Rhye's and Fall of Asia - Version 1.3

Even more if you combine it with Nobility (+1:gold:, +1:culture: for each specialist) and state monopoly (+1:espionage: for each specialist). An additional bonus is that nobility counters the loss of GPP a bit.
 
Having that UP combined with Caste System was the plan, that's why i constructed the UHVs this way :( The plan was that you invest them into artists, because a massive culture bonus is less OP than a massive production or science bonus.
It was just an idea i wanted to try out, but i'm open for suggestions with them
 
The victory conditions in the code said 50000 :( I played them a lot, and changed that threshold some times, so i forgot to update the text for that propably...

Try this file instead (copy it into [your BtS folder]/Mods/RFCA/Assets/python)

strange verification for 3rd UHV, in 1157AD Kandagar and Ghazna have 12k and 13,7k but GA dont started, in 1210 i had 16k 13k 13k in my cities and GA again dont started, completed all UHV in 1258AD(without change files).
 
Has the Mauryan UHV been altered too ? And what about the Indo-Greeks. I had trouble with the luxury resources goal, it is mostly dependent on the Greeks conquering india up to Pataliputra, I don't see how else they could secure 6 luxury resources within that short a period.
 
Has the Mauryan UHV been altered too ? And what about the Indo-Greeks. I had trouble with the luxury resources goal, it is mostly dependent on the Greeks conquering india up to Pataliputra, I don't see how else they could secure 6 luxury resources within that short a period.
Mauryan UHV are still the same.
You can settle on the coast south of Kandahar (Cysa), there is ivory, incense and pearls, plus the sugar and cotton near lahore and the lemons near Kandahar itself, you can do it relatively peaceful for the first few turns.
 
Really good news,RFCA is my favorite mod

Thanks :) I try to keep it rolling :goodjob:

Okay, just a quick update. I was busy otherwise this weekend, but still tried to get something done:
Spoiler :
attachment.php
I am pleased with the result, i mean how it looks... Even the AI is coded.
Problem is, it should work kinda like the Domestic Advisor, so clicking on the respective line should activate or deactivate the trade, but nothing happens. As a temporary solution i thought about replacing the Domestic Advisor, just so i can finally start playtesting again:lol:
 

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looks interesting !

btw, I just downloaded the 1.3 version. There are apparently two icons for domestic advisor, one on the upper left corner and the other where it normally is. Not sure if this is right. Also, has the Mongol alternative UHV been fixed in 1.3 ?
 
What do the red diagonal crosses represent?

Also, you should update your signature, civ-addicted; we're not on 1.1 anymore.
 
True, i should have given more explanation :p
The x means that trade isn't possible this way, f.e. you can't use a camel resource (land trade) to trade with Axum
There is a Silk Road Access icon on the left which is only shown if you have one or more resource left to activate trade (free resources/total resources). Same works for camels.
Currently the Silk Road Manager uses the same icon as the Domestic Advisor because i couldn't think of an icon that is good enough (Silk? :gold:? :traderoute:? The Arrows from the Silk Road Access?)
I just noticed now that those civs that spread Islam should only show so after they actually do that (which is 900AD+)

I'll change my signature right away. Thanks for pointing it out
 
I tired Vietnam again and really felt the nerf bat. The start has become much slower and I have feeling I got into a stability trap 800AD-ish. My overall stability as shown in the stability advirsor was about +20, but the in-game display had me going down to -48 and my empire eventually collapsed. Never lost any cities before and never settled in unstable territory.

Hellenism (maybe all minor religions) should give +1 culture/turn.
 
It was a long time ago when i hit Vietnam with the nerf bat, but i remember playtesting them afterwards and winning the UHV easily with way over 1000 points and clearly surpassing Tang (on Monarch). I have to admit, i tried them again but got the same stability issues you described, but i thought i just got out of shape, postponing further reviews.
I found that a major stability help is to switch out of Tyranny and especially Chiefdom early on, because it becomes unstable pretty early; that did wonders with Korea. Korea and Vietnam have the same stability issues, and that is a likely, but more indirect result of taking away one settler.
However, i want Vietnam to be really hard, i want them to get stability issues so you have to research and build stability buildings, and they should stay weak when played as the AI.

I'll look into how hard it is to implement that culture bonus. Shouldn't hurt much to have it in the game.
 
I had the Beta Israel in mind :)
Nestorianism spreads from Rome, Byzanz and Armenia so sorta their heartland in the northern Levant. Persia would work too, but since they cover the Achaemenids to Sassanids, they got enough religions already.
The mechanics how the Minor Religions spread aren't completly designed yet (the easiest would be on a given random turn they spread to a random city, with bigger cities having a higher chance), so this aspect is in its infancy anyway and open for discussion
 
I had the Beta Israel in mind :)
Nestorianism spreads from Rome, Byzanz and Armenia so sorta their heartland in the northern Levant. Persia would work too, but since they cover the Achaemenids to Sassanids, they got enough religions already.
The mechanics how the Minor Religions spread aren't completly designed yet (the easiest would be on a given random turn they spread to a random city, with bigger cities having a higher chance), so this aspect is in its infancy anyway and open for discussion

Yeah, but given that the Beta Israel only controlled Ethiopia (tenuously) for maybe a couple of decades and were otherwise holed up in an isolated part of the mountains, it doesn't really make much sense for Ethiopia to only spread Judaism- it's kind of tenuous to have them spread it at all.
 
I downloaded this mod (version 1.3) and started playing as Tang.
First I notice that WHY DO I SEE QIN EMPIRE IN 615AD?? THAT IS NOT HISTORICAL RELEVANT.... Where is the Jin empire or whatever dynasty it is at that time.....)
2.The amount of time for each turn is too much (in another game playing as Harrappa 25yrs per turn... THAT's A LOT!!!:eek:)
3. Historical starting date for Zhou is NOT 3000bc (not historical relevant) should be 1046BC according to Wikipedia (even though Wikipedia does not always contain the right information but still...)
4. ALSO For Zhou, the capital moved to chengzhou (or Luoyang in present day) from Feng/Heijong (or Xian in present day) around 770 BC (sacked by barbarians)marking the end of western Zhou.....

Suggestion: Split the RFCA into two game (RFCA ancient with like Xia, Sheng, Zhao, to end of Han or Jin or sometime like that) (RFCA "modern"???North and South dynasties (Liu Song and Northern Wei to the end which I guess could be Ming not Qing since you would have to add a lot of foreign european civs in there....)
Please shorten the number of years per turn because it makes the game seems so fast...
 
I downloaded this mod (version 1.3) and started playing as Tang.
First I notice that WHY DO I SEE QIN EMPIRE IN 615AD?? THAT IS NOT HISTORICAL RELEVANT.... Where is the Jin empire or whatever dynasty it is at that time.....)

The Qin slot is used to represent the Sui in the 500 AD scenario, but it's a longstanding bug that they aren't actually named that.

2.The amount of time for each turn is too much (in another game playing as Harrappa 25yrs per turn... THAT's A LOT!!!:eek:)

Very little happens at the beginning overall, so the years pass by very quickly. Otherwise, there would be a lot of turns for the Harrapans and Zhou, which would become extremely unbalanced powerhouses (and also kind of boring). It goes down to 1 year per turn by the last century, I think.

3. Historical starting date for Zhou is NOT 3000bc (not historical relevant) should be 1046BC according to Wikipedia (even though Wikipedia does not always contain the right information but still...)

That's correct, but there has to be at least 2 civs at start, otherwise the game will be messed up (instant conquest victory). There aren't enough turns for a Shang civ, and it's really not worth the effort to implement and balance it.
 
ok just saying that because another modmod (RFC Classical World) makes the number of years per turn very little... (I know their starting date is 320BC but still....)
Shouldn't we make the mod more historical????:confused:

1. Don't know why Qin is at war with Zhou right at start date?
Qin actually defeated (captured Zhou around 260BC)

Zhou around 800 or Qin start date should become very unstable and loses all its cities except capital to independents (NOT QIN AS QIN NEEDS TO CAPTURE IT ONE BY ONE!!!)

I don't really get the chinese civil war concept... (isn't it better to have the human civilization fight and capture the pre-existed civ cities?):confused:
(like what's the fun of it to wait for like 2-3 turns and the civ you're up against just collapses:confused:)
 
I second everything DC said already and might add a little
I downloaded this mod (version 1.3) and started playing as Tang.
First I notice that WHY DO I SEE QIN EMPIRE IN 615AD?? THAT IS NOT HISTORICAL RELEVANT.... Where is the Jin empire or whatever dynasty it is at that time.....)
If you started with the 3000BC scenario, there are mechanics designed to give the old dynasties a small chance of surviving; so it is possible, but unlikely, that you have to face the Qin or even Zhou when starting as Tang.

But still thanks for the feedback :)
 
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