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!

Good to know that I still have some imput! LOL! Please hurry with the patch as I won't play Civ3 until you patch it. With the Privateer propblem its broken.

Later

troyc2004

PS...I would put earlier cattle in North America like where I said New York to at as buffalo. Where do you think they got the city name of buffalo. In America they had alot of buffalo! So use the cattle to represent the buffalo at the time.
 
One more thing! I hope when you remove the flavors that it doesn't destroy the game. Are you sure by doing this that it will not rune the game?

Later

troyc2004
 
I guess I have another note... Remove America!!!! Make another Native Americian Race. Then it will be more realalistic.

Later

troyc2004
 
Troy:

1) You're right about Buffalo, but I would need a buffalo resource...
America doesn't need an early growth, but needs to become a major power in industrial age
2)I will not add any native american race without a good (3d animated) leaderhead
3)Removing flavours shouldn't cause anything. But I'm testing right now if it's allright
 
you are unstoppable, i think you have revolutionalized the civ world. all my praise are belong to you.
 
if you deselect culture/flavor attributes associated with advances in the editor, the erratic tech trading disappears.
this also removes the advantages of having flavors so maybe modifying the intensity of the effect would be better.
 
Thanks everybody. The patch was delayed because I tried to reinstroduce irrigation in flood plains and this altered the tech flow and caused some cities to have 12 or more population. The reason was that +3 food in flood plains becomes a +4 when irrigated, and that is too much. My solution will probably be setting flood plains +2 food and enabling irrigation (I really like the new graphics :) ) In other words, nothing should change with Egypt, Babylon or Sumeria. I could even add some more shields to have their development a little more balanced. When playing those civs, instead of sitting and watching you'll have something more to do (irrigate etc.)
However, this is not my definitive choice.
 
I have a solution for Egypt and Babylon. Sence they are very ancient civs they could start with a little more popluation and culture. This may help them build wonders. That way you don't have to alter the land that much. So later they will only have the terrian they should.

Later

troyc2004
 
Hi!

I decided to try out Ethiopia - phew, that's a rough start! Very difficult, you more or less have to choose if you wan't a city to grow, but not produce anything, or produce a little but with zero growth. The low-quality plains & hills hurt a lot. This is as it should be, I guess, and I've been able to manage through a mix of sucking-up and aggression.

However, there is one problem - settlers. The settlers are expensive (and they need to be to slow down the europeans), but it has bad results for africa, since the africans aren't capable of producing enough settlers. The entire western part of africa was settled by Spain, Portugal and Rome.
Arabs & Persians settling parts of eastern africa is ok and historical, but a "White Nigeria" has to be stopped! ;) I ended up rush-buying settlers (at ca 600 gold each!) rather than waiting 40 turns for them to finish! :eek:

One solution would be to add a western african civ, but I know you wan't to avoid this, since they don't have a leaderhead and it would requiore removing some other civ, and I respect that. But how about reducing the cost of settlers for the Zulus, Ethiopeans and perhaps Egyptians (they have a lot of food, but no production). Central asia has a similar problem, colonised by european powers between 0AD and 1000AD, so maybe the mongols need this to... :(

An alternative would be to disable them to build medieval & Modern settlers, so they can keep building cheap Ancient settlers? Or give them cheaper early settlers, but keep the upgrade to expensive Medieval settlers? I can test this Rhye, if you are intrested.
 
Rhye said:
i think that rather than making the way easier to asian and afican civs, some more early crippling for Europeans could be the solution. The problem is, will they recover?

I hear you. Some more early crippling of the Europeans is needed. It's not hard to do, just hard to balance... The risk is that the Europeans are crippled, so that they get conquered by asians, who then get the profit from the fertile European terrain.
But maybe that's an ok situation, it almost happened with the arabs, mongols and turks. And if an asian civ conquers/migrates into Europe, and becomes a superpower, that's cool to, right?

The reason I thought about cheaper settlers for africans was that you couldn't build your own cities, you had to wait for the european colonists (arriving 1000 years to early) and conquer their cities. The way I see it, we want to limit african and asian development in all ways, except settling of land.
And the 'Feudalism' government becomes more or less worthless, since no-one can afford to build many, small cities.
 
I know this is a bit off subject and you probaly wont do it anyway but if you decide to add more civs than the maori of new zealand would be a goo choice. you might have to make new zealand a bit bigger or closer to aus but it would change things alot. they would most probaly colonize all of australia and then move on to the sout of asia. it would also probaly make it harder for european countries from colonizing the coast all the way from europe and around. :crazyeye:
 
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