[Religion and Revolution]: Feedback and Questions

Maybe it's related to the bug where the graphics engine can't handle map height of more than 128 plots. It usually just make plots with no terrain when you zoom out, but you never know if windows 10 acts differently. Try starting a game on a random tiny map and see if that works. If it does, then we know it's related to the map size. If not, then we can ditch that idea.

Also try looking to see if anybody using civ4bts has a similar problem and hopefully a solution.
 
It usually just make plots with no terrain when you zoom out,

Thats it!!! When I zoom out I only see black background with clouds passing by. But nevertheless RAR worked all the time even on Ray´s gigantic map Amerayca.
Surprisingly when I start a saved game on Amerayca everything works fine (except zooming out with no terrain) even after playing 250 rounds. :confused:
Marla Singer´s gigantic maps on the other hand didn´t work never before, i got only flickering screen and its not playable....

Now I try to reinstall/install all the stuff again. Hope it works because I don´t like to play on tiny maps at all :-(
 
The weird error once appeared with context and said the following:

"Failed to Initialize Renderer - check directx version and graphics settings"

It must have to do with "init engine" ???:confused:
 
Marla Singer´s gigantic maps on the other hand didn´t work never before, i got only flickering screen and its not playable....

Marla Singer's gigantic maps are even bigger than normal "Gigantc" map settings.
(Normal "Gigantic" map settings are almost at the limits of the engine I found in my tests.)

On some strong machines those "Super Gigantic"-Maps from Marla work fine.
On others they cause problems. :dunno:
 
I would like to ask you what is the current development state of the mod.

RaR (base project) has ended several months ago.
We had our final release.

All of the original team modders have completely retired from Civ4Col modding.
Chances are very low (to not existing), that the original team will ever pick up RaR project again.

Is RaRE 2.5.1 our only hope ?

Well, RaRE is the last modmod of RaR that still is a little bit active occassionally.
But generally, nothing prevents modders to start whatever new mod(mod) project based on RaR.

How many are you at the moment, and do you work together?

Generally, there are only very few Civ4Col modders still active at all.
And the ones that are, don't mod as intensively as the modders of old days.

Especially veteran modders of the first days have almost all retired.

Do you plan or expect to start working together on further development ?

I personally don't believe that several of the old veterans change their mind,
return to modding Civ4Col and join forces again to function as the core of a big team like in the good old days of TAC and RaR.

Please understand that after so many years, the old veteran modders had simply become tired of Civ4Col.
(I myself have literally spent about 2.000 hours in total with modding Civ4Col over all those years.)

And there were times when I was really asking myself if all that effort was worth it.
(Simply because I never had time for playing because I spent so much time on modding.)

Of course I am proud of what we have achieved.
But although we have a few loyal fans, our community is tiny compared to other games.

RaR is awesome at its current state, still many of us would like to dream there is more future for this great project. Hugs to you all!

Thanks. :)
 
Ray, thank you so much for your answer! I decided to put my original question in the thread where I saw last activity, sorry and thanks again.

Your answer is so complete and detailed, everything is clear for me now. And thanks again! =)

Huge respect to you and other enthusiasts, for all, for just existing! May you be blessed in your life for being creative... and just very smart people! =)
 
I would really be glad to have the feedback of more advanced players on this.

I'm currently on turn 300 in my first game on v2.4. And population growth is getting out of hand. The max threshold to get a new migrant is now of 400 crosses. I'm currently producing 1,200 crosses each turn, which means I get 3 new migrants in Europe every turn. Even without extra priests, this figure keeps growing because of my liberty bells growth. Meanwhile, I get from 2 to 3 new citizens each turn because of population growth.

So in a nutshell, that makes about 6 new citizens every turn. It's just impossible to build the education facilities to train 6 citizens per turn: universities require 8 turns for training and there's only 3 spots available (and the number of great universities we can build is limited). So simple math leads me to calculate I need a minimum of 16 universities to sustain such a high level of training (and that if everything is perfectly optimized).

The tedious aspect of this is that I spend a considerable amount of time each turn to actually find a school/college/university free spot in which I could put my free colonist or indentured servant in.

Furthermore, I feel "condemned to growth". I wanted to stop my empire building in order to focus on building my army, but that's just not enough to absorb all those colonists. So I keep on expanding even further, continuing to found new cities.

Is all this normal? Is it the way it's supposed to be? Am I supposed to arm battalions of free colonists and drop the idea to educate everyone? Or did I do something wrong?

Of course I could get rid of my priests in order to reduce my number of migrants... but well it feels kind of wrong.
 
I would really be glad to have the feedback of more advanced players on this.

I'm currently on turn 300 in my first game on v2.4. And population growth is getting out of hand. The max threshold to get a new migrant is now of 400 crosses. I'm currently producing 1,200 crosses each turn, which means I get 3 new migrants in Europe every turn. Even without extra priests, this figure keeps growing because of my liberty bells growth. Meanwhile, I get from 2 to 3 new citizens each turn because of population growth.

So in a nutshell, that makes about 6 new citizens every turn. It's just impossible to build the education facilities to train 6 citizens per turn: universities require 8 turns for training and there's only 3 spots available (and the number of great universities we can build is limited). So simple math leads me to calculate I need a minimum of 16 universities to sustain such a high level of training (and that if everything is perfectly optimized).

The tedious aspect of this is that I spend a considerable amount of time each turn to actually find a school/college/university free spot in which I could put my free colonist or indentured servant in.


Furthermore, I feel "condemned to growth". I wanted to stop my empire building in order to focus on building my army, but that's just not enough to absorb all those colonists. So I keep on expanding even further, continuing to found new cities.

Is all this normal? Is it the way it's supposed to be? Am I supposed to arm battalions of free colonists and drop the idea to educate everyone? Or did I do something wrong?

Of course I could get rid of my priests in order to reduce my number of migrants... but well it feels kind of wrong.

I know your experience of a lot of free colonists in late game especially when using the cool/OP undemanding leader trait. Combine this with 10+ missions and 10+ monasteries and enterprising trait you can go sky rocked your population exponentially and infinitely. The game has no penalty/ bound for large empires like upkeep is in Civ4. I have an idea for how that could be fixed neatly but not sufficient programming skills or time to do it.
I Don't find it difficult to get enough education spots. just build/ rush 3+ great universities and use colleges and natives' training. But year bottom line in end game you cover the entire gigantic map with size 40 cities if you want to.

Oh year btw wait till you declare independence and get +50%!! food production :DD. You get a new citizen in every major city every 1-2 turn.
 
The game has no penalty/ bound for large empires like upkeep is in Civ4. I have an idea for how that could be fixed neatly but not sufficient programming skills or time to do it.
RaRE has 3 programmers with write permission to the source code (though productivity is quite low at the moment). Go to the RaRE thread and explain your idea. If the concept is good, then it might be picked up and coded.
 
Thanks a lot Lethiel for your answer. :)

Just out of curiousity, usually when you feel ready for independence (strong enough military), how high is your ratio of population supporting independence? And how many citizens do you have (looking on demographics screen)?
 
RaRE has 3 programmers with write permission to the source code (though productivity is quite low at the moment). Go to the RaRE thread and explain your idea. If the concept is good, then it might be picked up and coded.
I'm struggling so much to find a school spot for my free colonists that I've been thinking about adding a "search school" button to make them find the nearest free spot. But before asking you to do so, I wanted to know if I was the only one struggling with that issue. And apparently that's the case. :lol:

I Don't find it difficult to get enough education spots. just build/ rush 3+ great universities and use colleges and natives' training.
Oh well, let's industrialize my construction of universities then. :)
 
Thanks a lot Lethiel for your answer. :)

Just out of curiousity, usually when you feel ready for independence (strong enough military), how high is your ratio of population supporting independence? And how many citizens do you have (looking on demographics screen)?


Most often I try (/ imo the best strategy is) to be ready to declare WOI as soon as the King starts adding his first units in 1690 (sometimes he does it a bit earlier). At that point I will I guess have 52-55% Independence support automatically from having all the good FF and tons of statesmen that you want to have anyway (produced in those great universities). You should have your first university (preferably a great university) by 1600 AD. I don't know what my pop is I never check that and don't have a saved game to check sorry. But I could have like 70 settlements I guess. It doesn't really matter with pop as the King never stands a real chance in the long run anyway. Standing army size is just around 50-80 units some with like 150 xp each.
 
70 settlements. :ack:

I have 26 colonies and I already work with a second computer to track my needs of specialists on an Excel sheet. :bounce:

Alright, so yes. I'll go for it. I know what I'll spent my hours on this week-end. :D
 
I'm struggling so much to find a school spot for my free colonists that I've been thinking about adding a "search school" button to make them find the nearest free spot. But before asking you to do so, I wanted to know if I was the only one struggling with that issue. And apparently that's the case. :lol:
At some point I proposed a system where you could automate a colonist to "goto school". They should then move to colonies with active schools and fortify. Once a unit leave the school, an automated unit automatically enters the now vacant school slot. The automation should then make the colonists spread evenly between the school colonies.

I never started because ray didn't like the idea. However I'm free to do what I want with RaRE. Thanks for reminding me :)

I have 26 colonies and I already work with a second computer to track my needs of specialists on an Excel sheet. :bounce:
I would like an ingame "spreadsheet" to remember something like that, but I haven't quite figured out how it should work. Whenever somebody mentions it, I ask "what do you want ingame?" and fail to get any real answer :(

The teaching list is kind of helpful for something like this, but it's not that great for "inter colony education". It's great in case you know you need 2 blacksmiths and one miner at colony A and farmers from all other. I had that requirement and because I paid attention to the pirate, which caused problems when the education was finished, I ended up with 3 miners, no blacksmiths and no farmers. The teaching list solves that problem, but it doesn't help you figuring out which colony needs which specialist.
 
70 settlements. :ack:

I have 26 colonies and I already work with a second computer to track my needs of specialists on an Excel sheet. :bounce:

Alright, so yes. I'll go for it. I know what I'll spent my hours on this week-end. :D

Hm I never use a list just intuition. I just put them in the university and when they are done I figure out what I need. 80% are either carpenter, blacksmith or Statesmen anyway. There is always somewhere where you can use these units. When using minimized popups option you can search your cities to see what the optimal profession right then will be.
 
Nightingale, that's becoming very interesting. I've been thinking about it last night. :popcorn:

But considering this isn't really about RAR feedback, I'll answer you on the RARE thread. :)
 
I really miss the old train graphics. Would it be possible to get and change just the graphics back from carriage to train? I don't need to rename anything etc.
 
I really miss the old train graphics. Would it be possible to get and change just the graphics back from carriage to train? I don't need to rename anything etc.
If you've kept an old version of the mod, you should normally be able to use it in order to change back the graphics. Here's how you should be able to do it :
  1. find the old train graphics and copy paste them in the folder Religion_and_Revolution/Assets/Art/units/
  2. edit Religion_and_Revolution/Assets/XML/Art/CIV4ArtDefines_Unit.xml in order to redirect the graphic files path to the appropriate new location.
 
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