RFCH - Rhye's and Fall of Civilization - Historical scenarios(RFCH) Public betaversion (first 5 scenarios) attached. What is RFCH? RFCH stays for Rhye's and Fall of Civiziation - Historical. It is a set of scenarios made for excellent Rhye's and Fall of Civilization (RFC) mod, designed for Civilization IV - Beyond The Sword. Why RFCH? Original RFC is designed to make civilizations to behave similar to their historical behaviour. This make playing Earth map more realistic, but still keeps some flexibility. This as good for repetitive game-play (you can try different approaches with different outcomes), but it has a serious drawback. If you start game at some later stage, you get all the time different starting conditions, that depends on the AI auto-play. This is kind of a drawback, because you can never try out some historical event in later game stage, because the game itself partially deviated from the history (for example you can not try drive out Arabs out of Europe with your knights, if AI was not able to get Arabs to Europe at all). The other drawback is, that you can only make late start with a new civilisation - it is not possible to jump right into the 16th century and try to reunite Holy Roman Empire). So I decide to make a series of scenarios that allows you to replay later moments of history using RFC mod. How is this accomplished? I started a game from year 600 and converted it to scenario. I have changed ownership of cities and balanced armies and relations to make game follow historical story line for next couple of turns. Then I auto-played 100 years and again corrected ownership of cities, armies and relations. This way, I am slowly creating one scenario by the other. I have also changed leader and country names to fit historicalenvironment and I have made playable only civilisations, that were present at the time of the game. How to use RFCH? Simply put all scenario files to your Rhye's and Fall of Civilization/PublicMaps directory. Then start RFC and choose any scenario from menu in the game. RFC is complex mod. Are there some problems with implementation? Yes, there are some minor side-efects. They do not affect game-play itself, still you may notice them. They are mostly caused by some details hard-coded in DLL. List of known bugs follow: - In all scenarios, Egypt must be playable nation even-though it should not be (for example in year 600, Egypt was under Byzantine control) - If you start with any nation, you always receive starting units given by the mod to original starting locations. This might look weird in the later stages (you get new settlers and warriors even-though your empire is already built and you drive land with knights and mace-men). This might also lead to unpredicted behaviour (Roman units gets always spawn in city of Rome, capturing it even if it is "Minor nation" like Papal states, in later game). - AI switch preset civics after couple of turn, causing change of the leader and civilisation name. After first switch, the civilisation returns to original RFC naming. This has both positive and negative effect. Positive is, that dynamic changes are working, so Spain will not stay "Caliphate of Cordoba" for rest of the game. Negative effect is, that it sometimes happens too fast andRussian civilisation becomes "Slavic people" in one or two turns, even-though it should remain "Principality of Kiev" for another two hundred years. - On starting screen, you still see waiting time for loading, even-though there is no loading time at all (as you may play only civilisations, that are already present) - First window that opens after starting the scenario shows negative turns (this is hard-coded to DLL). Scenarios description (scenarios so far made, things that are planned to be updated later on are marked with asterix*) Spoiler : 600 AD Playable civs: India (Kaanuj Kingdom) China (Chinese Empire) Persia (Persian Empire) Japan (Yamato People) Ethiopia (Aksum Kingdom) Maya (Maya People) Viking (Norse People) 700 AD Playable civs: India (Kaanuj Kingdom) China (Chinese Empire) Rome (Kingdom of Italy) Japan (Empire of Japan) Ethiopia (Aksum Kingdom) Maya (Tikal Kingdom) Viking (Norse People) Arab (Umayyad Caliphate) Khmer (Khmer people) 800 AD Playable civs: India (Pala Empire) China (Chinese Empire) Japan (Japanese Shogunate)* Ethiopia (Abyssinian People) Maya (Maya People) Viking (Viking Union)* Arab (Umayyad Calyphate) Khmer (Khmer People) Spain (Caliphate of Al-Andalus, vasal to Umayyad Calyphate) France (Frankish Kingdom) 900 AD (needs further historical research and tweaking to show correctly vasal dependency of calyphates) Playable civs: Egypt (Tulunid Emirate, vasal to Abbasid Calyphate)* India (Gurjara) China (Chinese Empire) Persia (Seistan Empire, vasal to Abbasid Calyphate)* Cartago (Aghlabid Kingdom, vasal to Abbasid Calyphate)* Rome (Kingdom of Italy) Japan (Japanese Shogunate)* Ethiopia (Kingdom of Ethiopia)* Maya (Maya People) Viking (Viking Union)* Arab (Abbasid Calyphate)* Khmer (Khmer Empire) Spain (Ommayad Emirate of Cordoba) France (West Frankish Kingdom) England (Kingodm of Wessex) Germany (East Frankish Kingdom) Russia (Principality of Kiev) 1000 AD Playable civs: Egypt (Fatimid Calyphate) India (Hindu People) China (Chinese Empire) Persia (Abbasid Calyphate)* Cartago (Zirid Kingdom, vasal to Fatimid Calyphate) Japan (Japanese Shogunate)* Ethiopia (Kingdom of Ethiopia)* Maya (Maya People) Viking (Kindom of Sweden) Arab (Calyphate of Arabia) Khmer (Khmer Empire) Spain (Cordoba Calyphate) France (Kingdom of the Franks) England (Kingdom of England) Germany (Holy Roman Empire) Russia (Principality of Kiev) Mali (Mali People) Version history Spoiler : Version 0.4 - first public version - city names in all scenarios updated, to make them historical. Auto-renamimng routine of RFC changes them to modern later on automaticaly based on different events - technologies updated for all scenarios (needs further fixing) - 1000 AD scenario created using autoplay and manual correction Version 0.3 - 700 AD and 600 AD scenarios updated - India and China weakened, to be balanced with other civs - 800 AD and 900 AD scenarios created using autoplay and manual correction Version 0.2 - 600 AD scenario updated - Byzantines weakened, to make Arabian rise easier, placement of most of World Wonders corrected - 700 AD scenario created using autoplay and manual correction Version 0.1 - fist attempt to make scenario, discovering some RFC internal mechanics - 600 scenario screated by conversion from 600 starting position Any feedback is welcome, especialy gameplay experience for further balancing of the scenarios.