The Sword of Islam: RFC Medieval Middle East

Where is Transoxiana? I'm kind of doubting my sanity because I don't see it on the province map at all. And Sogdiana is cut off as Sogd on the map.
 
Where is Transoxiana? I'm kind of doubting my sanity because I don't see it on the province map at all. And Sogdiana is cut off as Sogd on the map.

Transoxiana shouldn't appear in the Samanid UHV - it should say Khwarezm(ia) instead.
In reality it's a wider region including everything between Amu Darya and Syr Darya rivers, i.e. most of Khwarezmia and Sogd, but as I said, ignore it.

Sogd and Sogdiana are both valid names, just as Khwarezm and Khwarezmia, I may have used shorter names where needed.
 
Do you mind changing it back to Sogdonia, because its kind of confusing, not to mention everyone knows it as Sogdonia, I've never heard of Sogd
 
Do you mind changing it back to Sogdonia, because its kind of confusing, not to mention everyone knows it as Sogdonia, I've never heard of Sogd

Well, I never changed it. It only says Sogd in the Provinces.png picture included with the mod, but OK I'll update it.
 
Well, I never changed it. It only says Sogd in the Provinces.png picture included with the mod, but OK I'll update it.

OH! But thanks anyways, if its just in the Provinces.png, I don't think its THAT big of a deal then
By the way, while playing as PoA, I got this message: TXT_KEY_EVENTTRIGGER_KARIMI_MERCHANT_1
 
Opium isn't registering as a +1 health under the city screen even though I have a plantation and a connecting road.

And if we're to consider barbarians to be minor civilizations, then why don't you gain XP when fighting them? I was playing as the Samanids, and the Daylami Footman I started out with must've killed 7-12 Horse Archers that was invading me, according to the message I got, but only got 1 promotion.
 
Opium isn't registering as a +1 health under the city screen even though I have a plantation and a connecting road.

You need Medicine for this bonus (IIRC it should say so when you hover over unworked opium).

And if we're to consider barbarians to be minor civilizations, then why don't you gain XP when fighting them? I was playing as the Samanids, and the Daylami Footman I started out with must've killed 7-12 Horse Archers that was invading me, according to the message I got, but only got 1 promotion.

To prevent too many promotions ;) Well, so far I changed that Mongol Horse Archers to give full XP even as barbarians, not sure about other units. Those "barbs" are still easier to kill, being suicidal and all.
 
I take it that you didn't remove matchlock from Portugal's starting technologies. By optimizing my (Ottoman) research I got it in 1513, but apparently that wasn't early enough.. :(
 
I take it that you didn't remove matchlock from Portugal's starting technologies. By optimizing my (Ottoman) research I got it in 1513, but apparently that wasn't early enough.. :(

No, I only removed Military Drill. Portugal has to have matchlock in 1500 (I mean, Ottomans used it since 1440s) but that still gives you 200 years to research it (strategically & historically, you should go for Matchlock before Military Drill, although pikemen don't quite fit in the tech).
 
You need Medicine for this bonus (IIRC it should say so when you hover over unworked opium).

No, it just says I need a plantation for it.



To prevent too many promotions ;) Well, so far I changed that Mongol Horse Archers to give full XP even as barbarians, not sure about other units. Those "barbs" are still easier to kill, being suicidal and all.

They aren't suicidal. You changed it to raze a lot of improvements before attacking the cities.

If one unit fights off almost an entire rebellion by himself I feel like he should be allowed to go Super Saiyan, since the Seljuks are just around the corner. :D
 
No, I only removed Military Drill. Portugal has to have matchlock in 1500 (I mean, Ottomans used it since 1440s) but that still gives you 200 years to research it (strategically & historically, you should go for Matchlock before Military Drill, although pikemen don't quite fit in the tech).

Okey, I guess I'll have to test it again. Although I can imagine that getting Flintlock before Portugal will be hard.

BTW, after I failed the Ottoman UHV, I noticed that the Timurids are even getting spanked by the Barbarians. Also their stability is so crappy that few of their cities have declared independence. They need help. Also Samanids don't start with Islam, eventhough it says in their starting text (It is really cool that you have changed those, it has always bothered me that they say Dawn of man, or whatever, in RFC) that they have converted into Islam.

Spoiler :
Civ4ScreenShot0001-5.jpg
 
The problem with some of the barb units (Mongol horse archers and Seljuk Horse archers) is that they spawn with the intention of causing havoc. That is a great mechanic, but since the units the player has to defeat them have only 70-75% of defeating them, the player can loose units trying to maintain order.

That is fine, but as they spawn in some instances within too few turns for the player units to rest and recover (or grow new units), i think that the player XP should NOT be capped at 10 when fighting them. I also feel that victories against them should count towards GG points.

Just my 2 cents, as I feel that i build a huge defensive army, only to watch them get destroyed by the hordes (which while the point is not much fun).
 
To prevent too many promotions ;) Well, so far I changed that Mongol Horse Archers to give full XP even as barbarians, not sure about other units. Those "barbs" are still easier to kill, being suicidal and all.

The one issue of course is the suicidal troops do win a fair % of the time.
 
Ok, in general, civs are respawning TOO frequently, TOO soon, ESPECIALLY the Sultanate of Rum and the Abbasids. In the case of the Sultanate of Rum, they die, then a few turns later they just respawn under a different name, and flag, and they reposes all their territories, this is BAD, because it does not give the Ottomans any room to expand, what needs to happen, is that when the Sultanate of Rum dies, they should respawn perhaps 20-30 turns later, and with a much smaller spawn zone, which should make them considerably weaker, but for the better.

Also I would recommend, giving the "Nomadic civs" a break when it comes to the plague, and have it ONLY effect there very big cities, because historically, what saved the Turks and Mongols from being devastated from the plague, was the fact that they were spread out, and therefore it only really affected the civ's

CAN YOU PLEASE stop the crusaders from taking Medina and Mecca, I mean, this is starting to become quite ridiculous, as it constantly happens

KoJ needs more natural enemies, or else PoA is just soaking in all the Muslim enemies, to attack their cities, rather than the crusaders, that's why having the Ayyubids spawn (regardless of the Fatimids situation), I think would be better, and having them start off with Saladin and a larger army. Then you could have Richard the Lionheart, spawn in Acre:D

Also by the mid-14th century, I think the crusaders should stop getting reinforcements from Europe.

Also when the Mughals spawned, I realized that when they built Agra (by the way Delhi Sultanate was VERY strong), all their troops were ejected, and sent to Delhi, but what happened, was that, then a Delhi Sultanate horse archer came, and took the defenseless Agra, BOOM! the huge Mughal Army outside of Delhi disappears, and the Mughals are erased, you might want to re-look at the Mughal spawn zone and starting units. Personally I don't know how you can change this.
 
BTW, after I failed the Ottoman UHV, I noticed that the Timurids are even getting spanked by the Barbarians. Also their stability is so crappy that few of their cities have declared independence. They need help.

No, they are supposed to get spanked by Barbs. I assume that screenshot is from >1500, so this is Uzbek (Shaybanid) invasion, which completely destroyed the Timurids (which were already weak and fragmented, at that point) and created several Uzbek Khanates in its place (Khiva, Bukhoro etc.).

I'll convert the Samanids.
 
Ok, in general, civs are respawning TOO frequently, TOO soon, ESPECIALLY the Sultanate of Rum and the Abbasids. In the case of the Sultanate of Rum, they die, then a few turns later they just respawn under a different name, and flag, and they reposes all their territories, this is BAD, because it does not give the Ottomans any room to expand, what needs to happen, is that when the Sultanate of Rum dies, they should respawn perhaps 20-30 turns later, and with a much smaller spawn zone, which should make them considerably weaker, but for the better.

I agree with this, Sultanate of Rum is the worst. They seem to be always around and too strong for the Ottomans to defeat.


CAN YOU PLEASE stop the crusaders from taking Medina and Mecca, I mean, this is starting to become quite ridiculous, as it constantly happens

Also by the mid-14th century, I think the crusaders should stop getting reinforcements from Europe.

I have never seen them taking either one them and the Mamluks constantly conquer all of Levant and build all the wonders.

But the latter is a valid point. It only helps the AI KoJ to collapse faster.

Also when the Mughals spawned, I realized that when they built Agra (by the way Delhi Sultanate was VERY strong), all their troops were ejected, and sent to Delhi, but what happened, was that, then a Delhi Sultanate horse archer came, and took the defenseless Agra, BOOM! the huge Mughal Army outside of Delhi disappears, and the Mughals are erased, you might want to re-look at the Mughal spawn zone and starting units. Personally I don't know how you can change this.

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

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?
 
No, they are supposed to get spanked by Barbs. I assume that screenshot is from >1500, so this is Uzbek (Shaybanid) invasion, which completely destroyed the Timurids (which were already weak and fragmented, at that point) and created several Uzbek Khanates in its place (Khiva, Bukhoro etc.).

I'll convert the Samanids.

Okey, good to know. But main problem is that they never conquer anything. Mainly because the Marksman is overpowered and the Mongol Horse Archer is weak. The collaterial damage isn't that great either. If you are reluctant to strengthen them maybe their withdrawal chances could be increased? (Or the Marksman weakened)

Great.
 
Maybe the Mamluks become so powerful because they don't have competition from the Ottomans for the Levant?

Does Beylik of Karaman start at war with the Ottomans?
 
Ya! The Marksman is REALLY overpowered, could you at least lower their extra strength by a bit, or else, you can even use them as melee units, they are DEFINITELY way too strong, and if we are to see the big three rise to power in the end game (Ottomans, Safavids, Mughals), then we need to see a weaker marksmen
 
Why are they overpowered? They are if you're trying to conquer as the Timurids, but what about everybody else?
 
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