Realism Invictus

I see the problem with vassals in 3.2 now. I spread christianity everywhere and made a lot of minor friends then as soon as i researched vassels i had 4 requests that turn alone. I took 2. It was a good excuse for war.
Maybe, is it possible to turn off capitalization while leaving vasseling on?


I think its too hard to attempt domination on the world map without vassaling some of the conquered, and the real problem seems to be peacevassaling anyway.
 
I see the problem with vassals in 3.2 now. I spread christianity everywhere and made a lot of minor friends then as soon as i researched vassels i had 4 requests that turn alone. I took 2. It was a good excuse for war.
Maybe, is it possible to turn off capitalization while leaving vasseling on?


I think its too hard to attempt domination on the world map without vassaling some of the conquered, and the real problem seems to be peacevassaling anyway.

So that really means some small nations are really struck out of peacevassaling for that very reason. Oh well.
Maybe, is it possible to turn off capitalization while leaving vasseling on?

Shouldn't be the other way around? I don't know, but a lucky AI with religions and large swathes of lands for expansion have free medium sized vassals seem a bit overpowered. Capitulation at least needs military investment to reach it in comparison.

Although the conditions of peacevassaling and capitulation are different, the game option NO_VASSALS works for both indiscriminately.
I think it needs a deeper change than just the XML.

Did you get vassals demands from nations supposed to be small? Out of curiosity. To see if it corresponds to the list of leaders never peacevassaling.
 
So that really means some small nations are really struck out of peacevassaling for that very reason. Oh well.


Shouldn't be the other way around? I don't know, but a lucky AI with religions and large swathes of lands for expansion have free medium sized vassals seem a bit overpowered. Capitulation at least needs military investment to reach it in comparison.

Although the conditions of peacevassaling and capitulation are different, the game option NO_VASSALS works for both indiscriminately.
I think it needs a deeper change than just the XML.

Did you get vassals demands from nations supposed to be small? Out of curiosity. To see if it corresponds to the list of leaders never peacevassaling.

lol, yeah, I said it backwards. :rolleyes:

My requests were from major civs. Zulu, poland, the persians. I forget the fourth, maybe the turks (I said only if they rename istanbul).
I took the persians in and shouldn't have, but poland suits me fine. They make a great buffer from russia, and set me to war with the netherlands who are currently the leaders in the tech race and I'm tired of it.
 
oh dear... if you get a MAF crash, are you definitely unable to complete that game? I was so close to winning...

I have a 64 bit OS. What's the best way to upgrade my computer to prevent that from happening? more memory?

edit: hmm well I got past the place where it died the first time, let's hope I can finish the game... try again tomorrow!

One way I found to be less MAFs since I have a 64bit system, a reasonable amount of memory (8GB) and 2GB video card, was to buy a 32GB flash drive, format it to NTFS and insert ReadyBoost available in Windows. Avoid Windows 8, it causes much more MAFs than Windows 7.
 
My Greek campaign still going great. I can't get enough of this game. As a huge fan of Byzantium I have a few things to offer. I'll start on the lighter side.

I found this finnish metal band who sings a pretty sweet song about the Varangian Guard. Worth a listen. I'm adding it to the civ 4 soundtrack :king:
http://www.youtube.com/watch?v=1x-5ZkTMyMc

Now on a more serious note. After the debate with the Greek Water wheel, which doesn't make any sense for a variety of reasons, I brainstormed an idea for a significantly more ideal improvement. Forts. Asia minor is littered with them, and the Greeks absolutely depended on them for significant periods, especially throughout the byzantine era. Forts in many ways defined both the rise and the fall of the late greeks, and are worth receiving some attention in the game.

Now as for specifics, that's trickier. There's a lot of routes to take, and I don't know what the limits are for defensive improvements. Maybe an additional defensive bonus, a faster construction time, or an additional +heal bonus. i'm trying to research more for some better ideas, but researching the byzantine empire is a pain.

Along these lines. The Great walls of Constantinople should be strongly considered as a great wonder. The influence these walls had were far greater then the majority of wonders currently in existence, and their effectiveness was unmatched. At the very least these walls should provide a bonus to great engineers, a large cultural bonus, and a large defensive bonus. The walls are simply too significant to be left out of this mod.
Heres a little video on the walls, though this left out some other important aspects of the wall, such as the great chain. http://ed.ted.com/lessons/the-city-of-walls-constantinople-lars-brownworth

EDIT: @Tach
The culture from the great works themselves will double over time just like most culture buildings, because of this they can't really be further buffed since this already makes them very strong compared to the flat +4 gold +12 culture gained then the specialist joins the city.
 
I don't know, but a lucky AI with religions and large swathes of lands for expansion have free medium sized vassals seem a bit overpowered. Capitulation at least needs military investment to reach it in comparison.

Ideally, civs over a certain number of cities, or power rating should never peacevassal. I don't know if this is possible to code or not.

The Great walls of Constantinople should be strongly considered as a great wonder. The influence these walls had were far greater then the majority of wonders currently in existence, and their effectiveness was unmatched. At the very least these walls should provide a bonus to great engineers, a large cultural bonus, and a large defensive bonus. The walls are simply too significant to be left out of this mod.

I really like this idea. I was actually reading about the walls of Constantinople the other day.
 
what are gunboats good for

They are a basic unit, available if you do not have the resources to build a stronger unit. There are a number of late game units land and sea like this.


I noticed an Ironworks replacing a Blast Furnace and lowering net hammer production. I am unsure how that happened.

I have noticed this, I think it is related to an event giving that Blast Furnace an extra hammer. This extra hammer is not passed on to the Ironworks. Hence the hammer reduction.
 
Ancient great works aren't discontinuing when classic works appear, which makes for some odd scenarios, like, my people just completed rock paintings and adopted chivalry on the same year.

Vassalism mechanic is so freakin broken on the world maps. I totally understand why it was turned off. I don't know exactly why the AI is doing this, but almost all of them beg to vassal into the top empires. They will do this even if they are doing perfectly fine on their own. This was never a problem in 3.1, so maybe its K-mod or barbarians? I think I'll try to make the best of it and spark world war. Me and my 5 vassals against russia and her 6 vassals. The sad thing is I gotta keep regecting more vassals every year.
 
Ancient great works aren't discontinuing when classic works appear, which makes for some odd scenarios, like, my people just completed rock paintings and adopted chivalry on the same year.

Just a fast comment regarding your point doubling culture: it is right that early Great Works will have this doubling after 1000 years. But that only works for Ancient, Classical and Medieval Great Works somehow. Later ones won't have it in time. Let's suppose (because I don't play with tech trades off) Renaissance normally starts around 1000AD for a typical game, thus at the time the Renaisssance Art and Baroque GW will be constructed, 1000 years later is 2000AD, which is basically the end of the game and thus useless to consider the culture doubling capacity.

Anyhow, for the earliest GWs, that is a true fact though.
 
Just a note for new players, on the SVN instructions page here the link to pack art assets doesn't work anymore. Might be stopping people from packing. :)
 
Bug i reported some time ago still exist. It's, a crash when screen jumps to units piechota or piechota liniowa (infantry and line infantry for Poland). I don't think its MAF because when i upgrade my piechota to later unit, crashes stop. If it will help i can provide saved game from earlier svn (downloaded just before official release 3.2).
 
If unit aid was changed to be front-loaded it would greatly help the stack of doom problem, and better represent diminishing returns on roles already present in the stack. Rather then giving a bonus to the third Aid I suggest giving a bonus to the first aid, and reducing the third.

This is a bit more out there (and difficult), but consider giving pikemen a larger base strength, and penalize them with -% bonuses vs targets to make pikemen more appealing to keep later in the game for its aid bonus. This would better represent gunpowder armies of the next era since they continued to keep pikemen for quite a while. (or just give pikemen something to keep it from going obsolete as fast?)
 
i think the culture flipping mechanic IS broken... there is a city which has 77 percent my culture which has not flipped... what does it take???
 
i think the culture flipping mechanic IS broken... there is a city which has 77 percent my culture which has not flipped... what does it take???

The culture flipping mechanic IS broken by K-Mod: at least, it was the case in an older version, I did not check a recent one.

I also realised that no cities were culture flipping in my games since a long time. When I had an obvious case in a game, I searched for the codes. In CvPlot.cpp (void CvPlot::doCulture()) I reverted one line of code back to the original BtS one and tested it: the city in my game immediately culture flipped to me.

For the sake of it, this was the line of code in question:
Spoiler :
Code:
							//if (pCity->isBarbarian() || (!(GC.getGameINLINE().isOption(GAMEOPTION_NO_CITY_FLIPPING)) && (GC.getGameINLINE().isOption(GAMEOPTION_FLIPPING_AFTER_CONQUEST) || !(pCity->isEverOwned(eCulturalOwner))) && (pCity->getNumRevolts(eCulturalOwner) >= GC.getDefineINT("NUM_WARNING_REVOLTS"))))
							if (pCity->isBarbarian() || (!GC.getGameINLINE().isOption(GAMEOPTION_NO_CITY_FLIPPING) && (GC.getGameINLINE().isOption(GAMEOPTION_FLIPPING_AFTER_CONQUEST) || pCity->getPreviousOwner() != eCulturalOwner) && pCity->getNumRevolts(eCulturalOwner) >= GC.getDefineINT("NUM_WARNING_REVOLTS"))) // K-Mod

PS: I do not play RI and don't know if this is relevant.
 
The culture flipping mechanic IS broken by K-Mod: at least, it was the case in an older version, I did not check a recent one.

I also realised that no cities were culture flipping in my games since a long time. When I had an obvious case in a game, I searched for the codes. In CvPlot.cpp (void CvPlot::doCulture()) I reverted one line of code back to the original BtS one and tested it: the city in my game immediately culture flipped to me.

For the sake of it, this was the line of code in question:
Spoiler :
Code:
							//if (pCity->isBarbarian() || (!(GC.getGameINLINE().isOption(GAMEOPTION_NO_CITY_FLIPPING)) && (GC.getGameINLINE().isOption(GAMEOPTION_FLIPPING_AFTER_CONQUEST) || !(pCity->isEverOwned(eCulturalOwner))) && (pCity->getNumRevolts(eCulturalOwner) >= GC.getDefineINT("NUM_WARNING_REVOLTS"))))
							if (pCity->isBarbarian() || (!GC.getGameINLINE().isOption(GAMEOPTION_NO_CITY_FLIPPING) && (GC.getGameINLINE().isOption(GAMEOPTION_FLIPPING_AFTER_CONQUEST) || pCity->getPreviousOwner() != eCulturalOwner) && pCity->getNumRevolts(eCulturalOwner) >= GC.getDefineINT("NUM_WARNING_REVOLTS"))) // K-Mod

PS: I do not play RI and don't know if this is relevant.

Thanks Isenchine!

I played this last release huge world scenario, and despite being very difficult to convert, got playing with the Incas converting two cities of amazon tribes.
 
I was wondering why the buildings/wonders are in an odd order when i go to build them? Wonders and buildings should be separate. Also it would be nice if like buildings were next to like buildings in the build queue. Happiness buildings next to each other ect.
 
finally achieved domination victory, now to attempt my strategy of achieving early contact with the old world with inca by means of the aleutian islands... keep you guys posted :D see if I can swing immortal difficulty, wish me luck. also gonna try "semi-realistic" speed as I feel conquest can proceed too quickly at the normal speed, since unit movement doesn't scale with speed. also so I can have fewer turns of cripplingly slow turn-time in the late game

edit: success! contact established 300 ad :D

edit: why can't canoes get xp :( :(
 
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