Rhye's of Civilization - the fastest loading mod Expanded

Rate this mod!

  • I can't play Civ without this: no more loading times!

    Votes: 203 66.6%
  • A good mod, but I won't play with it

    Votes: 54 17.7%
  • I don't like the map

    Votes: 13 4.3%
  • I don't like the terrain

    Votes: 9 3.0%
  • I don't like the additions

    Votes: 5 1.6%
  • I don't like the rules changes

    Votes: 21 6.9%

  • Total voters
    305
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Originally posted by EL_OSO
America isn't even in the game. You spend the whole time fighting Barbs and your growth potential is severly hampered. I already went over this with Rhye and that is the way he intended it. When I play this mod, I think of the American civ more as another native tribe than what my preconceived notion of the American civ is.

There has been a balancement in v2.13, I hope that's better now.
Americans aren't stronger but should research faster (no change in food and shields, more commerce)
Zulu -> less shields
Inca -> less food and more barbarians around (so much weaker)
Germany -> less food and commerce
Russia, Carthage and Japan-> more commerce

The problem with America was that they reached South America before Europeans, so this forced me not to make them too strong
 
Originally posted by EL_OSO
This mod achieves what it was set out to do. Faster loading times. It never claimed to be the most balanced 31 civ world mod ever and I've accepted that.

I have thought about this.
I've claimed to have made the fastest loading mod and I have never claimed that this is the most balanced mod. That's true.
But I claim now :egypt: that my intent has always been to reflect history, so many of the rules changes come to balance the game with this map. A game in an Earth map must be handled in a radically different way that in a random map. Just think about ships movement. I hope to have made the most realistic mod that this map allowed. With realistic I mean similar to an History atlas. Of course, this is without counting additions of lots of units and techs that completely revolution the game. That is Kal-El's DyP and TETurkhan's ToT approach and I never wanted to do that.
For this reason I'm happy of receiving feedback: if I were happy with only the loading times I wouldn't want to improve it. ;)
By the way, let me know when you play with 2.13, thank you!
 
Since we are just throwing out ideas. Another possibility would be to adjust the combat numbers. For example, the warrior could be a 2/2, the archer a 3/1 and the Spearman 1/3. I'm not sure exactly how this would work out, but it might make the spearman and archer less superior vs the warrior but still valuable. The downside is that it would cause a chain reaction revamp of all unit combat levels. Bleh.

Or you might create a new unit, a "super warrior" (1/2 with extra hp) that cannot be built, upgrades to spearman, and is the starting defensive unit previously suggested. This would eliminate spearman before bronze age. Maybe it could be called "Tribal Defense." Maybe add one of these to one third of the civs, two to another third, and three to the last third.

Just some thoughts....
 
The super warrior option is a good idea. I was thinking about it but you posted before :)
Another good idea (EL_OSO's) would be a redistribution of starting civs with Bronze Working given instead of Warrior code in very crowded areas where rush may happen.
 
Well I just finished my first 3.12 game and America was in cuba and south America. Annoying but not that bad i guess. Incas were definetly weaker and basically controlled everyhting they did historically. Austria has consitenly been a superpower since the redistribution. I think the weakening of germany increased their worth.
 
I'm kinda liking el-oso's idea about removing warrior code as a starting tech, in fact, what about no starting techs at all? Just for fun, I removed them all and started a game as Germany. The 20 palace defense bonus is tough when you have a warrior attacking another warrior. By the way, why does "warrior code" allow one to build archers? Shouldn't it be archery? Just a thought...
 
My 9 warrior attack was totally futile against his spearman and 2 warriors in his capitol (not sure how he got one that fast), I tried it several times just to see if I could get any other results. No way, I failed 5 times in a row. Removing Warrior Code as a starting tech definitely slows down that early player rush.
 
OK. I've redistributed starting techs that now can be Pottery, Masonry, Cerimonial Burial and The Wheel (most of the civs with Warrior Code now have The Wheel. Bronze Working should come later: bronze age was in 2000BC)
This won't alter the timeline (instead if I removed the starting tech it would happen).

So, for now 2.14 contains this change, with corrected Civilopedia.


I've another question for you all:

I placed tobacco where it is now: America, South Africa, Eastern Europe, India, Far East, Australia.
But I've read that it was only in America and Australia originally.
The Europeans spreaded it through the world after 1500, with massive amounts in Far East. So, nowadays thinking about what's happened in China because of opium and knowing that tobacco is only a bonus resource (it woon't be traded) let me think that it is more correct if I leave it placed where it is now.
I made a different choice with horses, not available in Americas and so denying american civs the building of mounted units. Only with arrival of Europeans they can have horses by trade. I've seen in some games that this happens, so this is OK.

What do you think? Do you know other regions where there was some sort of tobacco before the arrival of Europeans? Perhaps there was some opium in China before 1800. But I don't know anything about Africa and Japan, India, South East Asia.
 
Well I have no idea about tobacco placement. I really wish I could help on that one. Opium is a good idea for a luxury resource though as it was very popular throughout europe as an import from china.
 
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