RFC Europe playtesting feedback thread

But I don't want in any of my games that the Ottomans acquire Constantinople around 1300
It's way too soon...

On the other hand, I can live with adding something that obsoletes only the extra bonus (Theodosian Walls) and only around 1450. This way they would be able to have a connected empire, which would solve many of the the AI's problems

Also, in this scenario we can and should move back the Turks to a more historical starting position, and move their unit making in the gc.setProductionModifiers from 40 to at least 60
 
The AI won't, unless the setup I provided is present. At least a plague must be present, the Ottomans must be aiming for Constantinople (which is more likely in 1300), and if possible a crusade should seriously weaken the city even more. That is the way for the AI to conquer the city.
This is also more historically accurate (and I agree with you is the only way I have seen so far for the Ottomans to attack and conquer Constantinople).

In any case, do you think that changing in XML iBaseAttackOddsChange from 2 to 4 or even 6 may help the Ottomans to be more daring?
 
But I don't want in any of my games that the Ottomans acquire Constantinople around 1300
It's way too soon...

Agreed... and I am perfectly happy with them not capturing Constantinople sometimes. In fact, I think it should be one of their UHVs in both cases... (Byz - never lose Const./Turks capture Const.)...

Perhaps that would increase the Turkish likelihood to try.

Remember, their capture of Const. was never a foregone conclusion... they basically laid extended seige to it for decades and decades by swallowing up all the surrounding lands, etc.
 
Sadly the AI is not aware of the UHV conditions.
 
I just played a game of Sweden until 1751. I had made the first 2 UHV goals, but when 1750 turns to 1751, I fail to complete the last UHV condition. Condition is to own 5 cities in eastern germany, poland or "central russia?". I never warred poles or germans (germany is my peaceful vassal) but Russia was crushed by me and I took over/settled all of their former land. I just counted the number of cities I have in former Russia and it was 19, not counting my two baltic cities. How not 5 of those 19 could be within "central russia" is beyond me, since I settled all the area around Moscow and beyond.

Anyone can shed some light to this issue? It would be nice to see exactly what is meant by central russia, finland and eastern germany, map-wise.
 
You can find the territories you need to control in the Reference folder. All UHV maps, settler maps, war maps and spawn maps can be found there. It's a very useful tool.:)

On topic of Turkey: I'll autoplay a few games (55%; obolete at Chemistry). Let's see what results we might achieve. Note that Chemistry is usually discovered a little earlier than 1450, but the Turks won't capture Constantinople the very next turn, so I think this is plausible.
 
Wessel V1 said:
On topic of Turkey: I'll autoplay a few games (55%; obolete at Chemistry). Let's see what results we might achieve. Note that Chemistry is usually discovered a little earlier than 1450, but the Turks won't capture Constantinople the very next turn, so I think this is plausible.

Cool
I would also move the starting position back to something historically accurate
If I find some time to actually playtest it I might do this...
 
I ran 2 games now, in one of them Constantinople was Turkish, in one it wasn't. However, it appears that the thing I did just didn't work, because defensive bonusses don't get obsolete. So, it will likely be just some weird luck that the Turks captured the city. I can't recall if there was a plague or not in that game, but the Turks captured the city after a few turns, so I'm tempted to say there was. Yes I know that this is actually the result I'm arguing against!:p On a side note: does anybody know how to make defensive bonusses obsolete? Else it wouldn't make much sense to load more games.
 
Especially since we (or is it just me?) don't want to see Istanbul before 1450 in any of the games
So for me both of your test games was a failure...

I will check the obsolation code, maybe I will be lucky and can find it soon

EDIT: In the Civ4BuildingInfos.XML there is a line about obsolation. Did not find another XML entry for this in other files, altough there may be some...


Spoiler :
<BuildingInfo> <!-- Theodosian Walls-->
<BuildingClass>BUILDINGCLASS_THEODOSIAN_WALLS</BuildingClass>
<Type>BUILDING_THEODOSIAN_WALLS</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_THEODOSIAN_WALLS</Description>
<Civilopedia>TXT_KEY_BUILDING_THEODOSIAN_WALLS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_THEODOSIAN_WALLS_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_THEODOSIAN_WALLS</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech></ObsoleteTech>
<PrereqTech>TECH_ARCHITECTURE</PrereqTech>
 
Well, yes they were, but in fact nothing really changed except for units training speed. In the second game, Byzantium was vassalized by the Turks, but with a weakened Turkey, that is not a result of the change I made. The obsoletion entry in the xml file doesn't work by the way, it obsoletes anything except the defensive bonus. I have already checked if I could find something in the manor house entry, but haven't found anything.
 
I'm playing the Ottomans right now and i must say as a player its too easy and mostly boring.

I moved with all my starting north to Byzanz without settling Bursu (its a crappy spot for a city, especially if Byzanz founded Abydos). Three turns later i conquered Byzanz and the byzantine empire was falling. The rest was just collecting the remaining cities of the former byzantine empire. Arabia collasping aroung 1400, so it was a easy ride to capture Damascus and get extra money from the shrine. The Venetian had conquered Jerusalem and Sour and founded a few cities in the area (Nassos, La Canea, Corf, Durazzo). So i decided to crush them first, which was, apart from fighting their big ships, no big deal. So it was about 1476 and i was sitting on Anatolian and Greece and parts of the Levant. Next i took Raguza from the Hungarian and they collapsed (think Austria was doing their part aswell. Then i declared war on Bulgaria and steamrolled they in about 10 turns. Most of my cities were producing Pikemen, Knights and Great Cannons in 1 Turn. Meanwhile i was on capturing south balkan a great merchant spawned in Instanbul and founded the Bank of St.George so all my money and research problems were solved. Along the way Arabia respawned and took Darmascus from me and make a big culture pressure on Sour and Jerusalem. Next i decided to took the independent cities of Hungary, also pretty easy. Austria might be a tough fight but i think they will easily collapse when i take Vienna. Same for Arabia, also because i can outnumber them by far with about 15 cities spawning 1 unit per turn.

Conclusion: Make Byzanz a tougher fight for the Human player, less spawning units or a heavier defended Byzanz, perhaps more Barbarian and less unit production. Also the nearby civs are collapsing to fast when you put a bit of pressure on them.

For the AI it would be cool if they don't sign peace with the Byzanz and will convert to Islam, had two games in row lately in which they were orthodox and friendly sitting next to Byzanz. Perhaps adding Islam to all rising cities by script would do the thing.
 
I agree with the above post. Currently the game is balanced so that the AIs can do their historical part, when it should rather be balanced so that the human player would have a challenge winning it. Everything is too easy for humans at the moment.

I don't care if the AI Ottoman can produce everything in one turn, but I don't want to do the same when I am playing as them. That's just too easy for the human player.
 
Templar executive unit upgrades into Pikeman (or Landsknecht, as german) making them obsolete and cant be produced anymore. Meaning the knight order cant be spread any furrther.

Is this intended or? Only had time to spread the Templar order to ~4-5 cities because of this.
 
The research rate is WAY to fast, you guys need to slow it down, 500-1200AD was not called the Dark Ages for nothing, research rate NEEDS to be slowed down by a lot, I'm able to get most tech's in 2-4 turns,
 
I'm playing the Ottomans right now and i must say as a player its too easy and mostly boring.
I just started a game with the Ottomans and I have the same feeling.
The production bonus is too high for the human player, I can mass produce units and be unstoppable in war.

The AI evidently needs some help, but the human player doesn't.
Actually the current bonus is too high even for the AI.

It will be interesting if the production bonus could be dynamic: high in the beginning (to simulate the rapid Ottoman expansion) and much lower later.
 
Do you guys, know how to turn on the long Dynamic names, so instead of have France it would be West Francia? Because I know how to do it for RFC, but the same method does not work for RFC Europe

Thanks :)

Ya, and I just played another game on Monarch level, the research rate is VERY fast, and it should not be (at least for West European civs in the 6th-11th century
 
Do you guys, know how to turn on the long Dynamic names, so instead of have France it would be West Francia? Because I know how to do it for RFC, but the same method does not work for RFC Europe

Thanks :)

Ya, and I just played another game on Monarch level, the research rate is VERY fast, and it should not be (at least for West European civs in the 6th-11th century

You can turn the dynamic Civ names on exactly the same way as in RFC. I guess you did something wrong, because I succeeded in that way.
 
ok got it, but for the next release why not have it as an integral part of the mod?
 
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