RFC Classical World

made some changes:

buffed Tibetan plateau quite a bit and gave the Tibetans a few more techs and moved their spawn off the peak.

moved 2 tiles in the north of Judea to Syria so Jerusalem's culture doesn't steal them from Tyre when Jerusalem is help by the Maccabeans (hopefully anyway).

Selective Breeding gives +1 food from pastures.

and the Tibetans get a further +1 food and +1 production from pasture from their new UP.
 
I've update the svn right now, and there is a big problem : no civs are on the map so it's a defeat at turn 1. Or the game crashes.
 
there was a problem with the 320BC map. fixed now.

played a Parthian game last night and the Seleucids stayed stable and were beating me in 100BC. they had a huge number of units.

I also played the Seleucids and this is how their stability went:

civics were +5 always
foreign stayed -4
cities moved a bit but stayed around -20
economy was good, anywhere from +30 to +45, this is what was keeping me stable, but it dropped about 15 points when the Parthians flipped their cities
expansion was -4 until the Parthian spawn, then went around -20

I looked through the code but couldn't figure out why expansion stability should drop like that under those circumstances.
 
You get a penalty for controlling cities in a civ's normal area when it's alive.
 
thanks Leoreth! my eyeballs were going funny trying to figure that stuff out.

perhaps that should be the Seleucid UP then: Power of the Diodochi: reduced Stability penalty for owning plots in another civs normal area while it is alive. poetic eh?

there was also an error causing a stability hit that was supposed to go to the Qin, encouraging the Nan Yue spawn, to actually go to the Mauryans. this was causing the Mauryans to go down like clockwork soon after the Han spawn and was keeping Qin alive, hampering AI Han and precluding Nan Yue. hopefully the Mauryan collapse will be a bit more varied now. I'd like them to survive once in a while.
 
Tibet is still the worst place to settle.
You should add some cow near Lhasa and an iron or copper in Tibet.
Tibet's chance to expand outside Tibet is zero.
The Tang Dynasty always expands first and Tibet's no match for them.
I simply quit my game because it's impossible for Tibet to have a empire of influence.
 
I did an autoturn game from 320BC to 700AD. It's only one game, but I think there are too much units. Early civs which can survive (like Rome) are huge monsters. I'll test more.
 
I'm quite sure you're right. we can adjust whatever we need to, including production for each civ seperately. if you look in GameSpeedInfos.xml, under Normal speed, <iTrainPercent> adjusts unit costs for everyone. the higher the number the more hammers required.
 
Ok srpt, I will make more games to see which civs - and which units - needs to be adjust. I guess middle tech units and late units for early civs.

Did you make some changes on celts today or yersterday ?
 
last changes to the celts were a few days ago: moved their spawn to Bibracte in 280BC. no change since then.
 
Hey, I've just downloaded your modmod and it's pretty good ! Right now I'm doing a Roman game (to get used to the spawns and so on), and the only problem I've found is that you start with bureaucracy but on the next turn it goes back to tribal custom which is quite annoying since your economy will be incredibly bad for very long.
 
sorry you weren't supposed to start with Bureaucracy. the non-playable Romans in the 220AD start have it and it got copied over by mistake. you do start with the tech for courthouses though. I think the key to Rome should be conquering at just the right pace, fast enough to get to the goal but slow enough to live off the city conquest money. anyway the balance is far from finished at this point so I appreciate you trying it out.

I think I will move the Military Economy civic to a later tech. this will help with the early unit spam. It may need its own tech since I can't think of an appropriate one to use.

and I'm working on a UP for the Seleucid to get them over the Parthian spawn without collapsing.
 
Seleucids : maybe lesser production, more stable. They are the key of the early game, like romans are later. They need to be reduced to Syria then collapse between 100BC and 0AD.

Srpt, finally you dont want to add +1stab to barracks for seleucids ?
 
I did add the stability to the Seleucids barracks. I also gave them a UP that reduces the stability penalty they receive from owning cities in others civs border provinces.

I just tried a Parthian game. the Seleucids were very powerful and threw lots of units at me. they were unstable and collapsed in 71BC, which is an improvement. I will reduce their production a bit, increase the stability a bit, and keep trying.

right now the military economy civic is unavailable. I will put it back later tonight with its own tech.
 
lowered overall unit production by about 15% and Seleucid unit production by another 15%. increased the Seleucid stability buff slightly and I have now seen them stay Stable/Shaky right through the Parthian spawn. I think between 100BC and 50 BC is the target for collapse.

I'm not sure if the stability buff should be a UP or just a hidden thing for the AI only. it might be more fun and suspenseful if the player got the stability hit.
 
Played some games to see how it's going. -15% prod. is good for all civs, at least in early game (didnt test after 50BC). Now Seleucids are quite fine, but add again -15% prod is a bit hard. With less units there are more wars (in Syria, the cities are conquered, lost, reconquered... I like this) but it's more vulnerable, of course. And lose a city always hit hard the stability. Seleucids can lose more cities now, but still collapse too early. But you are close to find the good way for them and all the early civs.
 
The Nan Yue Civ color is exactly the same as the Tocharian Civ color. Suddenly, it seemed that a Chinese city flipped to me, but it appeared a Nan Yue city. The cultural borders are connected. An easy solution for this is to change the civ color with 1 (of a range of 255), or to change the color altogehter. Since it is a strategic move to conquer an early Qin or independent Chinese city, I think a change is necessary.
 
Some feedback for my Roman game :
It's year 7 BC right now. First goal was fine, second goal almost done (but I'm doing it on viceroy). Got engineering long ago, so the 3rd goal shouldn't be a problem, but this is viceroy so it's all right. Just wanted to mention a city name missing in southern arabia for Saba, between the gold, the incense and the camels. Also I had a quest about greek fire, telling me to build several war galleys, I can't remember the number required but I've build 14 already so I think the quest is bugged.

Edit : oops, the quest was about great galleys, not war galleys... Well, now I've got a navy at least.
 
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