3Miro
Deity
We have the third Release Candidate. The final version is still delayed, but it should come next week. Note that the old savegames do not work.
The new RC is available at Sourceforge:
https://sourceforge.net/projects/rfceurope/
Changes since the first RC.
We finally have the first RC version. Here is a list of the changes, I think the list is missing the new Kiev UHV.
General changes and UHV updates:
- Add a stability guide in the civilopedia (Beware, the guide is outdated at some points)
- Vinland is buildable until 1250 (but the UHV is unchanged), adds 1 Timber and 1 Wine for now
- Lowered both Cordoban leaders chance for capitulation (now they should be extremely hard to capitulate)
- Colony screen always shows all the civs
- Adjusted "home flags" on the colony screen
- Swedish Tennant is now a Night Watch replacement (what's the fun in a UB if it's preplaced in all your cities so you can never build it?) - from RFCE++
- By the same logic, Aqueduct (Hammam) is no longer a preplaced building for the Ottomans. They have reduced cost though
- Temple Mount (preplaced in Jerusalem) adds a Relic resource
- Arabian UHV requires 35% islam instead of 25%
- When the Jews are prosecuted from one city, then automatically move to another city from a player that is most tolerant (measured by civics and lack of prosecutions)
This means that you will not be able to completely remove the Jews from the map (and leave only Jerusalem), but that at best you can get the Jews out of your land
Also, there should be a lot more Jews left in late game
- All UHVs, AI and mercenary regions, defensive crusades are updated to the new map and provinces
- Many barbarian spawns got separated: they should be hard on the human player, but much easier if the civ is played by the AI
- Removed Kharkov, Samara and Bulgar as indy cities. New indy spawns: Kursk in 800 AD, Nizhny Novgorod in 1320 AD. Smolensk now spawns earlier, in 960 AD
- Cordoban and Kievan province stability updated
- Added Shrine of Uppsala code: +1 culture for all your cities if you don't have a state religion
- Added Pagan Shrine code so the Culture bonus goes with No State Religon only and the Shrine is now obsolete with Divine Right.
- Shrine of Uppsala happiness bonus reduced (now that the new bonus is in place), but it gives 2 Great Prophet/Theologian points
- Viking 2nd UHV now needs Northumbria not Mercia, so York covers it
- Temples and the Shrine of Uppsala moved to the Religious Art tech, while the "build" culture option moved to the Literature tech
- Increased first culture expansion (Fledging) to 20 culture. We may increase it a little more, will see for the next version
- Added Palm Forest feature as light forest, mostly for aesthatics. No extra yields for the tile, stays when improved (so no chopping), 10% defence for units
- Updates and fixes to some terrain, feature and improvement dependencies:
All tiles which produce at least one food are settleable
Now you can build cottages on flood plains, workshops on moorlands as it was intended.
Cottages are only buildable where the base tile (sum of terrain and elevation) produces at least one food
Increased chopping bonus from dense forest
May have to set dummy chopping values for Palm Forest with a few improvements - it's possible that it doesn't look good with all of them
- You can now Shift + Hover over the map and see the Spawn zones for each player. Just Hover around the area where they will spawn.
- Added Caliom's World Builder tool to the main version. Mostly for the modders, but also handy to check settler/war map or spawn/respawn area visualizations
- New UHV for Kiev, now they have to hold 10 provinces out of 13 in their historically accurate region
Mercenaries:
- Mercs desert only if you don't have enough gold AND your Commerce slider is set to 0 (i.e. there is no way to get more money)
- Mercs now show proper text if they leave the Merc pool and Mercs show the province where they become available (when they become available)
- New Mercs: Doppelsoldner, Irish Brigade, Stradiot, Waardgelder, Naffatun, Turkopoles, Walloon Guard,
Swiss Line Infantry, Lipka Tatars, Highlander Infantry, Zanji Spearman (Sudan Spearman),
Touareg Camel Archer, Medjay (Nubian Longbowman)
- Swiss Pikeman aviable in a much bigger area, Almogavar available in Greece (Catalan Company)
- New art for Don Cossack, Huscarl
- Mercs should get proper promotion prerequisites now, you should no longer see Mercs with Combat III but no Combat I and II
Huge map overhaul:
- Totally new Iberia, North Africa, Britain, Atlantic Islands, Scandinavia
- Major changes to France, the Austrian/Venetian/Dalmatian area, southern Bulgaria, Finland
- Minor changes to the Mediterranean Islands, Lombardy and Tuscany, southern Hungary
- More realistic rivers and revised resource placement in most of the mentioned areas
- New provinces: Fez, Navarre, La Mancha, Gotland
- Moved capital/starting location: Cordoba, Leon, Lisboa, London, Frankfurt, Wien, Preslav, Stockholm, Moscow
- Revised all indy/barb cities spawn coordinates and spawn attributes
- Adjusted core and normal areas to fit the recent changes
- Updated all civs' war and settler maps
- Added palm/light forest to the mediterranean coast
Other map and province changes:
- Coffee isn't preplaced, but appears around 1450 AD
- Removed Relic resource from the map (was under Jerusalem)
- Indy Porto renamed to Portucale
- Moved Estonia to Estern Europe Region, otherwise Barbarians from Estonia were trying to attack the Norse in Scandinavia and they had no way to get there
- Same as Estonia, Morocco had to be moved from the Islands Region to the North Africa Region
- Moved Bosnia and Croatia to Central Europe Region, hopefully this will help the Venice AI
- Norrland province is only in Sweden, Osterland expanded
- Expanded North African provinces - needed for barbarian spawn areas (so AI regions don't mess them up if they are outside their region)
XML/text updates:
- XML Cleanup in the audio files and in the dynamic civ names
- More Unique Dawn of Man texts
- Various fixes in the GP names - now all of them should work fine
- Swedish Soldier Tennant renamed to Soldattorp
- Pedia entry for Luxury Store, Apothecary, Zaporozhian Cossack, Don Cossack, Hackapell
- Added Cordoban dynamic civ names when respawned as the Hafsids in Tunisia
- Dynamic civ names for Lithuania
- Added a couple more unique names to barbarians
- Improved DCN for Arabia, France and Norse
- Link to the Mercenary-Concepts for Mercenary units
- Changed the Prophet to Theologian
Art/Sound updates:
- New icons for the civilopedia categories
- Religious building sounds updated. Now all of them have build sounds (including Pagan Shrine and Jewish buildings)
- Merged buttons into several atlas' (this should reduce the loading time of the mod a bit)
- New art for the Tercio
- New Art + Button for Kazimierz
- New cultural citystyles for all civs. Now we have 8 different styles based for the different ethnic regions
Balance:
- Improved french start (+1 axeman and +1 worker)
- Reduced early barbarian Sassanid pressure on Byzantium, and early christian barb pressure on Cordoba (only on Emperor difficulty)
- Increased NE barbarian pressure on Bulgaria, also more Pecheneg and Cuman activity in and near the Carpathian-basin
- Seljuks strike on Anatolia harder, but lighter in the Levant. OTOH increased Beduin barbarian threat from the Arabian peninsula
- Barbarian culture is enabled again, it was really hurting the Barbs by making them build useless Culture in their cities, it was removed only as a speedup feature in the first place anyway
- Merc Upkeep cost also depends on the hammer cost of the Unit
- Brewery replaced by Tavern with +1 happy from wine and barley, also small +5% gold bonus
- Inn has +5% gold bonus independent from wine (Note: Inn should be renamed to something to represent the Secret Societies like Masons and Assasins)
- Indy Porto strengthened - it shouldn't be conquered by Leon before the Portuguese spawn
- Decreased all Muscovian leaders willingness to vassalization
Bugfixes:
- Fixed a bug where Abo did not spawn (so Sweden didn't get a city in Finland)
- Updated special respawns in the RiseAndFall.py, now they work properly
- Bugfix in the Bulgarian 3rd UHV (could switch back to failed, even after you successfully completed it)
- Fixed a bug in the new Janissary UP and Prosecutions, as per Morhlot suggestion, the game will no longer crash at that point
- Fixed an inconsistency in the Merc screen, now all Mercs have the format Unity Type (Merc Name), Axeman (Serbian)
- Fixed a bug in stability calculation on city razing
- Fixed a bug with the dates for founding religions, now things properly save/load
- Fixed a founding bug allowing non-Catholics to found Protestantism
Note that the Reference folder contains a more up-to-date manual about many of the concepts, like Stability, Religion, Crusades etc. It is currently a bunch of ugly HTML files, but the information inside is correct. In the future, we will add information about the spawn areas and AI maps.
Right now, you can hold Shift can hover over the map to see the spawn regions of different Civilizations.
From now on, the main focus should be to identify weaknesses in AI behavior and to make sure all UHV conditions are doable and fun enough. Comments are welcome and most discussions should be done here.
Keep in mind: No new features, no new concepts, no redoing of the map, no new civs or anything of that sort, we may do some minor changes, but only minor changes. All other features will have to wait for after the first release (in about a month).
The new RC is available at Sourceforge:
https://sourceforge.net/projects/rfceurope/
Changes since the first RC.
Spoiler :
Changes for version 1.0:
(to-be-released: early february)
General changes and UHV updates:
- Lowered spread (growth) chance of Palm Forests
- Small updates to the normal (respawn) areas
- Minor improvements and balancing on the settler and war maps
- New UHV conditions for Genoa and Austria and the Dutch
Map and province changes:
XML/text updates:
- Dawn of Man text for Byzantium
- XML cleanup
- Dawn of Man text fix for Venice
- Added second "Master of" condition to the Dynamic names
- Added new unique ability for a building, Amsterdam Buers gives 2% interest to gold added each turn
Art/Sound updates:
- Fixed Light Forest button
- Fixed cottages+upgrades art
- Art cleanup
- Spy has "Monk-art" in the renaissance era instead of the secret agent art
- Great Spy doesn't get the modern art in the Renaissance
- Lithuanian flag has colors inverted (now the color of the borders are the same as the background of the flag, as all other flags have) + Button has correct colors now
Balance:
- Norse got an additional Berserker on spawn
- Star Fort doesn't damages units in the area anymore, defense and bombard-free defense increased 25% (was 20%)
- Swiss Line Infantry is later available
- Large (>10 cities) unstable Empires no longer collapse instantly, they first start to rapidly lose cities
- fixed a bug with collapse and respawning in a different region (safeMotherland in C++)
- nerfed France and Burgundy (in Units production)
- the French UP is disabled for the AI, it seems to do well enough with it anyway (AI doesn't build Charlemagne's Empire)
- buffed Venice stability
- various balance tweaks, the AI is about as good as it will ever get
Bugfixes:
- GG Renaissance art (this caused the crash around turn 300)
- the way secession used to work, one can have -30 stability and 20 cities in Stable provinces and not collapse, now some cities are guaranteed to split
- fixed the new Kiev UHV, changed < meaning not conquered to >= to mean conquered, also fixed the text
(to-be-released: early february)
General changes and UHV updates:
- Lowered spread (growth) chance of Palm Forests
- Small updates to the normal (respawn) areas
- Minor improvements and balancing on the settler and war maps
- New UHV conditions for Genoa and Austria and the Dutch
Map and province changes:
XML/text updates:
- Dawn of Man text for Byzantium
- XML cleanup
- Dawn of Man text fix for Venice
- Added second "Master of" condition to the Dynamic names
- Added new unique ability for a building, Amsterdam Buers gives 2% interest to gold added each turn
Art/Sound updates:
- Fixed Light Forest button
- Fixed cottages+upgrades art
- Art cleanup
- Spy has "Monk-art" in the renaissance era instead of the secret agent art
- Great Spy doesn't get the modern art in the Renaissance
- Lithuanian flag has colors inverted (now the color of the borders are the same as the background of the flag, as all other flags have) + Button has correct colors now
Balance:
- Norse got an additional Berserker on spawn
- Star Fort doesn't damages units in the area anymore, defense and bombard-free defense increased 25% (was 20%)
- Swiss Line Infantry is later available
- Large (>10 cities) unstable Empires no longer collapse instantly, they first start to rapidly lose cities
- fixed a bug with collapse and respawning in a different region (safeMotherland in C++)
- nerfed France and Burgundy (in Units production)
- the French UP is disabled for the AI, it seems to do well enough with it anyway (AI doesn't build Charlemagne's Empire)
- buffed Venice stability
- various balance tweaks, the AI is about as good as it will ever get
Bugfixes:
- GG Renaissance art (this caused the crash around turn 300)
- the way secession used to work, one can have -30 stability and 20 cities in Stable provinces and not collapse, now some cities are guaranteed to split
- fixed the new Kiev UHV, changed < meaning not conquered to >= to mean conquered, also fixed the text
Spoiler :
We finally have the first RC version. Here is a list of the changes, I think the list is missing the new Kiev UHV.
General changes and UHV updates:
- Add a stability guide in the civilopedia (Beware, the guide is outdated at some points)
- Vinland is buildable until 1250 (but the UHV is unchanged), adds 1 Timber and 1 Wine for now
- Lowered both Cordoban leaders chance for capitulation (now they should be extremely hard to capitulate)
- Colony screen always shows all the civs
- Adjusted "home flags" on the colony screen
- Swedish Tennant is now a Night Watch replacement (what's the fun in a UB if it's preplaced in all your cities so you can never build it?) - from RFCE++
- By the same logic, Aqueduct (Hammam) is no longer a preplaced building for the Ottomans. They have reduced cost though
- Temple Mount (preplaced in Jerusalem) adds a Relic resource
- Arabian UHV requires 35% islam instead of 25%
- When the Jews are prosecuted from one city, then automatically move to another city from a player that is most tolerant (measured by civics and lack of prosecutions)
This means that you will not be able to completely remove the Jews from the map (and leave only Jerusalem), but that at best you can get the Jews out of your land
Also, there should be a lot more Jews left in late game
- All UHVs, AI and mercenary regions, defensive crusades are updated to the new map and provinces
- Many barbarian spawns got separated: they should be hard on the human player, but much easier if the civ is played by the AI
- Removed Kharkov, Samara and Bulgar as indy cities. New indy spawns: Kursk in 800 AD, Nizhny Novgorod in 1320 AD. Smolensk now spawns earlier, in 960 AD
- Cordoban and Kievan province stability updated
- Added Shrine of Uppsala code: +1 culture for all your cities if you don't have a state religion
- Added Pagan Shrine code so the Culture bonus goes with No State Religon only and the Shrine is now obsolete with Divine Right.
- Shrine of Uppsala happiness bonus reduced (now that the new bonus is in place), but it gives 2 Great Prophet/Theologian points
- Viking 2nd UHV now needs Northumbria not Mercia, so York covers it
- Temples and the Shrine of Uppsala moved to the Religious Art tech, while the "build" culture option moved to the Literature tech
- Increased first culture expansion (Fledging) to 20 culture. We may increase it a little more, will see for the next version
- Added Palm Forest feature as light forest, mostly for aesthatics. No extra yields for the tile, stays when improved (so no chopping), 10% defence for units
- Updates and fixes to some terrain, feature and improvement dependencies:
All tiles which produce at least one food are settleable
Now you can build cottages on flood plains, workshops on moorlands as it was intended.
Cottages are only buildable where the base tile (sum of terrain and elevation) produces at least one food
Increased chopping bonus from dense forest
May have to set dummy chopping values for Palm Forest with a few improvements - it's possible that it doesn't look good with all of them
- You can now Shift + Hover over the map and see the Spawn zones for each player. Just Hover around the area where they will spawn.
- Added Caliom's World Builder tool to the main version. Mostly for the modders, but also handy to check settler/war map or spawn/respawn area visualizations
- New UHV for Kiev, now they have to hold 10 provinces out of 13 in their historically accurate region
Mercenaries:
- Mercs desert only if you don't have enough gold AND your Commerce slider is set to 0 (i.e. there is no way to get more money)
- Mercs now show proper text if they leave the Merc pool and Mercs show the province where they become available (when they become available)
- New Mercs: Doppelsoldner, Irish Brigade, Stradiot, Waardgelder, Naffatun, Turkopoles, Walloon Guard,
Swiss Line Infantry, Lipka Tatars, Highlander Infantry, Zanji Spearman (Sudan Spearman),
Spoiler :
Touareg Camel Archer, Medjay (Nubian Longbowman)
- Swiss Pikeman aviable in a much bigger area, Almogavar available in Greece (Catalan Company)
- New art for Don Cossack, Huscarl
- Mercs should get proper promotion prerequisites now, you should no longer see Mercs with Combat III but no Combat I and II
Huge map overhaul:
- Totally new Iberia, North Africa, Britain, Atlantic Islands, Scandinavia
- Major changes to France, the Austrian/Venetian/Dalmatian area, southern Bulgaria, Finland
- Minor changes to the Mediterranean Islands, Lombardy and Tuscany, southern Hungary
- More realistic rivers and revised resource placement in most of the mentioned areas
- New provinces: Fez, Navarre, La Mancha, Gotland
- Moved capital/starting location: Cordoba, Leon, Lisboa, London, Frankfurt, Wien, Preslav, Stockholm, Moscow
- Revised all indy/barb cities spawn coordinates and spawn attributes
- Adjusted core and normal areas to fit the recent changes
- Updated all civs' war and settler maps
- Added palm/light forest to the mediterranean coast
Other map and province changes:
- Coffee isn't preplaced, but appears around 1450 AD
- Removed Relic resource from the map (was under Jerusalem)
- Indy Porto renamed to Portucale
- Moved Estonia to Estern Europe Region, otherwise Barbarians from Estonia were trying to attack the Norse in Scandinavia and they had no way to get there
- Same as Estonia, Morocco had to be moved from the Islands Region to the North Africa Region
- Moved Bosnia and Croatia to Central Europe Region, hopefully this will help the Venice AI
- Norrland province is only in Sweden, Osterland expanded
- Expanded North African provinces - needed for barbarian spawn areas (so AI regions don't mess them up if they are outside their region)
XML/text updates:
- XML Cleanup in the audio files and in the dynamic civ names
- More Unique Dawn of Man texts
- Various fixes in the GP names - now all of them should work fine
- Swedish Soldier Tennant renamed to Soldattorp
- Pedia entry for Luxury Store, Apothecary, Zaporozhian Cossack, Don Cossack, Hackapell
- Added Cordoban dynamic civ names when respawned as the Hafsids in Tunisia
- Dynamic civ names for Lithuania
- Added a couple more unique names to barbarians
- Improved DCN for Arabia, France and Norse
- Link to the Mercenary-Concepts for Mercenary units
- Changed the Prophet to Theologian
Art/Sound updates:
- New icons for the civilopedia categories
- Religious building sounds updated. Now all of them have build sounds (including Pagan Shrine and Jewish buildings)
- Merged buttons into several atlas' (this should reduce the loading time of the mod a bit)
- New art for the Tercio
- New Art + Button for Kazimierz
- New cultural citystyles for all civs. Now we have 8 different styles based for the different ethnic regions
Balance:
- Improved french start (+1 axeman and +1 worker)
- Reduced early barbarian Sassanid pressure on Byzantium, and early christian barb pressure on Cordoba (only on Emperor difficulty)
- Increased NE barbarian pressure on Bulgaria, also more Pecheneg and Cuman activity in and near the Carpathian-basin
- Seljuks strike on Anatolia harder, but lighter in the Levant. OTOH increased Beduin barbarian threat from the Arabian peninsula
- Barbarian culture is enabled again, it was really hurting the Barbs by making them build useless Culture in their cities, it was removed only as a speedup feature in the first place anyway
- Merc Upkeep cost also depends on the hammer cost of the Unit
- Brewery replaced by Tavern with +1 happy from wine and barley, also small +5% gold bonus
- Inn has +5% gold bonus independent from wine (Note: Inn should be renamed to something to represent the Secret Societies like Masons and Assasins)
- Indy Porto strengthened - it shouldn't be conquered by Leon before the Portuguese spawn
- Decreased all Muscovian leaders willingness to vassalization
Bugfixes:
- Fixed a bug where Abo did not spawn (so Sweden didn't get a city in Finland)
- Updated special respawns in the RiseAndFall.py, now they work properly
- Bugfix in the Bulgarian 3rd UHV (could switch back to failed, even after you successfully completed it)
- Fixed a bug in the new Janissary UP and Prosecutions, as per Morhlot suggestion, the game will no longer crash at that point
- Fixed an inconsistency in the Merc screen, now all Mercs have the format Unity Type (Merc Name), Axeman (Serbian)
- Fixed a bug in stability calculation on city razing
- Fixed a bug with the dates for founding religions, now things properly save/load
- Fixed a founding bug allowing non-Catholics to found Protestantism
Note that the Reference folder contains a more up-to-date manual about many of the concepts, like Stability, Religion, Crusades etc. It is currently a bunch of ugly HTML files, but the information inside is correct. In the future, we will add information about the spawn areas and AI maps.
Right now, you can hold Shift can hover over the map to see the spawn regions of different Civilizations.
From now on, the main focus should be to identify weaknesses in AI behavior and to make sure all UHV conditions are doable and fun enough. Comments are welcome and most discussions should be done here.
Keep in mind: No new features, no new concepts, no redoing of the map, no new civs or anything of that sort, we may do some minor changes, but only minor changes. All other features will have to wait for after the first release (in about a month).