You never have?! Man, was I addicted to RFC. It's relatively beginner friendly, too, because civics, units, buildings are largely the same as in vanilla BTS.Ahh. I guess it's starting to get obvious that I never played RFC or DoC.
I just can't stand the scale there. For me it's totally immersion breaking that a historically big and very important civ is represented with 2-3 cities, tops.
Yeah, I already said that that might be on the plate at some point.All that is needed is some unplayable Civs to fill out the early game. And there are plenty to choose from. Ideally they would not be expansive, and they would be more passive than the usual AI. Akin to the Pope I guess.
Yeah, I checked it, saw that the style itself is very close to my heart (well, I'm still modding it, so this is kinda given I guess), but hate the scale and the oversimplified civ and tile representation because of it.You never have?! Man, was I addicted to RFC. It's relatively beginner friendly, too, because civics, units, buildings are largely the same as in vanilla BTS.
That said, it is my impression that RFC:E is also not too strange for a new player.
That's the main issue I have with the indy cities. It's a little unsettling to have an indy war galley that's peacefully exploring my coast suddenly turn into a vicious killer because I attacked an inland city a thousand miles away.Tying together a city in say England and Bohemia always feels strange.
`RFCE has 4 independent civs.
There were always 4 indy civs in RFCE, right from the start.
2 of them more agressive, 2 more peaceful.
I usually try to put close indy cities into different teams (when those cities can't be considered under the same nation/rule).
The whole indy system is not perfect, but it's actually not that bad with 4 "civs".
It's very hard to improve on it without separating indies to even more civ slots.
Of course.Or do you want them to cooporate less?
There were always 4 indy civs in RFCE, right from the start.
2 of them more agressive, 2 more peaceful.
I usually try to put close indy cities into different teams (when those cities can't be considered under the same nation/rule).
The whole indy system is not perfect, but it's actually not that bad with 4 "civs".
It's very hard to improve on it without separating indies to even more civ slots.
Ahh. I guess it's starting to get obvious that I never played RFC or DoC.
I just can't stand the scale there. For me it's totally immersion breaking that a historically big and very important civ is represented with 2-3 cities, tops.
How many turns does that mean there?the timeline means you get to conquer the whole Umayyad Caliphate within 120 years of spawn
Yeah, some more groupings can be done in a couple preset areas.I think it would improve it if indy cities in certain areas of the map were 'grouped' together as unplayable civs. Particularly in Western Europe - you could have the Visigoths in Spain, Kingdom of the Burgundians for Lyon and Marseille, Lombards in Italy. That way there is are clear groupings and if you attack one city you attack them all, but don't trigger some random indy city miles away to attack you.
How many turns does that mean there?
Marathon? I'm not even sure how could an early conquest goal like this be balanced for both a normal and a marathon speed.Even then the number of turns may make it difficult, although playing on marathon would ease the issue of healing between conquests.
The last minute, as in the revolts and spawns around 900?Anyway UHV1 for the Arabs should be like that of the Franks, you are pressed for time, and have to conquer as much as you can, with the last conquest should be coming in at the last minute. It will be hard, but the other two UHVs should be easier.
No, this is far from true. I can't go overboard with additional turns, I have to heavily take performance into account too.The current Frankish UHV is like that, and there are plenty of time pressured conquest UHVs in SoI. They are a challenge, but they are exhilarating. Now that you are redoing the early game timeline, I don't see how this should be an issue whatsoever. You can add more dates to make it doable if it is not already.
41 turns to conquer North Africa (up to Morocco), Egypt, Cilicia (+Malatya), sounds doable if the conditions are right. But is there any chance to increase it to a round 50?
50 turns means 782 as the earliest possibility.So it definitely won't be more than 3 turns/year for the first 100 turns.
We can increase it to a round 90 turns if we set the goal to 902
I agree that more than 3 turns/year would be too much.So it definitely won't be more than 3 turns/year for the first 100 turns.