RFCEurope 1.1

If you mean that the dense forest and the two normal forest varieties also share the same dds, that's not a problem either
Just post your reskinned dds file here, I will take a quick look at it
 
As for stability for Byzantium in Southern Italy, I think it would be okay if they remained stable until at least the mid-11th century, which was when it was finally lost to the Normans.
 
Cordoba still extremely powerful. Suggest reducing their unit production modifiers but giving them more starting units.

Poland is almost always collapsing by the time of Ottoman spawn. Suggest hidden Cultural Tolerance bonus.
 
As for stability for Byzantium in Southern Italy, I think it would be okay if they remained stable until at least the mid-11th century, which was when it was finally lost to the Normans.

Alright, Apulia, Calabria and Sicily only changes after the Genoan spawn
 
Cordoba still extremely powerful. Suggest reducing their unit production modifiers but giving them more starting units.

Poland is almost always collapsing by the time of Ottoman spawn. Suggest hidden Cultural Tolerance bonus.

Pls tell me exactly which revision are you playing with, at least when giving balancing feedback
 
Pls tell me exactly which revision are you playing with, at least when giving balancing feedback

Well I'm on 1053, and I guess this is the latest up to now. I'll try this Byzantine strange building issue to see if it remains.

But my two other questions are perfectly up to date
 
Sry, somehow missed this post before
Finally I must ask something that was always on my mind but I was never sure. Now I must know if I'm correct or not.

These changing province for byzantium are not clear to me.

I expect that when I build a city in a Solid Area, I'll get a bonus as explained in the Stability Guide. If I build it in an OK area the bonus won't be the same, as stated in the Stability Guide, and maybe I'll even get negative stability for that (because of other factors like number of cities). Making it in an unstable area will get me a penalty on my stability.

Now what happens when I have a city in a Solid province and it turns into an OK or unstable province? My thought on that was: Nothing happens, because my city is already there. If I lose it and reconquer it I'll get a penalty because it's not Solid anymore. So my first question is: Am I correct on this? Does the penalty for changing the stability of a province where you have a city remain 0? Or do you get an instability penalty upon changing?

When provinces change. you get an instability penalty. At least you are supposed to
It's logical this way, stability is not about founding a city in a given province, but keeping it there. Furthermore, not just about the city itself, but the whole province
Stability is about maintaining order in those provinces, represented through your biggest urban centers.

Once I started a game with Byzantium (I guess it was in 1.0 or even in the first release of 1.1) and trained a settler in Alexandria to get that marvelous Sinai spot. It was a Solid province. I got hit in my stability several points (I don't remember exactly, but making a city in Anatolia didn't change my stability in the same game with even more cities as to when I did the Sinai one). So do these provinces that change stability work properly?

Actually there are 2 type of solid provinces
Anatolia is your core province, Egypt is "only" natural/border/solid. Whatever you call it
I'm not sure why 3Miro grouped those together, it only causes confusion
I really should finish that stability overlay...

And about that Italian provinces that are changed to OK upon starting and become unstable when Venetia spawns, doesn't it seem a bit useless? Is someone really considering settling or conquering anything on Italy before 800AD? There is a plague in the beginning that only hits you, Arabs on your easternmost territory in 632AD, Bulgarians right outside your capital in 680AD and lots of Solid places that you must settle not just to become stronger but to complete UHV2 a lot nearer to you.

True, but not every player wants to go after the UHVs. At least not in all games.
Also, the southern provinces in Italy (Apulia, Calabria, Sicily) now change later, after the Genoan spawn
 
Btw, in my recent playtest, I realized the Ottomans never attack and conquer those barb cities in Anatolia (occupied by Seljuk barbarians)
They only go for indy cities and maybe Bulgaria after Byzantium is dead, but not on those barb cities.
Obviously those should be the easy targets for them

Anyone else experienced this? Or maybe it was just a coincidence in my game?
If it's true, then that's the biggest reason why are the Ottomans doing relatively poorly in most games
They had a huge army, even though about half of their supposedly core cities were under barb occupation
 
Btw, in my recent playtest, I realized the Ottomans never attack and conquer those barb cities in Anatolia (occupied by Seljuk barbarians)
They only go for indy cities and maybe Bulgaria after Byzantium is dead, but not on those barb cities.
Obviously those should be the easy targets for them

Anyone else experienced this? Or maybe it was just a coincidence in my game?
If it's true, then that's the biggest reason why are the Ottomans doing relatively poorly in most games
They had a huge army, even though about half of their supposedly core cities were under barb occupation

Happens to me. I wonder why?
 
Pls tell me exactly which revision are you playing with, at least when giving balancing feedback
I always play on the latest version. In this case, 1053.

The only time when Cordoba is not OP (with 4 or more Wonders by Ottoman spawn) is when the city itself is taken by Spain. That happens about once in every 3 or 4 games.

Poland collapses in >60% of the games by Ottoman spawn. To Germany, Mongols, or both.

Arabia seems to be doing better, but they like to send the majority of their army to Tunis, leaving the Levant lightly defended against the Mongols.

Some suggestions for Crusade flavor:

- In Defensive Crusades, the Catholic civ get Paladins in addition to/instead of Knights;

- In Offensive Crusades (Jerusalem), the Catholic civ get Templar, Teutonic, and St. John's Knights in their initial stack regardless of whether those corps have been founded (this will sync with the corps overhaul);

- In the Northern Crusades (future implementation), the Catholic civ get Teutonic Knights;

^ I can make these Python changes (apart from Northern Crusade, which will wait after Novgorod) if you approve.
 
Some suggestions for Crusade flavor:

- In Defensive Crusades, the Catholic civ get Paladins in addition to/instead of Knights;

- In Offensive Crusades (Jerusalem), the Catholic civ get Templar, Teutonic, and St. John's Knights in their initial stack regardless of whether those corps have been founded (this will sync with the corps overhaul);

- In the Northern Crusades (future implementation), the Catholic civ get Teutonic Knights;

^ I can make these Python changes (apart from Northern Crusade, which will wait after Novgorod) if you approve.

Umm :confused:
These are just very minor balancing changes
Also, as you said, they will fit better after the new corp system is implemented

If you want to help, test out the issue with Ottoman AI vs barb cities
What happens in most cases:
It never even moves units inside barb territory? Is it in war with them at all?
Or there are some units, only not attacking the cities themselves?
Is it true it never conquer's any of those cities in the first place?
 
Also, I would love to get some help in the city name maps
Anyone willing to update some of those?
It's really easy to do, although it can be rather time-consuming if you want to have them perfectly (so it really takes up way too much time for me :crazyeye:)
 
Just upload here in plain text files if you are having trouble with the XML, I will merge them in

I copy-and-pasted the textes from XML into word where I corrected it. Here are the word documents! The corrections are marked red. Sometimes I wrote some comments at the end of the texts!

Just for your information:
I recognized that the GPs are not translated but one: "Charles the Bold" is "Charles der Kahle" in German - should be "Karl der Kahle" correctly but as no other is translated I ignored it.

Some technologies texts are still in English (I think wonders probably too, but I didn´t checked). Are you lacking a translation or were the just forgotten?

Tell me if I can be of any help!
 

Attachments

Also, I would love to get some help in the city name maps
Anyone willing to update some of those?
It's really easy to do, although it can be rather time-consuming if you want to have them perfectly (so it really takes up way too much time for me :crazyeye:)

I´m asking how I could be of help and you allready asked!:D
What would I have to do?
 
Thanks for the help, will include your translations :)
For city name maps, check the other thread
Just post there what civ's map would you like to improve
 
@simplicissimus
Can you upload the files in simle text formation? .txt is perfect
It's easier for me to merge that way

EDIT: nevermind, already did it
But next time, there is no need for .doc files
Simple text files are preferred, .txt, or whatever you prefer
Easier for merge, as XML files are also simple text files after all
 
I honestly don't like the color of Cordoba. It is just a very flimsy, icky color. Could they perhaps change back to light brown? Perhaps another shade of green? I assume the Moroccans will become light brown, though.
 
Again I found something strange (not sure if it is a bug or not):

Religious Law let you make Missionaries without the need of monasteries. In my Genoan Empire of lots of religions I can see that I'm now able to make Catholic, Orthodox and Islamic Missionaries.

But I'm protestant, and I don't know why but Protestant Missionaries are not available to build without their Protestant Seminary. I know the Seminary is not a Monastery, but is this intended to be so? I thought the idea was to be able to make any missionary in any city with the religion you want to spread.

If the idea is to exclude the Protestants from this feature, at least it should be written somewhere. I didn't pay attention to the fact it's to bypass the monastery, not to bypass the Missionary needed building.

I didn't even remember this post was already in RFCE 1.1 (actually my last successful game), but I'm bringing this back because playing as Venice I've faced this again and remembered about this issue.

I would like to know if Religious Law is a civic to exclude the need of a monastery to make missionaries, or to exclude the need of a specific building to make missionaries.

I know a Protestant Seminary is another class of building (and it has its orthodox and catholic counterparts), but it's the one protestantism uses to make missionaries, different from the other 3 religions (and it's indeed funny because the islamic one can be built without the madrassa, something that's only functional because it shares the same building class of a monastery).
 
@simplicissimus
Can you upload the files in simle text formation? .txt is perfect
It's easier for me to merge that way

EDIT: nevermind, already did it
But next time, there is no need for .doc files
Simple text files are preferred, .txt, or whatever you prefer
Easier for merge, as XML files are also simple text files after all

There´s a mistake for which I wasn´t able to find the right XML-file: In the starting-menu when you choose your civ it says "Genuaner" for the Genoans but the right German term would be "Genuesen"!
 
There´s a mistake for which I wasn´t able to find the right XML-file: In the starting-menu when you choose your civ it says "Genuaner" for the Genoans but the right German term would be "Genuesen"!

Alright, changed that too
Btw, it's in the CIV4GameText_RFCE_Civilizations.xml
 
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