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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SpikeIt said:
I haven't played RoCX yet, but I don't think it matters. A loss of harbors shouldn't affect GPT deals. Only deals for tradeable items - resources and luxuries.

I will try to research this next time I have time to play.

Another question: I am playing America on the standard RoCX earth map, and are experiencing corruption with 14 cities. I built the Forbidden Palace, and it helped a little. I thínk I read somewhere that the optimum cities in RoCX with a Palace is ten cities. What is the optimum cities with Forbidden Palace?
 
Can someone help me? I'm getting this message:

Error.JPG
 
Ok I went to your site and went to FAQ and it said try and reinstall the original? Reinstall what? I think this was a modpack? I didn't install anything in the first place.
 
@ramboost - there's a good article in the strategy section of the forums explaining how corruption works. essentially, corruption has two components: the number of cities you have and distance corruption.

distance corruption is calculated for each city and is based on the distance of the city to the city with the palace (ie your capital). however, if you build a forbidden palace, then instead of using distance to your palace, distance corruption uses the SMALLER of distance to palace and distance to forbidden palace. so a forbidden palace can help you create a second core of highly productive cities with reduced distance corruption.

in that sense, the forbidden palace and SPHQ dont strictly add to your optimal number of cities, but rather reduce your distance corruption.

as far as i know, there's no improvements that will change corruption based on number of cities - this number is coded into the biq file.


@player1 - yes, you should update both, as the ex-pack uses many of the same units and animations in the basic modpack.


@rhye - how did you make the changes to the turns of anarchy during government transition? i noticed in the random map that the maximum of 2 turns per civ is no longer active, but that religious civs still take 2 turns. i'd like to change this to match the earth map scenario.

EW

edits: for clarity... i hope!
 
Can anyone enlighten me on the strenght of Constitutional Monarchy?

Compared to Absolute Monarchy it has slightly lower corruption (difference bewteen probelematic and nuisance is very low) and paid labor. For that, it pays much harsher unit upkeep (especaily since every unit costs 2gp) and less MilPolice.

On the other hand compared to Democratic Republic, higher number of supported units is insignificant since it does not have trade bonus as demo. Also, while it has lower war wariness, taking Absolute Monarchy instead is a better choice.

So am I missing anything?
 
Enkidu_Warrior said:
@ramboost - there's a good article in the strategy section of the forums explaining how corruption works. essentially, corruption has two components: the number of cities you have and distance corruption.

distance corruption is calculated for each city and is based on the distance of the city to the city with the palace (ie your capital). however, if you build a forbidden palace, then instead of using distance to your palace, distance corruption uses the SMALLER of distance to palace and distance to forbidden palace. so a forbidden palace can help you create a second core of highly productive cities with reduced distance corruption.

in that sense, the forbidden palace and SPHQ dont strictly add to your optimal number of cities, but rather reduce your distance corruption.

as far as i know, there's no improvements that will change corruption based on number of cities - this number is coded into the biq file.

Thanks. I just thought I remembered that corruption was altered in RoCX compared to the original Civ. But I guess the same rules applies til RoCX as to the original? But what does "Corruption set to 40/41/42/44/46/48/49/50% (depending on the difficulty level)" mean, taken from Rhye's website?
 
Ok, I just realized that democracy pays 3gp per unit.
So compared to it, better unit support is good.

But still, I can't see it get used exempt if you really like paid labor type of rushing (and warmongering in same time).
 
Several other AI flag suggetsions:

Elephant Archer should really not have defense AI flag selcted.
It's just too expensive for its era to be used for defense.
That's just same as adding to knight in vanilla game defense flag since it has same defense rating as a pikemen.

On the other hand War Elephant is OK, since it is much cheaper.

Cossaks should not have AI defense flag selected. Leave that to Fussilers which have better defense rating (see knight reference).

Swiss Mercenary should have Offense AI flag added. They have attack rating of 4 after all (better then Pikemen in all ways).

TOW Infantry should not have Offense AI flag selected. They have just attack of 4.

Spearmen used by Ethiopia does not have AI defense flag. It should be added (BUG).

Considering its cost, could it been good idea to add AI offense flag to Chineese Firelancer? It has attack rating of 3 and cost of 40, same as Pikemen, but better defense.

Considering that Inca Clubman is in swordsmen upgrade path shouldn't it have AI offense flag added and AI defense flag removed (since there are much cheaper defenders).


P.S.
Something not AI related:
I'm kinda lost about this, but is it wise having Jaguar Warrior costing 20 shields and in the same time ban 10 shield Warriors from Aztec (and by the way, blitz for unit with attack rating of 1 is not big deal).
 
Enkidu_Warrior said:
in that sense, the forbidden palace and SPHQ dont strictly add to your optimal number of cities, but rather reduce your distance corruption.
You're quite wrong. Starting a few C3C patches ago, the corruption model was slightly changed. FP and SPHQ now reduce corruption in their city by alot, and increase the OCN by a good margin. I think they don't even affect nearby cities directly anymore.
 
Blasphemous said:
You're quite wrong. Starting a few C3C patches ago, the corruption model was slightly changed. FP and SPHQ now reduce corruption in their city by alot, and increase the OCN by a good margin. I think they don't even affect nearby cities directly anymore.

Actaully, not quite.

Distance corruption is still affected by FP.
As is OCN factor.

Only difference is that city rank (needed for calculating OCN corruption), is now only calculated by comparing cities to Palace only, not both FP and Palace.

That way FP affects OCN globaly (OCN bonus), but not localy (the closer city to the FP the lower rank).


So, since even OCN corrption is in some way dependent from distance, you could say that "distance factor" of FP is lowered, and its global factor is increased.
 
I am totally confused now.......

I think my questions are now boiled into:
1) Are the corruption rules only changed for AI, when you compare RoCX to original Civ. Or is the corruption rules also changed for the human players?

2) When having an RoCX empire with approx 15 cities, would it be worth it for me to build a new Palace and FP that is more in the center of my empire?
 
Ramboost said:
I am totally confused now.......

I think my questions are now boiled into:
1) Are the corruption rules only changed for AI, when you compare RoCX to original Civ. Or is the corruption rules also changed for the human players?

2) When having an RoCX empire with approx 15 cities, would it be worth it for me to build a new Palace and FP that is more in the center of my empire?
With 15 cities, just switch to Communism, build an FP and SPHQ (doesn't matter where when under Communism) and enjoy a productive empire all around.
If you don't have Communism available, than yeah, try to place your Palace and FP so your entire empire gets to be nearby them and enjoy their effects.
 
Blasphemous said:
You're quite wrong. Starting a few C3C patches ago, the corruption model was slightly changed. FP and SPHQ now reduce corruption in their city by alot, and increase the OCN by a good margin. I think they don't even affect nearby cities directly anymore.

sorry, blas, i was simplifying for brevity. thankyou to player 1 for clarifying further.

strictly speaking, the FP and SPHQ operate in ROCX just as they do in C3C. so if you understand the dynamics there, they are the same here.

regarding corruption in comparison to C3C:

- distance corruption in ROCX is grossly reduced (around 40-50% in the ROCX biq file, compared to 90-100% in C3C), making distance less of a factor in corruption.

- otoh, the optimal number of cities is reduced drastically, only at only 10 (and worth less as higher difficulty levels are used), making size of empire more of a factor in corruption.

conceptually, i believe rhye was trying to make corruption more realistic: small, efficient empires, with few, far-flung colonies can be quite viable, whilst a large empire, whether it is contained within contiquous borders or not, is prone to rampant corruption.

EW

edit: @ramboost, as you can see from the above, corruption is changed all around in C3C - for both AI and player. as you use higher difficulties, it will become more of a factor for the player than the AI, but the dynamics are the same.
 
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