RFCEurope 1.1

AbsintheRed

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Once again, a new version is out, RFCEurope 1.1 is finally released :)
The reason why it took unusually long (at least in this mod's life, as updates were always fairly frequent in RFCE) is because at first it didn't start as a full new release.
3Miro thought about 1.0 as the last full release (only updated with some patches every now and then), but through the last months I decided there are too many things I'm not statisfied with.
Plenty of mod related stuff were updated, just check the not-very-short changelog ;)

Also, modding will continue on RFCE, there are still a lot of things I want to improve.
Furthermore, updates will be a little more frequent once again: RFCE 1.2 is scheduled for the end of this December.

You can grab RFCE 1.1 on the usual place: https://sourceforge.net/projects/rfceurope/
Here is the changelog:
Spoiler :

Major changes:

- Inquisition overhaul:
  • All persecutions can remove maximum one religion
  • Chooseable religion for the human player, with a popup on persecution if there are more than one possible target religions
  • The AI will choose it's target religion based on a preset order of the religions:
    • Catholicism as state religion: Islam, Protestantism, Judaism, Orthodoxy
    • Orhodoxy as state religion: Islam, Judaism, Catholicism, Protestantism
    • Protestantism as state religion: Catholicism, Islam, Orthodoxy, Judaism
    • Islam as state religion: Catholicism, Orthodoxy, Protestantism, Judaism
    • Judaism as state religion: Islam, Protestantism, Orthodoxy, Catholicism
  • Tolerance factor for the AI: how tolerant are the different civs towards non-state religions:
    • The most tolerant civs won't purge any religions
    • Some will only purge Islam if they have a Chistian State Religion, or purge the Christian religions if they have Islam as state religion
    • Some civs will also purge Judaism (on top of the previous category)
    • Some civs will purge everything other than their State Religion (so even the other 2 Christian religions if they are Christian)
  • Holy cities cannot be persecuted from their holy religion
  • Your state religion cannot be persecuted, and you can only persecute if you have a state religion
  • Persecution has a base chance to succeed between 50% and 90%, based on your civ's faith
  • The base chance is modified in the following cases:
    • Religious buildings of the target religion (in the target city) slightly lower this chance
    • Religious wonders of the target religion (in the target city) seriously lower this chance
    • Jerusalem has a lower base chance on default
  • If persecution succeeds, all religious buildings are destroyed (including religious wonders - this will fix the inconsistency with the Spanish UHV)
  • The AI won't purge religions in cities where there is a wonder tied to that religion
  • Small revolt and unhappiness after both successful and unsuccessful persecution
  • Short term stability loss (Swing Stability) after successful persecution
  • Some of the population is killed/expelled if persecution succeeds
  • Gold loot from the killed/expelled population and from the destroyed buildings
  • Successful persecution increases your faith by one
  • Interface message for the successful/unsuccessful persecution
  • If Judaism is persecuted, it has 80% chance to move to another city on the map, also with interface message
  • Diplomatic penalty with civs who has the persecuted religion as their state religion
  • Lowered the cost of persecutor units
- Language changes:
  • As of revision 993, the russian version is a separate download. An add-on to the mod
  • The main reason behind this is the need of the original special characters of Civ IV (Latin-1 character set instead of a russian one)
  • This will enable us to use such characters: âáäéëíöüúó... (actually we could use them before, but only in the civilopedia)
  • Now we can have civ-specific names everywhere, including everything that appear on the map
  • Specifically: UUs, UBs, civ specific Great People names, and most importantly: city names
  • Added special characters to some of the hungarian and german city names as a test
  • Instead of Russian, Portuguese is being added as the 6th language, as it uses the same gamefont set as the other main languages
  • Caliom's WB tool updated, so it can handle all special chars from the Latin-1 set
- Interface:
  • Demographics Screen:
    • Tweaks to the demographics screen. Urban Population, Military Power, Land Area, etc.
    • New statistics on the demographics screen: Total Population, Soldiers
    • Urban Population is the summary of the population in your cities
    • Total Population = Urban population * era multiplier + 4000 * unit number + constant
    • Era multiplier based on turn number (slowly decreasing from 7 to 4)
    • The result for Total Population is rounded to 5000
    • Soldiers show the actual number of military units (one unit represents about 3000 soldiers)
    • Military Power is an index for total power (so both actual and potential power included)
    • Land Area also shows a more realistic number (around 2.200-2.300 km2 per tile)
  • UHV counters:
    • Lithuania got an interface counter for it's culture UHV
    • Improved UHV counter for the Polish 3rd UHV
    • All UHV counters are removed on the 1st turn after the UHV date
    • So you can still check how far would have you gone, even if you complete it earlier
    • If there is no exact UHV date, they are removed upon UHV completion
  • New mercenary message if the merc is available in a province where your culture do not allow you to hire it
  • Settler/war maps and spawn/respawn areas are shown on the minimap when editing them in the WB
  • New interface icons (on the main map) for great general points and stability

General changes:

- Protestant Church School requires Protestantism as a state religion
- Revised AI distance settings for city placement - territory coverage should be better now
- A couple changes and fixes in the settler maps in light of these AI distance changes
- Added a Spawn map in the Reference folder (with all civs' spawn areas and spawn dates, and the indy/barb cities) - by HolyHandGrenade
- Olive plantation gives 1 food but one less commerce; unimproved grapes already give 1 food; additional 1 commerce from improved Silk
- Added option in the dll for stable and unstable text icons. Can be referenced with [ICON_STABLE] and [ICON_UNSTABLE] in the XML files
- Tavern changed back to Brewery: +5% commerce, +1 happy with barley
- Burgundian Winery replaces Brewery: +5% commerce, +1 happy, +3 culture, +1 health with wine
- Byzantium starts with Religious Law. Historically fitting, and may increase early orthodoxy spread in a couple games
- Separated leaderheads FPK into 2 smaller files. Might increase LH loading performance
- Collapse Dates: AI civs get a small but increasing stability penalty after their historical collapse dates
- The civil war mechanics (instead of instant collapse) are in empires with 10 or more cities
- Stability is accounted properly for cities and buildings placed in WB
- Added missing Morea province from Hungarian UHV 3
- More (Conditional) Mercenaries are available and more equally distributed in time (still not optimal, but better than the previous system)
- Updated C++ source files. Now it's possible to compile a debug version of the .dll for the mod
- Horse Archer only buildable by Arabia, Cordoba, Bulgaria, Hungary, Kiev (and the Ottomans)
- Barbarians and independents cannot "produce" great persons - made it in line with the previous XML changes
- Limit cultural borders of independent and barbarian cities to 2 (code from SoI)

Map and province changes:

- Atlantic Access near Sevilla
- Forest near Antioch, so AI Arabia will have Damascus as it's first city -> it will be the holy city of Islam
- Belgrade moved 1 tile south, now it's in province Serbia - rebellions to be expected there
- Village near (previously under) Belgrade moved to Dacia/Transylvania. Added another one for Mesembria/Nesebar.
- Adjusted culture of preplaced Byzantine cities - Byz starting area on the map will be a bit more realistic (and look better)
- Small resource rearrangement in the eastern part of the map. Most important change is the closer stone resource for Kiev

XML/text updates:

- New Dawn of Man text for Hungary, Kiev, Cordoba. Minor fixes in most of the other texts
- Small updates in the reference files
- Added a couple Spanish translations by mijamobu and felyux
- Added many Italian translations by Fede14
- Huge XML cleanup in most files. XML reorganization, in particular in the DCN, civic, and artdefine files
- Text updates and fixes in the reference files
- German translations by HolyHandGrenade
- New XML name tag for the 6th language
- Portuguese translations by Spirictum
- Minor diplotext fixes (in the generic diplotexts)
- Various updates in the wording of the UP texts
- Changes in mercenary naming
- Updated strategy tooltips for the civics
- German grammatical cases for units by HolyHandGrenade
- Palacio del Escorial renamed to El Escorial, Paco da Ribeira renamed to Palacio da Pena, Tower of London renamed to Royal Dungeon
- New text for Palacio da Pena, Atlantic Access, Protestant Church School
- New feat messages when you build each unittype's first unit (for the RFCE specific unit tpyes like Light and Heavy Cavalry, Polearm)
- Revised feat messages from population tresholds (reach 100.000, 200.000, 500.000, 1.000.000, etc. urban population)

Art/sound updates:

- Fixed button for Golden Bull, West India Company, Arabian Arbalest
- Removed Religious School icon from the tech tree
- New LH for Barbarossa and Isabella - both of them made by Melcher Kurzer
- New LH for Mindaugas, Vytautas, Simone Boccanegra and William the Conqueror - made by Novator
- Removing a couple unnecessary/unused art files from the LH folders, optimizing LH graphics in a few cases
- New flag for Germany by zwei833
- New button for Germany, Bulgaria, Lithuania, Poland, Venice, improved button for almost all other civs
- Separated, uncompressed dds atlas for civilizations - better button quality
- Seperated all atlas' into more smaller ones for better organization
- New soundtrack - 22 medieval themed songs
- Era specific water worked graphics, era specific fishing and whaling boats
- New art for Triumphal Arch, Copernicus Observatory, Gardens of Al-Andalus, Amsterdam Beurs, Round Church, Cluny Abbey, El Escorial, Tomb of al-Walid, Marco Polo Embassy
- New art for Hagia Sophia, St. Basil's Cathedral, Palazzo San Giorgio, Chateau de Fontainbleau, Royal Academy, Heroic Epic, Theodosian Walls, Temple Mount, Umayyad Mosque
- Revised Orthodox buildings: New art for Cathedral, Temple, Monastery, old Belfry changed to Seminary, old Cathedral changed to Reliquary, old Monastery changed to Belfry
- Revised Catholic buildings: New art for Cathedral, Monastery, Seminary, old Cathedral changed to Temple, old Temple changed to Belfry (both with improved textures)
- New art for English Royal Exchange, Lithuanian Vaivadija, Arabian Bazaar, Polish Folwark, Austrian Operahouse, Cordoban Noria, Jewish Quarter, Islamic Minaret
- New art for Guild Hall, Star Fort, Archery Range, Forge/Blacksmith, Manor House, Walls, Barracks, Stable, Dungeon, Brewery, Tannery, Wharf, Harbor, House of Wisdom
- Fixed art for La Mezquita, Pressburg Castle, All Saints' Church, Dome of the Rock, St. Sophia, Torre de Belem, Alhambra, National Gallery and Burgundian Winery
- Revised the size of all wonders and buildings - both ingame and in the civilopedia
- Wondermovie for Kazimierz and Palacio da Pena
- Seperated the Wondermovies and the Colonymovies for better organization
- New button for St. Peter's Basilica, and for most of the changed/updated buildings
- Improved Coffee Plantation graphics (difference in art when worked, not worked etc.)
- New art for Tea, Honey and Slaves
- New art for swamps/marshes, with 3 different varieties
- New building sounds for Archery Range, Stable, Bulgarian Stan, Ottoman Hammam, Wharf, Harbor, Customs House, Guild Hall, Royal Dungeon, Hospital, Opera House, Brewery, Winery, Jewelry, Smokehouse, Tannery, Luxury Store, Warehouse, Dungeon, Night Watch, Soldattorp, Inn, Coffee House, Infirmary

Balance:

- Separated Mongol and Seljuk spawn: very hard on the human player, easier for the AI. Additional minor tweaks in a few other barbarian spawns
- Lowered the number of extra units you get on initial war for most civs
- Small changes to a couple civs initially spawned units too - mostly increasing defensive units for the AI
- Lots of smallish base balance changes for most of the civs (both growth and production modifiers)
- Lowered some civs' unit production modifiers for the AI (means cheaper units), for Byzantium for the human player too
- Stronger Sassanid Persians and Slavic barbs for Byzantium, greatly increased barbarian activitity in North Africa and in the Middle East
- Byzantium starts with a couple additional defensive units. Also some of the UNITAI's were changed to defensive
- One more starting worker for Cordoba. Cordoban Berber Cavalry upgradeable to Heavy/Armored Lancer
- Indy Augsburg and Ragusa starts with an additional archer - so it won't be razed so often by barbs before the German and Venetian/Hungarian spawn
- "Prebuilt" walls for Augsburg, Porto, Prague, Novgorod, Riga
- Belograd (Alba Iulia/Gyulafehérvár) spawns in 880 AD, changed to be an indy city instead of barbarian, and starts with 2 archers instead of 1 crossbowman
- A couple additional starting units for Poland, Lithuania and Germany
- Small changes in the starting techs. Poland got an additional tech, many civs got one less
- Minor leader personality, memory, and attitude modifications
- Sistine Chapel gives only 3 culture to state religion buildings. Marco Polo's Embassy don't give happiness (there is the Silk resource) and adds less trade routes
- San Marco Basilica has +50% trade route modifier and only adds 2 merchant slots. St. Basil's Cathedral gives less free specialists
- Increased temporary but lowered permanent stability loss from losing cities in your core provinces. You may reconquer them after all
- Small temporary stability loss for losing a city in your OK or unstable provinces
- Lowered permanent stability loss from being in anarchy, both for small nations and for big empires
- Free Religion got low upkeep (previously it was the only civic with no upkeep)
- Mounted Sergeants recieve an attack bonus vs. Catapults and Trebuchets
- Horse Archer slightly more expensive, to make it's cost closer to Mounted Sergeant

Bugfixes:

- Bulgarian, Hungarian, Polish and Lithuanian cottage/hamlet/village/town improvement art
- UHV counter display bug for Portugal and France
- Workboat is no longer a military unit
- Fixed bug with Arabian UP when Judaism is the state religion
- Fixed Jewish Quarter counting bug in the Polish 3rd UHV when Kazimierz is built - by HolyHandGrenade
- Fixed small bug in stability counting when using Divine Monarchy and Paganism civics together - by HolyHandGrenade
- Removed the UHV check for the old Spanish 3rd UHV (conquer protestant cities). It was possible to trigger both 3rd UHVs!! - by lzd
- Fixed small python mistakes: on city name convertion, and on destroying barbarian improvements
- Fixed 2 different bugs with mercenary appearance/mercenary hiring. No more unhireable Welsh Longbowman for example
- Stability fixes by HolyHandGrenade
- Fixed improvement size of medieval mines
- Magellan's Voyage now correctly shows up on the coast, not inside the city
- Fixed mistake where Ragusa got free walls instead of Venice
- You can no longer discover Amber from random mines
- Fixed bug where it was possible to build plantations on forests (and remove the forest) before the discovery of Plate Armor
- Removed buildingclasses (thus unnecessary searches) for no longer used buildings: Builders Yard, Grocer, Toll House, Herbalist, Catholic and Orthodox Scriptorum
- Fixed bug where the C++ code tried to compare variables with unused unittypes' IDs in the CvScreenInterface.py
- Fixed critical bug about UB and UU types. This fixes a couple possible early CTDs, especially during autoplay
- Fixed annoying bug with Iberian ArtStyleTypes. Probably caused some CTDs in the late game
 
Seems promising!:) Sometimes I get a CTD when my mouse pointer is near the mercenary button. Any ideas?
 
Nicely done!

I pick a day to wander back into these forums, only to find a new version. Can't wait to play it.
 
Playing as the Byzantines. Barbarians are really raging in this version. They control the whole countryside of Greece and most of the Aleppo area where everything is pillaged. I like the challenge but it becomes a bit unbalanced when the plague strikes just before the arabs spawn and there are barbs everywhere. My cities will be empty due to the plague and then razed by barbs.
 
At my German start I got 8 additional units due to barbs being in my flipzone! :)
 
Playing as the Byzantines. Barbarians are really raging in this version. They control the whole countryside of Greece and most of the Aleppo area where everything is pillaged. I like the challenge but it becomes a bit unbalanced when the plague strikes just before the arabs spawn and there are barbs everywhere. My cities will be empty due to the plague and then razed by barbs.

Hmm, I tried a couple test games with them (before release), and barbs didn't seem to be that lethal
You need to build much more units though than you used to in the previous versions

Anyway, there will be a patch fairly soon with possible bugfixes, and balancing of course
So barbs for human Byzantium can be reduced of course
Do you only have problems with barbs on the western front, or with the Sassanids too?
 
At my German start I got 8 additional units due to barbs being in my flipzone! :)

It's a bit funny, since I didn't increase the barbs in the german area at all :crazyeye:
It was totally the same as in RFCE 1.0, strange that nobody reported this before...
 
It's a bit funny, since I didn't increase the barbs in the german area at all :crazyeye:
It was totally the same as in RFCE 1.0, strange that nobody reported this before...
It is probably because the AI is reluctant to attack cities it has no hope of taking and with extra archers the individual spawns may not be enough so they roam and accumulate in area.

Wow. Spain's prosecution just got a major buff, tried going medieval on heretics as Austria and between low chance and disorder/unhappiness it has become a dicey solution .. love the "confiscation" message .. hahahaha.
Further on Spain: The 2EP is not really worth much except in the very early game, couldn't it be replaced by a % discount on all spy actions based on number of cities and/or pop?

Was stability for Arabia tweaked? Used to collapse if someone sneezed but now they can almost hold their own even against the crusades (lose/retake Jerusalem).

And lastly: Props on AI expansion, most cities are actually worth keeping when waging wars.
 
Absinthered: Major barb spawns during plague is always problematic. Imaging Seljuks or Keshiks during plague. An early plague is even worse since you have fewer, and less mobile, units than later in the game. Therefor both Sassanids and western barbs are problematic. They should stop spawning a few years before Byzantiums plague. And it is not sure if thats enough since they tend to roam the areas a while before attacking.

I was thinking about another issue. There are really few strategic resources in this game: Stone, marble and Atlantic Access. All the other resources are easily obtained or substitutable. It would be cool if there where more strategic resources. Relic perhaps? (Increased building rate for religious wonders).

Another idea. Maybe demand a settled corresponding great person in the city in order to create some wonders?
 
Playing as the Ottomans:
1. Don't start at war with Byzantines
2. Wallachia, Moldova, and Crimea are unstable
Was that part of the change log?
 
There is a percentage chance/risk that you start at war with different civs. Ottoman vs Byzantium has a high risk of starting at war but not 100%. They declare anyway pretty soon...
 
It is probably because the AI is reluctant to attack cities it has no hope of taking and with extra archers the individual spawns may not be enough so they roam and accumulate in area.

Barbs attack cities even when there is no hope in taking the city
I moved the spawn area a little west, so most of them will actually attack France, and only a couple remain wandering in Germany

Wow. Spain's prosecution just got a major buff, tried going medieval on heretics as Austria and between low chance and disorder/unhappiness it has become a dicey solution .. love the "confiscation" message .. hahahaha.
Further on Spain: The 2EP is not really worth much except in the very early game, couldn't it be replaced by a % discount on all spy actions based on number of cities and/or pop?

Yeah, persecution got a lot more interesting IMO
It can still be improved, I'm open to suggestions
I agree with the + 2 EP, it's more or less worthless in most games
We can change/improve it, but as you said, persecution is the real UP for Spain

Was stability for Arabia tweaked? Used to collapse if someone sneezed but now they can almost hold their own even against the crusades (lose/retake Jerusalem).

Yeah, I tried to make some of the AI civs collapse a little harder
In my experience it was way too easy in 1.0
 
Absinthered: Major barb spawns during plague is always problematic. Imaging Seljuks or Keshiks during plague. An early plague is even worse since you have fewer, and less mobile, units than later in the game. Therefor both Sassanids and western barbs are problematic. They should stop spawning a few years before Byzantiums plague. And it is not sure if thats enough since they tend to roam the areas a while before attacking.

Valid point
Will reduce barbs for Byzantium around the first plague
That's the hardest plague+barb combo by far

I was thinking about another issue. There are really few strategic resources in this game: Stone, marble and Atlantic Access. All the other resources are easily obtained or substitutable. It would be cool if there where more strategic resources. Relic perhaps? (Increased building rate for religious wonders).

I agree, more strategic resources could be good for the mod
Relics is a good idea, but then we should adopt some sort of relic system, like in SoI

Another idea. Maybe demand a settled corresponding great person in the city in order to create some wonders?

Sounds a bit too restricting to me
 
Playing as the Ottomans:
1. Don't start at war with Byzantines
2. Wallachia, Moldova, and Crimea are unstable
Was that part of the change log?

Ezzlar already answered you about the war.
Currently there is 90% chance

About the provinces: one could argue that the Ottomans never held those provinces, but had those territories/nations as vassals
There was some debate about adding more stable/ok provinces to the Ottomans about a year ago, IIRC civ_king wanted it very much
In the end it stayed the way it was before, and wasn't changed since
I'm more or less indifferent about this. I wouldn't mind a couple more ok provinces, but don't feel the need of it either. Neither gameplay-wise, nor historically

I don't get your changelog comment
Neither of this was changed in the last few versions
 
Concerning relics: Why not give the holy sites access to relics? Or a few of them? And then maybe Teutonic knights? Or change relic to Knights Templar?

That would give several civs access to relic. It could either give +100% building (just like stone or marble). Or requirement for some of the most religious wonders.

It would give another reason for keeping Jerusalem!
 
The Byzantine Plague is set around the 40th turn, which is 660AD
Sassanids and most Slavic barbarians in the Balkans spawn until 640AD
Arabia spawns in 632AD
Will test it out ingame, but I don't see a problem here at first glance
 
The Byzantine Plague is set around the 40th turn, which is 660AD
Sassanids and most Slavic barbarians in the Balkans spawn until 640AD
Arabia spawns in 632AD
Will test it out ingame, but I don't see a problem here at first glance

Sry ezzlar, turns out you were right
The first plague starts somewhere around the 30-32th turn, usually between 620-640AD

What's the opinion on this, which direction should the mod follow?
Move the Byzantine plague earlier (http://en.wikipedia.org/wiki/Plague_of_Justinian) or a couple turns later (as a generic plague, the way it is right now)?
Or leave it right before the Arabic spawn, and only reduce the barbs around the plague date?
 
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