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
Status
Not open for further replies.
hello dave,

you're probably so slow because of the difficulty level. As written in the readme, Emperor level is the one used for balancing. Lower levels mean that the whole world discovers techs slowly and AMerica could not be discovered. Levels higher than demigod may affect loading times and alter the tech pace in the opposite way.
Probably if you played with Emperor, your neighbours would have been faster in researching, and better partners. As Soma said, your main goal is the Statue of Liberty. That brings equity in the game and starts your revenge!
In the readme there's also written that the true difficulty depends on the choice of the civ more than the level itself (which instead as you've seen has other effects). European civs are the easiest (for some experienced players, too easy even in demigod), American civs (except America, a bit stronger) the weakest.
Consider taking an easier civ, raising the difficulty level and reading the strategy guide
http://rhyesciv.uw.hu/strategy.html
 
@Dave: too many swords, not enough catapults. Hit them right away, block them up north with warriors carefully positioned. Build more workers and less settlers. Play as England and learn the mod a bit, because America is really rather difficult to bring off. I think I may have managed it once, and I have some pretty extensive experience with the mod. As to enemy UUs, use your cities as your weapons. If you do a lot of work improving your territory, you can easily beat down the AI.

IN RELATED NEWS!

1000 POSTS! 1000 POSTS!

huah! Just wanted to post my 1000th on your page Rhye, since I put about half of them here! ;p
 
I played a very successful game as America a little while back on Emperor. I started by getting lucky and popping a settler from a goodie hut, which helped as I got a second city pretty fast.

Its true that the Iroquois lag behind in tech, but I was able to figure out what they were working on, so I was able to trade a bit with them early on. Their biggest issue is not expanding as quickly as the Americans I was controlling.

I was able to expand to control the US east of the Mississippi with good cities in modern Washington, Chicago, Florida, Atlanta, New Orleans, Cleveland, and St Louis. At this point with a stack of Swords, I took the 2 Iroquois cities in the American NE, and proceeded to expand as much as I could into the American plains to the foot of the Rockies. Making contact with the Aztecs helped me to get the last ancient tech around 900 AD or so letting me get to the middle ages.

One advantage I got was getting 2 (count them 2!!!) SGL, which I got in the ancient era (one from Philosophy, the other from Monarchy) which helped me to build some of the Christian Wonders (since I made a beeline for them).

Once the Iroquois were gone, and I started to expand in to the American SW, I started to lag behind in tech, but I was building a good infrastructure of roads which allowed me to start a very long and costly war against the Aztecs.

In the mid 15th Century, I made contact with my first European Civs (Germany) and Asian Civ (Japan). Interestingly enough, they were working on different areas of the tech tree, so I was able to trade Tobacco Aztec Dyes and Incense for technology. I became the tech trade conduit between east and west until I was able to build the Statue of Liberty in the early 19th century which allowed me to get a tech lead which I never relinquished.

Around 1900, I got sick of seeing European shipping in my waters, and began a series of wars (Monroe doctrine) with the Spanish and Portuguese until I controlled the Iberian, and their few colonies in South America.

By the dawn of the 21st Century, I controlled Iberia, Italia, and France, with strong allies in the English, Germans, Dutch, Japanese and Korean (who had quite the colonial empire).

It was a fantastic game, which quite frankly I got bored with since I was so powerful and wide spread. The American west coast never really was able to develop. I built cities Around LA and SF in California, that couldn't really grow, even though they were near my FP (build around Denver) and the India Trading Company (built in Mexico).
 
Oh, I just want to ask again how to make it that NO settler would come out of the goody huts? Please answer me in a hurry, I leave in 10 minutes and want to make this etting at home...

(I plan to get rid of most of the goody huts anyway, having them only in America...)
 
V. Soma said:
Oh, I just want to ask again how to make it that NO settler would come out of the goody huts? Please answer me in a hurry, I leave in 10 minutes and want to make this etting at home...

(I plan to get rid of most of the goody huts anyway, having them only in America...)

IIRC, you should remove it as a starting unit in general settings. then assing a settler to each civ from the player properties.
 
Rhye said:
can anybody write a strategy guide for America to help david? Barak, do you want?

I will see if I can find the save from that game, so I wouldn't have to write one from memory. I'll let you know later in the day (9:30 AM here in Chicago and at work now).
 
can anyone post the differences on the new governments? im at work and donthave access to my civ3 but alas I can read this site... btw AMAZING mod...albeit I had NO clue what i was bulding when i tried to play as the Koreans...but thats ok.
 
Still tryin'
I have done multiple attempts at loading the Rhye scenario + expansion and am obviously doing something wrong as the "ancient settler" error continues to appear. Since this is my first attempt at a multiple download, what should the scenario folder look like? I have 2 "icon-like" entries and three folders therein.
J.P.Jones
 
JPJ, check if you've got the folder "settler" inside ...\Civilization III\art\units\
you said you've got the English/US version and it isn't civ3gold or complete.
In case the answers are affermative, try to download the 160MB installer
 
The Governmental differences are as follows:

Despotism: BAD. Leave it. It sucks more than a shop vac on steroids

Oligarchic Republic: A good government for the peaceful builder or the tech racer. Units are expensive, so its best for an isolated civ like England or Japan. Only ancient government with the standard trade bonus

Theocratic Monarchy: Early Warmongrel govt. Its best for civs that want to engulf a lot of contested territory at the start (like Russia, America, France, and China)

Feudal Monarchy: a good all around government... but only for big civs. More corrupt than OR, but easier on the unit load.

Absolute Monarchy: This is a dangerous government. It is QUITE effective for a small civ with large cities and a lot of enemies (did someone say FRANCE? ;p), but most warmongers are already done with Europe by this time. It is still an excellent government, but an Oligarchic Republic may still be the better choice for a tech rusher... so long as you dont expand the ole army.

Constitutional Monarchy: its pretty useless. cool idea, but still useless. Its not good enough to beat out a democracy in tech, and not good enough to beat out a facist or commie in troops. Its fun if you have an identity crises, but otherwise just choose something else.

Democratic Republic: tech chaser's dream. This government hemorrages money! If you want to pay people to fight for you, this is your government! Works best when you only have to protect your frontier and can leave your interior cities empy (America?)... which incidentally often allows you to field a small strike force (usually VERY high tech). Only modern government with the standard trade bonus

Facism: if you find yourself a bit behind in infrastructure, excellent choice. The higher big city unit support of 9 means that it is best for small, large city civs (Germany? Italy?). You might be able to keep up in tech due to the bursting of your infrastructure, but eventually you will fall behind.

Communism: its not really communism in the true sense, but it represents the totalitarian governments of the USSR etc. good support from all cities, so you are encouraged to build/capture a lot to support an ever larger army. You will still fall behind in tech, though.

The stuff I said above holds true only if you have enemies equal to you in strength. If you are playing on warlord as England, then even with Feudalism you will lead in tech.
 
Oh, and ALWAYS PLAY your FIRST game as ENGLAND!

There is no better way to safely learn how to play RoX or RoC on the world map than with England. It is designed to be a superpower, and it is GOOD at it. You will be able to AT LEAST remain at parity with your foes.

If you do play as England, be sure to colonize Brazil, rather than making an attempt to secure Africa. Brazil is usu the last place colonized by the AI, and has every resource England needs. Its a nice civ to start with for anyone.
 
Aeon221 said:
The Governmental differences are as follows:

Despotism: BAD. Leave it. It sucks more than a shop vac on steroids

Oligarchic Republic: A good government for the peaceful builder or the tech racer. Units are expensive, so its best for an isolated civ like England or Japan. Only ancient government with the standard trade bonus

Theocratic Monarchy: Early Warmongrel govt. Its best for civs that want to engulf a lot of contested territory at the start (like Russia, America, France, and China)

Feudal Monarchy: a good all around government... but only for big civs. More corrupt than OR, but easier on the unit load.

Absolute Monarchy: This is a dangerous government. It is QUITE effective for a small civ with large cities and a lot of enemies (did someone say FRANCE? ;p), but most warmongers are already done with Europe by this time. It is still an excellent government, but an Oligarchic Republic may still be the better choice for a tech rusher... so long as you dont expand the ole army.

Constitutional Monarchy: its pretty useless. cool idea, but still useless. Its not good enough to beat out a democracy in tech, and not good enough to beat out a facist or commie in troops. Its fun if you have an identity crises, but otherwise just choose something else.

Democratic Republic: tech chaser's dream. This government hemorrages money! If you want to pay people to fight for you, this is your government! Works best when you only have to protect your frontier and can leave your interior cities empy (America?)... which incidentally often allows you to field a small strike force (usually VERY high tech). Only modern government with the standard trade bonus

Facism: if you find yourself a bit behind in infrastructure, excellent choice. The higher big city unit support of 9 means that it is best for small, large city civs (Germany? Italy?). You might be able to keep up in tech due to the bursting of your infrastructure, but eventually you will fall behind.

Communism: its not really communism in the true sense, but it represents the totalitarian governments of the USSR etc. good support from all cities, so you are encouraged to build/capture a lot to support an ever larger army. You will still fall behind in tech, though.

The stuff I said above holds true only if you have enemies equal to you in strength. If you are playing on warlord as England, then even with Feudalism you will lead in tech.
Constitutional Monarchy proved very very useful to me as England a while back in the alpha, when I was colonizing and leading in tech and building up an invasion force.
And Communism is basically the only workable gov't for large empires. The further you are past the OCN, the more of an edge Communism has over any other gov't. So, if you have a large empire, go Commie. You will make much better use of all of your territory, and so you will still lead in tech. And you're almost guaranteed to have plenty of cash to pay your veteran spies with. :)
If anyone wants some tips on waging war as a massive Communist empire, I think I may have some. It will take some thinking to dig them out of my brain, but I think they're there... I have, after all, waged several massive wars in my game, and, iirc, never lost a since city that I had not just conquered. And that was just a couple cases. :)
 
Constitutional Monarchy proved very very useful to me as England a while back in the alpha

Back before you could change governments in a turn or two? Bet you ten dollars it was ;p

Given a choice, a player should specialize. It is far more effective to use a tech chaser and convert to warmongrel at need if you are playing as England. As Germany, I am more than willing to bet that it is far more effective to simply go nuts with Theo=>

Speaking as someone who has played with England quite frequently (and only on Deity now... next game, its Sid) I can say that I was most effective going like this:

=>OliRep
=> Absolute (Primary Expansion Phase... early wars are too easy and kill off all the people who are fun later, like France)
=> DemoRep (one time Facism... that was... interesting).

I quit before the end of every game, but then I also play with all win conditions off.

China is another favorite of mine, as are the underrated Mongols. You actually CAN go Ghengis if you are quick and careful.
 
I almost always play as a warmonger and choose the following governments:
=> (Theo. Mon. - only to get out of Despotism, I do not like the culture restrictions) => Feudal Mon. => (Abs./Con. Mon. - usually I am in "Total War" mode and stay in Feudal for a very long time) => Communism.

I am currently playing a peaceful game - just to try something different. => Ol. Rep. => Dem. Rep.
It is a quite different game. I can only stay in the green by getting 200-300 gpt through trade, but it looks like that I am going to reach Modern Age very early. I do not know if I will play it through, since it takes a lot of time to maintain trading deals with 30 civs...
Oh, I am playing as Germany (because they are a peaceful nation...), Emperor. I had a rough start - Berlin was attacked by 10 barbarians.
 
Yeah you guys are probably right, It's actually probably easier if I put the difficulty UP due to the whole tech issues.

I might start again as England and then colonize the U.S. ;) I think the U.S. was a difficult nation to try this mod out first of all which probably lead to my frustrations - I also had a lot of bad luck and the AI's really seemed to cram around me.

Soma: I tend to find catapults less than useful on the offensive. I like the on the defence though.
 
I believe that catapults (and all other artillery units) are less useful now, with the extra HP's. I know that they are made more powerful to compensate, but maybe they should have gotten a higher RoF instead of a higher attack rating.
 
I still use them a lot; in fact, I find them more useful because of the bonus hitpoints. Its the only way that my smaller, usually outgunned, armies managed to beat down enemies in the hardcore landings they are so often forced to engage in ;p

Nothing like watching a short stack of 5 longbows, 5 knights, and 10 trebs ram their way through a strongly defended Paris ;p
 
Wanna hear a duh on how to make some air units incapable of landing on carriers? Give them a transport of one, and dont give them unload. They wont be able to land on the carriers, but they also wont be able to load units (especially if you make it so that only wheeled and only foot and only tac missiles can board them).

Just kinda percolated into my brain, and since I have no use for it I figured Id share it here ;p

...which isnt to say I wouldnt have blabbered it all over even if I did have a use for it haha
 
Status
Not open for further replies.
Back
Top Bottom