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RFC:Europe

3Miro

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Apr 23, 2008
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Knoxville USA
Download the Current Version (Alpha 7) Requires BtS 3.19:

http://rapidshare.com/files/274940052/RFCEurope.zip


Details on Changes for the Current Version:

http://forums.civfanatics.com/showthread.php?t=295451

Discussion Forum (most of the treads):

http://forums.civfanatics.com/forumdisplay.php?f=330

RFC:Europe is a spin off the fan based officially included in BtS mod: Rhye's and Fall of Civilization. The mod is ethnocentric in nature, featuring Medieval and Renaissance European history from 500AD to 1800AD. The map covers Europe and part the Middle East and North Africa (i.e. the Mediterranean).

The Mod is now two years in the making, however, the coding and most of the "heavy" stuff has been going on since August 2008. The mod is currently in Alpha and since it is community created it is open to suggestions and especially comments and play-testing feedback.

Featured Civilizations:
Spoiler :
You can chose from: Arabia, Byzantium, France, Spain, Portugal, Germany, Russia, England, Turkey, Vikings (Norse) or the Netherlands
Or the New available ones:
Bulgaria, Burgundy, Al Andulas (Caliphate of Cordoba), Kievan Rus, Venice, Genoa, Hungary, Poland, Austria and Sweden
There is a special no playable civ: the Holy See or the Papal State.

Every civilization has its own leader, UU and every unit speaks the civilization's language. Most of the languages existed in the original civilization IV (French, German, Turkish, Arabian....) and we also feature Polish, Hungarian and this is the only mod that features Bulgarian language (I have checked carefully).


Features Borrowed from RFC:
Spoiler :
We took some of the key concepts of RFC such as:
- dynamical civilization spawn: every civilization starts at its appropriate year on its appropriate location
- stability: protect your borders, don't over-expand and take care of your economy, otherwise local lords would declare independence and split cities from your empire or even worse, the entire nation would decent into civil war
- leader traits have been replaced by civilization's Unique Powers: use the power of the Bulgarian Khans to stop resistance in conquered cities or the power of the Arabian Faith that spreads Islam and builds Temples in newly acquired cities.
- Unique Historical Victories (UHV): every civilization has a unique set of goals to achieve, England aspires to become a great colonial power, while the Ottomans are building a vast land Empire.


Completely New Tech Tree:
Spoiler :
We have completely reworked the tech tree to match the historical age of the mod. Discover Manorism to help shape up your early economy, or Gothic Architecture to build large Cathedrals, the stirrup to train powerful mounted units that crush your enemies. Other new techs featured are: Classical Knowledge, Flintlock, Right of Man, Combined Arms and others. Techs that existed in regular civilization, also have changed effect.


Many New Civics:
Spoiler :
Absolute Monarchy, Feudal Law, Free Peasantry, Merchant Republic, State Religion, Imperialism ... Just to name a few. Shape up your society from Liberal to Theocratic to Oppressive.


New Units and New Unit Classes:
Spoiler :
Scout deep into enemy territory with the Light Cavalry Class Skirmishers, or crush your foes to the ground by the hooves of the Heavy Cavalry Class Armored Lancers. There are Light and Heavy Infantry, Gunpowder and Siege weapons. Even the units that existed in regular Civilizations such as Knights and Longbowman, now serve somewhat different strategic purpose.


New Corporations:
Spoiler :
Knight Templars and Knight Hospitaller, Medici Banks and Augsburg Families. Just to name four.


New Resources:
Spoiler :
To the classical Iron and Bronze, we have added the native European Olives, Honey, Apples and Timber as well as the exotic Coffee and Tea available only via Colonies.


Colonial Projects:
Spoiler :
America, Asia and Africa are represented by a large number of Colonial Projects that one can build, provided one gets Access to the Atlantic Ocean. There are new abstract resources representing some nations edge in colonization as well as colonial influences. Colonies now provide unique resources, such as Coffee, Tea, Sugar and Silk, that are otherwise unavailable in Europe.


New Wonders:
Spoiler :
Almost every Civilization is represented by at least one wonder and we are trying to add the others. Some of the New ones are:
Belem Tower, Golden Bull, La Mezquita, The Round Church and others.


Religious Overhaul:
Perhaps the Crown Jewel of RFC:Europe:

Spoiler :
Religion played a major role in the lives of the people in Medieval Europe. Some would argue that it was perhaps too major. The mod tries to represent it all with its Good and Bad and Ugly, without passing judgment and fully realizing that the Bad the Ugly dominated the picture by far.

We have included the four major religions that fought for control over Europe: Catholicism, Islam, Orthodoxy and Protestantism as well as a minor (minor only in numbers of followers) religion Judaism. To fully represent the religious dynamics we have implemented: The Great Schism, Reformation, Religious Prosecutions, Faith Points giving specific benefits to the different Religions, the Pope and Papal Relations, as well as Crusades, give religion in RFC:Europe an entirely new meaning.
 
Why do people always ask this question ???

Its obviously because the development team feel the mod has come far enough along to be reasonably playable and stable.

Hence they have posted in the main modpack forum to advertise it and to make general CIV players aware of its existence.
 
Why's the thread not in the RFC subforum?

Because someone came to the RFC sub-forum and asked us "how come we don't have a tread here."

We have about 20 treads in the RFC modmod sub-forum and it is best if we keep discussions there.
 
Are the Byzantines meant to die every single time. When Saladin crops up the Byzantine Empire dropped to the bottom of the scoreboard in every game I played (Bulgaria, Hungary, Burgundy). In the Burgundy game when the Turks arrived the Byzantines didn't even exist anymore. They need a better military or the Arabs need to be toned down.
 
Are the Byzantines meant to die every single time. When Saladin crops up the Byzantine Empire dropped to the bottom of the scoreboard in every game I played (Bulgaria, Hungary, Burgundy). In the Burgundy game when the Turks arrived the Byzantines didn't even exist anymore. They need a better military or the Arabs need to be toned down.

Please post comments on the RFC modmod sub-forum:

http://forums.civfanatics.com/forumdisplay.php?f=330

There are very lengthy discussions going on for all civilizations and it makes no sense to separate the comments over two sub-forums.

We are currently aware of Bulgaria and Burgundy being overpowered and measures are discussed to change that.
 
I have been looking forward to seeing how this came out for a while now, I was going to make a European Mod but not as over the top as this, I was just going to change the civs to all European ones, and then alter the religions and wonders etc. to be European. But the addition of the RFC engine (or whatever you want to call it) certainly is much better than what I had in mind (which is why I decided not to make the Europe mod). I have a few quick questions though (since the mod is going to take an hours to DL apparently) in case anyone can answer them;

1) This is a bit of self-promotion; did any of my leaderheads make it into this mod?

2) I actually made modular European civs for my mod, and have great art for them (buttons, flags, units etc.) that you may want in case you wanted to upgrade this. Filefront lost the files but I still have them in case the creators are interested. They were never released independently, so I am relatively sure you haven't seen them, and they may actually help this mod look better (not that I've seen it yet and think it doens't look good). But since they aren't released it'd be almost like a unique feature your mod would have since my mod is currently inactive as I am upgrading it to 3.19. You guys want that stuff or what?

3) Was there any custom art work done for this mod, or was it primarily taken from what already existed. I ask because I am currently working on a graphics mod and I'm always looking for new stuff to use.

4) Are there different start year options or only one?

Thanks, and I'm glad you guys put this together. :goodjob:
 
Please go to:
http://forums.civfanatics.com/forumdisplay.php?f=330

I am not aware of any custom art (maybe couple of flags and buttons) and I don't know which ones are "your" leaderheads. We may have used them.

If you wish to contribute art, please post it and we will include anything that fits the rest of the mod.

Only one start, 500AD and all civs autoplay to a historically accurate start.
 
Also, why on earth is Charles V the leader of the Burgundians? This hardly makes any sense. The only possible reasons for this that I can think of is that he inherited the lands that traditionally made up Burgundy and that his grandmother was a Burgundian, but that's quite a stretch.
 
Good work on Mod:)
I have been playing around with it today(havnt really..''played an actual game'') what I mean is iv been trying a couple civs and just messing around a bit and stuff right now I am as Netherlands, just started. Im playing on Monarch(I think its the defult difficulty for this mod?)

My question, anyone know a strategy for Netherlands? I start out with area for a city though I could build another on top of marble maybe? By this late in the game when I start, 1500s, I am outmatched military wise and stuff so I don't think I would be able to take on the mighty war machines of Germany or France. Building up an army to take on huge nations like them would take..a while and no guaranteed sucess I guess.) So any suggestions on what I should do? Stick with 1 city or so and just build up eco in it and try to survive or ?. Tech would prolly be slow though if I only have one city?

Help is appreciated:)

again, good work on mod
 
Good work on Mod:)
I have been playing around with it today(havnt really..''played an actual game'') what I mean is iv been trying a couple civs and just messing around a bit and stuff right now I am as Netherlands, just started. Im playing on Monarch(I think its the defult difficulty for this mod?)

My question, anyone know a strategy for Netherlands? I start out with area for a city though I could build another on top of marble maybe? By this late in the game when I start, 1500s, I am outmatched military wise and stuff so I don't think I would be able to take on the mighty war machines of Germany or France. Building up an army to take on huge nations like them would take..a while and no guaranteed sucess I guess.) So any suggestions on what I should do? Stick with 1 city or so and just build up eco in it and try to survive or ?. Tech would prolly be slow though if I only have one city?

Help is appreciated:)

again, good work on mod

Build up your army and attack the weakest player on the map. Conquer most, if not all, of their territories and then move your capital there. I know it would cause a lot of instability but at least you'll have breathing space.
 
The mod is in a development state and balance is constantly shifting. Earlier civs are currently better balanced (thought they do need a lot of work). Any "strategy" has the half-life of 2 - 3 weeks, so no strategy guides exist as of right now.

In any case, you are not always supposed to win via war, look at the UHV, for the Dutch, those are pretty peaceful.
 
The mod is in a development state and balance is constantly shifting. Earlier civs are currently better balanced (thought they do need a lot of work). Any "strategy" has the half-life of 2 - 3 weeks, so no strategy guides exist as of right now.

In any case, you are not always supposed to win via war, look at the UHV, for the Dutch, those are pretty peaceful.

But where's the fun in that when you can attempt to wage war against two superpowers?
 
But where's the fun in that when you can attempt to wage war against two superpowers?

The short answer to that is that there are many ways of winning in Civ, BTS and RFC from cultural, diplomatic, space race, domination, UHV, military conquest etc. No single method of winning is better or more fun for every player. The choice is yours. We've tried to keep those options open for every player of RFC Europe as well.:)
 
We have released Beta 1 of Rhye's and Fall Europe. Our Introduction Thread provides all the details and how to download.

attachment.php


Rhye's and Fall of Europe

Rhye's and Fall of Europe is a mod based on the incredibly popular original Rhye's and Fall of Civilizations (RFC). If you've played RFC before, all the familiar elements are here: stability, plagues, dynamic rises, barbarian uprisings, Unique Powers, Unique Historical Victories, and uniquely customized parameters designed to simulate history while allowing you the freedom to change it. In order to simulate a time period (500 - 1800 AD) and region in greater depth we've created a new huge map of Europe with new resources and new terrain. We've also added new civilizations, a new tech tree, new units, new civics, new corporations, new buildings and wonders. Religion, so critical in this period, has been made much more important. Faith points, a new concept, provide unique benefits for each religion based on how pious your civilization is.

Please visit our subforum (http://forums.civfanatics.com/forumdisplay.php?f=386) for more information and to post feedback. This thread is mainly just an announcement thread.
 
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