RFC Classical World

playing as the Antigonids, I completed all goals but I didn't win... :(

the 3rd UHV doesn't work, I got my golden age when 2 others checked ok
 

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When doesn't Carthage settle Iol instead? Not only was it more important than Icosium, it also fits a lot better with Cirta.

On another note, Iol should be Arabic Sharshal, and Icosium should be Punic Yksm and Arabic Al Jaza'ir.

Edit: Does anyone else notice that the game starts getting really slow at around 270 BC?
 
when did you get each goal?

I got the 1st goal really quick since it was the 1st tech I researched just to make it sure I ll get it before the Armenian spawn.. it must took me around 70-80 turns

2nd goal some turns after the bactrian spawn

3rd goal as the screenshot indicates, 67 BC

and yes I have noticed too that the game becomes slower!

edit: monarchy discovered at 227 BC & at 216 BC got my Golden Age
 
some of the slowness is unavoidable but sudden changes may indicate a problem.

changed the Carthaginian settler map to prefer Iol and added those other names

fixed a bug that was causing AI civs to not get their proper techs in the 80BC and 220AD scenarios

I don't know why there are no mercenaries in the later game
 
the Byzantines are much more difficult now and are actually challenging from the start. I made their inflation, production and tech modifiers more like an older civ to compensate for the big empire they start with. I also gave the Sassanids a little stack in their capital on the turn the Byzantines flip their cities. hiring barbarian mercenaries is crucial to survival. unfortunately I ran into the negative gold bug when I hired a stack of goth swordsmen. hopefully I can figure out why that is happening. it seems like it is counting each one more than once.
 
I have seen a few mercenaries in the late game, by which I mean about 3 every hundred years, give or take. There might just not be as great a variety of late-game mercs as in the early years (i.e. 320 BC you have all the African, Greek and Persian mercanaries, but in 500 AD all I've seen is one generic barbarian-race swordsman merc type).
 
found the bug in the barbarian mercenaries

@Bonci: if you can't see the new civs in the start menu then your svn can't be up to date. right click on the mod folder and select "update"

edit: there is a new regular download up
 
started a new game today, I updated to the latest svn version

though I have a +4 gold profit each turn according to the indicator, I lose about 10 gold per turn for an unknown reason..

anyone else with this problem?
 
sorry about that. I was testing something. the lousy thing is that's in the new regular download as well. darn. well here's a fix if its needed. just put this file in the python folder and let it overwrite. I'll correct the download on wednesday.

edit: moved the patch to the first post
 
buffed the Kushans:
more starting gold
1 extra settler for the human
lowered city maintenance
gave them monarchy and vassalage
 
I suppose I found a bug:
As Roman empire I cannot declare war on Byzantines.
And something strange with stability. No matter what you do, It is always "stable".
svn68 or 69, downloaded the mod 2-3 days ago.
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and also, "Machinery" provides possibility to build windmills, but in some reasons workers/slaves still cannot build them.
 
As Roman empire I cannot declare war on Byzantines.

I could not stop the Romans from declaring war on the Byzantines when they flipped half their empire so I had to make permanent peace between them. I'm sure there is a better solution, but that is the way it is for now.

to declare war you could open WB, save the game there and then open it with a text editor and take out the permanent peace flag.

And something strange with stability. No matter what you do, It is always "stable".

that should be fixed now

and also, "Machinery" provides possibility to build windmills, but in some reasons workers/slaves still cannot build them.

that is fixed now too

current version is 72
 
I could not stop the Romans from declaring war on the Byzantines when they flipped half their empire so I had to make permanent peace between them. I'm sure there is a better solution, but that is the way it is for now.

to declare war you could open WB, save the game there and then open it with a text editor and take out the permanent peace flag.

Yay, alliance was my idea :) It is very historical, btw. How many full scale empire vs empire wars do you know about, outside of the regular Roman civil war habit? How about simply collapsing them? This is RFC, not regular boring vanila. Byzantine ingenuity can be put to a good test! :mischief:
 
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