RFC Europe playtesting feedback thread

Oh tnx :)
 
I occasionally get an issue when a civ collapse I'm at war with; after they collapse I have an open border effect with some of the indys that pop up ??? My troops move through their land like an open border, and on roads too so I can't declare. Have no idea why this would happen.

Been messing around with corporations lately. Removed the 'master' upgrade to pikeman as the orders persisted and expanded well beyond the advent of 'professional armies' Heck the Teutonic order still exists today. If we want to represent the fading or dieing out of the orders (particularly the Templars) could we add a different 'prosecutor' unit that would remove a foreign order from your cities and get you some gold in the process? I know you can just remove it with Mercantilism or spreading your own order but I think the violent purging of them fits more with the scenario.

Was also thinking about the Hanseatic change to sea deal, have been desperate enough to build forts just to get the League further inland (i.e. Jerusalem) Someone mentioned the were based in a lot of river cities, could the expansion of the League create a building on spread, and have that building require either water access or the city be next to a river? Would that allow spread to both coastal and river cities? Was just brainstorming.
 
KaiserKevin, perhaps you were moving Templar Knights through the independent lands, since they can go through borders without an open borders deal.

Heh, I would love to remove those pesky foreign corporations from my cities since they usually cost so much while handing the AIs money. Although, getting gold in return wouldn't be exactly fair (would it?) and should cost money instead.
 
KaiserKevin, perhaps you were moving Templar Knights through the independent lands, since they can go through borders without an open borders deal.

Heh, I would love to remove those pesky foreign corporations from my cities since they usually cost so much while handing the AIs money. Although, getting gold in return wouldn't be exactly fair (would it?) and should cost money instead.

I was able to move into the cities as well without capturing them. Will check if it was a certain unit type (didn't know that about Templars)

As I recall from the episodes I watched on History Channel about the end of the Templars, they were declared heretics and killed, but the local governments were really after the Order's vast wealth, and gained quite a bit after killing off the Templars in their region. Was thinking of a prosecutor unit to kill off just the Orders instead of making them cease expansion with professional armies.

Also to the prosecutions cause negative relations with foreign nations whose state religion is one you've purged? I thought the unit made for regular R&FC was programmed to do that, could we do the same for this version?
 
I was able to move into the cities as well without capturing them. Will check if it was a certain unit type (didn't know that about Templars)

As I recall from the episodes I watched on History Channel about the end of the Templars, they were declared heretics and killed, but the local governments were really after the Order's vast wealth, and gained quite a bit after killing off the Templars in their region. Was thinking of a prosecutor unit to kill off just the Orders instead of making them cease expansion with professional armies.

Also to the prosecutions cause negative relations with foreign nations whose state religion is one you've purged? I thought the unit made for regular R&FC was programmed to do that, could we do the same for this version?
I think that would be more a case of capturing the shrine/HQ of the Templars in game terms.
 
I tried Austria until 1750 AD. It was a nice game, settled Rostock which became very powerful (and also very useful...:p) later. Meanwhile, I discovered some bugs (or some of them might not be, not sure):

- There were 2 cities of Minsk, one Polish (captured) and one Russian, some tiles to the north east. Clearly a synchronization problem.
- Instability prosecution is not shown in the Interior Advisor screen. When I prosecute a religion from a city, stability remains the same.
- Not a bug, more a question: how does the spread of the plague work exactly? I had 3 plagues in my game, with these results:
+ every city got the plague except Rostock
+ no city got the plague except Rostock
+ no city got the plague except Rostock
So what I think is this: if a civ is struck by the plague, it can only spread to nearby cities, but NOT from another civ's city. This means, that once Rostock has the plague, it is unlikely that any other Austrian city will be affected. If this is true, It wouldn't be bad to change it since it may be an exploit.
- Most civs were solid in the Renaissance, probably because of a high economic stability. Respawning civs (well, I only saw Arabia respawning actually) were unstable and collapsed soon after they were formed.
- Field Artillery can destroy units, whereas other Siege units can only do 80% damage, like in normal BtS.

Other stuff:

- Spain was extremely strong, conquered Cordoba very soon and Portugal some time later.
- France was quite weak.
- Burgundy was a German vassal but conquered the Dutch, so the empire stretched from Marseille to Amsterdam.
- Kiev survived and was of course very strong.
- Nobody cared to discover Ireland, it seems that the Sahara is much more exciting than Ireland. I wonder why there hasn't been an Irish nationalist complaining about this already.
- With Hungary, Venice and Byzantium absent (I'm sorry for that:D), Bulgaria was the civ to beat in the Balkans. Until I crushed it with my Kurrassiers, of course.
- Turkey was Orthodox and probably to friendly to Bulgaria to attack them; instead it took over the Levant.
 
Dont get me wrong, its still a really good mod, i just have a few complaints, listing from most serious to not so serious:

1. Venice UHVs screwed up
2. Hungary too strong
3. Turkey always Orthodox
4. Genoa has a fetish for gold and is otherwise weak
5. Civs start with some civics but then lose them the next turn because they dont have the required techs
6. Poland too weak
7. France too weak
8. No incentive in game to conquer Suez (correct me if i'm wrong)
9. Plague too powerful.
 
I agree with 5 and somewhat with 9. I don't think that a really strong plague is so bad, it really WAS bad when it struck in real life. The thing I find most annoying, is that when the empire is finally fully recovered from the plague (towns rebuilt, population regrown), it strikes again. Without the 100% upgrade boost for the cottage chain, there is very little time where it actually is a town.
 
Dont get me wrong, its still a really good mod, i just have a few complaints, listing from most serious to not so serious:

1. Venice UHVs screwed up
2. Hungary too strong
3. Turkey always Orthodox
4. Genoa has a fetish for gold and is otherwise weak
5. Civs start with some civics but then lose them the next turn because they dont have the required techs
6. Poland too weak
7. France too weak
8. No incentive in game to conquer Suez (correct me if i'm wrong)
9. Plague too powerful.

Agree with most of your list but you are clearly wrong about No.8. Suez was desert wasteland before the Canal was built so it has nothing to do with this mod, which ends in 1800 as you know. There is every incentive to conquer Egypt. It is the Arab's first UHV. And the AI always conquers Egypt for its resources so that is correct too.
 
Well, Plague is far too devastating in this game. As a matter of course, it reduces 8-size cities to 1-size, and it makes a cottage economy foolish. I don't think the actual Black Death quite killed 90% of the population.
 
Dont get me wrong, its still a really good mod, i just have a few complaints, listing from most serious to not so serious:

1. Venice UHVs screwed up
2. Hungary too strong
3. Turkey always Orthodox
4. Genoa has a fetish for gold and is otherwise weak
5. Civs start with some civics but then lose them the next turn because they dont have the required techs
6. Poland too weak
7. France too weak
8. No incentive in game to conquer Suez (correct me if i'm wrong)
9. Plague too powerful.

2. Agree, addressed
4. Agree
6,7. Need more playtesting
8. I agree with jessiecat on this one. Should there be any interest on Suez, since the mod is Eurocentric? (BTW, England should be interested in Egypt, it would be a dynamic component)
9. Agree, but IMO, this comes to represent the health problems Europe faced at the Medieval era.
1,3,5: No opinion, really.
 
I think the plague should be left as it is, but for there only to be one of them representing the Black Death. That's the main one afterall.
 
Well, Plague is far too devastating in this game. As a matter of course, it reduces 8-size cities to 1-size, and it makes a cottage economy foolish. I don't think the actual Black Death quite killed 90% of the population.

I agree, a size 10 city should lose max 4 pop depending on the health surpluss. The total population loss should be capped at 5-6, no matter how big the city is. The population growth is exponential anyways, so if a size 15 city loses 4 pop it is much more than when a size 10 city loses 5 pop.

Towns should shrink to villages, villages to hamlets and so on. No more than one step, otherwise there is no point in building them.
 
Well, Plague is far too devastating in this game. As a matter of course, it reduces 8-size cities to 1-size, and it makes a cottage economy foolish. I don't think the actual Black Death quite killed 90% of the population.

I said something like this before. WAY too powerful.
It should, each iteration, kill no more than 60% of a city's population... because it strikes often enough.
 
If it takes 40 turns to grow from a village to a town, it would still make no sense to rely on it. I'd never build a cottage economy without the 100% growth bonus.

If you have a better idea, please present it. And with the 100% growth bonus it is only 20 turns, which IMO is bareable.
 
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