RFC Classical World

The Andaman Islands are part of the Indian Ocean province. Also, are you planning to eventually remove the Islands province? It does seem kind of like a placeholder right now.
 
Also, this python exception pops up every turn. No noticeable effects, but still...
 

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I also feel it is senseless to make the great wall so powerful that it keeps all barbs away. The great wall was more like a system of fortifications, and it demands troops to defend, otherwise it will never function. There have been times in the history when the central government had no money for the maintainence or the troops then the barbs stormed in somehow.
I think it will help if you enable Chinese dynasties to build a chain of forts along the fringe of the Gobi desert, which provides better defence if troops are sitting in. That's also more flexible.
And also, this system is a very expensive one. The Chinese dynasties should be allowed to make some extra money somehow (maybe by controlling porcelain/silk/tea trade, trade route by land or sea... ) to support the defence. Maybe some balance is needed here.
 
gave the Tocharians horsemanship and 2 horsemen at spawn. also gave Kashgar a flood plain to allow it to grow to size 4 and work all its resources.
 
Great Wall sounds like +x% defence against barbs inside cultural borders.
 
I've been swamped with music lately but I did have time today to make some small improvements:

the Qin, Han, Jin and Tang value Pepper, Cinnamon, Silver, Gold and Gems more highly in trade, hopefully this will enable the Tocharians and Pandyans to get Silk from them.

added city of Liaodong in 300bc in Yan province so its necessary for the Qin 1st goal, which will now be harder as a result. I'd like to add back the Great Wall graphic but somehow make it so the player will usually have a continuous stretch of territory from Changan to the sea when it is built.

fixed the Maccabean UP which wasn't working.

gave Christianity and Islam a 50% chance to purge some older religions when spreading.

the Arabs UP now purges Zoroastrianism, Buddhism, Hellenism and Manichaeism on city conquest

1 thing about the Great Wall graphic: if its built during the Qin/Han war, it will look weird. not sure how to get around that.
 
sprt, I think there is no need to reinvent the wheel with the Great Wall. It was around from the day one of Civ 4, and everybody just used to see it the way it is. Most people don't notice its presence but sure notice when it is absent ;) Just leave it alone and lets focus on forts and UPs...

Alternatively, you could save Great Wall for Ming -- as for Qin you could require to build certain number of continuous forts. RFCE++ Scotland has a similar UHV...
 
you can no longer massacre the disbelievers if you have no state religion or if your state religion is Jainism.
 
1 thing about the Great Wall graphic: if its built during the Qin/Han war, it will look weird. not sure how to get around that.

What if the Great Wall doesn't get built on your cultural border but in its historical place ? You'd build it anywhere (perhaps even as a project ?) and it would appear as it was in reality (only for Chinese civs though) ?
 
The problem is that as far as I could figure, the Great Wall graphics placement is handled by the exe and therefore not customizable. Maybe it's possible to trick it by temporarily changing the cultural borders when it's built, though.
 
Frankly, I am more interested in the cool features (like super forts allowing you to spread your culture on the plot the fort is built) rather than cool graphics. What is the status on Korean and other UPs? :shifty:
 
I have convinced the Chinese to trade their Silk so the Tocharian and Pandyan UHVs should be doable now.

also after getting repeatedly knocked back into the stone age by barbs as the Tocharians I added the +50% vs barbs promotion, available to all units with combat 1. may move it to combat 2 or require Military Drill if its too easy now. the promotion is called Discipline.
 

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fixed a bad unit art define for civs with Persian style units which made them unplayable.

added Indian and Chinese art for galleys and war galleys.

added the Vietnamese UU and UB from RFCA.

I have 10 UPs left to code and then all 38 playable civs will be complete, at least in 1st draft form. the remaining UPs to decide and code are:
Goguryeo (active forts)
Axum
Funan (river tile bonus)
Jin
Guptas
Franks (faster state religion buildings)
Chalukyans
Sri Vijaya (coastal city trade)
Tang (decreased distance maintenance)
Ghana

ideas for the blank ones are welcome
 
I have 10 UPs left to code and then all 38 playable civs will be complete, at least in 1st draft form. the remaining UPs to decide and code are:
Goguryeo (active forts)
Axum
Funan (river tile bonus)
Jin
Guptas
Franks (faster state religion buildings)
Chalukyans
Sri Vijaya (coastal city trade)
Tang (decreased distance maintenance)
Ghana

ideas for the blank ones are welcome

Before I start with my ideas ... would you prefer some unusual UPs or recycled existing once from different RFC mods?..

For Axum I have this idea -- every new discovered foreign coastal city adds 1 commerce to the capital. Will encourage exploration and will reflect the fact that Axum was a major player in the commerce between the Roman Empire and Ancient India. Potential exploit by building new (bad) cities and gifting them to AI may be countered by relative high settler cost compared with expected profit...

Another idea was that every settled Great Merchant creates a new trade route in addition to the existing regular bonus...

If those are hard to code the existing Butuan UP form RFCA will perfectly fit Axum...
 
Considering that Gupta rule was India's golden age of culture and science, something related to golden ages would be nice. Like +50% golden age length (or is there a civ with that already? not sure atm) or constant GP consumption to start GAs if you want to be unconventional (so that every GA needs 2/3 GP).
 
4 done, 6 to go:
Funan: Power of Canal Systems +1 food from farm
Sri Vijaya: Power of Thalassocracy +1 commerce and +1 hammer from fishing boats
Franks: Power of the Carolingian Renaissance: faster production of Christian buildings
Tang: Power of Bureaucracy -50% civic upkeep
 
Axum: Power of Seamanship Drill1, Navigation1 and Discipline for naval units
Goguryeo: Power of Active Defense enemy units in your core and normal provinces and in your cultural borders take damage each turn

note to those who are helping with the city name map: please make sure each entry has quotes("") around it and a comma (,) after it.
 
here's another way to get religions into your civ:

you may remember the resources associated with each religion (Buddhist Wisdom, Hellenic Wisdom etc) which are produced by Academies and Shrines and speed the production of the Great Synthesis wonder as well as adding happiness with the appropriate Cathedral. those resources now also allow the building of "Teacher" units, one for each religion, which are like missionaries except they cost more, have a smaller chance of success and can only be built one at a time.

also added Buddhism to Mathura and Ujjain at the start in hopes that the Mauryans will stay Buddhist long enough to build the Shrine and enable the Tocharians and others to trade for the Buddhist resource.

and added another slavery feature: slaves can be settled in cities for +1 hammer/-1 food. all slaves, settled or units, are set free (disbanded) if you switch out of slavery and if you capture a city with settled slaves in it while not running slavery they will be set free.
 
Are you sure +1 hammer/ - 1 food will be worth it to use? For city production purposes, getting one food from the citizens is about as easy as getting one hammer.
 
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