RFC Europe playtesting feedback thread

I thought vassals declaring war was in RFC, was it removed in this mod? I agree that it should definitely be included to add some punch to the late game.

Is there any reasonable way to force wars between Catholic and Protestant nations shortly after the Reformation? My only fear is all the vassals and alliances by this point won't make the wars look all that religious in nature...

Could vassal AIs who are Catholic/Protestant be given a solid chance (like 50%) of declaring independence/war if their they convert but the master doesn't or vice versa?
 
In my experience late game is filled with a few "power blocs" of one big civ with a bunch of vassals. Vassals get a direct stability boost and also encourage peace (they can't declare war) which means there's less destabilizing war.

Perhaps either: allow vassals to declare war, or make vassals more likely to break away from their masters.

IIRC, vassals can declare war in vanilla RFC. I think this is also in RFCE.
 
Playing as Poland for the UHV i cannot fire the 3rd UHV as i only built 1 Jewish Quarter then built the temple mount, which sadly stops me being able to build the second Jewish Quarter as every city already has one x). is there a way to calculate this UHV differently to avoid this?

EDIT: Also never noticed this before but does plague reduce towns to villages, villages to hamlets, etc?

Another error i've had for ages now but largely ignored is the Tech Bar and Number dont always match up, and the bar moves up unpredictably and sometimes the number says (1) but takes 2-3 turns, has anyone else had this bug or is it on my end? ive never seen it reported but it might be becuase its not too noticeable.
 
'bout the tech bar ... its an acknowledged bug but apparently its a bug made by the tech cost exchange depending on the date

On Poland i seem to remember that the problem with the Temple Mount should have been fixed allready
 
It's probably fixed only in the dev version.

Re: Vassals; I'm actually not too fond of the vassal mechanic. Maybe it should be removed or tweaked in some way.

Also, vassalization can be severed at any point, it's only capitulation that have some special requirements. Maybe enacting vassalization could have some too? Like having 1 core province of the target civ or something like this.
 
In my experience late game is filled with a few "power blocs" of one big civ with a bunch of vassals. Vassals get a direct stability boost and also encourage peace (they can't declare war) which means there's less destabilizing war.

Perhaps either: allow vassals to declare war, or make vassals more likely to break away from their masters.

More wars would be good.
I'm not sure how warmaps influence declarations of war, but most warmaps do not overlap very much, especially in europe and escpecially between the big players, France, Spain, Germany for example. Maybe this hampers wars too.
 
More wars would be good.
I'm not sure how warmaps influence declarations of war, but most warmaps do not overlap very much, especially in europe and escpecially between the big players, France, Spain, Germany for example. Maybe this hampers wars too.
I think much of France and Germany should be on each other's war maps, moar gore! Also France, Spain, Germany and Austria all acquired Milan so that could be a point of contention
 
I've been trying to SVN update this empty folder. But it creates the Assets folder and then stops downloading anything. Is anyone else have that same problem with the SVN checkout?
 
Playing as Poland for the UHV i cannot fire the 3rd UHV as i only built 1 Jewish Quarter then built the temple mount, which sadly stops me being able to build the second Jewish Quarter as every city already has one x). is there a way to calculate this UHV differently to avoid this?

This was already changed for Beta 12
The UHV should also trigger if you own the Temple Mount (Zynagouge of Krakow). This means either building or conquering is enough
Please post a savegame if you are playing with Beta 12 and still can't win the UHV...

EDIT: Also never noticed this before but does plague reduce towns to villages, villages to hamlets, etc?

Yes, this is standard plague behaviour in RFC
AFAIK it works the same way in all RFC mods

Another error i've had for ages now but largely ignored is the Tech Bar and Number dont always match up, and the bar moves up unpredictably and sometimes the number says (1) but takes 2-3 turns, has anyone else had this bug or is it on my end? ive never seen it reported but it might be becuase its not too noticeable.

This is because the tech progress is tied to certain dates in RFCE
Every tech needs less and less beakers when the game closes to it's historically accurate discovery date
This change means that the research bar can be inaccurate when you are close to that date
I think everyone noticed this, but it's not easy to fix
 
In my experience late game is filled with a few "power blocs" of one big civ with a bunch of vassals. Vassals get a direct stability boost and also encourage peace (they can't declare war) which means there's less destabilizing war.

Perhaps either: allow vassals to declare war, or make vassals more likely to break away from their masters.

I thought vassals declaring war was in RFC, was it removed in this mod? I agree that it should definitely be included to add some punch to the late game.

Is there any reasonable way to force wars between Catholic and Protestant nations shortly after the Reformation? My only fear is all the vassals and alliances by this point won't make the wars look all that religious in nature...

Could vassal AIs who are Catholic/Protestant be given a solid chance (like 50%) of declaring independence/war if their they convert but the master doesn't or vice versa?

IIRC, vassals can declare war in vanilla RFC. I think this is also in RFCE.

In RFCE vassals can declare war
Nevertheless it's a good idea that we make vassals easier to break away from their masters
Also, a fix chance for breakaway when both civs was catholic and either of them switches to protestantism sounds great
 
More wars would be good.
I'm not sure how warmaps influence declarations of war, but most warmaps do not overlap very much, especially in europe and escpecially between the big players, France, Spain, Germany for example. Maybe this hampers wars too.

I think much of France and Germany should be on each other's war maps, moar gore! Also France, Spain, Germany and Austria all acquired Milan so that could be a point of contention

Yep, updating (and expanding) all the war maps is the next "big" thing on my todo list
 
If France collapses it would be nice if England, Germany and Burgundy carve it up, if Germany collapses then France, Austria and Poland should carve it up. Less Indies is good
 
I always see England taking chunks of collapsed France, ofc especially (only?) if they still have northern holdings there.
 
There was a bug in Crusades.py where the target city coords were -1, -1, causing the units to try to spawn at -1, -1 and CTDing. I fixed it myself for my game so the crusade doesn't trigger if the target city has one coordinate less than 0, but you may want to look into how it came to choose such a target.
 
There was a bug in Crusades.py where the target city coords were -1, -1, causing the units to try to spawn at -1, -1 and CTDing. I fixed it myself for my game so the crusade doesn't trigger if the target city has one coordinate less than 0, but you may want to look into how it came to choose such a target.

Hm, are you sure?
I never experienced CTD's on crusades...
Are you referring to the crusadeArrival function?
I don't really see a bug there
 
Unless Morholt had tweaked something around this code, there was a bug there. I don't know how it came to choose -1, -1 as coordinates but it happened and yes I'm sure. I did debug for an hour or so before being able to bypass it. Can't backup with a save though.

The thing you have to know is that you don't have any safeguard in the case of an invalid plot, that'd cause an instant crash.
 
Unless Morholt had tweaked something around this code, there was a bug there. I don't know how it came to choose -1, -1 as coordinates but it happened and yes I'm sure. I did debug for an hour or so before being able to bypass it. Can't backup with a save though.

The thing you have to know is that you don't have any safeguard in the case of an invalid plot, that'd cause an instant crash.

Do you remember if it was a stolen crusade (i.e. bought with money)? This is the only time a target other than Jerusalem may be set.
 
No, sadly I don't remember at all. My guess would be that's what happened, a stolen crusade and maybe the target was razed or something?
 
Back
Top Bottom