More_or_less_useless building????
Iron_works. It comes later than Steelworks. The Heavy Siege Howitzer, that it allows to be made, doesn't exist as a unit and it doesn't produce anything special.
Production is very important. This is a production building first and foremost. And Heavy Siege Howitzer exists, it's a world unit - so it might have already been built in the particular game you're referencing.
I frequently found Holy War myself, but of course not every game. I haven't noticed the AI avoiding it but I will keep an eye out for that.
In the upcoming revision I seem to have overcome AI reluctance to build it, should now see AI make good use of it as well.
EVENTS.
My changes if any have interest in that.
TBH, there is a common opinion on events that they are too... random. Basically, the amount of rewards and (especially) punishment being handed out can severely skew the flow of any particular game. Lots of people prefer to play with them off. Hence I'm not sure it's a good idea to make them even more punishing.
- I had a city undergo an epidemic at size 1, while I thought the minimum for this was supposed to be 4. I bookmarked a save in case Walter would like to look at it.
Nope, they can undergo epidemics at any size, it's the population that can't drop below 4 due to an epidemic.
- In my current game, religious shock seemed to take effect and remove all of my cities' religions for every single newly-founded religion. Granted, I believe the founder was somewhat near (7 or so tiles away) to my capital, but it applied to all of my cities, not just the capital, with each new religion. It makes enough sense, although it did not seem variable or randomized as I've encountered before. Just want to make sure this is along the lines of what is intended.
Proximity is the main factor. If you're unlucky enough to have your neighbors found a lot of religions, you'll have a bad time.
- The Chivalry promotion from Code of Honor was not applicable to the Conquistador NU, although it worked for all of my other cavalry, as Spain.
While the conquistador has a horse, it is technically a recon unit, not a mounted one.
- Would it be possible to list building destructions from conquest similarly to how this is shown for natural disaster events? It can be tedious doing mental algebra with newly-available buildings upon reconquering a city and trying to remember what you already had before, and I think this would streamline and improve play a little bit if it is possible.
Probably. As it's an interface thing though, I probably won't get to it - but I made a mental note just in case.
why AI dont use additional espionage points in modern era? in my last game on monarch difflucty i won, because in 1960 all four main civs start to fight each other starting a first world war and turn into barbarism - literally ~35%, maybe 50% of world belong to barbs after that. in modern era with security beauro and all this stuff they had a power to prevent it, or at least to prevent enough to not be so drastic in the end
I mean, did AI use spy buttons, like humans? they can umm swap from 0% to 20% when they need? why they dont try maintain public order when they see that half of their empire start to rebel?
It kinda should; the code is there - but it might not be doing enough. I can't really do much more to force them at this stage...
One puzzling question left in my mind after many games, is why revolutions were turned off by default. My (now 400+ XP) cuirassier is absolutely a game-breaking unit and I can conquer empires almost single-handedly with it, but I have not been able to hold my conquests together. They keep collapsing, rioting, and several cities re-joining their culture-dominant civ. While one would expect that that should feel frustrating, it actually feels deeply gratifying to the sense that this is how that should function. It always felt cheap and exploitive in Civ that your people were forever locked into perpetual loyalty to you, no matter how unhappy or unproductive they become from being abused or exploited. Unless I have the civic infrastructure and institutional strength to maintain large and unruly populations, I shouldn't be able to hold onto a large empire, no matter how powerful my units themselves are. I am very glad for this feature and know that I can simply play with it on as I prefer, but I fail to see how others don't appreciate the strategic balance and historicity that this adds, as it is probably the most glaring omission from vanilla civ of all the things that this mod brings to the game.
I put
a lot of effort into the revolutions component, much more than I even thought myself to be capable of. I modelled the balancing bits extensively, I basically learned to program to create this component, I spent literal months of my free time refining it. So you can probably guess that turning it off by default was not an easy decision for me. The truth is, it is simply not good enough for my own standards and at this point, it will never be. It's performance-heavy, the AI can't properly handle it, the interface is not comfortable, there's too much micromanagement involved... It's not something I'm satisfied with, nor can I see any way I'd be able to bring it to that state. Still, it's an option for those who want new ways to play - I didn't remove it altogether.
1. air combat experience, including experience for bombing missions / striking units. currently, it's practically impossible to level up bombers (be it tactical or strategic) and merely difficult to improve fighters. I do believe that bombing missions and partial interceptions should give at least some experience to units. Even bombers should get at least some experience for being intercepted, especially if they survive, also planes unable to sink ships... ruins immersion slightly.
Yeah, I wanted to get into that, but it's a major undertaking and I'm not sure I'll ever find it in myself to get started on it at this point.
2. Great general can join the city and provide bonus +2 experience to units built in that city. Up to 5 generals can join, giving rather large boost. Perhaps it could be limited by requiring
pentagon or west point wonder. To prevent exploiting
I specifically removed this vanilla feature. I was never comfortable with an ability to infinitely stack free experience. One can still get an occasional settled general via events, but it's unlikely to be more than one per game.
3. Spy handling - dune wars has extensive set specializations and promotions for spies, some enabling defensive bonuses, some enabling mission specific bonuses. makes spies much more valuable, as well as building (bulit by great spy) that gives bonus of +2 expereince to new spies. Would be great to have, but don't know if it's too much work.
It is.
4. air unit limit in cities /outpost (forts) - while technically mod has limits, they are not enforced, I can mass 50 planes in city. Not so in dune wars, there's strict limit of 3(7 with appropriate tech/building) for cities and 3 for outposts - forts. Perhaps limit should be higher for Realism invictus, with 4(11 with tehc/airport building).
Already implemented in SVN and will be in the next major version.
Is "anti-clerical" really an accurate negative trait for Akhenaton? True, he strongly objected to the Egyptian priests, to put it mildly. But he rejected the pagan religion (which aren't represented in Civ as religions at all, mechanically) and forced everyone to follow his new monotheist religion instead, which came with its own priests and clerics and was - at the time - the closest thing in the world to a religion in the Civ 4 sense. That sounds like a closer match for fanatical than anti-clerical.
Mechanically, anti-clerical also really doesn't mesh well with spiritual, one of his other traits.
I feel it works. While he did found a religion, it didn't really work out for him, and mostly because of the resistance of the old clergy. And from purely mechanical perspective, I don't see how these two traits interact at all - Spiritual is mostly about free civic changes.
I was similarly confused why Theodore Roosevelt's favorite civic is Free Market, since he's well-known for being a trust-buster. I think a more appropriate favorite civic for him would be environmentalism, due to his conservationism and program of creating national parks.
Explained well by others already. At least from my perspective, Free Market as a civic is about promoting free competition (as opposed to Protectionism, which is about providing an unfair advantage). From this point, trust-busting is very much a free market policy. Environmentalism might have been a good civic for him if there were such a civic, which there isn't.
Are saves from 3.55 meant to compatible for 3.57? I installed the latest version from (what I assume to be) 3.55, but I get a CTD when I try to load an old save. (Also, how do you see what version you're in? I think I was in 3.55 but I'm not absolutely sure).
No. No major versions are save-compatible between each other.
On another note: @Walter Hawkwood, could you use French translations? I had been filling up missing translations in the text files with Google Translate, so I could practice my French reading in-game material. It's not everything I've translated into French, but it is a fair amount.
If you're doing this to 3.57, they'd be very outdated in many places (especially units) by now.
I was thinking about goods produced, such as motor vehicles, pharmaceuticals, fuel, basically, later stage derived resources. It hit me that it would be great if each nation or maybe each grouping of nations could have their distinctive variety of produced good. For example when English build Vauxhall, they wouldn't produce motor vehicles, but rather Rolls Royce or Aston Martins or whatever that could be exported to other countries for happiness. Additionally, some civs exports could generate built in improvements in units, for example importing Japanese motor vehicles, could give flanking promotion or something similar.
Same with furniture and clothing, maybe Swedish could produce IKEA Furniture, each nation could produce it's own consumer goods etc, so that while I could build my own civilization flavor of each specific resource, I could also import other nations and export my own. Additionally, I don't know if it's possible, but maybe importing other natural gas could decrease maintenance in my cities by 1% or such similar number or give a single hammer boost.
There issue of "decaying" resources. For example, elephants lose function in later stages, but could allow building of Zoos that while decrease health, give happiness boost. Horses could give hippodromes that give commerce. Also hemp has so many modern industrial applications that it should be processed into something useful, such as biofuel or textiles or something similar.
I imagine it's a lot of work, but I think it could give a nice late game boost and add additional flavor.
It is a lot of work. I wouldn't even know where to start on this one.
If Barbarians can get mounted riders without a source of horses, why can't I?
Because it would be absolutely barbaric of you.
The canals - not forts, but real canals like the Panama- or Suez-canal with proper functionality and graphic. Last time we had it up here was on page 418..
Seems like a modder have found a practical way to solve the movements of both ships and landunits, that also seems to be realistic - take a look here:
https://forums.civfanatics.com/threads/canals-mod-component.634143/ , However the graphic part is not existing.
So some graphic work is still needed - but if the canals is limited to 1 tile from the sea (or lake(!)) - as Samson wrote it might be and that I can confirm is so - then.... I say the Chineese Canal as we have it already could partly be used as master- just 2 or 3 times as wide and with no crossings and no sharp 90°angles (30° - 45°angles or soft bends would be perfect I think - afterall the canal can only be 1 or 2 tiles). And maybe an graphic-option, so a river can end into a canal - think that could look nice too - but this is not a strong wish.........
I know there are a few other different graphic solutions on canals already. There is even made a canal with a railroadbridge. Use this link to see more.
https://forums.civfanatics.com/sear...&c[child_nodes]=1&c[nodes][0]=172&o=relevance
AI. AI should be able to use it in a meaningful way - such as being able to evaluate where those are needed and construct them there and only there. Otherwise, it's a non-starter.
I've not seen anyone mention this, but in my games the AI doesn't build any seige units at all. I don't know how to correct this. In previous versions of RI the AI would build seige units but now, nothing.
Which version are you on?
One more thing I noticed is that the AI regularly chooses the desert upgrade for units when there are no/few deserts nearby. If the AI was restricted to the combat upgrade line it would probably be much stronger.
AI promotion logic is generally very murky - I'll try having a look at some point, but I'm not sure anything will come of it.
By the way, has anyone else noticed that the parentheses unit tags for category aren't showing up anymore? The last time I updated the SVN, they were working, but now they seem to have disappeared. I like the culture-specific names for units but it's handy to be able to see in parentheses what category it is.
Nothing has been intentionally removed - can you illustrate what's not there that was before?
revision 5358 irome ww1 infantry "Regia Fanteria" no art in the game
Thanks, fixed.
Why are the city names so weird? A lot of obvious city names have just been removed and what's left are really minor cities. And some of them are misspelled ("Kostantiniyye") or just wrong ("Atina" for Turks. Sure, Athens belonged to Ottomans, but to have them settle the most famous Greek city is just wrong wrong wrong).
How can I edit them? Or revert to BTS vanilla?
Leaders found cities that are appropriate to them - the ones they historically held/founded/conquered. Lots of cities will change names to reflect their current owners - so Turkish Kostantiniyye would turn into Constantinople if conquered (or founded - say, by Justinian) by Romans or Konstantinoupolis if conquered/founded by Greeks (and Istanbul if the Turk leader in question were Ataturk). In the case of Athens in your particular example, it likely means there's no actual Greek civ in that game, as they'd be almost guaranteed to found it first.
Anyway, if you want old static per-civ city names, you can just turn dynamic city names off as a custom game option.