RFC Europe playtesting feedback thread

Ok I added Machinery, Monasticism, Code of laws, and Aristocracy to Poland , which about equals Genoa and Spain (civs at the time). Also added a few more military units to Poland and Lithuania and gave Lithuania one more settler. Lithuania's science looks good in my book.

Research levels look good on the books, I might switch that stuff around. Poland's territory isn't half bad, I think this starting bonus will help them a good bit.
 
Wow, that thread has been asleep for quite some time ! Anyway, since some people are still working on v1.1 I'd like to add a suggestion based on my playtest of the latest version : Calais used to spawn shortly before the English spawn to guarantee an English city in northern France, but now that it doesn't flip to England I'd like to see an indie city spawn in Normandy if Normandy is empty around 1050. Something to make certain England and France do have something to fight about in the early game...
 
I have to agree with AdrienIer, when I played with France I didn't make any city on Normandy until some time after the English Spawn. Without the need of Normandy in UHV1 the player can avoid this early struggle with the english. The french AI usually makes a city there, but not always. The player on the other hand can do exactly as I done and skip this struggle, something that an indy city would make almost impossible to do.
 
Maybe its a stupid question, but how can i hurry production in this mod by sacrificing the population? There is no needed tech for it, but i cant click on it, while i get enough pop to sacrifice. Or its not possible? :(
 
Pochok: Slavery is disabled in this mod. You cant hurry production by sacrifice population.

The only means to speed up production are chopping light forests (plate armor tech) or rushing with great engineer.
 
So, for indy/barb city changes:
Belgrad should be one tile south, while instead of Calais there should be another city in the English flip zone (Normandy)
Any other problems?
 
Augsburg is located right next to Bavaria meaning that you either have to settle a crappy city too close to Augsburg to get UHV1 for the Germans or place it in the Austrian flip zone.
 
Augsburg is located right next to Bavaria meaning that you either have to settle a crappy city too close to Augsburg to get UHV1 for the Germans or place it in the Austrian flip zone.

That's intended
Settle Salzburg if you want to go for the UHV
Tension with Austria is a good thing here IMO
 
The AI will go for the Austrian flip zone but I think players want to avoid the flip penalty and go for a crappy city two squares east of Augsburg. And probably just feel pissed with city design?

Either move Augsburg, change flip zone or change province boundaries. If you must settle in the flip zone it is not that a big deal...
 
If you must settle in the flip zone it is not that a big deal...

Okay, I'm not against that
Will extend the flip zone, or reduce the province
 
A few things I still feel need some modification:

- Armies should be more expensive/cash. Economy is not a problem in this mod while the war burden was very heavy on the people of medieval Europe.
- Higher maintenance on mercs
- Continue the concentration of resources to some areas forcing trade to get health surplus
- Reduce number of different happiness resources. Total amount is ok.

Otherwise it is a very enjoyable mod! :)
 
After finishing two games over the last few weeks i have a question concerning the hungarian UHV: Why is Thrace left out of the Defender of Europe goal? Looks like an oversight to me.

And the other one is about Lithuanias Commonwealth UHV: Right now it leaves Poland out of the equasion, which is a shame. You really don't need Poland for the UHV and i just conquer it because it's right there and kind of nice;)
Here is my idea: Either put Poland in the other UHV, so it says "Conquer or Vassalise Moscow and Poland" or change the Commonwealth to "have 18 cities within the provinces of (insert historical area)".
I know it's a minor issue because players should conquer Poland anyway, put having to do it might spice up those UHVs.
 
- Armies should be more expensive/cash. Economy is not a problem in this mod while the war burden was very heavy on the people of medieval Europe.
Economy is not a problem in this mod only because research is almost worthless. Research is almost worthless because techs are basically impossible to research until a few years before their historical discovery date (due to scaling).

Civilization IV is designed so that you're expected to put most, if not all of your surplus GNP into research. RFCE's design has completely invalidated that so that you shouldn't be spending money on anything. That is why "economy is not a problem".

- Higher maintenance on mercs
Hardly relevant as

(1) There aren't many mercs around, especially good mercs;

(2) Mercs are for suicide attacks anyway. If you finish a war with surplus mercs remaining, you've hired too many and should disband them.

- Reduce number of different happiness resources. Total amount is ok.
This only applies to Colony resources IMO. Human player is able to build most, if not all Colonies, ending up with a ridiculous amount of resources.

Colonies should provide a greater variety of benefits, other than just resources. For example:

(1) Small +:commerce: per turn in your largest cities. This is equivalent to transcontinental colonial Trade Routes.

(2) Number of free units (as in free unit support). This is another effect of building colonies in vanilla RFC (as well as IRL).

(3) Slave units/periodic :hammers: bonuses. Similar to the effects of chopping forests in vanilla BTS/RFC.

Colonies should also be possible to trade between different civs IMO.
 
A few things I still feel need some modification:

- Armies should be more expensive/cash. Economy is not a problem in this mod while the war burden was very heavy on the people of medieval Europe.
- Higher maintenance on mercs
- Continue the concentration of resources to some areas forcing trade to get health surplus
- Reduce number of different happiness resources. Total amount is ok.

Otherwise it is a very enjoyable mod! :)
Economy is not a problem in this mod only because research is almost worthless. Research is almost worthless because techs are basically impossible to research until a few years before their historical discovery date (due to scaling).

Civilization IV is designed so that you're expected to put most, if not all of your surplus GNP into research. RFCE's design has completely invalidated that so that you shouldn't be spending money on anything. That is why "economy is not a problem".


Hardly relevant as

(1) There aren't many mercs around, especially good mercs;

(2) Mercs are for suicide attacks anyway. If you finish a war with surplus mercs remaining, you've hired too many and should disband them.


This only applies to Colony resources IMO. Human player is able to build most, if not all Colonies, ending up with a ridiculous amount of resources.

Colonies should provide a greater variety of benefits, other than just resources. For example:

(1) Small +:commerce: per turn in your largest cities. This is equivalent to transcontinental colonial Trade Routes.

(2) Number of free units (as in free unit support). This is another effect of building colonies in vanilla RFC (as well as IRL).

(3) Slave units/periodic :hammers: bonuses. Similar to the effects of chopping forests in vanilla BTS/RFC.

Colonies should also be possible to trade between different civs IMO.

Yes, actually I agree with both of you in all points
IMO these are some of the key problems of the mod

1.
Actually I never really liked the way 3Miro nerfed the research system, exactly because of these reasons
Revising it is on my todo list ever since it was imlplemented, but it's a huge work and it's not not yet clear which path should I follow

2.
Mercenaries are way too rare currently, and it's too easy to maintain lots of them through centuries
You guys are definitely right about this one too, but it's partly because of the too easy economy
It's a smaller change, but not trivial either. Nevertheless, improvements will be made soon

3.
I have some ideas for making health and happiness harder, but the other 2 have bigger priority in my eyes
We will see what to do with it

+1
Another key problem IMO is the overpowered bonuses from the wonders
They get stacked up, especially for the human player, thus making the game way too easy
Right now I'm working on this
New wonders will be added, but overally the wonders will be nerfed. Many of them by much
 
After finishing two games over the last few weeks i have a question concerning the hungarian UHV: Why is Thrace left out of the Defender of Europe goal? Looks like an oversight to me.

And the other one is about Lithuanias Commonwealth UHV: Right now it leaves Poland out of the equasion, which is a shame. You really don't need Poland for the UHV and i just conquer it because it's right there and kind of nice;)
Here is my idea: Either put Poland in the other UHV, so it says "Conquer or Vassalise Moscow and Poland" or change the Commonwealth to "have 18 cities within the provinces of (insert historical area)".
I know it's a minor issue because players should conquer Poland anyway, put having to do it might spice up those UHVs.

Thrace is an oversight, and I agree with the Lithuanian UHV as well
Thanks for the feedback! :king:
 
IOnlySignIn: Great feedback!

1. Somewhat I agree. But if you compare to vanilla RFC or RFC:doc economy is really hard in the beginning. Often I end up doing 40% science because of cash issues. In this mod I am constantly doing 80-100% research while keeping economy in good shape.

2. Because of 1 it is no problem of hiring the few mercs that show up with their "minimal" impact on game turn cost. If economy was worse, cost would be relevant.

3. Colonies appear late in game. Resources other than colonies are also too many.

Absinthered: Some tech revision would be great! Instead of a unique year for every tech one might have the total number of techs in the current era modifying all tech costs. Meaning that you could beeline for one or two techs but then research on the other ones become expensive.

Wonders are also over powered, religion requirements might reduce some of that effect by distributing the most powerful ones.
 
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