Rhye's of Civilization - the fastest loading mod Expanded

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Originally posted by jalapeno_dude


Yes, but plateaus seem to be impassible also. Is that really realistic?

That depends on what your perception of what a plateau is.

My perception is a flat hilltop surrounded by steep sides, almost like a cliff.

Using that perception I would say it is realistic.
 
Originally posted by hiya1
I recently installed the 2.1 and everytime i try to build a settler it gives me this error.Anyone know how to fix this? Your help is greatly welcomed!

You've probably messed up the Conquests. Check that every folder is in its right place. In this case, it seems that your Age of Discovery conquest is no longer in its place.


Originally posted by jalapeno_dude


Yes, but plateaus seem to be impassible also. Is that really realistic?


Well, that depends. I've put it in the mod to create an alternative to the mountains (to make more variation to some territories like Tibet or western USA and not using hills), so plateaus should share Mountains flags. They should represent very high useless rocks, or simply the connection between desert and mountains.
It's not bad reflecting on this anyway, because there are some places intented as plateaus which are impassable and some others where passing would be more appropriate
 
I like the mod and I love the terrain :goodjob: but the expanionist civs seem to powerful early on. I tried a game as Austria and as soon as I discovered the Romans they already had 2 other cities 10 turns into the game. 5 turns later I was at war with them and I couldnt fight off all the units they had created in their cities. Is there anyway you could make the chance for a city or settler joining your civ less since the settler cost is now higher?
 
Rhye,

I've got some feedback for you on the 2.1 version. I didn't finish the Japan one that I was playing. I think it was pretty much over when I called it quits. More than likely the European civs were in the modern age and I just didn't realize it. I was so far behind in the tech race and figured I would lose the space race. I had two miserably failed military campaigns that in all reality should have been a success. I had over 10:1 odds in unit power to take the capital of Korea on multiple occasions and lost almost every single combat. I also noticed that most of the civs were still in play which led to longer load times between turns.

My next game I tweaked the palace defense bonus down to 25% and played as the Russians. I figured I would have a leg up for being scientific and expansionist. I was only able to build 8 cities before being embroiled in a constant series of border wars between Rome, France, and Germany. I made a couple of mistakes early on since I didn't realize that you changed the pop cost for the settlers until way into the game. (I was counting on pop of 4) I probably would have been better off playing it at the correct level. I was doing ok as far as tech went being so close to the other European nations but had a constant fear of being overrun by Germany. I now understand how the Russians were historically paranoid of this. Moving the Cossack to Nationalism really hurts them in this mod. Since you've made Printing Press, Economics, and Navigation mandatory techs for advancing and adding enlightenment this pushes the UU a minimum of 40 research turns into the future. That's an eternity when your competition has the tech and you don't. I ended up ending this game early as well because I was too frustrated and realized I made some critical mistakes.

This got me to thinking about the changes to the tech tree. I figured you did it originally to slow the AI down with its advancement by making some of them mandatory. With moving the ability to trade communications to the Industrial age with Enlightenment why is Printing Press required? Navigation pretty much does the same thing as Magnetism but the former is required now. Why would a nation like India, Zululand, Incas, Aztecs be forced to research Military Tradition?

For my next game I modified the tech tree to closely model the default civ tech tree. I changed all the required ones back to being "not required". I'm not sure how this would play out on the simulator but in my game the AI researched the "non-required" techs nonetheless. All it really did was allow me to keep pace with them without having resort to stealing it until the late industrial age. I played as the Incas and they are a hidden powerhouse in the hands of a human player. You have a whole continent to yourself minus a few barbarians. Every single strategic resource is available so your set.

I didn't settle right on the spot, but moved one square closer to the sea to get the fish square and had my worker start on a road to lead into the interior of the continent. I built about 4 Chasqui Scouts and went exploring. I kept them in pairs of two and took out the Barb huts one by one as I encountered them. This enabled me to keep my research at 100% plus the goody huts gave me tech instead of suprise Barbarian ambushes. I plugged away and built a few settler farms in the interior plains and had the whole continent populated by the late 1300s. I switched to monarchy to support a large army and by the time the Europeans arrived I had them eating out of my hand and paying me dearly for the gems I had. I focused on my economy and bought tech when I had the money or traded gems to someone that would give it to me. I didn't have to resort to stealing tech until the modern age and wasn't involved in a war until I discovered that Russia had built 7 of the 10 space race parts. She was missing uranium so I managed to get everyone on the map that had it to sign a trade embargo while i built up a huge nuclear arsenal as a deterent. I pulled out a space race victory in 2061.

Anyhow there were only 3 civs eliminated and that came late in the game. This led to a very slow loading map from 1400 on. Its still much better than other maps tho.

All in all, I'm really happy with the work you've done and I'm fairly happy with my tweaks for my own flavor.
 
My answers:

- There's no way to change the chance of getting a city from a goody hut, I'm sorry.

- I've taken note of the palace too high bonus. I'll make a new patch with that setting tuned

- I don't see the point in Russian weakness. They can build Hussars like other nations: their UU is only postponed to match History correctly after the split Hussars/Cavalry (see habee's posts some pages backwards: we've already discussed about this). Thus, despite its scientific trait, Russia has been backwards for centuries.

- You seem to find the game a bit difficult. Strange. Many have complainted that v1.0 was too easy.

- I think that non-mandatory techs are a stupid thing. It's a non-sense except techs leading to governments (for example Monarchy), to a wonder only, or to a unit that needs a resource only (for example Chivalry). I've set the mandatory flag in order to fit the timeline better. Anyway, remember that most of the time AI researches that techs anyway, so it doesn't make much difference.


Now, my requests (mainly to EL_OSO):

- Can you tell me when in your v1.1 games happened 1) Middle Ages 2) Industrial Age 3) Modern Age 4) Discovery of America, reporting both your civ and the most advanced civ.

- When does loading times difference from 1.0 to 1.1 begin? When does this difference reach its peak?

- Can you post here a savegame with an overpowered Germany? Do you think any other nation is overpowered compared to historical facts?

- Do the new wonders settings work?


Another request (to stupidllama)

- Thank you and if you've liked the mod, vote please!
 
Hey!

Just wanted to say that I really like this Mod, it's the only one I can use now, and not even for the speed, for the rule changes and the like.

I especially appreciate how the cities seem to be placed properly around the world.

Also, getting to the Americas and having them not so developed is great as well. I have taken the American's out as a civ, I'm not sure it would be like that without them.

Anyway, very much appreciated Mod.
 
Originally posted by Rhye

- I don't see the point in Russian weakness. They can build Hussars like other nations: their UU is only postponed to match History correctly after the split Hussars/Cavalry (see habee's posts some pages backwards: we've already discussed about this). Thus, despite its scientific trait, Russia has been backwards for centuries.

My comments regarding Russian weakness were merely an observation. I also made the critical "settler-building" mistake because I didn't take the upgraded population count into consideration. I'm sure this led the aggressive civs into the "Let's attack Russia mode".

I personally don't care for the Hussar. It is a nice unit and everything with it's attack and blitz options plus the knight upgrades to it for free but I, as the player would rather build units that can be upgraded. That's my preference in any version of Civ.


- You seem to find the game a bit difficult. Strange. Many have complainted that v1.0 was too easy.

1.0 was too easy. Perhaps it is my nation choice to play that is making it too difficult or maybe I just suck as a player. There are 31 civs to choose from and each one offers a different strategy and game plan to play. I don't care to play the same civ every game.


- I think that non-mandatory techs are a stupid thing. It's a non-sense except techs leading to governments (for example Monarchy), to a wonder only, or to a unit that needs a resource only (for example Chivalry). I've set the mandatory flag in order to fit the timeline better. Anyway, remember that most of the time AI researches that techs anyway, so it doesn't make much difference.

You are certainly entitled to that opinion. I agree that the AI researches non-mandatory techs most of the time which was my point. Doesn't the Wheel and Horseback riding require the same resource as Chivalry (horses)? Those are dead end techs for any of the civs in the Americas but have to be researched nonetheless. I admit it is a bad example because I think The Wheel signifies more than just the Chariot unit.

Let's look at the math. Minimum research time is 8 turns.

Ancient Age has 19 mandatory techs.
Medieval Age has 18 mandatory techs.
Industrial Age has 21 mandatory techs.
I'm not going to count the Modern Age since those are all pretty much optional depending on the end game strategy at that point in time.

That's a total of 58 techs that have to be researched by the player. 58*8 = 464 research turns to get to the Modern Age. This is under IDEAL conditions. (No wars, cities flourishing and happy, etc.) Every now and then I can get lucky and trade for an advancement but it does balance out due to the random nature of the game. I can rarely get my research done in less than 10 turns for a few techs in the Ancient Age. I'm not sure what year this 464 turn falls into on the time line but I would bet it is close to the year 2000.

I apologize if it seems like I am nitpicking. I'm just trying to analyze the situation logically. In all the games of Civ that I have played the AI is generally very friendly with each other until the land runs out. They trade the techs freely amongst each other which really reduces their research time tremendously and allows them to focus on their military and cities.

I'm also not asking you to change the tech trees just based on my opinions. I can manage my way through the editor just fine. I think it would only be fair for you to receive more feedback from a wide variety of players other than myself before you patch the game further.


Now, my requests (mainly to EL_OSO):

- Can you tell me when in your v1.1 games happened 1) Middle Ages 2) Industrial Age 3) Modern Age 4) Discovery of America, reporting both your civ and the most advanced civ.

- When does loading times difference from 1.0 to 1.1 begin? When does this difference reach its peak?

- Can you post here a savegame with an overpowered Germany? Do you think any other nation is overpowered compared to historical facts?

- Do the new wonders settings work?

I'm sorry but I didn't take notes while playing. Give me a week and I'll get you some information. I'll play England so I can monitor it closely. The only comment that I can make is that the Ancient Ages thru the Discovery of America seemed to happen according to history.

The Industrial Age seems to be the slow point. Once Nationalism is discovered by the Europeans, the world wars start to break out which slows everything down. This also depends where on the map I'm at. The Far East or Americas seem to have less of an impact on load times during this time period.

Saved games can be found here.

New wonder requirements work beautifully.

Thanks again for all of your hard work.:egypt:
 
I thought accelerated production cut the cost of units in shields in half. That game wasn't slow because I threw in the towel long before the end of the middle ages. I used to play with it on all the time; even in the original version of this mod. I've since learned that on the higher difficulty levels that it really isn't a good idea to have it on.

The Japanese one was running slow. It is the first one I played in 2.1. It was an interesting game, but it didn't play out according to historical timelines from the Japanese perspective. As you can see it was 1972 and I still had frigates and was way behind on research. I believe the Japanese were pretty strong come the 1920s and even had a decent navy consisting of that era period destroyers and cruisers to fight in Port Arthur in the Russo/Japanese conflict of 1905. My interpretation of that is I should have had Combustion in the late 1800's in order to upgrade my medieval navy like the rest of the world had.

I really don't think this is too much the fault of the mod since the AI will cheat you whenever it has the upper hand which is what my good neighborly friends did to me (they don't seem to return a favor unless the can gain something from it). I was progressing quite nicely in that game until the middle of the middle ages and then everything stagnated.
 
I'll upload the saved games to my server sometime tomorrow and post a link here for you to download them. I'm not sure if I'll finish this game tonight or not. I'm near turn 400. Around the start of the 20th century.

I'd like to do two tests to demonstrate what is happening. I think this can be accomplished in the week time span I discussed above. I'm having a much easier time staying in pace with the AI this time and even have had the tech lead for most of the game. It looks like most of them are catching up now.

I have 10 cities total. 4 are on the mainland UK, one is on the island between the UK and Scandanavia, one in Iceland, and two on the eastern coast of South America.

My initial strategy was to go for map making first. I think that is essential when you start on an island. I had to go to war with France because they were bringing up a galley which probably had a settler and a spearman on it early on. Then Portugal came up and settled on the northern part of the UK. Six archers later, I razed it and built my own city there. France eventually got over it and we have been good friends fighting the aggressive forces of Germany and Rome ever since. Portugal is still furious over it. Talk about a 6,000 year old grudge.

Here is a timeline of key events so far:

310 AD - entered middle ages. France, Germany, and Rome were here before me. I decided to go for happiness wonders this time and made a dash for Free Artistry. About 25 turns before a wonder was available for tech, I did the palace build in a city to accumulate shields.

1130 AD - The Plague hits one city. I got lucky this time and only lost one citizen. It was over by 1150 AD.

1390 AD - Completed Cornipicus Observatory and JS Bach's Catherdral.

1440 AD - Completed Shakespear's Theater.

1475 AD - New World discovered. I had settlers on board and quickly created two colonies. I was suprised that the Aztecs were quite large. They usually stagnate and only have about 5 cities on the west coast. This time they were in the interior with 15 cities.

1535 AD - Most of the World map is revealed to me at this point. The game starts to slow down and wars break out.

1555 AD - Completed Smiths Trading Company and entered a Golden Age.

1640 AD - Entered the Industrial Age. France is the only other nation as advanced as I.

1829 AD - Sumerians are the first civ to be eliminated.

I forgot to take note of the current turn but I have Mass Production and Motorized Transportation to research and I'm going to try to build the UN first. I doubt that I'll hold a vote since I'm not too well liked in this game. Only two civs are gracious. The rest are annoyed or furious. I suppose I could try to find about 15 borderline civs and bribe them before it is complete.

Germany is the largest country and has the higest score. I'm about 100 points behind. I'm not too worried about it at this point because France and I have been beating him up for over 50 turns. When the war started, my military advisor told me I had a weak military and now it is average compared to him. Rome started a war with me so now it is time to unleash the navy on him.

My whole strategy at this point has been 4 defenders per city and the rest is navy. I'm using the navy to attack the enemy's ships with bombardment first to wear him down and then sink him with the 3rd or 4th ship. The rest of my navy is patrolling the shorelnes bombarding the infrastructure to take away their ability to wage war without suffering casualties.

Rome managed to get a hold of incense early on and built both the Knights Templar and Holy War. When he demanded tribute, I laughed and got other civs to fight him for me. He's starting with his antics again. I'm building up an airforce now and there is neutral ground in northern spain to ship a small airfield building force to. I'll use that base of operations to bomb him back into the ancient ages.:lol:
 
I didn't play anymore last night after the post. I have two more techs to go to get into the modern age. I'm the only one with Flight and I'm really hesitant to just give it to the French even if it is for a lot of gpt. I do have a Man-O-War blocking passage to Germany and I may just be paranoid of France. She is still polite but that's never stopped the AI from a sneak attack before. :D


I have 4 more Man-O-Wars patrolling the South Atlantic and two in the Mediterranean. My plan was to obsolete them with Cruisers and Destroyers using their shields to speed up production of the newer ships. I think I may have some trouble with that because I've noticed a couple of French transports heading up towards the North. They also may serve well for interdiction. I'm hoping to get 10 stock exchanges so I can build Wall Street to boost my income.

Saved games are here.

Here is a image of the current situation before I tackle it today.

english.jpg


Germany is falling. I've used the bombardment technique and diplomacy to deny him of the resources he needs for Panzers. If France stays on my side we can defeat him. I'm going to attempt the same technique of resource denial on Rome. I don't mind France taking the territory because the cities will be greatly reduced in productivity and will probably never recover.

Amsterdam and Berlin are a prime examples. Amsterdam used to have a population of 11 but its flipped between France and Germany numerous times in the past 50 turns. Berlin used to be a population of 12 but it looks like the draft is going on and the fact that I took out the irrigation nearby has had to hurt that city as well.
 
Update:

I've entered the Modern Age in 1931. France entered the Modern Age in 1935. I traded Motorized Transportation for Espionage, Furs, World Map, and 40 gp. So far, France has been a half-way decent ally in this game. I can't get a MPP or an alliance against Rome.

China decided to try and invade one of my colonies when I refused Replaceable Parts. I destroyed their navy and enslaved two more Man-O-Wars. In all the games of civ that I've played, I've never played England and didn't realize how powerful their UU is. I've managed to get 6 free Man-O-Wars in this game which has helped tremendously.

It's currently 1941 and I have 3 turns left for Fission. I've had my number one shield producing city stockpiling shields on a Palace just for the UN. Germany has the lead in score with 968. Inca has 906 and I have 890. This looks like it will end up in another Space Race. I'm debating whether to go for the Apollo Project first or make a bee-line for Miniaturization. All of the Offshore Platforms would really boost my production capabilities. I'm not sure which way to go yet.

I have command of the Atlantic and Air Supremacy. Both Germany and Rome are reduced to building Guerillas. I've decided to stay at war with the two of them for as long as possible since they've bullied me the entire game. I'm very proud of the fact that I've managed to deny Germany it's precious Panzers.:D

I've played 20 turns since the last post so it should give you an idea of how long a turn takes.
 
Rhye could use his first 140x140 map and modify her and adapt her to the mod on Conquest

170x170 = 28900 tiles

140x140 = 19600 tiles = - 1/3 of global waiting

100x100 = 10000 tiles = - 2/3 of global waiting
 
Update:

1949: Japanese eliminate the Mayan civilization.
1962: UN is built by Me. No vote is held.
1965: Arabs eliminate the Zulu.
1970: Apollo Project complete
1971: Iroquoi eliminated by Americans

At this point the powerhouses are Arabia, Japan, America (they got all their tech from Germany while I was bombing them into oblivion).

France is still at war with Germany but is more concerned about holding onto her colonies than crushing the Facists. I've monitored this with my recon flights over Germany. Berlin has been at 1 population for over 30 turns and should have fallen to the French but hasn't.

I'm at war with most everyone and have had to sue for peace with Germany and Rome. Fortunately, I beat them up good enough so I didn't have to give any concessions. Now the Inca, who were gracious to me, suddenly decided that I don't belong on their continent. I've got 3 carrier task forces speeding their way to defend my colonies. I'll have to rely on a few cruisers and subs to defend my homeland with my airforce.

I got pretty frustrated with some really lopsided combats that didnt' go my way and stopped playing this game to mentally regroup. I was set to take Bergen (from Germany) which has Uranium in its city radius so I could focus on defending one South American colony but it didn't pan out.

I dropped in two paratroopers, flew 3 TOW infantry, and landed a couple of tanks. I figured with 6 bombers and a battleship supporting the attack against a sole rifleman on a population 1 city would be sufficient. My entire attack on that city failed. The bombardment didn't scratch him and I was forced to attack because I saw reinforcements that would reach the city on Germany's next move. Then immediately after that failed, the Arabs sent over 4 frigates and sunk 4 of my Man-O-Wars. They were in the perfect spot to interdict Incan reinforcements heading up to my colonies.

Things like that really tick me off about this game. I can have a 3 or 4 to 1 advantage and lose the battles consistently, yet the AI wins the 1:4 to 1:1 attacks right at the crucial moment. I love a challenge, but hate being cheated. I'm just waiting for those frigates to come up and sink my carrier task forces.
 
I'm sorry for my absence. I had to study for an exam.
Now I've a little more time.

EL_OSO-> Have you got some v1.0 savegames from 1400+? I'd like to compare the number of units and cities with v1.1 to see what's wrong.

Lachlan -> Have you imagined a game with Conquests civs with that map?
It would be something like this (see image): I think that a completely new map is needed
 

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I would have to agree that it isn't the map size that's causing the new slowdowns. The only major change that would impact more civs staying longer is the palace defense bonus and perhaps the Agressiveness tweaks.

Here is a ton of saves from that game.

I'm sorry but I don't have any from the earlier version. I generally delete saved games soon after I'm done with them because I don't like having to sort through a huge list when I want to load a game.
 
Awesome mod! This plus Conquest has given me many all-nighters.

jalapeno_dude and Rhye: I'm also missing art\civlopedia\icons\resources\rice_small.pcx

I searched entire HD incase it installed in different location; no luck. Its not included with the v2.0 or v21B I downloaded either.

Can you post just this file? Much appreciated.
 
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