Realism Invictus is a tough mod because K-mod is embedded; the AIs go enraged bulldog mode.
If left with one AI in the world, even on friendly stance, it will get at you very fast.
Otherwise, Realism Invictus is very solid if only K-mod did not exist. This constant warfare atmosphere makes diplomacy hard without finding a AI scapegoat.
Hm, I played Realism Invictus, and I don't remember the AI being that good. Sure it's better than the unmodded one, but if that's supposed to be the hyper aggressive rushes you as soon as possible AI from Kmod I'm unimpressed.
Strange claim. On my computer (32-bit OC) R:I has one of the worst performances among mods. Obviously, the worst is C2C, but R:I is the second worst. Even on small map, minimal graphics R:I becomes completely unplayable in Renaissance for me (constant MAFs every turn). I even edited city building graphics to be empty, it helped a little in middle ages, but temporarily. Funny, I remember playing older versions of R:I many years ago on much older, weaker computer, they worked better. I don't understand how somebody can praise R:I for computer performance.the graphics are merged seamlessly with the base game, the devs have kept in mind computer performance
Speaking about Realism:Invictus...
Strange claim. On my computer (32-bit OC) R:I has one of the worst performances among mods. Obviously, the worst is C2C, but R:I is the second worst. Even on small map, minimal graphics R:I becomes completely unplayable in Renaissance for me (constant MAFs every turn). I even edited city building graphics to be empty, it helped a little in middle ages, but temporarily. Funny, I remember playing older versions of R:I many years ago on much older, weaker computer, they worked better. I don't understand how somebody can praise R:I for computer performance.
R:I (K-mod) AI - I agree with Tachy's comment. Starting in Ancient era, AI constantly declares war on me, even on pleased, even if I have 1.5 more power then them, then I defeat their stack in my territory, they pay me for peace, then very soon another AI declares war on me etc... Only wars with other AI distract AI from me. All AIs on my continent, even non-neighbors, declared on me multiple times before Renaissance. K-mod AI also likes to raze, sometimes razes even good cities. All that even without "aggressive AI" or "AI plays to win" and without Monty, Shaka, Alex or Khan.
"Every civ has a replacement for every unit in the game ... haven't succumbed to feature creep" - R:I feature creep is all these endless UUs and UBs. It's my personal opinion, but I would rather have more useful things every civ can potentially build than over 900 unique (mostly cosmetically) units, buildings and NWs. I don't even like UBs in BtS. But yes, if you like as much "unique" stuff per civ as possible, R:I is for you.
Btw, it's also very annoying in warfare - enemy stack enters my territory and it's full of units named like "dao cathay", "yari ashigaru", "doryphoroi" or "druzhina" (regular spears/swords/axes with ethnic flavour), and it's absolutely unclear without civilopedia check what units in enemy SoD exactly are.
And also unique improvements are very unbalanced. For example, USA and Mongols can build special pastures everywhere (with PN civic +2, +1, +1) from early game (when mines and farms produce only +1), while French UI is a special winery (can be constructed only on wines and barely better than regular winery).
I also really dislike their unrealistic religious system - you can build religious buildings (even temples and monasteries) only for your state religion and they stop working completely if you convert (even to NSR/FR). So, according to R:I, there are no churches in USA because of freedom of religion? Not very realistic and not fun either.
I liked some things in R:I, but I don't remember all of them now. For example, separating mounted units into "charge mounted" and "ranged mounted", so spears and pikes don't counter horse archers and cuirrassiers. Or wonders that can be created only by great artists instead of abstract and unrealistic culture bombs of BtS. Or buildings providing +yield to tiles with specific improvements.
Are you playing on a huge map?
Even on small map, minimal graphics R:I becomes completely unplayable in Renaissance for me (constant MAFs every turn).
I don't know what DoM is. C2C is super heavy and overfilled and has the worst performance, I said it in my post. Most other mods like HRW, VIP, even RoM:AND work better on my computer than R:I even at heavier save sizes.Compared to C2C, DoM, and most other total conversion mods it's pretty light. I mean even the non-animated leader-heads make a difference.
I wrote that "AI plays to win" was turned off. And repeatedly throwing armies at stronger opponents and then paying for peace isn't a good strategy. Instead of roleplaying every AI is a rabid Montezuma.That AI thing isn't actually silly if you know the AI reasoning. The AI is programmed to play to win, not to accurately role-play.
I don't know. I suspect, total number of units and buildings (unique or not) slows game and contributes to MAFs. Even Civilopedia in R:I is laggy at units' page.It does not slow the game down
Actually I listed 4 examples. From 4 different civs. And I can list more, because it's common. For example, some classical/medieval Japanese land units: yari ashigaru, bushi, ju warrior, ronin, yari nomin, yumi ashigaru, heisha, kiba musya, kiba samurai, yabusame. They are spears, axes, swords, longbows, chariots etc, relevant bonuses works against them, but who is who?it should not be a challenging task to figure out whats what. (You list the eight examples that are a bit confusing and treat it as the rule)
But free religion is not "overpowered" in BtS. Not OP at all. Probably, religious civics in BtS are better balanced than other columns. And not everybody converts to FR. Claim that I would complain about balance if non-state temples would be allowed is unfounded and absurd.Although the religious temple things are a bit unrealistic if they didn't do it you would be complaining about balance issues right now. In the main game free religion was overpowered for this very reason. Now not everyone will blithely convert to free religion.
I've been trying to improve the K-Mod war/peace AI a bit, and I agree that there are fundamental flaws. One serious issue is with AI war preparations. These can go on for a long time, and the AI is very reluctant to abandon a war plan once preparations are underway. In particular, it doesn't double-check diplo attitude (hence the frequent DoW at Pleased), and doesn't ensure a reasonable power ratio. This part doesn't seem that difficult to fix. The bigger problem is that separate and inconsistent heuristics are used for starting and ending wars: StartWarVal and EndWarVal. A high StartWarVal should imply a low EndWarVal and vice versa, but that's often not the case. The prime offender seems to be war success, which has a strong impact on EndWarVal (and making the AI willing to talk), but no impact on StartWarVal.R:I (K-mod) AI - I agree with Tachy's comment. Starting in Ancient era, AI constantly declares war on me, even on pleased, even if I have 1.5 more power then them, then I defeat their stack in my territory, they pay me for peace, then very soon another AI declares war on me etc... Only wars with other AI distract AI from me. All AIs on my continent, even non-neighbors, declared on me multiple times before Renaissance. K-mod AI also likes to raze, sometimes razes even good cities. All that even without "aggressive AI" or "AI plays to win" and without Monty, Shaka, Alex or Khan.
[...] Could you please - as obviously you know your own code the best - give a few pointers on how best to control AI aggression from within K-Mod's code? My impression for RI is currently that AI is too aggressive for its own good, in many cases refusing to stay at peace for any amount of time and/or war-spamming a player that is stronger than itself, only to its own detriment (I am willing to concede that it might also be a bug introduced by merging RI and K-Mod codes, but once again, if you pointed where to look, it could be easier to spot it if it is there). Thanks in advance!
[...] Well, war rands still have a clearly noticeable effect in K-Mod. Actually, most of the war-declaration stuff is unchanged. It's still mostly random, and mostly based on the war rand xml values.
K-Mod has heaps of major changes to CvTeamAI::AI_startWarVal, which plays a large role in determining who to declare war on, once the decision to go to war has been made; but not a big role in determining whether to go to war at all. CvTeamAI::AI_doWar is where AI's decide when to go to war; and although it's a long function, the key numbers are mostly calculated in CvTeamAI::AI_getWarThresholds... which has only had minor changes in K-Mod. However, one of the changes is in how "high unit spending" is determined; and if there was something strange happening there, then it could have a major effect the probability of war. So perhaps you should look at CvPlayerAI::AI_unitCostPerMil to see if it makes sense; and look at CvTeamAI::AI_getWarThresholds to see how those cost calculations can affect the probability of war.