3Miro
Deity
Hi Everyone,
after months delay and lots of work, we finally have Beta 13. The balance is still somewhat broken, but overall the AI should behave close enough to real history. The AI is also much much better now.
https://sourceforge.net/projects/rfceurope/
The big changes are the improved AI and the new Merc scheme. Mercs should be common and useful now. We also have more changes than in any other release yet.
Here is the mostly complete changelog:
Major Changes:
- New Mercenary scheme:
- You cannot contract your units out (basicaly sell) as mercenaries anymore, mercs are only there to hire them
- Mercs are tied to provinces, thus we can have region specific mercs. Also they appear in the given province when hired
- Mercenaries are also tied to specific intervals on the timeline
- Added a bunch of generic mercs, they can be updated with specific names later on
- Added the following unique mercenaries: Condottiero, Swiss Pikeman, Almogavar, Black Guard, Varangian Guard, Huscarl, Hackapell, Reiter, Zaporozhian Cossack, Don Cossack (more to come in later versions)
- Readded Tagmata, Corsair, Welsh Longbowman, Highlander as unique mercenaries (some of these also availeable as barbs)
- Update to Merc Mechanics: Mercs are only available at one province at a time
- Mercs can also randomly leave the pool
- You can only hire a merc in a province where you have at least one city with 10 culture points (culture level more than poor)
- The player gets a message when new Mercs become available
- If a player doesn't have enough gold to support the currently hired mercs, then some of the mercs will desert
- Revised crusade mechanics:
- Some of the crusader units will leave after capturing Jerusalem
- Templars and Teutonic Knights never return, and they can be hired as mercenaries in the region, especially around Jerusalem
- Added Jerusalem Minor Nation so that it will revolt against the Crusaders and make it hard to keep Jerusalem
- Syria also got minor nation status, so Damascus won't be a so tempting target. The goal is to make Jerusalem the most important city in the region for the player too
- Jerusalem is on a relic bonus (so the contoller of the city gets a relic resource)
- Golden Age now allows for Anarchy-free change of Civics and Religion (like in regular BtS)
- Interface:
- New screen to display which colonies have been built.
- The Main Screen shows the percent penalty for researching techs early or late
- New starting theme (intro screen with Bayeaux Tapestry)
Note: since the Bayeaux Tapestry doesn't work properly yet, we replaced it with a statis image of The Siege of Acre, at least for now
- Adjusted Dawn of Man screen
General changes and UHV updates:
- Madeira added to first Portuguese UHV
- Viking UHV requires 50 Viking Points
- No animals anymore (they are completely removed from the mod)
- Great Generals no longer leave for the Crusades
- Techs can be traded 10 turns after they have been researched regardless of the timeline
- New UP for Turkey, they get free Units for foreign religion in their cities
- Cannot declare war on newly spawned players for X turns (X can be set in RFCEBalance.py). Currently 5 turns
- Readded National Epic and Temple Mount as separate wonders (as a National Wonder and the Jewish Shrine)
- Updated the UHVs affected by the province changes (Lithuania, Moscow, Kiev, Sweden)
- Added missing provinces for a few UHVs (some of the above ones + Austria and Poland)
- Swedish 3rd UHV needs 15 cities
- Lithuanian 1st UHV requires 2000 culture
- Added a couple new "barbarian" spawns from Morholt: Swedish Crusades, Chudes, Nogais, Kalmyks
- Expanded Swedish and Portuguese spawn areas, so they flip Abo and Porto respectively
- Added Show Hidden Attitudes Modcomp
- Minor nations in Tetuoan (Wattasids), and Oran (Ziyyanids) from RFCE++
- The Leaning Tower provides a random Great Person, National Epic has it's former bonus (+100% GP birth rate)
Map and province changes:
- Updated Polish and Lithuanian SettlerMaps
- Moved the Polish spawn location one tile north to match the new terrain
- Isle of Man province expanded with the northern British islands (Hebrides, Orkney). New province name: The Isles
- Updated the Balkan parts of the Byzantian, Bulgarian and Ottoman CityNameMap
- Moved starting positions/capitals to realistic location: Hungary 1W, Lithuania 1E, Kiev 3N 3W, Portugal 1N
- Now the Lithuanian capital is correctly Vilnius, Hungarian is correctly Buda
- Also moved a couple indy cities to realistic location: Riga 2E, Minsk 3E 2N, Smolensk 2N 1W, Valencia 1S
- Rearranged resources to better cover these new city spots
- Revised most of the NE provinces. Still not perfect, but much better
- Renamed Finland to Österland, and White Rus to Minsk
- Balancing near the SE part of the map (both resources and a few plot types), and smaller changes in the North African area
- Added a couple more Wetlands/Marshes, mostly in the Russian area
- Added a few gems to North Africa and NE Russia (as all of them were replaced by amber). They represent the gems in the Atlas mountains and Siberia, and they are hard to get
- Added Reykjavik with Berserkers and Valletta with Hospitaller Knights as late indy cities, if they are not settled (from Morholt)
- Tripoli moved 2N 2W, added Tarabulus as it's respawn
- Added Nidaros, Abo and Porto as indy cities
- Adjusted territory and resources in these areas, especially in Portugal. Slightly expanded province Lusitania to follow these changes
- New/updated CityNameMap for Genoa, Turkey, Venice, France/Burgundy Hungary, Austria, Germany, Kiev, Spain, Portugal, Cordoba, Arabia, Turkey, Byzantium, smaller fixes in the English, Dutch and Bulgarian ones
XML/text updates:
- Renamed "Temple Mount" to "Kazimierz" (To represent the Jewish Quarter of Krakow)
- XML cleanup and renaming various text fixes, also added some links
- Added a couple hints, revised all the older ones (including everything from vanilla Civ IV/Warlords/BtS)
- Papal States will ALWAYS be named Papal States
- Fixed xml mistakes and typos in the texts of Matthias and Philip the Bold, updated Simeon and Elisabeth
- Olives don't require Calendar to be harvested (no change gameplaywise, because you will already have calendar when they spawn)
- Diplotext fixes, also added a few generic first contacts
- Civ specific Dawn of Man screen. Most civs still have the generic text until we update them
- A few more hints - to keep up with the latest changes
- Road to Masjid al-Haram renamed to Umayyad Mosque (Great Mosque of Damascus)
- Added DoM text to most of the civs
- Removed unused animal sound entries
- Renamed Marsh to Wetland, Mud to Marsh
- Huge XML organization and uniformization
- New civilopedia text for Abu Yusuf Yaqub (changing him to Abu Yusuf Yaqub al-Mansur), and various small fixes in most leaders' texts.
- Revised parts of the changelog file, while adding and/or organizing all the older changes too
- Added all missing UHV names (a couple Sweden, Genoan and Lithuanian)
Python/C++ updates and AI tweaks:
- Europe is now divided into regions (XMLConsts and RFCEurope into C++), this will affect "continent" wonders and it has big effect on the AI
- Cleaned some old Rhye code from the Victory and RFCEvent modules
- Removed some debug messages generated by Plagues
- Some balance tweaks for the new AI behavior (spliting Europe into areas made a significant impact on the AI)
- The AI now considers WarMaps when picking a city to attack (before WarMaps were only used for scripted wars)
- SettlerMaps no longer used in the city attack algorithm
- Reworked the targeting algorithm for attacking indy and barb cities outside the WarMap, we should see much less of that
Art/Sound updates:
- Added Dromon sounds (Ethnic Byzantine War Galley)
- New diplo music for Simeon and Ivan Asen II
- New in-game song Bogorodice Devo (Serbian Orthodox Chant)
- New art for Catherine (by Melcher Kürzer)
- All leaders' diplomusic is set to loop
- German and Austrian units have Holy Roman order/select sounds (vanilla German sounds were too modern)
- Italian order/select sounds for Venice and Genoa (instead of Roman)
- Better wondermovie for the Leaning Tower, new wondermovie for San Marco Basilica
- Merc names and Barbarian names appear in the format: Horse Archer (Khazars)
- GRAPHICS LIGHT VERSION: in folders RFCEurope\Assets\XML\Civilzations and RFCEurope\Assets\XML\Art, there are two files that end with .xml_light
if those two files repalce the corresponding .xml files, then the game will use only BtS leaderhead graphics and the mod will be much lighter
Balance:
- Prebuild Feitoria in Portugese cities (only after the discovery of Astronomy)
- Pope doesn't favor to build the Notre Dame anymore
- The Pope is far more likely to favor the Catholic owner of Jerusalem, when deciding to build Churches/Monasteries
- Genoa and Venezia prefers to build the Lanterna wonder, Poland more likely builds Kazimierz
- Slightly improved Polish-Lithuanian and Polish-Hungarian relations
- Added defenders for the Seljuks (Arbalest and Guisarme)
- Removed ability of the Templar Knight to move through enemy territory
- All gunpowder units (except arquebuseirs) and gunpowderbased siege units (bombards and more advanced ones) ignore building defenses
- Austrian Kuirassier doesn't ignore building defences
- Added more Balkan provinces to the Hungarian Crusader map so they can call Defensive Crusades against the Ottomans
- Crossbows don't upgrade to Longbows and Longbows are about 10% more expensive (this should nerf the powerful Longbowman)
- Normal light cavalry units have 25% city attack penalty, while light cavalry based UUs (Berber Cavalry, Ghazi and Huszar) have 10% city attack penalty
- None of the light cavalry type units can adopt the drill promotion line
- Siege and naval units cannot have march and medic promotions
- Papal State has more appropriate starting units (still get advanced units, but not by that much)
- Temple Mount (Jewish Shrine) is pre-built in Jerusalem
- Leonardo's Workship now adds Great Engineer points instead of Great Artist
- Increased/balanced a couple improvement build times
- Slightly balanced a couple terrains and features bonuses (unhealth, movement, defense)
- Marshes (Wetlands) can be improved after the removal of Mud (Marsh)
- Balancing desert tiles: Oasis got a +1 food boost, but no more forest, sheep or horse on desert
- Increased Wall cost to 100, Pagan Shrine cost reduced to 30
- Balanced most barbs (both number and area). IE: reduced barbs near Cordoba, increased pirate and horse archer activity, moved mongol spawn areas (no more Keshiks around Jerusalem)
- Reduced upgrade time of towns: cottage-hamlet 10 turns, hamlet-village 15 turns, village-town 25 turns
- Removed second settler and a few initial units from the Portugal spawn (as Porto flips to them)
- upkeep for Militarism and Imperialism is now Medium and High respectively
- new Spanish UHV, the Colony UHV is moved to 1588AD and UHV 3 is now changed to require Catholics to get more land and more Population than any other Religion by 1648AD
- adjusted the Mongols so that they will hit Hungary more often and also added another invasion spot near Bulgaria
- increaded the power of Venice AI (in the special modifiers)
- Venice (city) gets a pre-build City Walls since the rivers don't provide enough defense
- Ragusa was keeping Venice down, now Venice AI is constantly at war with Ragusa and the plot of Ragusa was changed to flat-land (no defensive bonus)
- adjusted many parameters in RFCEBalance due to the new map division and better AI
Bugfixes:
- Genoa UHV no longer fails if all 7 corporations are founded before you get the 8 Banks
- Germany no longer wins thier UHV if they found Printing Press, but are not Catholic (you need to really found Protestantism)
- Calais now spawns properly in 800AD
- Cordoba and Sweden no longer get strange promotions on inappropriate units (i.e. no more ships with Formation)
- Fixed a small bug in TeamAI.cpp thanks to Morholt
- Removed BtS interface hints which were inaccurate for RFCE (multiplayer, spaceship, etc)
- Horse Archers do Flanking damage now (as it was intended)
- Fixed a strange crash when Crusaders don't find a proper spot to appear when a Crusade victim collapsed
- Fixed a bug about old stability code when switching civilizations
- Grenadiers are now correctly Gunpowder units (as opposed to Heavy Infantry)
- Hacked another ugly bug with the path-finding algorithm, the settler sometimes doesn't find a road to the target and then goes in an infinite loop
- Hopefully we finally managed to fix the huge do-nothing stacks bug
- Fixed a mongol spawn bug in Barbs.py (only appeared on Viceroy)
- fixed a bug associated with the return of the crusades, the game crashes if the unit conquering Jerusalem has to return, now Crusaders return on the next turn after the fall of Jerusalem
Beta 12 and earlier threads should be abandoned now. We only consider feedback for Beta 13 (and newer svn of course). Most of the discussion should be here.
To note some known problems:
- the Balkans balance is iffy, either Bulgari or Byzantium get very powerful and while the Ottomans do deal easily with powerful Byzantium, Bulgaria seems more of a problem
- Venice AI is about 50/50 of too weak or too strong
- Austria is overall too weak
Those I will definitely work on. Let me know of more problems.
Enjoy.
PS: To Morholt: this will take you a while to incorporate within your mod. Let me know if you have any big issues, you can PM me at any time.
after months delay and lots of work, we finally have Beta 13. The balance is still somewhat broken, but overall the AI should behave close enough to real history. The AI is also much much better now.
https://sourceforge.net/projects/rfceurope/
The big changes are the improved AI and the new Merc scheme. Mercs should be common and useful now. We also have more changes than in any other release yet.
Here is the mostly complete changelog:
Spoiler :
Major Changes:
- New Mercenary scheme:
- You cannot contract your units out (basicaly sell) as mercenaries anymore, mercs are only there to hire them
- Mercs are tied to provinces, thus we can have region specific mercs. Also they appear in the given province when hired
- Mercenaries are also tied to specific intervals on the timeline
- Added a bunch of generic mercs, they can be updated with specific names later on
- Added the following unique mercenaries: Condottiero, Swiss Pikeman, Almogavar, Black Guard, Varangian Guard, Huscarl, Hackapell, Reiter, Zaporozhian Cossack, Don Cossack (more to come in later versions)
- Readded Tagmata, Corsair, Welsh Longbowman, Highlander as unique mercenaries (some of these also availeable as barbs)
- Update to Merc Mechanics: Mercs are only available at one province at a time
- Mercs can also randomly leave the pool
- You can only hire a merc in a province where you have at least one city with 10 culture points (culture level more than poor)
- The player gets a message when new Mercs become available
- If a player doesn't have enough gold to support the currently hired mercs, then some of the mercs will desert
- Revised crusade mechanics:
- Some of the crusader units will leave after capturing Jerusalem
- Templars and Teutonic Knights never return, and they can be hired as mercenaries in the region, especially around Jerusalem
- Added Jerusalem Minor Nation so that it will revolt against the Crusaders and make it hard to keep Jerusalem
- Syria also got minor nation status, so Damascus won't be a so tempting target. The goal is to make Jerusalem the most important city in the region for the player too
- Jerusalem is on a relic bonus (so the contoller of the city gets a relic resource)
- Golden Age now allows for Anarchy-free change of Civics and Religion (like in regular BtS)
- Interface:
- New screen to display which colonies have been built.
- The Main Screen shows the percent penalty for researching techs early or late
- New starting theme (intro screen with Bayeaux Tapestry)
Note: since the Bayeaux Tapestry doesn't work properly yet, we replaced it with a statis image of The Siege of Acre, at least for now
- Adjusted Dawn of Man screen
General changes and UHV updates:
- Madeira added to first Portuguese UHV
- Viking UHV requires 50 Viking Points
- No animals anymore (they are completely removed from the mod)
- Great Generals no longer leave for the Crusades
- Techs can be traded 10 turns after they have been researched regardless of the timeline
- New UP for Turkey, they get free Units for foreign religion in their cities
- Cannot declare war on newly spawned players for X turns (X can be set in RFCEBalance.py). Currently 5 turns
- Readded National Epic and Temple Mount as separate wonders (as a National Wonder and the Jewish Shrine)
- Updated the UHVs affected by the province changes (Lithuania, Moscow, Kiev, Sweden)
- Added missing provinces for a few UHVs (some of the above ones + Austria and Poland)
- Swedish 3rd UHV needs 15 cities
- Lithuanian 1st UHV requires 2000 culture
- Added a couple new "barbarian" spawns from Morholt: Swedish Crusades, Chudes, Nogais, Kalmyks
- Expanded Swedish and Portuguese spawn areas, so they flip Abo and Porto respectively
- Added Show Hidden Attitudes Modcomp
- Minor nations in Tetuoan (Wattasids), and Oran (Ziyyanids) from RFCE++
- The Leaning Tower provides a random Great Person, National Epic has it's former bonus (+100% GP birth rate)
Map and province changes:
- Updated Polish and Lithuanian SettlerMaps
- Moved the Polish spawn location one tile north to match the new terrain
- Isle of Man province expanded with the northern British islands (Hebrides, Orkney). New province name: The Isles
- Updated the Balkan parts of the Byzantian, Bulgarian and Ottoman CityNameMap
- Moved starting positions/capitals to realistic location: Hungary 1W, Lithuania 1E, Kiev 3N 3W, Portugal 1N
- Now the Lithuanian capital is correctly Vilnius, Hungarian is correctly Buda
- Also moved a couple indy cities to realistic location: Riga 2E, Minsk 3E 2N, Smolensk 2N 1W, Valencia 1S
- Rearranged resources to better cover these new city spots
- Revised most of the NE provinces. Still not perfect, but much better
- Renamed Finland to Österland, and White Rus to Minsk
- Balancing near the SE part of the map (both resources and a few plot types), and smaller changes in the North African area
- Added a couple more Wetlands/Marshes, mostly in the Russian area
- Added a few gems to North Africa and NE Russia (as all of them were replaced by amber). They represent the gems in the Atlas mountains and Siberia, and they are hard to get
- Added Reykjavik with Berserkers and Valletta with Hospitaller Knights as late indy cities, if they are not settled (from Morholt)
- Tripoli moved 2N 2W, added Tarabulus as it's respawn
- Added Nidaros, Abo and Porto as indy cities
- Adjusted territory and resources in these areas, especially in Portugal. Slightly expanded province Lusitania to follow these changes
- New/updated CityNameMap for Genoa, Turkey, Venice, France/Burgundy Hungary, Austria, Germany, Kiev, Spain, Portugal, Cordoba, Arabia, Turkey, Byzantium, smaller fixes in the English, Dutch and Bulgarian ones
XML/text updates:
- Renamed "Temple Mount" to "Kazimierz" (To represent the Jewish Quarter of Krakow)
- XML cleanup and renaming various text fixes, also added some links
- Added a couple hints, revised all the older ones (including everything from vanilla Civ IV/Warlords/BtS)
- Papal States will ALWAYS be named Papal States
- Fixed xml mistakes and typos in the texts of Matthias and Philip the Bold, updated Simeon and Elisabeth
- Olives don't require Calendar to be harvested (no change gameplaywise, because you will already have calendar when they spawn)
- Diplotext fixes, also added a few generic first contacts
- Civ specific Dawn of Man screen. Most civs still have the generic text until we update them
- A few more hints - to keep up with the latest changes
- Road to Masjid al-Haram renamed to Umayyad Mosque (Great Mosque of Damascus)
- Added DoM text to most of the civs
- Removed unused animal sound entries
- Renamed Marsh to Wetland, Mud to Marsh
- Huge XML organization and uniformization
- New civilopedia text for Abu Yusuf Yaqub (changing him to Abu Yusuf Yaqub al-Mansur), and various small fixes in most leaders' texts.
- Revised parts of the changelog file, while adding and/or organizing all the older changes too
- Added all missing UHV names (a couple Sweden, Genoan and Lithuanian)
Python/C++ updates and AI tweaks:
- Europe is now divided into regions (XMLConsts and RFCEurope into C++), this will affect "continent" wonders and it has big effect on the AI
- Cleaned some old Rhye code from the Victory and RFCEvent modules
- Removed some debug messages generated by Plagues
- Some balance tweaks for the new AI behavior (spliting Europe into areas made a significant impact on the AI)
- The AI now considers WarMaps when picking a city to attack (before WarMaps were only used for scripted wars)
- SettlerMaps no longer used in the city attack algorithm
- Reworked the targeting algorithm for attacking indy and barb cities outside the WarMap, we should see much less of that
Art/Sound updates:
- Added Dromon sounds (Ethnic Byzantine War Galley)
- New diplo music for Simeon and Ivan Asen II
- New in-game song Bogorodice Devo (Serbian Orthodox Chant)
- New art for Catherine (by Melcher Kürzer)
- All leaders' diplomusic is set to loop
- German and Austrian units have Holy Roman order/select sounds (vanilla German sounds were too modern)
- Italian order/select sounds for Venice and Genoa (instead of Roman)
- Better wondermovie for the Leaning Tower, new wondermovie for San Marco Basilica
- Merc names and Barbarian names appear in the format: Horse Archer (Khazars)
- GRAPHICS LIGHT VERSION: in folders RFCEurope\Assets\XML\Civilzations and RFCEurope\Assets\XML\Art, there are two files that end with .xml_light
if those two files repalce the corresponding .xml files, then the game will use only BtS leaderhead graphics and the mod will be much lighter
Balance:
- Prebuild Feitoria in Portugese cities (only after the discovery of Astronomy)
- Pope doesn't favor to build the Notre Dame anymore
- The Pope is far more likely to favor the Catholic owner of Jerusalem, when deciding to build Churches/Monasteries
- Genoa and Venezia prefers to build the Lanterna wonder, Poland more likely builds Kazimierz
- Slightly improved Polish-Lithuanian and Polish-Hungarian relations
- Added defenders for the Seljuks (Arbalest and Guisarme)
- Removed ability of the Templar Knight to move through enemy territory
- All gunpowder units (except arquebuseirs) and gunpowderbased siege units (bombards and more advanced ones) ignore building defenses
- Austrian Kuirassier doesn't ignore building defences
- Added more Balkan provinces to the Hungarian Crusader map so they can call Defensive Crusades against the Ottomans
- Crossbows don't upgrade to Longbows and Longbows are about 10% more expensive (this should nerf the powerful Longbowman)
- Normal light cavalry units have 25% city attack penalty, while light cavalry based UUs (Berber Cavalry, Ghazi and Huszar) have 10% city attack penalty
- None of the light cavalry type units can adopt the drill promotion line
- Siege and naval units cannot have march and medic promotions
- Papal State has more appropriate starting units (still get advanced units, but not by that much)
- Temple Mount (Jewish Shrine) is pre-built in Jerusalem
- Leonardo's Workship now adds Great Engineer points instead of Great Artist
- Increased/balanced a couple improvement build times
- Slightly balanced a couple terrains and features bonuses (unhealth, movement, defense)
- Marshes (Wetlands) can be improved after the removal of Mud (Marsh)
- Balancing desert tiles: Oasis got a +1 food boost, but no more forest, sheep or horse on desert
- Increased Wall cost to 100, Pagan Shrine cost reduced to 30
- Balanced most barbs (both number and area). IE: reduced barbs near Cordoba, increased pirate and horse archer activity, moved mongol spawn areas (no more Keshiks around Jerusalem)
- Reduced upgrade time of towns: cottage-hamlet 10 turns, hamlet-village 15 turns, village-town 25 turns
- Removed second settler and a few initial units from the Portugal spawn (as Porto flips to them)
- upkeep for Militarism and Imperialism is now Medium and High respectively
- new Spanish UHV, the Colony UHV is moved to 1588AD and UHV 3 is now changed to require Catholics to get more land and more Population than any other Religion by 1648AD
- adjusted the Mongols so that they will hit Hungary more often and also added another invasion spot near Bulgaria
- increaded the power of Venice AI (in the special modifiers)
- Venice (city) gets a pre-build City Walls since the rivers don't provide enough defense
- Ragusa was keeping Venice down, now Venice AI is constantly at war with Ragusa and the plot of Ragusa was changed to flat-land (no defensive bonus)
- adjusted many parameters in RFCEBalance due to the new map division and better AI
Bugfixes:
- Genoa UHV no longer fails if all 7 corporations are founded before you get the 8 Banks
- Germany no longer wins thier UHV if they found Printing Press, but are not Catholic (you need to really found Protestantism)
- Calais now spawns properly in 800AD
- Cordoba and Sweden no longer get strange promotions on inappropriate units (i.e. no more ships with Formation)
- Fixed a small bug in TeamAI.cpp thanks to Morholt
- Removed BtS interface hints which were inaccurate for RFCE (multiplayer, spaceship, etc)
- Horse Archers do Flanking damage now (as it was intended)
- Fixed a strange crash when Crusaders don't find a proper spot to appear when a Crusade victim collapsed
- Fixed a bug about old stability code when switching civilizations
- Grenadiers are now correctly Gunpowder units (as opposed to Heavy Infantry)
- Hacked another ugly bug with the path-finding algorithm, the settler sometimes doesn't find a road to the target and then goes in an infinite loop
- Hopefully we finally managed to fix the huge do-nothing stacks bug
- Fixed a mongol spawn bug in Barbs.py (only appeared on Viceroy)
- fixed a bug associated with the return of the crusades, the game crashes if the unit conquering Jerusalem has to return, now Crusaders return on the next turn after the fall of Jerusalem
Beta 12 and earlier threads should be abandoned now. We only consider feedback for Beta 13 (and newer svn of course). Most of the discussion should be here.
To note some known problems:
- the Balkans balance is iffy, either Bulgari or Byzantium get very powerful and while the Ottomans do deal easily with powerful Byzantium, Bulgaria seems more of a problem
- Venice AI is about 50/50 of too weak or too strong
- Austria is overall too weak
Those I will definitely work on. Let me know of more problems.
Enjoy.
PS: To Morholt: this will take you a while to incorporate within your mod. Let me know if you have any big issues, you can PM me at any time.