RFC Classical World

Good idea! It will breathe life into the Sahara! In terms of extra civs, I'd probably like to see something extra in the Greek lands (Greece, the islands, Anatolia...), and that's about all I can think of having reasonably. In terms of mechanics we can probably take this opportunity to get Roman conquests, civil wars, etc running even better than before. But seems like most of the "original" content will be fine and mostly sufficient. Hard to tell until we playtest it!
 
I'm also going to try this, quoted from edead's Sengoku mod's concepts section:

"In this mod, roads cannot be built and existing roads cannot be pillaged. However, roads are no longer needed to create trade networks, since resource access and trade routes work over any passable plot. This minor change is what makes it possible to have a relatively big map with over 50 players while keeping turn times fast."

I will still allow roads to be built. I think the speed increase comes from the game skipping the road network part of the calculation for trade.
 
srpt, so what you're saying is discard road-trade route calculations and road requirement for resources, but keep road building and pillaging in, yes?

Edit: Oh by the way, Edessa was founded by Seleucus I Nicator in 304 BC :) . Personally I don't mind bending history a little in the 320 BC start to set things up better for the rest of the game, so Edessa's existence in 320 BC is fine. It should probably be a population 1 or 2 city though. That or it could be founded by a Seleucid settler that would already be built along with the army in 320 BC (which could present the interesting dilemma of which city to found, as there seem to be some interesting "free" sites in Persia or Mesopotamia on this larger map).
 
well I unfortunately had to back off the dll conversion since I ended up with a crash I couldn't trace. so I just adapted the mod as it is to the new map. I'm finished with provinces and resources, haven't done settler maps or the city name map, but everything looks good so far.

roads only effect movement, they can be built but not pillaged

Edessa doesn't have to be on the map at the start. there's much more scope for different city placement now, so I will probably leave out some pre-placed cities.

the Antigonids will probably start with Tarsos as a fourth city.

since roads are not necessary for trade routes and the AI loves to spam them there will be far fewer of them on the map at the start. the Persian royal road from Epesus to Parsa is there and roads through the Levant, the Ganges vallley and the Yellow River valley but thats about it.

extra movement may be in order, still thinking about it.

tried to be conservative with resources and didn't change too much.

will probably add the following provinces: Andhra, Moesia, Han, Qiang.

counting the Indo-Greeks and Kushans there are 8 playable civs active in India plus 4 or 5 non-playble respawns. I think thats enough.

the Garamantes will be in. theres lots of room for them now.
 
No Silk Road? Also, I'll try to brainstorm on Western civs to see if we missed any "significant minors" in the region, but with the Antigonids and Pontus, I pretty much got everything I wanted. A case could be made for Epirus, I guess, but I'm not going to fight for its inclusion.
 
Is there any effective way to counter the Romans? For some reason as the Gauls I seem just about able to hold them off, but with several other civs I have just been steamrolled. Especially difficult for civs which need to fight them off for their Uhv, for example the Seleucids and (sometimes) the Egyptians.
 
the Garamantes will be in. theres lots of room for them now.

Numidia and Mauretania!

numidia.gif
 
Is there any effective way to counter the Romans? For some reason as the Gauls I seem just about able to hold them off, but with several other civs I have just been steamrolled. Especially difficult for civs which need to fight them off for their Uhv, for example the Seleucids and (sometimes) the Egyptians.

start giving them everything they want from the moment they spawn (saving gold before you contact them so you will have something to offer), constantly watch for good mercenaries, especially mounted units and naval units, be prepared to lose cities and wait for a moment of opportunity to take them back. control the sea if at all possible since everyone knows the AI is bad at sea.

the Romans are supposed to be very hard to resist, so I know that in this balancing phase playing against them has the potential to be frustrating and un-fun. please feel free to WB stuff if you think its unreasonable and just report the adjustments you made.

to recap the various Roman and vs Roman spawns:
Spoiler :
Code:
on declaration of war between Rome and:
    Carthage
        if Carthage is AI, they get Hannibal, with a smaller stack if Rome is AI
        Rome gets conquerors in Africa if AI
        Rome gets defenders if it is vulnerable
    Antigonids, Seleucids, Ptolemys, Maccabeans:
        Rome (if AI) gets conquerors if the civ has a city in a Mediterranean province
    Celts
        Rome gets defenders if it is vulnerable

all of these effects should only happen once each

another thought I just had is that this may be an opportunity to experiment with vassalization to the AI as a human survival strategy. in the early period the Romans prefered vassals to conquest, so it would be quite historic.
 
another thought I just had is that this may be an opportunity to experiment with vassalization to the AI as a human survival strategy. in the early period the Romans prefered vassals to conquest, so it would be quite historic.
Would be very nice. I've always wanted to play as a vassal state. But... can we undo this later ? Or we will be stuck as vassal forever ?
 
In some cases it is possible to tactically lure the AI to a place where it has a very large chance to lose a big part of the stack in combat. One of my favourite places is the woodland hill in the north west of italy, where Rome also gets an penalty for crossing the river. Often it's enough to bring some damage to the stack, because then you can take them out one by one. Another strategy is to use the Russian strategy of deliberately giving up a less important city. Since the AI tries to hold its conquered cities, the stack spreads and your chances raise. At the same time, never face the stack with a small amount of units. If the better defender gets hurt, the weaker can take his place and still do considerable damage to the Legionaries. If even that doesn't work: make peace, build some units to blitz and retake the city. The civs who trigger Roman conquerers are usually military civs themselves anyway so there is time and production capacity to prepare.
 
In some cases it is possible to tactically lure the AI to a place where it has a very large chance to lose a big part of the stack in combat. One of my favourite places is the woodland hill in the north west of italy, where Rome also gets an penalty for crossing the river. Often it's enough to bring some damage to the stack, because then you can take them out one by one. Another strategy is to use the Russian strategy of deliberately giving up a less important city. Since the AI tries to hold its conquered cities, the stack spreads and your chances raise. At the same time, never face the stack with a small amount of units. If the better defender gets hurt, the weaker can take his place and still do considerable damage to the Legionaries. If even that doesn't work: make peace, build some units to blitz and retake the city. The civs who trigger Roman conquerers are usually military civs themselves anyway so there is time and production capacity to prepare.
B
RFCCW learnt me not to worry about lost cities too much. It's always temporary. But it's always better to prevent than to cure. Always have some more units than you really need. With a few Triremes in the Mediterranean as Rome, you'll need to rebuild work boats every once in a while. With about 5 or 6, you'll never have to. Same story with barbarians in Iberia, Thrace and Carthage, just prepare a little more units than necessary and they won't hurt you.
 
Just wanted to say srpt, I've only recently discovered this mod but so far I am really enjoying it. Very interested to see how it develops. So far I've played as Carthage, Gaul, Seleucids and Egypt and enjoyed all of them, although I haven't managed to win a single UHV so far! Can anyone suggest any particularly fun/interesting civs I could try next?
 
I've found the Kushans to be action packed due to their placement. Can expand simultaneously into India, Persia and Central Asia.

Sassanids were also glorious when I found a start with a GIANT ROMAN EMPIRE. It was basically me and Rome ripping each other apart.

Abyssinia/Aksum is unique.
 
Yes, the Romans are supposed to be a near-unstoppable force. However, after you destroy their "spawn stack" (and perhaps another spawn stack from GG's stack), the Romans are easily defeated, and even conquered and destroyed, if you're willing or able to send units all the way to Italy. The Italian mainland simply does not crank out enough units to be a serious threat in the long term.

A fun civ? Antigonids or Pontus. Very militaristic, and "somewhat easy" to expand into an impressive empire. Bactria is also pretty nice, as well as Sungas.
 
I agree, Pontus and the Antigonids were lots of fun. The Celts are too by the way. Hunting barbarians in Germany with triple woodsman is awesome. If you want a less orthodox play, try the Tocharians. Not too much action but a very new civ experience. The Kushians and the Parthians are fun as well. And if you're really up to a challenge, try the Qin. If you want to read some strategies, the past 4 or 5 pages contain a lot of playtesting I did in the past month. I'm certainly not the best player but you may find some general hints on how to play RFCCW.
 
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