Are you playing on 1.4? The French got a buff to their starting army on one of the recent revisions that makes the first French UHV much more feasible now.
Actually the Crusades and their destinations were not as clear as you might think. A couple of the Crusades landed in Egypt (IIRC at least one of the 5th or 6th near Damietta, maybe the 7th also in Egypt), wanted to get the Levant after they defeat their enemies there. None of those got close to Jerusalem in the end.Misguided crusade, i dont remember what happened, but anyway crusade should land near jerusalem in all cases imo, not in anatolia or egypt.
Thanks, but I can't really debug anything with that savegame.
While the French 1st UHV is still not one of the easier UHVs, it's significantly less difficult than it was a couple versions ago.No, I'm using the SVN version, which I guess is the latest version. What cities should be built first? I'm just finding it hard to reach places in time given the lack of roads.
I think as was shown above, the fact is that the Franks need another boost. Given that they should be one of the most powerful forces on the continent, they sure don't do very well. Stability is another issue as well. Perhaps boosting manor stability would help.
No, I'm using the SVN version, which I guess is the latest version. What cities should be built first? I'm just finding it hard to reach places in time given the lack of roads.
I think as was shown above, the fact is that the Franks need another boost. Given that they should be one of the most powerful forces on the continent, they sure don't do very well. Stability is another issue as well. Perhaps boosting manor stability would help.
No, I'm using the SVN version, which I guess is the latest version. What cities should be built first? I'm just finding it hard to reach places in time given the lack of roads.
I think as was shown above, the fact is that the Franks need another boost. Given that they should be one of the most powerful forces on the continent, they sure don't do very well. Stability is another issue as well. Perhaps boosting manor stability would help.
Yeah, I know why is this happening in the code, I could change it fairly easily.Houston we got problem!
I tried the Venetian 1+2 UHV just to know its still doable. But. I have been voted for the 2nd crusade and bribed the 3rd one and directed to to Constantinopolis. As I am intended to do so. So i had some unit remaining from the 2nd crusade and started to transport them toward my empire to fight against Byz. After the 3rd crusade arrived (they were pretty small, compared to regular (jerusalem) crusades) I had to bombard the walls due to strong defense. It was still above 100% when my units started to desert/ go home. But here comes the trick, my other previously remaining crusader units went home. The saves hopefully make more sense.
That's absolutely intentional, and entirely historical as far as I know. Not all the original Crusading units are willing to participate in a derailed one. Especially against fellow Christians.After the 3rd crusade arrived (they were pretty small, compared to regular (jerusalem) crusades)
Yeah, maybe.I have a question about a possibility of expanding the Crusades at some point. If Jerusalem does belong to a Christian power, and in particular if it is held by Christians for a long time, could there be the option of a normal Crusade sent somewhere else? Like Antioch, which historically was a Crusader Kingdom for a century or so? Not for 1.5 but at some point in the future
I absolutely disagree about a 3rd, neutral option.Can you mellow out the text for saying "no" to the Pope? Perhaps even have three options. It seems stupid that if I'm fighting a life and death war, and cannot spare troops for a Crusade, that I have to tell the Pope to go "shove it". Why not a third option which promises soldiers for the next Crusade? Or perhaps the Pope just simply should not be asking countries that are at war, to give soldiers.
But the: 1) I love the Pope 2) The Pope is Satan, options are a bit ridiculous.
I absolutely disagree about a 3rd, neutral option.
This should be a meaningful choice, with you wanting to go on a Crusade whenever it's possible (and that's something which should be significantly improved, actually it already came up in one of my posts in the last few days)
Wording can be changed of course, I don't really care about that.
I also disagree with most things you have stated here.Also before Crusader reform, the entire Muslim world in this game needs a big reform. IMO you shouldn't have included the Middle East at all in the mod, given that it is clearly not remotely a priority for this mod. The units of the Arabs are ridiculous, the poorness of the richest region on map is ridiculous (Egypt), the failure for the Arabs to conquer much outside of Syria/Egypt is also ridiculous, and also the fact that ALL Near East civilizations are represented by the "Arabs" is also ridiculous. Easily an Egyptian civilization should be added, to at least create some competition against the Ottomans, and
I mean, these were the richest, most scientifically advanced, most urban centres of the map, for the vast majority of the game timeline, and it is so obviously shunted.
No intentions to do any more projects. Neither for the Middle East, nor for Russia. No point in adding those without any real competition for them.How is it that there is an access in Iceland for Vinland, but there is nothing to represent Indian Ocean trade coming from the Red Sea/Egypt? Indian Ocean trade was massive, and not only for the people of the Near East, but for Mediterranean commerce as well. Vinland was a short lived project, which produced nothing.
I absolutely disagree about a 3rd, neutral option.
This should be a meaningful choice, with you wanting to go on a Crusade whenever it's possible (and that's something which should be significantly improved, actually it already came up in one of my posts in the last few days)
Wording can be changed of course, I don't really care about that.
I also disagree with most things you have stated here.
Egypt is the most fertile region, enabling 3-4 huge cities, and I do not see any problems with Arab units. Their UU is great, and they have good production and science progress in most games.
AI expansion can be a problem for most civs, that's not unique to them. Or to the mod. But while they do underperform in some games, I saw quite huge Arab empires in some other ones.
Having said that, RFCE's Muslim civs will get some love soon enough.
EDIT: did you mean starting units for them?
If yes, I do agree that it could be changed. Currently they have the horse archers because of their mobility, but I will gladly change them to something more fitting.
No intentions to do any more projects. Neither for the Middle East, nor for Russia. No point in adding those without any real competition for them.
Increased trade will be represented with a (some?) trading company in the region, like Karimi Family