Beta 12

Special Knight units do leave for the Crusade more often then regular units. Perhaps nobody build those in your games. Financial overtake of Crusades is not very common, although it does happen.

Thanks, understand now. I think it's because there's rarely a crusade after the first in my games, thus no crusades happen after the corps are established. I see lots of Teutonic/Templar knights in the late middle ages.

I also sometimes see passive settlers. Once in a while Austria refuses to settle anything other then Wien.
 
Thanks, understand now. I think my it's because there's rarely a crusade after the first in my games, thus no crusades happen after the corps are established. I see lots of Teutonic/Templar knights in the late middle ages.

I also sometimes see passive settlers. Once in a while Austria refuses to settle anything other then Wien.

If the Crusaders win and hold Jerusalem, then there are no additional Crusades. Jerusalem is currently too easy to hold.

The AI is picky on settling, it will not settle outside of its settlers map. I will double-check the Austrian settlers map.
 
Yes, I see that too often. Perhaps a Jihad mechanic where units show up for Arabia to represent armies from elsewhere arriving? Or spawn more Seljuks in 1134-onwards to represent the Zengids along with a respawned Arabia in Egypt?

What about my suggestions giving Cordoba a tech boost (and England getting a smaller boost) as well as spawing an indy city in Scotland/Ireland? It would help the wonders to be built more historically and make the celts actually formidable. The thing is that Edinburgh is too easy to capture, at this point.

Is it possible to prevent some AIs from persecuting every foreign religion? Poland, Hungary, (mabye Cordoba, Ottomans, Lithuania, and Germany) should be less likely to persecute foriegn religions. They all had a mix of various religions in them. (as for Germany, a mix of Catholics and Protestants, don't get any ideas here) Likely why Temple Mount takes so long to build. Also you can persecute foriegn religions while in Free Religion civic. :crazyeye: Perhaps because I was in Religious Law/Divine Monarchy as well? I forgot to change those civics. Forgot because my stability was at +20 regardless. :king:

It would be great if, before you start finishing the next version, that you post a list of planned changes.
 
Yes, I see that too often. Perhaps a Jihad mechanic where units show up for Arabia to represent armies from elsewhere arriving? Or spawn more Seljuks in 1134-onwards to represent the Zengids along with a respawned Arabia in Egypt?

What about my suggestions giving Cordoba a tech boost (and England getting a smaller boost) as well as spawing an indy city in Scotland/Ireland? It would help the wonders to be built more historically and make the celts actually formidable. The thing is that Edinburgh is too easy to capture, at this point.

Is it possible to prevent some AIs from persecuting every foreign religion? Poland, Hungary, (mabye Cordoba, Ottomans, Lithuania, and Germany) should be less likely to persecute foriegn religions. They all had a mix of various religions in them. (as for Germany, a mix of Catholics and Protestants, don't get any ideas here) Likely why Temple Mount takes so long to build. Also you can persecute foriegn religions while in Free Religion civic. :crazyeye: Perhaps because I was in Religious Law/Divine Monarchy as well? I forgot to change those civics. Forgot because my stability was at +20 regardless. :king:

It would be great if, before you start finishing the next version, that you post a list of planned changes.

We should remove some of the Crusaders from the Middle East after jerusalem is captured. This should help.

I want to see a savegame where you can prosecute with Free Religion. Can you post one?

We should probably add something about how likely a nations is to prosecute foreign religion.

Why do you even have a Temple Mount, it should be Kazimierz or did we add the change after Beta 12. You can keep track of the changes in the sourceforege page with the ChangeLog file.

http://rfceurope.svn.sourceforge.net/viewvc/rfceurope/RFCEurope/
 
Yes, Finland ... are not Sweden, but they were acquired not long from spawn.
A nitpick that I think is important to get across: Finland was conquered in the late 12th or early 13th century, settled by the mid 13th, and by the time Sweden spawns in the 16th century all of Finland was completely controlled and fortified by Sweden, and the southwest part was majority Swedish speaking.
 
Sorry, didn't notice Temple Mount was changed. Jews never came and the wonder was never built because they were persecuted everywhere was never built so I assumed it was still the same. I think it would be easier to take a picture of prosecuting foriegn religion. But I don't know how to take an ingame picture. As England I used Golden Bull and had Free Religion and still was able to "remove" catholics. As for Finland, the western part is never settled by the Swedish spawn so they'll likely have to settle it themselves unless an independant spawns.

I noticed I could still build persecuters - and voila! They still work! The dates for the file is a little off due to overwriting. Also, I placed a Norse city in Iceland with WB - it was unhealthy at size 2, which I assumed was because they didn't have trade routes. Did some other things with WB too, in case anything there looks funny.

Edit: Try it yourself - Chateroux (I think) is building a persecuter already. Try it next turn. Check the civics.
 

Attachments

Okay, another question (rtfm style) about stability:

What do the two numbers mean under the stability rating stars in the financial advisor screen?
eg. -8|5.
Can't find in the manuals. Though it might mean the change, but it remained the same value for a long time.

Also not sure about the "use common sense". I have the following civics:
Feudal Monarchy, Feudal Law, Serfdom, Manorialism, State Religion, Subjugation.
Now the first four say they are good together. State religion should be stable with divine monarchy, but it doesn't say it would be unstable with anything else. Still, I get a 2star rating for civics in stability (and the numbers -8|5 which I don't know how to interpret). Can someone enlighten me please?
 
I actually agree that Austria needs Prague to stand a chance, I was trying to make the point that Sweden flipping Estonia is not unreasonable ahistorical.

The Swedish flip discussion was in one of the main RFCE threads, though I can't seem to find it now. There were a number of Swedish cities being proposed to add as indies but Åbo and to a lesser extent Kalmar were the only cities most people liked.

Don't worry, I remember that discussion
Adding Abo is a good idea. Both historically and gameplay-wise
I'm still not sure about Kalmar, the swedish spawn is usually too crowded already
 
I play on Beta 12 and it is still Temple Mount.

It was changed in the svn a few days after the release of Beta 12
So it was already changed at least a month ago, but you will only notice it in the next version. Sry for that :/
 
Initially I thought the late crusades are just a bit quirky, but playing as the Ottomans and capturing Al Quds / Jerusalem in 1482 and having the Pope call for a crusade and the Swedish arrive three turns later is actually a major PITA. :lol:
 
Okay, another question (rtfm style) about stability:

What do the two numbers mean under the stability rating stars in the financial advisor screen?
eg. -8|5.
Can't find in the manuals. Though it might mean the change, but it remained the same value for a long time.

Also not sure about the "use common sense". I have the following civics:
Feudal Monarchy, Feudal Law, Serfdom, Manorialism, State Religion, Subjugation.
Now the first four say they are good together. State religion should be stable with divine monarchy, but it doesn't say it would be unstable with anything else. Still, I get a 2star rating for civics in stability (and the numbers -8|5 which I don't know how to interpret). Can someone enlighten me please?

The stability in that category is the sum of the two numbers. The first number is permanent stability, something that is due to your decision in the past. If you do something to lose a point in 600AD, that point will stay with you to the very end in 1800AD. The second number is instant stability that can be changes right now if you simply do something different.

+5 meas is the boost from the civics that you have. The feudal combo gives you total of +5.

-8 means that you had several anarchy turns in the past. Every anarchy turn costs you -1 to -3 stability points depending on the size of your Empire (small Empires have a small penalty).
 
Initially I thought the late crusades are just a bit quirky, but playing as the Ottomans and capturing Al Quds / Jerusalem in 1482 and having the Pope call for a crusade and the Swedish arrive three turns later is actually a major PITA. :lol:

Late Crusades would be less of an issue in the next game (although they still can happen).
 
The Renaissance Era should really be renamed the Early Modern Era. The Renaissance is increasingly viewed as a part of the Middle Ages which was not a fundamental shift from the Late Middle Ages. Also, almost all of the techs in the Renaissance category were discovered past 1600, which better fits the Early Modern Era.
 
The Renaissance Era should really be renamed the Early Modern Era. The Renaissance is increasingly viewed as a part of the Middle Ages which was not a fundamental shift from the Late Middle Ages. Also, almost all of the techs in the Renaissance category were discovered past 1600, which better fits the Early Modern Era.

Do you mean that the Industrial Age was after the Modern Age?

Everything that we do is Middle Ages, we end at the Industrial Age.
 
I found what causes the bug with the gigantic stacks that do nothing. Unfortunately it is a Firaxis bug in code that I cannot access.

Have you guys seen the bug where you will have a large stack of units and you can move them only one tile at a time? The same happens with the huge stacks, they cannot move to their destination since the path generator fails.

I will try to limit the size of the stacks, hopefully this will help.
 
Back
Top Bottom