What if we just remake this mod anew?

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.
Yeah, Hungarian uses pretty unique version of Latin script, regarding its digraphs that are easily writeable in Civ4 encoding.
Yes, Hungarian uses j as "short i" sound just as German and Slavic languages, including Russian in transliteration used in this mod. And the rest of digraphs are easily understandable and convertable, comparing Hungarian and this Russian transliteration: cs = ch, zs = zh, s = sh (sz = s), h/ch (in Latin/German borrowings) = kh, (consonant)ya/yu = (consonat)ja/ju (palatisation)
 
Well, I suppose it's obvious that development of the mod stalled since july. I became distracted by other things, while Voigt was busy too (I hope he still wants to continue). Doing a mod is not a small thing, while there are still some questions about how it would be done. Nevertheless, I don't cancel this project as I hope eventually continue and turn this into fully fleshed mod, as I still have defined concepts of what should be done.
Personally, as sad as it is to admit, I really have problems with perseverance in doing things. It is easy for me to make good concepts and ideas, critically play with them in mind, but I always struggle in working to actually realise them, both in what I should do professionally and hobbies as well. Still, I want to continue with this mod, even if slowly.

As a small treat, here are civ infos for three major late game civs, Ottomans, Russia (Muscovy) and Prussia, as they were fairly clear to define:
Spoiler Ottomans civ info :

Ottomans - 1330
Short name: Ottomans
Adjective: Ottoman
Full names: Ottoman Beylik, Ottoman Sultanate, Sublime Ottoman State
Colors: red and green?; Emblem: Crescent&star/three crescents
Unique Power: The Power of Devshirme The Power of Janissaries
Unique Unit(s): Janissary, Great Bombard
Unique Building: Hammam
Historical victory goals:

Kayser-i Rum: control Anatolia (Bithynia, Dardanelles, Ionia, Phrygia, Galatia, Paphlagonia, Anatolicon, Pamphylia, Cappadocia, Pontus, Chaldia, Armenia, Cilicia) and Balkans (Bosporus, Thrace, Macedonia, Moesia, Dobrudja, Torlakia, Rascia, Bosnia, Syrmia?, Arberia, Epirus, Thessaly, Attica, Morea) and have capital in Constantinople by/in 1500.

Dominion on Three Continents: control or vassalize Levant, Hejaz, Egypt, North Africa (except Morocco), Wallachia, Moldavia, Hungary, Eastern Mediterranean islands (Cyprus, Aegean, Rhodes and Crete) and Black Sea coast.

Devlet-i Ebed-Muddet (The Eternal State): be the most stable nation in 1880.? Victory over Europe

Capital: Bursa (Proussa), Edirne (Adrianople), Kostantiniyye/Istanbul (Constantinople)

Core provinces: Bithynia, Bosporus, Dardanelles, Thrace, Ionia, Phrygia

Historical provinces: Bithynia, Bosporus, Dardanelles, Thrace, Ionia, Phrygia, Macedonia, Moesia, Dobrudja, Torlakia, Rascia, Syrmia, Bosnia, Arberia, Epirus, Thessaly, Attica, Morea, Paphlagonia, Galatia, Lycia, Pamphylia, Anatolicon, Pontus, Chaldia, Cappadocia, Cilicia, Armenia, Antioch, Northern Syria, Syria, Lebanon, Palestine, Transjordan, Hejaz, Sinai, Lower Egypt, Upper Egypt, Cyrenaica, Cyprus, Aegean Islands, Rhodes, Crete

Contested provinces: Dalmatia, Croatia-Slavonia, Banat, Pannonia, Alfold, Wallachia, Transylvania, Moldavia, Budjak, Yedisan, Crimea, Azov, Caucasus Coast, Heptanese Islands, Tripolitania, Africa, Barbary

Leaders: (Osman pre-1330), (Late Medieval) Orhan, Bayezid, (Renaissance) Mehmed II Fatih, (Reformation) Suleiman Kanuni, (Enlightenment) Selim III, (Industrial) Mahmud II


Spoiler Muscovy-Russia civ info :

Muscovy/Russia - 1331/1363
Short name: Muscovy, Russia
Adjective: Muscovite, Russian
Full names: Principality of Moscow, Grand Principality/Duchy of Muscovy, Tsardom of Russia/Russian Tsardom, Russian Empire
Colors: Dark red and gold; Emblem: Double headed eagle
Unique Power: The Power of the Third Rome: 50% less city maintenance cost
Unique Unit(s): Strelets, Licorne Cannon Boyar
Unique Building: Kremlin

Historical victory goals:

The Gathering of the Rus lands: control all of Old Rus lands (Kiev, Novgorod, Chernigov, Smolensk, Polotsk, Minsk, Rostov, Suzdal, Kostroma, Beloozero, Pskov, Ingria, Valdai, Tver, Moskva, Ryazan, +Voronezh, Oka-Desna Uplands, Mstislaw, Ukraine, +Sloboda Ukraine, Polessia, Volhynia, Neman, Podlachia, Podolia, Galicia).

The Window to Europe and the New Russia: control eastern Baltic (Estland, Livland, Courland, Latgalia, Samogitia, Lithuania, Finland) and northern Black sea (Don, Azov, Zaporogia, Tauria, Crimea, Yedisan, Budjak, Kuban, Caucasus Coast) regions.

The Liberator of Slavs, Greeks and Vlachs: make sure that all of Balkan peninsula (Dobrudja, Moesia, Thrace, Macedonia, Torlakia, Rascia, Syrmia, Bosnia, Arberia, Epirus, Thessaly, Attica, Morea), including Constantinople (Bosporus), along with Wallachia and Moldavia, are controlled by Orthodox nations in 1880.

Capital: Moskva (Moscow), Sankt-Peterburg (Saint Petersburg)

Core provinces: (Muscovy core) Moskva, Suzdal, Rostov, Kostroma, Tver, Beloozero, Ryazan + (Russia core, from around 1700) Novgorod, Pskov, Ingria, Valdai, Smolensk, Oka-Desna Uplands, Voronezh, Dvina, Onega

Historical provinces: Moskva, Suzdal, Rostov, Kostroma, Tver, Beloozero, Ryazan, Smolensk, Voronezh, Oka-Desna Uplands, Dvina, Onega, Novgorod, Pskov, Ingria, Karelia, Valdai, Don, Azov, Sloboda Ukraine, Severia, Kiev, Ukraine, Zaporogia, Estland, Livland, Courland, Latgalia, Polotsk, Mstislaw, Minsk, Lithuania, Samogitia, Neman, Polessia, Podlachia, Volhynia, Podolia, Yedisan, Tauria, Crimea, Kuban, Caucasus Coast

Contested provinces: Finland, Prussia, Mazovia, Lesser Poland, Galicia, Moldavia, Budjak

Leaders: (Late Medieval) Dmitry Ivanovich Donskoy, (Renaissance) Ivan III Vasilievich (the Great), Ivan IV Vasilievich (the Terrible), (Reformation) Alexey Mikhailovich, (Enlightenment) Peter Alexeyevich, Elizabeth Petrovna, Catherine II, Alexander I Pavlovich, Nicholas I Pavlovich, (Industrial) Alexander II Nikolayevich



Spoiler Prussia civ info :

Prussia - 1525
Short name: Brandenburg-Prussia, Prussia
Adjective: Prussian
Full names: Electorate of Brandenburg&Duchy of Prussia, Kingdom of Prussia, German Empire
Colors: Black/Dark grey and white; Emblem: Prussian eagle/Iron Cross
Unique Power: The Power of Militarism: 25% faster unit production and unit experience gain
Unique Unit(s): Totenkopf Hussar, Kruppkanone (Krupp cannon)
Unique Building: Volksschule (School)

Historical victory goals:

Enlightened Despotism: settle total of 10-15 great people in your capital.

With Iron and Blood: control or vassalize territory of German Empire (Brandenburg, Prussia, Pomerania, Silesia, Pomerelia, Eastphalia, Westphalia, Mecklenburg, Holstein, Sleswick, Rhineland, Hesse, Thuringia, Meissen-Lusatia, Palatinate, Franconia, Alsace, Swabia and Bavaria; Greater Poland and Lorraine are optional) in 1871.

Scientific-Industrial powerhouse: be first to finish the tech tree while having highest (with modifiers like factory buildings) production yield over all other civs.

Capital: Berlin

Core provinces: Brandenburg, Prussia, Pomerania?, + Silesia?

Historical provinces: Brandenburg, Prussia, Pomerania, Silesia, Pomerelia, Eastphalia, Westphalia, Mecklenburg, Holstein, Sleswick, Bremen-Frisia, Rhineland, Hesse, Thuringia, Meissen-Lusatia, Palatinate, Franconia, Swabia, Bavaria, Alsace

Contested provinces: Greater Poland, Mazovia, Lorraine + (rest of German lands?) Austria, Styria-Carinthia, Tyrol, Helvetia

Leaders: (Renaissance/Reformation) Albert (Albrecht, the first Duke of Prussia), (Reformation) Frederick William (the Great Elector), Frederick William I (the Soldier King, starting leader in 1700 scenario), (Enlightenment) Frederick II (the Great), Frederick William III (during Napoleonic wars), (Industrial) William I (the first German Emperor)?/ Otto von Bismarck

 
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Happy to see there are others using their time to redevelop and reimagine RFCE. The larger map is beautifully created too. The amount of rivers seems overwhelming at first, but all of the geography is realistically balanced. After working on the Enhanced map last year, this is very nice to see :) (I wish I hadn’t used up so much time on that, haha). Since there’s a lot of desert tiles from the Sahara, it may help to create a secondary impassible ‘Sahara’ tile so units don’t wander endlessly in the bottom of the map. Same suggestion for northern sections of the map by having dense forest tiles that are impassible. This also helps to prevent over settling.

If you wanted to “decompress” the timeline, and therefore, increase the amount of turns within the game, you’d either need to adjust all existing techs to stretch across the extra turns, or add more techs. Back when Absinthe was floating the idea of adding 100 more turns in the Dark Ages and High Middle Ages, these were some techs I considered to fill the extra space: https://forums.civfanatics.com/threads/suggestions-and-requests.548791/post-15965329

I would critique the civ list you originally came up with. I don’t see much of a reason for the Ostrogoths, Visigoths, and Vandals to exist outside of barbarian cities and units. For simplicity’s sake, having the Papal States remain as they currently do in RFCE would work fairly well.
A 780 spawn for Serbia seems far too early in my view, and I think 1091 is a better start date.
A 788 spawn for Morocco seems far too early than the original spawn in RFCE.
An 800 spawn for Tunisia is too early as well. I think if they’re to be included, 1229 is much better.
An 868 spawn for Egypt is far too early. A historic Fatimid spawn date and founding of Cairo would work just fine without hindering the Arab player so soon.
An 846/1001 spawn for a Tuscany Civ doesn’t make sense to me. A 1115 spawn for Florence lines up well with the death of Matilda.
A 1235 spawn for Tlemcen/Ziyyanids works fine, anything sooner would hinder the Moroccan player (and just be conquered).
Personally, I think a Wallachia overlaps too much with Bulgaria and isn’t needed.
I don’t think a Ukrainian state is needed to represent the Hetman. That can be a respawn of Kiev.

Splitting Germany into Bavaria, Swabia, and Saxony may cause too many problems in my opinion. A single playable Germany makes most sense to me, especially for conquering Northern Italy, but I think having those smaller players can be done in a different manner though. If Germany becomes very unstable or collapses then any of all of those three can spawn until Germany respawns. In a perfect world, I’d imagine a conquest mechanic to also work*.

*There can also be a conquest/vassalage mechanic similar to Embryodead’s Sengoku mod, which I highly enjoy. If you conquer a city within a province then you can receive a prompt to create a vassal state (for example, Saxony, if Poland conquers any city within that province) and then the new player is born as a vassal to the conquering player. I do not know how feasible this is within a new RFCE, but if it is easily manageable then you can have a near unlimited amount of conditional civs. This opens a lot of fun historical and ahistorical outcomes. This would be excellent for gameplay, in my view.

This leads me to the starting situation you have for France and The Rus Principalities. I like the initial idea of France/Neustria, Burgundy, Aquitaine, and Lotharingia competing to form “France” and be the first Charlemagne figure so to speak. That can lead to some unique scenarios. Couldn’t this be applied to AngloSaxon England? Wessex, Mercia, Northumbria, etc. fighting to “create” England?

However, for the Rus: Suzdal, Polotsk, Smolensk, and Chernigov (Odd that Ryazan/Murom isn’t included?). I have reservations concerning the setup. I can understand having them as civs without UHVs who spawn (whether or not Kiev is weak), but how would Kiev function in this scenario? Conquest and vassal goals make sense, but would that player only control a small core territory? Having them as independent cities works assuming Kiev is stable. I understand the issue that having a giant Germany of Eastern Europe causes issues.

In short, given the size of the new map, I think there’s a ton of room for more civs for a few reasons. They’re perfect for vassals which is realistic and helps with stability per the old civics. They add more dynamic play which is what you are already replicating.
Thread 'Potential Civ Additions'
https://forums.civfanatics.com/threads/potential-civ-additions.659896/ . There’s a good amount of overlap with what you had envisioned. I’d add Wales, Naples, Cyprus, Brittany, the Golden Horde, the Latin Empire, Cilicia, and Navarre to name most of them. (You could even have Bosnia fit due to the increased size if you wanted).

There were also a lot of concepts to touch on years ago which may or may not help you from civics and new regular buildings, to rebel peasant spawns and random events:
Spoiler :
reworking and adding more civic choices https://forums.civfanatics.com/threads/rfc-europe-civics-discussion-thread.344976/post-15726276

New Regular building suggestions: https://forums.civfanatics.com/threads/suggestions-and-requests.548791/post-15975439 It isn’t balanced and I doubt all of these need to be added, it I had thought about them quite a bit with extra turns for the mod. Some were civic specific like in AND.

Random events: these are disabled, but I had wanted them to return at some point. I never printed the unique ones from my original spreadsheets of ideas, but they’d be fairly simple.

Adjusting Portugal’s spawn from the base RFCE: https://forums.civfanatics.com/threads/suggestions-and-requests.548791/post-16078503

Rebel peasant spawns: https://forums.civfanatics.com/threads/suggestions-and-requests.548791/post-15988401 Basically what happens in SOI for orthodox civs. A few factors can increase or decrease the chances of weak barbarian peasant units from spawning in territory.


Most importantly, if you’re committing to this, I think playability matters first. All of the little/extra features listed above don’t matter if there isn’t something to start with. If you get a basic game running, even if it’s mostly just using the old techs etc and operating with only a few civs it will be easier to keep moving forward than doing a lot of heavy lifting at once. This also makes play-testing feasible earlier.

Anyway, best of luck to you for wanting to create a newer RFCE!
 
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When you say "conquest mechanics" do you mean like the scripted invasion events that happen in mods like DoC? There's ways to make the events conditional I believe if you were thinking something specific to a fractured Germany.
 
When you say "conquest mechanics" do you mean like the scripted invasion events that happen in mods like DoC? There's ways to make the events conditional I believe if you were thinking something specific to a fractured Germany.
No, I meant something like in the old Sengoku mod by Embryodead where if a particular city is conquered (within a specific province) then you are given a prompt to either take the city as usual or create a new vassal (the specific vassal depends on the city/province). My main concern is how complex that could be. A check to see if Civ X is alive/dead can be run whenever a city is conquered by a human or ai and then be given the prompt.

The second method for how the Sengoku mod did this was with having great generals with a special promotion so that when you conquered any city you would always be prompted to create a new vassal state so long as the general is alive.
 
Happy to see there are others using their time to redevelop and reimagine RFCE.
Thank you for your extensive commentary! There's a lot of ideas suggested over the years for RFCE to be studied indeed.
Most of issues you stated with the civ list were discussed either in the thread, or in "some words on gameplay" in opening post. For most part, I still stand for the list I defined as it is the result of much research and contemplation on how it all should play out on the map specifically tailored for it.
I agree about Ostrogoths and Vandals, they were listed as highly optional exactly because they are not really needed. But Visigoths proved to be longlasting and important of "barbarian kingdoms", second only to Franks. Even if initially Visigoths can be added as unplayable, they still are deserving to be a civ to settle and develop Iberia for better Andalusian Cordoba start.
Concerning Papal States. If it would be made playable (with their Cardinal UU) and there will be Lombardy, Papal States better be starting in 756, that's more historically correct as well.
I chose earliest starting date for Serbia, 780, so it would start as basic dark age pagan kingdom for more gradual, "Civilization sandbox-like" development (that's generally applies to most early dates) and for more varied early medieval gameplay. Moreover, already during IX-X centuries Serbia was notable regional power to counterbalance Bulgaria in the Balkans. I can see merits of 1091 starting date, I just think it would be more interesting gameplay to gradually establish Serbia while maneuvering between Bulgaria and Byzantium, instead of just starting and flipping bunch of developed cities in 1091 (still, Serbia will respawn in 1091 if it was conquered earlier).
I'm strongly standing for 788 start for Morocco. Not just because Idrisid Emirate is regarder as the first Moroccan state that laid profound groundwork for Moroccan history and culture, but for better gameplay as well. With start in 1040, Moroccan gameplay feels way too rushed in existing RFCE in my opinion, considering the need to simultaneously develop pristine lands and conquer both the whole Maghreb and al-Andalus overseas. With 788 start, while having humble starting army, Morocco will have plenty of time to build both the economy and army for grand campaigns of Almoravids and Almohads.
The same goes for 800 start for Tunis. Aghlabid Emirate is regarded as the first Tunisian state, with its capital Kairouan being crucially important early center of Islamic culture in Maghreb, while the civ will also flip Carthago renaming it to Tunis at spawn. But earlier starting date is needed not only to represent this early developed Ifriqiya (that is worth of representing in itself), but also for very interesting gameplay of Islamic conquest of Sicily and southern Italy. 1229 starting date as Hafsids lacks all of this gameplay and historical goals, and is very late.
I stand for 868 start for Egypt for similar reasons. Tulunids, even if they were short-lived, are regarded as pivotal dynasty that reestablished independent Egypt for the first time since Ptolemids. Moreover, with Tulunid start, Egypt civ can flip only Nile valley without any historicity issues, while Fatimid start historically requires Egypt to flip all of African coast all the way to Ifriqiya (where Fatimids actually originated), contradicting the principle that atleast starting conditions of civs should be largely historically correct (and that a civ optimally should flip only its core area). Also, instead of Qata'i that I designated as the initial name of the capital of Egypt in the original post, it should be Fustat, renaming to al-Qahirah (Cairo) on entering High Medieval era. Earlier start just allows Egypt civ to start as Egypt, without additional complications.
Tuscany should start in 846 exactly because it initially represents Marquisate of Tuscany led by Matilda of Canossa, not just commune of Florence, whence flipping Pisa at spawn as well. And because with 846 start Tuscany will have much more time to develop for Medieval and Renaissance economic and cultural powerhouse, utilising its rich core area.
Huh, I'm surprised someone actually seriously considered Barbary (Algeria) civ, the Ziyyanids as you noted. This civ is really highly optional, and I think we can do without third Maghreb civ. Though I of course am not against adding it eventually, it just doesn't have much priority. Reasons for earlier start are the same as for civs above. And it precisely is intended to give Morocco additional adversary for its UHV, and to serve as buffer between it and Tunis (and for most of history there actually usually was some separate "middle Maghreb" state between the two).
For all of the above, some common reason can be states for earlier start: I think it is better to make more civs start earlier, especially during early game, to fill the map faster, particularly around Mediterranean, that really should become developed earlier than most of Europe as it historically was until Renaissance era. Other than "filling the map", more early civs should provide for more interesting diplomacy and gameplay interactions, instead of just few lonely civs with bunch of independent cities and barbarians. This particularly applies to Muslim civs, with more (5) of them during early game representing development and complex politics of Islamic Golden age, instead of just Arabia and Cordoba on opposite sides of the map in current RFCE.

Germany really never existed as unified entity until Bismarck (and if we consider Austria and Switzerland as part of cultural Germany, then it never existed at all), and all German empires always were more or less decentralised culminating in modern Federal Republic. Lotharingia, Bavaria, Saxony and Swabia, and later Austria and Prussia all represent both major states/dynasties and German regional cultures, that always coexisted and competed with other, only occasionally sharing common interests and policies. But the main reason for dividing Germany is gameplay, as in current RFCE Germany more often than not completely dominates Central (and often all of) Europe far longer than any historical period of stable HRE, often kicking all smaller civs. Problems of unified Germany civ far outweigh any issues with several German civs, that is just better both historically and gameplay-wise. The map is designed in such a way that all of these civs would have atleast around 4 cities during period of their main relevancy, with more cities around to settle or conquer. It can be written more and more about why there should not be unified Germany civ, particularly if have divided France with Burgundy and Aquitaine, and other smaller regional civs, but I just invite you recheck my opening post.

Mechanics you described are interesting, but I think normal RFC(DoC) mechanics, with expanded array of civs, would work just fine without additional complications.
Yeah, the whole concept is about giving possibility to many "unique scenarios" of who will get the upper hand among many regionally competing civs, not only in France.

About many Rus civs, my main idea is that they (excluding Novgorod, Lithuania, Muscovy and Ukraine) will share UB, UU and 1-2 of their UHVs, one of them being like "control or vassalize all Rus by 1250", that can be done only after all of the Rus civs appear. If we make historically accurate Kievan Rus in existing RFCE, as I did years ago, this leads to it becoming way too powerful (situation similar to unified Germany civ), having a lot of cities. In my concept, gameplay is actually more intricate and more historical, with Kiev civ representing not all of pre-Mongol Rus, but primarily the more or less unified Rurikid principality state that existed for about 200 years until mid XI century, disintegrating into several principalities afterwards. After that, with other Rus civs gradually spawning and flipping parts of Kievan lands and cities, Kievan civ is reduced to mostly the city itself and few other cities around (and afar that weren't flipped), with main advantage over new upstart Rus civs being its well developed core area, particularly the capital, that has highest concentration of resources. It is completely normal and historical if this reduced Kievan civ will be destroyed in wars with other Rus civs, with the Kiev itself being conquered, as it was multiple times in real history, especially in XII-XIII centuries. In short, what makes Kievan civ special among other Rus civs is its early starting date and highly productive core area (that should lead to it colonising vast territories that will flip away later, with one Kievan UHV being like "Slavic colonization: settle (found atleast one city in) 20 provinces"). It is not some "main" Rus civ with others being unplayable sidekicks, it is just the elder of the equals (Novgorod is even older, but it will have its own gameplay, UU, UB and UHVs). In case of the Rus it is especially acceptable to have "messy feudalism", with many cities being cut off by territory of other civs. While Kiev starts and expands first, other Rus civs (Polotsk, Chernigov, Volhynia, Smolensk and Suzdal) all will have their advantage by flipping bigger and smaller, more and less developed territories at spawn, with Suzdal, being the last, flipping the largest territory along Volga and Klyazma rivers. Yes, I actually thought about adding Ryazan to this list, but I think it wasn't as important, appearing and becoming relevant only later and being largely contained within its territory (near the very border of the map), without aspirations for all-Rus hegemony that the principalities I consider worth adding had. Murom-Ryazan will be contested territory between Kiev (if it settles it beforehand), Chernigov and Suzdal.
I think Ukraine, as Cossack Hetmanate, should be separate civ, not respawn of Kiev (by the way, as I see there are no "respawn versions" of civs in modern DoC engine unlike the old one. All civs are fully separate). It has different spawn and core area (downstreams the Dnieper, south-east of Kiev and Chernigov) and I actually envision possible coexistence of both Kiev and Ukraine, if Kiev manages to survive as, for example, Lithuanian or Polish vassal Voivodeship of Kiev.

Wallachia doesn't really overlap with Bulgaria. Territorially, they occupy the opposite sides of Danube (my map is big enough and specifically was designed to properly have both civs). Temporarily, Wallachia appears just before Bulgaria historically is intended to be conquered by the Ottomans. Wallachia should be present, alongside Moldavia, due to its long existence for centuries, even if as a buffer vassal state between Hungary and Ottomans, and later Habsburgs and Russia; as well due to its leading role in unification of Rumania. Moreover, what about such cool leaders as Vlad Dracul and Mihai the Brave?

First of all, there isn't enough space in England to allow for Wessex, Mercia, Northumbria and other Anglo-Saxon kingdoms (as well as Gwynedd-Wales) to properly coexist as full civs. They all will have no more than 1-2 cities (likely only one with the second city being contested with neighbours), meanwhile denying any freedom of city placement with their capitals (particularly Wessex with Winchester and Mercia with Tamworth in the Midlands). Secondly, I consider the way England is implemented in existing RFCE to be one of some "hits in the mark" it has, by representing Anglo-Saxon and other island kingdoms with independent cities, providing good target for Norway to raid and Denmark to capture for their UHVs. Having 1066 start for England as Anglo-Norman civ has much more merits. It represents the definitive end of squabbles between petty Anglo-Saxon kingdoms and Norse conquerors, and emergence of a unified major political entity with European significance. It gives England Normandy as a foothold on the continent, organically and historical leading to expansion here (what should we do otherwise, add Normandy as separate civ with UHV of conquering England? And how England should be represented afterwards?). Also, I think the English culture that exists to this day originates with 1066 conquest, as a result of heavy Romance influence on Germanic Anglo-Saxon basis. All in all, I hope I made it clear why England should keep 1066 Anglo-Norman start.

Naples is already represented by Sicily civ, if it loses the island or respawns.
Latin Empire, Cyprus and other Crusader states are represented by proper civs like France, England, or Aquitaine, conquering cities in the Levant.
Cilicia is too small, although possible as conditional minor one (still not really worth taking a civilization slot ingame).
Golden Horde (or more properly Ulus Jochi) has Lower Volga as its core area, that is outside the map that is used in the development. And I wrote extensively in a post above why it is not really feasible to both have close detalisation-attention to Western and Southern Europe alongside full map of Europe. I envision Golden Horde being represented by popup mechanic for Eastern European civs, asking you to pay gold or soldiers, or get sizeable stack of keshiks and other units spawn on your border.
Navarre is literally one city-region, even if it was a dynamic kingdom for some time, it is not worth being a separate civ.
Brittany potentially can be a minor civ without expansionism, as it stayed with its 2-3 cities for centuries, but I don't see it being really worth taking the civilization slot.
Bosnia is a bit too much. Croatia, alongside Serbia and Bulgaria, is enough for Slavic Balkans.

All in all, I find it really bizarre that you simultaneously doubt why Germany should be divided into several civs, while suggesting considering adding literally one-city civs.

P.S. I somehow missed this idea before, but modern DoC engine that is intended to be used as the base for this new RFCE allows dynamic civilization slots, so we actually can have no issue with early civs like Visigoths as the slot will be reused by some later, more longlasting, civ. So my full list of around 54 civs is fairly possible with only around 30-40 being simultaneously ingame.
All of this, however, is just playing with ideas...

Thank you for your interest and attention, Baron, you seem like an old and experienced player!
 
Thank you for your extensive commentary! There's a lot of ideas suggested over the years for RFCE to be studied indeed.
Most of issues you stated with the civ list were discussed either in the thread, or in "some words on gameplay" in opening post. For most part, I still stand for the list I defined as it is the result of much research and contemplation on how it all should play out on the map specifically tailored for it.
I agree about Ostrogoths and Vandals, they were listed as highly optional exactly because they are not really needed. But Visigoths proved to be longlasting and important of "barbarian kingdoms", second only to Franks. Even if initially Visigoths can be added as unplayable, they still are deserving to be a civ to settle and develop Iberia for better Andalusian Cordoba start.
Concerning Papal States. If it would be made playable (with their Cardinal UU) and there will be Lombardy, Papal States better be starting in 756, that's more historically correct as well.
I chose earliest starting date for Serbia, 780, so it would start as basic dark age pagan kingdom for more gradual, "Civilization sandbox-like" development (that's generally applies to most early dates) and for more varied early medieval gameplay. Moreover, already during IX-X centuries Serbia was notable regional power to counterbalance Bulgaria in the Balkans. I can see merits of 1091 starting date, I just think it would be more interesting gameplay to gradually establish Serbia while maneuvering between Bulgaria and Byzantium, instead of just starting and flipping bunch of developed cities in 1091 (still, Serbia will respawn in 1091 if it was conquered earlier).
I'm strongly standing for 788 start for Morocco. Not just because Idrisid Emirate is regarder as the first Moroccan state that laid profound groundwork for Moroccan history and culture, but for better gameplay as well. With start in 1040, Moroccan gameplay feels way too rushed in existing RFCE in my opinion, considering the need to simultaneously develop pristine lands and conquer both the whole Maghreb and al-Andalus overseas. With 788 start, while having humble starting army, Morocco will have plenty of time to build both the economy and army for grand campaigns of Almoravids and Almohads.
The same goes for 800 start for Tunis. Aghlabid Emirate is regarded as the first Tunisian state, with its capital Kairouan being crucially important early center of Islamic culture in Maghreb, while the civ will also flip Carthago renaming it to Tunis at spawn. But earlier starting date is needed not only to represent this early developed Ifriqiya (that is worth of representing in itself), but also for very interesting gameplay of Islamic conquest of Sicily and southern Italy. 1229 starting date as Hafsids lacks all of this gameplay and historical goals, and is very late.
I stand for 868 start for Egypt for similar reasons. Tulunids, even if they were short-lived, are regarded as pivotal dynasty that reestablished independent Egypt for the first time since Ptolemids. Moreover, with Tulunid start, Egypt civ can flip only Nile valley without any historicity issues, while Fatimid start historically requires Egypt to flip all of African coast all the way to Ifriqiya (where Fatimids actually originated), contradicting the principle that atleast starting conditions of civs should be largely historically correct (and that a civ optimally should flip only its core area). Also, instead of Qata'i that I designated as the initial name of the capital of Egypt in the original post, it should be Fustat, renaming to al-Qahirah (Cairo) on entering High Medieval era. Earlier start just allows Egypt civ to start as Egypt, without additional complications.
Tuscany should start in 846 exactly because it initially represents Marquisate of Tuscany led by Matilda of Canossa, not just commune of Florence, whence flipping Pisa at spawn as well. And because with 846 start Tuscany will have much more time to develop for Medieval and Renaissance economic and cultural powerhouse, utilising its rich core area.
Huh, I'm surprised someone actually seriously considered Barbary (Algeria) civ, the Ziyyanids as you noted. This civ is really highly optional, and I think we can do without third Maghreb civ. Though I of course am not against adding it eventually, it just doesn't have much priority. Reasons for earlier start are the same as for civs above. And it precisely is intended to give Morocco additional adversary for its UHV, and to serve as buffer between it and Tunis (and for most of history there actually usually was some separate "middle Maghreb" state between the two).
For all of the above, some common reason can be states for earlier start: I think it is better to make more civs start earlier, especially during early game, to fill the map faster, particularly around Mediterranean, that really should become developed earlier than most of Europe as it historically was until Renaissance era. Other than "filling the map", more early civs should provide for more interesting diplomacy and gameplay interactions, instead of just few lonely civs with bunch of independent cities and barbarians. This particularly applies to Muslim civs, with more (5) of them during early game representing development and complex politics of Islamic Golden age, instead of just Arabia and Cordoba on opposite sides of the map in current RFCE.

Germany really never existed as unified entity until Bismarck (and if we consider Austria and Switzerland as part of cultural Germany, then it never existed at all), and all German empires always were more or less decentralised culminating in modern Federal Republic. Lotharingia, Bavaria, Saxony and Swabia, and later Austria and Prussia all represent both major states/dynasties and German regional cultures, that always coexisted and competed with other, only occasionally sharing common interests and policies. But the main reason for dividing Germany is gameplay, as in current RFCE Germany more often than not completely dominates Central (and often all of) Europe far longer than any historical period of stable HRE, often kicking all smaller civs. Problems of unified Germany civ far outweigh any issues with several German civs, that is just better both historically and gameplay-wise. The map is designed in such a way that all of these civs would have atleast around 4 cities during period of their main relevancy, with more cities around to settle or conquer. It can be written more and more about why there should not be unified Germany civ, particularly if have divided France with Burgundy and Aquitaine, and other smaller regional civs, but I just invite you recheck my opening post.

Mechanics you described are interesting, but I think normal RFC(DoC) mechanics, with expanded array of civs, would work just fine without additional complications.
Yeah, the whole concept is about giving possibility to many "unique scenarios" of who will get the upper hand among many regionally competing civs, not only in France.

About many Rus civs, my main idea is that they (excluding Novgorod, Lithuania, Muscovy and Ukraine) will share UB, UU and 1-2 of their UHVs, one of them being like "control or vassalize all Rus by 1250", that can be done only after all of the Rus civs appear. If we make historically accurate Kievan Rus in existing RFCE, as I did years ago, this leads to it becoming way too powerful (situation similar to unified Germany civ), having a lot of cities. In my concept, gameplay is actually more intricate and more historical, with Kiev civ representing not all of pre-Mongol Rus, but primarily the more or less unified Rurikid principality state that existed for about 200 years until mid XI century, disintegrating into several principalities afterwards. After that, with other Rus civs gradually spawning and flipping parts of Kievan lands and cities, Kievan civ is reduced to mostly the city itself and few other cities around (and afar that weren't flipped), with main advantage over new upstart Rus civs being its well developed core area, particularly the capital, that has highest concentration of resources. It is completely normal and historical if this reduced Kievan civ will be destroyed in wars with other Rus civs, with the Kiev itself being conquered, as it was multiple times in real history, especially in XII-XIII centuries. In short, what makes Kievan civ special among other Rus civs is its early starting date and highly productive core area (that should lead to it colonising vast territories that will flip away later, with one Kievan UHV being like "Slavic colonization: settle (found atleast one city in) 20 provinces"). It is not some "main" Rus civ with others being unplayable sidekicks, it is just the elder of the equals (Novgorod is even older, but it will have its own gameplay, UU, UB and UHVs). In case of the Rus it is especially acceptable to have "messy feudalism", with many cities being cut off by territory of other civs. While Kiev starts and expands first, other Rus civs (Polotsk, Chernigov, Volhynia, Smolensk and Suzdal) all will have their advantage by flipping bigger and smaller, more and less developed territories at spawn, with Suzdal, being the last, flipping the largest territory along Volga and Klyazma rivers. Yes, I actually thought about adding Ryazan to this list, but I think it wasn't as important, appearing and becoming relevant only later and being largely contained within its territory (near the very border of the map), without aspirations for all-Rus hegemony that the principalities I consider worth adding had. Murom-Ryazan will be contested territory between Kiev (if it settles it beforehand), Chernigov and Suzdal.
I think Ukraine, as Cossack Hetmanate, should be separate civ, not respawn of Kiev (by the way, as I see there are no "respawn versions" of civs in modern DoC engine unlike the old one. All civs are fully separate). It has different spawn and core area (downstreams the Dnieper, south-east of Kiev and Chernigov) and I actually envision possible coexistence of both Kiev and Ukraine, if Kiev manages to survive as, for example, Lithuanian or Polish vassal Voivodeship of Kiev.

Wallachia doesn't really overlap with Bulgaria. Territorially, they occupy the opposite sides of Danube (my map is big enough and specifically was designed to properly have both civs). Temporarily, Wallachia appears just before Bulgaria historically is intended to be conquered by the Ottomans. Wallachia should be present, alongside Moldavia, due to its long existence for centuries, even if as a buffer vassal state between Hungary and Ottomans, and later Habsburgs and Russia; as well due to its leading role in unification of Rumania. Moreover, what about such cool leaders as Vlad Dracul and Mihai the Brave?

First of all, there isn't enough space in England to allow for Wessex, Mercia, Northumbria and other Anglo-Saxon kingdoms (as well as Gwynedd-Wales) to properly coexist as full civs. They all will have no more than 1-2 cities (likely only one with the second city being contested with neighbours), meanwhile denying any freedom of city placement with their capitals (particularly Wessex with Winchester and Mercia with Tamworth in the Midlands). Secondly, I consider the way England is implemented in existing RFCE to be one of some "hits in the mark" it has, by representing Anglo-Saxon and other island kingdoms with independent cities, providing good target for Norway to raid and Denmark to capture for their UHVs. Having 1066 start for England as Anglo-Norman civ has much more merits. It represents the definitive end of squabbles between petty Anglo-Saxon kingdoms and Norse conquerors, and emergence of a unified major political entity with European significance. It gives England Normandy as a foothold on the continent, organically and historical leading to expansion here (what should we do otherwise, add Normandy as separate civ with UHV of conquering England? And how England should be represented afterwards?). Also, I think the English culture that exists to this day originates with 1066 conquest, as a result of heavy Romance influence on Germanic Anglo-Saxon basis. All in all, I hope I made it clear why England should keep 1066 Anglo-Norman start.

Naples is already represented by Sicily civ, if it loses the island or respawns.
Latin Empire, Cyprus and other Crusader states are represented by proper civs like France, England, or Aquitaine, conquering cities in the Levant.
Cilicia is too small, although possible as conditional minor one (still not really worth taking a civilization slot ingame).
Golden Horde (or more properly Ulus Jochi) has Lower Volga as its core area, that is outside the map that is used in the development. And I wrote extensively in a post above why it is not really feasible to both have close detalisation-attention to Western and Southern Europe alongside full map of Europe. I envision Golden Horde being represented by popup mechanic for Eastern European civs, asking you to pay gold or soldiers, or get sizeable stack of keshiks and other units spawn on your border.
Navarre is literally one city-region, even if it was a dynamic kingdom for some time, it is not worth being a separate civ.
Brittany potentially can be a minor civ without expansionism, as it stayed with its 2-3 cities for centuries, but I don't see it being really worth taking the civilization slot.
Bosnia is a bit too much. Croatia, alongside Serbia and Bulgaria, is enough for Slavic Balkans.

All in all, I find it really bizarre that you simultaneously doubt why Germany should be divided into several civs, while suggesting considering adding literally one-city civs.

P.S. I somehow missed this idea before, but modern DoC engine that is intended to be used as the base for this new RFCE allows dynamic civilization slots, so we actually can have no issue with early civs like Visigoths as the slot will be reused by some later, more longlasting, civ. So my full list of around 54 civs is fairly possible with only around 30-40 being simultaneously ingame.
All of this, however, is just playing with ideas...

Thank you for your interest and attention, Baron, you seem like an old and experienced player!


I don’t want this to sound discouraging if you want to put in the work to add what you’ve created. I’ve put in many years of thinking and working in several excel sheets hoping to help Absinthe with the mod since I cannot work with the code efficiently. Unfortunately ideas do not create themselves.

Spoiler :

For the Visigoths: I don’t think their representation goes beyond barbarian and independent cities. The conquest of Spain was done in three years, which functions as the normal flip zone for Cordoba’s game play. The Visigoths would sit there and wait to be flipped, and there’s no other interaction except with southern France. I’d suggest that the starting situation for Cordoba should be oriented towards conquest, but more for a UHV targeting France in some capacity which wasn’t represented in RFCE.



Would the Papal States despite spawning later still function the same as they currently do in RFCE? If so, then they don’t need to be changed.



Serbia.

I’m not opposed to an early sandbox style gameplay for a civ. Novgorod is a perfect example of this. However, 1091 already gives them 300+ years of historical gameplay from a small state to grand principality to empire. In my view a respawn in 1091 negates starting early in the first place. It can easily be represented by an independent city until spawning. I believe the same reasoning can be used for including the Kingdom of Croatia (which I support) as opposed to the Duchy of Croatia.



Morocco doesn’t not have any relevance for gameplay until the 11th century when the Almoravids invaded Iberia. Cultural significance for a modern country doesn’t matter for gameplay. History has to be balanced with gameplay, and using a modern country to justify it doesn’t make sense. An independent city can represent Morocco’s early fragmented kingdoms prior to the Almoravids. The main issue for the civ in RFCE was the lack of a scripted event for invasion and Cordoba being too stable/strong. They also over settled too many tiles as well and never did anything, which is what a very early spawning Morocco would do in game. At best they’re just a trading partner and maybe a vassal state with Cordoba, fighting desert barbarian units until they’re scripted to invade Iberia.



Tunisia: Arabia should be controlling the area (historically and as part of an early conquest UHV). The Aghlabids were a vassal state to Arabia and only existed for 100 years. There is little reason to include them at all in the mod. The Islamic conquests and raids into Sicily and Italian peninsula can best be represented by scripted barbarian invasions.



The Tulunids were vassals to Arabia, and they only harm the Arabia player. Historically Arabia subjugated them so their existence is under 40 years. In SOI they’re just represented as barbarian units, which would work well for gameplay in my view. They are complicated and aren’t a true Egypt civ like the Fatimids represent. It’s the same for how Hungary spawns in my opinion (Budapest and not the steppes). When Absinthe was still working on RFCE there were some suggestions on how to best represent the Fatimids start. My personal favorite is barbarian invasions scripted across North African cities targeting the Arabia player and then finally the fatimids spawning with the founding of Cairo in Egypt 970AD. Any surviving Arabia cities in Northern Africa from the barbarian wave flip to them. The fatimids have far more significance than the Tulunids. They’re a much cleaner, realistic, and fuller independence from Arabia.



I don’t think an early “Tuscany” spawn is warranted. It can just be represented by an independent city until Florence becomes independent in 1115. There’s no need for an early “buildup” either. If anything it just makes everything overdeveloped with a lot of culture and units. It was just a piece of the Holy Roman Empire. If anything, the area of northern Italy should be a big focus for the German player until northern Italian city states declare their independence.



I have supported adding the Ziyyanids for a few years to RFCE (1235-1554). They are a conquest goal and rival to Tunisia and Morocco; as well as trade partners and a potential vassal state. It is better represented as a minor civ instead of the independent scripted revolt currently in RFCE. It has more of a reason to be included than the Idrisids.



In my view filling the map earlier for the sake of itself doesn’t enhance gameplay at all. If anything it bogs down gameplay and creates “heavier” load times as the game progresses. Gameplay and history must balance for RFCE. It creates a much larger workload too. A lot more balancing is needed for this kind of desire as well.



There are plenty of good civ suggestions that you’ve made, others have made in the past, and that I have made years ago. Absinthe had planned to add more before he disappeared. If the planned civ doesn’t function much better than an independent city then there’s no need to do the work to add it. For example I made my reasoning for a Wales unplayable civ partly as a conquest goal and vassal for early England as well as interacting with Brittany and Scotland. After all, Wales was conquered, not settled. Arabia won’t have a lot of neighbors because it’s in the corner of a map that it historically unified until the tenth century (it has the byzantines to fight). Cyprus properly fills the map as a crusader state. The crusader states make sense to add with a large enough map like yours. The Frankokratia and Latin Empire do the same. Naples, Sicily, Navarre, the Golden Horde, Galicia, the Seljuks, Florence, Lombards, Cilicia, Croatia, Brittany, etc. help fill the map with more dynamic gameplay like diplomacy, vassals, trading partners, etc. I’m surprised you didn’t suggest Switzerland with the increased map size (but that is likely due to you wanting Germany split up).



There aren’t a lot of Islamic civs because the mods focus is on Europe, not the Middle East. The Idrisids aren’t significant enough, nor are the aghlabids. Arabia conquered and held most of North Africa and the Middle East till the 10th century. That’s history and fits in with their play style and UHVs. Cordoba controlled most of Iberia for centuries. The Fatimids would be the next civ of significance and then the Almoravids, Seljuks, Hafsids, Ziyyanids, Ottomans, and the Crimean khanate. There’s plenty to work with there.



Germany in RFCE represents the Holy Roman Empire in its entirety as the kingdom of Germany (the best as it can). I once supported splitting Germany into Bavaria, Saxony, etc. like you do because Germany tended to be very strong. This can be fixed with nerfs and overhauling how the game’s stability system works (that needs to be overhauled anyway). Germany is supposed to be powerful anyway. Forever ago someone else had made a mod called RFCEurope++ where there was a holy Roman emperor mechanic, and that worked nicely, which made me want to split up Germany. If you can make your idea work then that’s fine. It made more sense to me with the old map that Germany be kept whole as the Holy Roman Empire.



If your map is large enough to include Wallachia then it is ok. There was never enough reason to add them to RFCE.



No, Naples would be a small unplayable city state representing the Duchy of Naples. Sicily is separate for the Norman conquest of Italy and Sicily. An independent city is already there so it is my personal preference to have them represented by an unplayable civ. It’s a conquest goal for Sicily, but before that its existence adds diplomacy, trade, and vassalage to other civs like the lombards and byzantines. Its addition helps southern Italy in my opinion, especially since nothing happened in southern Italy in RFCE.



I greatly dislike how the fourth crusade (and the crusade mechanics) in RFCE are done. Cyprus and Cilicia are good unplayable crusade states that function more or less like they do in SOI. They’re good vassals to Christian civs, and serve as barriers to Islamic civs. I prefer the Latin Empire as opposed to the fourth crusade because it also represents the frankokratia and also an ahistorical defeat to the Byzantines. It helps weaken the Byzantines prior to the ottomans and establishes a crusade state in Greece much like the Teutons in the Baltics. I’m fine with other existing civs invading the Middle East as usual, but I think the mechanic can be far better.



For the Golden Horde I like the pop up for paying tribute mechanic. Much of the Rus were vassals to them so I prefer having them exist in game rather than be barbarians. It’s similar to how Arabia doesn’t have Mecca but they are still in the game.



Navarre serves as one of the reconquista civs alongside Portugal Aragon and Leon. They’re the first barrier to Cordoba and can be a conquest goal or a vassal too.



Brittany works well as a vassal between France and England. There’s the small ahistorical chance they become more independent too. They’re also a trade partner and diplomacy. It wasn’t under France’s control until late Middle Ages either.



It’s because I view Germany as the Holy Roman Empire, how it was intended within RFCE. It didn’t make sense to split it. I think many of those smaller civs are valuable to the game even if they aren’t necessary.



Yeah, time goes by quickly :( I remember when 3Miro still headed the entire project before Absinthe took over. You’re welcome.
 
I don’t want this to sound discouraging if you want to put in the work to add what you’ve created. I’ve put in many years of thinking and working in several excel sheets hoping to help Absinthe with the mod since I cannot work with the code efficiently. Unfortunately ideas do not create themselves.
Well, I think we can exchange our ideas on civs for hours, I guess. All in all, I still stand firm by my list and concepts as they seem to me as more reasonable. Also, with modern RFCDoC engine, starting dates easily can be changed, as I've done personally in current indev version of the mod, so that's not really such a great, irreversible issue as it was before. Anyway, this new RFCE that I and Voigt started to make still is largely more of an idea than reality, but I hope you will enjoy it if we ever will realise it! Also, if only older RFCE devs also will return someday for that...
 
Some rough ideas and guesses for Aquitaine as well as the Saxon, Bavarian, and Swabian units. Were random events ever going to be brought back into the mod?

Aquitaine’s unique unit and building could be the following: nothing too elaborate.
UU Occitan/Gascon/Vasconia Crossbowman (cheaper and available earlier?)
UB Grove (small culture and health bonus. Not sure what it would replace) so the winery UB can be used elsewhere?

Saxony, Bavaria, and Swabia UUs and UBs and some UHVs.

Spoiler :

For Saxony, Bavaria, and Swabia UUs and UBs; they could share the Landsknecht and Rathaus. Other possible UUs borrowed from AoCH: Reichsritter (mounted lancer), Rhenish Knight (knight), Gefolgsmann (mounted lancer?). I uncertain what UBs could be used here more specifically. AoCH had things like an Episcopal Court, Princely Court, etc.

A somewhat more unique building set would be the 1) Kaiserpfalz (Kaiser palace: still replaced the courthouse like the Rathaus does, but these were largely replaced by castles historically). Or maybe 2) “Festival Palace” instead to replace the manor house? 3) Gutshof would be an estate like building, or even “Royal Estate” as a generic replacement of the manor house building. I suppose the associated bonus with any of these could be cultural, food, wealth (depends on which German state it goes to, and what is needed). Technically a Gutshof was a part of the Kaiser Palace.

Saxony’s goals could be more expansionistic: although, having a goal with Protestantism makes sense as well for a later mid-game goal.
-For the Saxon dynasty 919-1024AD: control or vassalize Bavaria, Swabia, and Bohemia by 1024.
-To reflect German colonization: settle 7 cities in 7 different northern German provinces?(founding cities instead of just conquering them from barbarians).
-For the Hanseatic League: build X Kontors by year X (the Hanse UB), or it could be more reflective on trade with other civs like Novgorod, or income by trade.

Their UP could reflect the Hanseatic League goal or the settler goal. Either better trade yield or settlers cost less? OR it could be more militaristic, for example:
Shields of Knighthood or Army Shields: infantry are trained 15% faster till the reformation? This reflects levying power via Heerschilde or Heerbann.

For Bavaria’s UHVs, I’m just guessing here: there’s a lot of different ways to go about it for gameplay but it seems conquest heavy with the Wittelsbach.
-control Bavaria, Austria, Styria, Verona, Franconia and Tyrol by year 1000
-House of Wittelsbach (Louis IV the Bavarian) control Bavaria, Brandenburg, Palatinate, Tyrol, Holland, and Brabant in 1347.
-Be the most stable Civ (score calculation)?
For UP: maybe relying on the House of Wittelsbach? Increased stability for more cities you control in different provinces?

For Swabia’s goals, I am guessing they’re best suited to have the northern Italy wars against the Lombard league? I have less of an idea for them than the previous two.
-control of vassalize northern Italy in 1250.
-have pleased or friendly relations with Saxony, Bavaria, Bohemia, Austria, and Burgundy.
 
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