Release Candidate

3Miro

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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.
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


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).
 
Keep in mind: No new features, no new concepts, no redoing of the map

You know I can't promise that :mischief:
Will keep the changes minimal though, and only include some smaller ones
 
Btw, the new Kiev UHV is there, I just moved it to the UHV updates section of the changelog
 
It looks really really really good, :) aesthetic features like the city styles, palm forests, etc. are starting to give it a great and unique feel.
 
just checking since i didn't spot it, when scanning through the changelog ... the idea about changing up Norse a bit, giving them a new UP gaining extra cash from Pillaging, making 'Zerkers a often spawned Merc, and giving them a UU Longboat (Galleys) that sails Oceans and prehaps carries more persons) get in or did it die, even though everyone argeed?
 
Just took a look at the map and holy hell .. Scandinavia, the British isles and N.Africa have very few bad city spots and some utterly insane now .. foresee powerhouses there. Shame the Scots will have to do without fresh water, but reckon that is incentive for them to get the whiskey production up and running ASAP :D
Iberia .. looks insanely strong with lots more food (read: less clustered hills), will need to run a Spanish game to see. Should make for either some long lasting wars or a global steamroller.

Love the additional stuff that be seen in WB and Shift spawn view ..
- - - - - - -
Miffed at the stereotyping of the Norse, they have moved from the initial explorer/conqueror to blood thirsty pagans .. hell, they didn't even bother with settling FRA until Christianity came around and they were included in euro power-politics.
My wish/suggestion:
UHV1: Vinland. Single city settle requirement, redundant/too easy if you ask me. AI never builds it and humans can build it for the resources if they want.

Replace it with a "Reveal all coastal tiles before 1100" or so.

Norse maps (albeit rough/inaccurate) cover N.American east coast and all the way out to Japan .. they had an insane reach. Plays into both their UB and UP.
----------
Anyhoo, off to lay waste to the WORLD! Muhahahaha
 
Replace it with a "Reveal all coastal tiles before 1100" or so.

Norse maps (albeit rough/inaccurate) cover N.American east coast and all the way out to Japan .. they had an insane reach. Plays into both their UB and UP.

reveal all coastal tiles, would be practially impossible, since it includes the black sea (have to arrange access through Byzans), and every little 1tile lake deep into russia or balkans

I like to see you're proof for the maps ... that they reached down to certainly Newfoundland, and probably a bit futher south (suggested by the Saga's) ... only thing i can see that suggest it is the "Vinland Map" which is very much Challanged and suscepted of being a forgery (ink dating from the 19'th century for one and having the landshape of Greenland correct even through it was not explored till ~1896)
 
It is indeed the Vinland map I am referring to and the ink dispute stems from the presence of a substance not 'discovered' until the 20th century yet found in medieval inks.. much like heavy concentrations of antibiotic's ('discovered' in 1940's) have been identified in Egyptian mummies.

To me a document is considered valid until irrevocably disproved, and all the claims against the Vinland maps are themselves being refuted ..

At any rate, near constant warmongering is rather boring .. the Ottomans at least has a lot of time and stuff to build so doesn't seem as 'bad'.
 
i got this painting by deVinci ... you can't prove its not from him, therefore you have to believe that it is ...

sounds silly doesn't it?

futhermore ... one of the points about the ink, is that it was carbon-14 dated to 19'th century

futhermore it uses a Latin looking more like 17'th century (ligature 'æ' etc) than the legit one from the 15'th century (where it's suggested to have been made) or even futher from where the original supposively should have been made)
 
Two questions:

- 35% Spread of Islam, isn't that too much with limited missionaries and prosecutors? Especially I think those are far too slow if you can only have 3 at the same time. Requires ages to get them somewhere.
- Cities require at least one food, does that mean you cannot settle plains with hills (2 hammer no food) anymore? I think that should be allowed.
 
Replace it with a "Reveal all coastal tiles before 1100" or so.

Norse maps (albeit rough/inaccurate) cover N.American east coast and all the way out to Japan .. they had an insane reach. Plays into both their UB and UP.

This used to be the Norse UHV before we had Vinland. It is incredibly boring and hence we made something more interesting, settle and then build.

The idea for Berserker mercs + pillage UP is good, but I never got to it. The Norse a fun enough as is, the change can come in the future.
 
Two questions:

- 35% Spread of Islam, isn't that too much with limited missionaries and prosecutors? Especially I think those are far too slow if you can only have 3 at the same time. Requires ages to get them somewhere.

given that its, if not trivial, then at least easy, to get to 25% before Ottomans come around spreading it as well ... hell, its not even hard to get to 25% without building a single missionary, but just spamming cities (and prosecutors as needed in Levant and assorted Indies on the north african coast + sicily) and going on a raze run, through southen Europe, while supporting Cordoba with everything you can spare, stalling spain as long as possible
 
Just took a look at the map and holy hell .. Scandinavia, the British isles and N.Africa have very few bad city spots and some utterly insane now .. foresee powerhouses there. Shame the Scots will have to do without fresh water, but reckon that is incentive for them to get the whiskey production up and running ASAP :D
Iberia .. looks insanely strong with lots more food (read: less clustered hills), will need to run a Spanish game to see. Should make for either some long lasting wars or a global steamroller.

We can always cut back on the resources in the most powerful areas, if it's needed for balancing
Right now I'm more or less statisfied with the map (besides the Anatolia+Levant+Egypt area)

Two questions:

- 35% Spread of Islam, isn't that too much with limited missionaries and prosecutors? Especially I think those are far too slow if you can only have 3 at the same time. Requires ages to get them somewhere.
- Cities require at least one food, does that mean you cannot settle plains with hills (2 hammer no food) anymore? I think that should be allowed.

25% was way too easy for Islam, so we increased it
Will see if 35% is too hard or not after a few playtests/feedback

No, they don't require at least one food
The addition was that you can now settle Wetland tiles (if the marshes were removed - which is possible after Machine Tools)
That's why I said now all tiles with at least one food are settlable.
It's not necessarily true the other way around ;)

So, right now: you can settle all grassland, plains, wetland tiles
You can settle moorland, tundra and desert tiles only if they have access to fresh water
 
given that its, if not trivial, then at least easy, to get to 25% before Ottomans come around spreading it as well ... hell, its not even hard to get to 25% without building a single missionary, but just spamming cities (and prosecutors as needed in Levant and assorted Indies on the north african coast + sicily) and going on a raze run, through southen Europe, while supporting Cordoba with everything you can spare, stalling spain as long as possible

If all cities at least have a religion (which is plausible for almost any civ), that means that the Islamic population in these civs can NEVER get past 50%. There isn't so much space in Africa so unless you expand into Europe (possible), you need to convert at least 20% of the European population, for example entire England + Spain + France. Except if you want the UHV to go past 1600 or 1700AD, that is a lot, since the AI gets prosecutors at the right place much faster, at least they should. I also said a while ago that stability currently is too easy, especially for large civs, who can, once established, grow without penalties, as the stability hit is almost completely covered by buildings. I don't know if it is intended to be changed in the 1.0 version, but if so, you have to build missionaries in stead of unlimited expansion. That's why I think 30% is more doable, but some playtester might figure that out.
 
No, they don't require at least one food
The addition was that you can now settle Wetland tiles (if the marshes were removed - which is possible after Machine Tools)
That's why I said now all tiles with at least one food are settlable.
It's not necessarily true the other way around ;)

So, right now: you can settle all grassland, plains, wetland tiles
You can settle moorland, tundra and desert tiles only if they have access to fresh water

Oh, okay. Was a bit unclear I suppose, but this clarifies a lot.:)
 
Here is the fix I promised that for cottages+upgrades that have no art.

Unzip it in the ASSETS folder of the mod. (If it doesn't replace anything, you're doing it wrong.)

(It will also fix this bug)
 
If all cities at least have a religion (which is plausible for almost any civ), that means that the Islamic population in these civs can NEVER get past 50%. There isn't so much space in Africa so unless you expand into Europe (possible), you need to convert at least 20% of the European population, for example entire England + Spain + France. Except if you want the UHV to go past 1600 or 1700AD, that is a lot, since the AI gets prosecutors at the right place much faster, at least they should. I also said a while ago that stability currently is too easy, especially for large civs, who can, once established, grow without penalties, as the stability hit is almost completely covered by buildings. I don't know if it is intended to be changed in the 1.0 version, but if so, you have to build missionaries in stead of unlimited expansion. That's why I think 30% is more doable, but some playtester might figure that out.

Have you tried? I find it easy.
 
Here is the fix I promised that for cottages+upgrades that have no art.

Unzip it in the ASSETS folder of the mod. (If it doesn't replace anything, you're doing it wrong.)

(It will also fix this bug)

umm, forgot to upload the attachment? or am I simply too blind to find the hotfix?
 
umm, forgot to upload the attachment? or am I simply too blind to find the hotfix?

My fault, I forgot to upload it. It should be uploaded now.
 
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