RFC Classical World

Okay, I've done the city name map for Hispania and the Balears. Default name is Roman. I've put alternate Punic, Greek, Celtic, and Visigothic names, where applicable. Sorry, no Arabic names (at least for the cities I added). There's also a renaming part for each city with an alternate name for the Romans.

You would not believe how long this took.

If you ever get around to it, could you add rivers to the reference city map spreadsheet? It'll make it a lot more convenient later.
 

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Maybe have it so that keeping garrisons in a border provinces reduces risk of secession of that province in a civil war? For example suppose you know a civil war is coming and decide that Gaul is important to you, so you heavily garrison it, then Gaul doesn't flip in the civil war, only Spain does.

It would make the human player prioritize the provinces that are important to them, and focus on keeping hold of them with garrisons.
 
thanks for the city name map!

a minor crisis is anarchy plus revolts in provincial cities

moderate crisis is longer anarchy plus rebellions (flips) in provincial cities

severe crisis is collapse to core

terminal crisis is full collapse
 
I really like the new Stability mechanism. It seems more realistic than the vanilla RFC mechanic but also less complicated. This is a great revolutionary step in the history of RFC mods.

Glad that Hannibal event is removed. It is arbitrary and ridiculous. I set up two stacks of defensive units in Northern Italy before I dared to declare on Carthage as Rome.

A note: It seems all Corporations will only ever give +1 yield/commerce. Is this intended? Perhaps you should tweak them a little bit.
 
I updated the svn to try the new vassalage system but now my GUI has disappeared!!!

I pressed alt+i but nothing happened! any thoughts ?
 
Here's an edited version of the city name map (I forgot a couple of apostrophes in the first one), along with a few more Celtic, Visigothic, Punic, and Latin names, and a whole host of Arabic names for Hispania. Note that all the cultural names are new; the ones in the other sheet are not included here.
 

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I think I committed a version with a python error a while back, which would be the reason for no interface or losing at the start. anyway it should be good now.

corporations have been buffed. I hadn't looked a them in ages and I think I misinterpreted that the bonuses were integers. anyway they provide mostly 0.25 levels bonuses per resource now.

DC123456789's extensive city name map contributions are in. thanks again.

yes as before in full collapse the player keeps his capital.

and yes I'm really happy with stability. aside from being far simpler to understand I think maybe making it more dependent on events in the game (because stability checks can only be triggered by in-game events) and having many of the effects of stability (happiness or unhappiness, anarchy, revolts) felt through regular BtS mechanics rather than a new one (fragmentation to indys) has made the whole thing seem more like a part of the game rather than an almost separate game going on in the background.

and I didn't turn off Hannibal. I don't know what happened. I always enjoyed him. I always lost a city, once I lost 2, but I always came back. legions are so powerful and I wanted there to be some challenge for the Roman player. as it is Carthage is one of the worst performing AI civs and I wish I could get them moving a bit. can anyone maybe suggest a leaderhead personality to try there?

also I know the Numidians are not working. I need to come up with a better way for those minor civs (Numidians, Sakas etc) to found cities when there are no cities in their spawn zone. right now Carthage is consistently founding Hippo which makes Cirta (Numidian capital) awkward. I will fix it soon.
 
Once, when Carthage founded Hippo Numidia spawned around where Rusadir was supposed to be, but it got named Antiochia for some reason. They didn't use their other 2 settlers. Also, Vietnam/Au Lac founded a city 2W and 2N of Co Loa that was named Ptolemais. :huh:
 
some civs have generic names for spots that don't have a name, Alexandria and Antiochia for the Greeks, Tigranakert for the Armenians, Ptolemais for Egypt, but I don't why those civs (numidia and Vietnam) would use them.
 
Carthage has a lot going against it, as the AI:
1) No land route to any civ except Egypt, a far away land Carthage has no interest in. Civ IV AI is notoriously terrible at navies as we all know. I'd say give AI Carthage a bigger navy, as it can lose to the Romans from the start!
2) Every Carthaginian cities takes a very long time to get going, especially production-wise. This is worsened by the fact that the AI doesn't know how to handle barbarian incursions properly and loses crucial improvements constantly. The solution would be to drastically turn down the barbarian spawn rate in Hispania and Africa. We have the "Numidian Independents" to represent the "barbarians" of Africa, and Hispania was not nearly as notorious for its "barbarians" as many other Roman provinces or bordering regions.

Some additional solutions:
3) Take the fight to Spain! Both Carthage and Rome have direct land access to Spain. Have them fight there. If Hannibal spawns, let me him in Spain and make his way up the alps himself. If Carthage loses Spain, it sets the stage for a Scipio Africanus event.
4) Make Syracuse a battleground. Some activity in that area might spice up one of the most uneventful provinces in the entire game.
 
Hispania was not nearly as notorious for its "barbarians" as many other Roman provinces or bordering regions.

The Celtiberian Wars, the Numantine War, The Sertorian War, Virathau's Rebellion and the Lustanian War the Cantabrian War were all fairly bloody conflicts with plenty of guerrilla warfare.

I think there should be something to give the Romans a bit of challenge in taking Hispania.
 
those are good ideas. I know what you mean about Sicily. it was so important.

boats could be cheaper. it favors the the ai because once you have enough boats, having more doesn't help the human player, but having swarms of boats would probably help the ai.

a few times since I started this mod I've thought about trying to make harbors work like airports, and always stumbled over not knowing how to prevent unrealistic things from happening, land and sea wise. thinking about it now though its really just the suez ithsmus and I think you could just say that there was a canal of some kind there in antiquity and if a player has harbors in Alexandria and Berenice but no city or fort at Pelusion they should still be able to ship units through.

you could maybe even use the paradrop ability if you could eliminate the animation and have the units just appear. have the ability available to all units with a range of about 6-7 tiles landing only on coastal tiles.

maybe these ideas should be tried.

edit: there was also the "ferry route" as a water improvement that was talked about for RFCE. was there a reason that wouldn't work?
 
Do it like in PAE. Have a special cart unit where 1 ship can be loaded onto it. The cart can then transport it over land to the other side where it unloads it.
 
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