Welcome to Rhye's and Fall: Greek World (Revived)

Edmund Ironside

White Rabbit Object
Joined
Jun 27, 2017
Messages
1,351
Location
Michigan, USA.
Rhye's & Fall Greek World Revived

Experience 5000 years of history, from the dawn of civilization 4400BC to the fall of the classical world 600 AD
See the dawn of civilization as the Sumerians, relive the Trojan wars as the Mycenae, conquer the known world as Alexander the Great, build an empire to stand the test of time as the Romans, or just burn it all down as the Huns. Destiny is in your hands...


Features 27 playable civilizations using the legendary Rhye's and Fall Mechanics:
Spoiler :

Egypt
Sumeria
Indus Valley
Minoans
Phoenecia
Babylonia
Hitities
Myceneans
Assyrians
Israel
Athens
Sparta
Scythians
Carthage
Celts
Etruscans
Nubia
Persians
Romans
Macedonia
Mauryans
Bactria
Numidians
Germans
Sassanids
Byzantine
Huns


Unique Tech tree, buildings and units:
Techs: Copper Working, Slash & Burn Farming, Wood Chopping, etc.
Buildings: Bakery, Archery Range, Brewery, etc.
Units: Bandits, Noble Cavalry, Camel Riders, etc.


Release history:
Spoiler :

Version 1.5
Fixed Egypts Nubia UHV
Edited City names to be more consistent as appropriate
Added more city names for Celts and Bactria
Modified Egypt UHVs to be slightly harder
Added UHVs for Sumeria
Made civs names consistent in scenario screen
Added UHVs for Indus Valley
Fixed Caanite religion video
Added more marshes to the game, and improved marsh graphics
Fixed Metal Casting so it is listed in the correct era.
Added UHVs for Minoa
Added UHV for Phoenicia
Changed in the dll how dynamic Civ names work
Fixed the dynamic civ names for all Civilizations
Added more conditional barbarian spawns
Increased strength of Byzantines and Sassanids


Version 1.4

Medieval era changed to Early Medieval Era
New music added to ancient, classical and early medieval eras
Some barbarian spawns modified so they can spawn inside civ territories
More barbarian spawns in 5th century AD
All historical barbarian spawns have unique units
4 new independent cities and 1 new barbarian city added (includes Massila, Thebes and Cyrene)
German unique unit and heavy swordsman have unique art
Historical wars, and additional civ spawns added for greater historical looking empire (includes Peleponesian wars, Punic wars, and Gallic wars)
Initial strength of unit spawns increased for various civs including Babylonians, Assyrians, Macedonians, Romans, Sassanids, Byzantines, Persians, Huns, and Goths
Initial strength of unit spawns decreased for Athens and Sparta
Changed some mountains to hills in Southern Spain and Northern Africa
Added Numidia as a new playable Civ
Modified and added several new civics
All civics are now researchable
All default starting civics have features
Added 4 new techs (Manorialism, Keel, Paper, and Advanced Agriculture)
Changed Crossbow to an Early Medieval Tech
Changed Story telling tech icon
All resources need techs researched before being revealed
Re-arranged what techs civics need in order to be playable
Slightly slowed tech rate down
Gave Sumeria and Indus Valley 1 extra tech each
Victory Screen fixed to display historical goals
Unique Historical Victories now functional
Goals completed for Egypt
Cultural victory enabled
Sphynx image fixed
Archery Range build sound changed
Zulus removed from mercenary names

Version 1.3

Unique Powers for Civs
Sassanids added
AI Settler map fixed
Civelopedia being finalized
Increased techs new spawning civs get
Changed Macedonia spawn date so that start after the period the spent as a Persian vassal
Slowed tech rate

Version 1.2

*Features include:
Unique units for all civilizations
Unique buildings for all civilizations
2 new wonders
A 900 BC Scenario
Historical spawn for historical events like Hannibal & Alexander the Great
More barbarian spawns
New images for main screen and loading screen
AI War Maps updated
*Fixes include:
Making all the old Settler maps compatible
Being able to irrigate flood plains
Statue of Liberty no longer on tech tree

Version 1.1

Spawn dates on main menu fixed
Spawn order changed
Revamped Tech tree (again)!
Added 3 new civilizations
Revamped Barbarian spawns and invasions
Fixed fog of war
Added multiple new units
Variety of changes made to the map

Version 1.0
-Fixed date display
-Added Mycenaeans
-Added new techs
-Added new buildings
-Made changes to map

Version 0.9
Increased mod length from 375 to 500 turns.
Added Minoa
Added Aryan barbarians
Added some new minor cities
Restored dynamic names
Worked on making civilizations be more historic in empire sizes

Version 0.8
Added Sumerians
Changed mod time span to 4000 BC to 500 AD.
Started fixing the main menu.
Changed some graphics on menu and loading screen.

Version 0.7 (Spaceman98)
Civs:
Added Bactrian Civilization with a leader, dynamic names, etc.
removed Athens from the Athenian city name list. It gets built in odd places. Same for Rome for the Roman city lists
Rome can now produce units slightly faster
hanged some of Persia’s dynamic names
Remove Socialist names now that they can show up. Replaced them with the names of late dynasties (like the Sassanids and the Kushans)
Carthage no longer becomes a caliphate if it converts to Egyptian mythology
Civics:
renamed “Nationhood” to “empire”, and make it accessible with the citizenship tech
Made Vassalage available with Aristocracy
Renamed Free Market to Trade (available with Trade)
Renamed State Property to Centralized Coinage (available with Currency)
Made Bureaucracy available with its own tech: Record Keeping, which is also a prereq for Education, that requires mathematics and alphabet
Made mercantilism available with Record Keeping
Techs:
made river trade accessible with fishing. Otherwise, you can currently trade along the coast earlier than along rivers, and trade is an OP tech
Added record keeping tech (see bureaucracy note)
give starting nations technologies for the appropriate starting religions.
Moved drama into the tech tree, make it researchable
Map
Replace Kashgar mountains with land for Bactria
Units:
Make Merchants a national unit (limited to three of them at a time). They are overpowered otherwise
Background Fixes:
Fixed the “tuple index out of range” error associated with the Indus Valley by adding another 0 to the end of tBirths in consts.py. Not sure why this helps, but for some reason it does. Not sure what the consequences would be. They still collapse, which is ok, I guess.
Fixed a tuple index out of range exception related to AI Wars

Version 0.6:(Spaceman98)
Units:
Made Pirates not go on Ocean
Gave triremes and Quinqueremes anti-pirate bonus
Make pirates also require trade.
Added battering ram unit as an early siege weapon, with logging
Merchant unit added. Functions like the great merchant, but its trade mission produces much less gold. I’m not sure if the AI knows how to use them.
Raised the strength of hoplites to 5. If they are suppose to be a technological upgrade of spearmen, then they have to actually be better than spearmen
Terrain Features/Resources
Made jungles passable
Made Jungles chopable with Iron Working
Fixed bug for the paved road
Added olives and pearls and salt resources
Pearl Resources are near: Bahrain (replace a clam), Red Sea, South India, Persia, Algeria (replace a clam)
Olive resources are near: Phoenician spawn zone, South Italy, Greece, Macedonia, North Iraq
Salt Resources are near: The dead sea (Israel), Romania, Salzburg, the Sahara, and Ethiopea, Venice
Added Sheep to Sardinia and Forests to Corsica
Added hills to Somalia
Expanded Arabia into the Ocean
Made Socotra smaller
Untrimmed Iberia
Shrunk Isle of Man, Moved Ireland to the South
Moved England West, adjusted it considerably so that its outline is better
Fix British Resources
Improve geography of Wales, added more hills, forests and rivers
Fixed bug: Wine was previously “enabled” by the tyranny tech, which meant that the resource was unobtainable… It is now enabled by the amphora tech, the same one as allows wineries and tabernas
Buildings:
Added trading post, which has the ability of the customs house, and art from the Viking trading post
Add Elder’s Council with storytelling, which gives a small science bonus
Fix the name of the Yazilikaya
Add Taberna building, with amphora and wine, which gives +1 happiness and culture, but -1 health
Fix Olympic park TXT_KEY
Fix Leaning tower TXT_KEY
Fix Flavian Amphitheatre TXT
Barbs and Independents:
Move Yemen City 3 South and 1 East
Give Saana starting archers
Added Libyan barbarian armies to weaken Egypt. Currently, 4 spawn on Monarch level, and this seems to be the optimal number, as Egypt sometimes survives, and is usually overwhelmed. I may want to decrease this later, as I still want Egypt to survive more often than it actually does
Adding Numidian Barbarians to pressure Carthage.
Civs:
Give Rome storytelling at start
The Nubian starting units are now Medjay instead of archers, and there are now 4 of them instead of 3. This should make Nubia harder to steamroll (before, an Egyptian player can take over them in a few turns)

Version 0.5:(Spaceman98)
Map:
Fixed Black Sea Coastline
Fixed terrain of the Indus valley
Moved Indus valley civilization onto Indus valley
Renamed Aleppo to Halab
Restore terrain yields of plains and grasslands to what they originally were
Added island of Socotra
Removed Tundra Jungle in Ethiopia
Added some hills to Ireland and Scandinavia
Added Isle of Man, and a river in Ireland
Move Nubian capital
Iron + hills to Nubia
Copper to Israel (http://en.wikipedia.org/wiki/Timna_Valley)
Added marble to Create
Game Balancing:
Gave Etruscans fishing and Archery and Agriculture
Gave Sparta Archery and agriculture and fishing
Gave Gauls Archery
Gave Israelis, Athenians, Macedonians, Persians, Romans, Carthaginians Agriculture
Archery to Germanics
Remove warrior +25% city defense
Gave Huns Strength 9 UU
Gave Germanics Strength 8 UU
Bugfixes:
Fixed Sparta/Rome Dynamic names issue
Fixed cotton and camel txtkeys
Add two movement to the Phoenician galley, which was currently slower than the normal galley
Fixed Byzantium typos (though they will just be replaced next patch so)
Copy RFC text for expansion civics
Other:
Add shipwright building
Add pirate unit
Add explorer (unit form civ 4, with Cartography)
Replace future tech with medieval tech, and make it researchable so the tech tree does not end
Move representation civic to republicanism
Gaul empire -> Gallic Empire
move medic promotion to Herbalism
add Paved Roads tile improvement

Version 0.42:(Spaceman98)
Idk what I changed with this since the changes were made many years ago (sorry :p) but apparently some bugs were fixed and camels were added

Version 0.41:(Spaceman98)
Civilizations: Nubia no longer collapses
Adding Indus Valley Civilization
Better Etruscan LH
Map:
I have expanded the map to fill in the blank areas. This added Ethiopea, Scotland, India and ussless Saharan and Siberian land. The reasons for this is are 1: to give the IVC more room. 2: To give Nubia more room. 3: To make Brittan worth colonizing. 4: For a future Vandal civ or barbs.
The red sea coast is now more fertile.
Religion: General bug and error fixing.
All religions now have holy shrines.
Other modifications were made.

Version 0.2(Spaceman98)
Added Nubian Civilization. Leader: Taharqa, UU: Medjay, UB: Vaulted Granary
Fixed some city names
Gave Phoenicians UU: Briem
Gave Israel UB: Kotel
Replaced David with Solomon for Israel
Removed Swamp on Nile Delta (Egypt is stronger in the North Nile but weaker in the South Nile)
Moved Hittite spawn point
Israel now starts with Pottery since all neighbors are stronger
Phoenicians get fish instead of Sheep
Adjusted some city names
Changed some dynamic names to distinguish between large and small empires
Gave Hittites Animal Husbandry so it takes longer for barbs to overrun them (they are still overrun, as they historically should be, but they have time to become a threat to the South empires and a player can lead them easier (no chariots against warriors and swordsmen against chariots)
Britan is now one Island

Version 0.1:(Spaceman98)
City Name Map Working
Missionary renaming
All Python exceptions fixed
Added Cannanite Missionary to Carthage
Adjusted Hittite and Spartian starting units
Added copper to Greece and Cyprus
Added leaderheads for Germanics and Etruscans
Moved starting religions to earlier techs, which I will give to starting civilizations in next patch
Removed Spiritual Burial tech
Removed Archers from Hun and Germanic starting stacks (they were slowing the horde down) and replaced accordingly
Changed some dynamic names to distinguish between large and small empires

Version 0.05:(Spaceman98)
Religions: Cannanite Mythology, Egyptian Mythology, Mesopotamian Mythology, Judaism, Hellenism, Zoroastrianism, Christianity.
Readded Missionaries
Leaderheads for: Phoenicia, Israel, Hittites, Sparta, Huns
Dynamic Names for all civilizations
Healers Hut Building
Added technologies: Herbalism, Spiritual Burial (the first is for the Healers Hut, the second for Egyptian Mythology)
Strengthened Byzantine, Hun and Germanic starting armies greatly
Added City Name Maps from the forum
Added Settler Maps from the forum
Added City Lists (temporary)
Minor Bugfixes

Version 0.028a (Arkaeyn)
CHANGES:
Tech tree significantly altered.
New additions - Trade, Logging, Herbalism, Storytelling, Amphora, Citizenship, Democracy, Aristocracy, Naval Warfare, Standing Army, Republicanism
Moved up or down the tree - Code of Laws, Philosophy, Military Science, Medicine, Education, Music, Drama
Renamed - Monarchy to Tyranny, Meditation to Mythology
Map changes - several resources were on mountains, and have been moved to workable land.
Translation - French translation partially available.
New Units - Quinquireme (with Naval Warfare), Hoplite (with Military Science), Legion (with Standing Army), Noble Cavalry (with Aristocracy), Javelineer (with Military Science)
Leaderheads - Assigned temporary leaders to civs which will need custom leaderheads (Washington for the Hittites, for example).
Rhye's War Maps have been implemented
Since we don't have new buildings yet, the ability to built Wealth, Culture, and Research has been moved up the tech tree, to Trade, Storytelling, and Writing.

Version 0.025a (Arkaeyn)
This is a very early build. I'm hoping that we can collect significant data on how the game proceeds - how the technology tree, history, map, and gameplay balance together.
I'm also looking to fix the mod up cosmetically. There are a few cases where the XML doesn't point to anything, so the mod just says things like TXT_KEY_IND_01 in the replay file.
Religions are unchanged from normal Civ4. This is a major issue, and not one I know how to fix immediately.
Most of the new civs don't have leaderheads assigned, so they all look like Gilgamesh. It appears that this is controlled in the Python instead of the XML, but I can't find where. Looking for help with this.
The city names map is not included, so they run like normal Civ4. Some civs, like the Hittites and the Phoenicians, have full names lists. Others, like Etruria, Israel or Athens, did not. I've given them alternate civ name lists.
India===>Etruria
Germany===>Athens
Mali===>Israel
These are simply placeholders until Rhye gives us another city names Excel file, which I hope will be soon! :D
My goal for the next version will be to implement the fleshed-out tech tree, give each civ a different leaderhead (doesn't matter which), clean up the XML pointers, and update the Wonder list.
The spawn areas also need fixing, but that's out of my league at the moment.


Known Issues (READ BEFORE PLAYING 900 BC SCENARIO!):
Spoiler :

-900 BC scenario has a bug, see below for work around:
This scenario features a bug which creates a settler and spearman erroneously. If you select a civilization which spawns in 900 BC or earlier the only issue is whether you decide to keep the extra units or not. If you select from the main menu a civilization which spawns after 900 BC then you will have to press escape and then delete the units, then your civ will spawn as normal. If you change civs during the game the bug should not be an issue

-Occasional CTD in the late game



Future releases:
Spoiler :

Nothing planned at this time


Screenshots


Credits:
Spoiler :

Lead Mod Designers (in chronological order):
Rhyes
Arkaeyn
Spaceman 98
EdmundIronside

Technical Support
Top Secret
Leoreth
Nightingale
Dancing Hoskuld

Mods which I borrowed graphics and/or code from (all are well worth checking out):
LOTR mod: https://forums.civfanatics.com/threads/middle-earth-mod.519782/
Dawn of Civilization: https://forums.civfanatics.com/forums/rhyes-and-fall-dawn-of-civilization.452/
Sword of Islam: https://forums.civfanatics.com/threads/the-sword-of-islam-rfc-medieval-middle-east.373155/
Caveman 2 Cosmos: https://forums.civfanatics.com/threads/caveman-2-cosmos.288570/
Quot Capita: Majesty: https://forums.civfanatics.com/threads/quot-capita-majesty.498840/
History Rewritten: https://forums.civfanatics.com/forums/mac-win-civ4-history-rewritten.448/
Rhye's & Fall Classical World: https://forums.civfanatics.com/forums/rfc-mod-mod-classical-world.484/

Civilizations
The Minoan civilization was borrowed from Civ Gold mod, credit goes to the civs original creator.
The Mycenae civilization was created by cybrxkhan
The Assyrian civilization was borrowed from Civ Gold mod, credit goes to the civs original creator.
The Scythian civilization was borrowed from Civ Gold mod, credit goes to the civs original creator.
The Sassanid civilization was created by cybrxkhan
The Numidian civilization was borrowed from History Rewritten mod, credit goes to Xyth.

Sound
Music mostly from Rhye's & Fall Classical World (SRPT).
Walking in depreston promo shorter by Ali Yamamoto (official free to download & use for non commercial use, with credit given to author)
Building Sounds from Sword of Islam (Emrbyodead)

Units
Most units used were created by ambrox62

If I have forgotten to properly credit anyone please message me or post on the thread and I would be glad to give you the appropriate credit


Download info:
https://sourceforge.net/projects/rfc-greek-world-revived/files/RFC Greek World 1.5.7z/download

"This is not the greatest mod in the world, no this is just a tribute.
Couldn't program the greatest mod in the world, no, no this is a tribute."
:band:
 
Last edited:
Version 0.8
Updates:
-Fixing main menu screen [in progress]
-Changing menu & loading screen images [in progress]
-Adding Sumeria [in progress]
-Changing start date, end date in length [to be commenced soon]
-Changing menu music [will be posponed until 0.9]
 
Last edited:
When I finish UHV's for the Middle-earth mod, you will be able to implement them via XML here. :)

Following this thread. :thumbsup:
 
RFC GW 0.8 released.

Full details for what are included will be in opening post.
This is very much a work in progress and there are still a lot of things to fix. Aiming for release 1.0 to be much more complete and less buggy (1.0 will hopefully be out by the end of the year), however I wanted to at least have a release available to prove that I am actively working on this!

You can get it here.
https://sourceforge.net/projects/rfc-greek-world-revived/files/RFC Greek World Revived/RFC Greek World.7z/download

This is the first time I have tried using sourceforge for downloading. Hopefully I uploaded it correctly.
 
Last edited:
Nice!
 
Here's an odd bug: the Germanics are spawning as rams for me instead of their special swordsman unit.
 

Attachments

  • Rams.png
    Rams.png
    3.5 MB · Views: 622
I also noticed some barbs in Lybia that I know are supposed to be Camel Archers and spawned as the powerful late game Hun unit.

I think what's going on is that adding the Vulture messed up the unit numbering the game uses to determine spawns. Its in Python and XML and they have to match. I don't remember much more beyond that, though I think the python file is literally Units.py

I don't have much time right now but I'll see if I can find my old notes on adding units
 
I think what's going on is that adding the Vulture messed up the unit numbering the game uses to determine spawns. Its in Python and XML and they have to match. I don't remember much more beyond that, though I think the python file is literally Units.py

I don't have much time right now but I'll see if I can find my old notes on adding units

That is exactly what happened. After uploading the new version I discovered that several units were mixed up. I had the Vulture listed at 22 in Const, but it should have been 17, so it mucked up all the units around it. I will upload the fix for it this evening.

Any old notes you have for editing RFC Greek World would be great thanks.
 
Nice job. I'm willing to help with coding UHV/UP if you like.

That would be great thanks. Though the UHVs aren't showing up in the victory screen. I'm not sure if this is just a display issue, or whether the entire UHV mechanic isn't functioning. :undecide:
 
It seems to be an display issue. UHV does exist as a victory type in VictoryInfo.xml. You can take a look at VictoryScreen.py from other RFC mods how it is impemented.
 
ok here are all the notes I have. Its not much:
The first file are all the changes I wanted to make but didn't. Some are obvious bugs (e.g. "Yerushalem Yerushalem" on Israel's city map) while others are much more involved. Don't feel pressured to do anything about any of them if you don't want to. C2C stands for Cavemen to Cosmos, a mod from which I got art for things like olives, and wanted to get more art
The second file were my UHV ideas, but I didn't put any coding into actually accomplishing them
 

Attachments

  • RFGW Chage log.docx
    19 KB · Views: 184
  • RFGW UHV.docx
    11.7 KB · Views: 216
It seems to be an display issue. UHV does exist as a victory type in VictoryInfo.xml. You can take a look at VictoryScreen.py from other RFC mods how it is impemented.
Great, will try and get that fixed soon, hopefully will be included in release of 1.0.

ok here are all the notes I have. Its not much:
The first file are all the changes I wanted to make but didn't. Some are obvious bugs (e.g. "Yerushalem Yerushalem" on Israel's city map) while others are much more involved. Don't feel pressured to do anything about any of them if you don't want to. C2C stands for Cavemen to Cosmos, a mod from which I got art for things like olives, and wanted to get more art
The second file were my UHV ideas, but I didn't put any coding into actually accomplishing them

That's great thanks. Will definitively use the UHVs and might try and implement some of the changes from the log, at least the ones which I know how to do!
 
Patch for RFC GW 0.8 released
Main fix = The correct units are spawning (no longer will barbarian Huns appear in Egypt or barbarian Legions appear in Turkey).
Minor fixes = Phoenicians more likely expand into other parts of the eastern med. Hittites more likely to conquer Turkey. Egyptians spawn further south to represent the upper kingdom, and a barbarian city spawns to represent the lower kingdom. Independent cities Jericho and Catal Huyuk added.

https://sourceforge.net/projects/rfc-greek-world-revived/files/RFC Greek World.7z/download
 
I am getting a "cannot open file as archive" error. Could you check if the .7z extracts properly?
 
Sounds like it got corrupted at some point. I will try re-zipping it, and will re-upload it later today.
 
Okay I re-zipped it, re-uploaded it, then downloaded it, and played it, and it now seems fine. So fingers crossed it will work for everyone else as well.
 
Top Bottom