Suggestions and Requests

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.
 
Would it be possible for this mod to incorporate the "Islands" feature that's used in other mods (like 'Dawn of Civilization')? That seems like an extraordinarily useful map feature, to show islands that otherwise fall below the 'granularity' level that this model allows, and to allow cities that are culture-bound to the coastline to become more productive than otherwise. to allow cities that are crowded along coastlines to become more productive than otherwise.

Places where 'islands' might be useful:

  • Along the eastern coastline of the Adriatic, especially near Ragusa
  • Near Nantes and the western coast of France
  • Both north and west of Scotland, as well as the Isle of Man
  • Along the western coastline of Norway
  • Near Amsterdam and the Heligoland Bight
  • Near Copenhagen and the sea between Denmark and Scandanavia
  • Scattered throughout the Aegean Sea
  • Between Corsica and mainland Italy

Any thoughts?

As for the other suggestions, I agree with most of what 'LAF1994' had to say, especially regarding defections (it helps the game work better, but makes little sense as a reflection of history) and Portugal (I'd also suggest adjust the core/flip zone of Portugal so it only affects the northern 'County' province).
 
I'm not familiar with islands from DoC, but adding islands from Realism Invictus is on my list for 1.4, along with a couple other map improvements.
I presume DoC also got the islands from RI, or is the art different?
 
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.
 
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.

Yep, I planned to add those for a long time, just didn't want to start map improvements for 1.3.
Will also add semidesert from SoI, and probably proper salt lakes too.
Those are not that much needed either, adding minor production and/or commerce boost, but great for aesthetic reasons.
 
Some ideas for WWs

Kizil Kule
Spoiler :

effect like The Great Wall but for sea borders or additional :strength: vs. barb fleet

Atelier Saint-Jean d'Acre
Spoiler :

choose one of the effects
"Melisende Psalter" - cultural/religious event or effect
"Historia belli sacri a principibus christianis in Palaestina et in Oriente gesti"(William of Tyre's Historia) - scientific/military event or effect
 
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.
 
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?).

I don't really have problems with seeing them as barbs too. Not all berber and bedouin tribes were united under centralized rule, at least not for a long time. Neither in Arabia nor in the Maghreb.

2) Can you please stop cities randomly declaring independence? It's incredibly unrealistic.

City secession is an important mechanic. I'm open to suggestions how to improve the general feeling about it.

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).

Agreed

-The French should probably begin with a much larger army; historically the Franks conquered most of Southern France shortly after the start date.

I'm also toying around with some ideas about the Franks
There were some suggestions to spawn them NE from Paris with a bigger army, having to conquer the city

-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.

These are vanilla RFC mechanics, which could (and should) be improved
 
Is it a good idea to have a persecute option when conquering a city that has non-state religions in it?

What do you mean?
To persecute when the city is still in revolt?

And what are the odds of a religious prosecutor successfully purging a non-state religion from a city?

Depends on multiple things, including number of religions in the city, population, etc.
For example religious buildings and especially wonders of the corresponding religion reduce the chance.

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.

It's in SoI for example.
Here I decided against it, I find it too easy to keep your empire religiously homogenous with that feature.
Use prosecutors more commonly: religious persecution have quite a few unique feutres in RFCE, and it's a very powerful tool

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.

The reformation event should be strengthened then
Otherwise I find it perfectly reasonable to have extreme stability difficulties (resulting in losing some cities), if trying to swith from your old and well-established state religion to an entirely new one.
 
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.
 
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.

Making Religious Prosecutors cheaper is a valid point.
There is no 8*3 year though. You get 8 persecution points, which goes away in 8 turns, but only results in 1 stability penalty for each 3 points.
So 2 stab penalty tops, which is the same as having the religion in your city.
In the short term it's a little worse (because of the persecution itself), but quickly turns to be more stable.
I find that rather balanced.
 
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.
 
It'd probably make more sense for a revolt to spawn an army to attack the city, rather than it just instantly declaring independence.


Well strenght was always an important factor, and local independence movements were brutally pined down. It was realy common, so the suggestion make sense.
I will add that force unit to attack city and no pillaging as barbs do. Also bigger chance in less defended cities.
 
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.
 
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.

Thanks, the first was a small mistake made in rev 1189 (the check for the 2 scenarios were switched)
Sweden had the old preset civics, from the later start
Thanks for the report, these 2 issues fixed, the third noted

SVN update fixed victory screen, but the another screen should be fixed also, dont remember which but have the same problem as F2 did.

Try 1190 with the latest bugfixes, and post if you find anything else
 
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