What if we just remake this mod anew?

Some additional thing I want to say about the map.
As I remember there was discussion about expanding the region covered by the RFCE map to east, to include Armenia and Georgia, civs so beloved by Civ community. While the idea is not bad in itself, I think there are many complications with it.
There are certain "borders" between parts of the world that can be seen as dividing "historical spaces". Usually these borders are major geographic divides that usually weren't overcovered by a single political or cultural entity for long time. Some are the opposite - vast space that were covered by a single country only to become its deep hinterland with only occasional historical events of international significance taking place in it. (and these two types usually conflate with each other, and also shift, depending on historical period).
Creator of the map of RFCEurope identified such border well by cutting off eastern half of Eastern European plain, along with Middle East except Levant. As such, the map covers all of Mediterranean and most of Europe except hinterlands of Russia and sparsely populated northern half of Scandinavia. I found such dimension good (even though I live in part of Europe that got cut off) and used it in my map I presented here. By the way, bad (in my opinion) example of a map that doesn't follow such "historical spaces" is in SoI, where northwestern slice of India is brutally cut off throwing the rest away.
As you might had read, I also made expanded version of my map that covers all of Europe (I need to finalise it before posting). While projecting RFC gameplay on such expanded map I noted some complications that accompany obvious advantages of having entire Europe represented.
Spoiler :
Map plan of my expanded Europe map. Purple pixel indicates where I live, hehe
1750378252133.png

Returning to the "historical spaces and borders" I discussed above, if we need to represent all of Europe, eastern border of the map obviously should go as far as Ural mountains, to cover whole basin of Europe's longest and largest river, Volga, along with some other. Going south things become more interesting. Just "stiching" Caucasus with Armenia and Georgia to Europe is not as easy as it might sound. Expanding dimension of the map would require to add all of Mesopotamia, and with it, Iran, to get the countries Armenia and Georgia mainly interacted historically, being geographically in Asia, not Europe. As such, I identified another "historical space border" that runs around eastern border of Iran, separating it from Afghanistan and Central Asia, most notably by geography dominated here by deserts and mountains. Even though many empires, especially ancient ones, expanded across this "border", the two parts it separates clearly had different connections, with Iran being more interconnected with Mesopotamia and Caucasus than with Central Asia.

Using such full map of Europe will add around 10 more civs, not only Armenia and Georgia, but also including Sassanid Iran (that would be Byzantium-like civ with big developed empire at the start, being equal adversary to it), Khazaria, Volga Bulgaria, Arabia optimally would need to be divided into Rashidun/Ummayad Caliphate civ based in Syria and Abbasid civ based in Mesopotamia, also there should be atleast Persian Buyids for the "Iranian Intermezzo", and possible one-two more civs for that, then Greater Seljuk civ, and two Mongol civs of Ilkhanate/Ulus Hulagu in Iran and Golden Horde/Ulus Jochi in Volga region, and finally Safavid Iranian civ for the country that exists to this date. There also can be even few more civs.
New and some older civs would add around 50-100 more cities to the map (even though northern and north-eastern parts of Europe are supposed to be pretty much empty, being wild taiga and tundra). This all will load more processing resources, likely making late game hard to play, even if first half of the game would be more exciting with all the new civs.

But besides all mentioned above, the greatest issue I have with bigger map is balancing between historicity and playability of just one civ. Russia.
Even if around third of Russian territory is intended to be unsettled, Russia still is huge with tens of cities more than with the smaller map. The very balancing of the map becomes hard, as if we make all the territories intended to be settled atleast decent, then settling them will make Russia far, far overpowered (very basis of Civ comes evident here, more cities=more power, far more cities=far more power), but if we will make these territories lacklasting (just as around third of Russia already is!), there will no incentive to settle them at all. And that is not counting how to balance expansion, i.e. number and distance of the cities, itself, and also how tedious it will be to manage all of them for human player. Of course, Russia alternatively can stay in its historical core, in the center of the Eastern European plain, for whole game, but then any historicity blows away. Finally, with SO much land to expand in all directions Russia... will expand in all directions, getting solid basis by settling atleast part of it in any direction. What I mean is that there's little incentive for Russia to expand specifically westwards to get all of Old Rus, Ukraine and Belarus, fighting with Poland, Lithuania or whoever will be controlling it. Smaller map is much better for representing history, especially before XXth century, when WWII and rapid development made eastern half of European Russia much more historically relevant (it was important before that too, just not so much, while western regions of Russian Empire were relatively more important). In smaller map Russia starts in its historical core on the very eastern edge of the map that inevitably propels it to expand westwards.

Even if some other [realistic] map is made covering all of Europe and Iran (using different projection, for example), problem with huge Russia won't be fixed, as it still will be huge, even if with fewer cities. Alternatively, generally smaller map of full Europe can be made, fitting for playable Russia, but then it will make rest of Europe (Western, Central, Southern) much smaller, taking away so needed space (with civs and cities on it) to properly and interestingly represent European history. This all presupposes realistic proportions and geography, where Russia covers around half of Europe, but if some "warped" version of full Europe map is made, where Eastern Europe is significantly downsized, then any semblance of realism fades away. By the way, there's similar problem I found with huge China while making detailed realistic map of East Asia.

That is, a map with current dimensions, my or that of existing RFCE, is optimal for any RFC mod about Europe, while full map of Europe is practically impossible for that purpose.
 
Some additional thing I want to say about the map.
As I remember there was discussion about expanding the region covered by the RFCE map to east, to include Armenia and Georgia, civs so beloved by Civ community. While the idea is not bad in itself, I think there are many complications with it.
There are certain "borders" between parts of the world that can be seen as dividing "historical spaces". Usually these borders are major geographic divides that usually weren't overcovered by a single political or cultural entity for long time. Some are the opposite - vast space that were covered by a single country only to become its deep hinterland with only occasional historical events of international significance taking place in it. (and these two types usually conflate with each other, and also shift, depending on historical period).
Creator of the map of RFCEurope identified such border well by cutting off eastern half of Eastern European plain, along with Middle East except Levant. As such, the map covers all of Mediterranean and most of Europe except hinterlands of Russia and sparsely populated northern half of Scandinavia. I found such dimension good (even though I live in part of Europe that got cut off) and used it in my map I presented here. By the way, bad (in my opinion) example of a map that doesn't follow such "historical spaces" is in SoI, where northwestern slice of India is brutally cut off throwing the rest away.
As you might had read, I also made expanded version of my map that covers all of Europe (I need to finalise it before posting). While projecting RFC gameplay on such expanded map I noted some complications that accompany obvious advantages of having entire Europe represented.
Spoiler :
Map plan of my expanded Europe map. Purple pixel indicates where I live, hehe
View attachment 734839

Returning to the "historical spaces and borders" I discussed above, if we need to represent all of Europe, eastern border of the map obviously should go as far as Ural mountains, to cover whole basin of Europe's longest and largest river, Volga, along with some other. Going south things become more interesting. Just "stiching" Caucasus with Armenia and Georgia to Europe is not as easy as it might sound. Expanding dimension of the map would require to add all of Mesopotamia, and with it, Iran, to get the countries Armenia and Georgia mainly interacted historically, being geographically in Asia, not Europe. As such, I identified another "historical space border" that runs around eastern border of Iran, separating it from Afghanistan and Central Asia, most notably by geography dominated here by deserts and mountains. Even though many empires, especially ancient ones, expanded across this "border", the two parts it separates clearly had different connections, with Iran being more interconnected with Mesopotamia and Caucasus than with Central Asia.

Using such full map of Europe will add around 10 more civs, not only Armenia and Georgia, but also including Sassanid Iran (that would be Byzantium-like civ with big developed empire at the start, being equal adversary to it), Khazaria, Volga Bulgaria, Arabia optimally would need to be divided into Rashidun/Ummayad Caliphate civ based in Syria and Abbasid civ based in Mesopotamia, also there should be atleast Persian Buyids for the "Iranian Intermezzo", and possible one-two more civs for that, then Greater Seljuk civ, and two Mongol civs of Ilkhanate/Ulus Hulagu in Iran and Golden Horde/Ulus Jochi in Volga region, and finally Safavid Iranian civ for the country that exists to this date. There also can be even few more civs.
New and some older civs would add around 50-100 more cities to the map (even though northern and north-eastern parts of Europe are supposed to be pretty much empty, being wild taiga and tundra). This all will load more processing resources, likely making late game hard to play, even if first half of the game would be more exciting with all the new civs.

But besides all mentioned above, the greatest issue I have with bigger map is balancing between historicity and playability of just one civ. Russia.
Even if around third of Russian territory is intended to be unsettled, Russia still is huge with tens of cities more than with the smaller map. The very balancing of the map becomes hard, as if we make all the territories intended to be settled atleast decent, then settling them will make Russia far, far overpowered (very basis of Civ comes evident here, more cities=more power, far more cities=far more power), but if we will make these territories lacklasting (just as around third of Russia already is!), there will no incentive to settle them at all. And that is not counting how to balance expansion, i.e. number and distance of the cities, itself, and also how tedious it will be to manage all of them for human player. Of course, Russia alternatively can stay in its historical core, in the center of the Eastern European plain, for whole game, but then any historicity blows away. Finally, with SO much land to expand in all directions Russia... will expand in all directions, getting solid basis by settling atleast part of it in any direction. What I mean is that there's little incentive for Russia to expand specifically westwards to get all of Old Rus, Ukraine and Belarus, fighting with Poland, Lithuania or whoever will be controlling it. Smaller map is much better for representing history, especially before XXth century, when WWII and rapid development made eastern half of European Russia much more historically relevant (it was important before that too, just not so much, while western regions of Russian Empire were relatively more important). In smaller map Russia starts in its historical core on the very eastern edge of the map that inevitably propels it to expand westwards.

Even if some other [realistic] map is made covering all of Europe and Iran (using different projection, for example), problem with huge Russia won't be fixed, as it still will be huge, even if with fewer cities. Alternatively, generally smaller map of full Europe can be made, fitting for playable Russia, but then it will make rest of Europe (Western, Central, Southern) much smaller, taking away so needed space (with civs and cities on it) to properly and interestingly represent European history. This all presupposes realistic proportions and geography, where Russia covers around half of Europe, but if some "warped" version of full Europe map is made, where Eastern Europe is significantly downsized, then any semblance of realism fades away. By the way, there's similar problem I found with huge China while making detailed realistic map of East Asia.

That is, a map with current dimensions, my or that of existing RFCE, is optimal for any RFC mod about Europe, while full map of Europe is practically impossible for that purpose.
Dude, relax. That's a very long post about something no one asked. Or did I missed it? The map is fine, you said you want to have a better, okay. But there was nothing about extending it so much.
You are right, it would be too much in all sense.
 
Dude, relax. That's a very long post about something no one asked. Or did I missed it? The map is fine, you said you want to have a better, okay. But there was nothing about extending it so much.
You are right, it would be too much in all sense.
I'm chill. Just wanted to share my experience and thoughts about possibility of a bigger map to dissuade any potential resentment of new RFC Europe mod not having Georgia, Armenia, or just all of Europe.
 
It would be very cool to breath some life anew into RFC Europe. Noting the large amount of Civs planned, I suggest that it might be wise to create them primarily as non-playable civs first and then refine them into playable civs piece by piece. That way, we can get the community as beta testers as soon as possible. I have no experience making a game though, so take my suggestions with a grain of salt.
 
Some words about leaders and some early civs info.
As I noted in earlier posts, in my vision there should be quite a lot of leaders per each civ (one per age and/or for every 150-250 years, but of course in timespan of a civ) to properly represent progression of European history from 500 to 1900 AD (in contrast to SoI, which, as I remember, strictly uses one leader per civ. I think no explanation is needed why this is not applicable for RFC Europe mod with notably greater timespan). Since AI personality of leaders can be easily copied and customised, main problem arises with their visual representation in game. As such, as I noted in opening post, Civ4 style animated leaderheads should be replaced with static portraits, as there's nearly not enough LHs for all the intended leaders. This leads to another issue. Thanks to art of painting portraits becoming important part of personal and courtly life for monarchs and others, we have portraits of most of important leaders since around XVth century, with some individuals having whole dozens of portraits to choose from. This, however, hardly applies to leaders from Middle Ages, the earlier the less. As such, some solutions are evident.
First, we can use some later quasi-historical portraits of Medieval leaders, from XIXth, XXth and even our century, if they generally satisfy historicity even if being somewhat romanticist. These portraits may not necessary be of the exact person, but still can be used for another person if they look good and generally apply. Some of Medieval miniatures also can be used, but they generally are too schematic or generalistic, so only few may fit.
Second solution is using AI image generators to produce needed portraits.
As such, I would like to cry a call for anyone with decent skills with AI to be able to generate leader portraits with specific prerequisites and good quality. And for anyone wanting to help, to safe, for now, somewhere any images with fittingly looking kings/dukes/counts etc etc that you might stumble upon in the internets. Development of the mod is currently in its infancy, but as soon it becomes something playable we will run into the issue with the leaders.
With information of some early civs below, I think you will clearly see what is this issue with leaders.

Some days ago I started document to finally determine detailed information about civs, particularly their UPs, UBs, UUs (I think civs should have two unique units, but having only one is not fatal), historical victory goals and leaders, as my "ultimate civ list" posted above was created more to determine what civs should exist on the map, "who should paint the map", without detailed information for each civ. Of course, we should use existing RFCE (and some other mods) as point of reference, and I also have some additional ideas in that regard. Currently around half of civs are at various stages of detalisation in this document. I wanted to share and discuss information about some of them that I made so far, as I am unsure on some of things, it would be great to see and discuss your suggestions.
The civs discussed are Burgundy, Lotharingia, France, Aquitaine and Lombardy, civs of "Frankish realm" that should be hotspot during early game, unlike lonely France in existing RFCE.

Things from existing RFCE, especially if I think they should be revised, are written in italics. Things that I added and especially am sure about are written in bold.

The easiest one in most regards is France, as it represents entity with cleary defined historical role and leaders, being the only civ that is historically intended to last the whole game timespan.
Spoiler France civ info :

France

Short name: Neustria, France

Adjective: Neustrian, French

Full names: Kingdom of Neustria, Kingdom of France, French Republic/Empire

Colors: Dark blue and gold; Emblem: three Fleur-de-Lys

Unique Power: ? The Power of Stability - reduced penalty for expanding into foreign land

Unique Unit(s): Gendarme?, Imperial Guard?/ Voltigeur? Musketeer

Unique Building: Chateau (as castle replacement that should provide culture later in game instead of becoming obsolete?)

Unique historical victory goals:

?Capital of Saint Kings: bring four relics (like in SoI) to Paris and make it largest city in Europe in 1300? Empire of the Holy Land - control Jerusalem in 1291

Restoration of the Royal Order: control Isle-de-France, Champagne, Picardy, Normandy, Anjou, Berry, Poitou, Gascony, Languedoc, Septimania, Auvergne, Lyonnais, Burgundy, Dauphiny, Provence, Brittany in 1500 Empire of the West - moved to Lotharingia

?Some late (XVIII-XIXth cent.) goal, Napoleonic empire? (too boring?) Empire of the World - build 5 colonies

Capital: Paris

Core provinces: Isle-de-France, Champagne, Picardy, Normandy, Anjou, Berry

Historical provinces: Isle-de-France, Champagne, Picardy, Normandy, Anjou, Berry, Poitou, Gascony, Languedoc, Septimania, Auvergne, Lyonnais, Burgundy, Dauphiny, Provence, Brittany, Flanders, Wallonia, Lorraine, Alsace?, Corsica?, Savoy?

Contested provinces: Navarre, Catalonia, Brabant, Rhineland, Palatinate?, Piedmont? + those of above if not historical

Leaders: Early Med: Chlothar (representing all three of them), Hugh Capet ("transitional" between Franks and France, starting leader in 1000 AD scenario),

High Med: Philip II Augustus, +Louis IX (the Saint)?,

Late Med: Philip IV (the Fair/Iron King)?, Philip VI Valois?, Charles V (the Wise)? Charles VII?, Louis XI?

Renaissance: Francis I Valois, Reformation: Henry IV Bourbon

Enlightenment: Louis XIV Bourbon, Industrial: Napoleon Bonaparte, Napoleon III (both were monarchs, but also consul/president, can generally represent republics)


Lotharingia was a bit harder. Starting as Austrasia, it primarily represents it's eventual rise as Carolingian Empire. Later it represents shortlived Kingdom of Middle Francia, stem Duchy of Lotharingia in HRE and Duchy of Lorraine, which as a minor power lasted well into XVIIIth century when France finally conquered and annexed it after several attempts in previous centuries.
Spoiler Lotharingia civ info :

Lotharingia

Short name: Austrasia, Lotharingia

Adjective: Austrasian, Lotharingian

Full names: Kingdom of Austrasia, Duchy of Lotharingia

Colors: Red and gold/yellow and red; Emblem: Carolingian Cross

Unique Power: ?

Unique Unit(s): Axe-thrower, Caballarius/Scara Cavalry (famous Carolingian heavy cavalry that formed backbone of the army, direct predecessors of Medieval knights)

Unique Building: Kaiserpfalz/Palatium Regia (local palaces between which Carolingian and HRE emperors travelled to keep their power over regions. Broken Latin name is intended)

Unique historical victory goals:

Carolingian Empire/Empire of the West: control or vassalize territory of the Carolingian Empire by 840 [+ make sure Catholicism is present in all cities?]

Carolingian Renaissance: Build 20 religious buildings throughout your empire?

? - something later, in High Middle Ages? Being leading civ in HRE kind of thing?

Capital: Metz (Nancy, as the only city, in 1500 and 1700 scenarios)

Core provinces: Lorraine, (until High Medieval) Palatinate, Rhineland, Wallonia, Franconia

Historical provinces (as Austrasia/Middle Frankia): Lorraine, Palatinate, Rhineland, Wallonia, Franconia, Brabant, Flanders, Holland, Frisia-Overijssel, Picardy, Champagne, Burgundy, Lyonnais, Savoy, Dauphiny, Provence, Hesse, Alsace, Swabia, Helvetia, Bavaria, Tyrol, Austria, Styria-Carinthia, Thuringia, Westphalia, Eastphalia, Holstein?, Lombardy?, Piedmont?, Verona?, Veneto?, Istria?, Liguria?, Emilia-Romagna?, Tuscany?, Marche?, Lazio?

Contested provinces (rest of Carolingian Empire): Isle-de-France, Normandy, Anjou, Berry, Poitou, Auvergne, Gascony, Languedoc, Septimania, Catalonia, Navarre, Holstein, Pannonia, Slavonia

Leaders: Early Med: Sigibert, Charlemagne, Lothair/Bruno?,

High Med: Conrad? (to represent Salian dynasty, of Franconia), Theodoric?/Gothelo?, Godfrey of Boullion (one of main leaders of the 1st Crusade, but also to represent dozen dukes with this name), Renaissance: Isabella of Lorraine/Yolande, Reformation: Antoine of Lorraine/Charless III of Lorraine, Enlighment: Leopold of Lorraine


Burgundy also was tricky, representing several entities with often discontinous existence, starting from barbaric Kingdom of the Burgundians (continued as Merovingian Burgundy), Kingdom of Arelat (Kingdom of Burgundy with capital in Arles in Provence), County of Burgundy (Franche-Comte) and Duchy of Burgundy (particularly famous under Valois dukes who expanded into the Netherlands and aspired to become major European power)
Spoiler Burgundy civ info :

Burgundy

Short name: Burgundy

Adjective: Burgundian

Full names: Kingdom/Duchy/County of Burgundy, Kingdom of Arelat (if capital in Arles)

Colors: Maroon and white?; Emblem: Burgundian cross? (I'm not sure why it has bear emblem in RFCE)

Unique Power: ? the Power of Culture - relocated to Aquitaine

Unique Unit(s): Chevalier (Burgundy was center of chivalric culture in Late Middle Ages) Paladin - 12 legendary knights of Charlemagne, shouldn't really be used

Unique Building: Tourney ground? (unique version of standard racing ground building, like in SoI, that should be added) Winery

Unique historical victory goals:

From Provence to Flanders: control territory of Kingdom of Arelat (Burgundy, Lyonnais, Savoy, Dauphiny, Provence, Helvetia) in 1000 and of the Burgundian State+conquests (Burgundy, Berry, Champagne, Picardy, Flanders, Brabant, Holland, Wallonia, Lorraine) in 1500 Reunification

Northern/Flemish Renaissance? The Burgundian Way of Life - produce 10000 culture by 1336

Universal Empire (see below)? The Western Power - higher score than France, England and Germany in 1473

Capital: Lyon, Dijon, Besançon, Arles (capital in 1000 AD scenario)

Core provinces: Burgundy, (until High Medieval?) Lyonnais, Savoy

Historical provinces: Burgundy, Lyonnais, Savoy, Helvetia, Dauphiny, Provence, Berry, Auvergne, Champagne, Isle-de-France?, Lorraine, Flanders, Brabant, Picardy, Holland

Contested provinces: Frisia-Overijssel, Rhineland, Alsace, Normandy?, Anjou, Poitou, Gascony, Languedoc, Septimania, Piedmont, Corsica

Leaders: Early Med: Gundobad; Boso of Provence/Conrad I/Rudolph II (Kings of Arelat), High Med: Richard the Justiciar/Otto-Henry (Dukes),
Otto-William (represented in RFCE)/Reginald (Count of Burgundy, leading feodal in Kingdom of Arelat under both rather weak last King Rudolph III and after the kingdom became part of HRE. Starting leader in 1000 AD scenario),
Beatrice (influential Countess of Burgundy and Empress by marriage to Frederick Barbarossa, also became Queen of Burgundy as Frederick was crowned King in Arles. Her granddaughter, Countess Beatrice II, is represented in RFCE),
Late Med (Valois Burgundian State): Philip II Valois (the Bold), Renaissance: Philip III the Good/ Charles Martin (the Bold), Philip IV the Fair, Reformation: Charles II/V (Charles V, HRE Emperor and King of Spain. This "universal monarch" was neither really German nor Spaniard, but rather a Burgundian, raised at Burgundian court in Burgundian Netherlands and spoke variety of Middle French as his mother tongue. He inherited both titles of King of Spain and Holy Roman Emperor by rather convenient set of deaths and by election, and was regarded, particularly in Spain where he faced major rebellions, as a foreigner. Even though a Habsburg through direct male line, he to some degree realised aspirations of Valois dukes to become a major power, as center of power of his vast dominions was in the Burgundian Netherlands, in Brussels, Mechelen, Ghent, Antwerp and other cities)
Final leader list: Gundobad, Boso of Provence, Reginald, Beatrice, Philip II Valois, Charles Martin, Charles II/V


Aquitaine in many ways is similar to Burgundy, as it also represents several entities arising out of feudal chaos. However, they all, like Burgundy, shared the name and more or less distinct culture. Aquitaine starts in 602/629 representing Early Medieval Kingdom of Aquitaine, that remained independent from Francia for around 150 years, serving as bulwark against Muslim invasions from Iberia. After integration into Carolingian Empire and its disintegration, two main polities arose out of broken Aquitaine - Country of Toulouse in the south and County of Poitou in the north, that later became Duchy of Aquitaine. Both are represented by Aquitaine civ one way or another. After Duchy of Aquitaine became an apple of discord between kings of France and England, and after Albigensian crusades against County of Toulouse, Aquitaine eventually became part of French dominion after Hundred Years war. Still, many smaller effectively independent counties remained, even if nominally French vassals. Finally, in XVIth century Protestantism became widespread in Southern France and became ideology both for opposition against increasingly centralised royal government in Paris for local feodals, and for Huguenot contestants to the French throne. After Huguenot Henry of Navarre officially converted back to Catholicism and became French king, ending Religious wars and instituting religious freedom by Edict of Nantes, both parts of France became more integrated, until Cardinal Richelieu and Louis XIV ultimately crashed all local feodal resistance and expelled the Huguenots. After that Aquitaine became more or less integrated into rest of France as there was no more major oppositional force. Thus, Aquitaine civ represents this all, from VIIth century Kingdom of Aquitaine to High Medieval Duchy of Aquitaine and County of Toulouse, and additionally (not prescribed) also Huguenot opposition against Catholic France.
Spoiler Aquitaine civ info :

Aquitaine

Short name: Aquitaine

Adjective: Aquitanian

Full names: Kingdom/Duchy of Aquitaine, County of Toulouse/Poitou, (optionally in 1500 AD scenario) Kingdom of Navarre

Colors: Magenta and gold?; Emblem: Occitan Cross

Unique Power: The Power of Troubadours: +1-2 culture and happiness per city (until Renaissance age?)

Unique Unit(s): ? (main one should be High Medieval, secondary one can be something Huguenot)

Unique Building: ? (something about luxury/culture of Southern France? Maybe Burgundian winery from RFCE can go here?)

Unique historical victory goals:

Coeur de Lion/Bane of the Saracens: Defeat 40? units of Islamic civilizations (the goal combines both Early Medieval resistance of Kingdom of Aquitaine against Muslim invasions from Iberia, and leading role of Raymond, Count of Toulouse, in the 1st crusade, while the name refers the son of Eleanor of Aquitaine, Richard Lionheart, who was culturally neither English nor French, but rather Aquitanian. Aquitanian nobles were among the most active crusaders both in Levant and in Iberia)

Court d’Amour: settle 5 great artists / have most culture and happiness (happy face output) among Catholic civs in 1200?

Wars of Religion/Edict of Nantes: make sure all cities and civilizations in France are Protestant in 1600?

Capital: Tolosa (Toulouse), Peitieus (Poitiers, in 1000 AD scenario), optionally, Pampalona (Pamplona, optionally in 1500 AD scenario)

Core provinces: Languedoc, Septimania, and/or (depending on capital or not) Gascony, Poitou

Historical provinces: Languedoc, Septimania, Gascony, Poitou, Auvergne, Provence, Lyonnais, Dauphiny, Anjou?, Berry?, Catalonia, Navarre

Contested provinces: Anjou, Berry, Aragon?, Corsica?, Isle-de-France?, Brittany?, Normandy?, Champagne?, Burgundy?

Leaders: Early Med: Odo (the Great, King of Aquitaine and defender against Muslim invasions), High Med: Raymond of Toulouse (Count of Toulouse, one of main leaders of the 1st Crusade. Also to represent numerous other counts sharing this name), William V of Poitou (only as starting leader in 1000 AD scenario), Eleanor of Aquitaine, Late Med: John of Armagnac / Gaston Phoebus of Foix (influential counts in XIV-XV centuries), Renaissance: Catherine of Navarre (Queen of Navarre, held many lands in Southern France. Starting leader in 1500 scenario, if Aquitaine civ is present as Navarre), Reformation: Jeanne d'Albret (Queen of Navarre, held many lands in Southern France. Converted to Calvinism. Can be called main spiritual and political leader of the Huguenots. Mother of Henry IV Bourbon)

Finally, Lombardy. Even though it lies outside of the Frankish realm, it also is one of early civs that will coexist with the four civs above. Starting in 568, it represents Lombard Kingdom and its continuation, Carolingian and post-Carolingian Kingdom of Italy, later Lombard League, Lordship and Duchy of Milan ending exactly in 1500, as Milan and most of Lombardy fell under successive French, Spanish and Austrian control. In late game, Lombardy civ can be used, if force-resurrected, to represent revolutionary Transpadane, Cisalpine and Italian republic and Napoleonic Kingdom of Italy during the Revolutionary and Napoleonic wars, and even to represent revolutionary governments during Risorgimento.
Spoiler Lombardy civ info :

Lombardy

Short name: Lombardy, Italy (optionally)

Adjective: Lombard, Italian (optionally)

Full names: Kingdom of Lombardy, Kingdom of Italy (optionally), Lombard League, Lordship of Milan, Golden Ambrosian Republic, Duchy of Milan.

Colors: Green and white; Emblem: Iron Crown of Lombardy?

Unique Power: The Power of Communes: +1 free specialist in a city per each town worked by this city (to a maximum of 3?), +1 production&commerce on town (before Reformation age?).

Unique Unit(s): Milizia Communale (Communal Militia)

Unique Building: ? (something related to trade/economy or culture, but Art Studio likely will be Tuscan UB)

Unique historical victory goals:

Lombard Kingdom: Control all of Italy (Lombardy, Piedmont, Liguria, Verona, Veneto, Emilia-Romagna, Tuscany, Lazio, Marche, Campania, Abruzzi, Apulia, Calabria) in 750.

Lombard League: Control 3 “best?” (in some way) cities in 1250?

? Lombard Ingenuity: be most advanced civ in 1500? or something else reflecting ripe Renaissance.

Capital: Milan or Pavia->Milan (tile stays the same, renames the city after entering High Medieval age)

Core provinces: Lombardy +(until High Medieval age) Piedmont, Verona

Historical provinces: Lombardy, Piedmont, Verona, Liguria, Emilia-Romagna, Veneto, Istria, Tuscany, Marche, Lazio, Abruzzi, Campania, Apulia, Calabria?

Contested provinces: Sicily, Sardinia, Corsica, Provence, Dauphiny, Savoy, Helvetia, Tyrol, Styria-Carinthia?, Pannonia? (Longobardic homeland before Italy)

Leaders: Early Med: Alboin or Rothari, Desiderius?, Berengar of Friuli (post-Carolingian king of Italy)?,
High Med: Guido da Landriano (military leader of Lombard League against Frederick Barbarossa. Legendary leader Alberto da Giussano is likely based on Guido),
Late Med: Gian Galeazzo Visconti (reunified most of Northern Italy under Lordship of Milan, first Duke of Milan), Renaissance: Francesco Sforza (stabilised Ambrosian Republic of Milan after chaos following Visconti demise, only to make a coup and make himself new Duke of Milan. Under him and his descendants Renaissance flourished in Lombardy),
Enlightment: Pietro Verri (optional. Notable economist and writer. After French revolutionary invasion toppled Austrian rule, became one of leaders of Transpadane Republic, implementing many progressive reforms), Industrial: Carlo Cattaneo (Highly optional. Leader of Milanese revolution against Austrian rule and provisional government in 1848)



So, these are civ infos for these five civilizations so far. I really encourage suggestions and discussion, especially on things (UBs, UUs, UPs, HVGs) that I hadn't decided yet.
 
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Sadly I am not well informed about that age and place to add anything meaningful to it. But if you would like, I can revamp the Hungarian civ to similar details.
I noted that you cited many IRL provinces above, do you plan to change the existing province layout and fragment it more, or just as reference?
 
Sadly I am not well informed about that age and place to add anything meaningful to it. But if you would like, I can revamp the Hungarian civ to similar details.
I noted that you cited many IRL provinces above, do you plan to change the existing province layout and fragment it more, or just as reference?
Hungary, as a major historical power in Europe, is generally much more clear to make such info about, especially considering leaders. Anyway, it would be nice to discuss possible alternative UP, UU and UB to current ones, and other things, when time comes to Hungary, so you can start contemplating ideas you have. Also, do you think it would be better to change colors from current brown and white to green and red, and emblem from just double cross to Hungarian CoA, with both the double cross and the stripes of Arpads?
Regarding provinces - I use province/region map I made for my Europe map, and I posted it in this thread earlier, so you can see the province map. Also, province map and many other nice maps (like how real political map of Europe projects onto my map) are included in the map plan image file in download package with my NK Europa map. If it was missed somehow, this thread is about remaking RFCE "from scratch" on the new map.
 
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Ok, I'll collect ideas. The brown is meh, red-white would be much better, but I know compromises had to be made. Honestly Poland's pink is much more irritating.
I'll try to check that map, but I'm clumsy with implementing new stuff.
 
As for the leaderhead, I'm not sure we need as much as you say. Besides, I'd prefer to use the existing Civ4 leaderheads rather than still images or paintings of leaders. Having 3 or 4 leaders per civ would be sufficient in my opinion.

On the subject of UHVs, it would be preferable to avoid the need to conquer territories that would lead to the collapse of another civ, I'm thinking of a UHV of England in RFCE (which would lead to the collapse of France due to the conquest of Ile-de-France).

I'm also in favor of keeping (at least) 1 UHV towards the end of the game for “major” civilizations (France, England, etc.).

Btw, a little update here. I was able to fork the DOC RFC GitHub repository and modify it to load the map designed by @Nikas Kunitz . I've added a map of the region and its translation as you can see in the attachment. The next step is to modify the mod's civs to use those that already exist in RFCE. After that, I'll be able to add assets (religions, corporations, techs, units, etc...) to the mod. This would be a first milestone in the redesign of this modmod :)
 

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Quick update: I'm working on adding civilizations. I've started work on the settler and war maps. Of course, as you can see, all the cis have the values of France, but this is just a first draft. Thanks to the csv format, it's very easy to modify these values :)
Here's the links for region / citynames / settler / war maps. If any of you would like to help me design the map of town names, settlers or the war, I'd love to ! :)
 

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As for the leaderhead, I'm not sure we need as much as you say. Besides, I'd prefer to use the existing Civ4 leaderheads rather than still images or paintings of leaders. Having 3 or 4 leaders per civ would be sufficient in my opinion.

On the subject of UHVs, it would be preferable to avoid the need to conquer territories that would lead to the collapse of another civ, I'm thinking of a UHV of England in RFCE (which would lead to the collapse of France due to the conquest of Ile-de-France).

I'm also in favor of keeping (at least) 1 UHV towards the end of the game for “major” civilizations (France, England, etc.).

Btw, a little update here. I was able to fork the DOC RFC GitHub repository and modify it to load the map designed by @Nikas Kunitz . I've added a map of the region and its translation as you can see in the attachment. The next step is to modify the mod's civs to use those that already exist in RFCE. After that, I'll be able to add assets (religions, corporations, techs, units, etc...) to the mod. This would be a first milestone in the redesign of this modmod :)
Well, even with 3-4 leaders per civ there aren't enough existing LH models for them all (also even in existing RFCE they vary greatly in quality, some being notoriously uglier than others, even if still charming). Personally, I would like to have Civ4 style leaderheads, but there's just nearly not enough of them to represent all these kings, queens, dukes and counts (not to say about knyazs and other emirs, even if we keep number of leaders minimal). So instead I propose fully embracing historical aspect and have static portraits (like in Realism Invictus and some other great mods) for greater number of leaders (reasonably greater, one per age/every ~200 years, unless there are really important ones in one century). Starting from Renaissance age, this will turn leader list into nice gallery of historical portraits, but we would need to somehow supplement Medieval leaderheads with more generally fitting or AI generated portraits.

Well, even if I partially agree that more civs should be kept alive ingame in existing RFCE, generally without having UHV goals demanding kicking others out of game (but isn't that the point, like in the English UHV about Hundred Years War?). But in our mod, with much greater number of civs I foresee competing regionally, as I wrote in posts above, some civs kicking out others is pretty much intended as main idea, basis for more interesting and dynamic (and historical!) gameplay, instead of some major civs (like France or Germany) "floating" in a sea of independent cities (that they will conquer, I mean), occasionally kicking and humiliating some "secondary" civs and turning wars between each other into massive Napoleonic-style conflicts already in Middle Ages.
Instead of this, I see greater number of more equally and historically balanced civs competing in regions roughly in first half of game until some of them manages to get upper hand, conquers others and only after that becomes a major civ (like France, as I see it in our mod, should kick out Burgundy and Aquitaine to fulfill one of its unique historical victory goals, representing rise of centralised French state as a major power).
Greater number of civs also means that if one gets kicked out, its realistic/historical place on the map will be filled with others (this already exists in RFCE in some cases, like if England will kick out France, Burgundy likely will atleast partially take its place on the map).
Finally, many conquest UHVs, especially in Middle Ages may ask vassalising certain territories as alternative to directly controlling them. With greater number of civs there's greater opportunity to see more realistic vassal states, including option for human player controlling smaller civ to become major computer player's vassal to use it until there's opportunity to regain independence.

Totally agree with that one, in my file with civ informations I specifically designate atleast one goal to be in late game, if historical state represented by a civ lasted as major/middle power until XVIIIth-XIXth century.
By the way, I recently got an idea for following third UHV goal for France. "French Revolutions: be first to adopt 10? civics". Number of civics should be balanced to make it achievable in late XVIIIth or, if player missed some Medieval/Renaissance civics, XIXth century. This represents how France generally was the center of historical progress in European history, starting from being the centre of development of feudalism in early Middle Ages, then becoming leading centralised monarchy in late Medieval and Early Modern periods, culminating, of course, in the French Revolution (that should be the earliest point of achieving this goal), but also in many revolutions in XIXth century, when France became the first modern democratic republican state in Europe, even if unstable one until late XIXth century.

Yeah, so far progress of the mod is about making playable mod with the new map with most features from existing RFCE, along with some new ones (mostly civs).
 
Quick update: I'm working on adding civilizations. I've started work on the settler and war maps. Of course, as you can see, all the cis have the values of France, but this is just a first draft. Thanks to the csv format, it's very easy to modify these values :)
Here's the links for region / citynames / settler / war maps. If any of you would like to help me design the map of town names, settlers or the war, I'd love to ! :)
Already doing that!
Interested people can check out default city map as it's made so far. Specific language city maps will be made later. "Default" one uses city names in several main languages that were dominant in large parts of the map historically, like English in British Isles, German throughout most of Central Europe and Polish in core Polish lands along with Lithuania, Western Belarus and Western Ukraine. City maps for these several major languages (often used by several civs, especially German) will be made first, and after them more specific civ language maps will be made (like Czech for Bohemia or Catalan for Aragon). In addition to city maps, there would be language files for changing names between languages and also some for ages (like Danish capital will be named Roskilde initially and will change its name to Kjøbenhavn on entering Late Medieval/Renaissance, similarly to Swedish capital initially being Sigtuna later renaming to Stockholm on entering High/Late Medieval age)
 
Wow, it's great to see your new map. I wonder if Sicily (or Naples) that was discussed many years ago will appear.
 
Wow, it's great to see your new map. I wonder if Sicily (or Naples) that was discussed many years ago will appear.
Yeah, I plan to have Sicily added, as Southern Italy was important center of power with unique culture, first as Norman Kingdom of Sicily for first 100-200 years, then as Kingdom of Naples (that officially still was called Sicily, kinda like a "rump state"). Even though both the island, and, to lesser degree, the mainland were dominated by foreign powers for centuries after, it remained a separate entity that ingame can be represented as a vassal state, until Kingdom of Naples and then Kingdom of the Two Sicilies appeared as major Italian power in XVIIIth and XIXth century.
You can check the list of civs I want to see in the mod in the opening post.
 
Would it be possible for a civ representing the Irish to be added? They could potentially spawn the earliest out of anyone in Britain.
 
Would it be possible for a civ representing the Irish to be added? They could potentially spawn the earliest out of anyone in Britain.
I thought about having Ireland. While adding Ireland in normal Civ mod has no issues, in RFC mod of Europe there are some complications due to specifics of history of Ireland. It can be said that the greatest (and earliest) impact in general European history that Ireland had was its Christian missionary activity during Early Middle Ages, in mod gameplay-wise, spreading Christianity in cities of civs like Austrasia (Lotharingia) and others. For this as a historical goal, Ireland optimally should start as early as 500 AD, at the very start of the timespan. However, as it is widely known, Ireland was very decentralised during most of its history, especially early, with more or less stable central authority emerging only around time of Brian Boru in X-XIth centuries, lasting until Anglo-Norman invasion in late XII century (as far as I understand). After that, there was no lack of local leaders fighting English power all the way until XVIIIth century, but very few of these leaders approached holding power over all of Ireland, and no stable unified Irish state was formed. Also, some key cities of Ireland, like Cork and Limerick, were founded by non-Irish peoples (that's a minor issue), but overall most cities became proper cities only under English rule. The main issue, though, is about balancing such early civ, as it might be too tough of a nut for England to expand into Ireland, unlike some independent cities, and also it can grow too much in culture and science due to its early start and safe isolated location.
If adding Ireland, I suppose it will be starting in 500 AD in Tara (Dublin tile), and will have such historical victory goals (names are placeholders): "Irish missionaries": spread Catholicism to 10? cities (by 1000 AD?); "Gaelic expansion": control Ireland and Scotland (in 800 AD?) (representing kingdom of Dal Riata); "somethingaboutfightingsasanachs": destroy 20? English units/control Ireland at some date? So, I think it is possible to consider adding Ireland, but later, after there will be working mod.
 
I thought about having Ireland. While adding Ireland in normal Civ mod has no issues, in RFC mod of Europe there are some complications due to specifics of history of Ireland. It can be said that the greatest (and earliest) impact in general European history that Ireland had was its Christian missionary activity during Early Middle Ages, in mod gameplay-wise, spreading Christianity in cities of civs like Austrasia (Lotharingia) and others. For this as a historical goal, Ireland optimally should start as early as 500 AD, at the very start of the timespan. However, as it is widely known, Ireland was very decentralised during most of its history, especially early, with more or less stable central authority emerging only around time of Brian Boru in X-XIth centuries, lasting until Anglo-Norman invasion in late XII century (as far as I understand). After that, there was no lack of local leaders fighting English power all the way until XVIIIth century, but very few of these leaders approached holding power over all of Ireland, and no stable unified Irish state was formed. Also, some key cities of Ireland, like Cork and Limerick, were founded by non-Irish peoples (that's a minor issue), but overall most cities became proper cities only under English rule. The main issue, though, is about balancing such early civ, as it might be too tough of a nut for England to expand into Ireland, unlike some independent cities, and also it can grow too much in culture and science due to its early start and safe isolated location.
If adding Ireland, I suppose it will be starting in 500 AD in Tara (Dublin tile), and will have such historical victory goals (names are placeholders): "Irish missionaries": spread Catholicism to 10? cities (by 1000 AD?); "Gaelic expansion": control Ireland and Scotland (in 800 AD?) (representing kingdom of Dal Riata); "somethingaboutfightingsasanachs": destroy 20? English units/control Ireland at some date? So, I think it is possible to consider adding Ireland, but later, after there will be working mod.
Great! Those historical goals sound fair and in-line with Irish history and identity. I also imagine there will be some invasion events representing Viking raids and the English? Also what do you think about the Anglo-Saxons being their own civilization?
 
Great! Those historical goals sound fair and in-line with Irish history and identity. I also imagine there will be some invasion events representing Viking raids and the English? Also what do you think about the Anglo-Saxons being their own civilization?
Yes, just like exiting RFCE there should be scripted English invasion/conquest event in Dublin around 1200. Not sure about Viking invasions, if I remember correctly, there are just barbarian ships with berserks spawning around British isles and Northern sea during Viking age, in existing RFCE.
I don't think there should be additional Anglo-Saxon civ, it will overcomplicate things in Britain due to dynamic history of Anglo-Saxon kingdoms (they were very divided and started to gradually unify under Wessex only in face of Viking invasions). AbsintheRed or whoever decided to make England start in 1066 hit very good point that the Normans finally established stable unified, even if feudal, state in England, made it one of major powers in Europe, dynastically intertwined with France (that represented by flipping Normandy providing the way for further expansion in France), and existing English cultural identity that combines significant French influence with Anglo-Saxon basis. Having two Englands, Anglo-Saxon and Anglo-Norman, would be strange, so there should remain one England starting in 1066.
 
As I'm making the city map, I would like to write about transcription of some languages, primarily regarding city names. While most languages in Europe use Latin script, they have no issues and will use their normal spelling in the mod as well. Some notable exceptions are below.

First, the easy one, Turkish. One can note that Turkish already uses Latin script and it would be fine to use it. However, there are some problems with it. First, and most important one, is technical limitations of Civ4 encoding, that doesn't allow several diacritic (modified) letters used in modern Turkish, meanwhile the sounds these letters represent in Turkish are easily representable without using diacritic letters. Second, "conceptually" Turkish spelling in the mod will transcribe Ottoman Turkish in Arabic script (however, in fact, modern names would be used in most cases, just in slightly different spelling), instead of modern Turkish Latin script that was designed and adopted in 1920s, that has some weird French and Italian influences (that's notable that Atatürk knew French, but not English). So, below are simple transcription rules from modern Turkish Latin to the one that will be used for Turkish city and other names in the mod:
C, c -> J, j (c in modern Turkish Latin represents the j sound like English j in jam)
Ç, ç -> Ch, ch (that's just the ch sound like ch in chest)
J, j -> Zh, zh (Turkish j is like French j. However, as I understand this letter is used mostly in borrowed words and sound itself isn't proper part of Turkish phonology, many speakers often replace it with "English" j, spelled as c in modern Turkish Latin, as noted above. So zh likely will not appear in Turkish city names at all)
Ğ, ğ -> Gh, gh (this represents historical pronunciation of this sound in Turkish well until XXth century, that in modern Turkish is either not pronounced or alters pronunciation of vowels around)
Ş, ş -> Sh, sh (that's just the sh sound like sh in shop)
Also, spelling in the mod will tend to differentiate between Arabic (Semitic) script letters ha (he) represented as h, and ḥa/kha (heth/cheth/kheth, the "hard h" sound, like ch in Celtic, Germanic except English, Slavic and Baltic languages), represented as kh. Both of these letters are represented as h in modern Turkish Latin script, despite their notably different etymological role in Ottoman Arabic script.
Other than that, vowels like ü, ö, â will stay the same, as there's no problem in representing them in Civ4 encoding. Dotless ı will be represented as i, as it usually is due to encoding limitations, even though this sound is notably different (I would prefer to use y for it, but it already is used for short i sound in Turkish. Maybe use ï for it?)
Some example of spelling difference between names in modern Turkish and in this mod: Erzincan -> Erzinjan, Eskişehir -> Eskishehir (and all other -shehir cities, like Akshehir etc), Çanakkale -> Chanakkale, Çeşme -> Cheshme, Uşak -> Ushak, Ereğli -> Ereghli, (Kahraman)Maraş -> Marash, Çorum ->Chorum, (outside the map) Erciş -> Erjish etc.
I hope I made clear why I decided to use such spelling for Turkish names instead of just using modern Turkish Latin script, that cannot be properly represented in Civ4 encoding (and also is confusing in itself, using c for j sound for example). I remember how I was confused in some RFC mod when seen Turkish name Sam for Damascus, which in fact is Sham (Şam), traditional Arabic name for Syria, used as alternative name for city of Damascus, it's capital. There were other similar examples as well.

Now, to transcription of Russian and other Cyrillic script languages.
Unlike "default" English transcription of Russian Cyrillic that is usually used nowadays (it still be used for names outside Russian city list, like region or lake names), mod will use romanisation system similar to the one used in original RFC for Russian (and other Cyrillic) city names, that is better and more consistent for spelling Cyrillic names even if it might confuse average English speaker without knowledge of it or other languages. Of course, I would like to write Russian names in Latin cript using letters like č, š ž etc, but Civ4 encoding doesn't allow them, so system below will be used, as most optimal way to transcribe Cyrillic using only standard (non diacritic) letters. As small bit of help, letters c and j would be used the same way as in all other Slavic languages (like Polish or Czech), as well most Germanic and other languages. So, j represents "short i" sound everywhere in Europe east of France (except Romania).
So, the system:
C, c is used for ц, ts/tz sound, like in Polish and other Slavic languages as well Hungarian. For example, Zubcov (not Zubtsov), Toropec (not Toropets), Sol'cy (not Soltsy), Luck (not Lutsk) etc (mostly in endings -ck, -ec and -cy)
J, j is used for "short i" sound, like in other Slavic, Hungarian, Germanic (except English) languages. Used for я, ю and e both as sound cluster j+vowel, like Jaroslavl' (not Yaroslavl), Juriev (not Yuriev), Jelnja (not Yelnya), as well for palatisation (except е), like Brjansk (not Bryansk), Rjazan' (not Ryazan), Ustjuzhna (not Ustyuzhna), but Tver' (not Tvjer') (Polish uses ia, iu, ie for this palatisation, like in Bialystok or Kielce)
Ch, ch is used for Ч, ч (ch sound like in chest), like in Chernigov, Cherepovec, Pochep, Karachev, Uglich (Polish uses cz and Czech č for similar, etymologically same, sound)
Zh, zh is used for Ж, ж (similar to French j in bonjour or s in English measure), like in Zhitomir, Zhizdra, Rzhev, Voronezh, Torzhok, Nizhnij Novgorod, Dorogobuzh (Polish uses ż and Czech ž for this sound)
Sh, sh is used for Ш, ш (sh sound like in shop), like in Shack (not Shatsk), Shuja, Kashin, Orsha, Kalush (Polish uses sz and Czech š for this sound)
Shch, shch is used for Щ, щ, representing historical pronounciation, like in Shchigry, Radogoshcha, but generally is rare in city names (Polish uses szcz like in Szczecin and Bydgoszcz for this sound cluster)
Kh, kh is used for Х, х ("hard h" sound like ch in other Slavic, Germanic except English and Celtic languages), like in Kharkov, Kholm, Tikhvin, Poshekhonje, Nerekhta, Palekh (Polish and Czech use ch for this sound)
' is used for ь only as sign of palatisation (Polish uses acute diacritic like ń and Czech ň for that), like Rjazan', Tver' etc, but not between consonant and vowel (Juriev, not Jur'ev or Jurjev, but j is used in endings, like Poshekhonje, not Poshekhonie or Poshekhon'e). ъ, which is rare in names, is used for cluster consonant+ja/ju/je without palatisation, but I hadn't encountered any city name that uses this letter (word podjezd as an example of this spelling).
Vowel y is only used for ы ("hard i" sound), like in Polish, in city names like Rybinsk, Kromy.
Finally, only diacritic letter that will be used in Russian city names is ë, representing "jo" sound that emerged from stressed e in closed syllable, like in Orël. But city names with it are rare.

I hope such spelling would be easy to read with explanations above and is generally readable.
P.S. city map in Eastern Europe in existing RFCE is complete mess and nonsense, both regarding city placement and their names.
Also, Rus principalities would use "modernised" (it is impossible to properly render it using Civ4 encoding) spelling of "Old Russish" (Old East Slavic) language, with some difference with Russian that will be used by Muscovy/Russia civ. Lithuania civ will use "West Russish" (Ruthenian) language, that is slightly different (most notably, uses h instead of g, like Chernihov vs Chernigov) from both Old East Slavic and Russian, while Ukraine civ would either use Ruthenian or (Old) Ukrainian language.

Spelling similar to Russian above will be used for city names of other traditionally Cyrillic using languages like Bulgarian and Serbian. I was thinking of using it even for Romanian, as it was written in traditional Cyrillic script well until ½ of XIXth century, but it seems Romanians decided to abandon Cyrillic so hard that I can't easily find maps or lists of cities in old Romanian Cyrillic. And this Cyrillic transcription would be very different from modern Romanian Latin script (like Krajova vs. Craiova or Bukureshti vs Bucureşti), so Latin script will be used for Romanian, even if some diacritic letters would be unrepresented.

Also, because letters like č, š, ž ř etc can't be used, I suppose more traditional/old spelling that was used well until ½ of XIXth century, can be used for Czech city names, more similar to Polish. This will affect only few cities, as main cities (Praha, Brno, Olomouc, Vratislav) that are intended to be found by Bohemia don't use these letters, but they potentially can be encountered in Silesia, like Ratiborz (Ratiboř, Polish Racibórz, German Ratibor) or Brzeh (Břeh, Polish Brzeg, German Brieg), or in Slovakia, like Trenczín (Trenčín, Hungarian Trencsén, German Trentschin, Polish Trenczyn), Preszov (Prešov, Eperjes, Preszów) or Koszice (Kassa, Kaschau, Koszyce). As I know, in 90s and early 2000s when first digital devices that used encoding similar to one Civ4 uses, became widespread in Czechia, Czechs also encountered problem with typing letters like č, š, ř, and it was common to replace them with older, Polish-like digraphs, cz, sz, rz, so it seems it won't be incomprehensible for Czech players to see that it in a mod for such old game as Civ4. Similar small issue also exists with Croatian, that also can use some substitution for č, š etc, though number of practically affected cities is even smaller than for Bohemia civ.
 
As I'm making the city map, I would like to write about transcription of some languages, primarily regarding city names. While most languages in Europe use Latin script, they have no issues and will use their normal spelling in the mod as well. Some notable exceptions are below.

First, the easy one, Turkish. One can note that Turkish already uses Latin script and it would be fine to use it. However, there are some problems with it. First, and most important one, is technical limitations of Civ4 encoding, that doesn't allow several diacritic (modified) letters used in modern Turkish, meanwhile the sounds these letters represent in Turkish are easily representable without using diacritic letters. Second, "conceptually" Turkish spelling in the mod will transcribe Ottoman Turkish in Arabic script (however, in fact, modern names would be used in most cases, just in slightly different spelling), instead of modern Turkish Latin script that was designed and adopted in 1920s, that has some weird French and Italian influences (that's notable that Atatürk knew French, but not English). So, below are simple transcription rules from modern Turkish Latin to the one that will be used for Turkish city and other names in the mod:
C, c -> J, j (c in modern Turkish Latin represents the j sound like English j in jam)
Ç, ç -> Ch, ch (that's just the ch sound like ch in chest)
J, j -> Zh, zh (Turkish j is like French j. However, as I understand this letter is used mostly in borrowed words and sound itself isn't proper part of Turkish phonology, many speakers often replace it with "English" j, spelled as c in modern Turkish Latin, as noted above. So zh likely will not appear in Turkish city names at all)
Ğ, ğ -> Gh, gh (this represents historical pronunciation of this sound in Turkish well until XXth century, that in modern Turkish is either not pronounced or alters pronunciation of vowels around)
Ş, ş -> Sh, sh (that's just the sh sound like sh in shop)
Also, spelling in the mod will tend to differentiate between Arabic (Semitic) script letters ha (he) represented as h, and ḥa/kha (heth/cheth/kheth, the "hard h" sound, like ch in Celtic, Germanic except English, Slavic and Baltic languages), represented as kh. Both of these letters are represented as h in modern Turkish Latin script, despite their notably different etymological role in Ottoman Arabic script.
Other than that, vowels like ü, ö, â will stay the same, as there's no problem in representing them in Civ4 encoding. Dotless ı will be represented as i, as it usually is due to encoding limitations, even though this sound is notably different (I would prefer to use y for it, but it already is used for short i sound in Turkish. Maybe use ï for it?)
Some example of spelling difference between names in modern Turkish and in this mod: Erzincan -> Erzinjan, Eskişehir -> Eskishehir (and all other -shehir cities, like Akshehir etc), Çanakkale -> Chanakkale, Çeşme -> Cheshme, Uşak -> Ushak, Ereğli -> Ereghli, (Kahraman)Maraş -> Marash, Çorum ->Chorum, (outside the map) Erciş -> Erjish etc.
I hope I made clear why I decided to use such spelling for Turkish names instead of just using modern Turkish Latin script, that cannot be properly represented in Civ4 encoding (and also is confusing in itself, using c for j sound for example). I remember how I was confused in some RFC mod when seen Turkish name Sam for Damascus, which in fact is Sham (Şam), traditional Arabic name for Syria, used as alternative name for city of Damascus, it's capital. There were other similar examples as well.

Now, to transcription of Russian and other Cyrillic script languages.
Unlike "default" English transcription of Russian Cyrillic that is usually used nowadays (it still be used for names outside Russian city list, like region or lake names), mod will use romanisation system similar to the one used in original RFC for Russian (and other Cyrillic) city names, that is better and more consistent for spelling Cyrillic names even if it might confuse average English speaker without knowledge of it or other languages. Of course, I would like to write Russian names in Latin cript using letters like č, š ž etc, but Civ4 encoding doesn't allow them, so system below will be used, as most optimal way to transcribe Cyrillic using only standard (non diacritic) letters. As small bit of help, letters c and j would be used the same way as in all other Slavic languages (like Polish or Czech), as well most Germanic and other languages. So, j represents "short i" sound everywhere in Europe east of France (except Romania).
So, the system:
C, c is used for ц, ts/tz sound, like in Polish and other Slavic languages as well Hungarian. For example, Zubcov (not Zubtsov), Toropec (not Toropets), Sol'cy (not Soltsy), Luck (not Lutsk) etc (mostly in endings -ck, -ec and -cy)
J, j is used for "short i" sound, like in other Slavic, Hungarian, Germanic (except English) languages. Used for я, ю and e both as sound cluster j+vowel, like Jaroslavl' (not Yaroslavl), Juriev (not Yuriev), Jelnja (not Yelnya), as well for palatisation (except е), like Brjansk (not Bryansk), Rjazan' (not Ryazan), Ustjuzhna (not Ustyuzhna), but Tver' (not Tvjer') (Polish uses ia, iu, ie for this palatisation, like in Bialystok or Kielce)
Ch, ch is used for Ч, ч (ch sound like in chest), like in Chernigov, Cherepovec, Pochep, Karachev, Uglich (Polish uses cz and Czech č for similar, etymologically same, sound)
Zh, zh is used for Ж, ж (similar to French j in bonjour or s in English measure), like in Zhitomir, Zhizdra, Rzhev, Voronezh, Torzhok, Nizhnij Novgorod, Dorogobuzh (Polish uses ż and Czech ž for this sound)
Sh, sh is used for Ш, ш (sh sound like in shop), like in Shack (not Shatsk), Shuja, Kashin, Orsha, Kalush (Polish uses sz and Czech š for this sound)
Shch, shch is used for Щ, щ, representing historical pronounciation, like in Shchigry, Radogoshcha, but generally is rare in city names (Polish uses szcz like in Szczecin and Bydgoszcz for this sound cluster)
Kh, kh is used for Х, х ("hard h" sound like ch in other Slavic, Germanic except English and Celtic languages), like in Kharkov, Kholm, Tikhvin, Poshekhonje, Nerekhta, Palekh (Polish and Czech use ch for this sound)
' is used for ь only as sign of palatisation (Polish uses acute diacritic like ń and Czech ň for that), like Rjazan', Tver' etc, but not between consonant and vowel (Juriev, not Jur'ev or Jurjev, but j is used in endings, like Poshekhonje, not Poshekhonie or Poshekhon'e). ъ, which is rare in names, is used for cluster consonant+ja/ju/je without palatisation, but I hadn't encountered any city name that uses this letter (word podjezd as an example of this spelling).
Vowel y is only used for ы ("hard i" sound), like in Polish, in city names like Rybinsk, Kromy.
Finally, only diacritic letter that will be used in Russian city names is ë, representing "jo" sound that emerged from stressed e in closed syllable, like in Orël. But city names with it are rare.

I hope such spelling would be easy to read with explanations above and is generally readable.
P.S. city map in Eastern Europe in existing RFCE is complete mess and nonsense, both regarding city placement and their names.
Also, Rus principalities would use "modernised" (it is impossible to properly render it using Civ4 encoding) spelling of "Old Russish" (Old East Slavic) language, with some difference with Russian that will be used by Muscovy/Russia civ. Lithuania civ will use "West Russish" (Ruthenian) language, that is slightly different (most notably, uses h instead of g, like Chernihov vs Chernigov) from both Old East Slavic and Russian, while Ukraine civ would either use Ruthenian or (Old) Ukrainian language.

Spelling similar to Russian above will be used for city names of other traditionally Cyrillic using languages like Bulgarian and Serbian. I was thinking of using it even for Romanian, as it was written in traditional Cyrillic script well until ½ of XIXth century, but it seems Romanians decided to abandon Cyrillic so hard that I can't easily find maps or lists of cities in old Romanian Cyrillic. And this Cyrillic transcription would be very different from modern Romanian Latin script (like Krajova vs. Craiova or Bukureshti vs Bucureşti), so Latin script will be used for Romanian, even if some diacritic letters would be unrepresented.

Also, because letters like č, š, ž ř etc can't be used, I suppose more traditional/old spelling that was used well until ½ of XIXth century, can be used for Czech city names, more similar to Polish. This will affect only few cities, as main cities (Praha, Brno, Olomouc, Vratislav) that are intended to be found by Bohemia don't use these letters, but they potentially can be encountered in Silesia, like Ratiborz (Ratiboř, Polish Racibórz, German Ratibor) or Brzeh (Břeh, Polish Brzeg, German Brieg), or in Slovakia, like Trenczín (Trenčín, Hungarian Trencsén, German Trentschin, Polish Trenczyn), Preszov (Prešov, Eperjes, Preszów) or Koszice (Kassa, Kaschau, Koszyce). As I know, in 90s and early 2000s when first digital devices that used encoding similar to one Civ4 uses, became widespread in Czechia, Czechs also encountered problem with typing letters like č, š, ř, and it was common to replace them with older, Polish-like digraphs, cz, sz, rz, so it seems it won't be incomprehensible for Czech players to see that it in a mod for such old game as Civ4. Similar small issue also exists with Croatian, that also can use some substitution for č, š etc, though number of practically affected cities is even smaller than for Bohemia civ.
I really appreciate the effort you put in small details! I bet you enjoy doing it, though my concern lys with more in the gameplay balances. Nonetheless I think it will be a sufficient solution for the naming, although I don't speak any of those languages.
What I know, is Hungarian use j as j and i as i and those are not interchangeable. But Hungarian names were already fine.
 
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