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Useful links and lists

Discussion in 'Civ4 - Rhye's and Fall of Civilization' started by Akbarthegreat, Jan 20, 2012.

  1. Akbarthegreat

    Akbarthegreat Angel of Junil

    Joined:
    Sep 23, 2010
    Messages:
    1,645
    Location:
    Erebus
    For all beginners, and even players who have been playing RFC. I got most of this stuff from the forums, but it is scattered, and so difficult to find. So read on:D
    1.The Wiki
    I've heard many players complain that the wiki cannot be accessed for the strategy guides. So here is the link, accessed via a web archive. Warning-Edits cannot be made.
    Link
    • Dynamic Civ Names
      One of the distinguishing features of Rhye's and Fall of Civilization is the dynamic civ names function. This function allows your civilization's name to change automatically as it progresses through history, grows or shrinks, changes governments and civics or adopts a state religion. A list of all the dynamic names for RFC follows.
      Link
    • RFC Changelog
      RFC has included many updates and patches, so here is a list of all of those.
      Link
    • RFC-BtS Timeline Comparison
      Rhye's and Fall of Civilization features a different timeline, which enhances the classical age and shortens the modern and future eras. Tech costs are rebalanced accordingly. Also, turn 0 in RFC is 3000BC, 1000 years after BtS's 4000BC. So this leads to a change in year-turn synergy. So this list sorts it out.
      Link

    2.The RFC Atlas by Zetetic and Thonnas
    Most new players don't know about this atlas. It shows spawn areas, and even UHV areas. Essential if you are going for the UHVs.
    Link

    3.City Atlas by Morff
    An in depth version of the above atlas, shows the plot yields, and all kinds of terrain. Also shows the city names, for different civs.
    Link
    And the thread.

    4.Desktop Atlas by lzd
    A combination of all the all the features of the above atlases, and no loading times since you can just download it!
    Link
    And the thread.

    5.Resource Appearing List from Resources.py
    In RFC, some resources are dynamic. For example cows appear in the New World in 1600AD, and horses appear in the Americas in 1700AD. The below list shows all dynamic resources.
    Code:
    if (iGameTurn == con.i450AD): #(dye added later to prevent Carthaginian UHV exploit)
                            gc.getMap().plot(53, 51).setBonusType(iDye) #France
                            gc.getMap().plot(53, 55).setBonusType(iDye) #England
                    if (not gc.getPlayer(0).isPlayable()): #late start condition
                            if (iGameTurn == con.i600AD): 
                                    gc.getMap().plot(53, 51).setBonusType(iDye) #France
                                    gc.getMap().plot(53, 55).setBonusType(iDye) #England
                        
                    if (iGameTurn == con.i1100AD):
                            #gc.getMap().plot(71, 30).setBonusType(iSugar) #Egypt
                            gc.getMap().plot(72, 24).setBonusType(iSugar) #East Africa
                            gc.getMap().plot(70, 17).setBonusType(iSugar) #Zimbabwe
                            gc.getMap().plot(67, 11).setBonusType(iSugar) #South Africa
    
                            gc.getMap().plot(66, 23).setBonusType(iBanana) #Central Africa
                            gc.getMap().plot(67, 21).setBonusType(iBanana) #Central Africa
    
                    if (iGameTurn == con.i1250AD):
                            gc.getMap().plot(57, 52).setBonusType(iWheat) #Amsterdam
                            
                    if (iGameTurn == con.i1600AD):
                            gc.getMap().plot(28, 46).setBonusType(iCow) #Washington area
                            gc.getMap().plot(30, 49).setBonusType(iCow) #New York area
                            gc.getMap().plot(25, 49).setBonusType(iCow) #Lakes
                            gc.getMap().plot(24, 43).setBonusType(iCow) #Jacksonville area
                            gc.getMap().plot(18, 46).setBonusType(iCow) #Colorado 
                            gc.getMap().plot(11, 47).setBonusType(iCow) #California
                            gc.getMap().plot(20, 45).setBonusType(iCow) #Texas
                            gc.getMap().plot(37, 14).setBonusType(iCow) #Argentina
                            gc.getMap().plot(33, 11).setBonusType(iCow) #Argentina
                            gc.getMap().plot(35, 10).setBonusType(iCow) #Pampas
    
                            gc.getMap().plot(24, 43).setBonusType(iCotton) #near Florida
                            gc.getMap().plot(23, 45).setBonusType(iCotton) #Louisiana
                            gc.getMap().plot(22, 44).setBonusType(iCotton) #Louisiana
                            gc.getMap().plot(13, 45).setBonusType(iCotton) #California
                            
                            gc.getMap().plot(22, 49).setBonusType(iPig) #Lakes
                            
                            gc.getMap().plot(21, 50).setBonusType(iWheat) #Canadian border
                            gc.getMap().plot(19, 48).setBonusType(iWheat) #Midwest
    
                            gc.getMap().plot(22, 33).setBonusType(iBanana) #Guatemala
                            gc.getMap().plot(27, 31).setBonusType(iBanana) #Colombia
                            gc.getMap().plot(43, 23).setBonusType(iBanana) #Brazil
                            gc.getMap().plot(39, 26).setBonusType(iBanana) #Brazil
    
                            gc.getMap().plot(49, 44).setBonusType(iCorn) #Galicia
                            gc.getMap().plot(54, 48).setBonusType(iCorn) #France
                            gc.getMap().plot(67, 47).setBonusType(iCorn) #Romania
    
                            gc.getMap().plot(106, 50).setBonusType(iCorn) #Manchuria
                           
    
                    if (iGameTurn == con.i1700AD):
                            gc.getMap().plot(26, 45).setBonusType(iHorse) #Washington area                        
                            gc.getMap().plot(21, 48).setBonusType(iHorse) #Midwest
                            gc.getMap().plot(19, 45).setBonusType(iHorse) #Texas
                            gc.getMap().plot(40, 25).setBonusType(iHorse) #Brazil
                            gc.getMap().plot(33, 10).setBonusType(iHorse) #Buenos Aires area
                            gc.getMap().plot(32, 8).setBonusType(iHorse) #Pampas
    
                            gc.getMap().plot(27, 36).setBonusType(iSugar) #Caribbean
                            gc.getMap().plot(39, 25).setBonusType(iSugar) #Brazil
                            gc.getMap().plot(37, 20).setBonusType(iSugar) #inner Brazil
    
                            gc.getMap().plot(104, 52).setBonusType(iCorn) #Manchuria
                            gc.getMap().plot(89, 36).setBonusType(iCorn) #India
    
                    if (iGameTurn == con.i1850AD):
                            gc.getMap().plot(12, 45).setBonusType(iWine) #California
                            gc.getMap().plot(31, 10).setBonusType(iWine) #Andes
    
                            gc.getMap().plot(114, 11).setBonusType(iSheep) #Australia
                            gc.getMap().plot(116, 13).setBonusType(iSheep) #Australia
                            gc.getMap().plot(121, 6).setBonusType(iSheep) #New Zealand
    
                            gc.getMap().plot(19, 41).setBonusType(iHorse) #Mexico
    
                            gc.getMap().plot(58, 47).setBonusType(iRice) #Vercelli
                            gc.getMap().plot(12, 49).setBonusType(iRice) #California
    
                            gc.getMap().plot(11, 45).setBonusType(iFish) #California
    
    6.Conqueror's List from Riseandfall.py
    In RFC, the first old world civ to make contact with a new world civ gets free units, 'conquerors'. Below is a list of different units you will get in the conquerors event[it varies with your technologies and civ].

    Code:
    if (teamOldWorldCiv.isHasTech(con.iRifling)):
                                                            if (iOldWorldCiv == iEngland):
                                                                    utils.makeUnit(con.iEnglishRedcoat, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            else:
                                                                    utils.makeUnit(con.iRifleman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                    elif (teamOldWorldCiv.isHasTech(con.iGunpowder)):
                                                            if (iOldWorldCiv == iFrance):
                                                                    utils.makeUnit(con.iFrenchMusketeer, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            elif (iOldWorldCiv == iTurkey):
                                                                    utils.makeUnit(con.iOttomanJanissary, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            else:
                                                                    utils.makeUnit(con.iMusketman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                    elif (teamOldWorldCiv.isHasTech(con.iCivilService)):
                                                            if (iOldWorldCiv == iJapan):
                                                                    utils.makeUnit(con.iJapanSamurai, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            elif (iOldWorldCiv == iVikings):
                                                                    utils.makeUnit(con.iVikingBeserker, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            else:
                                                                    utils.makeUnit(con.iMaceman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                    else:
                                                            if (iOldWorldCiv == iChina):
                                                                    utils.makeUnit(con.iChinaChokonu, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            else:
                                                                    utils.makeUnit(con.iCrossbowman, iOldWorldCiv, tArrivalPlot, 1 + iModifier2)
                                                            
                                                    utils.makeUnit(con.iPikeman, iOldWorldCiv, tArrivalPlot, 2)
                                                    
                                                    if (teamOldWorldCiv.isHasTech(con.iGunpowder)):
                                                            utils.makeUnit(con.iCannon, iOldWorldCiv, tArrivalPlot, 1 + iModifier1 + iModifier2)
                                                    else:
                                                            utils.makeUnit(con.iCatapult, iOldWorldCiv, tArrivalPlot, 1 + iModifier1 + iModifier2)
    
                                                    if (iOldWorldCiv == iSpain and teamOldWorldCiv.isHasTech(con.iGunpowder)):
                                                            utils.makeUnit(con.iConquistador, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
                                                    else:
                                                            if (teamOldWorldCiv.isHasTech(con.iGuilds)):
                                                                    if (iOldWorldCiv == iArabia):
                                                                            utils.makeUnit(con.iCamelArcher, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
                                                                    elif (iOldWorldCiv == iMongolia):
                                                                            utils.makeUnit(con.iMongolKeshik, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
                                                                    else:
                                                                            utils.makeUnit(con.iKnight, iOldWorldCiv, tArrivalPlot, 2 + iModifier1)
    
                                                    if (iNewWorldCiv == iInca):
                                                            utils.makeUnit(con.iIncanQuechua, iOldWorldCiv, tArrivalPlot, 3)
                                                    elif (iNewWorldCiv == iAztecs):
                                                            utils.makeUnit(con.iAztecJaguar, iOldWorldCiv, tArrivalPlot, 2)
                                                            utils.makeUnit(con.iMayaHolkan, iOldWorldCiv, tArrivalPlot, 1)
                                                    elif (iNewWorldCiv == iMaya):
                                                            utils.makeUnit(con.iMayaHolkan, iOldWorldCiv, tArrivalPlot, 2)
                                                            utils.makeUnit(con.iAztecJaguar, iOldWorldCiv, tArrivalPlot, 1)

    RFC veterans, suggestions are welcome on any more stuff that needs to be included here.:D
     
  2. Bigger66

    Bigger66 Chieftain

    Joined:
    Jan 14, 2012
    Messages:
    43
    thanks, very useful!
     
  3. Akbarthegreat

    Akbarthegreat Angel of Junil

    Joined:
    Sep 23, 2010
    Messages:
    1,645
    Location:
    Erebus
    Added the dynamic civ names list.

    You're welcome;)
     
  4. Saru

    Saru Chieftain

    Joined:
    Jul 23, 2010
    Messages:
    165
    Location:
    Siilinjärvi, Finland
    AWESOME. You can't believe how frustrated I've been for the last months for not being able to access the wiki. Great work :goodjob:
     
  5. Akbarthegreat

    Akbarthegreat Angel of Junil

    Joined:
    Sep 23, 2010
    Messages:
    1,645
    Location:
    Erebus
    :lmao:
    I laughed so damn hard at that:rotfl:

    You're welcome:)
     
  6. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
    Oct 22, 2008
    Messages:
    29,815
    Location:
    Germany / Netherlands
    Moderator Action: Thread stuck.
    Seems this is too useful to be not on the top :).
     
  7. morff

    morff Chieftain

    Joined:
    Mar 5, 2011
    Messages:
    203
    Thanks for mentioning my pathetic city atlas :)
     
  8. Akbarthegreat

    Akbarthegreat Angel of Junil

    Joined:
    Sep 23, 2010
    Messages:
    1,645
    Location:
    Erebus
    Of course not, with the new changes you've made[the resources, civs and various other stuff], it is excellent for reference:goodjob:
    The only problem is that my connection is slow, and it takes a couple of minutes to load.
     
  9. morff

    morff Chieftain

    Joined:
    Mar 5, 2011
    Messages:
    203
    Akbarthegreat: i know, the size is very unreasonable, but i don't have time to rewrite the html part, but maybe someday :]
    But you can save the page as it is and use it "offline" as is, it's just "static" html, however if you click on "star" the informations about city are readed in the background with javascript, but it's really small amount of data.
     
  10. Tlönitte

    Tlönitte Chieftain

    Joined:
    Mar 21, 2010
    Messages:
    329
  11. Akbarthegreat

    Akbarthegreat Angel of Junil

    Joined:
    Sep 23, 2010
    Messages:
    1,645
    Location:
    Erebus
  12. blizzrd

    blizzrd Micromanager

    Joined:
    Dec 27, 2005
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    Location:
    Melbourne, Australia
  13. Akbarthegreat

    Akbarthegreat Angel of Junil

    Joined:
    Sep 23, 2010
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    1,645
    Location:
    Erebus
  14. MrFeline

    MrFeline Chieftain

    Joined:
    Sep 9, 2012
    Messages:
    7
    Is there a link to the blank RFC map?
     
  15. merijn_v1

    merijn_v1 Black Belt

    Joined:
    Dec 29, 2008
    Messages:
    4,652
    Location:
    The city of the original vlaai
    You can use the Atlas to view the whole map.

    If you want a link to download the blank map, I'm afraid it doesn't exist.
     

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