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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Rhye, about playing an SG on your mod, I was planning to do that in my second* SG - BLA2.
I would be willing to start it soon, especially if there's a general demand for a RoC SG.

*Unless you count the two tries at BLA1 as seperate games. The first one failed because of a freaky save corruption that made Spices give 26 shield per turn, the second because we were very dispirited so it dwindled to death.
 
Rhye said:
Forgive my ignorance, I'm a bit newbie to this....what's BLA?
It's the name of my series of succession games...
BLA1 = my first SG.
BLA2 = my future second SG.
Just a naming convention, it doesn't mean much.
 
Rhye said:
BTW, what about the succession game? Now that the patch is stable, we could start it (I could join)

Sounds great! We need to gather a team and decide on a Civ.

Anyone interested in playing?

Any suggestions for civ? Perhaps something classic, like Rome?
 
I would say:
a civ which strength is 3 out of 5. A civ that fits monarch or emperor level. It depends on the medium skill of the people that are joining.
About me, I was very powerful in civ2 (I used to win with Deity level) and civ1. But usually I play with Monarch in civ3. And my last game was more than 6 month ago (just when conquests came out, then I started working on the mod)
 
Rhye, if the Berserkers are replacing Medieval Infantry now, shouldn't they be included in the Swordsman -> Medieval Infantry upgrade path?

Also, there are three UU's that I've changed in my copy, and I'd like to run them by to see if you or others feel similar about the changes.

First, the Cossack. In normal C3C, it's debatable whether or not it's special ability - blitz - makes it even a smidgeon better than normal Cavalry. The only thing that made the Cossack special was that it was the only blitz unit before Tanks. In this mod, though, the Hussar, a unit you get sooner and that costs just as much, also has blitz, essentially eliminating any advantage the Cossack ever had. If a player wants blitz, they can use Hussars - no need to play an entirely new CIV just for that one ability. I thought about this some, and instead of just giving them an extra attack point, I took the path less taken and gave them an extra hit point. Yes, in a normal game this would be overpowering, but in Rhye's mod hit points are a good deal more abundant, making the extra hit point actually a little weaker than an extra attack. And, finally, it adds to the theme of blitzing - the extra hit point allows them to blitz just a little bit more.

Second, the Immortal. I understand that you would want to tone them down and bring them back to historical realism, but I don't think that having a slightly weaker version of the Enkidu Warrior (Slightly weaker in that they have to research Bronze Working in order to build them.) really fits the Persians. Instead, I took the idea that the Immortals were highly trained elites, and added two hit points to their stats. Now first, some numbers: Swordsman vs. Hoplite, open plains, Hoplite fortified, both vet, Hoplite wins 69% of the time. Swordman vs. Immortal, same stuff, Immortal wins 64% of the time. (When you put them in a walled city on a hill, the difference is only 1%, still in favor of the Hoplite.) I simply like to think of them as a Hoplite that doesn't last as long - although the Hoplite unit is useful until Musketmen, these Immortals don't stand up against the better trained Medieval Infantry and Knights half as well as the Hoplites.

Thirdly and finally, the Grenzer. I really didn't know what to do with this unit - any change I could think of overpowered it in one direction or the other - but I really can't say that I find anything at all that the Grenzer has over the normal Flintlock Infantry. A SoD of M.I. with a couple Flints mixed in has a much greater efficiency ratio than a SoD of Grenzers, and the Hussars can do 20% more damage for only ten more shields. The fact that Grenzers cost thirty more shields than M.I. completely eclipses their defense bonus compared to them - how often does the AI attack a SoD anyways? - and that forces them back into the defensive role where they perform exactly as well as the unit they're supposed to be better than. All I know is that the Grenzers definitely need tuning.
 
-> The berserks upgrade to marines, as they are the only two units sharing the anphibious ability. I'm sure that this is a long-term advantage.

-> yes the hussar has blitz, which is accurate with its realism, because it was light cavalry which made such type of missions. But remember, they still have 2 movement, while cossacks have 3: it means one more blitz.

-> the immortals. I chose 1/2/1 with cost=10 because they were 10 thousands, no matter how many of them died. This meant that they were cheap. Now, I didn't think of the Enkidu Warrior, and from that point of view you're right. But don't you feel that adding 2 hit points would be an unbalancing advantage. I think that their previous UU was overpowered as well as inaccurate. Persians are perhaps the strongest middle eastern civ of my mod, they won't suffer. However, I'll consider this.

-> mmmm. Right now they're as Musketeers were: +1 defense. Then the Musketeer was changed from 3/4/1 to 2/5/1: so, should I change grenzers to 3/6/1? Or 5/5/1?
 
Rhye said:
I would say:
a civ which strength is 3 out of 5. A civ that fits monarch or emperor level. It depends on the medium skill of the people that are joining.
About me, I was very powerful in civ2 (I used to win with Deity level) and civ1. But usually I play with Monarch in civ3. And my last game was more than 6 month ago (just when conquests came out, then I started working on the mod)

But not one of the civs that already have a strategy guide. In this way we could extract it from the game we play
 
Khift has a point about Cossacks I think. An extra movement or hit point is not out of line. I don't know much about the history of cossacks, is there some special trait they had that made them special and can be expressed in Civ stats?

Immortals, IMO, are fine. They are extra cheap spears and their attributes match up well with their real world history. Also, Persia in Rhye's is likely to have some very large size 10-12 cities early in the game so a cheap unit they can support tons of comes in very handy. If you play as Persia and quickly overrun Babylon, Sumeria, and Egyptian territory you'll be glad for such a cheap defender unit to protect all those low production flood plain cities.

Grenzers also are good the way they are. They're 4/5/1 and are in the normal spearman to mechanized infantry upgrade chain. As soon as Austria gets Military Tradition they can mass upgrade to Grenzers and never have to waste time building defender units to mix into a SoD. That one extra attack point a Grenzer has over Flintlocks goes a long way in my experience. The when the time comes you can upgrade your Grenzers to Infantry and then MI. Meanwhile a stack of Medieval Infantry is a bit cheaper but has a much less favorable upgrade path and still needs bodyguards to survive AI counterattacks.

If you guys are looking for a good civ for your succession game, I recommend France or Korea. Both are solid civs and any game with them will have a good mix of building/warmongering. Greece or the Netherlands would be fun as well but a tougher challenge, especially in the early game.
 
I've expanded Kello's guide to Incas. I need a grammatical check before posting it. Please anybody correct any mistake and post the fixed txt. And I need a 1 out of 5 rating for them. Of course they're weak, but perhaps there's somebody who's worse (Iroquois?) So, what? 1? 1.5? 2?

I'll expand beernuts guide to Ottomans soon.
 

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Khift said:
I must say that I am against the clear wetlands. I believe that if it should be possible, it should require at least 300 worker turns. With a 90 turn clear wetlands it would simply become a game to see who can get to South America the fastest.
I have had clear wetlands=80 turns for several games now, available at Steam Power (this means that jungle takes 120 turns in the game; marsh, 80). It takes massive numbers of workers to clear a tile in 12-20 turns, so many that I often wonder if I am wasting my workers! The AI will occasionally apply ONE worker to clear a wetlands tile. South America can be made useful, but it takes massive effort, and a long time.
 
Rhye, there's a nice way to mirror Immortals being cheap, without putting them at a disadvtange compared to Enkidus:
Free support.
You can even make them cost 25 and they would still be amazingly useful... You could possibly make huge stacks of them to conquer with.
Dunno, just an idea.
 
Jaybe said:
I have had clear wetlands=80 turns for several games now, available at Steam Power (this means that jungle takes 120 turns in the game; marsh, 80). It takes massive numbers of workers to clear a tile in 12-20 turns, so many that I often wonder if I am wasting my workers! The AI will occasionally apply ONE worker to clear a wetlands tile. South America can be made useful, but it takes massive effort, and a long time.
Numbers I thought of when I heard of this:

Industrious civ: x1.5
Replaceable parts: x2
Democracy/Fascism: x2

90 turns base
60 turns after Industrious
30 turns after Replaceable parts
15 turns after Democracy/Fascism
3 turns after applying five workers

The Incans could kick ass with this, so long as they managed to keep up with tech (Hard) or if they managed to do well with tech trades once they got access to the old world.
 
ibcoltscrew said:
Iroquois in my opinion deserve -5... Cause... Years 1800, 2 town, couple of spearman... that's very bad for a civilization that suppose to represente the Canada LOL.

Again with that!!!! Iroquois aren't Canada!!!
The closest civ to Canada is America.

However a strategy guide could help you to play with them. Don't expact it to be easy, but you can steal some key spots to America, and when the Europeans arrive, begin raising to the top INSTEAD OF America
 
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