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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Hi Rhye

After reading through your thread yesterday afternoon, I rushed home to download the mod last night.

I booted up a Monarch game with the Chinese, and I was immediately impressed with the graphics (although the little yellow squares on the LM hills etc. are a bit annoying - any way to get rid).

After playing through to about 740AD with the Chinese, I was pleasantly surprised by the speed of the game and having fun, but a glance at the Scores and power graphs showed me running away with the game, fun, but too easy. Probably my choice of civilisation to be honest.

So instead, I thought, "time for a challenge". I'm an emperor/demi-god level player normally, so I decided on the Portuguese on emperor, and this game is turing out to be much more enthralling so far.

My main observations from both games so far:

- Why is it so difficult for China and the other East Asian Civs to make contact with India? It seems this can only be done by circling all the way around through Central Asia, then down via modern day Afganistan/Pakistan, or via the coast all the way past Indochina any Malaya. I'm no historian, but contact between the two civs occurred pretty early in reality didn't it.

- I might be immagining things, but tech trades seem really screwed up. One minute I check via diplomacy with Germany to trade him my newly discovered Construction for his recently discovered Monarchy (I know 'cos he started the Hanging Gardens), but I can’t see Monarchy to trade. On other occasions I know I'm ahead in tech over civs like the Zulu, but I try to trade with them to strip them of some of their gold, but I can't see any techs available to trade to them. I understand that you have made some of the tech's non-tradeable to slow down the tech trading pace, but it all seems a bit weird to me at the moment. Might take some getting used to! Would it be possible to get a list of all the non-tradeable techs.

- The difference between Monarch and Emperor in this mod is much more pronounced than it is under standard rules. With the value and population cost of settlers (and hence towns) having risen so much, starting with 2 settlers is a really big boost for the AI. I can hardly imagine what sort of a beast the AI would be at Sid level! Starting with 3 settlers, when it would take the human player, even in a European starting location, some 40 turns even to churn out their first settler. Scary! Don’t think I'll be trying that any day soon. This change also fundamentaly changes a lot of standard game-play strategies. For more "disadvantaged" nations, in weaker starting locations, it is much more of a viable strategy to capture rather than try to expand "manually", and killing a wandering enemy settler/warrior pair means so much more than just a couple of free slave workers in this mod. Essentially, for the human player at least, there is a much increased incentive to be aggressive early. Even when pitted against a "strong" civ the human player can pretty much eliminate them as any sort of force to be reckoned with if they can take 2 cities from them before 0AD. As the Portuguese, on Emperor level, a concentrated attack on Spain on about turn 150 has led to them being booted out of the Iberian peninsula, and a few turns later, I have the largest population in the world, just from capturing 2 cities, and getting another via peace negotiations. Good fun, but a fundamental change to the game dynamic.

- In general it can feel a bit limiting being unable to settle towns on forest or hills, I wasted various settler moves finding this out, but I guess I'll get used to it.

- RE Medieval Settlers and Modern settlers. I understand the rationale behind making them more expensive in terms of shields and population. But why are they always the same stats, 0/0/1? It feels like a much bigger investment for the player, but with no benefit whatsoever. How about giving the med. Settler a defensive point or two, and the modern settler the same, plus 2 movement points?

That's all I can think of at the moment, but I love the way you've managed to speed up the game on a huge map, without making too may fundamental changes to the way it plays. Good Job Rhye.

Cheers

Kello
 
KELLO said:
I booted up a Monarch game with the Chinese, and I was immediately impressed with the graphics (although the little yellow squares on the LM hills etc. are a bit annoying - any way to get rid).

The yellow squares only appear in the editor, not in game

KELLO said:
- Why is it so difficult for China and the other East Asian Civs to make contact with India? It seems this can only be done by circling all the way around through Central Asia, then down via modern day Afganistan/Pakistan, or via the coast all the way past Indochina any Malaya. I'm no historian, but contact between the two civs occurred pretty early in reality didn't it.

Probably you're right. When closing the path I wanted to slow down the colonization of Siam, but didn't think that India and China can't contact

KELLO said:
- Would it be possible to get a list of all the non-tradeable techs.

I didn't set any tech non-tradeable

KELLO said:
Scores and power graphs showed me running away with the game, fun, but too easy. Probably my choice of civilisation to be honest.
- I can hardly imagine what sort of a beast the AI would be at Sid level! Starting with 3 settlers, when it would take the human player, even in a European starting location, some 40 turns even to churn out their first settler. Scary! Don’t think I'll be trying that any day soon. Good fun, but a fundamental change to the game dynamic.

The game dynamic and the fact that the mod is easy are not-wanted consequences caused by the structure of the mod and that can't be avoided.
Don't try Deity, Demigod or Sid unless you want a slower game. If you want a very difficult challenge, take Incas or Zulu. If you want an easy task, take any European civ

KELLO said:
- In general it can feel a bit limiting being unable to settle towns on forest or hills, I wasted various settler moves finding this out, but I guess I'll get used to it.
- RE Medieval Settlers and Modern settlers. I understand the rationale behind making them more expensive in terms of shields and population. But why are they always the same stats, 0/0/1? It feels like a much bigger investment for the player, but with no benefit whatsoever. How about giving the med. Settler a defensive point or two, and the modern settler the same, plus 2 movement points?

Giving defensive points would mean that settlers can fight. And they have no fight animation. Anyway giving 2 movement to modern settler sounds reasonable.
The limitation of settling plays a key role in speed-up. But wait, you can settle on hills!
 
Rhye said:
The yellow squares only appear in the editor, not in game
If you turn on the option for showing food/shield on terrain then the yellow squares DO appear in game also.
 
@CyberChrist - Thanks for that. I'll change that tonight...

@Rhye - My mistake about the hills...

"The game dynamic and the fact that the mod is easy are not-wanted consequences caused by the structure of the mod and that can't be avoided."

Another option would be to leave most of the factors for Emperor and above the same, but only give them one settler at the start of the game.
 
Yah, there is something weird going on in the display. I am playing as America, and have dyes showing up as incense on the city display. Seems to be pretty consistent, and as it took me about 200 turns to notice, I am not really bothered by it. It also does not seem to affect other resources (for instance, I could not build any of the incense requiring wonders, despite having it show up on the display).

If you can fix it, cool. If not, its not a problem, just a cosmetic thing (not even lipstick; I would say this is on the order of pinkie toe nail polish when foot is covered by shoe ;p).
 
I have had the same problem starting on emperor in Europe. Most of the good land is grabbed by the initial settler rush, so I basically did the same thing (war! ;p)

India and China had no history of contact as far as I know... Indochina was a major barrier in terms of both jungle and indigenous peoples. I DO know that the first real contact was with the Great Fleet that sailed to India and East Africa... before turning around to be burned...

Not sure if that makes any difference. China is an amazingly fun civ to play as in this mod, because you can expand without any interference really... makes the modern age a real slaughterfest!

Has anyone played as the Mongols? Once I finish this game I am playing as America I will try them out... but I have a feeling (from looking at their territory) that it will be something of a challange to take on the Chinese Empire...

Love your mod Rhye!
 
The inability to trade techs at particular periods/civs has been around ever since I started playing RoC (version 2.0). I always considered it a side-effect of Flavors and/or a civ transitioning between ages. For awhile tech differences with some civs don't show up, but later it clears up.
 
I know how to fix the resources problem. The only thing left is a small bug: wines sometimes correspond to a double icon. This problem is still there and I must choose between keeping the bug or making the American wines only a bonus resouce instead of luxury (in that case the bug is gone)
 
Changes in v2.21:

- Fixed the bug of incorrect luxury resource shown in the city screen with the inclusion of corrected luxuryicons_small.pcx
- Fixed the bug of double resources in cities connected to wines. Now American wines are only a bonus resource instead of luxury
- Opened passage between India and China, now blocked only by a barbarian camp
- Tuned German strength
- Please uncheck "Show food and shields on the map" option if you have checked it, because it shows incorrect food or shields with LM terrains




The whole patch is in the first page, as usual.

For those who have v2.2 and don't want to download 2.6MB again, here's an incremental patch:
 

Attachments

hey, have you thought about doing a rhye's of civ map for another map.
like a rhye style map for another large scale map, not earth?
 
laxpimpj said:
hey, have you thought about doing a rhye's of civ map for another map.
like a rhye style map for another large scale map, not earth?


I would love to see a version of Rhye's mod that could handle random maps. A Rhye-esque version of Bigger, Better Worlds, maybe.
 
I downloaded this very cool mod a few days ago and decided to play as the Babylonians (good early UU for destroying neighbouring civs + a lot of good farmland).
Unfortunately I can not irrigate flood plain :mad: :mad: :mad:
Anyway, I changed it in the editor and started from the beginning. It was very funny and I have already conqoured the Arabian Peninsula and Turkey - unfortunately my flood plain irrigation looks like tundra irrigation...
I suppose it should be possible to irrigate flood plains, since the Civilopedia says so...
I hope this will be corrected in a later version...
 
great fun and a very different mod.

couple things....

i like to play as india because of their civ abilities (commerical and religious).

anyway at monarch i played 3 games...

first i got destroyed but that was because of the diffences in game play. 2nd 2 i did progressively better. i noticed the middle eastern civs got destroyed by me earily on and earily war is the only way to earn a earily win. i tend to grab the unit producing wonders and crush all civs to the west (babylon, summiria, arabia, and one other). then i only had trouble with europian civs....all others fell before my might.
 
Hey Rhye!

71% of voters love your mod!!!

@JuuL-

Rhye had a good reason somewhere back in the pages of this thing about why irrigating flood plains was bad... I cannot remember it... but it was a good reason...

@Rhye-

What did you change about the Germans this time?
 
I still think it's strange...
And there is another problem:
Babylon and Egypt has absolutely no production at all... (at least not in the early ages). In my game as the Babylonians my lovely capital of Babylon only has 4 production and it can't get any higher because I have already mined those two plain squares and that hill, which are within my city radius. Of course this is just bad luck for me but how can Babylon and Egypt build The Hanging Gardens, The Pyramids and the Great Lighthouse without production?

Anyway, it's a good mod :goodjob:
My plundering troops have now taken Egypt, Balkan and India... And soon Austria and Ethiopia will fall, too! :D
 
I'm not sure if this is intentional or a slip, but shouldn't Privateers be ignore movement costs on oceans as well as sea?
 
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