RFC Classical World

They automatically flipped everything in Deccan and Avanti, like they're supposed to. There was no popup asking what I wanted to do with the flip.
 
fixed that python error in DynamicCivs. hopefully that was what messed up Parthia.

nerfed the Satavahanas more and had a fun game with them. took 2 techs (currency and masonry) away from them and also removed 2 starting UUs. got the 2 shrines quite early since the Sungas had built the Hindu one so I only needed 1 great saint. SE Asian missionaries were no problem. I changed the culture goal to 12,000 in 50AD. I think its challenging. the Parthians did spawn in that game.

raised the great general threshold

buffed settled great people a little

I realised that you build a city adjacent to a cottage and I didn't want to mess with that so you can build cottages next to cities again, just not next to each other

@DrZomboss: not using a gamefront server. I just checked the download it works.
 
Japan: only UHV 1 is displayed in the victory screen.

Should Japan start with horticulture, or horticulture+calendar?

Also, Japan's capital is founded on top of Rice. This is wasteful. Either Japan's capital should be shifted one tile west, or the rice ressource should be shifted one tile west.
 
Also, still as Japan/Yamato: paper and stirrup by 400 AD? I don't think that's possible... Paper is one of the last techs on the tree, and Japan doesn't have all that many starting techs. 150 years from Successor-level (or equivalent in beaker) techs is...difficult.
 
fixed the Japanese victory screen and gave them Horticulture. their UP is faster research of techs known to their neighbors so they should be able to catch up. stealing techs should be part of it as well. I will give them more techs if need be.

added Pontus to Rome's normal regions

it seems like you guys don't have python exceptions enabled. that would have told you (and me) why Parthia didn't spawn. the tag is in your CivIV ini file. let me know if you can't find it.

Cetrix can you post a save before the crash?

I don't know why you didn't get a popup as Kalinka when the Satavahanas spawned. I will try to play them soon.
 
trade across coast and land tiles is automatic. for sea you probably need a tech. maybe a non-open borders civ is blocking the coast route?

I checked the Sea trade tech is Astrolabe. thats a bit advanced. I'll move it to Stern Rudder.
 
Maybe it's the independents along the coast.
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Sassanids having trouble conquering Parthia, Arachosia, Margiana from Kushans (at least in the 220 AD start). It halves the power of their empire, limiting the threat they pose to the Romans.

West Rome going into total collapse outside of Italy at their first crisis (220 AD start).

3 kingdoms and India seem to be working out okay.

Edit: post-Roman "barbarian kingdoms" seem to be working well, except for the Ostrogoth spawn, who had moved their troops out of their capital at spawn, and got destroyed by a stray barbarian horse archer.
 
well the sea trade thing definitely gives Stern Rudder more value as a tech, which I like.

not sure if I mentioned this before but the game prints a log of every stability check, human or AI if you enable logging in the ini file. the log prints to C:\Users\samuelrpetite\Documents\My Games\Beyond the Sword\Logs\PythonDbg.

I'm still thinking of "no stability checks from losing cities to barbarians" as the best effect for Trajan's Column and "all Chinese provinces treated as core" for the effect of the Chinese stability wonder, which could be called the Mandate of Heaven. only the Han really need something like that since the others don't have to last that long and with the AI 3 kingdoms I'm not too concerned what happens as long as someone survives.

perhaps the Sassanids should not start at war with the Kushans. the Kushans should collapse to barb pressure not too long after 220AD anyway.

next major project is making the Goths and Vandals playable. I will probably move the Tocharian spawn date when I do that.

that stupid bug about vacating the capital! hmmmm...
 
If the Ostrogoths had one more turn, they would have conquered cities in Italy and been okay. You could delay the spawn of their settler in Pannonia by one turn. Shouldn't be a problem when you make them playable.

Those effects for Trajan's column and the Mandate of Heaven make sense.

Kushans are a bit too resilient to Sassanid efforts. Sassanid revival mainly consists of their flip and little expansion elsewhere.

The Sassanid situation is a bit difficult, as Byzantines have good land and a lot of cities, yet Sassanids are limited to 5 or so. We can't count too much on the Sassanid East as they have to fight the Kushans, and the the Hephthalites later on as well. Perhaps an extra settler, and a small buff to the ressources of lower Arachosia could provide a bonus to them. Maybe the Sassanids just do poorly in all my games by coincidence.
 
Here is the save of my Pontus game (same as the pre-svn fix of Parthian spawn), in 92BC. When you go next turn, it crashes. Maybe because it's a save from previous svn version.

srpt said:
next major project is making the Goths and Vandals playable.
Glad to see you finally rally my opinion :D I wanted this for a long time. Have you ever think about their UHV and UU/UB ?
 

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I've been meaning to make them playable for a while. the new map took priority. this is what I was thinking for goals and UPs:

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 (ed. be Stable)
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 ?

I think not starting at war with the Kushans and making sure the Kushans get punishing barb pressure will help the Sassanids a lot. in the Byzantine starts I've loaded they almost always have Urfay, Damascus and 1 or 2 coastal Levantine cities, cutting the Byzantines off from Egypt, so your experience might not be typical.

I had another thought about stability. since there is a single variable being used to set the strictness of the system, (basically the threshold at which you suffer a stability check and maybe a crisis), then it would be easy to give the AI a different threshold than the human player and even different thresholds for each civ.
 
The early name for Visigoths, Tervingi, may mean "forest people".[5] This is supported by evidence that geographic descriptors were commonly used to distinguish people living north of the Black Sea both before and after Gothic settlement there, by evidence of forest-related names among the Tervingi, and by the lack of evidence for an earlier date for the name pair Tervingi–Greuthungi than the late 3rd century.

Perhaps Visigoths UP could be related to Forests. Like all the units can enter all the Forests? They can use this to avoid being killed by Romans.

On the different note, I am really questioning the need for "Enter secret negotiation" new spy option. I was Roman Empire. Sasanids declared on me out of blue. I only took one city of their and had fewer units in the battlefield. But my Spy made them to vassalize to me after perhaps 5 turns of war. Completely unrealistic, to say the least. Old BTS Capitulation mechanics is much better, IMO.
 
the purpose of the mechanic is to enable vassalizations in those situations where the enemy civ is obviously going to die in the next turn but won't vassalize because you are at war with the Indy cities or some other civ. that is the unrealistic situation we are trying to avoid. all the regular capitualtion mechanics are still in effect. the button should not show up at all unless you are about to take their capital so it seems like its not working properly. I'll look at it tonight.

the other purpose is to enable small civs to survive and continue towards their UHVs by vassalizing to a large civ and being able to do it even if the regular BtS mechanic says no. if you are the Maccabees and Rome declares war on you, that's probably a game ender unless you can capitulate to them, and I don't want a players whole game to depend on the regular mechanic because its too opaque and fussy. likewise vassal goals are frustrating when a civ just won't capitulate or frees itself from one AI and then vassalizes to another on the same turn etc. I don't think its actually fair to the player to have vassalization goals under the regular mechanic.
 
Oh I see now. You really need to get a subforum, reading back 50-100 pages proves impossible, but some FAQ thread would help many players like me with things they find puzzling! :goodjob:

Here are more questions, if you don't mind:

1. Some nations can build both Dhow and Galley. What is the difference? Dhow does exactly the same thing but costs more. The only difference it can later upgrade...

2. Are you sure that Observatories would be the landmark science building in Classical world? Ptolemies Museum, Plato's Academy and Aristotle's Lyceum are coming to mind.

3. Speaking about Astronomy, the mod could celebrate one more wonder: Antikythera mechanism (150-100 BC) was is a 37-gear mechanical computer which computed the motions of the Sun and Moon, including lunar and solar eclipses predicted on the basis of astronomical periods believed to have been learned from the Babylonians.[25] Devices of this sort are not found again until the 10th century, when a simpler eight-geared luni-solar calculator incorporated into an astrolabe was described by the Persian scholar. I really miss SoI style Wonders where player can chose their effect! Can we have one please?

4. What do you have against Tribal Villages? I mean world looks so empty with all that land. No Animals, no tribal villages... Th ejoy of exploration is only fueled by distant civilizations...

5. Slaves can still rush buildings in opponent civ's cities. Not good.

6. What happened to the idea of having late west African civ? Nobody knows much about them, it could add a nice finishing touch to the mod, as the last playable civ on 220AD start...
 
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