RFC Classical World

=| 1 turn after conquering the last Sungan city.
Spoiler :

sunga_respawn.png



The Sungan respawn is OP, considering it's only for the sake of the Tocharian UHV (pilgrims).
 
well the Sungas are supposed to be a counter to the Stavahanas as well.

it may not be working properly but the way it should not happen if you control Magadha and are stable. there also needs to be a minimum time that they stay dead when killed. if you go for Punjab and either Sindh or Saurashtra you will stay clear of them and the Sakas should stay dead when killed.

at revision 681. last one tonight. I will add in your recent changes tomorrow.

moved and added resources in Punjab, Gandhara, Sogdiana and Asia. particularly gave Taxila a copper, Ephesus a marble and made Buchara and Khiva/Urgench possible cities once cotton is revealed.

also sheep pastures provide 1 coin and 1 hammer to represent the cloth
 
Oh, and I shifted the "Alexandreia on the Oxus" city tiles east by one, to take a better location. https://dl.dropbox.com/u/4694633/city%20name%20map.ods

Edit: Random suggestions:

Try giving AI Ptolemy two Galatian Infantry in Cappadocia (well, in Galatia proper!), and maybe an archer/spearman. I tried this, and Egypt actually managed to gain a foothold in Anatolia as was historical, but it's not a guarantee (which is for the best). Anything to make Ptolemy less of a pushover, and anything to get that Antigonid respawn in Macedonia ASAP.

Sassanid UB should replace the foundry (the later-tech blacksmith).

Kalinka (Kalinga?):

UP: The Indian Maritime Empire: +1 :commerce: per coast tile.

UU: already done. (War chariot)
UB: replaces Lighthouse: Trade Post (+100% trade yield, up from 50%)

UHV1: Settle the provinces representing Sri Lanka, Burma, Maldives and Malay Archipelago by XXX BC. (No anti-Mauryan goal because militarism is over done and this more peaceful option fits in with the Jain theme. Military conquest can help fuel the colonization effort, however...)
UHV2: Be the first to research bulk trade, or adopt Trade Economy (same tech) (Kalinga/Kalinka was a maritime trading empire)
UHV3: Spread Jainism to x% (no time limit?)

Gojoseon:

UU: Bronzeswordsman: 6 strength, +10% city attack (no melee bonus), available with bronze working only. (weakens Gojoseon in the mid game, if still alive)
UB: Frontier Post (Barracks) gives visibility promotion (to be able to see the barbs coming)

Also, a perfect excuse to soften the Balkans early on (and give the successors, trying to move West, something to worry about!) http://en.wikipedia.org/wiki/Gallic_invasion_of_the_Balkans

---
aaaaaaannndd.....
Spoiler :

epic_rome.png


GOOD. JOB. SIR. :goodjob: (Pontus re-vassalized the next turn)
 
Rome always has troubles to conquer North Africa. :( No exception in my games.

And as Bactria a settler founds Khujand in Fergiana but it's Alexandria Eschate (same city as well).
 
Did another game as Ptolemaics. The 1st UHV text is now OK, I built the Great Lighthouse and the Great Library inAlexandria before 180 (hurry the Great Library with a great ingineer), but the game doesn't recognize the Great Library so I can't achieve this UHV.

Second and third UHV are ok now. Make Alexandria the most populated city is very easy, but for culture you have to switch from Tyranny (happy faces with garnison, -20% culture, no foreign trade routes) to Tribal law (-25% unhappy faces in war) or Vassalage, but it's too late imo. Without any switch, I fail versus Pataliputra by 200-300 culture. Finally, get the 7 ports is very easy in early game, but you have to hold it.

Play with this civ is much fun than I had expected before. A bit random with the 1st UHV because we need a great ingineer (about 40% to get one in Alexandria with this build ordrer : obelisk, library, harbor, great lighthouse then hurry geat library), it's OK to me but impossible to do without it. With my workers, I only build workshops all around Alexandria then switch to farm for the second UHV. The major threat is an early roman war... but after 180BC it's easy with city walls and some galatian infantry garnisons upgraded with shock.
 
Revision 682 updated the city map again, my changes are mainly China (still a lot of work to do) and three Dawn of Man texts. Added Crossphazers city name changes too.

EDIT: The latest revision seems to be broken. I don't know whether my changes made that, although I can't imagine that, since I only modified the Dawn of Man textfile and the citynamemanager.py ... The problem is, that I get a 'You have been defeated!' message as soon as I try to play a civ, that doesn't start from 320 BC... Sounds like something in the DLL?
 
"you have been defeated" usually means a python problem. do you have exceptions enabled?

I'm thinking maybe all commits should be done by 1 person (me). my version is working fine but I am now in the middle of more changes to the tech tree, starting techs and such. for now save your new content and I will revert the svn to 681, my last commit. then you can give me your content and I will add it.

fantastic performance by AI Rome! I'm very curious to know how many civil wars they had and if they stayed in Bureaucracy. one thing I can do with the Roman indy city conquerors is have them only occur in a province the Romans have no foothold in. so if the Romans get a GG and Pella, Rhodes and Cyrene are indy but Rome has Athens, Pella would be off the list and the conquerors could only land on Cyrene or Rhodes. for Rhodes I think there needs to be a provision for the fact that the AI seems to like to camp a unit on the non-city tile, preventing landing.

changes coming:

Horse Archery now only requires Archery and Horsemanship however those prereqs, along with Marksmanship and Horse Archery itself, are not tradeable. this is realistic since societies that fielded effective armies of archers or horsemen usually practiced those pursuits at a grassroots level among a significant portion of the population. the Parthians and Sakas will now spawn without Marksmanship or Marksmen. the Roman Ai will be discouraged from going for any of those techs.

other techs that require big, society-wide changes will also not be tradeable: Caste System, State Religion, probably Monarchy and maybe a couple of others that allow civic changes like Serfdom.

these changes will help keep archers and horse archers the speciality of certain civs and slow overall tech progress without increasing the costs of any techs.

another change I am experimenting with is having unhappiness and unhealth increase non-linearly with population. so the unhappy or unhealthy faces go 1-3-5-7 rather than 1-2-3-4 as population goes up. this is to balance the extra health and happiness from some resources like wheat and gold. I want to go a bit further with those bonuses, having salt and maybe spices give 1 happy and 1 health each maybe.

about the cultural portion of the 2nd Egyptian goal, it could be scrapped if it's just impossible to beat India. however, you could try making peace with the Seleucids, sending a Pilgrim to Parsa and build a Zoroastrian temple at Pelusion (or somewhere else where you can run the artist alone) and culture bomb Alexandria.

here's what the new tech tree looks like. once again I'm a bit amazed I made it fit
 

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don't worry, just save your new content and I will revert to 681 tonight.

great news about Rome. 1 civil war means they are staying stable so they must be staying in Bureaucracy. btw I don't know why rebel Rome is not getting any techs. they have their own list but for some reason it's not working.
 
no Roman civil wars if Byz is human since the Roman rebels are actually the Byzantines. I am mostly intending the Byantines to be played from later starts but I may also include some extra bits to keep Rome stable if the Byzantines are human.
 
A Byzantine player probably needs some guarantee that Rome will have at least some possessions in the East (after all, Eastern Rome wouldn't exist if Rome didn't have any East!). Arbitrarily keeping Rome stable if the Byzantines are human is probably the best approach, yeah.

I'll load up a Franks game to test Roman/Byzantine/Sassanid balance now.
 
Oh, that was it, I forgot to turn python exceptions on... Sigh, sorry, for messing it up! :(
@Crossphazer: Did you fix the file, that I uploaded with the China overhaul or was it an earlier version?
@srpt: Alright, I will post my files here, when I am finished with the things I am working on. And if you have a specific task you want me to do, just let me know, otherwise I will stay with city names and dawn of man texts. And greta work on the tech tree BTW :)
 
your computer must be faster than mine! a Frankish start from 320BC would probably take me over an hour.

in general I'm not too concerned with the results of really long auto-play sequences. I'm going to make 4 starting scenarios total like before.
 
everything is merged, fixed and up to date now as far as I can tell.

thanks again for all the work. the mod is really looking great.

the changes I mentioned earlier to techs and units are in now.

it doesn't seem like there's much point maintaining the city name spreadsheet. its easy enough to just copy the python to a spreadsheet to work on it.

@BlackWhole: city name maps, settler maps (none are done past the Kushans and the Greeks, Indians and Chinese have 1 generic map each), dawn of man texts, civilopedia text and building art are the things I never get to, roughly in that order. there's tons of placeholder building art. my hack job religious buildings for Jainism and Manichaeism aren't good.

1 thing I'm just not sure what to do about is Piety. I want it to be there and its great for UHVs but in this mod where there are almost no state religions for hundreds of years it doesn't really work.

the next thing I want to do in the DLL is make the settler maps follow the leaderhead not the civ. that way I can have all the civs I want in the mod. not all playable from every start date. you wouldn't be able to play the Vandals from the 320BC start but I still want the Vandals and 5 others (Visigoths, Ostrogoths, Lombards, Garmantes and Ghana) and that goes over 50 with the 3 re-useable non-playable civs, 3 indys and barbs. plus the Numidians, Sakas etc could have settler maps.

but thats for later. after everything is running smoothly up to near the end of the mod.
 
The file was fixed. Dictionaries should be working right. There's a link in the post where I said I fixed it. Next revision I'll take another look at the city name map and fix two or three things that are wrong or misplaced.

Edit: Also a report on the Franks game:

...something's wrong. Byzantines don't exist. All the barbarian pressure is missing. Rome is really at its peak, when it should be collapsing.

Spoiler :

OP_Rome.png



Edit:
Piety...piety... well, if you wanted to shift away from piety, you could turn it into Authority, or Legitimacy...this would be another measure of stability that would go hand-in-hand with the new stability system. It could measure more...direct factors, like combat results (wins vs losses), certain events, having a state religion (which may increase or decrease your authority/legitimacy i.e. God Emperor cult being killed by Chrisitianity), etc..

and the chainmail tech... it's currently a useless tech (doesn't provide anything or lead to anything)
 
I replayed the Romans up to the first UHV twice, because I'm probably crazy or something.
Hannibal does spawn and the empire stability fix gave me a civil war the second time around,
so I had a Palmyrene Empire on my hands to deal with.

Spoiler :
Civ4ScreenShot0005.jpg

I played the Antigonids to completion.
The third UHV isn't working correctly:
In the end I had the three wonders in Athens, Ephesus, and Rhodes, the two in Babylon,
and I built the Great Library in Ephesus and the Great Lighthouse in Rhodes.
For some reason the wonder counter only counted the two I built, so that also needs fixing.

I never touched Egypt, Rome took care of them; just saying in case you might want to raise the wonder goal to 8.
 
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