RFC Classical World

Perhabs Mesopotamian and Canaanian religions can be united, also Egyptian should be in game because ignoring it would be like ignoring Confu or Hinduism.

Also perhabs even smaler regional religions like Celtism can be in game as a UB? Like Celts can build an UB if they have no state religion and this UB would be like temple and some Celtic religion icon would be included on city like corporations and electricity.
 
Playing the Seleucids with the latest svn (268), I could sign open borders but not move units across territories of the countries with whom I had open borders agreements.

Furthermoreby founding Charax with my first settlers and hire a Ionian galley as a mercenary I noticed black tiles while exploring the Arabian coast by sea
 
He means that open borders now only allows non military units to pass. You can't use open borders as a way to move military units through other civs' territory any more, only non military units.

You can only move military units across borders if you are allied IIRC.
 
Ok thanks a lot.

Another thing, the great Armoury requires the palace, as well as the national epic, so as it is possible to build only two national wonders by city, it is no longer possible to build other national wonders in the capital, which seems a little paralyzing ... especially when you have already built the royal mint in the capital...

Could we remove the palace requirement? or disable the limit of national wonders by city ?
 
I will increase the limit to at least 3. if you want to change it yourself I think it is is xml/globaldefines.

to be clear about the open borders. master/vassal or war with a common enemy allows military passage.
 
Hi. Are there some limitations how any military unit you can have? Im playing emperor level and I really need a huge military to protect my cities from barbarians.

edit: I looked military advisor and there are force limits. how force limit is determined?
 
Played Qin Empire. UHV2 doesn't check.

The code includes Shu province while the victory screen doesn't include it as a condition.
I'm not sure if it's supposed to be included, but having played it a couple times,
I can say it's probably doable to include Shu, since I had 10 turns to spare on my best run.

As for the 3rd goal I don't know yet.

It's been a looooooong time since I played and force limits seem to be a thing now.
I didn't have any problems in that aspect i.e. it wasn't game-breaking.
 
Playing the 04.06.15 version, my 2 cents:

- Inflation is making the game unplayable after a couple of centuries

- The synthesis wonder could be ressurrected as a spaceship-like final project. I like to get a 330 BC civ and try to survive all the game with it, the final project could be a reward for those surviving to the last centuries of the game.

I'll try the last revision of the SVN version, but the SVN versions never worked here.
 
Played Qin Empire. UHV2 doesn't check.

The code includes Shu province while the victory screen doesn't include it as a condition.
I'm not sure if it's supposed to be included, but having played it a couple times,
I can say it's probably doable to include Shu, since I had 10 turns to spare on my best run.

Too I can not understand. Shu is not present in the victory screen.

# Qin UHV2: control central and north China by 210BC
if sd.getGoal(iQin, 1) == -1:
if iGameTurn <= getTurnForYear(-210):
bControl = True
regionList = [con.rQin, con.rHan, con.rYan, con.rZhao, con.rChu, con.rNanYue, con.rQi, con.rWu, con.rShu]
for regionID in regionList:
if not utils.checkRegionControl(iQin, regionID):
bControl = False
if bControl:
sd.setGoal(iQin, 1, 1)
else:
sd.setGoal(iQin, 1, 0)
 
I've been soooooo busy with work lately but I haven't forgotten about civ specific great people names.

I have found Greeks, Roman, Byzantines and a few Carthaginians and Jewish great people. The Persians, Chinese and Indians won't be a problem too. Anyone found some information about them? The problem would be the small civs.

Maybe create groups of cultures and have civs pick names from this pool, as I suggested for the Greeks.

Eg, have a unified Greek culture pool, a unified nomad one, a unified Chinese etc.
 
I've played few games lately and here is some feedbacks and problems that I found.
At first, I played the Pandyans. Very fun to play, but there is a problem with their 2nd UHV. Here is a screenshot (last svn version btw):
Spoiler :
1437508707-civ4screenshot0107.jpg

Otherwise, the UHV are balanced. Then I've played the Qin empire, I really like their gameplay, it is very intense. But there is also a problem with their 2nd UHV, Control the empire of Qin Shi Huangdi by 210 BC. The problem is that the game checks if the UHV is accomplished in 209 BC, or the Han spawns in 210 BC and you lose Wu, Qi and Han, so the UHV is count as failed even if you control China. Here are screenshots to illustrate
Spoiler :
1437508259-civ4screenshot0115.jpg

1437509601-civ4screenshot0114.jpg

1437509690-civ4screenshot0116.jpg


There is also two "fantom" tiles near Jincheng, I don't remember exactly where because I removed them with WB. The third UHV is a real challenge, even in viceroy reconquering China is difficult. The 1st UHV is, on the other hand, quite simple, just rush slaves for the Terracotta army (with the UP, the war against the others Chinese's cities and the barbs, slaves are not in stock shortage). Then, after building a quarry on Jincheng stone, the same for the Great Wall, or wait for the GE. Added to the production capacity of Xian, the goal is quite easy.
My last game was an Egyptian one, and I have any problem with them. Ptolemaic unit arts are beautiful, their gameplay is well balanced, and you can be the new Ramesses. However, their adjective is currently "Egyptians"; "Lagides" may be more appropriate. Also, the leader could be not just Ptolemy but Ptolemy Sôter, as Seleucos could be Seleucos Nicator.
I'm actually playing Goguryeo, if there are some civs you want feedbacks, I'm on holiday.
 
Say.. I'd like to try this mod out, but, I really can't stand seeing half of my empire being flipped away, nor do I like my own empire to collapse from (expansion) stability.

'def flipPopup', in RiseAndFall.py, mentions 'and not (self.getCheatMode() == True'. Does this imply that, if I activate chipotle, my cities won't flip? Or, how do I prevent my - the human players'- cities from flipping?

I cannot find a function that sets stability beyond 'def setParameter' in RFCUtils.py. Or perhaps 'def setStartingStabilityParameters' in the same .py, but, not really I think... Would anyone know how I can make myself permanently stable?

Thanks in advance!
 
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