RFCEurope 1.1

Wow, all of them? This is new right? I think I haven't being playing a lot lately.

These are there since the province system was introduced. About 2 years ago?
I added a couple since, and adjusted many spawns, but the main bulk is there since the beginning

Still I think the Player has to be informed. A place in the civilopedia would be nice:

Provinces:

blablablablablabla...

And be careful, some provinces may change their stability status as the game goes, so always be mindful of your stability to not be caught unprepared.

Sure, I can add something in the civilopedia
But I think there is already some warning somewhere, that the spawn of new civs may reduce your stability in the area
 
Is there anywhere where we can find a list of all the provinces whose stability status will change?

Check here:
Spoiler :
# when a new nations spawns, old nations in the region should lose some of their provinces
Arabia:
pByzantium.setProvinceType( xml.iP_Cyrenaica, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Egypt, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Arabia, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Syria, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Antiochia, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Lebanon, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Jerusalem, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Cilicia, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Charsianon, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Colonea, iProvinceOuter )
Bulgaria:
pByzantium.setProvinceType( xml.iP_Serbia, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Moesia, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Thrace, iProvinceNatural )
pByzantium.setProvinceType( xml.iP_Macedonia, iProvinceNatural )
Venice:
pByzantium.setProvinceType( xml.iP_Dalmatia, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Bosnia, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Verona, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Tuscany, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Latium, iProvinceNone )
Burgundy:
pFrankia.setProvinceType( xml.iP_Provence, iProvincePotential )
pFrankia.setProvinceType( xml.iP_Burgundy, iProvincePotential )
Germany:
pFrankia.setProvinceType( xml.iP_Bavaria, iProvinceNone )
pFrankia.setProvinceType( xml.iP_Saxony, iProvinceNone )
pFrankia.setProvinceType( xml.iP_Swabia, iProvinceNone )
pFrankia.setProvinceType( xml.iP_Franconia, iProvinceOuter )
pFrankia.setProvinceType( xml.iP_Lombardy, iProvinceOuter )
pFrankia.setProvinceType( xml.iP_Liguria, iProvinceNone )
Hungary:
pBulgaria.setProvinceType( xml.iP_Banat, iProvinceNone )
Spain:
pCordoba.setProvinceType( xml.iP_LaMancha, iProvinceOuter )
pCordoba.setProvinceType( xml.iP_Valencia, iProvinceOuter )
Genoa:
pByzantium.setProvinceType( xml.iP_Apulia, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Calabria, iProvinceNone )
pByzantium.setProvinceType( xml.iP_Sicily, iProvinceNone )
England:
pFrankia.setProvinceType( xml.iP_Normandy, iProvincePotential )
pFrankia.setProvinceType( xml.iP_Picardy, iProvincePotential )
Austria:
pHungary.setProvinceType( xml.iP_Austria, iProvinceOuter )
pHungary.setProvinceType( xml.iP_Moravia, iProvinceOuter )
pGermany.setProvinceType( xml.iP_Bavaria, iProvinceOuter )
pGermany.setProvinceType( xml.iP_Bohemia, iProvinceOuter )
Ottomans:
pByzantium.setProvinceType( xml.iP_Opsikion, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Thrakesion, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Anatolikon, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Cilicia, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Charsianon, iProvinceOuter )
pByzantium.setProvinceType( xml.iP_Armeniakon, iProvinceOuter )
pHungary.setProvinceType( xml.iP_Dalmatia, iProvinceOuter )
pHungary.setProvinceType( xml.iP_Bosnia, iProvinceOuter )
pHungary.setProvinceType( xml.iP_Banat, iProvinceOuter )
Sweden:
pNorse.setProvinceType( xml.iP_Norrland, iProvinceOuter )
pNorse.setProvinceType( xml.iP_Svealand, iProvinceOuter )
pNorse.setProvinceType( xml.iP_Gotaland, iProvinceOuter )
pNorse.setProvinceType( xml.iP_Gotland, iProvinceOuter )
 
What does "None", "Outer", and "Potential" mean?

Unstable, Ok, Stable/Solid if conquered (in the current naming system, but that will change)
 
Maybe the barbarian tendency to raze cities should be reduced? I just loaded a Portugal start, and it seems all of Eastern Anatolia has been completely razed out (then partially resettled).
 
I made some good progress with the stability overlay recently
Hopefully I can finish everything I planned with it tonight
 

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I didn't play the mod for some time, so I didn't looked the following yet. (I only loaded the map for some minor testing)

But the new straight system...
I understand it's function, which is nice, but it looks really ugly on the map. Just look at Danmark to see what I mean.


So I'm suggesting a feature from RFCCW. The feature allows units to travel between coastal cities within a certain range. This will allow units to be shipped over straight, but doesn't look as strange. (The straight can really be a straigth like on the old map) It will also solve some other straight issues, like the English Canal one. (you can move units accross the canal between Calais and London with that system for example)

That doesn't mean the straigth system has to be removed. It works great in some areas, like the Atlantic Isles or Gallipoli.
 
I for one don't think that the coastline near Denmark is ugly
Nevertheless this idea definitely worths some considering
Potential places near Dover/Calais, Gibraltar, and Oresund

This RFCCW system has a huge disadvantage though:
The AI can't use this feature at all
If two landmasses are directly connected, they have the same area ID in most cases (for the AI)
If they have the same area ID, then the AI will only rarely consider naval moves, in most cases it will try to move between them by land
On the other hand, if the the landmasses have different area ID, the AI simply can't move there with land units. It will always search for naval ways.
So even if it has a unit in one of the cities, can't move to the other without ships...

This was one of the problems with 3Miro's previous region limitations:
If two adjacent land plots were in different AI regions, the AI only tried to get to the other plot by ships, which is obviously impossible
So the AI could never move units from one region to the other one, even if region border went right through it's base territory...
For example Poland was divided into 2 completely separate parts for the AI, that's why it was so pathetic previously
 
So with the RFCCW method:

If the 2 sides are with different area ID, the AI will never move the units by "land", only with ships
Thus the function is only worthy for the human player

If the 2 sides are with the same area ID, the AI may move between the 2 cities, that's OK
But it will almost never use naval moves anymore, and some other basic function may be messed up
In case of the British Isles: All AI's will think that it's part of mainland Europe, all AI will want to move there by land, with a couple possible expections when it already has some units on ships.
The Vikings for example will want to walk there in most cases
England will only want to attack near Calais, won't even want to attack other parts of France with shipping some units

PS: Not to mention the potential AI pathfinding issues
And there are a lot possible places, where can it be messed up
I don't have enough info on AI pathfinding to be sure how it could work, and to be honest I don't want to get into it at all...
 
are you talking about using harbors for short range "airlift" and "paradrop" features? If so, region IDs were never involved, but I never actually implemented it.

I made it possible and made sure it worked, but then I disabled all the xml tags and put the project off because I wanted to find a way to make the range of the feature longer without allowing impossible scenarios of ships jumping over land masses. I would like to base it on ship-pathing, but I think that would involve conjuring a phantom unit to base the pathing on and that sounds pretty advanced to me.

however, if the range was short, just to accommodate jumping 1 tile straights, then maybe what I did would work for you. I made the paradrop require a city with a harbor and restricted it to targeting coastal tiles. instead of the city/harbor requirement you could restrict it to certain map tiles or maybe you don't even have to, if the range was 2 tiles it would probably only be possible in appropriate places and wouldn't the ai know to use it, or be able to be told, since it uses it for paratroops?

about the map graphics, couldn't you make a new straights tile that looks just like coast, but then tell it when confronted by this:
OX
XO
where O is straights and X is land, to use the graphic variant it would use if the other X were not land, if you can see what I mean. the approriate graphics to make the straights look right are already in the game, the game is just not using the right file in this case. I don't know much about those graphics, but I know they display differently depending on what is adjacent to them.
 
Do people realize that you can load and unload a land unit to/from a naval transport in the same turn? All you need is do both (loading and unloading) in coastal cities.

For example: You have an empty Galley and a Knight parked in London. Load Knight onto Galley. Now Knight becomes red-lighted (cannot move or attack this turn). Move the Galley into Calais. Select the Knight (you can do this despite the red light). Click Unload. Now Knight is unloaded into Calais, and Galley is once again empty and free to leave Calais. All of the above in one turn based on vanilla BTS mechanics.

So, for me the solution has already been implemented, i.e. increase the movement speed of naval units. If it doesn't work? Well then increase the speed even more.
 
@IOSI
Ofcourse we know this. The problem is that the AI doesn't know how to ship units over water. That's why the straight system is in. So that the AI is able to move it's units between landmasses. If the AI was a bit more competent, the whole system wouldn't be needed at all.


@ Absinthered
I don't think the whole coastline is ugly, only the part that connects Danmark to Sweden. Now it looks like if they are indeed 1 single landmass. Which is just wrong.

But it will almost never use naval moves anymore, and some other basic function may be messed up
It has never done anyway, so that isn't really a problem. ;)

If we could make a tile like in the screenshot, then for me, the problems is solved. It works for the AI, but it's still a visible straight.
 
I don't know if it has been said, but UHV #2 seems to be broken for the Netherlands : even if I have built 4 colonies, it doesn't check. And UHV #1 says '5 merchants in 1750', but it checked as soon as I settled the last one : shouldn't it be 'by 1750' ?

EDIT : I found the bug : it says 4 colonies needed, but it checked when I built the 5th one... I shouldn't play it in French !
 

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I don't know if it has been said, but UHV #2 seems to be broken for the Netherlands : even if I have built 4 colonies, it doesn't check. And UHV #1 says '5 merchants in 1750', but it checked as soon as I settled the last one : shouldn't it be 'by 1750' ?

EDIT : I found the bug : it says 4 colonies needed, but it checked when I built the 5th one... I shouldn't play it in French !

I'm not sure which version you are playing with, but the text should look different with the recent versions
I don't even remember when was it changed, at least a couple months ago:
<TEXT>
<Tag>TXT_KEY_UHV_DUT1</Tag>
<English>[COLOR_YELLOW]The Financial Center:[COLOR_REVERT] Settle 5 Great Merchants in Amsterdam by 1750AD.</English>
<French>Avoir 5 Marchants Illustre à Amsterdam en 1750 ap.JC.</French>
<German>[COLOR_YELLOW]Das Finanzzentrum:[COLOR_REVERT] Siedelt bis 1750 n.Chr. 5 Große Händler in Amsterdam an.</German>
<Italian>[COLOR_YELLOW]Il Centro Finanziario:[COLOR_REVERT] Insedia 5 Grandi Mercanti ad Amsterdam entro il 1750AD.</Italian>
<Spanish>[COLOR_YELLOW]The Financial Center:[COLOR_REVERT] Settle 5 Great Merchants in Amsterdam by 1750AD.</Spanish>
<Portuguese>[COLOR_YELLOW]O Centro Financeiro:[COLOR_REVERT] Estacione 5 Grandes Mercadores em Amsterdã até 1750DC.</Portuguese>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UHV_DUT2</Tag>
<English>[COLOR_YELLOW]The India Companies:[COLOR_REVERT] Build 5 Colonial Projects.</English>
<French>Construire 5 Projets Coloniaux.</French>
<German>[COLOR_YELLOW]Die Indien Kompanien:[COLOR_REVERT] Errichtet 5 Kolonien.</German>
<Italian>[COLOR_YELLOW]Le Compagnie delle Indie:[COLOR_REVERT] Costruisci 5 Progetti Coloniali.</Italian>
<Spanish>[COLOR_YELLOW]The India Companies:[COLOR_REVERT] Build 5 Colonial Projects.</Spanish>
<Portuguese>[COLOR_YELLOW]As Companhias das Índias:[COLOR_REVERT] Construa 5 Projetos Coloniais.</Portuguese>
</TEXT>
 
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