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[BNW] Rhye's Catapult 2020-06-02

There are a lot of RFCDOC players in here demanding changes to powers and icons...

Keep it for a lot later folks. Remember DOC has gone through over 5 years of dev time and so we already have the base to argue about these things. For now the most important things are making sure this mod works and that the map is both balanced and accurate. So yes I agree vodka is a stupid symbol but it doesn't matter for now.

More like 10 years of development (which is kind of awe-inspiring to think about as I type this out).

It's also very important to note that DoC has overhauled so much over the course of development (lots of new civs, completely new tech tree, culture changes, resource allocation, city capture mechanics, among many other things) that it's almost become a separate game from Civ4. Porting the mostly unchanged Civ game to a real world timeline is a different goal (not necessarily better or worse, just different), so that warrants a different scope.

I think a burger would be a hilarious America symbol, but that/vodka probably wouldn't fit with the tone of the mod.
 
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A question for you.

My intention is to have Carthage as "Phoenicia". Historically Tyros (Lebanon) was conquered by Persians, while the colony of Carthago rose and flourished.
If I set Tyros as capital, it's unlikely to see Carthago consistently founded and it's likely that Phoenicians will spead only in the Middle East, possibly never be destroyed by other regional powers.
So for now I set starting location at Carthago, and have Tyros flip at start. Do you have any other idea to make a start in Tyros work?
 
How about spawning a settler and some units for Carthago after settling Tyros? Later on spawn Persian units to conquer Tyros and the capital will move naturally to Carthago.
 
In terms of railroading, what is your vision for the mod?

Relying on Phoenicia AI after civ spawn:
I would keep your solution. I assume you have settler maps and stuff, is the Civ AI just bad about moving settlers across the Mediterranean? If the AI is being too difficult to work with, your solution seems to work best.

Some railroading after civ spawn:
You could spawn Carthago in as a city state if it has not been founded by Phoenicia by a certain date. Then, at another certain date, flip the Carthago city state to Phoenicia and move the Phoenician capital there (or spawn Persian units to conquer Tyros).

Railroading after civ spawn:
Spawn Carthago in as a city state if it has not been founded by Phoenicia by a certain date. At another certain date, flip Carthago to Phoenicia, move the capital there, and "collapse" the Phoenician cities in the Middle East or spawn Persian units to conquer them.

Of course the "spawning Carthago" part in the last two options would only apply to the AI, otherwise players would happily not settle Carthago and accept a free city :p
 
Alternative unique powers for some CIVS // Time of the People's BRAINSTORM:smoke:

Well... I have no idea about Rhye' plans about new powers of civs but I'am glad to wtite about my own ideas

CHINESE: "Immortanse of the Tianxia:"
+ 1 food for every farm fith fresh water;
+ 1 production and +1 culture from each plantation;
+ You need only 65% (2/3) of ordinar cost to construct non-military buildings;


It will represen peacefull component of the chinese agracultural/construction power and also it will give other neutral advanages;

GERMANS: "Industrial Heart of the Europe"
In Modern/Atomic/Informatic era each tile with more than 1 production will have +2 commerce

It will represent wealth and industrial power of the Germany

AMERICANS: "Phenomenon of the American Dream"
+ 1 commerce to each specialist each era (begining only from Insustrial) // free worker in every city which you found;
Its represent guge deposit of American "Middle Class" and in the same time - rapidly coloniazation of the so called Wild West

OTTOMANS: "Art of Turkish Siege"
Until end of Renaissance Era: all military units will have promotion SIEGE (+ 50% against Sites)
Well... it will represent great importance of Ottoman' Conqest in the Middle East and Europe;

SPANISH: "Silver Galleons"
Only in the Renaissanse Era Spanish naval trade routes gives 150% commerce;

It will represent Spanish Riches which based on gold and silver which they found in the New World;

P.S. Also I don't think we need super-balance (because there are no ways to "gold balance")
 
So, I think I will need a few more days, sorry everyone. I am working only on Saturday and Sundays these last few weeks, and it wasn't enough. I think one more week will be enough but tomorrow not yet.
I am doing some cuts to the late tech tree because indeed the techs are too many for the turns, and even speeding up research it ends up with one tech discovered every 2 turns, which is not right and doesn't give chance to even build things.
The whole Modern Era has been deleted, and its techs distributed around. I'll post some screenshots as soon as I finish.
 
Alternative unique powers for some CIVS // Time of the People's BRAINSTORM:smoke:

Well... I have no idea about Rhye' plans about new powers of civs but I'am glad to wtite about my own ideas

CHINESE: "Immortanse of the Tianxia:"
+ 1 food for every farm fith fresh water;
+ 1 production and +1 culture from each plantation;
+ You need only 65% (2/3) of ordinar cost to construct non-military buildings;


It will represen peacefull component of the chinese agracultural/construction power and also it will give other neutral advanages;

GERMANS: "Industrial Heart of the Europe"
In Modern/Atomic/Informatic era each tile with more than 1 production will have +2 commerce

It will represent wealth and industrial power of the Germany

AMERICANS: "Phenomenon of the American Dream"
+ 1 commerce to each specialist each era (begining only from Insustrial) // free worker in every city which you found;
Its represent guge deposit of American "Middle Class" and in the same time - rapidly coloniazation of the so called Wild West

OTTOMANS: "Art of Turkish Siege"
Until end of Renaissance Era: all military units will have promotion SIEGE (+ 50% against Sites)
Well... it will represent great importance of Ottoman' Conqest in the Middle East and Europe;

SPANISH: "Silver Galleons"
Only in the Renaissanse Era Spanish naval trade routes gives 150% commerce;

It will represent Spanish Riches which based on gold and silver which they found in the New World;

P.S. Also I don't think we need super-balance (because there are no ways to "gold balance")

Thank you for the suggestions.

More than ideas on new abilities, there is one more important question: which are the abilities that won't work on a Earth map?
Germany and Ottomans already been mentioned. Others?
 
Thank you for the suggestions.

More than ideas on new abilities, there is one more important question: which are the abilities that won't work on a Earth map?
Germany and Ottomans already been mentioned. Others?

Well... I think Japanese and Spanish also have unique power' troubles

Japanese have no regional opponent (except Chinese) so they will have problem with combat bonus
Spanish have no chance to found "natural wonders" before other civ - bacause they will appear inly in the Mediaval Era!
 
Small Sugestions (Again)
1.Please: let's "push" ukrainian IRON (there is screenshot). Then it will be represen Krivoi-Rogh (one of the biggest iron core deposit in Europe)
2. Also there is no URAN in the Western part of the Russia (perhaps great way of solving it - remove current one and "push" URAN to URAL mountains or even to Kazahstan steppe)
 

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Now, some info about the current state (so that you understand why there are delays):
% of completion:

Map: 100%
Autoplay mechanism: 100%
Civs roster and minor civs: 100%
Advanced autoplay start: 100%
Civs rotation (>22 civs): 100%
Rise mechanism: 100%
Collapse mechanism: 100%
Respawn mechanism: 0%
Rule changes: 100%
Tech tree revision: 60%
Settlers map manager: 100%
City names maps: 30%
City renames: 100%
Settlers maps: 30%
Icons: 100%
Diplomacy: 20%
Revised civ unique abilities: 20%
Stability: 0%
Stability advisor: 0%
Historical victories: not planned at the moment.

Now, keep in mind that every time that I add something, there will be some other feature that will be broken and from 100% goes to 50% until it's repaired. The time needed to fix all that is unpredictable.
My intention is to release a first alpha version with all more or less 100% except stability and respawns. If in the 1st of June there's something broken, it will be delayed again. If everything seems to be more or less running, then I will post it and wait for your feedback before going on.
 
Glad to hear about the progress. A question about the 'definition of done' though. Of all the things that are planned, I feel city name maps, revised unique powers and diplomacy (not too sure what that would encompass) are nice to have but not necessarily game breaking. Of course it won't feel 'complete' without the city name maps but having waited for years I don't think any of us would mind playing a version that works technically but needs some visual polishing. Once settler maps are finished, maybe a pre-alpha could be released? Also, it would allow us to provide feedback at an earlier stage (euphemism for: we can play :)).
 
I'm not gonna lie, when I saw your posts thought you were a Rhye poser but it's true lol

Edit: Btw, feel free to outsource any time-consuming modding work to us
 
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I'm not gonna lie, when I saw your posts thought you were a Rhye poser but it's true lol

Edit: Btw, feel free to outsource any time-consuming modding work to us

That's great. would you do a few city and settlers maps? Pls send a private message containing your email to anyone interested. But it has to be done quickly in order to have all coordinated and ready at least a couple of days before the 1st of June...
 
Now, some info about the current state (so that you understand why there are delays):
% of completion:


Respawn mechanism: 0%

Stability: 0%
Stability advisor: 0%
Historical victories: not planned at the moment.
I think there is no 1st June.) :cry:
 
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