Realism Invictus

This is the only error i got in the mod installation
It doesn't look like your installation is finishing properly. Do you have enough drive space where you're installing? Another theory might be that the path is too long - try installing Civ 4 to someplace with a shorter path (though I feel it's most likely the first)
 
In my current game I captured China. Dont know whether it is nord or south. It is the one with Qin Shi as leader. In the captured cities every granary gains +1 Food.
In no captured chinese I have the state government and I didnt build that wonder with the Great scientist which give me that bonus. So where comes this +1 food from?
 
In my current game I captured China. Dont know whether it is nord or south. It is the one with Qin Shi as leader. In the captured cities every granary gains +1 Food.
In no captured chinese I have the state government and I didnt build that wonder with the Great scientist which give me that bonus. So where comes this +1 food from?
their courthouse
 
Also i changed the combat limit, once reached, the ranged attacker can keep doing damage, post combat limit , but with a 50% less damage.

The caveat is that this way you will get too powerful artillery again. The damage limit in the BTS was introduced when it turned out that otherwise the artillery "kills" all competitors. Your scheme weakens the problem, but... Let's see how the artillery actually functions and why it has not abolished the army of infantry and Co.

First, there are two main types of targets that it interacts with in different ways.
1. A distributed target, which is a large crowd of very small objects. An ideal example is a battalion of infantry stationed at a strongpoint. Aimed shooting at them is impossible or difficult and the fire is conducted "in squares".
At the same time, as you might guess, the probability of hitting someone decreases with each killed or disabled infantryman. Theoretically, the artillery will kill everyone sooner or later. Practically after reducing the density of the target, each infantryman will cost you a wagon of ammunition, which you most likely do not have. And at the same time, a huge wear of barrels and an indefinitely long period of time, which you do not have either.
There is only one way out – to deliver high-precision weapons to the target in the person of your infantryman with a machine gun. Kamikaze drones are now starting to compete with infantry. However, over the centuries of artillery development, the infantry scheme was the only possible one, hence the millions of armies.
In the game, this will look like the formula "hit probability = base accuracy multiplied by target hp". At the same time, the formula will work not only for units distributed in the trenches – it is also quite adequate in relation to a dense formation.
Spoiler :

Accordingly, the attacker in each case has a choice of how to work with the target. At the same time, if you give the "shelling" mission a cost in resources (which is the "Master of Mana") or/and money (a PAE mod), you can get an almost completely realistic model. However, this is already a theory for the distant future.


2. A "single" target, which is an object or objects of large size, at which targeted shooting is possible and which do not decrease during the shelling. In the game, the reference variant is a battleship. At the same time, the battleship a). Is mobile and maneuvers. b). Returns fire, forcing the opponent to dodge, which prevents him from aiming.
It is obvious at the same time that the capabilities of a battleship in these senses are directly proportional to its "health". In general, Vincent's formula works here, strictly the reverse of the infantry one. The accuracy increases in direct proportion to the damage to the target.
At the same time, Vincent quite correctly noted that the accuracy of shooting also depends on the "health" of the shooter. However, the caveat is that this fully works only if the "shooter" is a single object with a centralized fire control system. That is, in general, another battleship, etc. For a more distributed and "individualistic" ground artillery, everything is more difficult.

At the same time, Firaxis, by adapting a very crude imitation of the infantry formula to everything, missed another key point.
The target can consist of units of extremely different sizes. Even a relatively small tank like the T-90 has a projection, in the most minimal case, an order of magnitude larger than that of an infantryman. When viewed from above (the projectile falls just from there), the difference will already be 250 times. As a result, tanks and artillery, as a rule, manage to suppress "a little" earlier than the last machine gunner.
Similarly, the deck area of the "Iowa" is six times larger than that of the destroyer, and the area of the vertical projection differs in approximately the same proportion.
At the same time, in the "Tactical" Merkava mod, there is a "camouflage" tag that acts as a "divider" when determining accuracy. It might as well reflect the effect of target size on accuracy.
Spoiler :

Finally, Merkava has a couple more notable tags related to camouflage. Which can be used to bring the final realistic gloss. For example, in his fashion, camouflage can decrease with each subsequent shot of the shooter. And this, for example, makes meaningful reconnaissance by combat to reveal enemy artillery positions, etc.


To be continued
 
So it looks like I've finally made a stable version of my personal "version" of R:I.

At least up to and including the Medival Era (it probably takes another 40-45 turns before I reach the Renaissance Era).

Now I'm very close to have the Renaissance Era to start where I "want" it to start (somewhere 'round year 1000AD to 1200AD) - a minor tweak in CIV4EraInfos.xml for <iTechCostModifier> for both ERA_CLASSICAL and ERA_MEDIEVAL will probably give me the years I "need".....
Civ4ScreenShot0174.JPG



1079 turns completed (savegamesize 3.026Kb) and only one crash so far. It happened in connection with a peace treaty between Spain and France (the 2 leading nations right now). The game simply went into an endless loop, so Ctrl+Alt+Delete... and retry. It ended with the same result - just one turn later.

Easiest solution (and the least extensive) was to enforce a peace via WorldBuilder. It worked. Since then the game has just worked(!).


But why do I really want "all" of these early Eras to be so long?

Well, I can only write that "one" really learns to appreciate even a few Militia or "simple" archers. That all buildings matter. That contact with other civilizations really matters (open borders or not). And that the barbarians are really deadly - even in "my" version, where they can't establish their own cities themselves (but on the other hand, they also can't "decide" where the cities should be placed - yes, of course you can level their cities with the earth..... But do you do it ????).

And then last but not least. That all resources really matter. Even PrimeTimber # 3 and 4. Or Marble # 2. Or Fish # 7. This last is of course something completely special for my version - a very large extension of the fact that it requires resources to create new resources - just to a much-much greater extent than in the normal version of R:I.
 
Playing RI Europe and my spies can conduct missions but don't get any XP. The AI conducts espionage missions against me and I can thwart espionage . I can choose missions as well.
Is this a feature of the scenario or a glitch on me?
 
Playing RI Europe and my spies can conduct missions but don't get any XP. The AI conducts espionage missions against me and I can thwart espionage . I can choose missions as well.
Is this a feature of the scenario or a glitch on me?
yes, spies cannot get xp in this mod
 
In my current game, there is only one passage that connects me to the outside world. This passage is blocked by the Egyptian.
Since he doesn't make any open borders with me, my options for interacting with the others are extremely limited.
The fact that technology trade is disabled means that even less is possible by diplomatic means. This is a bit stupid, because I have most trade routes with my own cities.
Wouldn't it be possible to add more diplomatic features? In other mods I have seen the possibility to grant right of passage. This allows civilian units to pass through.
You could also agree on open borders without technology diffusing across borders. The distribution of technology across the open borders could then only happen if a research agreement is made.
This is probably not possible and also not compatible with the realism aspect, but it would loosen up the concept a bit.
So only all or nothing is possible.
 
r5389 - "less noisy" base terrains: I think this change may have been in response to some feedback on this forum. Plains and grasslands now look a lot more like vanilla civ. My immediate reaction is that I preferred the "noisy" look, large open swathes look quite flat now. I guess you can't please everyone!
 
r5389 - "less noisy" base terrains: I think this change may have been in response to some feedback on this forum. Plains and grasslands now look a lot more like vanilla civ. My immediate reaction is that I preferred the "noisy" look, large open swathes look quite flat now. I guess you can't please everyone!
Oh believe me I know. I liked the look of the old ones better - but I realized that they were too hard on the eyes when actually playing. So I went for the less aesthetic but more eye-friendly option. And while there was some feedback on that, as I recall, the change is actually based on me seeing the terrain on different screens and resolutions.
 
I haven't played the current SVN, but I actually quite like how (previously, and in the official release, at least) the "plains" are typically more abundant but still look much more hospitable and normal than the ugly tan of the vanilla, while proper grassland is truly lush and inviting with a realistic and compelling appearance to that effect. Plains in RI look much more like standard arable flatland, while "grassland" is indicative of something especially kissed by nature and desirable.

Was this general aesthetic changed to be more stark once again, as in vanilla?
 
Does this mean in the industrial era you need way more and different Ressources as before and can etabluate a sort of value chaine?
That sounds awesome.
Yeah. While you don't need an excess of fuel and other resources to wield an army (you just need one of each), it is very helpful in order to becoming a dominant power since it is greatly bolsters your economy/industrial output and is many times the backbone of it.
 
Do you have some tips for dealing with enemy espionage more effectively? I usually play on lower difficulty levels because I'm normally very incompetent at games in general, but even then enemy spies become such a pain in the arse that I feel like giving up on certain things. I'll have 2-3 spies allocated in each city (more in the capital), and if I don't invest between 30% and 40% in espionage, I'll be harassed every single turn. In my strategy, I usually give up on saving gold and having a treasury, because I know it will all be pillaged, so I'm always at negative gold per turn. I also don't focus on being ahead in technology, because so much of it gets looted too. Things only calm down a little once I build an Intelligence Agency and a Security Bureau in every city and am at around 40% espionage investment, but I'll still get in trouble from time to time and before that it's a nightmare. Curiously enough, one of the worst espionage nightmares I've ever been at was when I was playing with Stalin, who is supposed to have espionage bonus. Can anyone give me some light?
 
Do you have some tips for dealing with enemy espionage more effectively? I usually play on lower difficulty levels because I'm normally very incompetent at games in general, but even then enemy spies become such a pain in the arse that I feel like giving up on certain things. I'll have 2-3 spies allocated in each city (more in the capital), and if I don't invest between 30% and 40% in espionage, I'll be harassed every single turn. In my strategy, I usually give up on saving gold and having a treasury, because I know it will all be pillaged, so I'm always at negative gold per turn. I also don't focus on being ahead in technology, because so much of it gets looted too. Things only calm down a little once I build an Intelligence Agency and a Security Bureau in every city and am at around 40% espionage investment, but I'll still get in trouble from time to time and before that it's a nightmare. Curiously enough, one of the worst espionage nightmares I've ever been at was when I was playing with Stalin, who is supposed to have espionage bonus. Can anyone give me some light?
It depends on what you mean by harassed. I found that the AI harasses me often by destroying a clock tower very often - but clock towers are not that useful to sweat about. If they are doing more than that though, that's sort of curious, because I've never experienced anything like what you describe - barring the possibility we have very different definitions of 'harass'. That said, a practical help would if you have an idea on who is really harassing you, you can use your spy, go to their land and run the counter espionage mission. You have to do this every once in a while to the harasser, but that usually makes it very difficult for them to keep doing harm to you and you end up catching a lot of their spies. Then everything should be good again... until another AI starts messing with ya
 
It depends on what you mean by harassed. I found that the AI harasses me often by destroying a clock tower very often - but clock towers are not that useful to sweat about. If they are doing more than that though, that's sort of curious, because I've never experienced anything like what you describe - barring the possibility we have very different definitions of 'harass'. That said, a practical help would if you have an idea on who is really harassing you, you can use your spy, go to their land and run the counter espionage mission. You have to do this every once in a while to the harasser, but that usually makes it very difficult for them to keep doing harm to you and you end up catching a lot of their spies. Then everything should be good again... until another AI starts messing with ya
I've read about the clocktower incidents here before, and found it quite curious, because it had never happened to me. What I get hit with the most is treasury and tech looting, but right now, for example, I'm playing as Louis XIV and my economy is always on the verge of collapse, so once in a while the Finanzamt (I'm playing in German, I don't remember the English name of that building) gets destroyed every 5 turns or so, making everything worse. But you're right, I haven't done a lot of counterespionage missions this time, I guess I forgot since I'm kind of overwhelmed by everyone attacking me. Thanks for your reply!

P.S.: By "harrass" I meant having an espionage mission against me completed successfully.
 
Last edited:
Back
Top Bottom