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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Hi Rhye,

The version 1.22 is annouced as available at home page, and there's even a version 1.3 of the Expansion Pack announced as released on the 1st post, but I can't see it ? Where is it ? Where and when will it be available ?
thanks, I love Ur mod !!
 
I love your mod Rhye, I've played it since the 1,5v came out. Bet i've saved enough time from loading times to play many more games than with other miods. I have got myself a new computer now but I still stick to your civilization mod cause it has become my favourite.
 
Played through the updated and expanded version...very nice work! Love the units, and the terrain. The cycle time is wonderful.

Thanks Rhye!
 
Sorry Ive been away guys, but new years and stuff... ;p

Been away from the internet for many a day basically.

I DID manage to play through a game as England on Demigod on my way home (I leave for school tomorrow... hurray for a day in the airport...), and the results were nothing less than brilliant! I got a settler in Scotland right off the bat... and... well... since then it just went better.

Because I wanted to know how it would work, I attempted many overseas invasions (LONG RANGE INVASIONS) of places like India or enemy colonial possesions, with units from the 18th Cent. It works, but it is really REALLY hard to keep up the logistics!

I went up to 2010, but I did not save it (got boring, so I quit), so I will give you the next most recent, 1994.

I finished researching everything in the 80s, and am now up to about 1/3 of the world's population. I was not actually trying to win anything (I dont usually even bother to turn on victory conditions, as I have never understood how a civilization can 'win'), but this might give some hope to the lost (and if you play it, you can have a ton of fun beating up on the various civs with one of my carrier groups!).

America managed the SoL in the 30s. I gave them Democracy when they were researching it, but I believe that they did not recieve anything else from me.

Japan and Germany are my major competiton (although my military reigned supreme), with the next closest competitor being the Americans. China is a regional threat to one of my colonial conquests... but lacks the tech and cash to really compete.

Anyway, I am playing another highly successful game as France. I managed another settler grab from a goody hut, and am now trying to force Spain and Portugal to go off and found great colonial empires... by locking them into their peninsula. I am not sure how well it will work...

@Rhye: I promise to play the SG as soon as I get to school tomorrow! Its 3AM here and I have to pack!

EDIT: NM, save is too big!
 
Lord_Azazel said:
I love your mod Rhye, I've played it since the 1,5v came out. Bet i've saved enough time from loading times to play many more games than with other miods. I have got myself a new computer now but I still stick to your civilization mod cause it has become my favourite.

GenLongstreet said:
Played through the updated and expanded version...very nice work! Love the units, and the terrain. The cycle time is wonderful.

Thanks Rhye!

Dabeuz said:
Hi Rhye,

The version 1.22 is annouced as available at home page, and there's even a version 1.3 of the Expansion Pack announced as released on the 1st post, but I can't see it ? Where is it ? Where and when will it be available ?
thanks, I love Ur mod !!

Thank you everybody!

The version 1.21 was announced in the 1st post of the news, and was the lastest one to be released. I never spoke about 1.3.
However, I've got a list of things to fix that sooner or later I'll do (probably after the 10th). That will probably be 1.23 (to avoid confusion with patch 1.22 for Conquests)
 
Rhye said:
The version 1.21 was announced in the 1st post of the news, and was the lastest one to be released. I never spoke about 1.3.

I think he means that the title of the first post is:
"Rhye's of Civilization - the fastest loading mod v2.68 + Expansion Pack v1.3"
 
"I think he means that the title of the first post is:
"Rhye's of Civilization - the fastest loading mod v2.68 + Expansion Pack v1.3"

That's right, plus the fact that the home page announces version 1.22 as available... Never mind.
 
I am interested in making a multiplayer version of RoC, but without making a tiny map (I agree that this would be the ideal solution). I'd like to share my ideas with you and get some feedback, since this community has a lot of experience with balancing the game.

I've noticed that there are several scenarios available (cold war, 2004, etc) that have preplaced cities. I would also be using preplaced cities, and would use one or more of these to give me locations, to save time on research. I would place them on the regular RoC map, with the notable exception of cities that correspond with starting locations.

Each culture group would have a "barbarian" civilization. I would have to sacrifice one of the regular civs to make it in each case. For example, the Celts in Europe were a very widespread group, and would be renamed "European Barbs." The Iroquois would become the "Native Americans," Mongols would become "Asian Barbs," and so forth.

Barbarian civilizations would be given all the cities in their continent/cuture group. Again, the exception will be starting locations of the "regular" civs.

Barbarian civilizations would be handicapped in a number of ways, to keep them from becoming dominant (unless you let them, which would of course be possible). Here are a list of handicaps I envision.

1. No workers. Barbarian civs would be unable to build workers; instead they would rely completely on slave labor when it was captured. I am considering making one of the early units an enslaving unit that all barb civs would have access to.

2. No starting techs from the regular tech tree.

Instead, Barbs would have a special untradeable "being barbarian" tech that allows them to build some units that will make them slightly less vulnerable to capture. I don't want the regular civs to be able to just walk around the map and so easily gobble up barb cities. So barbs would have access to some unwheeled units that have 1 or 2 attack (hunter and slinger) but zero defense. They would also be unable to capture, meaning that in the early game, barbs would be a strong nuisance, but would be unable to eliminate regular civs, and would be vulnerable to attack. Barbs would also be able to build the standard "horseman" units found in barbarian camps, without resources, when they researched the corresponding tech (Horseback Riding for this flavor unit). Warrior would not be available initially to Barbs; it would require a hidden, untradeable tech available from the outset to all regular civs.

3. Barbs would have a special government, Chiefdom, that comes with the "being barbarian" tech. I'd need some help on how to get them to choose it over Despotism, because I want it to be more crippling even than Despotism is.

4. Barbs might need very passive settings to keep them from attacking their neighbors constantly.

5. Barbs would also be crippled by their high number of cities, which would easily be far more than RoC allows for the optimal number.

In addition to the barbarian civs, there would still also be regular barbarians on the map.

My goal here is to have a scenario where two or more human players could play a game against each other on a RoC Earth map, without having vast stretches of unclaimed real estate up for grabs. A couple of multiplayer rules would be necessary:

A. No two human players can be in the same culture group.
B. No MAs or MPPs may be made with a barbarian civ.

I'm interested in hearing what you all think about these ideas.
 
Hi, Camber!

How would this weak barb country mean ungrabbed land? Through conquering, it would be grabbed, would not that be? Even more easily, for the human would get cities for free (no need for settlers).
 
Hi Camber......It would be absolutely fantastic to have a multiplayer RoC, so thumbs up for the initiative:-)

Personally I don't like the idea with preplaced cities when yous start the game from 4000 BC.

I also agree with V.Soma, that by conquering the weak barbarbarian cities would potentially be a lot cheaper than building a settler, which in RoC are VERY expensive.
 
Thank you for the replies. I'm very interested in seeing whether something could be done to make the land-grab fair. The inspiration came from reading a cover story from National Geographic on new discoveries in China that shattered old concepts on the origin of China. Here is an exerpt: http://magma.nationalgeographic.com/ngm/0307/feature3/

The archeologists there are challenging the old view that the Shang culture (e.g., prototypical Chinese culture) did not start from one area and spread (the Civ colonization model of empire origins). Rather, the earliest Shang city was one of many in the area that shared closely matched, but yet different cultures, that grew up parrallel to one another in the region. Gradually they were assimilated into a more cohesive group (the Civ conquest & cultural conversion models of empire origins).

Although it would be foolish to apply this accross the entire globe without evidence, there is plenty to be found when one looks for parallel origins. Among the ancient civs I am most familiar with, you can find this pattern at work in Babylon, Sumeria, Greece, Egypt, and throughout MesoAmerica. The Israelites are a glaring exception, who mostly grew out of a single nomadic group. But even they established their geographic homeland more through conquest than colonization. The same is true for early Rome, which mostly went out from a home city and conquered/assimilated surrounding cities of similar culture (I'm talking about their immediate neighbors, not Carthage and Greece, but that later development only strengthens my argument). For the most part, it seems, rising civilizations were not colonizers as much as they were conquerors and assimilators.

The problem with trying to incorporate these ideas is that it tweaks a major part of the game that is already very finely balanced, and failure mostly through destroying that balance.

I've also considered making cultural improvements off limits to these barb civs somehow, so that the regular civs aren't the ones being assimilated, but the reverse. One idea is to make a hidden, untradeable, starting tech for regular civs that allows a resource to show up on the map called "homeland." One of these would be placed under each starting location. It would be a required resource for any culture-producing improvements/wonders.
 
I assume you got that impression from further reading elsewhere; all I got was a brief blip that seemed to do more to confirm the colonial method. I mean, the tortise fragments were all coming from the same place haha.

Regardless, this looks cool so I am going to dig up some time to read about it! Please share anything else you have on it!


Re: homeland resource

it would be easier to simply restrict them from building those buildings, or make them part of a flavor that includes all "non-barbarian" civilizations.

I have to say that the term barbaroi is rather passe in this day and age. Wouldnt it be more apropos to call them something else? Or even just not include them? I am curious as to how you intend to include playable civilizations and still fill the earth with the barbarians AND still meet the 8 civ limit!

If I were to suggest anything concrete, it would be this: eliminate whatever civs you can, and replace them with powerful roving (barbs not deposited on huts) and non-roving (1 barb on hut) barbarians. Doing so would maximize your playable civ count.

Also, you will definitely have to reduce the price of research, because right now it is totally dependent on trade.

And thats enough from me ;p

I DEFINITELY wish you good luck!
 
a number of related thoughts, in no particular order...

- i would suggest the term "indigenous" - a generic term for the native peoples of any land.

- i've never set up an MP scenario, but it seems to me that even if you have 7 playable civs, and 1 indigenous civ, that could still offer plenty of opportunities for PBEM and hotseat games - i'm sure my wife and i would give it a go!

- the idea of scattering cities across the map, the vast majority of which are pop 1, no culture, with no opportunities for cultural or technological improvement, is quite appealing. rather than focussing on an expansionist land grab at the beginning, you'd have to use military and/or cultural power to assimilate your local neighbors.

to this end, you may have to tweak the cultural assimilation settings to make it a valid alternative to conquest.

- and you wouldnt have to elimiinate colonisation altogether - you could still leave an area without cities, such as australia.

- the indigenous civ would have cities that continue to grow. assuming you make no improvements and no units available to them (other than a standard, low-tech defender), their wealth would be a nice boon for when you take over the cities, but the constant growth in population would make takeover increasingly difficult as the game wore on. ideally, there'd be a way to limit their population size below 3 or something, but i'm not sure how that could be done without potentially gimping any conquering civ....

- tweaking the AI for the indigenous civ would be quite easy using the "never build" flags on the civ tab in the editor - rhye did this to great effect with some of the historically less developed civs (and is probably a more important control than map editing)

- an idea for populating the existing map with cities is to run it on AI several times and note the most common city locations that are settled. plop all your indigenous cities there in the editor.

interesting concept. i look forward to hearing how you go with it.

EW
 
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