gilgames
Priest-King
I just now finished aragon on monarch with uhv. they have no problems in terms of stability.
They are basically the same. In DoC, they provide 1 production and 10% defense. (In RI, they also provide 1 commerce)
But even if it doesn't provide any production or whatever, it will still be an aesthetic update IMO.
Two points:
1) You should probably rein in the early-game barbarian spawns; in particular, the Berber and Bedouin barbs should be removed (why would they attack Cordoba/Arabs respectively?).
2) Can you please stop cities randomly declaring independence? It's incredibly unrealistic.
Also some points on start positions:
-The Portugal province should be split in half, with the northern half (historical County of Portugal) being Portugal's start location and the southern half (Algarve) having to be conquered from the Andalusians (or Taifas if Andalusia collapses).
-The French should probably begin with a much larger army; historically the Franks conquered most of Southern France shortly after the start date.
-Some starts should be conditional; e.g. the Ottomans shouldn't spawn if the Byzantines still control all of Anatolia.
Also:
-Defections need to be removed- they're incredibly unrealistic and ahistorical (why would Byzantine troops defect en masse to the invading Ottomans?)
-Plagues should probably be changed so they can't completely kill units, only weaken them.
Is it a good idea to have a persecute option when conquering a city that has non-state religions in it?
And what are the odds of a religious prosecutor successfully purging a non-state religion from a city?
That reminded me a fogotten idea. I played a mod where on city caputre you had an option to purge infidels, leaving the city with ur state religion or with no religion and haved the population. I need tbis feature in rfce too. It will lessen the religious instability specialy in bigger empires.
Btw: with any decent civ, to change from chatolicism to reformation leads to collapse!! Not by programing, but by insrability. I.e. u are big enough with hungary or germany, and get pp. So you change then from +20 you go down to -20 in 2-3-4 turns and to cizy goes. Indy at least. I call it collapse. And stability doesnt go up after it.
Presecution might be a good tool if you can use it easily, but you cant. Unit cost way too much hammer. Imo making such a unit is easy, grab 3 brute 2 spy and a priest of any kind. But setiously u purge a religion and suffer 8x3 year due tu this, in medivial time speaking u suffer until a new generation grow up. Its too much. Also presecution should be the same regardless u fail it or not. They do the same mess, so i say make it four turn both failure and success too.
City secession is an important mechanic. I'm open to suggestions how to improve the general feeling about it.
It'd probably make more sense for a revolt to spawn an army to attack the city, rather than it just instantly declaring independence.
Loaded a game for Sweden under latest svn and noticed a few things:
Sweden starts with guilds and apprenticeship even though it doesn't have those technologies. That's not the problem though. They revert to tribalism and decentralization after a couple of turns.
Also, the loading screen had the green bar completely full or empty, but the turn counter still worked.
Lastly, Denmark likes to found Karlshamn which is just outside of Sweden's flip zone (I've noticed through other games too). This prevents Kalmar from being founded which does flip to Sweden. It leaves a good piece of southern Sweden to Denmark. I would adjust Denmark's settler map to found Karlshamn a little less often.
SVN update fixed victory screen, but the another screen should be fixed also, dont remember which but have the same problem as F2 did.