The Sword of Islam: RFC Medieval Middle East

FYI, the Baghlah is not getting double movement in ocean.
 
@Embryodead
I do not feel very comfortable, with this new UU. First off, as far as I know, I don't recall any fast moving trebuchets that the Timurds had?? You recently stated that being the Timurds should now be a lot easier, so why are you giving them a fast moving trebuchets, thats not even historical? IF ANYTHING, give them an organ gun, or something that uses gunpowder, like the Timurds have in MTW2, but I feel VERY happy with the Mongol Horse Archer UU, in comparison to this "fast moving" trebuchets idea. Although I think that the Mongol Horse Archer UU, could be given a slight boost in strength, I find it to be a great UU, as its also very versatile, and I was able to capture cities far and wide with it; not to mention it was historically accurate as well. SO please don't change the Timurd UU! :cry:
 
Their [Ajmer's] UHVs could be toughened by making the 1st to include all of India, so no Islam in all of India. The last one could be that control 8-9 provinces. Currently they are quite easy.

I really support the first suggestion, no Islam in all of India. Not only would it be a lot more interesting and somewhat harder, it also basically forces you to kill the Ghorids, which would guarantee that the Sultanate of Delhi spawns. I think the third UHV would be fine as it is if you changed the first one, because then you're forced to collapse after Delhi spawns and then reconquer everything from scratch, as opposed to how it is currently where you just have to turtle up and wait until 1500.

embryodead said:
Camel units are rare mercenary units, unless you play with Yemen. It's simply a different game mechanic.
I never understood why you gave them that UU when there's horses up at Medina but no iron anywhere close to them.
 
I really support the first suggestion, no Islam in all of India. Not only would it be a lot more interesting and somewhat harder, it also basically forces you to kill the Ghorids, which would guarantee that the Sultanate of Delhi spawns. I think the third UHV would be fine as it is if you changed the first one, because then you're forced to collapse after Delhi spawns and then reconquer everything from scratch, as opposed to how it is currently where you just have to turtle up and wait until 1500.

That's exactly my point currently there isn't any challenge to keep Islam out of the couple hindu provinces. However, I believe that the Delhi Sultanate doesn't spawn at all, if you are solid. At least they didn't spawn in my game.

BTW, I forgot to mention that in my Mughal game, I achieved the "have legendary culture in at least one city" UHV condition about three turns after I spawned when I captured Gwalior, the screenshot shows that my defences are at level 4, although the borders haven't even expanded into BFC. I believe that Gwalior had Legendary culture before I captured it and it somehow triggered the UHV. Also, Embryodead, you didn't comment the Mughal wonder building problem or the spawn provinces. Post 496.

Spoiler :
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Other random stuff:

It does say that you need medicine to utilise opium.

Spoiler :
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First AI naval invasion to Cyprus or Rhodes, that I have seen, in the mod!:D

Spoiler :
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@Embryodead
I do not feel very comfortable, with this new UU. First off, as far as I know, I don't recall any fast moving trebuchets that the Timurds had?? You recently stated that being the Timurds should now be a lot easier, so why are you giving them a fast moving trebuchets, thats not even historical? IF ANYTHING, give them an organ gun, or something that uses gunpowder, like the Timurds have in MTW2, but I feel VERY happy with the Mongol Horse Archer UU, in comparison to this "fast moving" trebuchets idea. Although I think that the Mongol Horse Archer UU, could be given a slight boost in strength, I find it to be a great UU, as its also very versatile, and I was able to capture cities far and wide with it; not to mention it was historically accurate as well. SO please don't change the Timurd UU! :cry:

The UU is "Siege Engineer". MessageMan posted a link to a book excerpt which outlines it well. Timur developed the most powerful siege arsenal of his time, and trebuchets in particular are mentioned twice, next to ballistas, siege towers and sappers. The book also notes there is no evidence that Timurids ever used gunpowder weapons (a lot of stuff in M2TW is made up, like uhhh the WW2-like Byzantine Flamethrowers or Sherwood Archers). So this UU is very historical and reflects both the reliance on siege engineers and mobility that was needed to conquer the world from Anatolia to India in the lifetime of one person.

Yes, you see a moving trebuchet together with the engineer, but it's the same as with other CIV4 siege units.
 
I believe the new Timurid UU would be great and something that you don't see very often!:goodjob:
I can't wait to try it!
 
Sorry, missed it earlier.

My Mughal spawn was also weird. Is the core province of Uttar Bharat suppose to flip to them? It didn't

Yes and no. It's their core but won't flip if it's someone's (read: Delhi's) capital.

As I already mentioned the Mamluks are really strong, which is quite fine, but at the moment they are getting out of control. For instance, they built the Shalimak Gardens in 1547, when I was playing as Mughals. That doesn't give me many turns to research City Planning first and then build the Gardens. Also they lack of any enemies, KoJ is usually gone or going when they spawn, so they just conquer all the lands around them. Maybe barb pressure could be increased?

Noted.
 
Wait a second, so your just going to give the Timurds a UU, that can move faster? Your not even going to increase the trebuchets stats at all? Also I would then recommend that the Timurds start off with some of their UU's, so they can really start invading early on ;)

Oh, and yes I agree that barb pressure, (OR my Saladin spawn idea *wink* *wink*:mischief:), would be a good idea, to keep KoJ in check. Also PLEASE remove Edessa and Cicillia from the KoJ Border Provinces, now that there is Antioch, they really should NOT be encouraged from attacking those areas
 
Oh, and yes I agree that barb pressure, (OR my Saladin spawn idea *wink* *wink*:mischief:), would be a good idea, to keep KoJ in check. Also PLEASE remove Edessa and Cicillia from the KoJ Border Provinces, now that there is Antioch, they really should NOT be encouraged from attacking those areas

I was taking about Mamluks, not KoJ. I think KoJ should be encouraged to conquer these lands, if Antioch is gone.
 
Wait a second, so your just going to give the Timurds a UU, that can move faster? Your not even going to increase the trebuchets stats at all? Also I would then recommend that the Timurds start off with some of their UU's, so they can really start invading early on ;)

They do start with 2, and Siege Engineer is +1 Moves +25% City Attack.

Also PLEASE remove Edessa and Cicillia from the KoJ Border Provinces, now that there is Antioch, they really should NOT be encouraged from attacking those areas

No, because those territories belonged to Jerusalem at various times, and because despite it being in KoJ border provinces, KoJ and Antioch never attack each other for it (AIWars is disabled between them).
 
The UU is "Siege Engineer". MessageMan posted a link to a book excerpt which outlines it well. Timur developed the most powerful siege arsenal of his time, and trebuchets in particular are mentioned twice, next to ballistas, siege towers and sappers. The book also notes there is no evidence that Timurids ever used gunpowder weapons (a lot of stuff in M2TW is made up, like uhhh the WW2-like Byzantine Flamethrowers or Sherwood Archers). So this UU is very historical and reflects both the reliance on siege engineers and mobility that was needed to conquer the world from Anatolia to India in the lifetime of one person.

Yes, you see a moving trebuchet together with the engineer, but it's the same as with other CIV4 siege units.
Then shouldn't you pump up the strength of the Siege Engineer?
 
I think that you should instead increase the % per turn that they bombard city defenses, because it seems like walls/castles would still be a problem.
 
I think that you should instead increase the % per turn that they bombard city defenses, because it seems like walls/castles would still be a problem.

That's what I did originally, you'll have to trust me +city attack is better. As Timurids, there's simply no reason to stop and waste several turns bombarding.
 
Download 0.2.4.1

Changelog:

- Added new Communications module; contact can be cut only between far away civs; there are no embassies, but contacts are cut less with time
- Added Influence Driven War by moctezuma; it has less impact than in other mods
- Added a 10-turn cultural protection for core provinces of newborn civs (this makes it impossible to culture block civs like Georgia)
- Fixed art defines for non-shader NIFs, so that the mod should run properly with older video cards (not guaranteed yet, as I have no way to test it)
- Fixed mercenary maintenance (it is now part of total maintenance, it will not produce income for the AI, it will not cause negative gold or unit strikes with >0% research rate)
- Fixed the UU conversion code so that it no longer misses cavalry UUs on unit flips
- Fixed Safavid UHV2 and changed the required Wonders from 3 to 4
- Fixed Omani UHV3 (should only check for ports now)
- Changed the UHVs for Ajmer, Armenia and Antioch to make them more difficult
- Changed the Marksman to +25% City Defense and 50 cost (was +50%, 55 cost)
- Changed the Ghulam Lancer to require Iron
- Changed the conscription units to Archer -> Heavy Spearman -> Marksman -> Pikeman -> Arquebusier -> Musketman
- Changed the barbarian Mongol Horse Archer to provide full, uncapped XP when killed
- Changed the Timurid UU to Siege Engineer (Trebuchet with +1 Movement Point and +25% City Attack)
- Changed the Timurid starting Lancers to Heavy Lancers
- Changed the language of Timurid troops to Turkish
- Added Finery Forge to Timurid's starting techs
- Added siege engines to starting armies of a number of civs
- Added a worker and another missionary for Makuria
- Extended Mamluks' core (Sinai) and border (Northern Syria) provinces
- Made Ayyubids much less likely to collapse immediately following the Mamluk spawn
- Increased the cost of the Shah Mosque by 50%
- Made Beylik of Karaman weaker on respawn
- Removed some flood plains from Sudan and Iraq
- Changed the Black Death to be less severe in India and far Arabia
- Made the persecution diplomatic penalty reset upon conversion
- Increased Forest chop time from 3-4 turns to 6
- Added Buddhist Monastery building
- Added Buddhism to Purushapura and Lahore
- Changed Buddhism to stop spreading and decline in 11-12th c.
- Changed Slave Market, Slave Barracks & Ghulams to require Slavery civic
- Added lake names to the map
- Removed the Aydar Lake, as it was created in Soviet times
- Added new effect for the Al-Jazari's Workshop wonder (builder can choose one invention)
- Added new events: 'Expulsion of Jews', 'Persian Rugs', 'Confectioners', 'Camel Races', 'The Alchemist'
- Re-added BTS events: 'Monsoon', 'Hurricane', 'Cyclone'
- Fixed the culinary events to only appear on flatlands
- Fixed the 'Knights of St. John' event triggering in wrong places
- Adjusted the occurence and trigger mechanics of a lot of random events
- Fixed unit icon for Crusader Heavy Spearman
- Added new unit art for Antioch Heavy Swordsman (by Castor Troy) and Arab Great General (by Bakuel)
- Added new interface theme
 
This is just a minor suggestion, so if you don't like it, forget it.

The slave market could be changed, so that it produces +5% gold during peace time, but when civ is in war against 1-2 nation, it would increase to +15% and if the civ is in war against more than 2 civs it would produce +25% gold. This would be very historical as the slave markets were always booming during war time. Just an idea that popped in my head...
 
Nice, another patch! Embryo' is more responsive to player-feedback than Firaxis ever was ;)

BTW: I just attained UHV for 3 civs (Armernia, Ajmer, and Yemen) in v.23. Armernia was too easy (even with the barbarian Seljuks, and Mongols); I'm glad to see their UHV conditions have been changed. Yemen was balanced. As for Ajmer... I'm not certain how I feel about increasing their level of difficulty. Guess I'll have to try them under v.24, and report back...
 
Downloading it now! I feel like I need to register with Atomic center even though I hate to register online, grrrr :)
 
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