RFCEurope 1.3

AbsintheRed

Deity
Joined
Jul 27, 2009
Messages
8,288
Location
Szeged, Hungary
I'm pushing some major changes to the SVN right now.
That will be the base for RFCE 1.3.

EDIT: Official release of 1.3: http://forums.civfanatics.com/showthread.php?t=564554


Current changelog:

Civilization changes:
- Norse civ split into Denmark and Norway
- Sweden 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, at least for now

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, Svealand, Vestfold and Mercia in 1050
- UHV2: Kalmar Union: Control Denmark, Norway, Vestfold, Skaneland, Götaland, Svealand, Norrland, Gotland, Österland, Estonia and Iceland in 1523
- UHV3: Ostindisk Kompagni: Get 3 Colonies
- UU: Huskarl (Swordsman)
- UB: Research Institute (Observatory)
- CNM: Scandinavian base CNM, with small differences

Norway:
- Start Date: 872
- Leaders: Harald Hardrada (1015-1066), Haakon IV Haakonson (1204-1263)
- UP: The Power of the Sea: All naval units can enter ocean tiles
- 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 (Axeman)
- UB: Trading Post (Lighthouse)
- CNM: Scandinavian base CNM, with small differences

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 (Musketman)
- UB: Soldattorp (Night Watch)
- CNM: Scandinavian base CNM, with small differences

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
- 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 (Maceman)
- UB: Konets (Guild Hall)
- CNM: same as the CNM for the Kievan Rus

Prussia:
- Start Date: 1224
- Leaders: Hermann von Salza (1165-1239), Frederick I (1712-1786)
- UP: The Power of Cameralism: Start with Theocracy and no stability penalties from anarchy
- UHV1: The Northern Crusades: Control Prussia, Courland, 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
- UHV3: Enlightened Despotism: Settle a total of 15 Great People in any combination, including Great Generals, in your capital
- UU: Death's Head Hussar (Hussar)
- UB: Public School (Observatory)
- CNM: same as the CNM for Germany and Austria

Scotland:
- Start Date: 960
- Leaders: Robert the Bruce (1274-1329)
- 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 in 1296
- UHV2: The Auld Alliance: Have 1000 Attitude points with France by 1560
- UHV3: The Celtic Union: Control Scotland, the Isles, Ireland, Wales and Bretagne in 1700
- UU: Sheltron (Guisarmier)
- UB: Shieling (Smokehouse)
- CNM: same as the CNM for England

Aragon:
- Start Date: 1164
- Leaders: James I (1208-1276)
- 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 (Guisarmier)
- UB: Seaport (Lighthouse)
- CNM: same as the CNM for Spain (Castile)

Morocco:
- Start Date: 1040
- Leaders: Yaqub al-Mansur (1160-1199), Ismail Ibn Sharif (1645-1727)
- UP: The Power of Saharan Trade: Deserts and particularily 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 (Musketman)
- UB: Kasbah (Walls)
- CNM: same as the CNM for Cordoba and Arabia

General changes:
- Leaders moved: Norse leaders to Denmark and Norway, Yaqub al-Mansur (Cordoba -> Morocco), Frederick I (Germany -> Prussia)
- Support for leader switching with 4 leaders per civ
- New leaders for existing civs: Bela III (Hungary), Mieszko (Poland), Philip August II (France), Harun al-Rashid (Arabia)
- New leaders for existing civs: Gustav Adolph (Sweden), Margaret I (Norse), 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), Karl VII (Germany)
- 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
- Removed outdated xml_light files
- Reenabled and readded some entries in the civilopedia
- Cannons also buildable with iron + sulphur
- Small diplo penalty with all leaders after a player accomplished 2 UHVs
- New promotion: Cargo Capacity (+1 cargo space in ships)
- Fixed/improved most Dynamic Civ Names connected to Scandinavia, Bulgaria
- Fixed UHV condition display on the Victory Screen for more complex UHVs
- Boost for Workshops and Lumbermills - were total 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

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
- Added missing button for Philip the Bold, Guglielmo Embriaco, Alexander Nevsky, Hermann von Salza

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 Swedih UB (Night Watch replacement) didn't give any stability on completion
- Fixed sound inconsistencies with some of the mercenaries


And here is the changelog for RFCE 1.2, as I didn't officially release it before:
(it's more or less the same as the SVN of the last 1.5 year, I only made some minor improvements for it's release)

Stability improvements:
- Province stability levels:
-- Core: Your core area; very stable, but huge stability penalty if someone else has a city there
-- Natural: Your historically stable area; stability bonus for cities there, but also small penalty if it's not yours
-- Potential: Your potentially stable area; becomes a Natural province when you settle or conquer a city there, but no penalties until this happens
-- Border: Outer or contested area; small initial stability penalty for expanding there
-- Foreign: Unstable area; large stability penalty and revolt risk for having cities there
-- Removed Desired province type alltogether
- Stability Overlay:
-- Color code for the provinces: Cyan for Core, Green for Natural, Yellow for Potential, Orange for Border, Red for Foreign
-- The overlay may be toggled with it's button above the minimap, or with the Ctrl+K key combination
-- It shows all province tiles color-coded on the map, including mainland water tiles (fresh and salt water lakes)
-- When the overlay is up, there is a civ choosing table above the overlay button, so you can check province stability level for all civs, not just for yourself!!
-- The overlay dynamically refreshes when a province's stability is changed for any of the civs
-- Province border functions (ctrl + hover on the map) moved to python from the dll, easier to costumize this way
-- Province borders got the same color code as they have in the stability overlay (but obviously it always shows the stability level of the civ you play with)
-- Provinces are only colored and showed inside your visible area (both in the overlay and with ctrl + hovering) intentionally, so they may show up partly
- Tweaked the existing secession mechanics:
-- Instead of total collapses, there is way more chance for a single city to declare independence
-- Only one city can revolt in a turn, if it happens, there is no chance for collapse for the given civ
-- May happen even with -1 stability, the chance for it starts very low, but exponentially increasing with lower stability
-- Chance that one of your cities will declare independence is around 2% with -1 stability, around 25% with -6 stability, around 80% with -12 stability
-- If a city does declare it's independence, one of your cities will be randomly chosen (any city can be chosen if it's not close to your capital)
-- Cities in Natural or Core provinces may only be chosen if happiness or health is too low, or with some specific anger modifiers (religion, no military presence, etc)
-- Cities in Border provinces have 4x chance, cities in Foreign provinces have 9x chance to be chosen, than your cities in more stable areas
- Increased stability penalty for having cities in Foreign provinces
- Revised all civs' initial province stabilty levels, and all the dynamic province stability level changes. Some highlights:
-- Expanded and/or increased almost all civs' province stability to some extent, especially for Byzantium, the Ottomans and Kiev
-- Byzantium keeps many of their previously important provinces as Border provinces (including southern Italy and the African coastline), for the human player
-- Both the Mediterranean and the Atlantic Islands (Azores, Madeira, Canaries, Balears, Corsica, Sardinia, Sicily, Malta, Crete, Rhodes, Cyprus) are better for many civs
-- A couple more dynamic stability level changes, especially around the new provinces, in Central Europe and the Balkans, and for Byzantium
-- France and Burgundy almost totally complete each other with their potential provinces

General changes:
- Spawn of Arabia moved back one turn (632AD), Ottoman spawn one turn earlier (1356AD)
- Venetian and Genoan spawn moved one turn later (it's better for their historical spawn dates of 810AD and 1016AD)
- Fixed starting date for Spain - 910AD, Germany - 856AD (though both start in the same turn as before)
- Interface message when a resource appears/disappears within your cultural borders
- Interface message when wonders are destroyed/captured by you, by a known civilization, or from a known civilization
- Interface message for the preset religion spreads (same way as it is when religions spread "normally")
- Judaism got an additional random spread mechanics, with bigger chance for spreading in central european cities
- Dead civs won't show up on the scoreboard anymore
- Autoraze changes: if the city has 1 population, 60% chance to autoraze if culture is less than 10, 30% chance to autoraze if culture is at least 10 but less than 50
- All naval units can cross cultural borders during peace (without open borders), except work boats (to avoid exploration with work boats)
- Diagonal water tiles are passable for all naval units. The most important straits are represented this way on the map
- Removed 3Miro's AI regions, seriously hurt AI civs on the border of 2 regions, also every AI civ's units with somewhat automated functions (barbs, workers, missionaries, GPs, etc.)
- Ottomans spawn in Gallipoli (Dardanelles), so they have a connection between Europe/Anatolia. No second spawn stack needed, and Adrianople/Edirne doesn't flip to them
- Edirne becomes the Ottoman Capital if they conquer it before Constantinople, Constantinople becomes the Ottoman Capital whenever they conquer it (without stability hit)
- The Wattasid revolt moved to Fez province, so now Tanja in the Tetouan province (city on the African part of Gibraltar, with AA) is relatively safe
- Added compatibility for the Latin-1 set for provinces, so we can have all Latin-1 characters in the province names
- Minimal wait between revolutions is increased to 10 turns - both for civic and religion changes
- Culture modifiers per province type: all civs get 1/3 culture in unstable, 2x in solid, and 3x in core provinces
- Introduction of a new, generic city name map, which will be the base for all the other ones
- Adjusted visibility map for Poland, Hungary, England, Germany, Burgundy, Genoa and Spain
- Lowered the happiness modifiers (base happiness in your cities) for all difficulty levels: 4 for Viceroy, 3 for Monarch, 2 for Emperor
- Various small tweaks in many balance aspects of the different difficulty levels (mostly for Viceroy and Emperor). Research, inflation, AI costs, etc.
- Greatly reduced the barbarian number difference between Monarch and Emperor, and between Monarch and Viceroy
- Switched bonus of Westminster Abbey (now enables all Religion Civics) and Golden Bull (now enables all Labor Civics)
- Restored Pinch promotion

Map and province changes:
- Huge changes in the SE region: Egypt, Levant and Anatolia totally revised
- Smaller changes in the northern coast of the Black Sea, and in the south Balkans
- Revised rivers in Hungary (Danube, Drava, Szava, Koros) and south Poland (added river San), small terrain changes in the borders of the Carpathian-basin
- Removed the "lakes" (scattered coastline) from Dalmatia, it was strange with the new strait mechanics. Lake Scutari remains on the coast though
- Damascus is finally moved to a geographically more correct place (3S), obviously the Arabian spawn moved here
- The new map resulted in moving Jerusalem (1SW) and Constantinople (1S) too, along with almost all the preplaced Byzantine cities
- Changes in the preplaced Byzantine cities: Amastris instead of Nicaea (too close to Constantinople), Edessa instead of Aleppo (too close to Antioch)
- The most important remaining Byzantine cities (not preplaced in 500AD) are represented by towns: Nicomedia, Nicaea, Ephesus, Abydos, Ancyra, Attaleia, Aleppo, Trapezus
- New indy city Ras instead of Belgrad, spawns in 768 with the Serbian Principality (Rascia). Rhodes spawns as indy in 600 AD (Nomos Rhodion Nautikos)
- Egyptian city sites revised as well - realistic place for Alexandria, Cairo and Damietta, with better terrain and resource placement
- Balancing early food production near Constantinople, Alexandria and the Cordoban starting area - to be possible to make Cordoba the largest city for their 1st UHV
- Now that culture is passable on the sea, Orkney is back on the map
- Added the Dardanelles strait to the map, so the Ottoman spawn doesn't have to be separated into an Anatolian and European part
- Added the Oresund strait to the map - connecting Denmark and Norway will seriously strengthen the Norse AI
- New indy cities: Seville (spawns in 500AD as Hispalis, flips to Cordoba), Fez (780 AD), Beloozero (800 AD), Tanais (1392 AD, Timurid conquest)
- New indy cities: Graz (spawns in 1110AD, flips to Austria), Kalmar (spawns in 1050AD, flips to Sweden), Vologda is removed for now
- Added salt lakes (mesosaline and hypersaline) to the mod: Dead Sea near Jerusalem, Lake Tuz in Anatolia - same yield as coast
- Red Sea (the visible parts in RFCE) and Sea of Marmara are now coastal ocean tiles, instead of being fresh water lakes due to their small size
- The eastern part of the Black Sea got a line of coast tiles, the actual coast is only 1-2 tiles away anyway, and this way early ships can pass there too
- New provinces: Banat (representing the southern Banates of medieval Hungary), Holstein (buffer province between Denmark and Germany, also helps in the French first UHV)
- New provinces: Prussia (for the Teutonic Order/Prussia civ), Liguria (better to have a separate province because of the French UHV)
- Lots of small province adjustments: primarly near the new provinces, in the Austrian territories, in Scandinavia, and in the Polish-Lithuanian-Kievan territories
- Province Croatia merged into Slavonia, province adjustment in the area - the Dalmatian coast will be better shaped (culturally between Venice and Hungary or Austria)
- Both Alba Iulia / Gyulafehervar and Lubeck spawns 1 tile north, to follow the province changes
- Small resource rearrangement in Greece/Southern Balkans, and in the Levant/Arabia

XML and text updates:
- Cities built outside the corresponding CityNameMap will get a civ specific name (no Persian names for Bulgaria for example)
- Portuguese translations by Spirictum
- Rome renamed to Papal States
- Spelling mistake fix: Austria is called Ostmark instead of Östmark when vassal of Germany
- RFCE specific help texts for the handicap levels
- Translations for the Scottish and Magyar/Hungarian unit sounds
- Province Oppland renamed to Jämtland, Charsiakon corrected to Charsianon, Gotaland to Götaland, Osterland to Österland
- Improvements in the crusade texts
- German text fixes by Simplicissimus
- New city name map for England and Muscovy by iOnlySignIn
- German/Austrian city name map updates by 2phunkey4u and DC123456789
- Portuguese city name map accents by Spirictum
- Updates in some crusading civs' city name maps in the Levant/Egypt/Anatolia
- Changed the order of the Polish, Burgundian, Kievan and Hungarian UHVs
- Minor fixes in the Dawn of Civilization texts
- Civ-specific and UHV updates in the reference texts
- Texts connected to Province stability also got the new province color-code
- Changed the Genoan trade UHV text to be more clear
- Byzantine, Arabian/Cordoban, Ottoman, French/Burgundian, Venetian, Norse, Hungarian, Spanish city name maps updated by DC123456789
- Minor updates to the Dutch, Hungarian and Bulgarian city name maps
- Renamed preset Byzantine cities to their Greek names (Konstantinoupolis, Alexandreia, Hierosolyma, Antiocheia, Tyros, Thessaloniki, Ikonion, etc.)
- French entries for Harald Hardrada, Maximilian, Abu Bakr, Yaqub al-Mansur, Muscovy

Art and sound updates:
- Added theme files for the mod
- New HUD button for the corporation/company screen
- Austria has german unit sounds instead of the HRE ones
- Lithuania has polish unit sounds instead of russian (until we manage to get proper lithuanian sounds)
- New Scottish voice set by Annomander
- Irish Brigade got Celtic sounds, Highlander and Highlander Infantry got Scottish sounds
- New art for Westminster Abbey and Krak des Chevaliers by hrochland
- Added a second art type for Dense Forests
- New LH art for Istvan, Yaroslav

Balance:
- Moved spawn area of Germanic Barbarians west, now some of them will actually attack France instead of wandering in Germany
- Minor tweaks to the French and Cordoban barb spawns, further separating it for the human and the AI player, less barbs for AI Arabia
- Lowered barbarian activity in the North African area (now that barbs can attack targets farther away it could be overpowered on the African coastline)
- Slightly lowered the base duration of the occupation resistance
- Removed free wins against barbarians - this means some of the early barbs might have to be rebalanced
- Increased the maximum XP you can get from barbarians (not from a single battle, the total XP) - was 10, now there is no cap
- Lowered preset diplomacy modifiers, overkill to have 10+ relations there
- Now that free wins are removed, early barbs for Byzantium are somewhat reduced for the human player
- Plague of Constantinople will hit Byzantium earlier than before (late 6th century), thus it won't hit on the very same turns as the Arab spawn
- The French got some additional starting units (1 settler, 1 archer and 2 axemen)
- Burdigala and Tolosa (Bordeaux and Toulouse) start with less archers
- All naval units got one extra move (3: Work Boat; 5: Galley, War Galley, Cog, Hansa, Gun Galley, Galleas; 7: Holk, Carrack, Caravel; 9: Galleon; 11: Frigate, Privateer, Corsair)
- Unit balance changes: Knights of St. John (+15% city attack, free march and medic_1 promotion), Paladin (no first strike, -15% vs heavy cavalry, +15% vs light cavalry),
-- Berber Cavalry and Ghazi (no city attack penalty), Boyar (no first strike, but has defensive bonuses), Musketeer (-1 first strike, +10% city attack, -5% city defence),
-- Templar Kinght (+1 first strike), Janissary (-2 first strike, +50% vs heavy cavalry, free march and cover promotion), Black Guard (can twarth spies, +25% city attack),
-- Corsair (+20% withdrawal chance), Highlander (free guerilla_1 promotion), Welsh Longbow (+25% vs archer), Huscarl (+5% withdrawal chance, free combat_1 promotion),
-- Condottiero (free tactics promotion), Varangian Guard (+25% city attack, -25% city defence, free amphibious promotion), Almogavar (free march and amphibious promotion),
-- Tagmata (free drill_1 promotion), Don Cossack (+10% withdrawal chance, +20% vs gunpowder, -10% vs heavy cavalry, -25% vs light cavalry, free combat_1 promotion),
-- Doppelsoldner (+25% city attack, +1 combat strength), Irish Brigade (+10% withdrawal chance), Stradiot (changed to be a light cavalry unit type, -1 combat strength),
-- Naffatun (+1 combat strength, -25% city defence), Nubian Longbow (-1 first strike chance, free drill_1 and drill_2 promotion), Zanji (+1 move, ignores terrain cost),
-- Zaporozhian Cossack (+1 combat strength, +1 move)
- Building balance changes: Moscow Kremlin (+1 happiness), Spanish Citadel (+10% trade route yield, -2XP for siege units), Cordoban Noira (+1 health, -1 production),
-- Ottoman Hammam (available with Arabic Knowledge), Norse Trading Post (+1 merchant slot), Venetian Arsenal (available with Optics, -25% naval unit build rate),
-- Austrian Opera House (+1 great artist point), Burgundian Winery (-3 culture, +10% culture, +5% commerce, +1 merchant slot), German Rathaus (-10% city maintenace cost),
-- Lithuanian Voivodija (-1 XP for land units), French Chateau (obsolete with Public Works), Jewish Quarter (-10% commerce, -50 production cost),
-- La Mezquita (-100 production cost, +1 free specialist, -1 gold from state religion buildings), Magellan's Voyage (-1 trade routes from coastal cities, +2 xp for naval units),
-- St. Basil's Cathedral (available with Chemistry, -10% GP modifier, -1 free specialist, +1 spy slot, +2 espionage points from state religion buildings), St. Sophia (-1 priest slot),
-- Cluny Abbey (+1 free priest), Palais des Papes (+2 happiness), San Marco Basilica (+2 trade routes, -30% trade route yield, -1 free merchant), Alhambra (cost increased by 50),
-- St. Peter's Basilica (no unhappiness in the city), Torre de Belem (-2 gold for water tiles, -1 free merchant)
- The German first and third UHV requires Holstein too, the Ottoman first UHV requires Banat, and the Hungarian anti-Ottoman UHV requires Banat and Slavonia
- Holstein and Prussia also count in the Swedish third UHV, Prussia also counts in the Polish first UHV
- Minor changes in the defensive crusades, also updated them with the new provinces
- Changes in the Ottoman core and solid areas (only western Anatolia and Thrace are their core), thus making their early collapse less likely
- Minor nerfs to the Byzantine, French, Burgundian and Venetian production modifiers
- Various minor changes in the tech modifiers for Cordoba, England, Venice, Poland, Burgundy
- Revised all civs' settler and war maps, significant improvements in AI city placement
- Bonus modifier for military units from the Triumphal Arch is reduced to 20% (until we find a better bonus)
- Cordoba and Arabia are less likely to build christian wonders
- Updates in the crusading units, bigger chance for more unique units in both "normal" and defensive crusades
- Caravels start with free Sentry promotion, while Privateers also have military maintenance cost
- Flanders and Netherlands provinces change to Border/Contested for Austria and Spain upon the Austrian spawn (Habsburgs), changes to Foreign after the Dutch spawn
- Spain starts with Blast Furnace instead of Aristocracy. Better for early offense, so for starting the Reconquista
- Bulgaria starts with an Orthodox Missionary, and an additional Archer
- Somewhat reduced barb pressure for Arabia (both Beduins and Seljuks)
- Minor changes in the barbarian spawns for Bulgaria, Kiev and France (reducing barb pressure in the first few turns)
- Moved back the spawn interval of the second Mongol invasion (Timurids), so it won't happen right at the Ottoman spawn

Bugfixes:
- A couple fixes how the mercenary screen is called from the main screen mercenary manager button
- Fixed sound issues for Venice and Genoa
- Fixed bug where Judaism didn't spread to a second city in Poland
- Fixed stability calculating issue when some of the stability giving wonders were razed
- Fixed viewing issues with the GlobeView layers - now everything shows up without any problems
- Revised the hidden attitude modcomp, now every part of it should work (show up) correctly
- Fixed issue where AI built large number of settlers but didn't use them, also improvements in the settler move code
- Fixed critical bug, which caused most early autorun CTDs! - thanks to edead
- Fixed issue where all islands had the same area ID (which caused serious problems for the AI when to use naval/land movement)
- Fixed some mistakes with handling the PsychoAI, also reduced the connected bonus which was way too powerful
- Fixed mistake where you couldn't build protestant missionaries without Seminaries under the Religious Law civic
- Fixed issue where some of the python scripts couldn't handle Latin-1 characters
- Fixed "display bug" with the initial Byzantine stability
- Fixed serious bug in the secession mechanics (lose a single city if stability is too low), which basically prevented it from happening
- Fixed bug in secession provinces, where outer (ok) provinces had very low chance, while some of the historical (stable) provinces had decent chance
- Fixed bug where Hanseatic Executives couldn't pass straits, or enter into foreign territory without open borders
- Fixed victory screen for Burgundy and Poland, improved the way their victory conditions show up
- Fixed bug with automatic capital changes for the Ottomans (only changes to Edirne if you don't have Istanbul)
 
Have fun, and report back pls!
Cheers: Absinthe

Ohh, and happy Easter! :)
 
i played rfce++ recently, and 1. uhv need more time there, i'll see how it is here, but i doubt that u can produce unit in the first 100 years. Prussia isnt supported by me, rather tunesians with morocco seemed a good choise to me in ++.

Happy eastern, and happy testing :D
 
Great work, im enjoying the new campaign now... i will try to vassalize prussia as Byzantium on Emperor, let´s see if i can do it
 
so happy to see this happening and can't wait to play my favorite new civs! thanks so much for putting in this work!

edit: about the Danish UHV though, didn't Cnut the Great control all of England, not just Mercia?
 
FYI, I'm planning to rewrite some parts of the merc system. I want more generic mercs and less determinism which unit it is. (The merc will be chosen from a pool of unit types)

I do have some exams however, so I won't be able to start until next week. (Monday is my last exam)
 
FYI, I'm planning to rewrite some parts of the merc system. I want more generic mercs and less determinism which unit it is. (The merc will be chosen from a pool of unit types)

Revising the merc system is one of the main points of my todo list
There are quite a few things there which I would like to solve differently
 
RFCE++ civs! Excellent. That's a massive commit though. :eek2:

Guess I'll have to play again soon. :p

Yep, took a lot of time, but I'm statisfied with it's current state, will be a good base for the official release :)

Great work, im enjoying the new campaign now... i will try to vassalize prussia as Byzantium on Emperor, let´s see if i can do it

i played rfce++ recently, and 1. uhv need more time there, i'll see how it is here, but i doubt that u can produce unit in the first 100 years. Prussia isnt supported by me, rather tunesians with morocco seemed a good choise to me in ++.

Happy eastern, and happy testing :D

Thanks, hope you will enjoy your playtests :)

so happy to see this happening and can't wait to play my favorite new civs! thanks so much for putting in this work!

edit: about the Danish UHV though, didn't Cnut the Great control all of England, not just Mercia?

Thank you for the kind words!
I was also very happy when saw your recent return to RFCCW a couple weeks ago :)

@all: UHVs, province setups, settler/war maps are all up for fine-tuning for the 1.3 release, for all the new civs
 
For the Scottish CNM, are you planning to base it on Scottish Gaelic or English? If you're using English I think it would be interesting to use Lowland Scots where possible.
 
Absint, please consider change the UHV for byzantium, the 3rd one in special as we have suggested in the other thread, so many great ideas like "have more orthodox than catholic at x year" or "conquer the mediterraneam"
 
I am a little bewildered as why Crimea (see my sig) did not score enough votes to be included! They even burned down Moscow!
 
Loading Dutch produced CTD :dunno:
 
Loading Dutch produced CTD :dunno:

I ran quite a few test runs on 2 different computers
Maybe it was a MAF?

EDIT: might be the same as the rare bug in savegames I just checked
But as I said, I never had any CTD in the autoplays, and I ran 100+ starts. Most were earlier in the timeline though
 
i accept all you do, but also that poll pretty old :D

Maybe, but it still reflects the community's thoughts on new civs. And also mine ;)

I am a little bewildered as why Crimea (see my sig) did not score enough votes to be included! They even burned down Moscow!

If I ever decide to add new civs, Crimea will be among them
But the recent addons already significantly slowed the game, so I'm not sure at all
 
For the Scottish CNM, are you planning to base it on Scottish Gaelic or English? If you're using English I think it would be interesting to use Lowland Scots where possible.

I can accept both, whichever you guys prefer
Would you like to revise their City Name Map?
 
While Scottish Gaelic would certainly be interesting, Scots was dominant in the power centres of the south, and became dominant about halfway through through the time period (of Scotland's existence); honestly, I'm not entirely sure which one was dominant overall. I'd be happy to do it either way.
 
Top Bottom