RFC Classical World

Hebrews "should" be in the Native language group, and I don't know why Yerushalayim isn't already in there. Give me a second.

Code:
# 11: Native (for Independents)
{
	"Mulashthanapura" : "Mulashthanapura",
	"Takshashila" : "Takshashila",
	"Qandahar" : "Qandahar",
	"Merv" : "Merv",
	"Samarkand" : "Samarqand",
	"Damascus" : "Damascas",
	"Croton" : "Kroton",
	"Rhegium" : "Rhegion",
	"Athinai" : "Athinai",
	"Hadrianopolis" : "Adrianoupolis",
	"Philippopolis" : "Eumolpias",
	"Edessa" : "Urhay",
	"Baktra" : "Balkh",
	"Alexandreia Oxiani" : "Ai-Khanoum",
	"Arbela" : "Arbil",
	"Susa" : "Shush",
	"Diospolis" : "Waset",
	"Pelusion" : "Paramoun",
	"Jerusalem" : "Yerushalayim",
},

done.
 
I'm assuming the new playables are the European Hordes? Going to start a game as Rome and let you know if there are any dynamic names I can help with.

Edit: Just realized in the Dawn of Man text from Rome, it says fo instead of, well, of. Just a minor fix up.
 
search this thread for "Visigoths" and you'll find the ideas I had for UHVs. powers, units and buildings are wide open though. I'm in no rush to pick them. sometimes its good to play a civ a bit to find out what would help them, especially UPs.

@ Protoman: another canadian! what is it with this mod and canadians? is there something canadian about the mod itself? maybe only a non-canadaian could tell us.
 
Hebrews "should" be in the Native language group, and I don't know why Yerushalayim isn't already in there. Give me a second.

Code:
# 11: Native (for Independents)
{
	"Mulashthanapura" : "Mulashthanapura",
	"Takshashila" : "Takshashila",
	"Qandahar" : "Qandahar",
	"Merv" : "Merv",
	"Samarkand" : "Samarqand",
	"Damascus" : "Damascas",
	"Croton" : "Kroton",
	"Rhegium" : "Rhegion",
	"Athinai" : "Athinai",
	"Hadrianopolis" : "Adrianoupolis",
	"Philippopolis" : "Eumolpias",
	"Edessa" : "Urhay",
	"Baktra" : "Balkh",
	"Alexandreia Oxiani" : "Ai-Khanoum",
	"Arbela" : "Arbil",
	"Susa" : "Shush",
	"Diospolis" : "Waset",
	"Pelusion" : "Paramoun",
	"Jerusalem" : "Yerushalayim",
},

done.

srpt, could you add this?

@ Protoman: another canadian! what is it with this mod and canadians? is there something canadian about the mod itself? maybe only a non-canadaian could tell us.

:lol: Wow, I actually just noticed this.
 
:lol: Wow, I actually just noticed this.

Never been in Canada, but enjoying the mod tremendously. :D Perhaps only Canadian could come up with idea of having 3 different forests :crazyeye:
 
Perhaps only Canadian could come up with idea of having 3 different forests

haha too true. we actually still have a lot of what could only be described in civ terms as impassable forest. how about a "blackflies" tile feature? similar to the Russian UP...

added a language for the Judeans. feel free to contribute to it, right now it only has Jerusalem.

and Tigranes, if you ever come to Toronto you will find lots of Armenians, including some famous ones, at least in Canada.

also the Tocharian's spawn date is being moved to 225BC
 
and Tigranes, if you ever come to Toronto you will find lots of Armenians, including some famous ones, at least in Canada.

Actually I have some relatives there! Small world :crazyeye: We all proud about Atom Egoyan, I hope Canadians watch his movies. By the way, what does sprt stand for? "The Senate and People of Toronto" ? :)

added a language for the Judeans. feel free to contribute to it, right now it only has Jerusalem

I always wanted to ask you to reevaluate all those 1-city civs. Even Yemen in SoI ends up with 3-4 cities. We got quite a few of 1-2 city civs, who slow down the game but do not add much life to the game. Saba, for example, holds 3 Slaves in her lonely capitals for number of turns in my current game and only sends their UU to investigate Egypt... How about making those civs more competitive by adding special bonus in production and commerce, when you are AI and have just 1 city? Perhaps those civs will become at lease good trading partners, will start producing units like crazy, but the moment they settle second settler -- bonus goes away?
 
A few city names in the Levant for the Hebrews:

Code:
"Tyre" : "Tzor"
"Akre" : "Akko"
"Damascus" : "Dammeseq"
"Byblos" : "Geval"
"Palmyra" : "Tidmor"
"Antiochia" : "Antiyokhya"

Also, Aleppo should probably be Khalpe or Khalibon, Greek/Latin Beroea and Arabic Halab.
 
I also have Armenian friends, and have worked for Armenians...

Spoiler :

Waiting for the new civs:
tumblr_ls9wwwznLm1ql5bqso1_500.gif



Edit: 220 Wei/Wu/Shu has faulty naming: I picked Shu, but I was called Wei and Wei was called Shu.

Another oddity: China founds a city on the cow in the Chu province.

UHV-ending bug: When the two other kingdoms are destroyed, the kingdom of Shu flips some cities. Upon recapture, they flip again the turn after, and so forth.
 
well actually I am from Nova Scotia but this is my home now.

the new civs are in the DLL and everything is loading properly but I'm not going to do the commit til I have the UHVs in and have done some minimal testing. that will be later tonight.
 
I think that Japan needs a strong revision

to conquer all of Japan by 300 AD is impossible.. cities with walls + marksmen, without even having mercs ? no way !

and the techs goal is impossible imo... perhaps changing the goal date or boosting their UP will help
 
Conquering Japan by 300 AD with starting units is quite possible. I did it on my first try ever as Japan, with many units to spare (I think I lost only 2 or 3 units conquering everything).

The tech goal, however, I'm pretty sure is impossible because of neighbour's techs and the small number of techs Japan starts with.
 
You did it without catapults ? How? The starting UUs have no chance against fortified marksmen in walled cities ..
 
I still don't get it.. I started a new game, my UUs have 15% to win a battle against an Edo Marksman...and of course I lost em both
 
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