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v99 coming

Rhye

's and Fall creator
Supporter
Joined
May 23, 2001
Messages
10,081
Location
Japan / Italy / Germany
Hey, it's been a while. Civ7 happened in between. I'll open a thread to discuss about that later on.
However, given the general disappointment, I hope you will find some comfort in this new release of the mod.
PiR also actively helped: we met in Paris and achieved a fruitful coding session while eating crepes 😍.
The other credit goes to ChatGPT5. It really made my life easier. I think all my work on modding will flow faster from now on.
The changes on this version are big. Please read the changelog carefully.
You're welcome to test the civs with new victory conditions as well as modern civs, since I have rebalanced things heavily.
Download links are coming in PMs.




Rhye’s and Fall v98
- updated city and settlers maps (Germany, Austria, China, Korea)
- Minor map changes: Wien moved one tile east; gold in Romania moved; added river in Korea; opened a passage to reach Xi’an spot easily; improved location with a sheep
- Added victory condition for Russia
- fixed bug in English victory condition
- Added victory condition for Turkey
- added missing obsolete tech for Minuteman and Musketeer
- added obsolete tech for Settlers: Combustion. No cities will be founded after a certain point.
- tuned down yield modifiers for US and Brazil
- raised cost of some modern units, and slightly made all growth slower in late game
- removed the extra trade route with Biology, as some civs are becoming extraordinarily rich in late game (and spamming units)
- slightly tuned down the population modifier per trade route
- fixed bugs introduced in v84 and v86 causing a runaway gold income which got exponential in late game
- added gold maintenance for most Industrial and Contemporary units, again to avoid the snowballing effect of late game
- late game runaway complexity and tediousness reduced by limiting the controllable cities: by default, 4 in the same continent and 4 on other continents. Limits are changed by government
- Chinese ability: same continent cap is +2 cities


Rhye’s and Fall v99
- In order to avoid forced government switch, added a button that allows converting culture points into stability. The button takes the place of the ideology minitab
- Culture spending on stability only allowed after a government has been set
- fixed bug of stability penalty on government switch
- tuned growth parameters again
- changed graphical elements in the policy panel
- boosted starting units of early ancient civs
- AI civs are given two default governments
- Ais should not switching back and forth through governments anymore
 
Hey, it's been a while. Civ7 happened in between. I'll open a thread to discuss about that later on.
However, given the general disappointment, I hope you will find some comfort in this new release of the mod.
PiR also actively helped: we met in Paris and achieved a fruitful coding session while eating crepes 😍.
The other credit goes to ChatGPT5. It really made my life easier. I think all my work on modding will flow faster from now on.
The changes on this version are big. Please read the changelog carefully.
You're welcome to test the civs with new victory conditions as well as modern civs, since I have rebalanced things heavily.
Download links are coming in PMs.




Rhye’s and Fall v98
- updated city and settlers maps (Germany, Austria, China, Korea)
- Minor map changes: Wien moved one tile east; gold in Romania moved; added river in Korea; opened a passage to reach Xi’an spot easily; improved location with a sheep
- Added victory condition for Russia
- fixed bug in English victory condition
- Added victory condition for Turkey
- added missing obsolete tech for Minuteman and Musketeer
- added obsolete tech for Settlers: Combustion. No cities will be founded after a certain point.
- tuned down yield modifiers for US and Brazil
- raised cost of some modern units, and slightly made all growth slower in late game
- removed the extra trade route with Biology, as some civs are becoming extraordinarily rich in late game (and spamming units)
- slightly tuned down the population modifier per trade route
- fixed bugs introduced in v84 and v86 causing a runaway gold income which got exponential in late game
- added gold maintenance for most Industrial and Contemporary units, again to avoid the snowballing effect of late game
- late game runaway complexity and tediousness reduced by limiting the controllable cities: by default, 4 in the same continent and 4 on other continents. Limits are changed by government
- Chinese ability: same continent cap is +2 cities


Rhye’s and Fall v99
- In order to avoid forced government switch, added a button that allows converting culture points into stability. The button takes the place of the ideology minitab
- Culture spending on stability only allowed after a government has been set
- fixed bug of stability penalty on government switch
- tuned growth parameters again
- changed graphical elements in the policy panel
- boosted starting units of early ancient civs
- AI civs are given two default governments
- Ais should not switching back and forth through governments anymore
Very cool!! Excited to try
 
Rhye’s and Fall v98
- fixed bug in English victory condition
I am curious about this one, since I played a game of England last Christmas. It's a little old in my mind (though I remember getting a historical victory) but it felt more difficult than it needed.
Rhye’s and Fall v98
- late game runaway complexity and tediousness reduced by limiting the controllable cities: by default, 4 in the same continent and 4 on other continents. Limits are changed by government
I can't quite check, because I'm currently reinstalling the game (after a recent PC switch) but isn't one of England's win conditions to own 2 cities on every continent? If I'm understanding this change right, this currently means that you can only have 4 cities on one "main" continent, then 4 additional cities total. That would mean England can only have 2 in North America and 2 in Africa, and has to sacrifice Asia, or 2 in Asia and North America and has to sacrifice Africa, or... You get the point. Or am I misunderstanding?


Lastly, unrelated question: is there any civ you would like tested? I haven't quite decided on a playthrough yet.
 
I can't quite check, because I'm currently reinstalling the game (after a recent PC switch) but isn't one of England's win conditions to own 2 cities on every continent? If I'm understanding this change right, this currently means that you can only have 4 cities on one "main" continent, then 4 additional cities total. That would mean England can only have 2 in North America and 2 in Africa, and has to sacrifice Asia, or 2 in Asia and North America and has to sacrifice Africa, or... You get the point. Or am I misunderstanding?

No, this new limit is about the cities you can manage production, and the rest are puppets.
 
Aren't we all puppets of the global order anyway? :)

Awesome to have this release, thanks Rhye!

Let me know if I can help implementing some victories suggested in the other thread.
 
They are very fast
I would like to hear from game reports the confirmation if you feel loading times and (human player's) turn duration in late game slightly faster.
 
Rhye, can you maybe give a bit of a buff to Portugal and especially Netherlands to the next version? I did survive in v97 in Portugal for a bit before ultimately getting crushed but I had no time to really build enough defense or anything in Netherlands before getting wasted by the AI.

The latter especially I just tried on v99 is a really brutal position with no luxuries, no real room to settle well, an immediate deficit, and enemies who see you as weak on all sides. Even if I try to hold of one, everyone else is declaring war or the Vikings are raiding. I think these two could benefit from immediate walls and something else to help stave off enemies and economic collapse trying to defend themselves with little.

Idk what’s best since they should be challenging but they feel very bad to play and I almost would want to swap both to city states and put in different civs in less crowded areas rather than ever attempt to play them again.

Maybe that’s extreme but they die as AI in my personal experience most of the time anyway and never get to have the intended impact I feel. Maybe others have had a different experience and I am just mad about the early death lol

EDIT: I just saw your comment in the other thread where you said this was a good idea, apologies for duplicating myself
 
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