RFCEurope 1.1

If the art wasn't so great, I think I would object against the late game idea. But I like the art so much I don't mind.

What would it bonus be? I think the no-anarchy bonus should go to the Ribeira, otherwise that bonus will come to late IMO. I was thinking of a very generic bonus, like a free golden age or some free specialists.


Now we speaking of wonders, a while ago, some other suggestions for new wonders were made. We may want to think of a bonus for them.

Yep, the no anarchy bonus will stay at an earlier wonder. Ribeira, or another one if we find an even better fit
Anyway, for now I think we can leave the Pena and the Ribeira the way it was before
I will revert your latest changes if you don't mind
 
Go ahead.

It's likely that the wonders will be revised anyway the the "newly" suggested ones.

Yep, after we have a new wonder building for Ribeira, we can settle both wonders for good
This is the art I like to best for Ribeira btw:
Spoiler :

If we don't find a good bonus for Peterhof, maybe we can use that building as Ribeira?
 
I am playing the latest SVN I believe and I encountered something strange when playing as Hungary. On the year 1140 I autodeclare war on Byzantium which is rather annoying. Is this hard coded into the game or is it a bug? I do have a vassal but it specifically says "You declare war on Byzantium" before my vassal does, and it doesn't show the screen of them declaring war on me.

EDIT: Sorry, I know what it is. I just remembered that at the same time there is a crusade declared on Constantinople by my vassal... Ignore this post I guess. (I think because it is slightly a turn behind I didn't know why it was happening).
 
I don't really mind moving it to a fix date instead of the research of Farriers
What do you think would be a good date for switching from barb HAs to barb Ghazis?

Since I can do both UHV 1 and UHV 2 by the UHV 1 time date we probably need to revise the UHVs before deciding this.
 
Several times, people asked if the colonies could be improved. There have been several suggestions how this can be done. One of the is by colony upkeep. That is probably a nice addition.

The amount of upkeep you pay increases with every new colony. I was thinking of the following function:
X = the amount of colonies a civ has.
(X^2)/2 + 0.5X
This means that the 1st colony costs 1 gold, the 2nd 2 gold (so 3 gold total colony upkeep), the 3rd colony costs 3 gold (total colony upkeep of 6 gold) and so on.

(This means you have to pay 325 (1+2+3+...+23+24+25) gold/turn if you have all 25 colonies.)

@ Absinthered
The only trouble I have is that I don't know how the game know how much colonies a civ has. Is there something like "getNumColonies"? If such thing exists, I can make the above working.
The code will be entirely python, so the AI isn't aware of the extra upkeep a colony has. But I don't think that's a bad thing. If it was aware, I'm afraid that it discourages the AI to build colonies. That's certainly not what we want. If the AI has some trouble with the extra upkeep, we can give them a hidden discount or something.
 
1 or 2 or even 5 gpt for a colony seems ridiculously low in the mid-end game, when they are coming into play.
If you guys really want some upkeep for them, then it should be something like 3% of your total commerce for each colony.
That way it would have some real gameplay effect.

Of course the AI is an important factor here..
We don't want to get the AI civs go bankrupt because they cannot handle these additional losses well enough
So yeah, if we go this route, an AI discount for them might come in play
 
I would say the % penalty is the way to go. Powerful empires have no problem whatsoever with a fixed or multiplying coin penalty.
 
Sounds great to me. Now we actually have to pick and choose which colonies we want so we don't go bankrupt- perfect.
 
Maybe we should have some kind of "Some of your military has left to restore order in your colonies" event every now and then? :)
 
Maybe we should have some kind of "Some of your military has left to restore order in your colonies" event every now and then? :)

ooh, yeah, Portugal and Holland, who cares about them anyway, right? :D

sorry but while interesting, that would only make sense if the colonies themselves also could give you units or population. else it just screws over the little guys.
But if/when random events are introduced there could be lots of interesting ones...

- "Fountain of youth" (option a) "Do nothing" - you get a little gold/units from adventurers b) "send some units to investigate" - sends 2-5 military units away (return chance: 30%), in 20% of the cases get +2 health in all cities c) "fund an expedition" - costs gold and units, higher chance of success)
- "The Indians are revolting" a) "Do nothing" - 25% chance to permanently lose one of the double-res from that colony (e.g. with Cuba you'd lose 1 sugar - the SA access and Tobacco are safe) b) "Subdue them" - sends military units, chance of them not making it, gives x gold (coins not res) if successful) c) "Reason with them" - spend gold, chance of getting some cool mercs + X culture in all cities
....
 
Random events will make their return to the mod.
But I want to revise some other major things first:
Companies, Minor nations/revolts, and of course finally finish up the new civs.
The mercenary system could also use some improvements.
Hopefully there will be good progress during the summer in all those things :)
Events may only come after these
 
Btw, Merijn, when do you plan to add those new merc types we talked about?
No hurry at all, just don't want to have conflicting files in the SVN (I'm also making changes to some of those files you will edit)
 
Btw, Merijn, when do you plan to add those new merc types we talked about?
No hurry at all, just don't want to have conflicting files in the SVN (I'm also making changes to some of those files you will edit)

Something got in between this weekend. I'm fairly sure that they will be added by this weekend.
But if you want, I can wait with those until you're finished. To make sure we don't get any conflicts.

As for the random events, I'm working on it. I'm currenlty checking every event to make sure it fits our mod. (so no airplane based events for example) But this takes time.
You can focus on other things in the meanwhile.


When do you want to launch the new version? IIRC, you are working on the new civs. Do you want to release it after those are included? Or do you want to do some things first, like the companies?
 
1 or 2 or even 5 gpt for a colony seems ridiculously low in the mid-end game, when they are coming into play.
If you guys really want some upkeep for them, then it should be something like 3% of your total commerce for each colony.
That way it would have some real gameplay effect.

Of course the AI is an important factor here..
We don't want to get the AI civs go bankrupt because they cannot handle these additional losses well enough
So yeah, if we go this route, an AI discount for them might come in play

What do you exactly mean with "total commerce"?
Do you mean the total income you generate? Or the total amount of :commerce: (and :hammers:) you produce? Or something completely different?

Can you "point" at it on the screenshot?
 
Playing as Magyars. Mongol Barbarians spawn in my lands (stack of 4 units), not near the borders. Is it really supposed to happen like that?

And about Austria. It's too easy to crush them after their spawn.
 
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