RFC Epic

Thank you dionysos2048!

That combination, barbarians and plague strength, is likely also what is hurting stability so much. So thank you, you may have just given me a magic bullet :)
As for the slavery thing, I know where that variable is, so I will try changing it to see what happens.

Thanks everyone for the support, you will hopefully be able to play the next version soon.
 
Im not sure plague and barbs are the only issue with regards to the increased stability problems i experienced. Is it harder to keep stable in an emperor diff game?
I studied the savegames i made abit, and it seems that it was around the year 1600 that stability really started to spiral downwards for most nations. Tech wise this was around gunpowder.
I think i will try another game when i get the time, It could ofcourse just be this particular game that had problems (everyone dragging eachother down). However, the problems seemed to be the same for everyone to such a degree, that i suspect that there is something in the stability system that dont work well with the doubled amount of turns, when you get to the industrial age.
 
hmmm, it might have something to do with it checking a 'bordering civ unstable' penalty twice as often now, and giving you the penalty twice as often. Thus it would only take one to start a chain reaction of barbarian collapsed death. This would explain why when I tried starting in as America (I do not advize it, I had to wait around an hour and a half) I kept seeing that France collapsed and revived over and over again.

It might be the barbs and plague hit a small weak civ, like Persia (they always get creamed by Barbs) which sets them off, and then the effect just ricochets around the world.

any help you can provide will be very appreciated ecv.

As for RFC Epic over RFC Marathon, I guess I just like the sound of RFC Epic more, no real reason other than that.

And don't worry, I will remember Rhye. :)
 
Unfortunately this is badly bugged it seems. Stability issues cause the game to become unplayable at around 1500 AD. Seems something is broken with civics (and possibly an associated tech). I was stuck with "1 star" civics stability, with all the others on 3 or 4 stars (all end level civics; i.e. environmentalism etc..).

It sucks as it broke a great game (there is no way I can recover the stability, only way I can stop from civil war is to spawn five great people and just keep my civ in perpetual golden age), that was almost 600 turns in.
 
I rolled an American start, and discovered when replaying, that Russia, Germany and Scandinavia collapsed for no reason, at least to me.
 
Maybe its common to get a negative stability modifier every 3 turns, when you get to the year 1500-1600? When you have twice the number of turns, this simply becomes to much to handle. I think i might try a game where the stability adjustment is every 6 turns instead of 3.
 
going to give this a whirl. Thanks for making it!
 
Vish, if you changed the speed of the mod, you should also proportionately change the frequency of the stability checks. So setting the check at every 7 turns should fix the issues. Good luck changing it!
 
New Version Uploaded:

RFC V Epic version 1.975~0.33
RFC W Epic version 1.475~0.33

Changes:

Fixed stability problems (hopefully, I have not had time to test them fully, however, I discovered that I had in fact NOT changed the interval of the stability checks at all for RFC Epic, the checks now only come half as often, to hopefully match the extended timeline.)

Lightened Barbarian Spawn. (I would like more full reports on this, as currently I have lightened all Barbarian spawn by pushing the spawn modulus back sometimes two to four turns. I doubt I need to do this with all spawns, and would like more detailed reports of Barbarian Behavior, I will be spending most of my time balancing this for the next version unless stability continues to be a problem. I have not changed the tech pace yet, as in all of my games it seemed to work well, old civs would sometimes be slightly more advanced than the new civs, but the new civs caught up quickly and by taking cities might cause a collapse. I find this more realistic, unless it leads to balance problems or the utter death sentance of new civs in the majority of games, I would like to keep it.)
 
re: Stability

You might also want to lessen the permanent modifiers on several factors. I know for a fact that Anarchy should be lessened to -1 per turn because on slower speed, you receive more turns of anarchy than on Normal. Also, the longer time frame increases the chance of needing more civic switches. Also, the city loss/gain modifier should be reduced since more time = more wars.
 
I had problems with Turkey. I tried selecting them but the game would always stall out 9 turns before the game started. A catapult would also appear in Antarctica. I don't know why. Frustrating, because I want to play as the Turks.
 
Ah man, not this bug again. When this happens it means that the spawn date in the dll and the spawn date in the RiseandFall.py files are different, I will fix that and upload a mini-update sometime this weekend hopefully.

@Whitefire, thanks for the tip, I'll start looking for the permanent modifiers for the next version. I don't think I will reduce the city loss/gain modifier, but I will definately lower the combat win/lose gain. That might have been what was causing all of the instability issues earlier.
 
For a temporary fix, it should still work if you play as another civ until Turkey spawns and then switch over. Not the same as letting the world grow naturally but it should work so you can at least play.
 
lol, thanks but in this game playing another civ until the Turkey spawn could take a long time (or at least, longer than I'm willing to play.) I'll just wait until you post the next version. Thanks again for all your hard work, the fan community appreciates it.
 
lol, thanks but in this game playing another civ until the Turkey spawn could take a long time (or at least, longer than I'm willing to play.) I'll just wait until you post the next version. Thanks again for all your hard work, the fan community appreciates it.

Aww! But that's half the fun! You could chose a civ that starts near the Turk start time, and still flip though, that may be your best workaround (especially if you don't want to play through the 4000 years of B.C!) :-)
 
For those who have played this albeit slightly bugged version, have you noticed religions spreading appropriately? I am worried that their spread rates might not have scaled with the timeline, if it didn't, that's something I will need to fix.

Also, I found the Turkey bug, and fixed it, so the next update should be free of such things. I also rechecked all of the python and c++ dates and made sure they were correct.

@KaiserBenjamin, a minor fix you could do yourself would be to change the date for Turkey's spawn in Consts.py from 438 to 428. It is wrong, around 5 or so years too early, but it will be playable since I won't have the next update for a few days.

In the file, look for;

tBirth = {
.
.
.
}

one of the numbers should be 438 and should be right above 614 (USA), and bellow 421 (Aztecs). Change that 438 to 428 and the civ should work, it will be worng, but will be working.

@Kweeky, True, that is the best part, but don't underestimate the potency of the extended ages. I tried spawning straight into America with Warlords (didn't work because of a bug similar to the Turkey One, so don't try this at home kids) and ended up waiting
ONE HOUR AND A HALF!
And this was in the version with all of the stability problems, so most of the civs had collapsed to ease load times.
 
Great Job!! I am a fan of epic and marathon speeds so your version of RFC is my personal favorite civ mod now.

I had the time to try Egypt twice, and I am still playing China. I did noticed that religion spread quite fast considering the game speed.

Something else with Egypt is that cultural requirements might be too low now. Usually cultural levels scale with game speed so first one after poor will need 30 rather than 10 in marathon as I remember. Any way building only Stonehenge will guarantee getting the first UHV condition for Egypt. Actually it gives almost twice the needed culture.

I also noticed that the AI will declare war more often, maybe for having nothing else to do for a long time. I know that some civs are supposed to declare war any way at specific times but I never got all these civs declaring war on me in normal RFC (Greece, Persia, Babylon, Rome, and Carthage) almost every civ I encountered!! I lost a good game because Alexander who declared war already before and we made peace, and who has converted to Judaism and became (pleased) with me just decided to declare war and sent a large number of chariots and phalanxes! I only had axmen who rather got beaten miserably against chariots in warlords 2.08.
 
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