Rhye
's and Fall creator
Well, here it is. No vomit icon this time.
This is more an expansion than a corrective patch. Hope you enjoy my effort in adding the very low likeness, cause it was a real challenge to implement. Its purpose is to possibly completely replace standard civ. Please let me know if it can achieve this, and if not, why.
CHANGES
- Added very high and very low settings: the former is based on Earth2 and really looks like the Earth; the latter is a more generic version of the low generator that will result in occasional Panagaea, inner sea or archipelago world or other unpredictable combinations.
- Very low features completely random starting dates!!! Human player will always get a maximum late medieval start, while the AI may span from ancient to 1800. Technologies and units are assigned according to the era, with the addition of cultural group specific bonuses. Hidden growth modifiers are rescaled to the starting year.
- Its now possible to play in worlds with wrapping enabled on the Y axis, or enabled on both X and Y or disabled on both.
- Terrain can now be assigned following X axis (poles at east-west) or even concentric (pole in the centre or at the edges)
- You can now switch civ twice (as you cant predict your starting situation)
- Added two more difficulty levels: Governor and Demigod
- More resources available (worlds are now richer, as in RFC) and better spread
- As stability maps are totally dynamic, added stability plot info for helping the player to decide where to settle
- Added main menu world previews varying on likeness
ADJUSTMENTS
- Added adjustments (Gulf Drift effects, cold Siberia, Sahara, jungles) on climate on high and very high likeness
- Arid climate slightly more arid
- Now max 4 flips per city spawn
- A civ cant suffer more than 2 city flips in a single spawn (1 if it has only 3 cities)
- Russia is more attracted to spawn near Euro civs and less near Asian
- Euro civs should be more attracted to spawn near Rome
- There are now some open passages through jungle
- Added and removed independent cities depending on map size
- Better placement for India, Egypt, Carthage, Ethiopia and Khmer on high likeness
- Tuned culturally linked starting positions strength (lower on very low)
- Changed Ethiopian starting units
- Tuned barbarians
- Added French and German translations of victory goals text
- Easier Russian goal
- Improved shields and commerce in poor starting locations
- Civs spawn at war with random neighbours instead of fixed ones like in RFC
- Added chance of no civs spawning in a portion (1/6) of the map, in low and very low
- Added speed improvement from the Sanguo mod (will be brought to classic RFC too)
FIXES
- Likeliness now spelled Likeness
- Fixed latitude formula
- Added workaround code to avoid infinite loops on civ spawn
- Fixed python exception on barbarian city founded
- Mercenary lock for the new world civs now working correctly on medium likeness
- Sugar now correctly placed
- Fixed broken stability formulas
- Commented code that was RFC-specific
- Fixed wrong dates that were possibly causing malfunctioning
- Fixed barbarian placement in plots where they are stuck
- Minor civs leader name now shown correctly
- Added a temporary fix for the -1 turns remaining
This is more an expansion than a corrective patch. Hope you enjoy my effort in adding the very low likeness, cause it was a real challenge to implement. Its purpose is to possibly completely replace standard civ. Please let me know if it can achieve this, and if not, why.
CHANGES
- Added very high and very low settings: the former is based on Earth2 and really looks like the Earth; the latter is a more generic version of the low generator that will result in occasional Panagaea, inner sea or archipelago world or other unpredictable combinations.
- Very low features completely random starting dates!!! Human player will always get a maximum late medieval start, while the AI may span from ancient to 1800. Technologies and units are assigned according to the era, with the addition of cultural group specific bonuses. Hidden growth modifiers are rescaled to the starting year.
- Its now possible to play in worlds with wrapping enabled on the Y axis, or enabled on both X and Y or disabled on both.
- Terrain can now be assigned following X axis (poles at east-west) or even concentric (pole in the centre or at the edges)
- You can now switch civ twice (as you cant predict your starting situation)
- Added two more difficulty levels: Governor and Demigod
- More resources available (worlds are now richer, as in RFC) and better spread
- As stability maps are totally dynamic, added stability plot info for helping the player to decide where to settle
- Added main menu world previews varying on likeness
ADJUSTMENTS
- Added adjustments (Gulf Drift effects, cold Siberia, Sahara, jungles) on climate on high and very high likeness
- Arid climate slightly more arid
- Now max 4 flips per city spawn
- A civ cant suffer more than 2 city flips in a single spawn (1 if it has only 3 cities)
- Russia is more attracted to spawn near Euro civs and less near Asian
- Euro civs should be more attracted to spawn near Rome
- There are now some open passages through jungle
- Added and removed independent cities depending on map size
- Better placement for India, Egypt, Carthage, Ethiopia and Khmer on high likeness
- Tuned culturally linked starting positions strength (lower on very low)
- Changed Ethiopian starting units
- Tuned barbarians
- Added French and German translations of victory goals text
- Easier Russian goal
- Improved shields and commerce in poor starting locations
- Civs spawn at war with random neighbours instead of fixed ones like in RFC
- Added chance of no civs spawning in a portion (1/6) of the map, in low and very low
- Added speed improvement from the Sanguo mod (will be brought to classic RFC too)
FIXES
- Likeliness now spelled Likeness
- Fixed latitude formula
- Added workaround code to avoid infinite loops on civ spawn
- Fixed python exception on barbarian city founded
- Mercenary lock for the new world civs now working correctly on medium likeness
- Sugar now correctly placed
- Fixed broken stability formulas
- Commented code that was RFC-specific
- Fixed wrong dates that were possibly causing malfunctioning
- Fixed barbarian placement in plots where they are stuck
- Minor civs leader name now shown correctly
- Added a temporary fix for the -1 turns remaining