RFC Classical World

I'd also take a look at the Sunga respawn. They seem to respawn very shortly after collapsing (as I've noticed from the endgame score statistics), and they often get a sizeable army, either from the respawn itself or by other means, making conquest by any other Indian AI civ quite difficult.

Also, nice ideas for the UPs, they fit the civs and the playstyle of each.
 
I don't think so, at least I can't recall any. I had the python file open for some turns but I didn't touch it. Tomorrow I go to my parents so I have to use the laptop, I'll see if that makes any difference. It shouldn't, but you never know. If my assumption is right I should be able to recreat the situation and in that case I post a savegame just before 50BC.

If you are using the SVN, it's very easy to see if you (accidentally) changed any files. When you change a file, you'll get a red ! on it's icon. But also the complete path to the folder of the mod will get a red !, so you can see that there are any changes. If it's a green wink, you didn't change any files.
 
I noticed that too. no idea why they do that.

there are 11 Academies and they each require a religion. was there a religion in the city where you were trying to build an academy?
 
nah, I sent pilgrims to china to get conf. and taoism and when they returned and spread the religions, I couldnt build their academies
 
Oh by the way, I saw the new art for the Iron Pillar. I've seen the real thing; it's just a big featureless iron rod.

Do religious shrines count as world wonders? The Temple of Solomon does not seem to be counted by the Antigonid UHV.
 
Oh by the way, I saw the new art for the Iron Pillar. I've seen the real thing; it's just a big featureless iron rod.

I know that. I searched for some images on google to know how it looks like. As I don't know a proper artwork for it, I took the Qutb Minar and reskinned it. (funny fact, the Qutb Minar is in the same complex as the Iron Pillar nowadays) I took the Qutb Minar because it looks the most like a pillar. If you know a better one, please say so.
 
I know that. I searched for some images on google to know how it looks like. As I don't know a proper artwork for it, I took the Qutb Minar and reskinned it. (funny fact, the Qutb Minar is in the same complex as the Iron Pillar nowadays) I took the Qutb Minar because it looks the most like a pillar. If you know a better one, please say so.

Yeah, I recognized the tower so I was just making sure there wasn't some sort of mix up because they are indeed in the same place.

Edit: I don't think the Antigonid UHV condition counts any religious wonder. It's still possible to win by building great lighthouse + colossus + iron pillar (Pyramids, Temple of Artemis, Gardens in Babylon and Parthenon prebuilt).
 
the button at least is an actual photo of the top of the pillar.

here are my ideas for playable Ostrogoths, Visigoths, Vandals and Lombards UHVs and a couple of UPs

Ostrogoths
build a palace and mausoleum in rome (mausoleum of theodoric, 520)
friendly relations with 3 Christian civs incl Byzantium without declaring a state religion(Theodoric tried to maintain his sub-imperial status despite remaining an Arian)
control Italy, Illyricum and Dacia after repelling Justinian, the Avars and the Lombards
UP diplomacy bonus

Visigoths
50 piety and 20 stability 600ish
discover Jurisprudence by 650 (Liber Iudiciorum, 642)
control Spain, Italy and Western N Africa after repelling Justinian and the Arabs
UP ?

Vandals
control 7 ports in 600ish
sink 20 ships
have 10,000 gold in 600ish
UP faster production of ships

Lombards
build a national epic by 790 (Historia Langobardorum, 787)
we love the king day in all cities (Liutprand was very popular)
settle 1 great prophet in Rome (representing control of the papacy)
UP ?

re: Antigonids' 7 wonders, theres also Archimedes Workshop(Mathematics) and the Colloseum(Engineering)
 
How about Numidia? It fits the close packed action of this mod and they can serve as rivals of Rome and Carthage. And later the Arabs and Moors if they last that long.
 
yes numidia will probably make it too. so far I have always liked the mod more when I add more civs. I know some people won't agree. if people want it I'll just allow civs to be disabled.
 
Hey srpt, just a couple quick question, I don't have this mod installed ATM:
How big is the RFCCW map exactly?
How long is your timeline (in turns)?
Does your mod run smoothly with 41 civs even in the mid- and endgame?
 
the map is 116x54. the end date will probably change a little but right now the timeline is 750 turns. the mod is not especially fast, part of the reason for 4 different starting maps, but its very stable. the only CTDs I or anyone else have ever encountered, afaik, were from missing art defines. I have never played all the way from the beginning into the late game, so I have never really loaded up the map up with huge amounts of stuff. many of the 41 civs are very small and quite a few never need to grow beyond 5 cities or so. also I'm sure there are never anywhere near 41 civs on the map at once.
 
Thanks!
Also, can you give me a wild guess how many cities are there on the map in the second half of the game (on average)?
Don't bother with tests or anything if it's too hard to answer it right away, but if you can give a very rough guess that's already great for me
 
Today I loaded a Byzantine start on my pc (about 420 turns IIRC) in 11 minutes. I think about 25 to 30% of the map is actually habitable since the empty zones in Russia, Tibet and Indonesia are quite big, although the latter two may be settled in the late game, I have never played beyond 330AD and it has been a while since I loaded a 320BC Frankish start. In the Egypt game I'm playing now there are about 85 to 90 cities in 113BC, but the habitable area is almost full. Funan and Japan are still empty, the Khazars and Tibet haven't spawned yet, but I don't think a normal game exceeds 100 or maybe 110 cities as late as 600AD.

What also speeds up the game I think is the number of units. This is because of two reasons: the first is the impossibility to build mines on hills. I can remember me actually opposing (did I?) this change, at least I wasn't much in favour of it. However, I like it now. Egypt is developed very quickly but slaves have a second use, to rush buildings and stuff so you won't just delete them. The second reason is the relatively small size of each civ. Units are always near their borders, so when the AI needs to use them, they can. They are never sitting in an in-land city that is so far away from action that the devensive stack is never used.
 
give the Byzantines some love :(

I am playing an Antigonids game so I could shape the old world as I like and then switch to the Byzantines when they spawn..

And though all other city flips have occured in my game when the time for the Byzantines to spawn comes, they spawn in Libyan desert ,far away from Constaninople and when I continu the game for some turns no city flips to them. This happened both when I was the Antigonids waiting for cities to flip and as the Byzantines (after switching to them) waiting for cities to come to me..


update: I reloaded the game several times, they seem to spawn at random locations outside my borders (they just spawned at modern Bulgaria) but Constantinople never becomes Byzantine when they spawn

update2: I used WB to erase old byzantion and make room for the Byzantines to spawn, and they did. I switched civs, waited for cities to flip and - Cities in the area have surrendered to us- Great!
wait.. where's Athens? Pella??? Ephesos??? The pontus???? no of em flipped, only Caralis in sardinia lol!
 
wait.. where's Athens? Pella??? Ephesos??? The pontus???? no of em flipped, only Caralis in sardinia lol!

Did Rome have any holdings in the east?
In my experience, Byzantium only flips Roman cities in the East.
And Caralis for some reason.
They never flip their core provinces either.
It really makes the Sassinids very enjoyable when you don't need to worry about the flip.

If Byzantion wasn't Roman, that might explain the odd spawn locations.
 
nope, none at all!

as I wrote, I began as the Antigonids to shape the world as I wanted. This means that both the sassanids and the romans were weak compared to an auto-wait game!

perhaps you are right, maybe the flip occurs if the cities are roman
 
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