Still investing your commerce in espionage should be worthwhile. We get extra benefits when shifting slider for culture, then why not some bonuses for espionage.
Yes, but you usually spy on your friends for reasons different than on your enemies.
Yes it would be more interesting to have espionage work without too much micro. For example a spy dedicated to tech stealing would continously give you beakers but it would consume your espionage points per turn. Or it could give you a tech boost modifier.
Similarly a spy could be placed to learn about the approximate size of the enemy army & so on.
Yep, this is a very worthwhile idea. Improving espionage might actually be one of our first priorities after Rev.
One big thing we could use is the ability of spies (or diplomats, separate units that would still use espionage points) to influence opinions of civs on each other (framing others, etc.). It could add more depth to diplomatic routines.
Iam sorry to say but this mod is totally unplayable save for the "Earth" map scenarios (which play out fine for some reason).
Still waiting for this guy to produce something I could see; he posted in two other places as well, and never replied to anything.
I think that may be helpful
Well, if one day we decide to get
a lot of religions in RI, we could go with it. For now, I see no gameplay reasons why we would need more religions than we have now.
As long time lurker i can remember that some time ago another forum user was complaining about prince difficulty level. Maybe there is something wrong with Prince. Maybe for some reason Prince difficulty give bigger bonuses for AI than it should be.
Double checked it, and the XML values at least seem fine.
The city maintenance costs seem to be slightly too high for the human, and too low for the AI. City productivity and research also seems to be a bit slower overall. I'm finding it difficult to expand and keep progressing at a decent pace, but the AI seems to have no problem. In past versions I would easily be around 12 cities by the Renaissance. I also find that unless you rush for writing and switch to Despotism right away you're screwed, since without it maintaining even 2 cities is quite challenging and 3 puts you way too far behind economically.
Well, that's Immortal you're playing at. I think complaining that a difficulty level that's supposed to be crazy hard is unfair to humans kinda goes against its purpose.
Gold producing Holy Wonders have always seemed to be one of the big factors in dictating which civs are going to be runaway civs. Would there be any way to scale how much gold each city with a religion would provide the appropriate holy city in proportion to the map size? and do you think it could be beneficial to increase the production cost of missionaries?
Yeah, we have some considerations on how to tone the role of Shrines down. Indeed, currently they are too important.
Lack of horses on most maps.
What scripts do you usually use? In general, horses aren't supposed to be plentiful (IIRC there is supposed to be less instances of horses than there are civs on the map), but not lacking.
Cottage has much lower yield compared to farms so the you have to manually get your cities work on them to make them grow, this is very tedious micro for the player. Suggestion is to maybe give them some hammer & food yield with tech so they can compete with farms.
Well, the purpose of the cottage is to provide commerce. I agree that AI shifting production back from them is annoying, but adding food or production to them goes against their intended purpose, and I think that adding more commerce could be unbalanced.
Levies don't serve much purpose unless you have very low production cities. Levies were quite common in most medieval armies. I would suggest reduce their maintenance cost, as levies should be much cheaper to maintain than professional armies. Same could be done about other levy type units.
Hm, yes, there are some ideas on how they could be made more useful. We might implement those in future. But actually, armies relying on peasant levies were far from ubiquitous even in medieval times. In most cases, they were considered a desperate measure, for when kings needed lots of troops quickly, and couldn't afford to equip and train them (or hire mercenaries).
Remember that levies in RI represent not every type of levied troops, but only the untrained and unequipped hastily assembled peasant militias. The same peasants under less desperate conditions would be, in RI terms, formed into units of skirmishers, or pikemen, or archers, or even light cavalry in certain areas.
So the levy units are actually a fallback measure for when you have no resources and desperately need some troops - or for cheaply garrisoning places that aren't expected to be attacked.
Trebuchets aren't much of an upgrade compared to catapults, they also get obsoleted fairly quickly. Similarly crossbows have limited use. I would say increase trebuchet's strength to 5.
Yep, that's fair.
Not sure about crossbows though, I almost never build them because of their very niche role which can be performed much better by other units such as heavy cavalry & pikes. Surprisingly they require a resource to build but a resourceless longbow is generally better for all purpose usage.
Different civs have differently balanced crossbowmen vs longbowmen. In some cases, like England, crossbowmen are mostly useless, while in other, like China, they can be quite powerful.
Cruel trait is a bit 'harsh'.
Perhaps reduce the penalty so that it doesn't effect 1st promotion. Similarly foreign is very dangerous too. Sure negative traits are supposed to make you weak but these 2 are more harmful than others. For example excessive (-10% gold) & barbaric (-20% culture) aren't really punishing early in the game where it matters most.
I actually think Cruel is one of the more forgiving drawbacks, especially compared to, say, Schemer. Like Barbaric, Cruel only works in certain situations, and in those situations if you come prepared it doesn't prevent you from dominating, just slightly hinders you.
A building idea : Stone works. Provides some hammers & commerce on nearby stone resource, and maybe 1 happiness from marble.
While in the particular form you suggested it, it doesn't strike me as having a lot of gameplay purpose, it might be a good idea for a different reason... So I'll keep it in mind.
Food crops plantation aren't really strong yield wise compared to normal farms. I would suggest boosting them a bit.
Will look into it.
AI shouldn't generally pursue building the wonder which gives all religious civics unless it wants to get cult of personality or free religion or has no other wonder to build.
I think it generally doesn't. In my experience, that's one of the wonders that gets built last.
there are plans to make version realism invictus 3.3 ?
Yes; the most likely release date is Christmas, as per our tradition, but it might not be the nearest Christmas.
i prefer wait and play in full test and unbugged version. First impression is rather important ( thats why i play in 3.2 not in this what should be called bugism invictus 3.25 )
I guess to each his own, but 3.25 was actually supposed to be a balanced and de-bugged 3.2