RFC Classical World

I think the Uazali button problem has to do with atlased art, which I've never learned about and is merijn_v1's province.

the city name spreadsheet in the "reference" folder is now updated to the new map
 
I have a ideia about the UU of the Gojoseon: Hwarang acher like the UU of the rise of nation. The UB, maybe "other monument" of "family altar" like the UU of the zhou in RFC Asia or a Dolmen tomb?
 
The first Mauryan UHV is broken- Kalinga doesn't register (maybe because it's spelled Kalinka?).

Edit: Never mind, it checked correctly a few turns later.

Second Edit: I'm getting this Python Exception when I'm looking at the Financial Advisor. Note that most of the info on the Financial Advisor (all money/commerce and the religion stability) is missing.
 

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I have a ideia about the UU of the Gojoseon: Hwarang acher like the UU of the rise of nation. The UB, maybe "other monument" of "family altar" like the UU of the zhou in RFC Asia or a Dolmen tomb?

when I looked up "Hwarang" it seemed they were a feature of later eras than Gojoseon. and we really should be avoiding monument UBs now.

That city-name map looks awfully empty; do you need help on it?

yes please

SVN

Jin game crashes to desktop during autoplay.

Can load Roman spawn with no problem.

yes there is a rare crash. I have run the debug DLL as far as 80BC a couple of times but I haven't been lucky enough to encounter it with yet.

The first Mauryan UHV is broken- Kalinga doesn't register (maybe because it's spelled Kalinka?).

Edit: Never mind, it checked correctly a few turns later.

Second Edit: I'm getting this Python Exception when I'm looking at the Financial Advisor. Note that most of the info on the Financial Advisor (all money/commerce and the religion stability) is missing.

fixed
 
spies can now force capitulation of an enemy civ or force a human vassalization to a powerful AI in certain conditions, overriding the hidden factors preventing such actions normally.

the spy must be in the enemy's capital

to force a capitulation, you must have 5 times as many cities as your enemy and have the cities defenders outnumbered by a factor of 3 with and army 1 tile from the city

to force a surrender your enemy must have 3 times as many cities as you

in both cases all the vassals war/peace relationships change to match the master
 

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Huzzah! That's a wonderful addition, and opens up for all kinds of interesting UHV:s as you will no longer have to rely on the luck of vassalization if you have overwhelming force. I wish my thesis could write itself so I'd have more time to play this.
 
Yeah, it's wonderfull. :) Just try it, with the WorldBuilder.

An idea to improve it : add the possibility to rally an independant city at peace to our empire (with gold or force them to do so with an army near their city). But only in the core/historical/border provinces.

(edit) Played as Seleucids, again. 1st UHV ok. Had 3 periods of turmoil, then collapse to Syria/Mesopotamia right before the parthans spawn. Very cool and historical !!
 
I tryed to open the CityNameManger.py with both python and notepad and what I got was a matrix of names

Though there was some relation between various values (eg. 'Rome' was close to "Mediolanum' ) I didn't manage to understand how each name corresponds to a specific block on the actual map...

any clue?
 
I tryed to open the CityNameManger.py with both python and notepad and what I got was a matrix of names

Though there was some relation between various values (eg. 'Rome' was close to "Mediolanum' ) I didn't manage to understand how each name corresponds to a specific block on the actual map...

any clue?

Highlight the big block of text at the beginning (with all the -1's and city names), then paste onto a spreadsheet. You'll see that each little bit goes into the proper cell, and you'll be able to recognize the map.

Alternatively, you can just use the spreadsheet in RFC Classical World/reference.

The parts after it are just basically dynamic names (if this civ conquers this city, it gets renamed this, etc.)
 
So humans can become vassals now. Can they also break free of vassalage and does it require a war?
 
the implications of human vassalization to AI are afaik unexplored. I thought it might make an interesting survival tactic for some of the smaller civs or for anyone vs a very powerful Rome for example. I haven't had any time since I finished that feature and played a few turns just to make sure it worked. the vassalization doesn't appear in the list of agreements with the civ but you can break away by refusing tribute, as you can see below. I will probably just write a python method for breaking the agreement as so far I can't declare war on my master in the normal way. or perhaps its easily doable in the DLL.
 

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updated the Roman civil war triggers to the new stability system. works like this:

every 20 turns (starting 30 turns after Rome's birth, ending 30 turns before Byz birth, turned off completely if Byz is human):

base chance for civil war is 33% for unstable and 66% for collapsing, +1% for every Roman city

the first failed call and every second one after that is essentially a false alarm and has no effect, only setting up for a war on the next failed call

the Romans get their stability reset to stable at the end of the war.
 
Interesting, might have to try Romans, does the civil war faction have a war plan? Will it try to seize the capital? Or is it just independents that break away and sit around as you reconquer them?
 
The human player being a vassal is already possible with WB in regular BtS. It has no weird side effects. Sometimes the AI demands tribute, sometimes the AI rewards you with techs and stuff like that. There are minor other effects that apply to AI vassals as well, but in general it doesn't feel like a huge difference, except maybe the feel of a closer relation with one particular AI player.
 
it spawns a new civ, called the Roman rebels and led by Pompey. they take a semi-random chunk of the empire along with the units there and declare war on Rome. if either side takes a certain number of cities or if peace breaks out all the cities flip back to Rome.

you can improve your relations with Rome by declaring war on the rebels, but I'd like to fix it so that if the Rebels are winning when the war ends then they take all their diplo factors with them when they take over. they could at least take their war/peace relationships with them.

ultimately if we aim for and achieve something reasonably historical Rome ends up more or less alone in the Mediterranean for quite a while so this is intended to provide some fluidity, a challenge for the Roman player and an opportunity for the other civs. for example if the east splits away even for a few turns, its a perfect opportunity for Pontus or the Greeks to grab the cities they need without declaring war on Rome. you even get a diplo bonus for declaring on the rebels.

edit: just had a funny idea. as the Roman player, assuming stability is such that you know you are going to have a civil war eventually (and I'd like it to be that way) you would naturally keep a stack at Rome and minimal garrisons elsewhere, not knowing which cities may split and wanting to give the rebels the smallest army possible. soooo... why not have the number of units in your capital affect the chance of civil war (ie make it more likely)... or maybe a smaller chance, based on the number of units in Rome, that Rome goes with the rebels... hmmm
 
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