Realism Invictus

What are plans with workshop on SVN? It has been disabled, so I wonder if you are going to do something else or just rework it slightly? World wonder Leonardo´s workshop is now much worse, giving just some culture to specialist. I want to try new changes in civics and new industrial system, but I feel game is now too incomplete, so I am waiting :(.
 
What are plans with workshop on SVN? It has been disabled, so I wonder if you are going to do something else or just rework it slightly? World wonder Leonardo´s workshop is now much worse, giving just some culture to specialist. I want to try new changes in civics and new industrial system, but I feel game is now too incomplete, so I am waiting :(.

You're right ! :)

Workshop is no more an improvement but a building.

Leonardo's workshop is not yet up to date. It will be very soon.

RI is playable but - you're right - the new industrial system isn't fully added. It will be as soon as Josh will add the new tags we're waiting for.
 
Sorry for my ignorance but what is the new industrial system you are talking about? Any change logs I can find about SVN?

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Thanks for quick answer Hian, I will patiently wait :).

For Babri, this is what is on SVN description:
NEW: Industrial system (Part 1)
- Industrious trait updated
- various civics updated
- bonus updated
- buildings updated
- wonders updated
- buildings added
- specialists updated
- Craftsman new specialist
 
Thanks for quick answer Hian, I will patiently wait :).

Part 2 is now uploaded.
Some civics now give a bonus to Craftsmen.

Update your SVN and enjoy ! ;)
 
Part 2 is now uploaded.
Some civics now give a bonus to Craftsmen.

Update your SVN and enjoy ! ;)

Frak! The AI changed a bit and now I have to completely redo my build/attack order on Huge World Map. Curses! :lol:

(No seriously, it is really weird when the AI makes the same exact early game choices 20 games in a row, and then suddenly moves workers and settlers to totally different locations than normal. I suppose this means I have to actually play in response to what I can see, and not totally screw the AI over by using him to produce workers for me.)
 
Thanks for this mod, I'm just discovering it. I really like how the logistics great general and combined arms features all combine to minimize the stack of doom and make more cities "special". Great job.

I was wondering if there are plans to allow cities to utilize a third ring of land plots? I come to this mod from C2C and find that knowing that lone unused resource tile will eventually fall under my domine calms my OCD tendencies and makes city specialization more practical.
 
hey guys again,
damn this mod is hard as hell.

i kept getting killed.
monarch level.

What are you playing on/as? Huge World Map? Random?

If it is random, then getting those Militia or Archers to withstand the barbarians is very important. You may find it useful to play as a civ with a powerful unique unit early like Persia to help get yourself out of the early game.

If it is the AI killing you, remember, you should be killing them first. :viking: (But seriously, there is a feedback loop here: You need more units to attack other civs, and other civs are less likely to attack you if you have more units. Being a pacifist and keeping your level of units below the level it costs you money is a bad idea.)

anyway -
what is "net effect" ?

I think the net effect you are referring to is when you are building a building, yes?

Then that should be "net" effect, or total. Most of the time this is simple - "I am building something that gives +1 happiness, of course the net increase is +1 happiness."

Other times it could be: "I am building something that gives +10% production. With my current level of hammers, that equals +5 production."

But more importantly, there are times when you have a building that you are REPLACING, which means it's not just an addition, so the building tooltip would be misleading without making it net: "I have a Well already in my city, so building an aqueduct would be a -1.5% chance to epidemics, not 3.00%".
 
Hello,

Can anyone advise on the airlift function.

Once you get a airbase you can then airlift units but it seems only to your own cities? Im sure you used to be able to airlift to any friendly cities, as in any open borders.

Presuming this is meant to occur it seems odd that i can deploy 150 bombers to a friendly city but i cannot airlift 1 unit to it.

Can anyone advise?

Thanks,

Cliff
 
I've started a new game with the latest SVN and wanted to make a couple comments about the mine / precious mine.

First, I'm not sure it was really necessary to break these up, but I guess I can see that you wanted one mine for industry and another for commerce. OK...

The problem I see is now you have no chance to discover precious resources from your mines because only Precious mines discover these, but they can only be built on an existing precious resource. Regular mines can only discover hammer/industry resources, and since they are the only mine that can be built on a plain hill, no gold / silver / gems will ever be discovered.

The possible solution is to have a regular mine be able to discover a precious resource just like before, but then have to use workers to change the improvement to a precious mine from a regular hammer oriented mine to gain the precious resource benefits.
 
Simple fix would be to add small discovery chances of precious resources to standard mines.

I have an issue with espionage in RI & tech stealing. Since in RI we already get huge boosts to techs researched by other civs, there is no point of diverting your resources to espionage as investing all your commerce into science is much more effective & direct.
Espionage on the other hand takes too long to accumulate, the tech is too expensive & you need to baby sit spies all the time.

My suggestion would be to reduce tech steal cost with civs you have open borders with, investing in espionage should make tech stealing considerably cheaper. I would even say that revamp espionage system to more like a passive system & remove most of the blot such as poison & cause unhappiness.
And maybe make your spies sit at the position & do there work continously till they are caught or ordered to stop instead of babysitting them from capital to their destination. I don't know if it is possible to mod or in your to do list but a lot of players would be grateful if spies are changed to be less of a nuisance. :)

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Third game in a row I've played of Realism where the map was generated without a single Horse resource. Pangaea map type.

Strange. Never had that happening. Perhaps you could try US civilization in the meantime as they don't need horses to recruit some of their horse units. :p
 
I've started a new game with the latest SVN and wanted to make a couple comments about the mine / precious mine.

First, I'm not sure it was really necessary to break these up, but I guess I can see that you wanted one mine for industry and another for commerce. OK...

The problem I see is now you have no chance to discover precious resources from your mines because only Precious mines discover these, but they can only be built on an existing precious resource. Regular mines can only discover hammer/industry resources, and since they are the only mine that can be built on a plain hill, no gold / silver / gems will ever be discovered.

The possible solution is to have a regular mine be able to discover a precious resource just like before, but then have to use workers to change the improvement to a precious mine from a regular hammer oriented mine to gain the precious resource benefits.

Good catch ! :goodjob:

We have to rework the mine system.
It will be done asap. (We're all very busy at work so it can take a few days).
 
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