RFCE 1.3 Playtest Feedback

What could possibly make this feature fun enough?
1. Remove +1 :hammers: from Serfdom
2. Receipt :hammers: from spot only after the construction of improvements (mine, workshop, lumbermill and other)
3. Chopping, specialists without changes
4. More :yuck: per citizen, buildings, march
5. Halfed :health: from resourses and buildings
6. Add :mad: from luck of religious buildings, taverns, walls
7. Halal and Kosher(wine, crab, pig)
8. More negative events (jewish pogroms, fires, riots, eclipses, comets)
 
-The Shrine of Uppsala seems useless for the Scandinavian civs now. By the time you're done conquering you start getting religion spread and it's much more rewarding to finally convert then build a wonder that favors pagan buildings (of course, you can build it in Uppsala, but you get to kiss it goodbye when it degrades).
I think the wonder's paganism effect would be more useful for a civ like Lithuania than the three Scandinavian civs at this point.

I agree here, tho' I don't think we should remove Uppsala. Maybe change its bonus to provide 1:) per city and some extra stability rather than culture, as that would be useful for the Danes and Norse in the early period when they are focused on conquering rather than stability?

Then have it go obsolete with an earlier tech, perhaps Literature or even Music, so there is an incentive to convert early. That would encourage them to build it for the stability benefits, then to switch once the happiness benefits expire.

I think Lithuania could maybe benefit from a similar wonder, such as the Žemaičių Alkas (Sarmogitian Shrine). That could provide happiness or culture, although that might require Lithuania's UP to be scaled back, or their culture target to be increased.
 
I experienced some strange things. this is related to gameplay and not any civ. usually i play similar with every civ in big shape: settling-military-get up and running-reach a tech or uhv-end turn till 3.uhv done. for example.

recently the "the get up and running" doesnt work as it used to be. i mean from 1200 to 1400 i used to take the tech lead and sabilize economy at 70-80-90% tech rate. the value is civ dependent, but i could do it anyway. So the problem is, recently i cant do that and 50%-60% is the max i can reach till ~1400. thats why i cant catch up in techs and wonders.

Soooo the question is, what's changed????
 
Stability is broken. After i conquered the capital of Cordoba they were collapsing. Not much later after i conquered Sevilla and Valencia they are stable / shaky. Cordoba stays alive in Africa. I think i had the same Problem a while ago with Bulgaria when a dead Byzanz was stable / shaky.

Took many trys to get a not already dead Cordoba for my Spain. There are still to many barbs coming from Portugal, most often razing Sevilla and pillaging everything.

Prosecution does not seem to have any effect on stability. Prosecuted 4 religions at once (with Cordoba) for testing.

bye Myri
 
Stability is broken. After i conquered the capital of Cordoba they were collapsing. Not much later after i conquered Sevilla and Valencia they are stable / shaky. Cordoba stays alive in Africa. I think i had the same Problem a while ago with Bulgaria when a dead Byzanz was stable / shaky.

Took many trys to get a not already dead Cordoba for my Spain. There are still to many barbs coming from Portugal, most often razing Sevilla and pillaging everything.

Prosecution does not seem to have any effect on stability. Prosecuted 4 religions at once (with Cordoba) for testing.

bye Myri

Yeah, I also noticed something is wrong with collapses ATM
On the other hand, stability calculations work ok as far as I can tell
Religious prosecutions can only cause stability loss if successful, and it's only temporary even then.
Will look into that one too
 
Yeah, there was a big mistake in 3Miro's original stability collapse code, which prevented empires with less than 9 cities from collapse!! (at least because of general stability)
So it actually worked exactly the other way around as it should IMO
The way I see it, with bad stability big empires should lose 1-1 cities first to city secession, and only small empires should insta-collapse

Probably I also broke something in one of my last commits regarding motherland collapse (which only collapses the civ if most of it's core and normal areas are taken)
But that's how it became obvious that something is wrong about collapses
So I'm glad I did it, as this way I found the very-very old bug about stability-collapse (which is the far more important one)

Anyway, I'm rewriting most collapse mechanisms
Stability collapse will work this way:
With more than 8 cities and bad stability: city secession has a very high chance, low chance for total collapse
Otherwise with more than 4 cities and bad stability: medium chance for both city secession and total collapse
Otherwise with bad stability: high chance for total collapse

Note that there are other rules for city secession as well (and for collapses too, as I already mentioned), so these are not the only occasions for either.
 
Anyway, I'm rewriting most collapse mechanisms
Stability collapse will work this way:
With more than 8 cities and bad stability: city secession has a very high chance, low chance for total collapse
Otherwise with more than 4 cities and bad stability: medium chance for both city secession and total collapse
Otherwise with bad stability: high chance for total collapse

Don't forget to draw a line on what you want for 1.3 or want it after it. 1.3 Still hasn't been released yet. ;)

(Wouldn't it be better if the mechanism is introduced after the release. A complete new mechanism usually has bugs in it. I don't want to launch an unstable version)
 
Don't forget to draw a line on what you want for 1.3 or want it after it. 1.3 Still hasn't been released yet. ;)

(Wouldn't it be better if the mechanism is introduced after the release. A complete new mechanism usually has bugs in it. I don't want to launch an unstable version)

Not a new stability system, I would agree with you if that was the case
But i'm only rewriting the collapses, which is very much needed right now
Don't want to release 1.3 with broken collapse mechanics, even if the main part of it is broken for at least 2-3 years :)

Btw, I don't have any major things left on my todo list for 1.3, other than this collapse thing and the rare CTD on city conquest
Actually the CTD is the main reason 1.3 wasn't released yet.
On the other hand I didn't get any savegames connected to it in the last 3 weeks, so maybe it doesn't happen often enough to postpone the release anymore?
 
Never had a CTD since i am back to RFCE.

Spain 1023, Hungary is a (most likely voluntarily and not desired) vassal of Venedig.

bye Myri
 
Just had my first CTD when i tried to start a game as the Ottomans, so no save, but maybe you have luck to reproduce.

bye Myri
 
Just had my first CTD when i tried to start a game as the Ottomans, so no save, but maybe you have luck to reproduce.

bye Myri

Same here - I've had CTDs during autoplay for Ottomans, Dutch and Muscovy, but no save game as a result. Not even sure they are due to the city conquest bug either!

If I get one, I'll UL it asap.
 
France UHV1 is too hard for me, with tons of barbarians and provinces to settle; I am going to play someone else.
 
France UHV1 is too hard for me, with tons of barbarians and provinces to settle; I am going to play someone else.

There's not that much to settle - you only need two more settlers and a fair bit of conquering. You can do it consistently with an optimal strategy, even on Emperor. The most important points are:

1. Found Paris 1NE, immediately build a Pagan Shrine and spread Catholicism there. With 4 culture per turn, you will cover Picardy with culture and don't need to settle it or capture indie Calais.
2. Build your other two cities adjacent to the other two iron hills in Champagne and Lorraine. Hooking up the iron early is key to building enough units. Also build one of those cities on the wine, so you get the happiness straight away
3. Research Manoralism, Calendar, Chain Mail. Those are the only techs you need for UHV1
4. Build Chateaus then Barracks then axemen until you have Chain Mail then build swordsmen

You can use your axes and swords to capture Lyon, Marseille, Toulouse, Bourdeaux and Barcelona, and build two settlers for Orleans and Saxony. Then group all your units together and take Ausburg, Milan and Florence last, as they are in unstable regions.

Build a Chateau in every city you conquer asap to keep stable, and switch to State Religion and Catholicism as soon as you can trade Theology with the Pope to avoid the stability penalties from foreign religions. You should get the UHV with a few turns to spare.

I even find I have enough time to raze Bordeaux and rebuild it in a better location with some decent production. The key is to go slowly at first and protect your cities and iron hills, then once you get Chain Mail you just pump out swords and can capture all cities.
 
Guisarmiers behind castle walls kills them off easily.

ofc. but they rape the land around, in 5 turns -20 stability, even its temporary, too bad to allow.

@France UHV1 is too hard for me, with tons of barbarians and provinces to settle; I am going to play someone else.

play a lot with different civs, specialy with byzantines and germans, then try it again :D
 
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