Rhye's of Civilization - the fastest loading mod Expanded - PART II

can't wait for rgc3. Friday??
 
You write in the readme that american civs will be behind in tech at the start. Why is this? Because the other civs can trade tech? I am new to this mod, so I have not tried that myself.
 
That is a factor, I've found, but also because Europe and Asia acquire certain "hidden" terrain bonuses earlier than America, which doesn't get many until the late medieval era. Be cautious if you're one of the Old World (East or West) powers... America rises quickly, and once it gains access to Democracy and the Statue of Liberty, will be able to keep up with and even surpass the Old World Civs.

If you're wise about your expansion, you should have no problem playing as America, just be nice (read: kiss up) to Europe/Asia when you first meet. :D

SilverKnight
 
Ciao Rhye, ottimo mod mi piace molto.
Ho trovato alcuni problemi di bilanciamento per quanto riguarda la mappa casuale comunque... o meglio problemi secondo me. Vedi tu cosa ne pensi:

- Repubblica Democratica: praticamente il governo preferito dall'IA, peccato che sia un buco nero per le casse dello stato e riduca l'IA in ginocchio. Anche i giocatori se per questo. La Rep. Demo. ha abbastanza penalità senza far pagare 3 crediti per ogni unità. Il fatto è che nel tuo mod, anche durante l'industrializzazione non si avranno mai molte città a causa del costo dei coloni, e lo stesso dicasi per strade e miglioramenti vari... per tanto il dazio di 3 monete per ogni unità diventa troppo pesante per un governo che già ha molti altri svantaggi, come 0 unità di polizia, 0 unità supportate e alta avversione alla guerra. A questo punto la Rep. Oligarchica che è molto più antica e dovrebbe essere una forma di governo molto meno elaborata, è invece molto più efficiente.

- Coloni: il costo dei coloni è piuttosto esagerato, non ho mai visto una città fondata dall'età industriale, e sono rare quelle fondate nel Medio Evo (quando invece, storicamente, la maggior parte delle città attuali è stata fondata proprio in questo periodo).

- Velocità di ricerca: la velocità di ricerca è troppo elavata... dovresti aumentare il limite massimo IMO.



Per il resto è veramente un ottimo mod !
 
ciao,
passo subito alle risposte:

-la rep. democratica è stata via via depotenziata proprio perché l'AI usasse qualcosa di diverso. Come vedi l'obbiettivo è fallito. Sarebbe una cosa da migliorare questa, ma ho smesso di sviluppare il mod. Ora sono dedicato (a tempo perso) a fare l'RGC.

-il costo dei coloni (settler) è esagerato ma è l'unico modo per fare in modo che il mondo (piccolo in confronto al numero di civilità dentro) non sia riempito subito, e che la partita sia giocabile senza tempi di caricamento devastanti.

-la velocità di ricerca è calibrata per essere esatta per la versione mappa della Terra, a difficoltà imperatore. La mappa casuale è per definizione, casuale, quindi può capitare che vada tutto + veloce o + lento...
 
Ok,

I will test some settings on those three points and make you know how they work, maybe.
 
Hi, been playing the mod. It's fun but very frustrating.

Is the mod tweaked to make some of the civs research at a blinding rate? I have major problems catching up with serious gaps in advances.

That's not the worst issue. The worst is, it seems that the whole world is against me. They seem to trade techs amongst themselves easily but never with me. I dun understand what other civs are able to provide for trade(of tech) that i can't. It's ok if a few particularly bright civs have a lot of advance techs but to let them filter to most of my neighbouring civs without effort is ridiculous. Some of my dumber neighbours would suddenly be more advanced than me. They can have only 4 cities and acquire techs faster than my 12 cities empire. Not meaning to rant but is this the way the mod is supposed to work? Please advise.

Thanks,
Cal
 
Calavera said:
Is the mod tweaked to make some of the civs research at a blinding rate? I have major problems catching up with serious gaps in advances.

That's not the worst issue. The worst is, it seems that the whole world is against me. They seem to trade techs amongst themselves easily but never with me. I dun understand what other civs are able to provide for trade(of tech) that i can't. It's ok if a few particularly bright civs have a lot of advance techs but to let them filter to most of my neighbouring civs without effort is ridiculous. Some of my dumber neighbours would suddenly be more advanced than me. They can have only 4 cities and acquire techs faster than my 12 cities empire. Not meaning to rant but is this the way the mod is supposed to work? Please advise.
First of all, this is the way the mod is supposed to work.
1. The AI trade amongst themselves. You have to trade and research aggresively to keep up. One very good way to keep up is to try and research techs that the other don't have, even when you don't need those techs at that moment. Once you have a tech that nobody else has, or few besides you have, you can trade it for large sums of gold and/or techs. Try to never reasearch something you can buy, it's a waste of time.
2. Unlike the basic game, in RoC/X it is set up so a small country is often more efficient than a huge empire (until Communism comes along. :goodjob: ) Additionally, different civs have very different terrain and some get special invisible terrain bonuses either right from the start through the whole game, or from a certain point on, or from the start until a certain point (these "certain points" are based on the historical rise and fall of the respective civs.) You will eventually learn what civs are regularly tech leaders, and recognizing them will help you trade wisely.
3. The best, simplest advice I can give you is just trade as much as possible. I don't mean you should trade for the sake of trade, but remember that it's always cheaper to buy than to get something yourself. Likewise, it's cheaper to conquer a city than to build a settler and make one yourself.
 
Its a hard but very interesting mod. The strategies to succed are very different than unmodded game, as Rhye pointed, you have to declare war VERY early on each settler you see, to keep your labor force strong. Workers and horse archers are the key. I play Russia on Emperor, and as you can see, world will be mine. I never look into wonders except for the Great Library, which was a VERY close competition. I was able to build it ONLY by adding conquered workers to that city.

Also it seems to me VERY important to form an early group of workers which will ONLY be used to clear forests for future settling, as Russia is crippled north by forest.

Here is a look of my empire, both Berlin and Amsterdam conquered. I am a bit ashamed because I had to do early a lot of save/reload but only for barbarians purpose, as they have 2 moves, can be deadly of they stop you settler (30 turns) production, and you dont see them coming. If they had 1 move, game could run fine, but with 2 squares I had to reload to survive in first 50 turns.
Is this detail annoying anybody else?
 

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England became the culture leader (built Papale state+ many others) and were very annoying with his Man_o_war. He had 7000 culture so I had to stop that to keep the game going. It was also the first time I see AI invading with important force-he used 25 ships to bring 6 cavs+some fusiliers, so I thought I should learn him what is an invasion force (anyway dont even think to attack capitals with less than 30 units, this +30 def is awesome). London had 12 fusiliers and 2 musketmans inside and it took me 32 cossacks to put it down. The worker is for instant culture after capture.
 

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Salamandre said:
I am furious myself because of the junk I had to buy early because it came out that it moves only 3 tiles, and in Civlopedia it says 9!! so was a waste of money and time but well.... :wallbash:
The pedia can't help but display the number of movement points the unit has. However, the pedia entry shows the real movement, which is different by the type of tile in RoX... The naval movement system is completely redone in this mod, to make it realistic and allow rapid transit across the oceans starting with the industrial age (or maybe the age of sail? I can't recall). You just have to pay attention to the text in the pedia entry. Anyway, the Junk is not a waste, as it's your only way to get more than one unit at a time across water early on. It later upgrades to much better transport ships.
 
Hey guys,

Been awhile since I've been lurking or playing Civ, and I must say I am impressed with RGC2 (got started too late to enter). When is RGC3 starting? I am VERY interested in playing this one.
 
It should have been already started. And I am starving. I won't eat until the save is mine
 
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