RFC Classical World ++

I think it is OK now. I haven't tried it on my non-development PC, but it should work.


Added 3 new independent cities: Sparta, Phanagoria, and Tanais


Update: I just downloaded it on my second PC and it crashed again. I don't know why this keeps happening.
 
Last edited:
Awesome! Will download this tomorrow.

Are you planning on doing away with the Christian split permanently? I like some aspects of it—for example, how it played into the UHVs of a few countries.
 
Awesome! Will download this tomorrow.

Are you planning on doing away with the Christian split permanently? I like some aspects of it—for example, how it played into the UHVs of a few countries.


I will keep the split Christian religions yes! More religions = more holy shrines. Plus, I will boost their gold output, so I think it will help the player and the AI a lot.
 
Alpha v0.2

- Nerfed overall barbarian activity throughout the map.

- Added new independent cities in Asia (320 BC scenario)

- Nerfed Xiongnu starting units (in numbers), but added some of the new independent cities as targets. This will help the Tocharian player survive the initial death-wave for some time, before the Xiongnu start building up an army.

- Sakas and Xiongnu can now create workers.

- Buffed starting units for Bactria, Tocharians, Armenia, Pontus, Celts.

- Nerfed the defenses of Samarqand and Taxila.
 
Alpha v0.3

I scripted some independent cities spawn in various areas of the map (320 BC scenario):


- In Europe, settlements in modern day France and Belgium will spawn, to help the Celts.

- Also German settlements will spawn near 165 BC, to force the Romans expand up to the Rhine river.

- An Illyrian city will spawn near the date of the actual 1st Roman-Macedonian war.

- 2 Cities in the Balkans area will spawn to help the Romans fulfill their potential.

- 2 Cities in China will spawn, to help the player / AI establishing the silk road.



I will now start working on UHVs / UUs / UBs / UPs on civs that are missing them or have bugs on them.
 
I did quite a few "simulations" and I really liked how the AI behaved.

The next step will be to modify their settler maps so they build / conquer more relevant cities.

The only strange thing that I noticed was during a Byzantine start "simulation" from 320 BC map. There was a slight "lag" in the game, which may happened because of the amount of cities and units on the map. I will continue monitoring and testing it.
 
A bug occurs when play as Qin Dynasty, the UHVs didn't count as accomplished when I get the goal.
Also, the Taoism shrine only give 5 golds when there are more than 10 cities has Taoism.
 

Attachments

Tamil start seems really messed up? The three pre-set cities in Tamil Nadu seem to have a second city on the same tile for some reason, you start off with a lot more units than I think you're supposed to, and the city on your spawn plot doesn't actually get deleted so you can settle there.
 
Nice to see that people are finding bugs!

A bug occurs when play as Qin Dynasty, the UHVs didn't count as accomplished when I get the goal.
Also, the Taoism shrine only give 5 golds when there are more than 10 cities has Taoism.

Thank you for this, I will have a look at Qin UHVs!

Yes, the shrines were severely nerfed by srpt, to produce less gold. It is in my intentions to make them stronger in one of the next releases.


Tamil start seems really messed up? The three pre-set cities in Tamil Nadu seem to have a second city on the same tile for some reason, you start off with a lot more units than I think you're supposed to, and the city on your spawn plot doesn't actually get deleted so you can settle there.

Thanks for reporting this. Can't believe I didn't see it earlier!
 
Last edited:
Tamil start seems really messed up? The three pre-set cities in Tamil Nadu seem to have a second city on the same tile for some reason, you start off with a lot more units than I think you're supposed to, and the city on your spawn plot doesn't actually get deleted so you can settle there.

Thank you for reviving this mod, Sitalkas!

Attached is a save with a bug that the first goal of Kambuja would change to be failed next turn.

In fact, I think that these bugs were already present in the "normal" RFC Classical world scenario. Indeed, I have already seen them before, especially for Tamil bug, which can't even be resolved thanks to world editor (there are some "ghost" cities that appear one the map, have a cultural range, but can't be deleted even with world editor)
 
This is because this mod is based on the most stable version of srpt's RFCCW :D

Thanks for these bugs, I will look at it!
 
Some vanilla issues I noticed:
  • bulk trade tech is OP. Not only it gives you +1 trade route (and replaces -1 trade route civic) but you also get fairground that gives you the third trade route! This literally is the most crucial tech that will explode your economy
  • patronage civic is useless, why would you ever want to have double artist and +25% culture in your capital?
  • the default civics do nothing so you will always get rid of them (silly)
  • building roads should cost gold as otherwise you build them everywhere
More will follow as I keep playing.
 
Some more:

  • ai liked to dow itself (many civs dows themself, maybe there is a localisation error or bug in diplomacy)
  • as egypt I founded Pelusium and instantly build Theodosian wall, do I win the internet?
 
Some more:

  • ai liked to dow itself (many civs dows themself, maybe there is a localisation error or bug in diplomacy)
  • as egypt I founded Pelusium and instantly build Theodosian wall, do I win the internet?

These are known bugs :P

I had them on my list, see post #3

They do not dow themselves, the message is just messed up!

As for the Theodossian Walls, I still haven't found why.

You will also notice that UHV 1 does not trigger
 
I have the save about the Theodosian wall bug, do you want it to try to duplicate it? Also if you cant fix it try to rename the label it is using, it might fix it.
 
I can duplicate it on all my games, but I haven't found what causes it yet.

In every game, either as Egyptians or as another civ, the Egyptians will build the Theodosian Walls on the first city they found even they haven't got access to the pre-req technology.
 
Back
Top Bottom