RFC Europe playtesting feedback thread

And thats why I didnt mention the "beta X" thread in my suggestion above. But we can drop it, no problem. But it seems common in many other forums for mods.

As I said, I don't mind it either way
There is probably no real need for them in this subforum, but if you guys want a few of them stickied I'm also fine with that
 
In my recent game I built a lot of religious buildings before I converted to the religion in question. But faith points are only counted when you build stuff, not owning them. Just like stability buildings.

But when it comes to faith points, shouldnt owning rather than building them count? Since I cant raze my own buildings I can never get faith for already built structures.

Owning is much harder to count. Besides if you conquer someone else's Church, it is not the same as you spending the resources to build one of your own. The next version contains more information in the reference folder, I did some work on a new Manual (the old one is out of date), but the new one is accurate. Also, the new manual is very ugly.
 
I dont think its the construction of the church that counts but rather how big the religious power is in the society, and then its the number of buildings that count.

Some other observations (bugs?):

-AI pays a lot for strategic resources they dont need. Like copper when have iron. Or timber hundreds and hundreds of years before being used. Why not to spawn of timber until appropriate tech? Same thing with sulphur even if they dont have the tech to make use of it.
- Some techs are are almost always cheaper than the tech that preceded it: Vaulted arches and Alchemy
 
Is it even possible to conquer a city with a church, don't they count as culture buildings and are thus always destroyed?

Yay for ugly but up-to-date manual \o/
 
Is it even possible to conquer a city with a church, don't they count as culture buildings and are thus always destroyed?

Indeed
A few Betas ago I set that all religious and stability buildings are removed on city conquest
They can only stay if the city flips to you
 
I think that Amsterdam would maybe look better one tile North after the terrain changes to the area. It might be more accurate because of the new tile added to the left and it would mean more room for Dutch cities. Does anybody agree?
 
I think that Amsterdam would maybe look better one tile North after the terrain changes to the area. It might be more accurate because of the new tile added to the left and it would mean more room for Dutch cities. Does anybody agree?

I disagree. The tile 1 north is less historical, and the spot is worse.
 
I have question regarding "Star Fort" feature damaging ALL nearby enemy units EACH turn.

After few games with massive wars Ottomans vs. Russians, I have a feeling that this feature is overpowered. One inexpensive building, also without garrison units, inflicts each turn damage to dozens of enemy units, even if they are only by-passing city.

In CIV4 we do not have zones of control around cities/units which stops enemy units movement, so I think that the shouldn't be features that automatically damages nearby units - I this map scale, units on adjacent field should be out of fort / castle weapons range.

My suggestion is that Star Fort feature should be changed to:
1) auto-damage for all units ATTACKING city with fort
or
2) giving X (i.e. 2) first strikes for unit defending city with fort

What do You think?
 
Is it possible to double culture bonus of pagan shrines and then only make them available if no religion is present in city, ie. obsoletes as organized religion makes inroads in addition to the tech based hard-obsolete? Would help the early Norse something fierce ..
Spain gets whacked on spawn by Cordoba quite a lot, probably due to the AI leaving capital undefended the first turn giving Cordoban horse ability to raze it .. might want to look at tweaking Iberian roads to make it less common.

Has the guaranteed barb wins been increased? Used to be 3 I think but I just had a Skirmisher survive archer + horse archer attack after having killed the 4 bows in Ireland, just just be extreme luck of course :)
 
I have question regarding "Star Fort" feature damaging ALL nearby enemy units EACH turn.

After few games with massive wars Ottomans vs. Russians, I have a feeling that this feature is overpowered. One inexpensive building, also without garrison units, inflicts each turn damage to dozens of enemy units, even if they are only by-passing city.

In CIV4 we do not have zones of control around cities/units which stops enemy units movement, so I think that the shouldn't be features that automatically damages nearby units - I this map scale, units on adjacent field should be out of fort / castle weapons range.

My suggestion is that Star Fort feature should be changed to:
1) auto-damage for all units ATTACKING city with fort
or
2) giving X (i.e. 2) first strikes for unit defending city with fort

What do You think?

Since when do Star Forts also damage enemies, I must have missed that one. I do think this is OP. The way it works, it damages enemies at the beginning of the turn so that you can attack them before they get a chance to heal. This is huge.

What was wrong with the Star Fort before, it gives unbreakable defense?
 
Since when do Star Forts also damage enemies, I must have missed that one. I do think this is OP. The way it works, it damages enemies at the beginning of the turn so that you can attack them before they get a chance to heal. This is huge.

What was wrong with the Star Fort before, it gives unbreakable defense?

I know only current features of Star Fort. It is very hard to explore enemy territory if you have to by-pass area with cities with star forts. Even if you have more soldiers and also medic units.
 
Since when do Star Forts also damage enemies, I must have missed that one. I do think this is OP. The way it works, it damages enemies at the beginning of the turn so that you can attack them before they get a chance to heal. This is huge.

What was wrong with the Star Fort before, it gives unbreakable defense?

Huhh, you also missed that one? I thought I was the one who missed the reaons for that change :crazyeye:
It's there since quite a few Betas, and I thought it was your change
Never really agreed it with, I also think it's overpowered
 
Huhh, you also missed that one? I thought I was the one who missed the reaons for that change :crazyeye:
It's there since quite a few Betas, and I thought it was your change
Never really agreed it with, I also think it's overpowered

Well that leaves merijn_v1, maybe he did the change intentionally, but I doubt it. It is possible that I did the change unintentionally when I was messing around with the Star Fort special defense. Either way, we should remove the "damage enemies" property.
 
In short, if you don't take a city with a star fort within two or three turns, the siege is doomed and the attacker's armies get wrecked, currently, which makes sieges rather difficult, especially when facing a comparable force. However, due to the insanely massive amount of units in the late game, something still needs to be done to prevent crazy steamrolling.
 
Well that leaves merijn_v1, maybe he did the change intentionally, but I doubt it. It is possible that I did the change unintentionally when I was messing around with the Star Fort special defense. Either way, we should remove the "damage enemies" property.

It's possible I did it, but I can't remember. But it doesn't matter who has done it. It should be removed. Which I already did in rev 894 yesterday. ;)
 
It's possible I did it, but I can't remember. But it doesn't matter who has done it. It should be removed. Which I already did in rev 894 yesterday. ;)

The point is that you didn't do it on purpose for some very important reason. Nobody did this on purpose, someone did it by accident, either way it is fixed now, so we can move on.
 
I think the ottomans should not have the advantages they do now. Playing as Muscovites i find it's really difficult to capture Constantinople. The Ottomans come to dominate Bulgaria and Serbia and Crimea (which is understood) early in the game, and continue to be very powerful through the whole game. If in a war with the Ottomans, you're most likely in a war also against Crimea (which is pretty dangerous). Overall, I think the Ottomans are overpowered
 
I think the ottomans should not have the advantages they do now. Playing as Muscovites i find it's really difficult to capture Constantinople. The Ottomans come to dominate Bulgaria and Serbia and Crimea (which is understood) early in the game, and continue to be very powerful through the whole game. If in a war with the Ottomans, you're most likely in a war also against Crimea (which is pretty dangerous). Overall, I think the Ottomans are overpowered

Are you playing RFCE or RFCE++?

Russia's third UHV is supposed to be hard, since it is ahistoric. Really difficult is actually a good thing here (so long as it is possible often enough game). The Ottomans are not equally powerful in every game, sometimes they are rather weak, due to autoplay there is no way to say what situation you will find. You also have two possible ways of achieving the UHV (you can go against Sweden).
 
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