(RFC3E) Welcome to RFCEurope Enhanced Edition

Just wanted to say I started playing the Enhanced Edition, and have really been enjoying it. Really great work polishing up the mod.
Unfortunately I saw the last update was 2 months ago, is the mod still being actively worked upon? There is so much more that can be added to RFC Europe.
 
Just wanted to say I started playing the Enhanced Edition, and have really been enjoying it. Really great work polishing up the mod.
Unfortunately I saw the last update was 2 months ago, is the mod still being actively worked upon? There is so much more that can be added to RFC Europe.
Thanks for the support! Yes, it is. I've been quite busy during the summer. I've almost finished adding the BULL mod to the project. It's a matter of days before the merge happens.
 
Thanks for the support! Yes, it is. I've been quite busy during the summer. I've almost finished adding the BULL mod to the project. It's a matter of days before the merge happens.
Awesome, looking forward to the update!
 
What's a BULL mod?
The BULL mod is an extension of the BUG mod. It provides improvements over the interface. Some improvements can activated/disabled using the BUG mod menu in top left corner (they were grayed-out before added).

The changelog can be found here. I've added the version 1.2.

Here's a complete list of the mods added:
Spoiler mods :

Advanced Combat Odds
All Units Actions
AutoSave
BUG Info
Base Commerce
Base Production
Base Production and Commerce
Base Values
Building Actual Effects
Building Additional Bombard Defense
Building Additional Commerce
Building Additional Defense
Building Additional Food
Building Additional Great People
Building Additional Happiness
Building Additional Health
Building Additional Production
Building Additional Yield
Building Icons
Building Saved Maintenance
Combat Events
Combat Odds for Friendlies
Commerce
Conscript Limit
Culture Turns
DLL Info
Deals in Scoreboard
Declare War
Defense Help
Defense Hover
Delete All Action
Draft Anger Turns
EXE/DLL Paths
Espionage for Humans
Examine Culture Flip
Exit Save
Expose Deal Cancelability
Finance Advisor
Food Assist
Food Rate Hover
Foreign Advisor INFO Trade
Fortify/Sleep All Action
Fractional Trade Routes
Goody Hut Log
Governor Builds Workboats
Governor Builds Workers
Great People Rate Breakdown
Great Person Turns
Happiness
Health
Hide UI Instructions
Hurry Anger Turns
Hurry Assist
Hurry Overflow
Ignore Harmless Barbarians
Kill Deal Info
Lat/Long Coordinates
Leaderhead Relations
MapFinder
Min/Max Commerce Rate
Overflow Gold Fix
Partial Builds
Pre-Chop
Process Started Event
Production Decay
Project Production
Project Started Event
Refuses to Talk
Relations in Scoreboard
Reminder Mod
Remove Specialist Hover
Resumable Value Change Help
Revolt Chance
Safe Move
Save Format
Sentry Actions
Sentry Exploring Units
Sentry Healing Units
Sentry Healing and Explorering Units
Show Sped-Up Techs
Specialist Actual Effects
Specialist Additional Commerce
Specialist Additional Great People
Specialist Additional Yield
Specialists
Starting Experience
Starvation Turns
Trade Denial
Trade Detail
Trade Hover
Trade Totals
Unit Captured Event
Unit Experience
Unit Name
Unofficial Patch
Update Attitude Icons
Update Plot List
Upgrade Unit Event
Zoom City Details
 
As far as I can tell BULL seems to work fine.

But man, what is up with the barbs in England? The Welsh longbowmen are so fudging hard to kill, and barbarians spawning in Cornwall??

Other issues:
1) When you produce one military unit, the city begins to auto produce the unit.
2) English Great Generals are using weird names - I had my first Great General called Heraclius like the Byzantine Emperor.
3) Wonder pop-up/video appears twice.
4) AI is probably not building wonders, not sure why.
5) Arabia needs new leaders - or at least add Egypt (which I think is in the works).
6) Al-Andalus needs to collapse past ¬1000 or so, they are way too strong, and united for too long. This is RFC after all, so they should be replaced by Morocco as the North African faction interested in conquering Iberia.
7) Arabs building weird/useless cities in the Libyan/Egyptian desert - the settler maps for them needs to be updated. But as per point 5, the Arabs should be collapsing in favour of Egypt.
 
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As far as I can tell BULL seems to work fine.

But man, what is up with the barbs in England? The Welsh longbowmen are so fudging hard to kill, and barbarians spawning in Cornwall??
Yeah, I've already noticed that. I plan to rework the spawning of the barbarians. About Welsh longbowmen in particular, I can change their spawn outside the territory. Has this behavior changed with the addition of BULL?
IMO, the spawn of barbarian inside a territory should almost never occur.
 
Yeah, I've already noticed that. I plan to rework the spawning of the barbarians. About Welsh longbowmen in particular, I can change their spawn outside the territory. Has this behavior changed with the addition of BULL?
IMO, the spawn of barbarian inside a territory should almost never occur.
Spawning inside territory? Happens all the time for the Welsh bowman at least. Can't remember for others.
 
Other issues:
1) When you produce one military unit, the city begins to auto produce the unit.
2) English Great Generals are using weird names - I had my first Great General called Heraclius like the Byzantine Emperor.
3) Wonder pop-up/video appears twice.
4) AI is probably not building wonders, not sure why.
5) Arabia needs new leaders - or at least add Egypt (which I think is in the works).
6) Al-Andalus needs to collapse past ¬1000 or so, they are way too strong, and united for too long. This is RFC after all, so they should be replaced by Morocco as the North African faction interested in conquering Iberia.
7) Arabs building weird/useless cities in the Libyan/Egyptian desert - the settler maps for them needs to be updated. But as per point 5, the Arabs should be collapsing in favour of Egypt.
1) What do you mean exactly? This might be related to the setting activate by default (see the screenshow below). RFC DOC have this setting disabled by default. If the problem is solved with the parameter disabled, I will disable this default parameter.
2) hum, strange. I didn't change anything to the GP
3) I know this issue, it will be fixed in the near future (matter of weeks). It's related to the current structure of the Python codebase, it's the next step in the process of refactoring the codebase itself before “really” starting to add new things to the mod (gameplay, civs etc...).
4) weird...
5) It's planned ;)
6) You're totally right
7) Ok, get it

By the way, there's a post for bugs and one for suggestions and requests. Thanks again for your feedback @The Turk

Spoiler screenshot :

2024-08-23_17-08-1724425762.jpg



EDIT: The setting "Train military units forever" is definitively the reason for 1). I'll change his value by default.
 
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1) What do you mean exactly? This might be related to the setting activate by default (see the screenshow below). RFC DOC have this setting disabled by default. If the problem is solved with the parameter disabled, I will disable this default parameter.
2) hum, strange. I didn't change anything to the GP
3) I know this issue, it will be fixed in the near future (matter of weeks). It's related to the current structure of the Python codebase, it's the next step in the process of refactoring the codebase itself before “really” starting to add new things to the mod (gameplay, civs etc...).
4) weird...
5) It's planned ;)
6) You're totally right
7) Ok, get it

By the way, there's a post for bugs and one for suggestions and requests. Thanks again for your feedback @The Turk

Spoiler screenshot :


EDIT: The setting "Train military units forever" is definitively the reason for 1). I'll change his value by default.
Thanks for the help! Must have been activated for some reason - but I definitely did not touch this.

And thanks, I'll direct bugs there from now on.
 
I like that we now see Amman built sometimes.
I mean.... compared to other cities that could be built in northern Arabia - this is what I mean by useless desert cities. The Arab civ is a train wreck, always has been going back to 1.0 of this mod, I've been saying as much for a long time. I would completely re-do it.
 
I mean.... compared to other cities that could be built in northern Arabia - this is what I mean by useless desert cities. The Arab civ is a train wreck, always has been going back to 1.0 of this mod, I've been saying as much for a long time. I would completely re-do it.
That's why I want to extend the map to the East, if not make an entirely new, bigger map. There's very little you can do with the Arab civ when all you have is the Westernmost strip of the Levant. The map should really include Baghdad and the Caucasus.
 
Hi, a new release is available here. This release adds BUG and BULL mod.
For the next release, I plan to do the following:
  • finishing the last remaining chore tasks
  • put back maps (wars, settlers etc...) in worldbuilder
  • fix the interior screen
  • some rebalancing of the starting situations (like France situation for the 500AD scenario, see here, also this post is interesting)
  • rewrite stability components (to make it less fickle, stop cities randomly declaring independence etc..)
  • rewrite barbs (+invaders) and minor cities spawning
  • rewrite the arrival and behavior of the plague (to stop killing units)
  • a new civ: Lombardy (bonus point)
The next version will include:
  • new gamespeeds
  • new difficulty modes
  • add experience to spies (like RFC DOC)
  • rewrite civics (and add a 6th civic for each category)
  • add new civs: Serbia / Egypt
I expect the new release to be out by November. The next one at the end of the year or early next year.
I'll detail the proposed gameplay modifications in the near future. :)
 
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@The Turk I did some inspection about the fact that AIs don't build wonders. I ran the 500AD (and 1200AD as well) scenario with a late civ and in the info screen I could see that it wasn't true. I tested it through multiple commits of my modmod. With the lastest commit, AI still builds wonders when the game is on autoplay, see the first screenshot.
I've also tested while playing the 1200AD scenario, you can see in the second screenshot that AI build wonders.

Spoiler screenshots :

2024-09-07_14-09-1725713398.jpg


2024-09-07_16-09-1725718724.jpg

 
@The Turk I did some inspection about the fact that AIs don't build wonders. I ran the 500AD (and 1200AD as well) scenario with a late civ and in the info screen I could see that it wasn't true. I tested it through multiple commits of my modmod. With the lastest commit, AI still builds wonders when the game is on autoplay, see the first screenshot.
I've also tested while playing the 1200AD scenario, you can see in the second screenshot that AI build wonders.

Yes they do, but not as much as before (rfce) I can feel their lacking efforts in it. Just be careful with modifications, turkey has to be able to get theirs for uhv.
 
I have introduced a mod version variable to keep track of changes in the mod. It simplifies the process of identifying which mod version someone is currently using.
You can see the version you're currently using in the "Game details" section, see the screenshot. This is taken from @Leoreth in RFC DOC, see this post.
Do not hesitate to share it when you describe a bug or an issue with RFC3E. Thanks!

Spoiler screenshot :

2024-09-08_22-09-1725828550.jpg

 
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