This time around, I don't seem to gain any money from capturing cities, at least not in Egypt.

Romans spawn at war, but no stack spawn, so I guess they only get their stack the second time they declare war. Then, perhaps, the best Seleucid strategy against them is to never make peace. Neither the neutral cities (Sinope) give money upon capture, this can be hard.

The Romans had already conquered Salonika, so their stack of 7 legionaries went up against my force of 2 war elephants, 2 hoplites and 1 spearman, which they soundly defeated when capturing Byzantion, making me fail the UHV.

I think you may consider increasing the Seleucid starting gold amount, so that they don't have to concentrate on building fairgrounds and markets in most cities and can instead increase their army size.

Rhodes was fixed in this bersion btw.
 
the Roman conqueror code is fixed so they will only spawn near cities in mediterranean provinces.

the war on spawn was a mistake. I want the challenge to be avoiding war with Rome as long as possible, at least until you have walls and a few archers.

I'm getting gold from city conquest. svn is at revision 135. theres a few more map changes: gems, silver and furs for the Tocharians to trade and Mathura and Pataliputra moved 1 tile each to un-crowd the ganges a little.
 

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the Great Synthesis religious victory is in:

Spoiler :
united nations replaced by the great synthesis, buildable with mysticism, triggers elections, very expensive

11 religious academies, +20% science each for now, built by great scientist, religion must be present in the city

academy produces 2 instances of a resource representing the knowledge of that tradition: hellenic wisdom, jain wisdom etc. each resource speeds production of the great synthesis by 7% and adds 1 happiness to the cathedral of that religion.

shrines also produce 2 instances of the resource
 
thinking about it I'm realizing the spaceship could be part of the synthesis victory as well. the spaceship parts could be different schools: school of metaphysics, school of natural science, ethics etc. then launching the spaceship would be calling an ecumenical council, which would deliberate for some time and then deliver its agreement.
 
Seventh try, at revision 143:

Mercenaries still seems to be available to buy, but don't arrive from the second-third turn. Though they came pretty early, as the Egyptians managed to get some really, really strong mercenaries. They delayed me in Egypt for quite a while. I only managed to conquer Greece a few turns after Bactria had spawn. It is not really feasible for the Seleucids to succeed with the first goal after 217 BC, as you have to refuse the flip which means that the troops join the Bactrians and you have a war on your eastern flank. Perhaps the goal might as well be set to be before 217?

The Maruyan civ text is bugged, they are called TXT_KEY_CIV_SAMANID_EMPIRE_DESC.

Great synthesis seems interesting, keep up the good work!
 
Seventh try, at revision 143:

Mercenaries still seems to be available to buy, but don't arrive from the second-third turn. Though they came pretty early, as the Egyptians managed to get some really, really strong mercenaries. They delayed me in Egypt for quite a while. I only managed to conquer Greece a few turns after Bactria had spawn. It is not really feasible for the Seleucids to succeed with the first goal after 217 BC, as you have to refuse the flip which means that the troops join the Bactrians and you have a war on your eastern flank. Perhaps the goal might as well be set to be before 217?

The Maruyan civ text is bugged, they are called TXT_KEY_CIV_SAMANID_EMPIRE_DESC.

Great synthesis seems interesting, keep up the good work!

Oops. I thought I could remove this. I will restore it in next revision.
 
sorry I haven't had much time to mod lately. unfortunately I'm out of town all weekend.

I improved the Seleucids starting situation: 2 of their starting civics (Empire and Military Economy) have had their upkeeps reduced from High to Medium and they now start with Siege Engines. Accordingly I reduced their starting gold a bit.

also the Sabeans and Pandyans have UHVs now.
 
With these latest changes, I succeeded with the Seleucids at the first try. Actually, I think they have become too strong now. I got a score of 41749 (Suleiman the Magnificent) and had research techs including state religion, naval warfare, calendar, selective breeding and many other. By 75 BC I had conquered all of Rome, all of Parthia and some parts of Armenia.

I think giving them Siege Engines to start with is enough and the civics cost can be adjusted back, as the tech can be used in tech trades which will boost the economy when resources are unlocked. Having some catapults was the key to defeating the main stack of the Romans. Their conqueror stack was trickier, as it could spawn on many locations, but the easiest way to handle that was to give away the city they spawned close to.

I think it would be nice though if the wood south east of Constantinople could be moved, as they block catapult movement and you have to be quick in chopping it.

A few random oddities:
"Your society can now implement the civic state religion (TXT_KEY_CIVIC_STATE_RELIGION_STRATEGY)."


"TXT_KEY_CELTS_ADJECTIVE cities have declared independence from foreign domination."

Armenians changed to TXT_KEY_CIV_VASPURAKAN_DESC_DEFAULT

When you get the score screen, the dynamic world map that changes over history is not shown.

Thanks again for the great mod! :)
 
I deleted some text SoI civ text in one of the last revisions. I accidentally removed some tags I should removed. I will restore them. There may be some missing texts left.
 
I just took a peek in your SVN (looking for things to steal;))
You shouldn't include the Debug/Release folder from the DLL; it increases the size dramatically and the player doesn't usually use it anyway. Right now it's 400 MB from the 1,5 GB.
If you want to show the sourcecode, the .cpp and .h files are enough.

EDIT: I get a strange error message when i choose any civ in the Civopedia, saying that "module has not attribute 'iDelhi''"
I think the Franks could start earlier (350 AD, or at 450AD to help crush the nasty Romans). And i demand a playable Alamanic civ :p I just say, that's the first RFC modmod where could be a place for my people...
 
... would the Stem Duchy of Swabia count, too? :mischief:
 
Sure, if it's about smiting the Franks i wouldn't need any other civ to play with;)

As for the civopedia, you could try to include the attached python file.
 

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added 5 civs: Qin (300BC), Byzantium (305AD), Gokturks (590AD), Khazars (605AD), and Tibet (610AD), in a very rough form, lacking text and art.

Han spawn date moved forward to 210BC.

Empire and Military Economy are back to High Upkeep.
 
@ srpt

Can you please wait with making any changes to the mod until I uploaded my changes? I'm making some big changes (especially with the new civs), which will require some time. I won't upload them short seperately, because I don't want to upload the FPK files all times, so I will make one big revision with all files. This makes it possible that you and I will be working on the same thing at the same time, which will corrupt some files. I want to avoid that.

It's possible I uploaded the changes before you even read this. I'll let you know when I'm done.
 
I was going to keep adding UHVs, is that ok? I'll wait til I hear from you before changing anything.
 
If it's only the victory.py and CIV4GameText_RFCCW_Victory.xml, you can change that. I'm not planning to make any changes in that. I have changed something in CIV4GameText_RFCCW_UP.xml, but that's a minor thing. You can change the UPs as well.
 
there were errors in the map so I'll just post it here rather than commit it for now.

also, I'm getting a ctd when I open the WB, which is probably an art thing.
 

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@ srpt

I uploaded the XML and python files, so you can work on it. (I also included you're map change) The artfiles aren't uploaded yet. I'm doing that right now. But you can work on the mod when I'm uploading those files without something getting corrupted.

I also have a CTD, but immediately when I started the game (as the Seleucids). I think it's something with the code of the new civs, because I didn't have it before, and nothing was changed in the art.
 
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