RFCEurope 1.3

Hi, I'm playing as Venice and I can't deviate the Crusade and attack Constantinople instead. I always get voted for, even if I vote against myself. So, what do I do?
Also, the Independence Event thingy is pretty harsh. You get a negative 10% chance for having a solid stability. Or did I get that wrong?
 
Accept to taking part, then take over the crusade to divert it. You need to have some money saved for that.
 
IIRC You need to have the most money of any participating faction. The one with the most gold in the bank gets the option to pay to take over the crusade and can then send it against a range of targets.

So when the crusades start, set the sliders to 100% gold and you should get the option to divert one of the next two crusades.
 
Okay, maybe I'm just having an idiot moment...

...where and how do I download 1.3? :confused:
 
It is only available in the SVN. It is worth downloading...

1.3 isnt released yet.
 
1.3 isn't officially released yet, but it's very close
It will come in the usual way, but until then you have to use the SVN version if you want to check the improvements
Myri linked the thread where I explain how to use it, if you are not familiar with the concept.

PS: Welcome back!
Naturally I remember you too, as I remember all old and new forumers here, with all the useful feedback you guys give :)

I can't find a download link for this mod. Can anyone help? It was "very close" 6 months ago, so it's released now? Or is it like Valve "soon"? :P
 
I can't find a download link for this mod. Can anyone help? It was "very close" 6 months ago, so it's released now? Or is it like Valve "soon"? :P

Follow the instructions on the first post of this thread, and you'll have the most up-to-date version of the SVN for RFCE. (I was confused about the same thing a couple weeks ago, if it wasn't for ezzlar helping me out I'd probably still be playing 1.0. Thanks, ezzlar!) :thanx:

Oh, and welcome to CFC, laexio! :band:
 
Follow the instructions on the first post of this thread, and you'll have the most up-to-date version of the SVN for RFCE. (I was confused about the same thing a couple weeks ago, if it wasn't for ezzlar helping me out I'd probably still be playing 1.0. Thanks, ezzlar!) :thanx:

Oh, and welcome to CFC, laexio! :band:

Thanks, and thanks. :)
 
I thought to share my view about the UU, UB and UP's. with the list, I'll add a note word
that how useful it is:

Byzantines:
Catapracht: very good
Hippodrom: ok
UP: only good for AI

French:
Musketeer: bad (you most won when you get them)
Chateu: awesome
UP: bad (doesnt realy help early, doesnt matter later)

Arabs:
Ghazi: awesome
Bazaar: good
UP: very good

Bulgarians:
Konnik: good, just short living, could be light cav.
Stan: good
UP: bad could be more fitful.

Cordobans:
Berber: very good
Noria: good
UP: ok, it helps you in 1 plague, thats all.

Venetians:
Galleas: good
Arsenal: ok
UP: awesome

Burgundy:
Paladin: awesome
Winery: ok
UP: good/must have

Germans:
Landsknetch: good
Rathause: good
UP: good/bad technically you do not notice the difference.

Novgorod:
Uskuinik: bad. pointless, never build at all
Konetc: good
UP: pointless, do not run that civic.

Norwegians:
Berserker: awsome, aprox the best unit in game.
Trading post: good
UP: ok/must have

Kievians:
Druzhina: very good
Veche Halls: very good, but expesive
UP: ok/must have

Hungarians:
Husszár: awesome
végvár: good, usualy i am not attacked...
UP: ok, but with latest svn: good

Spanish:
Terrico: ok/pointless too late to be effective
Citadell: good
UP: good/must have

Danish:
Huskarl: very good
Reaserch I: very bad / too late. when it comes, you are done.
UP: very good. save you 10-20% reaserch

Scottish:
Shelton: ok, could be stronger
Shielding: ok
UP: awful, good for AI only

Polish:
Winged Hussar: awful, you won all uhv before get the unit
Folwark: very good / must have
UP: why less then Hungaries?

Genoans:
Balestrieri: good
G.Bank: good
UP: awful

Moroccans:
Black Guard: same as Terrico or Musketeer
Kasbah: awesome
UP: not working, could be some cultural.

English:
E.Longbow: good
Royal Ex.: ok, not a big deal
UP: very good

Portuguese:
K.o.Aviz: good, just dont build any, no use later
Fertiora: good
UP: good/ must have

Aragon:
Almogavar: very good
Seaport: ok
UP: i cannot sense it. idk

Sweden:
Karolin: ok/good but its a bit late as well
Soldatorp: very good
UP: awesome

Prussians:
Totenkopf H.: awful, if you aim uhv, you dont have time to tech it out
Public Sch: awful, come too late
UP: very good

Lituanians:
Bajoras: very good
Vaivadija: good but expesive
UP: ok/must have

Austrians:
Kurassier: awful, when u get it, its doesnt matter.
Opera: good
UP: ok

Ottomans:
Great B: very good // Janissary: very good
Hammam: good
UP: bad, you get 1/ turn if all 3 uhv is done, too slow rate, they should have bulgarians UP. or something else.

Muscovites:
Boyar: awesome
kremlin: good
UP: ok/must have

Dutch:
UP is good, but they should have instantly usable unit and buildings!

So as i see it could use some balancing....
 
Played Danes, Scots and Prussians. I agree with you on the Danes and Scots. But the Prussians?


Prussians:
Totenkopf H.: awesome
Public Sch: good
UP: very good

I finished UHV 3 (or 2?) [conquer 2 cities of... from 1650 to 1763] with lots Totenkopfhusars. Finished the tech somewhat before 1650. So they were incredibly useful!
Build the Public School in all cities at around 1650, so they were definitely useful, although they were not essential to get those 15 GP

I played Novgorod on RFCE++ a few days ago. Not sure what has been changed but i found their UU to be pretty useful as well. Used them to fight back barbs, prussians and lithuania before a got knights.
 
I meant to make them balanced, not to make all very useful! like, norwegians have a powerful setup, and novgorod has one of the weakest of all! playing them is a struggle due to production in 2/3 of the game at least. i.e. u get guild->konets after 1300 or so. but no hills mean no hammers to build sufficient army.

@waynex I never finished prussian uhv, it was boring, but had a huge army of knight/teuton/pistoliers before uhv was about to start and still the tech was far away. maybe i'll retry them....
 
Is there any reason not to play 1.3? Is it completely stable? If not, what is the latest stable release?
 
for all of you waiting for 1.3 Release and off course for including into the final release.
 

Attachments

  • Spawn map for RFCE 1.3.png
    Spawn map for RFCE 1.3.png
    62.8 KB · Views: 164
for all of you waiting for 1.3 Release and off course for including into the final release.

Awesome, thanks!
Nice to see you too around :)
Will PM you after the release, to pick up on our conversation

EDIT: You even included rivers and civ-specific colours :goodjob:
 
Outstanding -- thanks for the map!

I'm getting the sense we're getting pretty close to an official release of RFCE 1.3, which is quite exciting. I did want to ask whether you'd seen some of the proposals I've made (either in two threads about Crusades and the 'Suggestions and Requests' thread). Some of them are probably unworkable, but I think others are entirely feasible.

I also wanted to point out, regarding the map, that there seems to be two major blank spots that could be filled up with new civilizations.

The first blank spot is North Africa -- centered around modern-day Tunisia. This region was the playground for Almoravids and much later Ottomans, so it's not surprising to see it blank. However, from 1229 to 1574, the region was controlled by the Hafsid dynasty, which struggled to retain its independence in the face of pressure from Spain and Ottoman Turks.

The second, probably more important blank spot is in the southern Russian steppes, north of the Black Sea. Russia already has several civilizations, but I really believe that it needs one more to be complete: namely, the Golden Horde. Given how much this mod has developed from the original released version, it's still surprising to me that the Mongols would be left as a barbarian force with no political organization, when the presence and pressure of the 'Tartar Yoke' was perhaps the central political fact of medieval Russian history.

So: Hafsids in North Africa, Golden Horde in southern Russia. Who wants to put the work in to make these civilizations a reality?
 
Another suggestion for the map:

I understand there's been much controversy over how to deal with northern Russia. Makes sense, given that it's a large, heavily forested inland region that doesn't contribute much to the regional focus of the mod.

However, for all that, I can't understand why we're apparently content to let a full quarter of the map be taken up by open oceans with only Iceland and a few sparse island chains to show for it. Nor are those island chains particularly relevant: the first European settlement in the Canary Islands was built around 1336, and the islands were actually colonized in 1402. Likewise for the Azores, which were only settled after 1436.

A modest proposal: cut that part of the map out. Turn 'Canary Islands' and 'Azore Islands' into minor colonial projects, if we retain them at all. (Perhaps one or both of these islands might provide an 'Atlantic Access' resource, allowing for the construction of all other colonial projects even if a civ loses control of the physical resource at some point in the future).

The only real requirement is Iceland, and there are two possible ways of dealing with that. The first option is the move Iceland eastward, closer to its actual longitude (though far south of its actual latitude). You'd still need to keep a line of ocean tiles to separate it from England (so only the Norse can settle), but that's easily possible without much difficulty. The other possibility is to make Iceland itself a colonial project, with the same tech prerequisite as the 'Vinland' project but with a required resource of 'North Atlantic Access' (presumably available in the BFC of the Norse starting city). This would mean that the Viking UHV would require control of that 'North Atlantic Access' resource, which allows the 'Iceland' project, which provides a 'North American Access' resource, which in turn enables the 'Vinland' project.

With Azores, Canaries and Iceland taken care of... voila! That quarter of the map is no more.
 
Outstanding -- thanks for the map!

I'm getting the sense we're getting pretty close to an official release of RFCE 1.3, which is quite exciting. I did want to ask whether you'd seen some of the proposals I've made (either in two threads about Crusades and the 'Suggestions and Requests' thread). Some of them are probably unworkable, but I think others are entirely feasible.

I also wanted to point out, regarding the map, that there seems to be two major blank spots that could be filled up with new civilizations.

The first blank spot is North Africa -- centered around modern-day Tunisia. This region was the playground for Almoravids and much later Ottomans, so it's not surprising to see it blank. However, from 1229 to 1574, the region was controlled by the Hafsid dynasty, which struggled to retain its independence in the face of pressure from Spain and Ottoman Turks.

The second, probably more important blank spot is in the southern Russian steppes, north of the Black Sea. Russia already has several civilizations, but I really believe that it needs one more to be complete: namely, the Golden Horde. Given how much this mod has developed from the original released version, it's still surprising to me that the Mongols would be left as a barbarian force with no political organization, when the presence and pressure of the 'Tartar Yoke' was perhaps the central political fact of medieval Russian history.

So: Hafsids in North Africa, Golden Horde in southern Russia. Who wants to put the work in to make these civilizations a reality?

RFCE++ did have a Tunesian civ. I quite liked it. Maybe we can add this civ to the list.

We could model the Golden Horde so it has a similar function to the Crimeans in RFCE++. That would bring a whole new playing style to the mod, as you can't compare that civ style to any other civ.

Another suggestion for the map:

I understand there's been much controversy over how to deal with northern Russia. Makes sense, given that it's a large, heavily forested inland region that doesn't contribute much to the regional focus of the mod.

However, for all that, I can't understand why we're apparently content to let a full quarter of the map be taken up by open oceans with only Iceland and a few sparse island chains to show for it. Nor are those island chains particularly relevant: the first European settlement in the Canary Islands was built around 1336, and the islands were actually colonized in 1402. Likewise for the Azores, which were only settled after 1436.

A modest proposal: cut that part of the map out. Turn 'Canary Islands' and 'Azore Islands' into minor colonial projects, if we retain them at all. (Perhaps one or both of these islands might provide an 'Atlantic Access' resource, allowing for the construction of all other colonial projects even if a civ loses control of the physical resource at some point in the future).

The only real requirement is Iceland, and there are two possible ways of dealing with that. The first option is the move Iceland eastward, closer to its actual longitude (though far south of its actual latitude). You'd still need to keep a line of ocean tiles to separate it from England (so only the Norse can settle), but that's easily possible without much difficulty. The other possibility is to make Iceland itself a colonial project, with the same tech prerequisite as the 'Vinland' project but with a required resource of 'North Atlantic Access' (presumably available in the BFC of the Norse starting city). This would mean that the Viking UHV would require control of that 'North Atlantic Access' resource, which allows the 'Iceland' project, which provides a 'North American Access' resource, which in turn enables the 'Vinland' project.

With Azores, Canaries and Iceland taken care of... voila! That quarter of the map is no more.

The general idea is good. It will increase the performance of the game quite a bit. However, that does mean we either have to cut the map or we have to move the whole map to the left and have a big part in the east, which will also be empty and therefore canceling the benefits.
 
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