RFC Classical World

As usual, Rome, the Levant and Persia probably need to have balance reviewed and tweaked. India too, given the recent addition of a new civ. I also think China's last civ (Tang?) has a pikeman UU, which obviously can't be built since pikemen aren't in the game. Late game in the West is pretty uneventful except for the occasional powerhouse Sassanids.
 
re: the speaman upgrade path. having spearmen upgrade to heavy spearmen creates some problems. first, the Seleucids will upgrade all their spearmen on the first turn and then be broke and their units go on strike and they collapse. second, Pontus and Axum can't build their UU after discovering Military Drill. Gojoseon might get a unique spearman as well. while Im on this sort of topic, I've tried to have every civ be able to build its UU at spawn. Qin is, I think, the only exception right now, but I was actually thinking of starting them with Military Drill instead of Construction. that way they would build the Terracotta Army first and the Great Wall second, which would lead to a nicer graphic when its fixed (don't know why its not working, haven't looked at it in ages). I don't really think upgrading units for money even really fits the era. military tech changes slowly in this mod.

We it can be made so that only the generic spearman can upgrade to heavy spearman, and the UU don't.
However, doesn't this mean that the Heavy Spearman is available too early in general?
 
We it can be made so that only the generic spearman can upgrade to heavy spearman, and the UU don't.
However, doesn't this mean that the Heavy Spearman is available too early in general?

In my opinion, the unit tree needs a serious revision...cavalry is messy, some units last the entire game (like the heavy spearmen); early marksmen for some civs give a huge advantage, etc. I think we need to reconsider a lot of it.
 
here are my thought about units:

Spearmen represent cheap, quickly levied and trained troops. thats why they are chep and don't upgrade. this kind of force didn't change much between the Seleucids and the Franks, did it?

I realise I created a bit of a tangle having Horse Archery require Marksmanship. that is the reason Parthia starts with Marksmanship. If Horse Archery only requires Archery then it can be introduced later, perhaps by the Kushans or Sassanids.

the Heavy Horseman is necessary as a base unit for the Parthian, Bactrian and Armenian UUs. they cannot be Horsemen or they will not be effective against Heavy Spearmen, as they need to be. they can't be Lancers because that brings Lancers in too early. since this really makes the Horseman more like a Skirmisher maybe the Skirmisher should be out.
 
as for the western late Game:

need to ensure the Goths last long enough to challenge the Frankish and Byzantine goals

the Ostrogoths should respawn as the Lombards

Arab and Byzantine conquerors for the Moorish invasion of Spain and Belisarius in Italy, maybe tied to Great Generals to make them more random.

the Avars and Huns should both be spawning as barb civs. not sure if I mentioned this explicity before but there is a minor class of nomad civs including the Sakas, Hephthalites, Huns, Avars and Rouran. they are highly restricted as to what they can build (no settlers or workers) but can build nomad units without resources. I think it would also be fun for them to have a mechanism where there cities gain culture when they win battles.
 
It's possible that in one of my last revisions the art of some buildings/buttons are bugged. I uploaded all my updated XML files, but I didn't update the art files. The mod should work without it. It's only aesthetic. If there is an error, it will be fixed in one of my next revisions tomorrow.
 
Ah okay, I think I agree gameplaywise with the Spearman path. It just seemed inconvenient.

About Falxmen: true of course, but you don't want to build Noricum unless it's really really necessary. The less weak spots you have the better and Noricum requires Spalatum to have some sort of connection. Noricum also attracts barbarians that would otherwise go to Spalatum or Mediolanum so it's strategically not the best spot. Byzantium is more convenient and usually not too well defended especially after a barb wave.
 
Last one of this weekend: the kingdom of Meroe.

The tech goal wasn't too hard: a spy (again!) granted me contact to the other civs who wanted to trade techs with me. Luckily, Rome didn't have Archery yet as didn't the Celts, so one of them would be my trading partner: Rome it was. Second goal has become a lot harder since the impossibility to build mines on hills a long time ago. I generated a Great Merchant to get a Golden Age just before the deadline and with deficit food spending the goal triggered at about 100 to 75. The third and final goal was about the sixth gold resource. At first I hoped West Africa would be enough, but due to no trade connection (and barbarians) that didn't work. Second option was Saba. They were no threat to my Axum army and fell just before the deadline. Could be a bit earlier if I would have done that before the settler.

It was an unusual game by the way. The Seleucids resisted the Parthians and were on top of the scoreboard, with Ephesus, Antioch, Trapezus and Sur additionally under their control. The Satavahanas conquered India entirely, including the Mauryan area, the Pandyan area (who otherwise rarely get conquered) and the Indus valley.
 
you must control twice as many mediterranean provinces as all other major civs combined. also just fixed an error in that code while checking.
 
In this screenshot goal does not check, even though it should, unless I've misunderstood how it's supposed to work.

Spoiler :

claimed%20areas.png



Hm, with today's fix it works now. Nevermind.
 
In this game, Seleucids are a mega-empire, stretching all the way to India, while the Parthians are a northern Iranian rump state. Seleucids seems to do pretty well on average lately.


Edit: 3rd Roman Republic UHV, 5 Great People in Rome, does not seem to count Great Military Instructors, and also does not pass or fail in 50 AD. It fails (or passes) in 52 or 53 AD for some strange reason.
 
Nice mod! At first I didnt get the correct starting options when running the SVN but then I realized from earlier downloads that I had to rename the downloaded folder to "RFC Classical World" in order for the mod to work. Or was is "age"?

That could be added in the first post!
 
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