AbsintheRed
Deity
Well, it's not the first 1.3 thread, but I decided this deserves it's own.
Far from perfect, nevertheless it's released finally
Link: https://sourceforge.net/projects/rfceurope/files/RFCEurope_1.3.zip/download
Changes since (the unreleased) RFCE 1.2:
Far from perfect, nevertheless it's released finally

Link: https://sourceforge.net/projects/rfceurope/files/RFCEurope_1.3.zip/download
Changes since (the unreleased) RFCE 1.2:
Spoiler :
Civilization changes:
- Norse civ had been split into Denmark and Norway
- Sweden was reworked to an earlier start
- New civilizations: Novgorod, Prussia, Scotland, Aragon, Morocco
- Many things connected to the new civs are based on (or inspired by) RFCE++ changes
- All 8 new civs have completely revised settler, war, visibility, spawn and respawn maps
Denmark:
- Start Date: 936
- Leaders: Harald Bluetooth (935-986), Margaret I (1353-1412), Christian IV (1577-1648)
- UP: The Power of Sound Dues: You get 2 gold per turn for every foreign coastal city in the Baltic
- UHV1: North Sea Empire: Control Denmark, Skaneland, Götaland, Svealand, Vestfold, Mercia, London, Northumbria and East Anglia in 1050
- UHV2: Kalmar Union: Control Denmark, Norway, Vestfold, Skaneland, Götaland, Svealand, Norrland, Gotland, Österland, Estonia and Iceland in 1523
- UHV3: Ostindisk Kompagni: Build 3 Colonies and complete both Trading Companies
- UU: Huskarl (replacing Swordsman)
- UB: Research Institute (replacing Observatory)
- CNM: Scandinavian base CNM, with small differences
- Province setup:
-- Core: Denmark, Skaneland
-- Potential: Gotland, Holstein, Estonia
-- Border/contested: Gotaland, Svealand, Northumbria, Mercia, East Anglia, London, Brandenburg, Norway, Vestfold, Normandy
-- Changes: Northumbria, Mercia, East Anglia, London, Normandy switches to foreign on the English spawn, Gotaland, Svealand to foreign on the Swedish spawn
Norway:
- Start Date: 872
- Leaders: Harald Hardrada (1015-1066), Haakon IV Haakonson (1204-1263)
- UP: The Power of the Vikings: All naval units can enter ocean tiles, less stability penalty for razing cities
- UHV1: Vikings: Gain 50 Viking points by 1066
- UHV2: Conquerors: Conquer The Isles, Ireland, Mercia, Normandy, Iceland and build Vinland by 1263
- UHV3: Statesmen: Have higher score than Sweden, Denmark, Scotland, England, Germany and France in 1320
- UU: Berserker (replacing Axeman)
- UB: Trading Post (replacing Lighthouse)
- CNM: Scandinavian base CNM, with small differences
- Province setup:
-- Core: Norway, Vestfold
-- Historical: Iceland
-- Potential: Jamtland, The Isles
-- Border/contested: Scotland, Northumbria, Ireland, Normandy, Svealand, Norrland
-- Changes: Northumbria, Normandy switches to foreign on the English spawn, Svealand to foreign on the Swedish spawn
Sweden:
- Start Date: 1210
- Leaders: Magnus Ladulas (1240-1290), Gustav Vasa (1496-1560), Gustav Adolph (1594-1632), Karl XII (1682-1718)
- UP: The Power of Military Formation: All units start with Formation promotion
- UHV1: The Eastern Lands: Have six cities in Norrland, Finland and Karelia in 1323
- UHV2: Lion of the North: Raze 5 Catholic cities while being Protestant by 1660
- UHV3: Dominium Maris Baltici: Control every coastal city on the Baltic in 1750
- UU: Karolin (replacing Musketman)
- UB: Soldattorp (replacing Night Watch)
- CNM: Scandinavian base CNM, with small differences
- Province setup:
-- Core: Svealand, Norrland
-- Historical: Gotaland, Gotland
-- Potential: Jamtland, Osterland, Karelia, Estonia
-- Border/contested: Skaneland, Vestfold, Pomerania, Livonia, Prussia, Novgorod
Novgorod:
- Start Date: 864
- Leaders: Rurik (830-879), Alexander Nevsky (1220-1263), Marfa Posadnitsa (1420-1478)
- UP: The Power of the Lord City: Starts with Bureaucracy, less stability penalty for having too many cities in a bureaucratic government
- UHV1: Defender of Rus': Control Novgorod, Karelia, Estonia and Livonia in 1250
- UHV2: The Fur Trade: Control twelve sources of fur by 1397
- UHV3: The Great Hinterlands: Have seven cities in Karelia and Vologda in 1478
- UU: Ushkuinik (replacing Maceman)
- UB: Konets (replacing Guild Hall)
- CNM: same as the CNM for the Kievan Rus
- Province setup:
-- Core: Novgorod, Karelia
-- Historical: Rostov, Vologda
-- Potential: Estonia, Osterland
-- Border/contested: Smolensk, Polotsk, Livonia
-- Changes: Osterland switches to border/contested on the Swedish spawn, Smolensk to foreign, Rostov to border/contested on the Muscovian spawn
Prussia:
- Start Date: 1224
- Leaders: Hermann von Salza (1165-1239), Frederick I (1712-1786)
- UP: The Power of Cameralism: Starts with Theocracy and no stability penalties from anarchy
- UHV1: The Northern Crusades: Control Prussia, Suvalkija, Lithuania, Livonia, Estonia, and Pomerania in 1410
- UHV2: Seven Years' War: Conquer two cities from each of Austria, Muscovy, Germany, Sweden, France and Spain between 1650 and 1763, if they are still alive
- UHV3: Enlightened Despotism: Settle a total of 15 Great People in any combination, including Great Generals, in your capital
- UU: Death's Head Hussar / Totenkopfhusar (replacing Hussar)
- UB: Public School (replacing Observatory)
- CNM: same as the CNM for Germany and Austria
- Province setup:
-- Core: Prussia
-- Potential: Pomerania, Livonia
-- Border/contested: Brandenburg, Estonia, Gotland
-- Changes: Estonia switches to foreign, Livonia, Greater Poland to border/contested, Silesia to potential, Brandenburg to historical in 1618
Scotland:
- Start Date: 960
- Leaders: Robert the Bruce (1274-1329), James IV (1473-1513)
- UP: The Power of Defiance: When one of your cities is conquered all your other cities get free defenders; lower stability hit from losing a city
- UHV1: Fortification: Have 10 Forts and 4 Castles by 1296
- UHV2: The Auld Alliance: Have 2500 Attitude points with France by 1560
- UHV3: The Celtic Union: Control Scotland, the Isles, Ireland, Wales and Bretagne in 1700
- UU: Sheltron (replacing Guisarmier)
- UB: Shieling (replacing Smokehouse)
- CNM: Scottish CNM by DC123456789 (positions are based on the English one, language is Scottish Gaelic > English)
- Province setup:
-- Core: Scotland
-- Natural: The Isles
-- Potential: Northumbria
-- Border/contested: Ireland, Wales, Mercia
-- Changes: Northumbria switches to border/contested, Mercia to foreign on the English spawn
Aragon:
- Start Date: 1164
- Leaders: James I (1208-1276), John II (1398-1479)
- UP: The Power of Confederation: Extra commerce in your capital for every province you have a city in
- UHV1: The Sicilian Vespers: Control Catalonia, Valencia, Baleares and Sicily in 1282
- UHV2: Thalassocracy: Have 12 Seaports in 1444
- UHV3: Realms of the Crown: Control Catalonia, Valencia, Aragon, Baleares, Corsica, Sardinia, Sicily, Apulia, Provence and Thessaly in 1474
- UU: Almogavar (replacing Guisarmier)
- UB: Seaport (replacing Lighthouse)
- CNM: Aragonese CNM by DC123456789 (positions are based on the Spanish (Castilian) one, language is Aragonese > Catalan > Spanish)
- Province setup:
-- Core: Aragon, Catalonia, Balears, Valencia
-- Potential: Navarre, Andalusia, La Mancha, Sardinia, Sicily, Apulia, Calabria, Malta
-- Border/contested: Castile, Provence, Corsica, Thessaly
Morocco:
- Start Date: 1040
- Leaders: Yaqub al-Mansur (1160-1199), Ismail Ibn Sharif (1645-1727)
- UP: The Power of Saharan Trade: Deserts and particularly oases have improved yield
- UHV1: The Almohads: Control Morocco, Marrakesh, Fez, Tetouan, Oran, Algiers, Ifriqiya, Tripolitania, Andalusia, and Valencia in 1227
- UHV2: The Marinids: Have 5000 culture in each of three cities in 1465
- UHV3: The Saadis: Collapse or vassalize Portugal, Spain, and Aragon by 1578
- UU: Black Guard (replacing Musketman)
- UB: Kasbah (replacing Walls)
- CNM: same as the CNM for Cordoba and Arabia
- Province setup:
-- Core: Marrakesh, Morocco, Fez
-- Historical: Tetouan
-- Potential: Oran, Algiers
-- Border/contested: Andalusia, Valencia, Ifriqiya, Tripolitania
Leaders:
- Support for leader switching with 4 leaders per civ
- Message for the player when a known civ switches leaders, with the currently used DCN of the given civ
- Leaders moved: Norse leaders to Denmark and Norway, Yaqub al-Mansur (Cordoba -> Morocco), Frederick I (Germany -> Prussia)
- New leaders for existing civs: Béla III (Hungary), Mieszko (Poland), Philip August II (France), Harun al-Rashid (Arabia)
- New leaders for existing civs: Gustav Adolph (Sweden), Margaret I (Denmark), Mstislav (Kiev), Bohdan Khmelnytsky (Kiev)
- New leaders for existing civs: Basil II (Byzantium), Michael VIII Palaiologos (Byzantium), Mohammed I ibn Nasr (Cordoba)
- New leaders for existing civs: Magnus Ladulas (Sweden), Harald Bluetooth (Denmark), Otto I (Germany), Johan de Witt (Dutch)
- New leaders for existing civs: Otto-William (Burgundy), Beatrice II (Burgundy), Fernando III (Spain), Guglielmo Embriaco (Genoa)
- Redesigned Andrea Dandolo into Andrea Gritti (Venice) - more important doge, we already have a Dandolo, and better for the timeline
- Redesigned Maria II into Maria I (Portugal) - Maria I is better for the RFCE timeline, also she is the Portuguese leader in Civ V
Setup:
- Province setup changes:
-- England: Scotland, The Isles, Ireland border/contested
-- Poland: Prussia border/contested, Livonia foreign/unstable, Pomerania potential
-- Lithuania: Prussia, Pomerania foreign/unstable. Livonia and Estonia border/contested
-- Cordoba: Tetouan border after the Moroccan spawn. Valencia historical, Aragon, Catalonia and Balears border on Aragonese spawn.
-- Spain: Aragon, Catalonia, Balears border, Navarre potential
-- Byzantium: Apulia, Calabria, Sicily, Malta border/contested on the Aragonese spawn
-- Moscow: Novgorod, Vologda potential, Karelia border/contested
- English AI gets some defenders and defensive buildings in Normandy a couple turns after their spawn
- 1 extra Settler and 1 Crossbowman for AI England
- Lowered almost all leaders' willingness to vassalize voluntarily
- Venetian AI's favourite civic is Trade Economy (they start in Merchant Republic)
- Increased Cordoban leaders' religion flavor, they will spread out Islam better
- Lowered Orthodoxy spread values for Scandinavian civs, increased them in the eastern regions (Bulgaria, Novgorod, Kiev)
- Muscovy spawn zone reduced in the north, so Novgorod gets a chance to be an early rival for Muscovy
- Lithuanian spawn zone reduced around Riga and the Prussian core territory, but enlarged on the east, so Minsk flips to them
- Updated Lithuanian, Swedish, Spanish, English, and Hungarian respawn zones
- Revised visibility map for all civs
- Revised the initial contacts between all civs
- Revised AI war initialization for all players
- Revised settler map for Byzantium, Cordoba, Venice, Burgundy, Germany, Spain, Poland, England, Portugal, Lithuania, Muscovy
- Revised war map for Germany, Spain, Poland, England, Lithuania, Muscovy, especially in territories of the new civs
- All civs start with missionaries and under a religious civic if they have a preset religion, without missionaries and under Paganism if they don't have one
-- Germany and Venice start with missionaries
-- Many civs start with one of the religious civics instead of Paganism
-- Bulgaria starts without missionaries or Orthodoxy as a State Religion
-- Novgorod starts without missionaries or Orthodoxy as a State Religion, and under the Paganism civic
-- France starts without Catholicism as a State Religion, but only because doesn't have Theology thus the needed civic, so it still has a missionary (only exception)
-- Denmark starts under the Paganism civic
- Burgundy starts with preset civics
- Cordoba starts with Literature (thus they can use the Religious Law civic on start)
- Cordoba starts with Arabic Medicine (health is important for 1st UHV, also somewhat historic and in synergy with the UP)
- Portugal starts with some siege units instead of a couple melee ones
UHV updates:
- Small diplo penalty with all leaders after a player accomplished 2 UHVs
- Enhancements in the events when you accomplish 2 of your UHV goals: maximum 3 of your rivals declare war, new event messages for the player
- Fixed UHV condition display on the Victory Screen for more complex UHVs
- Byzantine 2nd UHV also needs Thrace, Thessaloniki, Moesia, Macedonia, Serbia, Arberia, Epirus, Thessaly and Morea provinces
- Some of the UHVs are coded more efficiently
- Detailed info for UHV progress for all civs, in the Victory Screen (F8)
- Removed some redundant info from the UHV texts (details are in the victory screen)
- New UHV help for the 1st Polish UHV
- All UHV colony checks are handled on project built (instead of every turn), should make checks much faster (except for the Spanish UHV, which is only checked on a given turn)
- Trading companies don't count as colonies for the UHV anymore
- Revised Colony UHVs:
-- France: Empire of the World: Build 5 Colonies
-- Spain: The Spanish Armada: Have more Colonies than any other nation in 1588AD (while having at least 3)
-- Venice: Domination of the World Ocean: Be the first to build a modern Colony (so Vinland doesn't count)
-- England: Jewel of the Crown: Build 7 Colonies
-- Portugal: Feitorias all over the world: Build 5 Colonies
-- Dutch: The India Companies: Build 3 Colonies and complete both Trading Companies
-- Every UHV should trigger right on the completion of the last project/colony
- Changed Atlantic Access to appear earlier near Scandinavia, in 1580 - needed for the Danish UHV
- North Atlantic Access near Vinland disappears in the exact date of Norway's second UHV
- Disabled UHV checks for the AI (faster turn times)
- Updated Hungarian territory UHV check, now it's province based and totally accurate
- Kiev needs 25000 food for the 3rd UHV, but their 2nd UHV also has Moscow province
Indies and barbs:
- Added reduce city mechanics (to towns) on a given turn or event - could be useful for many UHVs
- Indy city in Svealand province: Uppsala, spawns in 800AD
- Indy city in East Anglia province: Norwich, spawns in 640AD
- Indy city in Mercia province: Nottingham, spawns in 867AD
- York (Eboracum) starts in 500AD
- Uppsala reduced to town on the Swedish spawn, Norwich and Nottingham on the English spawn
- Revised barb spawns:
-- Further separated barbs for the human and the AI
-- AI civs won't get extra barbarians on harder levels. Also somewhat less extra barbs for the human player on harder levels
-- Slightly tuned down general number of barbs for Byzantium, France, Cordoba
-- 3 new unit types: Bedouin, Turcoman Horse Archer, Steppe Horse Archer
-- More variety in the Seljuk units (4 new units, all unique to the Seljuks, most are somewhat more powerful than their regular counterparts)
-- Lowered Seljuk Lancer's (RFCE's "original" Seljuks) strength from 13 to 11, but Seljuks are still harder to counter because of the new unit types
-- Livonian Order as barbs (Sword Brethren) in the area before the Prussian spawn
-- Pre-Lithanian barbs (Baltic Heathens) for human Prussia a couple turns before the Lithuanian spawn
-- Banu Hilal and Bani Hassan barbs in Morocco and Tunesia (Bedouins)
-- Danishmend barbarians for Byzantium after the Seljuks (Turcoman Horse Archers)
-- Barbarian Kipchaks, along with the Cumans (greater Cumania == Cuman-Kipchak confederation)
-- Separated Pechenegs and Cumans some more
-- Both Pechenegs and Cumans+Kipchaks are represented with Steppe Horse Archer units
-- Revised Khazars too, more infantry units instead of light cavalry
-- Barbarian Serbs in the Balkans before the Byzantine 2nd UHV, especially for the human player
-- Barbarian Anglo Saxons spawning in Wessex and Mercia to represent the resistance to Danish rule
-- Barbarian Scottish Highlanders only spawn when Scotland is dead
-- Barbarian Vikings in the 9-10th century, in small numbers for the AI (and only if the player is not Norway), but a bigger threat to human France
-- Revised some areas of the Mongol spawn zone, for example no Keshiks directly for Novgorod
-- Less barbs in the Maghreb, in Arabia, and near Kiev
- New independent city: Londinium. Starts in 500 AD, size 2, 2 archers, catholic religion, prebuilt walls
- New independent city: Caen. Starts in 912 AD (establishment of the Duchy of Normandy), size 1, 2 crossbowman, catholic religion
- Catalonia province won't revolt against Aragon, Scotland province won't revolt against Scotland
- The city of Novgorod no longer spawn a couple turns before the Novgorodian start, no preplaced Marrakesh either
- Reduced chance of cultural flips for barbarian cities - especially important in Anatolia for the former Byzantine cities
- Reduced raze city probability for the AI, bigger reduction for the barbarians, small for the rest
Stability:
- Minor changes in the collapse mechanics - should be somewhat more common for the AI to collapse, if they lose a significant part of their territory
- City secession has much bigger chance to occur for all civs
- Losing your capital results in a much bigger stability hit (20 for Byzantium, 5 for Scotland, 10 for everyone else)
- Losing a city in your core or historical territory also means a bigger stability hit
- Revised initial stability for the different difficulty levels
- Rewrote most triggers for stability collapses and revolts:
-- In huge empires, if stability is bad, there is 80% for the city revolt mechanics to start, and only 10% for the collapse mechanics
-- In medium empires, 40% for the city revolt mechanics, 40% for the collapse mechanics
-- In small empires, 70% chance for collapse mechanics, no chance for city revolt mechanics
-- Actual chance for triggering a revolt or collapse inside those mechanics is scaling with stability
-- Note that bad stability is not the only way to trigger collapses or revolts
- Having a city in a foreign province means -5 stability, in a border/contested province -2 stability
- Small boost to Merchant Republic and Bureaucracy stability, but both can be more unstable than before with too many cities
- Imperialism civic and the French UP works without a hard cap on number of cities
- Fixed inconsistencies in the city stability calculations - way more deadly for the human player if the cities are managed poorly
- The AI has less severe stability penalties for not maintaining it's cities (populace) well enough
- Updated the stability guide. Civilopedia/Concepts/Stability Guide
- New aspect for the Venetian UP: halves instability for having too many cities in Merchant Republic
- City razing:
-- Permanent instability: 0 for very small cities, 1 for 3-5 population, 2 for 6-9, 3 for 10+
-- Temporary instability: 3
-- Norwegian UP: -1 permanent stability loss and no temporary instability for razing cities
- Reduced permanent stability loss from anarchies
- Stability always updates when entering the stability/finances (F2) screen
- Minor improvements in the stability code, fixing various python exceptions
- Fixed bug in the stability handicap levels (+2 base stability on monarch)
- Tuned down unintentionally harsh stability penalties connected to war weariness (4-7 stab difference for medium sized-empires)
- Increased culture instability in newly conquered cities (less than 20% own culture)
- Small stability boost on completed UHVs (currently +3/UHV)
- Vassalage is stable with Feudal Law, Common Law is unstable with Serfdom, Imperialism is unstable with Merchant Republic
- Increased stability bonus for "good" civic combinations, also decreased a couple penalties for using "wrong" combinations
Persecution updates:
- Loot is significantly increased when you successfully purge a religion
- -3 swing instability on successful persecution (0 for Spain)
- Unhappiness because of persecution ("We cannot forget your cruel oppression") only appears in the city on successful persecution
- Persecution counter/timer reintroduced, with a new approach:
-- Nationwide variable, goes down by 1 each turn
-- New counter for it on the main screen (Persecution, only shown if >0, right below the faith point counter)
-- +8 to the counter on successful persecution (4 for Spain), 4 on unsuccessful (2 for Spain)
-- Causes religious instability, 1 with 1-3, 2 with 4-6, 3 with 7-9, etc.
-- The timer (Persecution Instability Cooldown), and the caused instability (Persecution Instability) are also shown in the Religion Screen (F7)
- Even with the increased instability from religious prosecution, still way better to persecute than to leave untolerated religions in your cities
Crusades:
- Increased number of units leaving the civs for a crusade, but it's low on the first 10-20 turns after a civ is born
- Also, more crusader units will leave your army
- Some of the units will return from all Crusades after a couple turns, not only if Jerusalem is conquered
- No more free Templars/Teutons/Paladins/Knights for the base crusader army if the crusading civ doesn't know Chivalry yet
- No longer possible for your GG units to leave you for a crusade
- Slightly reduced number of units for Defensive Crusades
- Separated unit randomizing method for Defensive Crusades (no more all Paladin DCs), reduced chance for Paladins
- Interface message for the player about their DCs
General changes:
- Added a small initial food reserve on city foundation, currently 1/5 of the next growth threshold
- Free walls in the city if it is built on a fort
- Removed National Wonder limit
- Improvements in the Crusader city names for England, Denmark, Poland, Genoa, Venice, Portugal, Sweden, Lithuania, and the Dutch by DC123456789
- Improved the German, Austrian, Prussian city name map around Bohemia, Silesia, Austria and in east Germany
- Small improvements on the Polish, Muscovian, Portuguese city name maps in Anatolia
- Fixed/improved most Dynamic Civ Names connected to the Scandinavian civs
- Updated DCN names for France, Hungary, Bulgaria, Byzantium
- Dynamic civ names also refresh on start of a new turn, not just on specific events like new city foundation or city ownership change
- Plague icon on the main interface when plague spreads to a new city
- Removed outdated xml_light files
- Reenabled and readded some entries (ie: Keshik, Seljuks) in the civilopedia
- Cannons also buildable with iron + sulphur
- New promotion: Cargo Capacity (+1 cargo space in ships)
- Boost for Workshops and Lumbermills - were worthless before, now they are somewhat on pair with Windmills and Watermills
-- Apprenticeship civic gives +1 production for Lumbermills too
-- Steam Engine tech gives +1 production for Lumbermills too
-- Workshops have +1 base production (so now -1 food, +2 production)
-- English UP changed to +1 production and +1 commerce for Workshops (was +2 production before)
- Mercantilism civic gives +1 commerce for Villages too
- Updated Great Person lists
- Updated the RFCE Timeline
- Resource rearrengement near Prussia, Lithuania, Poland, Novgorod (mainly iron and horse)
- Sulphur for Prussia is now in Brandenburg - UU is tied to Kingdom of Prussia, not to Teutonic Order
- Made Cornwall a little less fertile on the map
- Imported more efficient constant handling (in Consts.py and XMLConsts.py) from DoC - credit to Leoreth
- Speed improvements by replacing various if-statements with elif-statements and added some break statements
- Improved coding of Krak des Chevaliers, Leaning Tower, Topkapi Palace
- Disabled autosaves during autoplay - should speed up the initial loading time of the civs
- New barb-only units: Bedouin, Turcoman Horse Archer (Danishmends and Seljuks in Anatolia), Steppe Horse Archer (Cumans, Kipchaks)
- New barb-only units: Seljuk Swordsman, Seljuk Heavy Footman, Seljuk Crossbowman, Seljuk Guisarme (all for the Seljuks in Anatolia, surprisingly)
- New merc-only units: South Slav Vlastela (Serbia, Banat, Slavonia, Bosnia, Dalmatia), Lombard Heavy Footman (Lombardy, Liguria, Tuscany, Verona)
- New merc-only units: Bohemian War Wagon (Bohemia, Moravia), Mamluk Heavy Cavalry (Egypt), Crimean Tatar Rider (Crimea)
- Updated Dutch, Swedish and Kievan Dawn of Man texts
- New DoM text for Scotland, Aragon, Morocco inspired by gilgames' suggestions
- Minor DoM updates for the Ottomans, Byzantium, France, Arabia, Cordoba, Burgundy, Germany - by DC123456789
- Minor DoM updates for Hungary, Bulgaria, Genoa, England, Portugal, Lithuania, Austria - by DC123456789
- Switched to CE instead of AD for non-christian civs
- Limited Monarchy = Constitutional Monarchy, Free Religion = Religious Tolerance
- Bigger city attack penalty for most mounted units: -25% for most light cavalry, -20% for most heavy cavalry, -10% for most unique and special mounted units
- Slightly tuned down Hungarian and Venetian tech progress (both player and AI)
- Increased various maintenance modifiers for Byzantium (especially for the AI), decreased for Burgundy (was still set to the 500AD start)
- Changed sea spawns: naval starting units can spawn inside other players' sea territory, as all naval units can enter foreign borders anyway
- Kiev moved to 882 AD (text only though, so no changes in the gameturn)
- Added an extra aspect to the Cordoban UP: excess health contributes to city growth, but only if it's not starving (idea from DoC) - perfect for the 1st UHV
- Less resistance on city conquest: multiple things affecting it, but usually around 1 turn with 1-2 population, 2 turns with 3-5, 3 with 6-9, 4 with 10-14, 5 with 15+
Art updates:
- New art for Isabella (Spain), Casimir III (Poland), Ivan IV (Muscovy), Simeon I (Bulgaria), Ivan Asen (Bulgaria)
- New art for Abu Bakr (Arabia), Abd-ar-Rahman III (Cordoba), Philip the Bold (Burgundy), Yaqub al-Mansur (Cordoba)
- Added missing button for Mieszko, Michael VIII Palaiologos, Abu Bakr, Abd-ar-Rahman III, Margaret I, James IV
- Added missing button for Philip the Bold, Guglielmo Embriaco, Alexander Nevsky, Hermann von Salza, John II
- Updated button for Bela III, Ferdinand III, Harald Hardrada, James I, Magnus Ladulas, Mstislav I, Otto I
- Updated button for Robert the Bruce, Marfa Posadnitsa, Bohdan Khmelnytsky, Philip Augustus, Beatrice II
- New unit art: Teutonic Knight, Kievan Druzhina, Danish Huskarl, Seljuk Lancer
- All new Seljuk units have wonderful and perfectly accurate art (made by Bakuel)
- New background for Robert the Bruce, Simeon, Isabella, Yaqub al-Mansur, Mohammad ibn Nasr
- New background for Margaret, Alexander Nevsky, Gustav Vasa, George III, Rurik, Otto I
- New background for Basil II, Michael VIII Palaiologos, Philip Augustus, Ismail ibn Sharif
- Optimizations in various BG files, removed some unnecessary art files
- Optimizations in the unit art files, removed some no longer used units
- More than 15 megabyte less art data from the BG and unit optimizations
- Revised all unit artstyles, rearranged the unit art file system
- Fixed art for Pressburg Castle, Dome of the Rock, Westminster Abbey, Cordoban Noria, Bulgarian Stan
- Played around with the scaling for many buildings, the size should more consistent both in the civilopedia and on the main map
- Units and buildings that require corporations now have a button instead of some text in the corresponding section in the civilopedia
- Units which are only available as mercenary/barb have a button indicating that instead of a text
- All civs have the correct coloured dot on the colonial world map in the Colony Screen
- New civic screen from History Rewritten + colored civic stability combos like DoC
- New spawn map for RFCE 1.3 by HolyHandGrenade, located in the Reference folder
Bugfixes:
- Fixed bug where all mercs got free medic3 promotion (missing change in one of the files when Pinch was reintroduced)
- Fixed bug where the Cordoban units got wrong starting promotion
- The Swedish UB (Night Watch replacement) didn't give any stability on completion
- Fixed sound inconsistencies with some of the mercenaries
- Fixed bug connected to the city secession for Byzantium
- Fixed bug with some obscure values on the Lithuanian war map
- Fixed some instances of the very old bug where autoplay gets one extra turn sometimes, thus the given civ starts a turn later
- Fixed major bug where cities with more than 9 cities couldn't collapse because of bad stability
- Fixed bug where Byzantium could never lose cities to secession/revolt in border or foreign provinces
- Fixed bug when settling cities in Potential provinces would result in a stability loss
- Fixed potential bug where your vassal might declare war on you
- Fixed bug connected to the WB respawn area functions
- Fixed bug where a civ would send more units to a crusade in their first 20 turns, than they would otherwise
- Fixed bug where some of the UUs couldn't leave for Crusade
- Fixed bug connected to the preset crusade dates
- Fixed bug when settling cities in Potential provinces would result in a stability loss
- Fixed stability bug connected to the order of some Wonders
- Fixed bug with stability calculations on city razing
- Fixed bug when razing cities with wonders connected to stability
- Fixed bug which made it possible for the Pope to collapse
- Fixed bug where the Prussian province setup didn't switch for the human player in 1618
- Fixed bug where the Aragonese starting naval units didn't always spawn
- Fixed CTD connected to the Portuguese spawn
- Fixed a couple bugs in the initial contact setup
- Norse civ had been split into Denmark and Norway
- Sweden was reworked to an earlier start
- New civilizations: Novgorod, Prussia, Scotland, Aragon, Morocco
- Many things connected to the new civs are based on (or inspired by) RFCE++ changes
- All 8 new civs have completely revised settler, war, visibility, spawn and respawn maps
Denmark:
- Start Date: 936
- Leaders: Harald Bluetooth (935-986), Margaret I (1353-1412), Christian IV (1577-1648)
- UP: The Power of Sound Dues: You get 2 gold per turn for every foreign coastal city in the Baltic
- UHV1: North Sea Empire: Control Denmark, Skaneland, Götaland, Svealand, Vestfold, Mercia, London, Northumbria and East Anglia in 1050
- UHV2: Kalmar Union: Control Denmark, Norway, Vestfold, Skaneland, Götaland, Svealand, Norrland, Gotland, Österland, Estonia and Iceland in 1523
- UHV3: Ostindisk Kompagni: Build 3 Colonies and complete both Trading Companies
- UU: Huskarl (replacing Swordsman)
- UB: Research Institute (replacing Observatory)
- CNM: Scandinavian base CNM, with small differences
- Province setup:
-- Core: Denmark, Skaneland
-- Potential: Gotland, Holstein, Estonia
-- Border/contested: Gotaland, Svealand, Northumbria, Mercia, East Anglia, London, Brandenburg, Norway, Vestfold, Normandy
-- Changes: Northumbria, Mercia, East Anglia, London, Normandy switches to foreign on the English spawn, Gotaland, Svealand to foreign on the Swedish spawn
Norway:
- Start Date: 872
- Leaders: Harald Hardrada (1015-1066), Haakon IV Haakonson (1204-1263)
- UP: The Power of the Vikings: All naval units can enter ocean tiles, less stability penalty for razing cities
- UHV1: Vikings: Gain 50 Viking points by 1066
- UHV2: Conquerors: Conquer The Isles, Ireland, Mercia, Normandy, Iceland and build Vinland by 1263
- UHV3: Statesmen: Have higher score than Sweden, Denmark, Scotland, England, Germany and France in 1320
- UU: Berserker (replacing Axeman)
- UB: Trading Post (replacing Lighthouse)
- CNM: Scandinavian base CNM, with small differences
- Province setup:
-- Core: Norway, Vestfold
-- Historical: Iceland
-- Potential: Jamtland, The Isles
-- Border/contested: Scotland, Northumbria, Ireland, Normandy, Svealand, Norrland
-- Changes: Northumbria, Normandy switches to foreign on the English spawn, Svealand to foreign on the Swedish spawn
Sweden:
- Start Date: 1210
- Leaders: Magnus Ladulas (1240-1290), Gustav Vasa (1496-1560), Gustav Adolph (1594-1632), Karl XII (1682-1718)
- UP: The Power of Military Formation: All units start with Formation promotion
- UHV1: The Eastern Lands: Have six cities in Norrland, Finland and Karelia in 1323
- UHV2: Lion of the North: Raze 5 Catholic cities while being Protestant by 1660
- UHV3: Dominium Maris Baltici: Control every coastal city on the Baltic in 1750
- UU: Karolin (replacing Musketman)
- UB: Soldattorp (replacing Night Watch)
- CNM: Scandinavian base CNM, with small differences
- Province setup:
-- Core: Svealand, Norrland
-- Historical: Gotaland, Gotland
-- Potential: Jamtland, Osterland, Karelia, Estonia
-- Border/contested: Skaneland, Vestfold, Pomerania, Livonia, Prussia, Novgorod
Novgorod:
- Start Date: 864
- Leaders: Rurik (830-879), Alexander Nevsky (1220-1263), Marfa Posadnitsa (1420-1478)
- UP: The Power of the Lord City: Starts with Bureaucracy, less stability penalty for having too many cities in a bureaucratic government
- UHV1: Defender of Rus': Control Novgorod, Karelia, Estonia and Livonia in 1250
- UHV2: The Fur Trade: Control twelve sources of fur by 1397
- UHV3: The Great Hinterlands: Have seven cities in Karelia and Vologda in 1478
- UU: Ushkuinik (replacing Maceman)
- UB: Konets (replacing Guild Hall)
- CNM: same as the CNM for the Kievan Rus
- Province setup:
-- Core: Novgorod, Karelia
-- Historical: Rostov, Vologda
-- Potential: Estonia, Osterland
-- Border/contested: Smolensk, Polotsk, Livonia
-- Changes: Osterland switches to border/contested on the Swedish spawn, Smolensk to foreign, Rostov to border/contested on the Muscovian spawn
Prussia:
- Start Date: 1224
- Leaders: Hermann von Salza (1165-1239), Frederick I (1712-1786)
- UP: The Power of Cameralism: Starts with Theocracy and no stability penalties from anarchy
- UHV1: The Northern Crusades: Control Prussia, Suvalkija, Lithuania, Livonia, Estonia, and Pomerania in 1410
- UHV2: Seven Years' War: Conquer two cities from each of Austria, Muscovy, Germany, Sweden, France and Spain between 1650 and 1763, if they are still alive
- UHV3: Enlightened Despotism: Settle a total of 15 Great People in any combination, including Great Generals, in your capital
- UU: Death's Head Hussar / Totenkopfhusar (replacing Hussar)
- UB: Public School (replacing Observatory)
- CNM: same as the CNM for Germany and Austria
- Province setup:
-- Core: Prussia
-- Potential: Pomerania, Livonia
-- Border/contested: Brandenburg, Estonia, Gotland
-- Changes: Estonia switches to foreign, Livonia, Greater Poland to border/contested, Silesia to potential, Brandenburg to historical in 1618
Scotland:
- Start Date: 960
- Leaders: Robert the Bruce (1274-1329), James IV (1473-1513)
- UP: The Power of Defiance: When one of your cities is conquered all your other cities get free defenders; lower stability hit from losing a city
- UHV1: Fortification: Have 10 Forts and 4 Castles by 1296
- UHV2: The Auld Alliance: Have 2500 Attitude points with France by 1560
- UHV3: The Celtic Union: Control Scotland, the Isles, Ireland, Wales and Bretagne in 1700
- UU: Sheltron (replacing Guisarmier)
- UB: Shieling (replacing Smokehouse)
- CNM: Scottish CNM by DC123456789 (positions are based on the English one, language is Scottish Gaelic > English)
- Province setup:
-- Core: Scotland
-- Natural: The Isles
-- Potential: Northumbria
-- Border/contested: Ireland, Wales, Mercia
-- Changes: Northumbria switches to border/contested, Mercia to foreign on the English spawn
Aragon:
- Start Date: 1164
- Leaders: James I (1208-1276), John II (1398-1479)
- UP: The Power of Confederation: Extra commerce in your capital for every province you have a city in
- UHV1: The Sicilian Vespers: Control Catalonia, Valencia, Baleares and Sicily in 1282
- UHV2: Thalassocracy: Have 12 Seaports in 1444
- UHV3: Realms of the Crown: Control Catalonia, Valencia, Aragon, Baleares, Corsica, Sardinia, Sicily, Apulia, Provence and Thessaly in 1474
- UU: Almogavar (replacing Guisarmier)
- UB: Seaport (replacing Lighthouse)
- CNM: Aragonese CNM by DC123456789 (positions are based on the Spanish (Castilian) one, language is Aragonese > Catalan > Spanish)
- Province setup:
-- Core: Aragon, Catalonia, Balears, Valencia
-- Potential: Navarre, Andalusia, La Mancha, Sardinia, Sicily, Apulia, Calabria, Malta
-- Border/contested: Castile, Provence, Corsica, Thessaly
Morocco:
- Start Date: 1040
- Leaders: Yaqub al-Mansur (1160-1199), Ismail Ibn Sharif (1645-1727)
- UP: The Power of Saharan Trade: Deserts and particularly oases have improved yield
- UHV1: The Almohads: Control Morocco, Marrakesh, Fez, Tetouan, Oran, Algiers, Ifriqiya, Tripolitania, Andalusia, and Valencia in 1227
- UHV2: The Marinids: Have 5000 culture in each of three cities in 1465
- UHV3: The Saadis: Collapse or vassalize Portugal, Spain, and Aragon by 1578
- UU: Black Guard (replacing Musketman)
- UB: Kasbah (replacing Walls)
- CNM: same as the CNM for Cordoba and Arabia
- Province setup:
-- Core: Marrakesh, Morocco, Fez
-- Historical: Tetouan
-- Potential: Oran, Algiers
-- Border/contested: Andalusia, Valencia, Ifriqiya, Tripolitania
Leaders:
- Support for leader switching with 4 leaders per civ
- Message for the player when a known civ switches leaders, with the currently used DCN of the given civ
- Leaders moved: Norse leaders to Denmark and Norway, Yaqub al-Mansur (Cordoba -> Morocco), Frederick I (Germany -> Prussia)
- New leaders for existing civs: Béla III (Hungary), Mieszko (Poland), Philip August II (France), Harun al-Rashid (Arabia)
- New leaders for existing civs: Gustav Adolph (Sweden), Margaret I (Denmark), Mstislav (Kiev), Bohdan Khmelnytsky (Kiev)
- New leaders for existing civs: Basil II (Byzantium), Michael VIII Palaiologos (Byzantium), Mohammed I ibn Nasr (Cordoba)
- New leaders for existing civs: Magnus Ladulas (Sweden), Harald Bluetooth (Denmark), Otto I (Germany), Johan de Witt (Dutch)
- New leaders for existing civs: Otto-William (Burgundy), Beatrice II (Burgundy), Fernando III (Spain), Guglielmo Embriaco (Genoa)
- Redesigned Andrea Dandolo into Andrea Gritti (Venice) - more important doge, we already have a Dandolo, and better for the timeline
- Redesigned Maria II into Maria I (Portugal) - Maria I is better for the RFCE timeline, also she is the Portuguese leader in Civ V
Setup:
- Province setup changes:
-- England: Scotland, The Isles, Ireland border/contested
-- Poland: Prussia border/contested, Livonia foreign/unstable, Pomerania potential
-- Lithuania: Prussia, Pomerania foreign/unstable. Livonia and Estonia border/contested
-- Cordoba: Tetouan border after the Moroccan spawn. Valencia historical, Aragon, Catalonia and Balears border on Aragonese spawn.
-- Spain: Aragon, Catalonia, Balears border, Navarre potential
-- Byzantium: Apulia, Calabria, Sicily, Malta border/contested on the Aragonese spawn
-- Moscow: Novgorod, Vologda potential, Karelia border/contested
- English AI gets some defenders and defensive buildings in Normandy a couple turns after their spawn
- 1 extra Settler and 1 Crossbowman for AI England
- Lowered almost all leaders' willingness to vassalize voluntarily
- Venetian AI's favourite civic is Trade Economy (they start in Merchant Republic)
- Increased Cordoban leaders' religion flavor, they will spread out Islam better
- Lowered Orthodoxy spread values for Scandinavian civs, increased them in the eastern regions (Bulgaria, Novgorod, Kiev)
- Muscovy spawn zone reduced in the north, so Novgorod gets a chance to be an early rival for Muscovy
- Lithuanian spawn zone reduced around Riga and the Prussian core territory, but enlarged on the east, so Minsk flips to them
- Updated Lithuanian, Swedish, Spanish, English, and Hungarian respawn zones
- Revised visibility map for all civs
- Revised the initial contacts between all civs
- Revised AI war initialization for all players
- Revised settler map for Byzantium, Cordoba, Venice, Burgundy, Germany, Spain, Poland, England, Portugal, Lithuania, Muscovy
- Revised war map for Germany, Spain, Poland, England, Lithuania, Muscovy, especially in territories of the new civs
- All civs start with missionaries and under a religious civic if they have a preset religion, without missionaries and under Paganism if they don't have one
-- Germany and Venice start with missionaries
-- Many civs start with one of the religious civics instead of Paganism
-- Bulgaria starts without missionaries or Orthodoxy as a State Religion
-- Novgorod starts without missionaries or Orthodoxy as a State Religion, and under the Paganism civic
-- France starts without Catholicism as a State Religion, but only because doesn't have Theology thus the needed civic, so it still has a missionary (only exception)
-- Denmark starts under the Paganism civic
- Burgundy starts with preset civics
- Cordoba starts with Literature (thus they can use the Religious Law civic on start)
- Cordoba starts with Arabic Medicine (health is important for 1st UHV, also somewhat historic and in synergy with the UP)
- Portugal starts with some siege units instead of a couple melee ones
UHV updates:
- Small diplo penalty with all leaders after a player accomplished 2 UHVs
- Enhancements in the events when you accomplish 2 of your UHV goals: maximum 3 of your rivals declare war, new event messages for the player
- Fixed UHV condition display on the Victory Screen for more complex UHVs
- Byzantine 2nd UHV also needs Thrace, Thessaloniki, Moesia, Macedonia, Serbia, Arberia, Epirus, Thessaly and Morea provinces
- Some of the UHVs are coded more efficiently
- Detailed info for UHV progress for all civs, in the Victory Screen (F8)
- Removed some redundant info from the UHV texts (details are in the victory screen)
- New UHV help for the 1st Polish UHV
- All UHV colony checks are handled on project built (instead of every turn), should make checks much faster (except for the Spanish UHV, which is only checked on a given turn)
- Trading companies don't count as colonies for the UHV anymore
- Revised Colony UHVs:
-- France: Empire of the World: Build 5 Colonies
-- Spain: The Spanish Armada: Have more Colonies than any other nation in 1588AD (while having at least 3)
-- Venice: Domination of the World Ocean: Be the first to build a modern Colony (so Vinland doesn't count)
-- England: Jewel of the Crown: Build 7 Colonies
-- Portugal: Feitorias all over the world: Build 5 Colonies
-- Dutch: The India Companies: Build 3 Colonies and complete both Trading Companies
-- Every UHV should trigger right on the completion of the last project/colony
- Changed Atlantic Access to appear earlier near Scandinavia, in 1580 - needed for the Danish UHV
- North Atlantic Access near Vinland disappears in the exact date of Norway's second UHV
- Disabled UHV checks for the AI (faster turn times)
- Updated Hungarian territory UHV check, now it's province based and totally accurate
- Kiev needs 25000 food for the 3rd UHV, but their 2nd UHV also has Moscow province
Indies and barbs:
- Added reduce city mechanics (to towns) on a given turn or event - could be useful for many UHVs
- Indy city in Svealand province: Uppsala, spawns in 800AD
- Indy city in East Anglia province: Norwich, spawns in 640AD
- Indy city in Mercia province: Nottingham, spawns in 867AD
- York (Eboracum) starts in 500AD
- Uppsala reduced to town on the Swedish spawn, Norwich and Nottingham on the English spawn
- Revised barb spawns:
-- Further separated barbs for the human and the AI
-- AI civs won't get extra barbarians on harder levels. Also somewhat less extra barbs for the human player on harder levels
-- Slightly tuned down general number of barbs for Byzantium, France, Cordoba
-- 3 new unit types: Bedouin, Turcoman Horse Archer, Steppe Horse Archer
-- More variety in the Seljuk units (4 new units, all unique to the Seljuks, most are somewhat more powerful than their regular counterparts)
-- Lowered Seljuk Lancer's (RFCE's "original" Seljuks) strength from 13 to 11, but Seljuks are still harder to counter because of the new unit types
-- Livonian Order as barbs (Sword Brethren) in the area before the Prussian spawn
-- Pre-Lithanian barbs (Baltic Heathens) for human Prussia a couple turns before the Lithuanian spawn
-- Banu Hilal and Bani Hassan barbs in Morocco and Tunesia (Bedouins)
-- Danishmend barbarians for Byzantium after the Seljuks (Turcoman Horse Archers)
-- Barbarian Kipchaks, along with the Cumans (greater Cumania == Cuman-Kipchak confederation)
-- Separated Pechenegs and Cumans some more
-- Both Pechenegs and Cumans+Kipchaks are represented with Steppe Horse Archer units
-- Revised Khazars too, more infantry units instead of light cavalry
-- Barbarian Serbs in the Balkans before the Byzantine 2nd UHV, especially for the human player
-- Barbarian Anglo Saxons spawning in Wessex and Mercia to represent the resistance to Danish rule
-- Barbarian Scottish Highlanders only spawn when Scotland is dead
-- Barbarian Vikings in the 9-10th century, in small numbers for the AI (and only if the player is not Norway), but a bigger threat to human France
-- Revised some areas of the Mongol spawn zone, for example no Keshiks directly for Novgorod
-- Less barbs in the Maghreb, in Arabia, and near Kiev
- New independent city: Londinium. Starts in 500 AD, size 2, 2 archers, catholic religion, prebuilt walls
- New independent city: Caen. Starts in 912 AD (establishment of the Duchy of Normandy), size 1, 2 crossbowman, catholic religion
- Catalonia province won't revolt against Aragon, Scotland province won't revolt against Scotland
- The city of Novgorod no longer spawn a couple turns before the Novgorodian start, no preplaced Marrakesh either
- Reduced chance of cultural flips for barbarian cities - especially important in Anatolia for the former Byzantine cities
- Reduced raze city probability for the AI, bigger reduction for the barbarians, small for the rest
Stability:
- Minor changes in the collapse mechanics - should be somewhat more common for the AI to collapse, if they lose a significant part of their territory
- City secession has much bigger chance to occur for all civs
- Losing your capital results in a much bigger stability hit (20 for Byzantium, 5 for Scotland, 10 for everyone else)
- Losing a city in your core or historical territory also means a bigger stability hit
- Revised initial stability for the different difficulty levels
- Rewrote most triggers for stability collapses and revolts:
-- In huge empires, if stability is bad, there is 80% for the city revolt mechanics to start, and only 10% for the collapse mechanics
-- In medium empires, 40% for the city revolt mechanics, 40% for the collapse mechanics
-- In small empires, 70% chance for collapse mechanics, no chance for city revolt mechanics
-- Actual chance for triggering a revolt or collapse inside those mechanics is scaling with stability
-- Note that bad stability is not the only way to trigger collapses or revolts
- Having a city in a foreign province means -5 stability, in a border/contested province -2 stability
- Small boost to Merchant Republic and Bureaucracy stability, but both can be more unstable than before with too many cities
- Imperialism civic and the French UP works without a hard cap on number of cities
- Fixed inconsistencies in the city stability calculations - way more deadly for the human player if the cities are managed poorly
- The AI has less severe stability penalties for not maintaining it's cities (populace) well enough
- Updated the stability guide. Civilopedia/Concepts/Stability Guide
- New aspect for the Venetian UP: halves instability for having too many cities in Merchant Republic
- City razing:
-- Permanent instability: 0 for very small cities, 1 for 3-5 population, 2 for 6-9, 3 for 10+
-- Temporary instability: 3
-- Norwegian UP: -1 permanent stability loss and no temporary instability for razing cities
- Reduced permanent stability loss from anarchies
- Stability always updates when entering the stability/finances (F2) screen
- Minor improvements in the stability code, fixing various python exceptions
- Fixed bug in the stability handicap levels (+2 base stability on monarch)
- Tuned down unintentionally harsh stability penalties connected to war weariness (4-7 stab difference for medium sized-empires)
- Increased culture instability in newly conquered cities (less than 20% own culture)
- Small stability boost on completed UHVs (currently +3/UHV)
- Vassalage is stable with Feudal Law, Common Law is unstable with Serfdom, Imperialism is unstable with Merchant Republic
- Increased stability bonus for "good" civic combinations, also decreased a couple penalties for using "wrong" combinations
Persecution updates:
- Loot is significantly increased when you successfully purge a religion
- -3 swing instability on successful persecution (0 for Spain)
- Unhappiness because of persecution ("We cannot forget your cruel oppression") only appears in the city on successful persecution
- Persecution counter/timer reintroduced, with a new approach:
-- Nationwide variable, goes down by 1 each turn
-- New counter for it on the main screen (Persecution, only shown if >0, right below the faith point counter)
-- +8 to the counter on successful persecution (4 for Spain), 4 on unsuccessful (2 for Spain)
-- Causes religious instability, 1 with 1-3, 2 with 4-6, 3 with 7-9, etc.
-- The timer (Persecution Instability Cooldown), and the caused instability (Persecution Instability) are also shown in the Religion Screen (F7)
- Even with the increased instability from religious prosecution, still way better to persecute than to leave untolerated religions in your cities
Crusades:
- Increased number of units leaving the civs for a crusade, but it's low on the first 10-20 turns after a civ is born
- Also, more crusader units will leave your army
- Some of the units will return from all Crusades after a couple turns, not only if Jerusalem is conquered
- No more free Templars/Teutons/Paladins/Knights for the base crusader army if the crusading civ doesn't know Chivalry yet
- No longer possible for your GG units to leave you for a crusade
- Slightly reduced number of units for Defensive Crusades
- Separated unit randomizing method for Defensive Crusades (no more all Paladin DCs), reduced chance for Paladins
- Interface message for the player about their DCs
General changes:
- Added a small initial food reserve on city foundation, currently 1/5 of the next growth threshold
- Free walls in the city if it is built on a fort
- Removed National Wonder limit
- Improvements in the Crusader city names for England, Denmark, Poland, Genoa, Venice, Portugal, Sweden, Lithuania, and the Dutch by DC123456789
- Improved the German, Austrian, Prussian city name map around Bohemia, Silesia, Austria and in east Germany
- Small improvements on the Polish, Muscovian, Portuguese city name maps in Anatolia
- Fixed/improved most Dynamic Civ Names connected to the Scandinavian civs
- Updated DCN names for France, Hungary, Bulgaria, Byzantium
- Dynamic civ names also refresh on start of a new turn, not just on specific events like new city foundation or city ownership change
- Plague icon on the main interface when plague spreads to a new city
- Removed outdated xml_light files
- Reenabled and readded some entries (ie: Keshik, Seljuks) in the civilopedia
- Cannons also buildable with iron + sulphur
- New promotion: Cargo Capacity (+1 cargo space in ships)
- Boost for Workshops and Lumbermills - were worthless before, now they are somewhat on pair with Windmills and Watermills
-- Apprenticeship civic gives +1 production for Lumbermills too
-- Steam Engine tech gives +1 production for Lumbermills too
-- Workshops have +1 base production (so now -1 food, +2 production)
-- English UP changed to +1 production and +1 commerce for Workshops (was +2 production before)
- Mercantilism civic gives +1 commerce for Villages too
- Updated Great Person lists
- Updated the RFCE Timeline
- Resource rearrengement near Prussia, Lithuania, Poland, Novgorod (mainly iron and horse)
- Sulphur for Prussia is now in Brandenburg - UU is tied to Kingdom of Prussia, not to Teutonic Order
- Made Cornwall a little less fertile on the map
- Imported more efficient constant handling (in Consts.py and XMLConsts.py) from DoC - credit to Leoreth
- Speed improvements by replacing various if-statements with elif-statements and added some break statements
- Improved coding of Krak des Chevaliers, Leaning Tower, Topkapi Palace
- Disabled autosaves during autoplay - should speed up the initial loading time of the civs
- New barb-only units: Bedouin, Turcoman Horse Archer (Danishmends and Seljuks in Anatolia), Steppe Horse Archer (Cumans, Kipchaks)
- New barb-only units: Seljuk Swordsman, Seljuk Heavy Footman, Seljuk Crossbowman, Seljuk Guisarme (all for the Seljuks in Anatolia, surprisingly)
- New merc-only units: South Slav Vlastela (Serbia, Banat, Slavonia, Bosnia, Dalmatia), Lombard Heavy Footman (Lombardy, Liguria, Tuscany, Verona)
- New merc-only units: Bohemian War Wagon (Bohemia, Moravia), Mamluk Heavy Cavalry (Egypt), Crimean Tatar Rider (Crimea)
- Updated Dutch, Swedish and Kievan Dawn of Man texts
- New DoM text for Scotland, Aragon, Morocco inspired by gilgames' suggestions
- Minor DoM updates for the Ottomans, Byzantium, France, Arabia, Cordoba, Burgundy, Germany - by DC123456789
- Minor DoM updates for Hungary, Bulgaria, Genoa, England, Portugal, Lithuania, Austria - by DC123456789
- Switched to CE instead of AD for non-christian civs
- Limited Monarchy = Constitutional Monarchy, Free Religion = Religious Tolerance
- Bigger city attack penalty for most mounted units: -25% for most light cavalry, -20% for most heavy cavalry, -10% for most unique and special mounted units
- Slightly tuned down Hungarian and Venetian tech progress (both player and AI)
- Increased various maintenance modifiers for Byzantium (especially for the AI), decreased for Burgundy (was still set to the 500AD start)
- Changed sea spawns: naval starting units can spawn inside other players' sea territory, as all naval units can enter foreign borders anyway
- Kiev moved to 882 AD (text only though, so no changes in the gameturn)
- Added an extra aspect to the Cordoban UP: excess health contributes to city growth, but only if it's not starving (idea from DoC) - perfect for the 1st UHV
- Less resistance on city conquest: multiple things affecting it, but usually around 1 turn with 1-2 population, 2 turns with 3-5, 3 with 6-9, 4 with 10-14, 5 with 15+
Art updates:
- New art for Isabella (Spain), Casimir III (Poland), Ivan IV (Muscovy), Simeon I (Bulgaria), Ivan Asen (Bulgaria)
- New art for Abu Bakr (Arabia), Abd-ar-Rahman III (Cordoba), Philip the Bold (Burgundy), Yaqub al-Mansur (Cordoba)
- Added missing button for Mieszko, Michael VIII Palaiologos, Abu Bakr, Abd-ar-Rahman III, Margaret I, James IV
- Added missing button for Philip the Bold, Guglielmo Embriaco, Alexander Nevsky, Hermann von Salza, John II
- Updated button for Bela III, Ferdinand III, Harald Hardrada, James I, Magnus Ladulas, Mstislav I, Otto I
- Updated button for Robert the Bruce, Marfa Posadnitsa, Bohdan Khmelnytsky, Philip Augustus, Beatrice II
- New unit art: Teutonic Knight, Kievan Druzhina, Danish Huskarl, Seljuk Lancer
- All new Seljuk units have wonderful and perfectly accurate art (made by Bakuel)
- New background for Robert the Bruce, Simeon, Isabella, Yaqub al-Mansur, Mohammad ibn Nasr
- New background for Margaret, Alexander Nevsky, Gustav Vasa, George III, Rurik, Otto I
- New background for Basil II, Michael VIII Palaiologos, Philip Augustus, Ismail ibn Sharif
- Optimizations in various BG files, removed some unnecessary art files
- Optimizations in the unit art files, removed some no longer used units
- More than 15 megabyte less art data from the BG and unit optimizations
- Revised all unit artstyles, rearranged the unit art file system
- Fixed art for Pressburg Castle, Dome of the Rock, Westminster Abbey, Cordoban Noria, Bulgarian Stan
- Played around with the scaling for many buildings, the size should more consistent both in the civilopedia and on the main map
- Units and buildings that require corporations now have a button instead of some text in the corresponding section in the civilopedia
- Units which are only available as mercenary/barb have a button indicating that instead of a text
- All civs have the correct coloured dot on the colonial world map in the Colony Screen
- New civic screen from History Rewritten + colored civic stability combos like DoC
- New spawn map for RFCE 1.3 by HolyHandGrenade, located in the Reference folder
Bugfixes:
- Fixed bug where all mercs got free medic3 promotion (missing change in one of the files when Pinch was reintroduced)
- Fixed bug where the Cordoban units got wrong starting promotion
- The Swedish UB (Night Watch replacement) didn't give any stability on completion
- Fixed sound inconsistencies with some of the mercenaries
- Fixed bug connected to the city secession for Byzantium
- Fixed bug with some obscure values on the Lithuanian war map
- Fixed some instances of the very old bug where autoplay gets one extra turn sometimes, thus the given civ starts a turn later
- Fixed major bug where cities with more than 9 cities couldn't collapse because of bad stability
- Fixed bug where Byzantium could never lose cities to secession/revolt in border or foreign provinces
- Fixed bug when settling cities in Potential provinces would result in a stability loss
- Fixed potential bug where your vassal might declare war on you
- Fixed bug connected to the WB respawn area functions
- Fixed bug where a civ would send more units to a crusade in their first 20 turns, than they would otherwise
- Fixed bug where some of the UUs couldn't leave for Crusade
- Fixed bug connected to the preset crusade dates
- Fixed bug when settling cities in Potential provinces would result in a stability loss
- Fixed stability bug connected to the order of some Wonders
- Fixed bug with stability calculations on city razing
- Fixed bug when razing cities with wonders connected to stability
- Fixed bug which made it possible for the Pope to collapse
- Fixed bug where the Prussian province setup didn't switch for the human player in 1618
- Fixed bug where the Aragonese starting naval units didn't always spawn
- Fixed CTD connected to the Portuguese spawn
- Fixed a couple bugs in the initial contact setup