RFC Classical World

don't know. I only let the autoplay go til the Vietnamese spawn. I also kept the Roman spawn date where it was and took away their settlers to see if choosing city sites was taking too long but no, the slowdown remained.

I will have some time this evening to investigate further.

edit: found the cause. for some reason the "Dominant in the Mediterranean" goal was taking a long time to check. it was counting Roman cities and then looping through all other civs and counting their cities. for now I will just change the goal to 10 mediterranean provinces.

I'm currently not aware of any bugs except the mysterious C++ exception. am I wrong about that?
 
don't know. I only let the autoplay go til the Vietnamese spawn. I also kept the Roman spawn date where it was and took away their settlers to see if choosing city sites was taking too long but no, the slowdown remained.

I will have some time this evening to investigate further.

edit: found the cause. for some reason the "Dominant in the Mediterranean" goal was taking a long time to check. it was counting Roman cities and then looping through all other civs and counting their cities. for now I will just change the goal to 10 mediterranean provinces.

I'm currently not aware of any bugs except the mysterious C++ exception. am I wrong about that?

No, on top of the "unidentified C++ exception", there is a mistake somewhere in reference to iTemple, but I forget the specifics. Ah, here they are. I stated them in a previous post. I don't think this was resolved.

Religions line 441 in calcBasePiety: UnboundLocalError: local variable 'iTemple' referenced before assignment

edit:
Another error: RFCCWAIWars, line 254, onGreatPersonBorn, NameError: global name 'iBactria' is not defined. You forgot a "iBactria = con.iBactria" declaration at the top.

Ah, srpt... did you give the Romans their settlers back? I know you removed them for debugging. I noticed all of southern Italy is barren following their spawn. Indeed, those lines are commented out.
 
Ah, srpt... did you give the Romans their settlers back? I know you removed them for debugging. I noticed all of southern Italy is barren following their spawn. Indeed, those lines are commented out.

how many times have I done that? sorry, its fixed now

also fixed the other two.
 
I've seen Roman rebels persists far past the limit they are supposed to last (10 turns?). Besides that, everything appears to be running smoothly. Gauls a tad overpowered, and Rome never settles Hispania. Perhaps the AI should be granted an extra settler or two for the region.

edit: Perhaps it's just a rapid series of successive rebels and I missed the turn or two between revolts? Anyhow, Roman rebels are quite prominent. I'm of the opinion that ending a rebellion, no matter the victor, should result in free legionaries in Roma and, if under Roman control, Carthage (Africa is always in dire need of reinforcements), and Constantinople, if held by Romans.

edit 2: Numidia is not the in Arab goals for control of the Ummayad's empire in 700 AD, as it should be (source)

Also Cappadocia should be a stable region for the Arabs.
 
What exactly are the stable combinations of civics? Does Caste System just cause instability with everything? Switching to Empire and Trade Economy lowered my stability in the Civics column, negating the benefit of the Empire civic.

EDIT: Apostles do not seem to spawn, 320 BC start, Pompey in control of Jerusalem.
 
A minor problem- in the main menu, all the options are selectable (normally only Load Game, Play A Scenario, and Advanced should be clickable), and all the vanilla maps are listed underneath the RFCCW maps. The game itself seems to work fine, though.

Edit: A few more things:
The islands southeast of Sumatra are part of the Indian Ocean province
The fish south of Mallorca is two tiles away from the island and can't be reached by any city. It should probably be moved one tile north.
The Seleucids should probably prefer settling Antioch(ia) over Edessa, since the Antigonids no longer settle that city. Antioch usually doesn't appear until ~200 BC or so.
The civilopedia still says that courthouses increase the stability by 1.
 
What exactly are the stable combinations of civics? Does Caste System just cause instability with everything? Switching to Empire and Trade Economy lowered my stability in the Civics column, negating the benefit of the Empire civic.

Caste system gives a penalty with tyranny or bureaucracy but a bonus with vassalage, religious law or agrarianism. it also gives a penalty if your state religion is not hinduism.

all the combinations are listed starting on line 3348 of RiseAndFall.py

the empire civic also gives a substantial bonus to your ability to carry a large empire on its own, regardless of what other civics are chosen.

A minor problem- in the main menu, all the options are selectable (normally only Load Game, Play A Scenario, and Advanced should be clickable), and all the vanilla maps are listed underneath the RFCCW maps. The game itself seems to work fine, though.

fixed

Apostles do not seem to spawn, 320 BC start, Pompey in control of Jerusalem.

haven't quite decided how to handle this

Numidia is not the in Arab goals for control of the Ummayad's empire in 700 AD, as it should be (source)

Also Cappadocia should be a stable region for the Arabs.

fixed
Rome never settles Hispania. Perhaps the AI should be granted an extra settler or two for the region.

I will add an indy city, the one that sparked the 2nd Punic war, can't recall the name right now (edit: Saguntum)

The fish south of Mallorca is two tiles away from the island and can't be reached by any city. It should probably be moved one tile north.

done
 
The Seleucids should probably prefer settling Antioch(ia) over Edessa, since the Antigonids no longer settle that city. Antioch usually doesn't appear until ~200 BC or so.

the Antigonids were settling Sinope instead. I discouraged them from doing that and they settled Antioch on the first test after that... and immediately lost it to the Seleucids, which is perfect.

edit: also turned off all UHV checks for AI civs. this seems to have resulted in a decent speed increase.
 
The city 3 NE of Liao-Tung that Gojoseon sometimes settles should be Buyeoseong, and the city 1 N and 5 E of Jianye that Han likes to settle (i.e. modern Hangzhou/Shanghai) should be Qingtang.
 
The city 3 NE of Liao-Tung that Gojoseon sometimes settles should be Buyeoseong, and the city 1 N and 5 E of Jianye that Han likes to settle (i.e. modern Hangzhou/Shanghai) should be Qingtang.

thanks I'll add those
 
Saint piety is reached at 90, not 91 as required for certain UHVs.

Also, just something funny I saw: some of my older replays have the game speed as "Annoyed". :lol:
 
The Buyeo(seong) city name in the code is actually east of the city that is always settled- it should be moved 1W. Right now that city does not have a name. Also, independent Gusu at the beginning of the game is named Qufu (yes, the same as the Confucian/Taoist holy city).

Edit: Also, the Bactrian spawn text (the message you get when they spawn) has a typo- "declared" is misspelled as "delcared".
2nd Edit: Because its plot is desert, workers and slaves cannot enter Turpan. It should probably be changed to semidesert.
3rd Edit: It seems that the first Tocharian UHV triggers at 100 BC, not 100 AD as stated.
4th Edit: The city spot 6W of Turpan and 3N, 4E of Kara-Khoja should be Karasahr (Chinese Yanqi).
 
fixed most of that stuff. couldn't find a problem with the Tocharian UHV though. Karasahr is now on the Tocharian and Gokturk settler maps and has a sheep.
 
couldn't find a problem with the Tocharian UHV though.

Perhaps that's because the goal is a "by" goal as opposed to the stated "in"?

Also, the Qin should be more focused on conquering southern China and less on conquering Korea, which they do more often than they should. I also think the Han could be buffed a little bit.
 
changed the Tocharian goal to a "by" in the text as well

made the Qin prefer Nan Yue over Gojoseon as an opponent

changed the Arabs a bit:
Ghazi is now +25% city attack, down from 50, they were unbeatable even with walls
the Arabs start with a great prophet, so they can either build the shrine or go for an immediate golden age
Syria added to their core. there is a cap of 5 cities to flip though and the check goes west to east so right now they flip Jerusalem, Tyre, Damascus, Antioch and Medina with the normal city placement. this seems like a good starting flip to me
they only have about 50 turns to conquer a lot of land and I'm going to change tech goal to a wonder goal so they will need to build other stuff besides units.
 
The Arab tech goal was nigh-impossible due to the immense size of your empire, consisting mostly of poor or underdeveloped cities. With a wonder goal, you can use the good production of a few core cities to get a golden age.

edit: I actually managed to get the tech UHV, due to trading/peace settlements. I don't think winning the tech goal in this way was intended.

Also, the 1st Arab goal (conquest) checks *in* 700 rather than *by* 700. I think it should be "in", so there are less checks to make per turn, but that the UHV text should be fixed.

Here's a strange bug: in the 550 AD map, the Western Roman Empire respawns either in Africa, or Sicily, or Spain. I doubt that this is intended. In fact the "an independent city has placed itself under the protection of Rome" event occurs. That shouldn't happen after the Byzantine spawn.

edit: small changes to Arab and Hebrew city map link

Is there a limit to the number of workers one can build? I seem to reach a cap.

Another thing: deer should be buffed to give one extra food, because they're usually found on grassland hills, and as a consequences, only provide a measly 1 :food: 1 :hammers: .

While 5 GPT cap on shrine income is usually balanced, especially for early-game civs, for Mecca, the +5 gold per turn is really insignificant. Not sure if something should be done about this or another way to keep the Arab economy afloat could be found. How about having the the Jewish and Christian shrines pre-built in the 550 AD game? Or perhaps only the Christian one.

I wish I could create vassal states out of all my conquests... there's so much land, and I only really need to directly administrate Arabia, Syria and Mesopotamia.

Failed Islam UHV by 1% :( I was probably too peaceful and should have invaded the Balkans and Spain.

Tang UHV 2 and 3 (I think?) outdated.
 
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