RFC Classical World

Without catapults some cities are impossible to take. Like as a Roman Dacian capital with few archers and UU there.


That's why I said that the catapults should have 2 functions.

1st to lower the defenses by x amount. You can use promotions to raise the amount each catapult can remove from a city.

2nd to bombard a specific unit from 1 tile away and cause a small amount of damage. There will be a possibility that the catapult may miss. You can use promotions to raise the amount of damage can cause, and to lower to possibility of missing.

Other promotions may include "specialism" (do more damage to a specific type of unit, eg more damage to melees or more damage to archers etc), and mobility enhancements
 
Welcome back srpt!

Great to see some changes to refresh the mod, now I can go back and try and do all the UHVs again! I think the move to one year per turn is a great idea, as it will help give more scope to do conquest UHVs in a balanced and realistic manner, rather than a mad rush in some cases.

One thought I have at the moment is that the Mauryan Edict probably needs to be changed a bit - the bonus to piety is useless now that piety has been removed. Maybe give them a +1 bonus to happiness if Buddhism is state religion, to help with the early unhappiness problems for the Mauryans?

Also, if the tech goals are balanced for Monarch, then can the tech requirements be set the same for Emperor too? I prefer playing Emperor for the greater challenge, but increasing the tech requirements can make it impossible to achieve some tech goals. With the higher number of barbs and AI benefits on Emperor I would say there's no need for techs to need extra beakers as well.
 
many thanks for the replies

Imo, catapults in civ 3 and 5 work perfect. They can bombard the city from far and that's it! That's their role. Bombard the defenses down and retreat.

In RFCCW they could have 2 functions, like bombers in civ 4. One for bringing the defense down, and another to cause collateral damage(which may of course miss some time).

Yeah, siege units as bombarders sounds better.

we can try keeping catapults and lowering their attack to 0. will the AI use them properly? the thing that makes me doubt this is that there is no UnitAI type for bombarding defenses. if someone wants to try it, just give catapults 0 attack and see if the AI brings them to a siege.

Without catapults some cities are impossible to take. Like as a Roman Dacian capital with few archers and UU there.

any city can be taken as long as you bring enough units. another possibility in a world without catapults is giving the city raider promotions the ability to bypass fortification defense. fortification defense could also be lowered a bit overall. I think it would have to be.

Regarding H&H, nerfing base stats and enhancing bonuses from buildings sounds good.

this is not exactly what I am proposing. what I am proposing is to leave everything as is and then cut the final number in half. the resources and the buildings would still have the same utility relative to each other. in a large empire with many health resources cities would still grow larger than they otherwise would, but they would not grow as large as they do now without buildings.

Good solution would be to make food resources only give +1 food and no health (you need buildings for that) and happiness would give less happiness or only commerce.

I should really go over the whole thing. for example I just realized that Markets, which give happiness with silk, pepper, pearls or ivory, are much better for Indian or Chinese civs than anyone else (I swear it was unintentional haha) so I think I should remove pearls and add dye and fur.

the great thing about the overall 50% nerf though is that it gives more scope for variation among the resources and buildings.

Hey sprt, I read in your post you weren't sure about Japan, so I played a UHV game with them to try to see if there was anything that stuck out.

The 1st UHV is good. You can do it by about 390 AD. The 3rd UHV is too easy however. You need to conquer 3 provinces in Korea anyway to get enough XP for your Hainwas to take down the 3 cities in Japan, I ended up finishing it when I got the 1st UHV (conquered Utou).

hmmm that certainly wasn't the intended order of conquest

Past the conquering, there are quite a few difficulties. Since Japan doesn't really have much of a commerce base, there are some serious monetary problems. After taking all of Korea and Japan you are losing serious gold, compounded by the fact that you have a research goal in 450 AD. I don't think it's possible to do. I tried my hardest, I found and traded with every civ possible, I played a serious specialist game, and everything else I could think of. Even after all that I was still about 50 turns away from completing the 2nd UHV (I had just gotten Engineering and was reseraching Paper, still had to do Steel Working). One of the problems is that by the time you get to researching Jurisprudence nobody else has the techs you're researching so the UP isn't super useful. Another problem is that it's not super easy to use GP to research since the scientists want to research Cartography and it's too difficult to get the engineers. My suggestions/thoughts on playing them

1. UHV 1 is fine.
2. UHV 2 is too hard. Japan either needs more workable tiles in Japan itself, for the costs of Steel Working and Paper as well as the costs of techs they require to be reduced (SW is like 10000 beakers), for the specialist research paths to be changed, or just different techs or goals.
3. UHV 3 should be some Buddhism goal since historically, Buddhism spreads in Japan during the 6th century. The current one is easy.

I will play them and try some changes. what was the political situation in China like in your game?

there are already a lot of Buddhist goals. Tocharians, Goguryeo, Vietnam, Tibet, Khmer partially. otherwise I agree it would be a good choice. what about higher culture than Korea or China? indy cities could count.

edit: sprt, are you planning importing K-mod here? Please say please, it would make this modmod even better.

this has been tried by me and others and never got to a playable state. I have personally tried starting with k-mod and adding rfc elements. the spawning and flipping mechanics all worked, but any attempt to make the AI behave historically just led to weird results eveytime and everything I did to try to help just made it weirder. I also dicovered that the autoplay was not any faster. from what he told me Leoreth's experience was broadly similar. I also tried starting with my mod and adding unitAI and pathfinding stuff from k-mod, but everything I added required something else from k-mod and after a while I lost faith that it would ever end. this kind of work is exhausting on the brain and spirit. you can spend hours investigating something and feel more in the dark than you did before you started. bear in mind I have zero training, all I know is CivIV. sometimes you just have to drop it and go back to playing the mod.

One thought I have at the moment is that the Mauryan Edict probably needs to be changed a bit - the bonus to piety is useless now that piety has been removed. Maybe give them a +1 bonus to happiness if Buddhism is state religion, to help with the early unhappiness problems for the Mauryans?

that piety thing was just left over text. it gives -25% maintenance, which I think they need

Also, if the tech goals are balanced for Monarch, then can the tech requirements be set the same for Emperor too? I prefer playing Emperor for the greater challenge, but increasing the tech requirements can make it impossible to achieve some tech goals. With the higher number of barbs and AI benefits on Emperor I would say there's no need for techs to need extra beakers as well.

yes this is a good idea. maybe not quite the same, but only a little harder.
 
For the Japan stuff:

Yeah, I figured it's not the intended order of it but the Hainwa can't really take the cities in Japan since they have walls. It's either that (which you have to do anyway), sacrifice the marksmen, sacrifice a bunch of spearmen, or do the "attack the city and then if the unit dies reload" which I hate TBH (I know a ton of people do it).

I agree there are a lot of Buddhists goals already, but the culture goal might have unintended consequences as well. Often culture goals can just end up as conquest goals (destroy whoever has more culture than you) unless they're just to get legendary culture. Also, the Chinese civs tend to collapse so comparing Japan's culture to China might not be fair. Maybe a goal about foreign influence (not sure what this would entail) would work as well, since China and Korea had a big impact on the development of Japan.

Also, does anyone else notice there are 30+ guests here? My guess is the mods been mentioned somewhere. I still find it unbelievable sometimes that the modding community is still going strong even when the game is this old. Then again, I still play it and it's still my favourite game, soooo...

Edit: As for China, the Jin collapsed super early, around 340 AD. The Wu pretty much just stayed at their capital in Vietnam and the other state conquered a couple indy cities after the Jin collapsed. From 340-Liu Song spawn China was pretty much entirely independent.
 
Carthage seems a bit easy under the current SVN, not sure if that's due to the increased number of turns, or just me getting a bit lucky in my last game.

From the start, I sent all my cavalry to capture Massila, founded Sergovia 1S of the iron in Spain, built a monument in Ziz and Segovia. Bought merc heavy spearmen and used them with my cavalry to capture Saguntum then put a monument there. Built a settler in Carthage and founded Rusadir in Mauretania.

Romans DOWed on me and spawned their conquerors outside Carthage around 230BC, but I just bought merc slingers to make the city impregnable, and after bombarding it for a bit they basically gave up and wandered off.

1st UHV was completed around 200BC with gold and silver in Spain, ivory in Mauretania, dye at Massila, pearls at Karalis and wine from Ziz after I build a couple of catapults and captured Syracuse with more mercs.

Basically I then just bought every merc I could, captured Rome, Tarrentum, Mediolanum and Aquileia and got marble from Mediolanum. Rome collapsed a few turns later, Numidia spawned and conquer Rusadir but I traded incense from Saba and ivory and cinammon from Maurya.

UHV 170BC

I think AI Rome may need a buff tbh - every city in Italy had only one unit defending it, which makes it too easy to use cavalry against javelins and legions and heavy spears against spearmen. Maybe something to give Rome extra defenders when enemy troops enter Italy, not just when they declare war?
 
I think the AI needs to be buffed across the board, unit cost and tendency to build units especially

and mercs can be so darn powerful, sometimes I just want to ditch'em... but I won't

at least AI Rome can take AI Carthage

svn 263

all three difficulty levels tweaked, easiest one now called Chieftain

readme updated, new regular download going up today

Yamato and Goguryeo alive at the 550AD start
 
Mercs maybe do need looking at, although in my game I didn't find the individual mercs were powerful - all the ones I recruited were level 1, and I think in the end I got three heavy spearmen, three slingers, one archer and two javelins over the course of the game.

Tbh I wouldn't say that's too much - Carthage fought almost the entire 1st Punic War with mercenaries after all. It was mainly the lack of Roman units and walls (no walled Roman cities in Italy) which was the issue. The AI essentially DOWed me with no army to fight with!
 
The AI essentially DOWed me with no army to fight with!

the current AI wars system doesn't always take something like that into account. usually when the AIWars python tells the AI to go to war with a civ, it starts an AI warplan and saves the target to declare on later. in some cases though, especially Rome, they go to war right away.

I spent such a long time getting Rome to attack Carthage, there were bugs like Rome choosing its most distant natural enemy rather than the closest and things like that. now that the system is actually working I can tweak it more and perhaps Rome should build up before attacking.
 
Hey sprt, I have a question I had been thinking about. Is the number of barbarian ships intentional? I was thinking it might be a byproduct of the fact the AI doesn't build much of a navy. I've just found there to be a lot of barbarian ships around during most of my games, especially with the Asian civs. Usually I have to build a whole navy just so I make sure my fishing boats don't get destroyed.
 
any city can be taken as long as you bring enough units. another possibility in a world without catapults is giving the city raider promotions the ability to bypass fortification defense. fortification defense could also be lowered a bit overall. I think it would have to be.

this has been tried by me and others and never got to a playable state. I have personally tried starting with k-mod and adding rfc elements. the spawning and flipping mechanics all worked, but any attempt to make the AI behave historically just led to weird results eveytime and everything I did to try to help just made it weirder. I also dicovered that the autoplay was not any faster. from what he told me Leoreth's experience was broadly similar. I also tried starting with my mod and adding unitAI and pathfinding stuff from k-mod, but everything I added required something else from k-mod and after a while I lost faith that it would ever end. this kind of work is exhausting on the brain and spirit. you can spend hours investigating something and feel more in the dark than you did before you started. bear in mind I have zero training, all I know is CivIV. sometimes you just have to drop it and go back to playing the mod.
About catapults and cities: we both know that city in a good position, atleast 5 units and stronger than attackers in extreamy cases like Dacia are very difficult to take, maybe even impossible if 2 UU and 3 archers are in city. To conquer it you need atleast 3x more units. But I dont know if you try to simulate it how difficult it was to conquer Dacia as Romans.

k-mod: Im not really one to talk about this but Leoreth found some kind of way. AI has become much better, there are naval invasions and AI uses stacks insteads of singe units.

the current AI wars system doesn't always take something like that into account. usually when the AIWars python tells the AI to go to war with a civ, it starts an AI warplan and saves the target to declare on later. in some cases though, especially Rome, they go to war right away.

I spent such a long time getting Rome to attack Carthage, there were bugs like Rome choosing its most distant natural enemy rather than the closest and things like that. now that the system is actually working I can tweak it more and perhaps Rome should build up before attacking.

I suggested that only civs you share border can become your worst enemy. This would lead much historical behaviour and I cant see quickly a lot of problems with this. In DoC Leoreth made it so that AI cant call you war against civ you dont share a border and this made DoC much better. I assume something like this should be possible with worst enemy as well.
 
Hey sprt, I have a question I had been thinking about. Is the number of barbarian ships intentional? I was thinking it might be a byproduct of the fact the AI doesn't build much of a navy. I've just found there to be a lot of barbarian ships around during most of my games, especially with the Asian civs. Usually I have to build a whole navy just so I make sure my fishing boats don't get destroyed.

Intended or not I like this feature as well. Pirates were a real problem in ancient Mediterranean sea and why not in Asia as well? Remember that barbarians spawn outside your cultural border so founding new cities help.
 
Srpt, I just saw this on CIV4UnitInfos.xml about catapults :

<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>

Maybe this is the root of the problem you are looking for? The default action for catapults is to attack cities. What one can do to capture a city? Attack it, of course! So, create units that their default use is to attack cities.


Intended or not I like this feature as well. Pirates were a real problem in ancient Mediterranean sea and why not in Asia as well? Remember that barbarians spawn outside your cultural border so founding new cities help.

The problem is the new unit restrictions, you can have a few naval units patrolling your seas. Imagine having the Antigonids, pirates spawn in Tyros, Tarsos and in the Aegean sea. Which area will you defend first?
 
The problem is the new unit restrictions, you can have a few naval units patrolling your seas. Imagine having the Antigonids, pirates spawn in Tyros, Tarsos and in the Aegean sea. Which area will you defend first?

Really? What kind of and why for?
 
Hey sprt, I have a question I had been thinking about. Is the number of barbarian ships intentional? I was thinking it might be a byproduct of the fact the AI doesn't build much of a navy. I've just found there to be a lot of barbarian ships around during most of my games, especially with the Asian civs. Usually I have to build a whole navy just so I make sure my fishing boats don't get destroyed.

I want there to be some pirates but not too many. I recently moved the earliest spawn of war galleys forward a bit. maybe there should only be galleys, no war galleys.

The problem is the new unit restrictions, you can have a few naval units patrolling your seas. Imagine having the Antigonids, pirates spawn in Tyros, Tarsos and in the Aegean sea. Which area will you defend first?

the Antigonids start with a naval force limit of 14. I think thats sufficient.

Srpt, I just saw this on CIV4UnitInfos.xml about catapults :

<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>

Maybe this is the root of the problem you are looking for? The default action for catapults is to attack cities. What one can do to capture a city? Attack it, of course! So, create units that their default use is to attack cities.

this is the same UNITAI that capaults have in vanilla and afaik all mods

I suggested that only civs you share border can become your worst enemy. This would lead much historical behaviour and I cant see quickly a lot of problems with this. In DoC Leoreth made it so that AI cant call you war against civ you dont share a border and this made DoC much better. I assume something like this should be possible with worst enemy as well.

the system in RFCCW picks war targets according to classic historical enemies (Rome/Carthage, Diadochi etc) and geography, based on core and border regions. I think it working fine now.

k-mod: Im not really one to talk about this but Leoreth found some kind of way. AI has become much better, there are naval invasions and AI uses stacks insteads of singe units.

I will ask him about it.
 
I want there to be some pirates but not too many. I recently moved the earliest spawn of war galleys forward a bit. maybe there should only be galleys, no war galleys.

That is probably good especially since most early naval defenders will be galleys anyway. I don't mind the challenge of maintaining a navy, it was just the pirates late game tended to get pretty overbearing.
 
That is probably good especially since most early naval defenders will be galleys anyway. I don't mind the challenge of maintaining a navy, it was just the pirates late game tended to get pretty overbearing.

one thing that was happening was the war galleys came to early, overwhelmed the AI navies, and then they just pile up because they have nothing to attack. on 220AD Byzantine starts there would be 15 barb war galleys in the mediterranean.

trying Yamato now, no problem conquering Japan, just built catapults and hired some fairly useless mercs.

Spoiler :
V5GmRBl.jpg
 
Sorry, I couldn't resist.
Congratulations everybody with the 4000th post!
Thank you, Srpt, for all the time devoted to this mod! I'll definitely play it when I'll have some more time.
 
Back
Top Bottom