RFC Classical World

Perhaps we could make Numidian spawn landlocked, with a capital below Iol, as Cirta. We'd need to revise the Carthaginian settler map to avoid locations too close to Cirta, and also revise the resources (perhaps adding a food resource for the inland city) for the Numidians.
 
Perhaps we could make Numidian spawn landlocked, with a capital below Iol, as Cirta. We'd need to revise the Carthaginian settler map to avoid locations too close to Cirta, and also revise the resources (perhaps adding a food resource for the inland city) for the Numidians.

That doesn't solve the problem with Numidia plopping cities all over North Africa. Maybe they should just build less settlers. Their settler map also needs to be seriously fixed.
 
That doesn't solve the problem with Numidia plopping cities all over North Africa. Maybe they should just build less settlers. Their settler map also needs to be seriously fixed.

Oh, the settler map (and the settler cost? Settlers are already fairly expensive) definitely needs to be revised. That's just some extra changes I suggested to make their spawn less...crowded.
 
Numidia is now not allowed to build settlers, at least for now. the problem with the settler map is that there are 3 civ slots which I intend to reuse for various non-playable minor civs as the mod progresses. the 3 slots are Numidia, the Sakas and Nan Yue. later they will cover all the nomad groups (Huns, Avars etc). none of those groups really needs settlers so I don't know why I was trying to make settler maps for them.

also the Numidian spawn is now reduced in power if Carthage is not human.

added the northern Gaul and Balearic Islands city names. thanks for those.

since the Nubians are still refusing to found Tungul it is now pre-placed and flips to them. they start with one less settler.

the 80BC map is almost ready.

also found a couple more errors in the endRomanCivilWar code which was causing them to not get boosted to stable so hopefully they will perform better
 
I'll run a few Byzantine or Sassanid games to see how things turn out for the Romans in the mid-to-long term.

As a side note, it's 150 AD from 320 BC start after 50 minutes of autoturns, from my moderately powerful laptop, if you want a benchmark for the loading times.
 
I started a Gokturk game, though I know late game civs are not ready yet, just to see some late game action..

and 45 turns before my spawn .... "Satakarni wins a Cultural victory" !!! :hammer2::hammer2::hammer2:

good to see that some civs are trying to win though, after an AI Spanish UHV in vanilla RFC I havent seen the AI actually trying to win
 
Cultural victory? Clearly something isn't right... culture shouldn't be accumulated like that, since in every region of the map, old civs are destroyed by new ones. Satakarni...yeah, it's the overpowered Satavahanas. The "newer" civs don't stand a chance, sometimes reduced to a few low population cities (the worst case of this is...whatever Indian civ that has the colour white).

Edit: Satavahanas are supposed to be strong/"overpowered". The real issue is that they don't get split up around the 3rd century AD by the new spawns + indy/barb pressure. Kushans also have an important job in forcing the Satavahanas out of the northwest.
Spoiler :

WKshatrapas.jpg



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Loaded a Sassanid spawn.

The good:
Seleucids collapse gradually and correctly.
Parthians no longer have trouble.
Pontus, Antigonids, Egypt still behaving intelligently.
Sakas are effective and temporary.
Roman rebellions working smoothly
Romans behaving correctly until 100-50 BC.
Romans moving into Spain well.
Numidians no longer spamming cities.
Bactrians behaving well, and dying when they should (they don't make a move on Taxila. Should they be incentivised to do so as AI?)
Antigonid respawn in Greece seems to have worked.

The bad:
Kushans are a complete failure.
Numidians still overpowering Carthage (since Carthage is made to be conquered by Rome. It's a domino effect)
Romans not at all hostile towards other civs, except Carthage.
Thus, Romans do not bother any eastern civs, making for a wacky game.
Gaul too strong for Romans (or they're just not hostile towards them).
Roman rebellions acting strangely. I see them appear for a turn and disappear the next, without any Roman reconquest, etc.
Mid-to-late game is overly productive. Most cities have all the buildings, and civs have massive armies.
The Roman Empire is one of the most unstable civs in the game. All the eastern civs are stable, at worst shaky, hence why some old civs refuse to die.

Conclusion:
A definite step in the right direction. Romans still need major buffs. Do they even have spawn stacks against AI opponents? (can't tell from Sassanid spawn).


Wait a minute...does Japan spawn in the middle of India!?
 
fixed the Japanese spawn coordinates

found a tile coordinates reference in the Roman conqueror's code which had not been updated to fit the new map and could have prevented it from working.
 
Time to load up another game!

Loaded a Kushans game:
1. Are the Kushans supposed to spawn in the mountain range below Bactria, as opposed to Samarkand? That might explain why the AI is a complete flop as Kushans (the lack of starting city might also explain this).
2. Sorry, nope, the Romans still aren't doing good at all. They've barely got a hold of Italy and Spain and this game.
3. Despite successful Sakas, the Satavahanas conquered cities in Arachosia. Odd. Would the Sakas be willing to have open borders with the Satavahanas?

Edit: Kushans don't have any techs, either! Nor do they have an initial map of the area, or a flip zone. Javelinman unit icon is also wrong (it's the Antigonid UU's unit art).
 
First of all:

A very exciting Modmod. Although it is still in the making, it's already very enjoyable and gives me a realistic feeling! And in addition this is one oy my favorite time periods, so keep up with the good work! :)

I thought I could share my thoughts from the games I played so far. I play with the latest svn update.

Edit: Kushans don't have any techs, either! Nor do they have an initial map of the area, or a flip zone. Javelinman unit icon is also wrong (it's the Antigonid UU's unit art).
I can confirm that, I started once as the Kushans and they got nothing. No starting tech, no starting settlers, no map. At least they had some troops, so I could help myself with the city ;). No flip occurred either, not sure why. (Maybe because everything around me was razed, but then again, I didn't check the code to see which areas should flip.)

My try as Pontos: It was pretty easy, the Antigonids were a real pushover, they didn't stand a chance. The Romans were really weak. They expand into Spain and Greece, but they seem to be overstrained. They have never beaten the Celts, nor the Dacians, nor the Carthaginians (spelling?). Most of the time, I see the Rebellion weaken them quite effective, so that they never get back to their real strength. Oddly, Hannibal is mostly defeated by the Numidians, I have almost never seen them alive (after various games as different civs).
The rest of the game was quite realistic, with Parthians destroying the Seleucids, although I wished, that the Successor dynasties would fight each other more fiercely. They seem too happy to sign peace treaties. But I have a problem with the UHV not only for Pontos but with some others too. They aren't very clear or sometimes just wrong. For example in my Pontic game:
It is said, that I have to control Asia, Pontos, etc, IN 90 BC, but I already got an "Goal accomplished" in the year 190 BC, when I first met the conditions. In that case the correct formulation would be "Control ... BY 90 BC". I can't say that for the others, because Pontos was my first civ, with whom I actually accomplished the UHVs ;).
And I had Xiongnu Horseman attacking me in Thrace. Strange.

Playing as the Romans, I had really some problems with figuring out, which areas I have to control to get the first UHV as Empire. A quick look in the code gave me th answer, and I found it quite... impossible. You have to control Syria, Egypt, Minor Asia, in which many strong civs are present, add the Parthians, who will interfere with your plans (Syria goes up to Arbela and Edessa, after all and those cities aren't even at the coast of the Mediterranean!), and you have a very luck-dependend game. Some information, what you need to control would be nice (like in the other UHVs). Oh, and you only see the first goal when you start as the Romans. Only after the check, whether you failed or not, you see the next goal. Is this intended?

But not only the Roman goals gave me some trouble, but some others too. The Celts need to control Northern and Southern Gaul, which don't exist. There is only one Gaul province. And Germania isn't even a border province, with no good city spots IIRC.
Meroe needs 6 gold resources but in Egypt and Nubia there are only 4 resurces with an additional gold being in Arabia felix. I can't remember the rest.

City maps aren't very expanded, but I guess, that's because you just enlarged the map, right?
The Indian civs are also quite a thing. Sometimes, they fight each other, which is good, especially because the Satavahanas can become quite a powerhouse. But sometimes they are all peaceful and loving each other, expanding like crazy. I once saw Kalinka controlling Arabia Felix and Satavahanas in China.
And in the mid game, most civs are teching fast, constructing big armies. I had no chance when I began as the Sassanids.
And on thing that bugs me: What are pilgrims good for? I once built one, but h couldn't do anything...

So that's all for now. It's fun, believe me that :D.
 
hello and thanks for the interest. I have also enjoyed your mod quite a bit and you helped inspire me to try this so thank you for that.

so many issues...

since moving to the larger map I have been working my way forward chronologically so later things, like the Kushans, have been neglected.

Pilgrims are for bringing a religion to your civ. If you send him to a holy city he can become a missionary.

as of yesterday the Romans are somewhat improved. I played an Armenian game last night and they controlled all of the northern mediterranean. in some test games they went as far as Persepolis. there were serious problems with the Roman civil wars but they seem better now. there are still too many civil wars but the Romans do recover from them now.

did those horsemen tell you they were Xiongnu? I'm sure they were just Scythians who thought people would be more frightened of them if they thought they were Xiongnu.

reduced the Nubian gold goal to 5. I may add another gold in Ethiopia.

Pontus' territory goal is now correctly indentified as a BY goal, not IN.

Roman empire victory screen issue is fixed.

I know mid-game tech needs to be adjusted. as I said I am working chronologically.

the provinces in Gaul changed names. I will update the UHV text and make Germania a border province for the Celts.

the Kushans now spawn with a settler, techs and a flip.

fixed a problem with the hidden attitude modifiers which was making Rome pleased towards Carthage and India more peaceful generally.

I have been gradually nerfing the Stavahanas. the exact source of their power is a mystery to me. its not like their land is that good and they are surrounded by enemies.

added a "secedeDistantCities" function to the stability crisis system. in a moderate or minor crisis any cities which are completely outside the civs core, normal and broader regions automatically secede.
 
srpt, is it intented that Sakas and Sungas auto respawn with a large army (like the regular spawn) the turn after they are wiped out from the game ? It happens every times when they are fully conquered.

And I dont understand why Sakas dont start in bactria/north west India instead of west india.
(edit) My bad, it's indo scytians. Nevermind. :)
 
I thought I fixed the respawning Sakas. I can't test it right now but it should be fixed if you update again.

the Sakas ruled Sindh for a long time so that's where I put them. they spawn a small stack for each city in their area (Sindh, Gandhara, and Saurashtra as it is now) so I could easily have them attack Bactria as well. this would make the Bactrian game a bit tougher but that's ok.

edit: I didn't know the Sungas were constantly respawning too. I will look into it.
 
srpt, is it intented that Sakas and Sungas auto respawn with a large army (like the regular spawn) the turn after they are wiped out from the game ? It happens every times when they are fully conquered.

And I dont understand why Sakas dont start in bactria/north west India instead of west india.
(edit) My bad, it's indo scytians. Nevermind. :)

Now that you mention it, I saw that too, but with the Numidians... Twice. Just after I conquered their last city as Rome, I suddenly saw two stacks with 5-7 units next to my border. I signed a peace treaty and then I had some nice patrolling troups in North Africa, which fought off the nasty barbs ;). Well, that was their job with no city left to do anything for them.

hello and thanks for the interest. I have also enjoyed your mod quite a bit and you helped inspire me to try this so thank you for that.

You're welcome. :)

so many issues...

Don't get me wrong, I don't want to complain. I know that feeling, really, but nah, those issues are really not such a problem. Most of it works and you've got no CTDs, which is already a huge relief :).

since moving to the larger map I have been working my way forward chronologically so later things, like the Kushans, have been neglected.
I know mid-game tech needs to be adjusted. as I said I am working chronologically.

Alright, that's what I thought, so no worries here. If you need some help with city names, Texts or small python/XML tasks, just let me know, I have some spare time for the next weeks, in which I could do some annoying tasks for you ;). As for the tech tree, I could for example shift the techs a little bit, so that it looks better... BTW, is the tech tree in its final form? Because techs like Printing Press or Paper shouldn't be available to everyone, in my opinion...

Pilgrims are for bringing a religion to your civ. If you send him to a holy city he can become a missionary.

Ah, okay, now that makes sense. Next time, I will use them :).

did those horsemen tell you they were Xiongnu? I'm sure they were just Scythians who thought people would be more frightened of them if they thought they were Xiongnu.

Well that's what my troops told me... They prefer the method "Shoot first, ask later" ;).

I have been gradually nerfing the Stavahanas. the exact source of their power is a mystery to me. its not like their land is that good and they are surrounded by enemies.
It really depends on how the Maurya/Sunga do and if they can maintain peace with the other Indian civs... Then they usually expand westwards grabbing more luxuries and health resources, improving their city situation. I will keep an eye on that.

Some other observations: The small resource icon, when you hover over Timber, shows Sorghum instead of Timber. Playing as Pandya, I couldn't get the two resources by trade. Silk from China is no problem, but the rest... Gold and Silver are normally really rare, so that nobody is willing to trade it. There are then two other possibilities: Incense from Saba, which usually don't expand very much, or Gold from Meroe, but there is another issue... Meroe just doesn't improve its gold resource in Tungul.. They stick with one gold and, of course, don't trade it away... But if you add Gold in Axum, it may solve the problem anyway.
 
an "OMG ! Look what happened in RFCCW" pic !

The Sabeans finally got out of Arabia ! What a boost for their economy this will be! I am playing as the Tocharians.
 

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If you need some help with city names, Texts or small python/XML tasks, just let me know, I have some spare time for the next weeks, in which I could do some annoying tasks for you

help with anything would be amazing. this mod has become really huge. I would be happy to add you to the svn so you could make changes

the city name map needs lots of work, especially in China. come to think of it a lot could probably be moved over from RFCA quite easily since the map scales are almost the same now I think.

AI road and cottage spam is driving me nuts. I have tried to keep the map reasonable as far as food yields go but the AI never builds farms, just cottages everywhere and roads to nowhere.

Saba's incense resources and/or settler map needs to be changed so they hook up the resources faster. there should be 2 in the starting BFC.

I will spawn a mine and a defender on the Tungul gold tile if any of the gold-trade dependent civs are human. the Nubians won't settle the Tungul spot either for some reason, it has to be pre-placed for them.

also I gold in Axum seems like a good idea and Egypt is supposed to be able to get 2 golds as well, I just now moved the 2nd gold into range of Berenice

edit: the city name manager uses just 1 map like SoI and dictionaries for alternate names, and its all in python
 
what year is that pic from? who is that in Samarkand? stunted Kushans or wandering Armenians?

added a "Read me" file with new features, UHV tips and conditional events
 
just some turns before 1 AD, dont remember exactly!

Yep its the Kushans! Romans do OK btw,they have already stopped the rebellion twice!
 
if you update to the latest revision the Kushans should found a capital at Kapisa (or is it Begram? can't remember... ) and flip Sogdiana, Bactria and Gandhara. I could make them also flip Margiana as AI only if they continue to struggle. this would only impact Parthia and if Parthia is human they will be powerful enough to counterattack.

the Romans have a tendency to abandon Bureaucracy which wrecks their stability. I think if I fix that the rebellions will be less frequent. we are aiming for 1/100 years or so, at least until 250AD.
 
an "OMG ! Look what happened in RFCCW" pic !

Every playtesting image post since the new map ;)

Edit: I've got a week off now. Maybe I'll take a look at that city name map in Python and add in a missing city name when I see one missing or wrong in-game. Any other changes you want me to take a look at, I'll see what's up. I'm not a CS major for nothing.
 
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