Rfc++

So, will this work with v1.92 as of now, or should I hold off on downloading it?
 
Go ahead and download v 1.92, this will, if you just follow the instructions, place the mod into its own seperate mod folder, so you can have both at the same time, though you cannot play them both at the same time (unless of ourse you have a PC powerful enough to have two civ4 processes running at the same time). Also, you won't be able to take save games back and forth between the two.

After all is said and done with the installation you shoulod have, in your civ4\mods directory at least two folders, "RFC++" and "Rhye's and Fall of Civilization"

It should look like this:

folderimage.jpg


except your colors are porbably differnt, you might not be looking at my writing of my reply, and you probably don't have a folder called "copy of RFC++" (and don't need one).

However, in the event that you pasted the assets and stuff from within the RFC++ folder over the assets from the Rhye's and Fall of Civilization folder, it included all necessary files, and all of the base RFC files have been overwritten, so the game will run fine, however you will have none of the updates from 192 (and possibly might be missing some from 190).

Hope that helps. Hopefully I should have the mod re-updated by wednesday. (I have a busy day tomorrow, otherwise I woul say by tuesday.
 
Bureaucracy (tech: Writing, upkeep: Medium)
+1 happiness / culture with courthouse, +1 happiness with Granary, +1 happiness with Academy (that's a lot of happiness, will really help in the early game period, but I feel there should be another bonus and some penalty. I think the +5% commerce with grocer and market might be a good bonus, but I can't think of a good malus.

+50% to thecost of civics.
 
Excellent mod!
Will there be a warlords version?
 
This is currently only for vanilla, however a warlords version is definitely in the works. (if anything just because I play warlords).

@ Edungeon: You should see the rest of my computer, starting up greets you with all black windows with red text and a background that is an animated .gif of static covering two monitors on 1280X1024 resolution. :D I take pride in the inaccessibility of my computer.
(Though Ironically, a dark colored desktop is in fact easier on and better for your eyes.)

@Whitefire: +50% to cost of civics. I assume you are speaking of the same cost that the Organized trait reduces by 50%? If so, that is possibly one of the most brilliant and applicable ideas I have heard of. Sounds good, although I might nead to reverse engineer the ability from the trait itself and possibly may need to add negative number support (or positive number, depending on how the Sid did it.). However I am going to hold off on restarting the civic balancer until after I have finished rebuilding the vanilla version and building the Warlords version. once that starts back up feel free to come down and give ideas, and just because somewhere we said we were "moving on" from a category doesn't mean you can't still give ideas, just don't expect focused discussion only on that civic.

@Tboy: why thank you! :D
 
Yes I meant the reverse of Organized. Here's the rest of my thoughts.

Socialism: (tech: Communism, upkeep: Medium)
+25% science, +1 happy, +1 health, +50% ww

Huh? I don't get how governmental control of the economy gives a bonus to Science.


Environmentalism: (tech: Ecology, Upkeep: High)
+1 food per farm/fishing boat. +2 :happy: with forest, +2 :health: per city.

IMO, this civic could be more intense. First off, there should be a happiness penalty for every mine not on a resource. Strip mining is Not OK (tm) in any green economy. Windmills should receive a +1:commerce: bonus. Forges and Factories have +1 and +2 unhappy, respectively, but lose their :yuck: penalty since green regulations curtail industrial pollution. Coal plants become unavailable. If one exists before the civic change, it's a +4 unhappy.

Unionization

Disunity

Nationalism and Anarchy seem more appropriate.

-50% distance maintenance, -50% number of cities maintenance, -40% in all cities save the capitol. +2 free units per city (This should let Greece conquer a massive Empire really quickly)

Heck, that will help with any UHV that requires conquering large swaths of land (Rome, Mongolia, Persia, Arabia, etc.). One problem I have is that -40% makes it unusable, even if it saves your economy. There's no way you could build those extra 2 units per city.
 
Huh? I don't get how governmental control of the economy gives a bonus to Science.

Socialist states often make it possible for more people to get a good education, so you get more science. They also spend more money on science and shools, so universities get more money and can do more research.
Also, Socialism isn't planned economy you know of the soviet union, socialism with free market is the system of North Europe.

BTW
*
http://forums.civfanatics.com/downloads.php?do=file&id=2888
a nice MOD from TheLopez that gives 2 free priests with theology, it can be used for a free mechant with Mercantilism.

*
http://forums.civfanatics.com/downloads.php?do=file&id=4309
a nice MOD to add by Zebra 9
 
for the economy civic Guilds:
Rename it to 'Corporate economy'. Guilds were corparate system, and it could be used for the fascist economical system.
The code from Ankor Watt could be used in the same way TheLopez has made the MOD I mensioned above.
 
Yeah, I've been looking at the archaelogy mod myself. Fortunately its just a python/xml mod, so it should be really simple to merge and should be in the next build.

@Talkie_toaster: Pretty much yeah.

Now, about the civics:
SadoMacho covered the plus to science for socialism.

As for the sixth column, I think I'm going to try to get it to more closely resemble what Rhye already has, IE, the civics are there mostly to balance and effect stability. For instance, for Colonialism I think I will do a 'no stability hit from colonies with a luxury or strategic resource in their city radius.' and stuff like that. Imperialism might lower the maintanence stability hit, stuff like that. I haven't looked much at the stability code yet, so I'm unsure what all I can do.

Environmentalism is a tough one, because It is not an economic system that has ever been achieved, and I don't see it happening for a long time. I would really like to replace it with something, but I am unsure what.
Earlier people were suggesting 'Wartime Economy' and I think those ideas have some merit, although I would like it to be redefined slightly. I'm unsure. I would really like to just figure out a way of bringing back the civ 3 'mobilization' function.

Ultiamtely for the civic however, I have no ideas of my own, so keep suggesting things.

@SadoMacho: Curse you for replying while I was.

Hmm, guilds as Corporates you say? hmm, perhaps rename it to Cooperative Economy. As Corporate sounds far too modern to me. But then Cooperative Economy starts to sound like another way of saying communism. hmm. I'll try and think of other things to call it that are similar, but Corporate Economy would work. SO I'll use that If I can't think of anything I like better. Thanks for the suggestion.
 
3-8-2007 Build:
RFC++ v 1.93~1.20

Well, the mod has been updated to the next build!

I couldn't manage to get a Warlords Version out just yet, so that is my next goal. It shouldn't take too long, but I want to put out two fully rebuild versions next, so I estimate Sunday at the latest you will all have shiny new mods to play with!

Also on a side note, the Archaelogy mod is programmed, differently, than every other Python mod I have seen, and is in its current state incompatible with RFC However the code seems pretty simple, so I should be able to reverse engineer it into its own file instead of the CustomEventManager.py, using some of theLopez's mods for guidance. Hopefully it will be in the Sunday Build.

3-11-2007 Build(s):
RFC++ v 1.93~1.30
RFCW++ v 1.43~1.10
 
It records where city ruins were on the map, then allows for them to be forgotten. Finally, after Scientific Method is discovered the ruins might be found again, and they will generate +4 gold on whatever tile they are on. (plus give you a little blurb about the civ that owned the city).

It sounded like a nice idea, and was pretty cool, but not necessary, so I'm putting it off until the mod is more fully completed.

A better function would be if I could also get it to gift a little of the old owning civ's culture to the plot and plots around it.
 
I was thinking today about my great president Bush. And then it hit me, why not add a Corruption civic? Corruption has happened in every government since the beginning of time regardless of how "enlightened" the people were.

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The start would be Kleptocracy. no bonuses or drawbacks.

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The first to be discovered is (a term I can't remember). Back in ye olde days, currency was worth what it was made of. Governments would often often collect large amounts of the currency and either melt them down and combine them with a heavery metal, such as lead, or out right punch holes in the coins. The government would then keep this gold to continue to fund it's ambitions.

Effect: +3 gold per city. +4 unhappiness per city. +1 unhappiness from Markets, Grocers and Banks (The more people use their currency, the more they think about how they're being defrauded). A small chance of a Great Depression breaking out.


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Next up is Nepotism. You could switch to this after discovering Monarchy. This one was a little tricky for me to balance right. Having family-only in the high offices of the land make for a safe government, if not well run. The people generally accept the appointments, but will mutter if there is any perceived incompetence.

Effect: 4-star civic stability. Double unhappiness from whipping and drafting.

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Finally we have Insurgency/Nation Building. I'm not sure what term should be used, especially given the charged political climate surrounding these actions atm. Basically, you would spend money to foment rebellions. This is would be most useful late-game to push a super-power off the leaderboard by having a new wave of Nationalism spread through her territories. Although this m,ay be a double edged sword, since any foreign nations you control may decided to rebel against you!

Effect: +200% chance of a dead nation declaring Independence. -10% GDP.

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We need a couple more to make the column as long ast he others.
 
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