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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I believe there is also a problem with the Destroyer --> Modern destroyer upgrade, in that it doens't seem to work. Can't quite see the reason for it not working.
 
Bugs (kinda):

*Balloons and U2 are flagged as ground units
*Could you perhaps make it so Palace Guards upgrade into something so the AI doesn't drag them around?

Unchecked upgrade flags
* Frigate
* Destroyer
* Axeman
* Bomber
* Oromo Horsemen
* Zeppelin
* Carrier ( the 2nd one)

I cycled through the entire unit list in the editor, so I may have missed some
 
I KNEW there was something funny with those things, but I did not think it was that!

Hurrah for the patch!
 
I started a new game as Portugal. I am now in Oligarchic Republic. The rules say that Portugal's favorite government is Feudal Monarchy. Should that be the government of choice???
 
Favored government is used only to determine AI friendliness. If both you and a given AI are in that AI's favored govt', they will like you a tiny bit more. Similarly, if you are in their shunned gov't they will like you a bit less, unless they are in that gov't as well.
 
About the patch, did you make the India Trading Company so that it requires the spices to be in the city radius? If you did, I would suggest putting the cost down to like 150 shields, because it really would be impossible to build a 300 shield building in a crappy colony city.
 
Gunner said:
About the patch, did you make the India Trading Company so that it requires the spices to be in the city radius? If you did, I would suggest putting the cost down to like 150 shields, because it really would be impossible to build a 300 shield building in a crappy colony city.
We just gotta be careful so India, China, Persia, or Japan don't build it too often.
 
Persia will, every time. Guaranteed. Euros never build cities near spice except by accident... so make it require Churches or something so that it can only be built by Euros/Americans
 
Aeon221 said:
Persia will, every time. Guaranteed. Euros never build cities near spice except by accident... so make it require Churches or something so that it can only be built by Euros/Americans

Considering that many European powers had East India Companies, have we considered making it a small wonder, but still requiring spices?
 
I know that I have suggested that, but I do not think it was ever actually done for reasons that escape me now...
 
Something along the lines of India Trading Co. as a small wonder needs to be done because the OCN in this mod is definitely too low. Even a medium sized empire will have multiple cities crippled by corruption unless you go into communism. Lately, I make it an imperative to get a spice colony no matter which civ I play because life without the Trading Co is much harder. Either an outright raising of the OCN or making this wonder small is in order IMO.

I think another improvement that could be made is to scrap the increased cost of modern settlers and leave all settlers at the price of either ancient or medieval. The reason for this is that in nearly every game as war breaks out in the mid to late game the AI goes into monarchy or facism and pop rushes all of its cities down to small size to rush units so they can't colonize the new world properly. The modern settler is entirely too expensive and building one effectively cripples a productive city until the population can rebound.

Last thing, some compensation needs to be given to the religious civs since they no longer get half priced religious buildings. This was a major advantage to being a religious civ and now it is basically a meaningless trait. I'm not for sure what could be done but if nothing else, perhaps these civs could be given a different trait instead. As it stands now, religious is as bad as expansionist and that's saying something.

Otherwise the X-Pack is simply awesome and has really revitialized the mod. I've been testing out many of the civs and have found most of the new units and changes to be very well balanced.
 
Quite honestly, I don't see the point of raising settler costs through the ages. Why should we make it harder to build settlers and expand in the medieval age, the time when we want the AI to build settlers and expand overseas?
 
I have also argued the same; I think the idea was that since cities become more powerful, there needs to be a more powerful disincentive to prevent rampant settler production.

I suggested that the Ancient Settler be made slightly more expensive than it currently is, and that the Medieval one be set to the price of the old Ancient Settler. The Modern Settler was to retain its price.

The idea behind it was the same as that listed above... but this proposal was vetoed ;p
 
I tend to agree about settlers... They should be made cheaper in the middle ages, and the modern settler should come in later. As England I was very annoyed to find I could only possibly colonize Australia if I bought all of my settlers. I also put off getting Enlightenment simply to keep the costs down.
The ancient settler really does need to be a large project to build, so the map gets populated more slowly. But the prices should go up less steeply as the game progresses... Or perhaps you should add a special "Colonist" settler for the colonial era that's somehow easier to produce.
 
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