Hello to you all after a very long break! I've missed you guys and RFRE too so I decided to make a small contribution as a return. So I playtested v.1.323 (the latest to my knowledge). Of course, playtesting was never only observation as intended so I couldn't help "improving" certain aspects here and there. Minor things, of course, as the game balance is surprisingly accurate. So I’ve included some of my savegames (roughly one or more every 25 turns). As you can see, the game is on hard version and it's quite difficult to keep up with history in the beginning. Difficult in the term of conquests because, with a little sacrifice, science is always a couple of turns ahead. But even so, historical accuracy is astonishing. A few things I would change:
- Good job with Hannibal! Although I imagine he could be a little stronger still as he is desperately alone and is stuck attacking Pisae.
- Mithridates should come a little sooner and Sinope should have more defense before he comes (like Mediolanum and Carthago Nova)
- I haven’t encountered Cimbri, Teutons or Helvetii and the Germans NEVER BUILT Migratio Magna! But they built Incursio Magna and reached some 700 Incursors
.
- something must be done to encourage the player to move out of Dacia by 270 AD.
- the Germans would rather attack the Goths than the Romans… BIG ISSUE!
- the Scythians are never any threat to anyone. Their Sagitarius Hunnicus should be greatly improved by 300 AD.
- One other BIG problem: the Goths sort of blocked the game for me when the Huns declared war on them in order to assist the Germans (MPP) so I had to make sure they never stepped on German soil. This, again, was kinda tedious.
What I have done is to add a little flavor in terms of graphics: a few more units (thnx to Sandris for his great job), cities (don’t you just hate it to see all Barbarians have the same city from Africa to Asia?) and filled in some leaders that were missing (the Seleucids were Greek too…
. So I’ve finished playtesting and implementing these changes at the same time and would like to share my work with you guys. Here’s a link to the patch:
patch v. 1.x
This is an unofficial patch as I haven’t had the time to coordinate the changes with Blitz and Pink or anybody else yet. I just hope there are a few C3C fans left who might enjoy this. All changes introduced are for graphical purposes (with the minor exception of editing an occasional terrain tile or bombard value here and there). I’ve only added a single nonflavor unit: the bombarding hidden nationality Roxolani rather than the defenseless raider. They would have the ability to kill most units in the equivalent of an air raid and remain alive, multiplying as the game unfolds and hopefully making the player give up Dacia and its huge revenue. After killing their units, destroying the buildings and farms and lowering the population to 1 I think it would be a normal action to just leave the city. A wonder causing a huge money loss would be even better but I still don’t know how we could implement that in Sarmizegetusa. Perhaps if it were prebuilt, available only in Principate (so it wouldn’t mess up Barbarians) and countered by another wonder that simply goes obsolete by 250 AD. Instead of losing money by the time of Diocletian I had huge revenues (the army was mostly non-support units, true) but I got to a record of 180k gold while having around 400 legio mercs, 250 miles auxiliaries and 150 cohortes urbanae. I also had roughly 100 cataphracts and 200 catapults by the end of the game so I imagine I could’ve declared war to the Germans on my own if I wanted to… But the game is quite challenging to the end with a huge border, aggressive Persians and Numidians and two Plague events…
Sorry for the long post