RFC Classical World

I don't know if someone pointed it out already, but when i was playing as Funan, i had a pretty large army which could have conquered Indrapura but couldn't move it out of my capital. I think there should be some way to move through jungle with your normal units, at least after you buildt a road on a plot that belongs to you.

Hmm... I think srpt had already fixed it and removed some jungle (enough to access other cities)
 
there are a couple of interesting changes coming once I get them finished.

one is that marksmanship will require either horse archery or engineering. this is an easy change to make but now I have to make the tech tree work visually again which is taking some time. right now I think marksmanship is too easy to get to and I wanted it to require engineering to fix that but I didn't want nomad civs to require engineering and I don't like giving out tecs when their prereqs are missing.

the other change, which address a similar issue, is that heavy spearmen will require military drill or scale armor. this one will take DLL changes but I'm sure I can do it.
 
After playing a full game with Sassanids, I noticed some things:

- No paved roads. Anywhere. The icon/button doesn't appear for my workers and no AI civs have paved roads.
- In the early game, only the Zoroastrian cathedrals requirement for UHV appears on F8 screen. The other two requirements appeared only in late game.
- No "automatic" wars when Sassanids and Byzantines spawned. I like this (and I think it's supposed to happen, so I don't consider it a bug).

The Gwadar site (southern Arachosia) could have some nice resource to make it attractive (if it isn't too ahistorical). That crab wasn't enough for me :P
 
I removed paved roads because they didn't seem to be adding anything and made the map look a bit too modern

I removed the war on spawn for the Sassanids because it created instability in the area too early

rev 129

fixed the Sassanid victory screen bug

fixed the Roman barbarian spawn bug
 
When Hephtalites declare war on me...

Spoiler :

gupta_impossible.png



:(
 
that looks like a respawn malfunction. were they on the map before declaring war?

actually the key question is had they already spawned once before around 400AD?
 
Bug with Parthia - they have a much lower score than other civs (in fact they don't have any techs), they don't flip Media and Persia, although they are marked as their core and they aren't at war with Seleucids. Another bug with Pilgrim - I went to Athens and wanted to create a missionary. Well, it did create one, but the pilgrim wasn't consumed! I could have created like 100 hellenic missionaries!!!
PS.: They are some buttons missing art, like Hellenism, Antigonids, Byzantines, Celts, Sassanids and Tibetans (they are represented as pink squares)
 
How do you manage to keep your empire stable?

Today I was playing with Celts. I had full control of the core, with cities at "green" and (one) "yellow" provinces. One or two (of 12) unhappy cities and only two cities with (one) religion, economy improving after a war with Romans and Dacians. Non-initial civics were empire, slavery and dynastic cult. Traded techs with the Armenians and my empire collapsed.

The same happened when I was playing with Egyptians.

In a game with Pontus, I had the Core + Cappadocia + Asia + Syria + Rhodus + Kourion and my empire score was -11.

Is there any updated stability overview?


Suggestion: what about put some advice in the civics description, saying what combination of civics are stable/unstable (like RFC Europe)?
 
Bug with Parthia - they have a much lower score than other civs (in fact they don't have any techs), they don't flip Media and Persia, although they are marked as their core and they aren't at war with Seleucids. Another bug with Pilgrim - I went to Athens and wanted to create a missionary. Well, it did create one, but the pilgrim wasn't consumed! I could have created like 100 hellenic missionaries!!!
PS.: They are some buttons missing art, like Hellenism, Antigonids, Byzantines, Celts, Sassanids and Tibetans (they are represented as pink squares)

pilgrim button is fixed in the svn and all those buttons should be there. I tested Parthia and they are behaving normally now.

How do you manage to keep your empire stable?

Today I was playing with Celts. I had full control of the core, with cities at "green" and (one) "yellow" provinces. One or two (of 12) unhappy cities and only two cities with (one) religion, economy improving after a war with Romans and Dacians. Non-initial civics were empire, slavery and dynastic cult. Traded techs with the Armenians and my empire collapsed.

The same happened when I was playing with Egyptians.

In a game with Pontus, I had the Core + Cappadocia + Asia + Syria + Rhodus + Kourion and my empire score was -11.

Is there any updated stability overview?


Suggestion: what about put some advice in the civics description, saying what combination of civics are stable/unstable (like RFC Europe)?

civics don't make that much difference and I don't want to clutter up that screen. I will put something in the guide though.

empire stability is dependent on population not just number of cities. I will rewrite the guide since its out of date.

do you have any saves?
 
empire stability is dependent on population not just number of cities. I will rewrite the guide since its out of date.

do you have any saves?

Population by province type:

- Core: 40 (6 cities)
- Green: 25 (4 cities)
- Yellow: 14 (2 cities)

Stability score:
Civics (0) - Empire/Tribal Custom/Slavery/Descentralization/DC
HH (-1) - two cities unhappy, coherent, I suppose
Economy (-1) - no idea about the score
Empire (0) - it's fine, I reviewed it now, coherent with my geographic expansion, I suppose
Religion (-1) - only two cities have one religion - I'm using dynastic cult...how can I turn it to zero?

At this state, if I get two techs from the Armenians, my empire collapses. I was expecting at most a instability period, anarchy, but not collapsing (maybe because I don't fully understand stability mechanics).

BUT...

If I wait next turn, one city (Arse) is no more unhappy, the HH turns zero, but I still collapse if I trade two techs: I found that my stability score worsens if I get one tech - then, when I get the second tech with another guy, the empire collapses. Is this supposed to happen?
 

Attachments

your main stability problem was that you were well past your "fall" date which makes total collapse possible.

you got hit by 2 checks in a row from the 2 techs which shouldn't have happened and is now fixed.

your economy score was bad because you could only run 20% tech with out losing money.

I'm working on a list of stable and unstable civic combos. in the meantime you can look at RiseAndFall.py starting at line 3803, its easy to understand.

rev 131

fixed Bactrian victory text and some stability tweaks

edit: I've succeeded in making heavy spearmen require military drill or scale armor, so that will be in the next commit. I still need to change the civilopedia and tech tree.
 
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