RFC Classical World

Hey, srpt, what you think in add barbarian civs in this mod? I have a few suggestions:


Scythians
Start in 300 BC(they are in this period a decadent civ, plagued by the attacks of the sarmatians and the celts - they can be represented in this moment like a barbarian waves)

UP: The power of the fertile steppe(the scythian -Ucranian- steppe are less harsh than others steppes like the mongolian): All steppes tiles in the scythian steppe have More 2 food plots.

UU: Virgin maiden, a horseman(horsewoman :P) which start with 2 flanking.
UB: Kurgan, a monument ( I know, we have MANY monuments, however the kurgans are so unique and special for this tribes which is impossible discart it) which give a extra trade route.

UHV:
1° own by controlling resource or by trade 3 wine and wheat resource by the 100BC (The scythians have so many wheat which they export it to the Greeks, and of course the scythians really LOVE WINE!! Herodotus said it!)
2° Make the cities of Olbia, Tanais and Cheronessus the biggest commercial centre in the Europe and middle east in 75 BC.(This cities are important centre of trade in this period)
3° Control the Scythian Steppe, Sarmatian Steppe, Caucasus, Armenia, Pontos, trapezzus, Moesia(Mikra Skythia), Thracia and Macedonia in 50BC.

Sarmatians(representing many tribes of then like the roxalani, alanni, lazyges and etc.)
start in 200 BC in the Sarmatian Steppe(representing a sarmatian emigration)

UP: Power of the superb cavalry: all of your horses units have 2 drill promotions.
UU: Roxalanni lancer, a lancer with 50% vs horse archer and 50% vs melee.
UB: Animist studio,a forge with give +3 culture and more 2 xp for the mounted units.
UHV:
1° Eliminate or vassalize the Scythians and have at least 5 cities in the Sarmatian and Scythian steppes in 50BC (correct was the scythians are subjugated by the sarmatians in the 300 BC).
2°Control the provinces of the Moesia, Dacia, Thracia, Pannonia, Noricum and the Lusitania in 250 AD. (representing the raids of the lazyges and alans).
3° have a commercial relations with ate least 3 barbarian civs and the 2 civilized civs and dont lose any city by the goths and the Huns in 400 AD.(representing the powerfull commerce with this people have with the others tribes traded his animist art pieces).

Germanics
start in 300BC in Colonia agrippa and augusta Terevorum
UP: Power of the Black Forest: all units have 2 woodsman promotions.(representing the great ability of the germanics in ambush the romans in the Germania Magna)
UU: Suebi berserkers, a axeman which can give colateral damage, can be represented with a warrior dressed with bear skin and armed with a club or a axe.
UB:Comunal house, a courthouse, whioch can give +5 xp for foot units.
UHV:
1° Control all Germania, Belgica, Noricum, Pannonia and Mediolanum in 50 BC.(representing a unification of german tribes and te Cimbri invasion.
2°Secure which no have a romam cities in Germania, Pannonia, Noricum or Belgica in 30 AD.
3°Secure which all of your cities are conected by roads and have a market and a barracks in 50 AD, representing the amber route.



And you can change the name of terevorum to Augusta Terevorum, and add the city name of augusta vindelicorum?
 
a slave only eats 1 food, everyone else eats 2, so there is a difference, you're getting twice the production per food consumed. maybe they should take no food?

@ Mr. Kwast: those are great ideas. there are already too many civs though. if I find a good way to break the 50 civ limit then ideas like that would definitely be on the table.

about those city names (and others) one thing I really don't like is city names that are too long to fit in the bar. I was going to suggest abbreviating Alexandreia and Antiocheia to Alex. and Ant. for the long names and maybe Aug. Treverorum for that one. or maybe I can make the font smaller.
 
I think most would understand Ant. Alex. Aug. Cae. for some of the really long names, since they occur quite frequently.

2nd Pontic UHV not checking. Pontic flag and "leaderhead icon" (i.e. another flag) are inconsistent because of the colour change. This is probably true for the other civs that had a colour change.
 
I really don't like abbreviating city names- it just breaks the immersion for me. I can bear with stretching outside the bar for longer city names. Making the font smaller seems like a good solution to me.
 
perhaps you could make an RFCCW++... now with fully spelled out city names!!

the Greek city name function should really just be a 50% chance of Alexandreia, 20% chance of Antiocheia and 30% chance of the leaders name + the province
 
wow I just hit the exact same thing. too tired to figure it out til tomorrow. I was surprised how easy the territorial goal was on the larger map. I guess the extra moves really makes up for that. save your game if you want. I'm sure the change won't be save breaking
 
yes the Sungas are a different civ, same player, different civ. I found the problem, at least for my game. there is a provision for the Mauryans to become the Sungas if they suffer a moderate crisis. there were 2 issues: first, it shuoldn't happen to the human player, second, in either case (human or AI) you should still get the crisis.

I'd like to start the Mauryans without Currency, as it seems they didn't really have it in the classic sense until getting it from the Greeks. the will make the Mauryans harder, which is good. they really need Currency to run Wealth while conquering all those cities. I guess that would go for the Pandyans and Kalinkans as well.

I've added piety bonuses for doing a pilgrimage and for producing a great saint. the pilgrim bonus is 1 if the player is human and the holy city is domestic, 2 if the player is not human and the holy city is within the player's border provinces, and 3 if its far away. you get 3 for a great saint. the Armenian UB also gives 2 when built and Organised Religion and Religious Law each give 5 when researched. there are also now reduced bonuses for building religious buildings when you have no state religion, reduced from the state religion bonuses that is, not reduced from what they were because they didn't give any piety when built til now.

a couple more ideas for reducing starting techs. I like doing this because it makes the early civs more interesting to play imo and makes the early period more distinct.

currency was standardized across China by Qin Shi Huang so there is a rationale for making him research it rather than giving it to him.

have the Greek kingdoms and Carthage start without archery and add Cretan and other mercenary archers, as well as Balaeric and other slingers.
 
Yes, making archers rarer in the Greek world except for select mercenaries will add flavour to the early game and restrict defensive spam for civs that should either be conquering, or being conquered. No more turtling with archers.
 
I had couple more ideas for companies and merchants:

send a merchant/caravan unit to a tile with an appropriate resource or alternately a city with the appropriate company and he turns into a missionary/executive unit that can spread the company back to one of your cities, perhaps building a building that makes the company permanent in that city. there would be a merchant ship unit for the bulk trades (grain, fish) since bulk goods only moved by water then. this could be made to work with indy cities in some way as well, which I would like.

I think company headquarters might actually be a fun addition. they would just represent the premier world city for that trade. it might make for some interesting UHV races. founding one would require the company to be present in the city, an appropriate great person to build it, and maybe a tech.
 
That sounds like an interesting path. It looks like the beginning of a mechanic that would allow Egypt to be the granary of Rome, and other similar situations. Company HQs and some additional trade-centered buildings might give more value to prosperous Silk Road cities such as Merv, or make Alexandria (in Egypt) a Mediterranean trade hub. That could also give Carthage the early boost it needs, if it is a preplaced hub, and has to fight for its dominance.

Maybe the number of naval units can factor into naval trade dominance in some way.

Edit: Anything to make caravans more interesting than they are now. They aren't worth producing at the moment.
 
So here I have the city map, updated with the Chinese city names. There are almost no holes left to fill in only some small ones. In addition, most of the Dawn of Man texts are done, the rest will follow soon.

Some things from my Satavahana game:
The second goal with the missionaries doesn't trigger. I had 3 buddhist and hindu conversions done, but it said not yet.
Borobudur only costs 1 hammer, which is a bug I guess.
My vassal declared war on someone, so I was forced into the war too. Should this be possible? I guess this happened because of AIwars, since in the same turn, many DoW have taken place.
One reason why Satavahana can grow powerful is the control over those shrines. I could run 100% research with +70 gold per turn because I had the three Indian shrines. Maybe weaken the bonus from the shrines?
China is a complete mess. Most of time the Qin are collapsing as well as the Han, then the Nam Viet and the Min Yue begin to conquer the Chinese cities growing very powerful, while there is no actual Chinese dynasty present.
The Saba name in the score list was a TXT_KEY_DESC... at a certain point.
 

Attachments

I guess we need a shrine nerf. I will look into that and the other issues mentioned today.

edit:

shrine income halved and capped at 10

city names and dawn of man texts added

vassals should not declare war via AIWars.py

fixed one place where the Sunga message would repeat and fixed the spelling

fixed the python exception in Religions.py

loading the Stavahanas now to look into the UHV

I will write some kind of mandate of heaven type mechanic to help the Chinese AIs with their transitions

2nd edit:

Satavahana UHV fixed
 
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