Rhye
's and Fall creator
(Preview #1 here)
(Preview #2 here)
(Preview #3 here)
Preview #4!
As I mentioned, the subject is civ placement, this time.
While we have fixed starting locations in RFC and totally random locations in standard Civ, RFC RAND features some additional code that makes certain terrain types more important than others, depending on the civ.
The Egyptians have high modifiers for desert, rivers and a certain range of latitude (those latitudes are shifted when climate is different than temperate).
There are many other parameters, like the distance from the coast, which all influence not only the starting location placement, but the settlers as well. These modifiers alone, in fact, will form the new settlers maps, which will influence stability. As the Vikings, settling near the equator is a good way to have a low expansion stability rating.
Starting locations are also guided by a system of "attraction and repulsion". As Japan, plots close to China are more highly valued, while plots close to Rome or Egypt, for instance, have its value decreased.
This means that when you're playing, you don't know WHERE a new civ will spawn. As Rome, Germany may spawn next to you, and flip some of your cities, or next to France or Spain, and not affect you at all.
America is a special case, since it is supposed to spawn in America, and close to some European city. Then, the presence of those cities in the surroundings are taken into account:
Just one of the possible places in this already crowded "New World"
The possible degrees of Earth likeliness (high/medium/low) influence the presence of some contraints on starting location placement:
- on high, American civs are forced to spawn on the American continent, and the old world civs are placed in a way that they look like the Earth (Euros at west, Asians at east; same for north/south divide)
- on medium, there is still the American constraint, but placement in the old world may vary (the world itself can be flipped after all)
- on low, there are no contraints of any kind, but just modifiers. So, it's possible to often see old and new world civs mix up.
That's all!
(Preview #2 here)
(Preview #3 here)
Preview #4!
As I mentioned, the subject is civ placement, this time.
While we have fixed starting locations in RFC and totally random locations in standard Civ, RFC RAND features some additional code that makes certain terrain types more important than others, depending on the civ.
The Egyptians have high modifiers for desert, rivers and a certain range of latitude (those latitudes are shifted when climate is different than temperate).
There are many other parameters, like the distance from the coast, which all influence not only the starting location placement, but the settlers as well. These modifiers alone, in fact, will form the new settlers maps, which will influence stability. As the Vikings, settling near the equator is a good way to have a low expansion stability rating.
Starting locations are also guided by a system of "attraction and repulsion". As Japan, plots close to China are more highly valued, while plots close to Rome or Egypt, for instance, have its value decreased.
This means that when you're playing, you don't know WHERE a new civ will spawn. As Rome, Germany may spawn next to you, and flip some of your cities, or next to France or Spain, and not affect you at all.
America is a special case, since it is supposed to spawn in America, and close to some European city. Then, the presence of those cities in the surroundings are taken into account:
Just one of the possible places in this already crowded "New World"
The possible degrees of Earth likeliness (high/medium/low) influence the presence of some contraints on starting location placement:
- on high, American civs are forced to spawn on the American continent, and the old world civs are placed in a way that they look like the Earth (Euros at west, Asians at east; same for north/south divide)
- on medium, there is still the American constraint, but placement in the old world may vary (the world itself can be flipped after all)
- on low, there are no contraints of any kind, but just modifiers. So, it's possible to often see old and new world civs mix up.
That's all!