RFC Classical World

Expanded city names in the North Black Sea coast, Armenia, Eastern Cappadocia and the Caucasus. Indian reconquest names are needed for Pataliputra, Varanasi, and Bhodgaya, by the way.

Also, could you make the Armenians settle Tigranakert 1N of its present location? It's still Tigranakert, and it's further away from Edessa, making it a less terrible city.
 

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Indy Cirta should be Tzirta
I don't think that for the Greeks Albana should change to Derbent (anyway, the correct spelling is Darband - a Persian name, Derbent is Russian)
Indy Trapezus should be Trapezous (Greek name)
 
I think I got all the city name changes in.

settlers and workers are cheaper

Armenia should found Tigranakert 1 tile N. added a timber to the area.

edit: there were a lot of missing comma's in the city name manager but I think I got them all
 
Minor changes to Balkans area, mostly typos, a bit of changing the distribution of cities.

Sources are those images I posted a few pages back from a book/encyclopedia of ancient cities.

maps.ods

Armenia should found Tigranakert 1 tile N. added a timber to the area.

I hope it doesn't compete too strongly with the city of Phasis, 1S of honey, on grassland hill. It already faces competition with Trapezous, but is nonetheless quite a viable city.

Also, due to most deer being in dense forest (thus offering no food), can we buff the bonus bonus it gives by one extra food? Hecatompylos and Kapisa/Begram (whatever we decided on the name of that city) could really use the slight buff (they're not supposed to be great cities, but growing to size 3 or 4 would help them).
 
I was just playing Funan, and noticed that my starting units are trapped in the capital due to it being completely surrounded by jungle. I can't even use my second settler. Was this intended?

A few other minor oddities I've encountered were when I was playing as the Tocharians. I saw Vietnam regularly sending an army all the way across the world and through the silk road, just to attack the Parthians. The Kushans were doing the same in the opposite direction, but this time they were going after the Koreans. All while in their local areas, there was plenty of unconquered territories and civilizations they should have been concentrating on instead. I closed borders with both to stop this silliness, but then they just went through the steppe to the north. This is even more strange than when Saba would conquer Armenia in earlier versions.

And are some wars mandatory? Despite being friendly with the Parthians while playing Armenia, the Parthians would still automatically declare war on me regularly, sometimes a mere turn after declaring peace. This was incredibly annoying since, as I said, we were friendly with each other, to the point of being potential allies. What further made me think the wars were automatically being declared were, the AI Parthians rarely bothered to attack me, and were incredibly willing to declare peace the very moment they could. I don't mind the idea of automatic wars just for the point of historical accuracy, but there should be a limit, especially if you're friendly and working together with a specific civilization.

Oh also, in my current game as the Tocharians, Armenia has Turpan.

I love this modmod. So I'll definitely add more oddities I've noticed. So far I've noticed the most by playing the Tocharians, but this might be because I have explored the majority of the world, and have contacts, merchants, and spies all across the world just for the sake of trade. Though being asked to join a war all the way across the world nearly once every turn is a minor frustration. No I'm not declaring war on the celts!
 
I will have a look at the AI Wars stuff this weekend. being friendly should keep you safe and I will find a way to prevent those distant wars. glad you like the mod.
 
Malta is still part of the Mediterranean Sea province, and the Crimea horse should be moved 1S so Chersonesus can reach it.

Edit: Also, Gaul includes some English Channel tiles.
 
cheaper settlers seem to have made a difference. In my current Kushan game the Bactrians have founded Alexandreia Oxiana and Lavapuri and the Parthians have Qandahar and Gwadar.
 
I'd also like to add that I've finally seen the Han doing well, even conquering Au Lac/Vietnam.

Edit: The 3rd Dacian UHV, control 6 provinces, is a "by" goal, not "in" as stated in the game text.
 
"Hadrianopolis" : "Hadrianoupolis", (or Hadrianopolis, depending on whether you want it to be greek or latin)

needs to be added to the Byzantine dictionary to prevent its renaming to Orestias as per the Greek city name.


Rhodes and Cyprus not in the list of provinces of Justinian's empire in the UHV goal.

Starting in the 340s, Hunnic horse archers appear. This is, however, off-date:

Alans, Sarmatians should be the barbarians in 300-360, in 360-400 the barbarians in the region should be Goths, then in 400 to 460 the barbarians should be Huns (or a diminished Hun barbarian menace, giving more room for the Hun civ).
 
Hello,
Here are weird stuff I've noticed :
- 320BC map, Baktra is "City".
- 80BC map, Gaul is already conquered by Rome, this is too soon.
 
80BC map, Gaul is already conquered by Rome, this is too soon.

I'm not sure if this is an accident or not, but, in my opinion, it is an acceptable distortion, much like the Successors of the 320 BC start, to provide with more solid gameplay. The Gauls would not be playable as of the 80 BC start, so from a player perspective, the only civ that has the possibility of even noticiing this distortion is the Dacians, and even there, the effect is quite limited (I wouldn't even have discovered that area as the Dacians until around 50 BC.)

@srpt: the notion of happiness for ungarrisoned cities is a tad unnecessary: often, armies would be assembled at certain key spots and kept away from the population centres (for example, legions were not even allowed below Ravenna in senatorial times, leading to the whole "crossing the Rubicon" incident with Julius Caesar). I often leave the whole of Anatolia devoid of troops to concentrate them on my troublesome border regions (I had one heavy spearman for the entirety of Anatolia, minus Constantinople, which is in Thrace for the most part.

Perhaps this could be one step in the direction of changing the dynamics of military logistics in this mod, but I don't really have any strong ideas about that at the time.

edit: is the byzantine's heavy cataphract's bonus really only one extra movement? They could be somewhat cheaper too:

Contemporary depictions, however, imply that Byzantine cataphracts were not as completely armored as the earlier Roman and Sassanid incarnation. The horse armor was noticeably lighter than earlier examples, being made of leather scales or quilted cloth rather than metal at all. Byzantine cataphracts of the 10th century were drawn from the ranks of the middle-class landowners through the theme system, providing the Byzantine Empire with a motivated and professional force that could support its own wartime expenditures. The previously mentioned term Clibanarii (possibly representing a distinct class of cavalry from the cataphract) was brought to the fore in the 10th and 11th centuries of the Byzantine Empire, known in Byzantine Greek as Klibanophoros, which appeared to be a throwback to the super-heavy cavalry of earlier antiquity. These cataphracts specialised in forming a wedge formation and penetrating enemy formations to create gaps, enabling lighter troops to make a breakthrough. Alternatively, they were used to target the head of the enemy force, typically a foreign emperor.

Dates are a bit off, but it seems that the key here is really the Theme system.

Also, is the "spreads [x] religion" 'bonus' by a shrine even true, since you revamped the religion spreading mechanics? If it is no longer valid, then the text should be removed accordingly.

Hunnic units/settlers wandering aimlessly and not settling anything. Do they have a settler map?

Also, have you addressed (or plan to address) the minor issues I have raised in the last few posts? (minor UHV and naming stuff)

edit:

I just had one of the best RFCCW games last night: a East Roman game which almost perfectly followed history! Overextension is the keyword here, along with the realization that your Roman army can be defeated by your foes, from the Sassanids to the Goths and Huns. The 4th century saw much conflict with the Sassanid, which was for the longest time in their favour (they had taken Syria and Judea from the West Romans). In the 5th century, trying the best I could, the Balkans were devasted, with Hadrianopolis and Thessalonica taken several times, and almost taking Constantinople a few times. Meanwhile, on the Persian front, the Hephtalite attack (which is a tad overpowered against them, but maybe that's along because I drained them militarily through a century of conflict) allowed me to move in a seize the key cities I needed. After the 460s, I had a period of respite which allowed me to build invasion forces for the other key provinces.

Sweet Jesus dem Hephtalites! O_O

Spoiler :

hephtalitespng.png



Another thing to add to this monster post: if West Rome is still alive in the sixth century, can Rome holding territories still count for the Byzantine UHV goal? Eastern Rome would not conqueror Western Rome, since it had a history of helping them whenever they could in the fifth century (which was less than preferable, since 50%-90% approx. (depending on the year) of their military was tied down in Persia and in the Balkans).
 
I have some time today so I be addressing most of the recently raised issues. commit with minor fixes coming this afternoon, hopefully also the harbors-as-airports feature.
 
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