RFC Europe: Small bugs/fixes

Actually - if we decide to add an extra bonus for pagans - I would rather add it the to Pagan Shrines, not the wonder
So it benefits all the pagan civs, not only the Norse or whoever manages to build the Shrine of Uppsala
For example all new units built in a city with a Pagan Shrine get a free Woodsman I or some kind of mobility promotion. Only if you have the Paganism civic of course

If you do not buff SoU, it is still not weathy to be built. And if you buff pagan shrine, the wonder become more useless unless it provide pagan shrines in all cities.
 
If you do not buff SoU, it is still not weathy to be built. And if you buff pagan shrine, the wonder become more useless unless it provide pagan shrines in all cities.

I don't think Shrine of Uppsala needs a buff, it already has quite a few advantages
Those extra culture for all your cities without a religion, the extra happiness and culture which can be very important in the early game and 2 Great Theologian points in the city where you build it all make up for the relatively low cost of the wonder

If we strengthen anything, it should be the Pagan Shrines under civic Paganism
Btw, why would the wonder become more useless if we buff Pagan Shrines?
I don't really get the logic behind this. Why would SoU worth less if they get an extra promotion for example?
 
The Pagan Shrine has half of the cost of a temple and it gives more or less the same benefits. It should be build in special cases only anyway. I don't want someone building shrines and staying pagan to get some special benefit.

SoU is the cheapest wonder, other then the Norse UHV, can Lithuania build it or is it obsolete before that? I don't have the game with me and I will have low Internet access this week.
 
SoU is fine, and obsoletes fairly late, so if the Norse miss it other pagan starting civs - including Lithuania - can also build it
A promotion for simple pagan shrines do sound nice on the other hand
I don't think it would make paganism that much tempting, civs wouldn't stay longer pagan just because of this
 
Takes a long time to get Norse up and running, not too long mind you, just a lot longer than before due to BFC coming so late. Almost makes it mandatory to get amber online ASAP for SoU .. it may be cheap but Norse power-houseness hits around the time the UHVs are done so double build speed is required.
Not a problem for the continentals as the pope is doing a heck of a job spreading his propaganda, very late to Scandinavia though and I end up having to do it myself from Ireland or *shudder* Palermo.
Also, the late expiration of the pagan shrine allows anyone to build SoU. It was practically hardwired to Norse before and almost always required getting an indy city with the shrine intact, is it possible to remove it as option if not in fact pagan?

France is almost too easy now, twin axes handle all flatland cities and sergeants all the hill cities. Placed my last two German cities (Augsburg was razed by barbs) in 808, had all of France settled plus two cities in England - just because :)
Dipped below -10 stability but once courts, manors and the feudals came around it evened out nicely.
FRA seems to have the UP from RFC as other civs are very pleased with them, I can get 4-500G every semi-regularly (~30) turns or so just by asking around .. could you check to see if something is amiss there?

Three times while playing I saw the "Do you want to take over the Spanish" immediately followed by "The Spanish has been destroyed" .. has Cordoba been doped up or something :D
 
SoU is fine, and obsoletes fairly late, so if the Norse miss it other pagan starting civs - including Lithuania - can also build it
A promotion for simple pagan shrines do sound nice on the other hand
I don't think it would make paganism that much tempting, civs wouldn't stay longer pagan just because of this

Here is my points.
I. Culture is used to expand cities to 21 plots. Other effects can be ignored if the civil do not have any cultural UHV.
II. Pagan Shrine is used to expand cities. The happiness is not important since there are several luxury resouces. For example, Norse can afford 7 population in capital and 6 in other cities. so the happiness bonus from Pagan Shrine is not a big thing because there is not very good plot for the 8th or 7th population. Later, region in a better way to improve happiness.
III. Shrine of Uppsala is used to save your hammer in new cities which should build Pangan Shrine to expand the borders. The happiness bonus is useless based on the same reason in II, the culture or GP point bonus sucks too. In the current version, building the wonder is for appreciation not for situation impove in the game.
IV. Wonders should be designed civils struggled for. For Norse, it should be tough to decide whether build Shrine of Uppsala first or train berserkers to conquer the cities around. For other early civils, it should be a possible consideration that adopt region after crabbing the wonder. In this way, the wonder is designed successfully.
 
Hello, long time lurker here. First of all thank you for your great job guys, this mod is very enterntaining :)

However I get CTD at year 1532 playing as anything or just skipping (waiting for Denmark). If this issue is covered please direct me there

Thanks in advance,

Void
 
The Pagan Shrine has half of the cost of a temple and it gives more or less the same benefits. It should be build in special cases only anyway. I don't want someone building shrines and staying pagan to get some special benefit.

SoU is the cheapest wonder, other then the Norse UHV, can Lithuania build it or is it obsolete before that? I don't have the game with me and I will have low Internet access this week.

You can not compare a Pagan Shrine to a temple. state region provide 1 happiness and 1 culture for each city without a temple.

The yellow faces from SoU have no weath for Norse. Norse is a short civil in the game, the cities won't grow gaint. There are an amber resource near capital, a sheep resource on british and honey resources. Barracks provide 1 happiness after feudalism. Later Vinland would be established. Even the dye resources have been moved outside the city borders on british, Norse has enough yellow faces.

The culture bonus helps little either. Capital and Tonsberg have no expand trouble. The secound city you found can not wait for the wonder. Tralee in Ireland has region. Pagan shrine in Eboracum may survive. Eidyn Dun may need the culture bonus from SoU, but there are a barley resource and 2 hill plots without expansion, to improve the city more can get little because the the deadline is close. Other cities conquered later would not help much for the UHV. Now how much can you get from the wonder? Will a rational player choose build the wonder to help something in a Norse game?
 
A crusade text was something like "Isabella has chosen the Cordoban city of Unknown as their target" in release candidate.
 
Hi, stopped playing this for a while cuz of personal issues. Anyhow see you've done a great deal of things since the lithunians were posted as a civ. :goodjob:

Don't know if I'm the only one but been playing venice lately and the mercenariess that supposedly are able for hire do not show up in the mercenary screen..

Should I post a save as well, or is this issue solved already?

Sorry for the ignorance and thank you for keeping the best civ 4 mod alive :p
 
I have been playing RFCE for a few weeks and I've noticed that the Star Fort is just too powerful . It damages all units (even gunpowder units) by 20% a turn which makes any assault virtually impossible without severe casualties for each city taken. Maybe the Star Fort should be limited to a certain number of cities (perhaps proportional to the size of the civ) or the maintenance of the Star Fort should be prohibitively high so as to limit its use. If it's going to be a standard upgrade for every cities' defenses its should maybe only do the damage of a single cannon's attack on the most powerful enemy unit(s) in the city's radius (like an automated version of CIV 5's city defense system).

No matter what's decided the Star Fort is just too powerful and it makes late game conquests too difficult. There's something to be said for a good challenge but at a certain point its just not fun to see an entire army at 3/5 health before it even makes it to a city.
 
hi kiev uhv isnt working. Something else is stated in the uhv text and in the green for "conquered or not yet conquered."

Heres the save game.
 

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hi kiev uhv isnt working. Something else is stated in the uhv text and in the green for "conquered or not yet conquered."

Heres the save game.

Thanks for nothing this, it will be fixed for the final version. Also, the text showing in Conquered is the correct one and hence you have actually won (a small bug prevented the UHV from registering). Give yourself a pat on the back for winning and finding the bug :goodjob:
 
Thanks for nothing this, it will be fixed for the final version. Also, the text showing in Conquered is the correct one and hence you have actually won (a small bug prevented the UHV from registering). Give yourself a pat on the back for winning and finding the bug :goodjob:

:)

Another thing is with the mercs, they dont always show up. Is this a bug?
 
What do you mean by "not show up". If you hire a merc, then they should show up. Do you have another savegame?

I'm not sure I got it right, but I think it's a small bug in the order of the merc messages code
You get the "You have new mercenaries available to hire" message, if a merc is available to a region you have a province in, even if the actual province it's spawn in is another players province
Example: A merc is set to be able to spawn in Pannonia and Wien
I own Pannonia, Austria own's Wien. When the spawn code is activated for the merc - so it will spawn in a random province, in this case in either Wien or Pannonia - I get the message even if it actually spawns in Wien in the end, for the other civ
 
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