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Welcome to Rhye's and Fall of the Greek World (Revived again)

Discussion in 'Rhye's and Fall of the Greek World' started by bluepotato, Jan 18, 2020.

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  1. bluepotato

    bluepotato Warlord

    Joined:
    Dec 11, 2018
    Messages:
    208
    Welcome to my version of Rhye's and Fall of the Greek World, a mod originally created to cover the rise and fall of civilizations of the Ancient Mediterranean.

    The current version features 28 playable civilizations and spans from 4400BC to 600AD. A 900BC scenario is included as well.
    Spoiler Civilization list :
    Egypt*
    Sumeria*
    Indus Valley Civilization*
    Elamites*
    Minoans*
    Phoenicians*
    Babylonia*
    Hittites*
    Mycenae*
    Assyria
    Israel
    Athens
    Sparta
    Scythia
    Carthage
    Celtia
    Etruscans
    Nubia
    Persia
    Rome
    Macedonia
    India
    Bactria
    Numidia
    Germania
    Sassanid
    Byzantium
    Huns
    *: with UHVs

    The mod is based on Rhye's and Fall of Civilization and retains most of its mechanics: dynamic rise of civilizations, leader swapping, a stability system, unique powers, city name maps and historical victories (for some ancient civilizations, that is. still work in progress).

    Download the latest (beta) release here:
    https://github.com/bptato/RFC-Greek-World/releases/download/v2.0b/RFC-Greek-World.zip
    Installation: download the zip file and extract it to your Mods folder. You shouldn't need to rename anything.

    Download the latest development version here:

    https://github.com/bptato/RFC-Greek-World
    Installation: clone the repository into your mod folder using git (if you don't know what it is, I suggest using GitHub Desktop or Tortoise Git. they are quite straightforward to use).

    Download the previous stable release here:
    https://github.com/bptato/RFC-Greek-World-old/archive/v1.8.zip
    This is somewhat more balanced than the current beta version. The mod's folder needs to be called RFC-Greek-World to work.

    Release history:
    Spoiler :

    CURRENT VERSION:
    Version 2.0 beta
    Additions:
    Added historical leaderhead swapping
    Added David leaderhead for Israel
    Added Hiram leaderhead for Phoenicia
    Added platybuilder
    Added multiplayer support (only hotseat with 2 players was tested, you might run into OOSes in network games). It's still quite unstable, opening a save during autoplay results in a crash. To access multiplayer, press the Go Back button after the mod has loaded.
    Added conditional spawns: Byzantium will only spawn if Rome's stability is under very solid and controls Constantinople. The Sassanids will only spawn if Persia is dead.

    General changes:
    Changed the Dido leaderhead
    Moved Dido to Carthage
    Significantly altered the stability system
    Re-enabled random barbarians. Most historical, "regional" barbarians still spawn, albeit that's semi-random as well.
    The Hittites now start with Beer Making
    The Hittites no longer start with Iron Working
    Increased amount of Hittite starting units
    Reduced amount of Nubian starting units
    Reduced amount of Babylonian starting units
    Reduced amount of Assyrian starting units
    The Babylonians now start with Mysticism
    Nerfed Athens's modifiers
    Increased Nubia's inflation modifier
    Lowered Rome's inflation modififer
    Worsened Egypt's research modifier
    Removed plagues
    New Spartan diplomusic
    Colonies civic now reduces negative economic stability
    All culture of a civilization is completely removed from the map in case of a collapse of a civilization. This might be changed in the future.
    Hittite UP now applies to everyone and adds +3 attitude points instead of +8 (so that it isn't completely useless)
    Adjusted Elamite settler values
    Goody huts are now randomly generated
    Changed third Egyptian UHV condition
    Changed second Sumerian UHV condition
    Byzantine UP now requires Christianity
    Removed 1.8 religion mechanics except holy city relocations. I still like the idea, but it was badly implemented and I'd like to focus on other things for now instead of rewriting that as well.
    Changed Minoan unique building to Anaktora, a replacement for walls which reduces city maintenance costs by 20%
    And other things I've already forgotten about...

    Map changes:
    Changed lots of stuff in Egypt, including the Nile's flow
    Removed peaks around Egypt
    Added a tile to the Sinai peninsula to prevent building the Suez canal
    Removed flood plains from the Nile delta and added a wheat resource in exchange
    Changed some coast tiles to ocean and vice versa
    Completely remade Nubia, now it looks somewhat less weird

    Technical changes:
    Almost all RFC mechanics were completely rewritten. These are:
    - Dynamic rise of civilizations (in DLL). A notable advantage of the new implementation is that all playable civilizations are independent from player slots. This means that any number of civilizations can be added, so long as the number of alive players never exceed the maximum number of slots.
    - Appropriate starting techs, starting units, starting wars and historical independent cities (stored in WBSave, handled by DLL)
    - Stability and collapse of civilizations (in DLL)
    - Pre-defined areas (stored in WBSave, handled by DLL). These are now called provinces and their names are displayed when hovering over a tile (green = core province, red = not core province).
    - Modifiers (stored in WBSave, handled by DLL)
    - Leader swapping (swap dates are stored in XML, handled by DLL)
    - Historical settler values (stored in WBSave, handled by DLL)
    - City names (stored in WBSave, handled by DLL)
    - UPs (now all of them in DLL)
    WBSaves are now stored in json format to make all of this easier to handle
    Removed some modifier categories that didn't really make sense (and weren't properly implemented in previous versions anyways)
    Removed many XML comments (they were triggering annoying asserts)
    Reduced the amount of slots by 1 as a proof of concept. Reason being that if there are any bugs related to my new Rise and Fall implementation (which is quite likely), this should be the easiest way to discover them.
    Civilization IDs are now hardcoded in CvEnums.h (as opposed to the previous version, where they were in CvRhyes.h and Consts.py).

    Fixes:
    Fixed quite a few problems related to the previous RFC implementation
    Fixed some dynamic name TXT keys
    Fixed some diplo messages
    Fixed Byzantine UP
    RFC music isn't played after starting the game
    Fixed some leaders' favorite religion

    PREVIOUS VERSIONS:
    Version 1.8
    Additions:
    New art/names for religions
    New art/names for great shrines temples and monasteries
    New art/names for missionaries
    Wonder movies for all shrines (except the Maabed, I couldn't find any for that)
    Mycenaean UHV
    Diplomusic for Assyria, Nubia, Mycenae
    New religion spread mechanism

    Changes:
    Doubled almost all unit's building cost
    Changed Hittite, Athenian, Spartan, Persian starting techs
    Changed Persia's starting date to 680BC
    Changed starting civics for Assyria, Egypt, Sparta, Athens
    Restored older Assyrian core, shrunk Babylon's core
    Reduced walls' city defense modifier to 25% and Lion Gate's modifier to 10%
    Roman legions can no longer build roads
    Revamped religious civics

    Technical changes:
    Removed unnecessary eras from XML
    Moved civ starting years to the WB save
    Moved UP txt keys to XML

    Fixes:
    Fixed order sounds (no more chinese speaking greeks)
    Coal, aluminum and uranium can no longer appear in mines
    Fixed civilopedia
    Fixed 900BC autoplay (I forgot to test it before the previous release)
    Other small bugfixes

    Version 1.7
    Additions:
    Babylonian UHV
    Hittite UHV
    Experimental city plundering: the idea is that you should be able to sack cities without keeping them. Only available to the player. WIP, might remove it later
    Bronze age collapse: civs randomly receive a -2 to 0 stability malus every turn from 1200BC to 1000BC

    Changes:
    Changed Patronage cost to low
    Changed Temple Economy building modifier to 25%
    Increased Sea People strength to 5
    Increased amount of Sea People almost everywhere
    Removed UHV checks from AI civs
    Barbarian archers don't spawn anymore as they just pointlessly wandered around the map anyways
    Civic stability overhaul: the stability system was still using old values for checking civic compatibility, now it checks for RFGW civics; still WIP
    More severe stability penalties for losing cities
    Changed Egypt's and Persia's starting civics
    Persia starts with Fortification and Bread Making
    Changed Numidian starting plot (desert hill) to plains hill so that they can settle their capital
    Halved culture city defence modifiers
    Reduced walls' city defence modifier to 30%

    Technical changes:
    Removed a lot of useless vanilla leaderheads from the XML
    UHV strings moved to XML
    Removed a bunch of constants from the DLL

    Fixes:
    Removed Great Depressions
    Fixed starting expansion civics for some civs
    Removed unit stacking limit (I still don't know if it was intentional, a bug, or both... it was certainly annoying and didn't work anyways)
    Some starting units of the AI are immobilized at their spawn
    Fixed 900BC starting cities and units
    Fixed settler maps

    Version 1.6
    Additions:
    Added Elam
    They are intended to boost Persia by building up infrastructure in their core and collapsing before their spawn. Still needs balancing for this to work well.

    Changes:
    Altered some core areas
    Buffed:
    Rome:
    Their UU now has 2 movement and 15% city attack instead of 10%
    More starting units
    Persia:
    Larsa is now in their core
    More starting units
    This makes them expand somewhat better, although they still get trampled by their older neighbors way too often
    Nerfed Hittite starting units
    Nerfed Assyria's core
    Changed the unit AI of some civs' starting units
    Moved Hadrian's Wall to Military Science
    Moved Temple of Artemis to Record Keeping

    Technical changes:
    Removed vanilla RFC constants
    Removed most non-researchable techs and other XML garbage
    Replaced building and tech constants with functions
    Temporarly disabled mercenaries, as the game was still using the old civ groups to determine their location

    Fixes:
    Removed leader traits as they were quite random and broke a few things (eg no anarchy on some civic changes)
    Players' first city can now be founded in enemy territory: Babylon and Sparta can found their capital
    Fixed the Hittite core
    Fixed Greek civs' languages
    Fixed religion buttons
    Possibly fixed late-game CtDs (not sure though)
    Completing three UHVs trigger victory

    Known issues:
    The Hittites no longer collapse by 1000BC because they have a core now
    Old civs can still become way too powerful
    The mod attempts to spawn units with an extremely high id sometimes (probably doesn't affect anything but I will have to look into it)
    Vanilla RFC unit stacking bug
    Vanilla RFC "dumb AI moves out of starting city with their entire army" bug

    Version 1.5 (EdmundIronside):
    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 (EdmundIronside):
    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 (EdmundIronside):
    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 (EdmundIronside):
    *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 (EdmundIronside):
    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 (EdmundIronside):
    -Fixed date display
    -Added Mycenaeans
    -Added new techs
    -Added new buildings
    -Made changes to map

    Version 0.9 (EdmundIronside):
    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 (EdmundIronside):
    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):
    CHANGES:
    First public release


    Known issues:
    Spoiler :

    Economic stability is terribly unbalanced
    AI chooses stupid civic combinations regarding civic stability
    900BC scenario is broken
    AI settling patterns are weird since the compact empire modifier has been fixed
    Olympic parks can be built more than once...


    Planned changes:
    Spoiler :
    What still needs to be done before the full 2.0 release:
    - Civilopedia. I haven't merged RFC's civilopedia yet, also the civilizations section is broken on the main screen.
    - Mercenaries screen. It's almost completely usable (except it doesn't show provinces) but doesn't look nearly as good as the original mercenary mod.
    - Balancing, especially economic stability. I just feel like it gets worse every time I try to fix it :sad: maybe I should just use DoC's economic stability system.
    - Conqueror events. It was nice to see Roman Africa in previous versions. Also we're still using the BtS AI, which is terrible at conquering stuff.
    - 900BC scenario. I did fix the weird bug I was talking about last time (because, as it turns out, it affected 4400BC as well) but didn't really finish the scenario so I wouldn't bother with trying it.
    - Optimization and refactoring. While I'm generally pleased with the code I ended up with, there are some parts of it that could still be done better/cleaner.
    - UHVs. In theory they *should* work, but I've only tested the Hittites so others might be broken. And IIRC some UHVs don't use the new province system yet.
    - A settler map editor.
    - 1.8's religion system. I still think it's a good concept, but I haven't had time to re-add (and fix) it yet. Though writing all this C++ code did improve my debugging skills (I finally figured out how winedbg works :)), so it shouldn't take that long now.
    - Bugfixing! I did playtest most of the code I've written, but surely I missed at least some bugs.


    Credits:
    Spoiler :
    Lead Mod Designers (in chronological order):
    Rhye
    Arkaeyn
    Spaceman 98
    EdmundIronside
    bluepotato

    Mods from which graphics and/or code was borrowed:
    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/
    PIE's Ancient Europe: https://forums.civfanatics.com/threads/pies-ancient-europe.352646/
    Just Another Religion Mod: https://forums.civfanatics.com/resources/just-another-religion-mod-bts-modular-v-1-2.10354/
    Realism Invictus: https://forums.civfanatics.com/threads/realism-invictus.411799/

    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.

    Leaderheads
    https://forums.civfanatics.com/resources/lh-urukagina.13711/ for Elamite LH
    http://forums.civfanatics.com/showthread.php?p=5965710 (esnaz)
    http://forums.civfanatics.com/showthread.php?t=277514 (ekmek)
    http://forums.civfanatics.com/downloads.php?do=file&id=7636 (C.Roland)
    http://forums.civfanatics.com/showthread.php?t=270476&highlight=Dido (C.Roland)
    http://forums.civfanatics.com/showthread.php?p=6179859 (esnaz)
    http://forums.civfanatics.com/showthread.php?t=152663 (CivArmy s. 1994)
    http://forums.civfanatics.com/showthread.php?t=356411 (kochman)
    http://forums.civfanatics.com/downloads.php?do=file&id=13838 (The Capo)
    http://forums.civfanatics.com/showthread.php?t=209262 (Aranor)

    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)
    Most diplomusic from cybrxkhan: https://forums.civfanatics.com/threads/cybrxkhans-diplomacy-music-thread.335199/
    Assyrian and Nubian diplomusic from History Rewritten (more specifically by IanMusic): https://forums.civfanatics.com/forums/mac-win-civ4-history-rewritten.448/

    Units
    Most units used were created by ambrox62
    https://forums.civfanatics.com/threads/elamite-horned-warrior.486939/ for Elamite Horned Warrior
    Religious units from HR and JARM

    Buildings
    https://forums.civfanatics.com/resources/knossos-labyrinth.18253/ (platyping)
    Other religious buildings from HR, JARM and DoC

    If there is anyone whose work was included but not credited, please message me or post on the forums


    Screenshots:
    Spoiler :

    Ancient Mesopotamia and Anatolia
    Screenshot from 2020-01-18 23-15-23.png
    Rise of the Sassanids
    Screenshot from 2020-01-18 22-06-18.png
    Hispania in 286 AD

    Screenshot from 2020-01-18 22-38-12.png
     
    Last edited: Jun 2, 2020
  2. EdmundIronside

    EdmundIronside Prince

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    Great work, I'm really liking what you are doing with this mod.
    By the way this may not matter any more as you have deactivated the mercenary function, but there was a problem with it in the 900 BC scenario. There was a python error which I could not fix. So instead I gave Israel Nationalism, which as designed by Rhye's stopped the ability of Civs to hire mercenaries, and therefore 'fixed' the python error.
     
  3. bluepotato

    bluepotato Warlord

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    Thanks!
    Well mercenaries were inherently buggy as they could originally be hired based on a civ's location. That was never changed in this mod, so after removing all vanilla constants I could've either added new civ groups (which doesn't really make sense on this map, they were based on continents in vanilla) or just always return false when canHireUnit is called.
    If I ever re-enable them, I will probably make it so it's based on distance or SoI styled provinces, but I don't think they're needed right now.
     
  4. bluepotato

    bluepotato Warlord

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    After a lot of failed attempts to kill Mycenae in the bronze age collapse, I finally found a solution. Turns out I forgot to add a settler map to Elam, so every AI starting after them was stuck in its own place and kept building units instead of expanding. Whoops.
    I've fixed some of the bugs listed in the opening post (and some I didn't even notice at first) in the development version, so I'll release a new version this weekend. The game still has balance issues but I'm quite happy with my progress.
     
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  5. bluepotato

    bluepotato Warlord

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    RFGW 1.7 released! Includes a few changes, a few bugfixes and a few new UHVs.
    You can download it here. Installation: download the zip file, remove the previous version in case it's installed, extract the zip file into your Mods folder and rename the extracted folder to RFC-Greek-World.
    Alternatively, you can always clone/pull the latest release (or development version) using git.

    Changelog:
    Spoiler :

    Additions:
    Babylonian UHV
    Hittite UHV
    Experimental city plundering: the idea is that you should be able to sack cities without keeping them. Only available to the human player. WIP, might remove it later
    Bronze age collapse: civs randomly receive a -2 to 0 stability malus every turn from 1200BC to 1000BC

    Changes:
    Changed Patronage cost to low
    Changed Temple Economy building modifier to 25%
    Increased Sea People strength to 5
    Increased amount of Sea People almost everywhere
    Removed UHV checks from AI civs
    Barbarian archers don't spawn anymore as they just pointlessly wandered around the map anyways
    Civic stability overhaul: the stability system was still using old values for checking civic compatibility, now it checks for RFGW civics; still WIP
    More severe stability penalties for losing cities
    Changed Egypt's and Persia's starting civics
    Persia starts with Fortification and Bread Making
    Changed Numidian starting plot (desert hill) to plains hill so that they can settle their capital
    Halved culture city defence modifiers
    Reduced walls' city defence modifier to 30%

    Technical changes:
    Removed a lot of useless vanilla leaderheads from the XML
    UHV strings moved to XML
    Removed a bunch of constants from the DLL

    Fixes:
    Removed Great Depressions
    Fixed starting expansion civics for some civs
    Removed unit stacking limit (I still don't know if it was intentional, a bug, or both... it was certainly annoying and didn't work anyways)
    Some starting units of the AI are immobilized at their spawn
    Fixed 900BC starting cities and units
    Fixed settler maps

    Known issues:
    Old civs can become way too powerful sometimes
    The mod attempts to spawn units with an extremely high id sometimes (probably doesn't affect anything but I will have to look into it)
    Alexander doesn't do anything
    Rome never gets to the Near East
    Units are too cheap
    Not enough stuff to build
    Olympic parks can be built more than once
     
    Last edited: Apr 14, 2020
  6. PiR

    PiR Chieftain

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    Thanks! Anything you want us to check specifically?
     
  7. bluepotato

    bluepotato Warlord

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    Thanks for asking. I think the mod is quite stable as it is: I tested most UHVs (except Minoa, which I simply couldn't do and Phoenicia, which I just didn't feel like trying - I find colonizing stuff boring) and I regularly do Hunnic autoplays during development. That being said, some feedback on the UHVs would be nice, and by that I mean new ideas. I tried to make them interesting but I feel like some are a bit too easy or depend on the starting situation way too much.
    The "sack city" option is currently the only thing that needs more testing, but I'll probably change how it works anyways and still haven't decided how. Upon reflection, I think it would've made more sense to exclude that feature from this release.
     
  8. EdmundIronside

    EdmundIronside Prince

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    Just in case you find it useful I have attached some reference sheets I used while modding RFC GW. They include things such as unit and building values, the tech tree, game turn to year ratios, etc.

    Minoa's and Phoenicia's UHVs do both work, I tested them. However I tested them by cheating, such as giving Minoa a load of free techs, so I don't know if they are truly achievable. I feel like Phoenicia's probably is about right, but Minoa's though I deliberately made theirs hard, I feel they may be borderline impossible!
     

    Attached Files:

    bluepotato likes this.
  9. bluepotato

    bluepotato Warlord

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    Great news! I finally managed to compile the DLL without codeblocks (which is not a very straightforward thing to do on Linux). I usually had to wait about half an hour every time I made changes to more than one file; using nmake and a simple shell script I made reduces this waiting time to 1-2 minutes. Another benefit of this is that I can build debug DLLs (codeblocks couldn't do that) and find bugs faster.
    Simply put: I can finally spend more time coding and less time waiting.
     
  10. bluepotato

    bluepotato Warlord

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    The next release will mostly be focused on religions and balancing. So far I've done this on the development version:
    Replaced the Mesopotamian, Egyptian, Hellenic and Phoenician religions' building/unit art and sounds with stuff mostly taken from History Rewritten and JARM and added holy city relocations. Holy city relocations simply make it so that sometimes the holy city is moved to the most cultured city with the appropriate religion in it.
    Fixed a few bugs and tried to make Mesopotamia a bit more balanced.
    Persia's starting date was moved back to around the Median Empire's foundation and they are generally a lot more successful.
    Athens's and Sparta's core area was nerfed
    Spoiler they don't seem to care about Egypt though :


    I'm currently thinking of changing religions so that they work more like culture (x% of population follows y religion) than the current binary implementation (city either has y religion or not). My ideas so far:
    - If over a certain percentage (10 or 25?) of a city's population follows a non-state religion, they cause unhappiness.
    - Missionary/Priest units boost state religion follower rate, and only work in cities owned by you (or a vassal of yours). As far as I know, religion wasn't really spread by missionaries to foreign cities in the time period covered by this mod.
    - Different religious civics change state and non-state religion spread rates.
    - Stability is affected by believer percentage in your empire.
    - Somewhat related: re-add Hinduism and maybe Druidism, plus revamp religious civics. Unsure about Druidism since only one civ would be running it, and then I might as well add five other religions... but maybe that wouldn't be such a bad idea after all. :think:
    Any suggestions regarding these?
     
  11. EdmundIronside

    EdmundIronside Prince

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    Regarding your plans:
    Revamp wonders - Definitely
    More cleaning up the code and bugfixing - Yep!
    League of Corinth, similar to RFCE crusades. The idea might not be exactly historical, but if done correctly, it could: - Sounds cool
    - create a Greek Persia
    - remove the excessive amount of units in Greece, making it easier for Rome to conquer
    UHVs for all civs - Absolutely
    Re-enable resurrections for some civs - Egypt, Babylon, Assyria, Macedonia, and Persia? (thinking of Civs that rose and fell a few times)
    Move Persia spawn date back to 678BC to represent the Medians and give them more time to develop? - Looks like it works
    Epic/Marathon speeds? - Would be nice, but I wouldn't make it a high priority. It can make getting UHVs balanced really hard, even DOC struggles with this.
    Remove Byzantium? - Preferably get Romans to work. The Romans actually need to expand east, and then Byzantine should be a conditional spawn based on their stability. Easier said then done I know! However Bactria has the same issue, as Macedonia never expands east either. A third civ that could be removed if needed is India (Mauryans) as India is barely on the map.
    Revamp Independents? How so?
    Elamites in 900BC scenario? Yes, but they should be weak, as the Elamites were very much on the decline by this time.
    Religion - Adding more religions would definitely be good. Hinduism for Indus Valley & India, Druidism for Gauls, and Shamanism for Scythian and Huns.
    I also agree with the change in function of missionaries, and the stability from religion you mentioned. Also maybe add Persecutors like they have in SOI, as there definitely was suppression of religion at this time (for example Jews under Seleucid's, Christians under the Romans initially).

    You obviously have your own goals, but I thought I would mention a few of the things I wanted to (but either was unable to implement, or just ran out of the energy to do), just in case any are of interest to you:
    More culturally diverse units - For example the heavy axeman only looks appropriate for the Goths, and maybe the Gauls.
    More stuff to be discovered with techs, particularly later techs
    More Civs
    - In order of priority (Armenia, Ptolomids, Dacians, Thebes, Vandals, Seleucid, Trojans, Parthians, Medes)
    2nd unique unit for Civs
    Fix diplomacy text
    - A lot of Civs have blanks txt messages or simply nothing at all for the personalized diplomacy messages portion
    Add conditional spawns - This might be appropriate for Byzantium, Sassanids, Athens, Sparta, India, and Bactria
    Add a 3rd scenario (rise of Rome) - About 270 BC
    Expand the map east to include more of India
    Add siege engine to Civ extra spawns
    - Once people have walls, the RFCGW spawns become fairly ineffective. They need to be more like in DOC, for example when the Turks spawn units in the middle east around 1000 AD they get horse archers and catapults
    Leader swapping - For example Carthage should start with Dido, but change to Hannibal at the appropriate time.
     
  12. bluepotato

    bluepotato Warlord

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    Yeah I've thought of this as well. Might be wiser to just add 100 more turns to the game, but more content is needed for that.

    True, my problem with Byzantium is mostly that they don't really have time for interesting gameplay. We'll see how conditional spawns work out, anyways.

    Not sure if this is really possible but I thought of some interaction with them, so that they would work more like city-states than weird barbarians.

    I just don't think I could get them to collapse by the time of the Persian spawn.

    Problem with persecutors is that the AI is too dumb to use them. A passive effect of the persecution civic would be just fine IMO.

    Agreed, I've also noticed that Hunnic heavy swordsmen still have maceman art. There's definitely place for improvement.

    Yes, the late-game is very much unbalanced and the tech tree is no exception. I'll borrow some buildings from other mods, that should help.

    Armenia, Dacia, Thebes are a priority for me. Maybe Trojans as well. Ptolemaids and Parthians barely make sense without Alexander. The Vandals wouldn't have too much time to do anything, but maybe they could work? Media probably wouldn't conquer anything except maybe Mesopotamia in 100 years; minor civ like pre-1.16 DoC Seljuks could work but I'm happy with how pre-Alexandrian Persia is ATM.

    Would need more research and balancing but could work.

    I'll look into that.

    Byzantium, Bactria and Sassanids definitely need conditional spawns. India maybe, but the IVC usually collapses by their spawn. Likewise, Mycenae is gone by the Athenian/Spartan spawn. I also think they are a good challenge for a player trying to survive ahistorically.

    Would take a lot of work so low priority, but I'd like to see more scenarios as well.

    I'm kinda bad at map-making but I'll consider this.

    I halved the culture/wall city defense modifiers in 1.7 and I'd say that did the job much better than trying to make the AI actually use their siege engines.

    Agreed, hopefully this won't be too difficult to implement.
     
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  13. PiR

    PiR Chieftain

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    I'm sorry, I'm not currently able to catch up with all your work. I'll come back when I can be useful. :)
     
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  14. EdmundIronside

    EdmundIronside Prince

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    I think in DOC Leoreth has scripted collapse, but I am not sure how easy that would be to implement.

    On the subject of buildings, one of the last things I did with the mod was to transfer a lot of building sound effects into the mod from SOI. The only one I used was the archery range one. So there should be several sound files available for you to use on different buildings being constructed for greater variety if desired.

    They could make for an interesting human only player, as their UHV would likely involving conquering North Africa. So you would have to fight your way through the Roman Empire, reach the coast, construct some ships, and then transport your army to North Africa.

    There is a guide for doing this on Civ Fanatics. I tried to follow it, but for whatever reason I couldn't get it to work.

    If you do decide to do it, I would check out the SOI expanded thread, where map extension was successfully implement. On the plus side, I believe due to how the numbering on maps works, adding to the eastern side of the map is easier than the west.
     
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  15. bluepotato

    bluepotato Warlord

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    The new religion system is about halfway done. Problem is, this increased the amount of CtD possibilities (the first of these was probably introduced by me) to 2. I haven't managed to produce any when not in autoplay, so if anyone does, a save of the turn right before the CtD would be much appreciated. EDIT: fixed one of these, still looking for the second one (also forgot to mention that it only exists on the development version)
    EDIT2: found the second one as well after realizing that I have a save lying around for it, so I believe the development version is CtD-free again.
    Also, an update of my plans: the more RFC code I read, the more I am convinced that the whole thing needs a rewrite. It's old and has tons of weird code that could be done much better IMO (including the autoplay). So instead of cleaning it up one by one and effectively rewriting most of it while hoping not to break anything (my debugging capabilities are still limited), here's what I'm going to do:

    First I want to finish 1.8 (which is the current development version). This means fixing those two CtDs and changing the effects of religions as described in my previous religion plans post. No more content is planned.

    Then I'll continue working on a rewrite of the whole RFC DLL (+ most of the python things). I've already started this as a side-project, starting with the BtS unofficial patch (+ platyping's worldbuilder, it took zero effort to include). Current features of the rewrite are:
    - Uses a custom map script, which reads my customized WB save. Modifying pyWB could've worked as well, but this might make some future ideas of mine (more civs, respawns, etc) easier to implement. Players are still tied to slots because of my unit/city scheduling system, they're just random slots.
    - Civs' starting date is specified in the WB save.
    - Units and cities can be "scheduled" for spawning in the WB save. So for example if you type
    Code:
       BeginUnit
           UnitType=UNIT_SWORDSMAN, UnitOwner=CIVILIZATION_INDEPENDENT
           Year=-82
           Amount=3
       EndUnit
    
    three swordsmen are given at 82BC in the unit's plot to the Independent civ.
    - A simplified city name system. You just have to add e.g. CityName=Ambrakía (non-ascii characters are automatically converted to xml code) to a plot in the WB save, and every city founded there will be called Ambrakía.
    - I ported the independent city spawning to this system.
    - Starting techs are specified in the WB save as well. This is nothing new, but I took the liberty to copy-paste them from python and modify their name in the mapscript so that I wouldn't have to format them. (call this a hack if you wish, it'll be fixed)
    - Most of my new code that runs after loading the game is in the DLL for increased speed.
    - All art and XML files are included. Almost nothing was modified in these, except some info xml files to make this mapscript thing work.
    As you can see, my goal is hardcoding as few variables in python or in the DLL as possible. Obviously lots of features are still missing, which are, in no particular order:
    - Scripted barbarians.
    - Stability system and collapses.
    - Unique powers and historical victories (the latter of which I'm still going to have to hardcode).
    - Settler maps.
    - Dynamic civilization names.
    - City names based on language. I'll also have to convert existing city name maps to this new format.
    - Adding these stuff using the WorldBuilder. Ideally you could view and modify scheduled cities, city names, barbarian spawning areas, settler maps, etc. Like in DoC, except they will be written to the WB save.
    - Multiple scenario support.
    - My new religion system. If I manage to fix it, that is.
    Once I'm done with these, I'll publish this rewrite as version 2.0 and continue with my plans listed before. I might also merge AdvCiv later, but that'll take a while because of how tedious merging XML is.
     
    Last edited: Feb 14, 2020
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  16. bluepotato

    bluepotato Warlord

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    RFGW 1.8 released! Includes a few bugfixes, a few balance changes, a religion overhaul and a Mycenaean UHV (not tested yet).
    You can download it here. Installation: download the zip file, remove the previous version in case it's installed, extract the zip file into your Mods folder and rename the extracted folder to RFC-Greek-World.
    Alternatively, you can always clone/pull the latest release (or development version) using git.
    Changelog:
    Spoiler :
    Additions:
    New art/names for religions
    New art/names for great shrines temples and monasteries
    New art/names for missionaries
    Wonder movies for all shrines (except the Maabed, I couldn't find any for that)
    Mycenaean UHV
    Diplomusic for Assyria, Nubia, Mycenae
    New religion spread mechanism

    Changes:
    Doubled almost all unit's building cost
    Changed Hittite, Athenian, Spartan, Persian starting techs
    Changed Persia's starting date to 680BC
    Changed starting civics for Assyria, Egypt, Sparta, Athens
    Restored older Assyrian core, shrunk Babylon's core
    Reduced walls' city defense modifier to 25% and Lion Gate's modifier to 10%
    Roman legions can no longer build roads
    Revamped religious civics

    Technical changes:
    Removed unnecessary eras from XML
    Moved civ starting years to the WB save
    Moved UP txt keys to XML

    Fixes:
    Fixed order sounds (no more chinese speaking greeks)
    Coal, aluminum and uranium can no longer appear in mines
    Fixed civilopedia
    Fixed 900BC autoplay (I forgot to test it before the previous release)
    Other small bugfixes
     
    Last edited: Apr 14, 2020
  17. srpt

    srpt Deist

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    wow I had no idea you could do stuff like that with the WBS. where did you learn that?
     
  18. bluepotato

    bluepotato Warlord

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    Well this is a simple mapscript I wrote some months ago, and knowing how everything is parsed it wasn't too difficult to make the python part work. The real challenge was making the DLL spawn units at the right time after the mapscript read them, which I solved using vectors of vectors of integers. Not the cleanest solution but it does the job.
    I can upload my current progress if you want to check out how the whole thing works, but the game is nowhere close to being playable and the code is a bit ugly at the moment (especially the communication between python and the DLL).

    Also, just an update to this:
    I decided that the sooner I change this, the better. So I went ahead and made slots completely independent from civilization types. This means that MAX_CIV_PLAYERS only limits the amount of civilizations on the map at the same time, and as soon as one civ collapses, another one can be spawned in its place. The player's slot is always left alone (otherwise autoplay breaks), and I didn't want complications with the independent civs so they always occupy the last two slots (since they appear and disappear randomly).
     
  19. Autumn Leaf

    Autumn Leaf Since 1992

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    Awww shucks. I liked that feature in DoC when playing Byzantium (which gave me 4 left-over Legions). I'd use 'em to repair and extend the Roman road system.

    In RFC Original & Marathon I would sometimes play as "Mycenae" (with my capital renamed from Corinth) but I'm looking forward to playing a proper Mycenaean civ and UHV here.

    Edited to add: I really like your Harappan population target. 1st in population is more appropriate to the Indus Valley civs than some arbitary integer (currentlly 30 in DoC).

    Additional: Well, dang. Maybe I'll just go play Egypt first. :rolleyes:
    Rats.JPG
     
    Last edited: Feb 16, 2020
  20. Autumn Leaf

    Autumn Leaf Since 1992

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    Melbourne, Australia
    Dis de bloo line off to de top right dere. It's a bit of an appendix, but is used, for example, in birthInForeignBorders if the game is having trouble finding a good spot to place a spawning civ. Fortunately having this area run off the edge of the map doesn't seem to upset the game, or perhaps it is a bug still waiting to happen.

    You should probably dial back the 700-value Settler Value sites in Egypt. No way are all those spots right next to Peaks backed by Deserts going to be good (let alone historically accurate) city spots. A value of 150-200 is enough to make a spot stable; IMAO you should only use higher values for locations where you want the AI to place its cities, or for purposes such as where (400+) you don't want other civs owning cities in your Normal area. The starting spot could be 700 (I think yours is 500, with several 700 squares adjacent, but I'm still adjusting my mapping utility for RFC GW so I could be one square wrong) and the surrounding spots should be lower to discourage the AI Settler from wandering off instead of founding its capital. For example you probably don't want the AI going one square south and founding outside its Core, although that's still within the Normal areas (I believe the Core is mainly used to define the Flipzone) so it probaby won't cause an issue except for cramping other far southern cities.

    Egypt Settlers.png
     

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