RFC Classical World

silkworm stealing is in the svn.

spy or great spy must be on a foreign tile with silk and a plantation and have the crop rotation tech. the silkworms appear as a promotion. when the spy is back in your territory, on a plains or grasslands tile with no feature or bonus, you can cultivate the silkworms there, creating a silk resource.

the Byzantine gold goal is replaced by silkworm cultivation.

Having problems with the silkworm mechanics. When playing a Byz I sent a spy to steal a silkworm from the silk near Shu. The spy was then detected the turn after I got the Silkworm promotion. I sent another one, but now I don't have the option to steal silkworms from that or any other plantation. Is there any way to achieve this now?
 
hey guys I have been out of town a bit but I'm back and should be able to fix some stuff tomorrow. great that people are enjoying the mod!
 
Having problems with the silkworm mechanics. When playing a Byz I sent a spy to steal a silkworm from the silk near Shu. The spy was then detected the turn after I got the Silkworm promotion. I sent another one, but now I don't have the option to steal silkworms from that or any other plantation. Is there any way to achieve this now?

Yeah, once you do it, you cannot do it again. This happens whether you fail or succeed in stealing the silkworms.
 
I came across a rather nasty bug (hope it is a bug)
I call its "vanishing Religions".
Just played as Gupta and was able to have almost all Religions in my Capital Pataliputra (excet Taoism and Konfuzianism). Then I noticed that The Holy City for Buddishm jsut vanished. I had the Mahabodi in Pataliputra but the Religion left the City. Then I noticed that upon spreading Islam to one of the Sassanids cities all the other Religions in it, Zoroa, Mani, Christianity just vanished.
 
I came across a rather nasty bug (hope it is a bug)
I call its "vanishing Religions".
Just played as Gupta and was able to have almost all Religions in my Capital Pataliputra (excet Taoism and Konfuzianism). Then I noticed that The Holy City for Buddishm jsut vanished. I had the Mahabodi in Pataliputra but the Religion left the City. Then I noticed that upon spreading Islam to one of the Sassanids cities all the other Religions in it, Zoroa, Mani, Christianity just vanished.

This is definitely not supposed to happen with holy cities, but with other religions, sometimes they "replace" local religions. For example, Christianity will rid the city of Hellenism, and Islam will replace Zoroastrianism, Hinduism, etc.
 
I'm getting the same thing with religions while playing as the Pandyans, Buddhism just can't seem to stay in a few of my cities as it just disappears about 15 turns after spreading there.
 
I tryed a Gokturk 500 AD game.

1st goal checked OK
2nd goal was supposed to be : control 15% of the world, but in game, in the victory conditions screen it said I only needed 7%

then at 750 AD 2nd and 3rd goal didnt count as OK though I have fulfilled the requirements
 
Yeah, once you do it, you cannot do it again. This happens whether you fail or succeed in stealing the silkworms.

I guessed that might be the case. In the end I used World Builder to add the promotion to a few spies once I'd moved them on a plantation, and one of them made it back home!

The Byzantines make for a good game, but I did find them very easy - once you get peace with the Sassanids you are free to grow at will with little competition, and once you make it to Blast Furnace your production goes through the roof so you can easily build a massive army and conquer the territory you need at will - it helps that the only civs you need to fight are the Sassanids and the Vandals. Becoming a saint is also very easy with the amount of cities you capture and the number of churches and monasteries you build.
 
I played a game as the Celts: pretty easy because I could damage the initial Roman stack by simply putting some axemen replacements on the pass near the Alps. Once the AI suicides into you (it may take some turns and some moving around), simply grab the barely defended cities. It is important to take them out entirely because the Romans have incredibly annoying bonuses, like spawning Legionaries everywhere. One thing that particulary annoyed me was when Carthage asked me to declare war on the Romans a second time. I accepted and suddenly Rome was Roman again with three Legionaries in it. I think that should not be allowed, nor should the other bonuses apply once Rome loses it's capital for long enough or when Rome suffers a civil war. Especially the latter sounds fair to me.
 
here is the list of bugs I've gleaned from the preceding pages. please let me know if I have missed anything:

Roman defensive Legions when Rome is dead

Spalatum is on the sheep

no mercs in late game

Antigonid goal 3

Roman Empire territorial goals

Gokturk UP display and territory UHV

Silkworms

@Wessel: thanks for putting the mod in your sig, thats a huge compliment.
 
Some bugs or variations on bugs you've missed:

Defensive legions spawn in Rome when Rome is no longer held by the Romans. The city immediately recaptured by Rome and "other" civ's defenders in Rome are displaced.

Holy city religions disappeared as mentioned by Raijin, as well as other odd religious disappearances (some I assume are expected and are a feature).

And that's all of it believe...
 
There's a naming error when the Celts found a city in Bavaria, gives CITY NAME MISSING something something number
 
fixed the Roman defenders spawning when Rome is not controlled by the Romans. I should say the reason for this feature is to prevent the Celts or Carthaginians from achieving their goals with sneak attacks on Rome. its also very historical. the Romans were well known for raising large forces quickly when they felt threatened.

the Uazali (Pontic UU) now upgrades to Heavy Infantry so you can research Military Drill and still build them.

fixed the errors in the disappearing religion code. there are 2 functions that do this.

the first function is a sweep of all cities with certain religions at certain times. it was sweeping all cities every 9 turns and had a 30% chance of occurring. now it sweeps all cities every 15 turns and has a 20% chance of occurring, and will not occur in the Holy City of the relevant religion.

the second function occurs when the later religions spread to new cities. in this case I just disallowed the effect in Holy Cities and left the chance at 1/3.

split the difference with the Gokturk 2nd goal and put it at 10%.

fixed the silkworm stealing. the mission can be repeated and multple spies can carry the silkworms at once.

made the Sassanids hate the Byzantines more. hopefully they will give them trouble.

Taxila should be easier for the Bactrians to take. there was an old bug inherited from SoI that caused the Independents to disband units and I had added code to give the city extra defenders on the human Bactrian spawn, which I forgot to take out when the bug was fixed.

@ Crossphazer: you said that when you achieved the 3rd Antigonid goal the second one failed? I can't find an obvious error in the code.

split the difference with the Gokturk 2nd goal and put it at 10%.


@Freethink: in the game you described (the one in which you took Kashgar and then got stomped by the Kushans) were you Bactria?

I was looking at the silkworm stealing code and had an idea. its a bit elaborate but I think it would be fun:

allow great merchants in foreign cities trade for a local resource, return home and build a building giving that resource. it probably wouldn't be too hard to get the AI to do it too. this could take some of the randomness out of some of the log distance trade goals like the Pandyans, Carthaginians etc.
 
I managed to win as the Tocharians yesterday. It was pretty easy, enough time to reach all goals. I could have won in the BCs, though I had the lucky event that the Sungas spawned, took Pataliputra and I had some free barb kills left so I could take it with a Javelinman. This gave me a lot of money and a simple way to creat missionaries. I created some pilgrims but I didn't need one because Buddhism spread to Khotan pretty early. Spies are very useful, since they can walk through enemy lands. I managed to get the OBs goal very early (I had 11 when I won in 35AD) but I had to find a way to get to Saba to find Incense. With spies this proved to be much easier than expected. Also, buddhist wisdom is something the AI loves very much. Not only did I get silk from the Han, they also gave me pig, wheat (!) and some gold per turn. I don't think it should be valued that high, even if the AI has the religion. Defending against barbarians was not too hard, I put some Tarim bowmen and spearmen on a hill near the road to China. I took Samarkand once the Seleucids were weakened which was a bit harder to defend against barbarians. This is appropriate IMO, they should pose a challenge to the civs that are meant to take the city, which they do. Parthians were a bit of a danger but I gave in every time they asked for tribute. Fun game, good amount of action you'd expect from the Tocharians.:)
 
So about the Religion thing.

At which point do religions leave a city? Even when there is only one? Or when you have more than x in a city? And can my State religion leave or is at least that one save?
 
after 100BC Buddhists in India will convert to Hinduism if Hinduism is in the city. Zoroastrians, Manicheans and Hellenics will convert to Christianity or Islam if those religions are in the city. I will add an exception for state religions.
 
allow great merchants in foreign cities trade for a local resource, return home and build a building giving that resource. it probably wouldn't be too hard to get the AI to do it too. this could take some of the randomness out of some of the log distance trade goals like the Pandyans, Carthaginians etc.

Definitely agree with this. Carthage pissed me off no end with the resources - every time I secured pepper, cinammon or incense the civ holding it would collapse or someone would DW and block the trade route. I ended up having to get fur by settling near Germania, honey from conquering Dacia and cotton from conquering Hebrew Egypt, which also secured my link to Saba for incense. It was fun in the end, but not exactly in keeping with the spirit of the goal!
 
The Zorastrian missionary for the Sassanids has a purple screen for it's unit image. When I spawned the Roman Empire was going strong owned all of Europe, and most of the Middle East including Mesopatamia, Persia was all independents. The Satavanth's controlled most of India. Makuria controlled Egypt. North Africa was devoid of cities. Kalinga was still alive. China, I think it was the Han owned a few scattered cities with mostly independents.

I spawned and attacked Rome. Had a fantastic bloody war. It was great, really felt like one of the real Roman-Sassanid wars, went back and forth.

Also ust played the Selecids. They're a beast in the hands of a human player. I took Tyre, made peace with the Anitogonids and conquered Ptolemy entirely. Then fixed the finances (starts with large defecit) by building marketplaces, the royal mint and infasttucture. Planning to invade the Antigonids, Pontus and Greece. Bactria spawned but I took back Antiochia Margarina and left Bactria as a meat shield.
 
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