Realism Invictus

One other question: I used to play Civ4 BTS with the aggressive AI setting because I found it too docile and passive, but I noticed that the AI at higher levels in this mod already gets an increased aggression level. How do people feel about the aggression level of the AI (at emperor level). Is the aggressive AI setting still needed to see some aggression from the AI?
 
Thanks for the extensive feedback! I'm not one to go for the tldr part of a message, I like the details! By reading some posts earlier in this thread, I got the impression that there might have been some larger changes to city maintenance too. Something that you'd need to know about because otherwise, you'd make a great game-crippling error in game play and would only notice 20 or 50 turns after you'd made the error. Like how some players started playing Civ4 in the same style as Civ3 and then bankrupted their empires and complained loudly.;) They just realised the impact of city maintenance too late. The extension of my empire from the 7th to the 8th city was just an example and there's nothing in these numbers specific to CIv4 BTS. I just tried to ask by using an example whether there was some (semi-hard) cutoff point that I'd need to be aware off.

Sure! I really enjoy this mod and discussion surrounding it, both the historical modeling and representation of features and concepts it aims for and of the balance and gameplay feel of strict strategic factors.

Even what Civ IV vanilla did with this mechanic was a substantial improvement over the way that rapid early expansion was a mandatory gambit in the third game; but, I think RI takes what was already quite good and makes it even better. :) However, yeah, one other practical factor in addition to your mention of the courthouse now reducing maintenance by only 30% rather than 50%, with the difference coming in the renaissance with the mayor's house (or medieval, if you're Germany - one of the cool things about that civ), is that you get a nice buff to maintenance reduction from much earlier civics. Both monarchy and autocracy reduce maintenance from number of cities by a quarter, and the latter of those is available very early, so, even while the way that maintenance itself is calculated hasn't (so far as I know) changed, in practical terms it takes a smaller bite if you're running a "wider-natured" combination of civics, when in BtS you wouldn't get this bonus from civic selections outside of state property if I remember correctly, and that's hardly an obvious choice most of the time, and also comes rather late.


I fully agree and understand that the combination of difficulties that you need to overcome in Realism Invictus with happiness from happiness resources only coming later in the game with some buildings, the cost increase of research when expanding and all the other new difficulties together mean that you cannot build larger cities in the early stage of the game and that will indeed also naturally stop you from expanding horizontally. That makes a lot of sense. I however saw that when I started an emperor game, that I had a base happiness of 4 (5 in the capital) and the same on monarch, not the 2 that you mentioned. Do I have a different version of the game? I got the latest normal download and didn't change anything with regard to happiness.

Oh, I made a mistake there. Newly founded cities will have a happy cap of 3 population in the ancient era. (I must have been thinking of new cities in classical when I wrote that.) That's actually the same for monarch and emperor, too (and even immortal, though it gets knocked down by 1 for titan and deity).

You get 4 happiness "out of the box," but bear in mind that your default government civic gives you 1 unhappiness, as well as the starting population unit, so until you improve this, you'll be capped out at pop 3 (and 4 for your capital). Tribal union is strictly a malus civic, and timing anarchy is the only incentive you have to hold onto it once either autocracy (which retains the same unhappiness penalty, but flips your city maintenance penalty into a corresponding bonus among some other nice perks) or confederation become available.

But, as my mistaken train of thought demonstrates, this can become a significant problem if you hit classical (which, all era changes, increases unhappiness and unhealthiness per city by +1), in which case new and completely undeveloped cities will have a punishing cap of only 2 population until you improve this. The eras all make the passive caps lower, but also introduce new ways to actively overcome them.

Thanks for explaining how the horizontal and vertical expansion feels in the various era's of the game.:thumbsup: That sounds like a good natural progression.

Yes, it does feel quite natural and correct to me. As I mentioned above, each new era provides the means of increasing :health: and :) beyond their individually-contributed penalty, but at different phases of the game the balance certainly swings more one way or the other. For instance, late medieval and early industrial place :health: at much more palpably felt premium than :) in my experience, while you're raking in the general abundance of food and happiness from religion and your early manufactured goods (alcohol and glassware) put the weight much more on that leg of the stool, and in industrial, building factories and power plants is still much more of a net positive from the enormous boon to :hammers: (and that fact that power is a literal necessity for your late game buildings) but still results in a lot of :yuck:. Once you build the modern medical projects, though (which actually start in the renaissance, and get progressively better and better, though are enormously expensive) and you've industrialized and modernized your power plants from coal, you really feel like your civilization has conquered nature and is free to have its population explode, much as it has in real life during the timeframe of living memory. That sense of weightiness and scale through a precarious and varied journey of fighting both of these caps to different degrees and in different forms throughout the game is quite satisfying to a sense of progress and accomplishment.

I used to play on immortal and deity in Civ4 BTS, but I haven't played in a really long time. I think I will try emperor. I do like my bigger maps though, in every type of 4X game that I play, so I won't go for the smaller map, but I also won't go for the largest maps. But that is also why I wanted to make sure that I understood some of the basics before playing a longer game. Thanks for the input.

The smaller map suggestion had more to do with playing a "tutorial run" initially before really attempting to play seriously, but of course you do what you feel would be most enjoyable. It was already mentioned above, but be forewarned that the pace of RI is much slower than the base game. I play on standard maps and the default "Realistic" speed at a fairly steady pace and a typical game for me takes anywhere from 30-60 hours to complete. The larger maps will have substantially longer turn resolutions mid-game onward, which is likely to extend that number further (and all the more so if you deliberately play slowly).

Also, it is way harder at the same nominal difficulty level. If you played deity in the base game, I'm definitely not your peer in terms of this, but as a stable monarch player of the base game when I first started playing the mod, RI's monarch was atrociously hard in comparison and it took quite a while to get comfortable at this level, as I am now. I would probably suggest starting there, yourself, while you learn to read the game and its balance. Besides that, bear in mind, too, that Karadoc's AI got installed, so the viciousness and toughness of your opponents will be a lot steeper.

I see you mention a huge size 40 city. Wouldn't you prefer a smaller city with a mix of farmland, cottages and some production improvements and some farmland powered craftsmen late game. I have no experience here, so just inquiring. But it seems that a bit smaller city would be easier to manage in happiness, health and chance of epidemics. Although, I could see a great person factory type of city going for lots of farmland and specialists and get really big.

Funnily enough, size 40 actually is fairly conservative if you were really trying to maximize this. Playing with an agrarian leader will give you +1:food: on late game mechanized farms, and you can build multiple canned food factories (each adding +2:food: of their own (which, unlike worked farms, don't have a "tax" from the citizen working them, of course, so these boost growth quite a bit), and this in conjunction with all of the late-game food explosion stuff like agronomy stations, agricultural machine depots, and industrial shipyards (which basically make every water tile a food bonus) would make settling in a particularly blessed slice of the earth net you ridiculously high populations if you are deliberately going for this. (In my first "serious" game of RI that I won, admittedly on Prince, I maxed a city out at size 52, I believe.)

Interesting question, too. The relative worth of :hammers: as an output of :food: massively outcompetes the yields from other improvements by the late game, once you've industrialized, so a typical mature late game city should be able to net several hundred units of production by working mechanized farms and running craftsmen. The beauty of this as well is that, as a short-term situation may dictate, there's no "sunk cost" in switching from craftsmen to whatever other specialists you might need, so you can switch to merchants or spies or scientists, etc., whenever you may need (and, craftsmen provide no great people points, unlike these others, if you need a great person, so being able to switch full-scale temporarily is beneficial). In general, though, for the great majority of the game's timeline, cottages and farms are in a nice and delicate balance (the former even being nerfed with epidemic chance and providing a defensive bonus to would-be attackers). As far as scale itself is concerned, though, bigger and more developed cities are definitely better than numerous small ones (let's not forget about that research penalty ;) ), but if you're running slavery or serfdom, that can be a huge liability since the potential size of a revolt is just a randomized number between 1 and the population of the city in whose BFC it will spawn. (Also, for your reference on that, revolt risk itself is a flat 1% per city under slavery and 0.5% per city under serfdom.)

In practical terms, it's a fascinating dichotomy between farms and cottages when choosing how to develop your arable land before the late industrial and modern era swing it decisively in favor of the former. As engines of commerce, towns remain unparalleled for quite some time, and also entail a high sunk cost in needing to be developed over time, which both incentivizes building them early and disincentivizes destroying them over only a slight newly-gained edge. I've played probably at least a hundred games of RI and I still don't think I've quite gotten a grip on which is better overall, even though specific situations are more or less clear.

Oh, one final question, if you will. The epidemic mechanic is also a limiter to expansion and it seems more chance based compared to happiness and health. Happiness and health are just a sum of plusses and minuses and you typically want to stay below their cap, especially with happiness. But with the epidemic mechanic, there is a chance that things go wrong, so you can take the gamble and may sometimes maybe have to take the gamble because you'd otherwise be limited too much. For instance, my capital in the game that I just started had a swamp directly next to it and started with a few % epidemic chance at size 1. I haven't seen a very clear description of what an epidemic does. The calculation of the chance that it happens is described. And the fact that it spreads via trade routes thereby increasing the risks in connected cities was also mentioned. And it was also explained that it hits cities below size 4 more limited. But what does it do in bigger cities? I think that it will kill off a population point each turn or something like that, but I couldn't find that description. If that is the case, then it seems quite harsh. Does that mean that a few bad rolls of the RNG, resulting in a few early game epidemics in your capital will mess up your game, or is it not that influential?

I think this is something that I can completely clarify for you. It is correct that the chance for an epidemic is purely hypothetical (as in, a city with even an extremely high risk of an epidemic occurring still receives no actual malus to anything until one actually occurs), but obviously, the higher the likelihood, the more often they will actually occur and therefore incur real penalties on your empire.

When an epidemic actually does occur from the per turn percentage chance for each city that you can see the breakdown for, it does two things (which you actually can check in the Pedia, with the epidemic being listed as a building), with a 50% chance of ending every single turn, regardless of any other factors:

- Reduces the affected city's population by 1/turn only for cities that are above 4 population (which is the floor for population loss from epidemics).

- Inflicts a -25%:commerce: and -25%:hammers: penalty on the affected city, regardless of its size.

Were it not for the floor described above, I think your suspicion would be entirely warranted as a potentially game-endingly bad consequence of a normal function of the RNG, but in practical terms (though probability mathematics still confuse me, honestly) I've never seen it take out more than a handful of population units in affected cities, and most often only 2 or 3. I suppose question "What are the odds of flipping tails 6 times in a row?" is one that objectively has an answer, but in practice it seems to be really low, as this is exactly how the mechanic functions and in hundreds of hours of play I've never seen one of my large cities reduced to a nub from an epidemic, and in the very early game it's only a somewhat concerning penalty on research and production.

Also, the manual showed a screenshot of a city with an epidemic chance of 12%. Wouldn't that city quickly shrink by getting hit by regular plagues and thereby never be able to keep such a large size and such a high epidemic chance? Maybe epidemics work differently than I think, but I would think this city would on average be hit by an epidemic every 8 turns, needing a very big food surplus to be able to remain at that size.

There are a few things that come to mind here for me.

1. The entire dynamic of "whipping" has been removed from the mod (except for a fringe case in the late game under forced labor, which Trashmunster was asking about) so you no longer can treat excess :food: as an input of reserve :hammers:, and every unit of :food: that isn't contributing to either growth or building settlers/workers or irregulars is strictly thrown out of the window. Since that was a vital function of high level play in the base game and a key means of staving off wasted yield, its removal poses a big paradigm shift in the whole Civ IV economy scheme of things, with its various means of conversion between different yields and the ratios for them. Epidemics are a means of rebalance. Early game cities with netting high :food: production but getting consistent epidemics will see themselves bouncing off of a soft ceiling and quickly growing back up to it (just as a high :food: yielding city in BtS would see itself consistently whipping and regrowing) instead of staying stagnated at a growth cap and wasting excess :food:.

2. Conversely to the base game, where excess unhappy population is an asset rather than a liability (there being no population-scaled revolts, revolutions, and ability to convert them to buildings or units immediately) epidemics are quite punishing, even if they seldom do more than hinder and slow you down in an acute sense. Therefore you have a pretty strong incentive to try to mitigate them. 12% is rather high (though, to be more or less expected in particularly squalid eras) and often you have the means to at least bring that down to something more modest, but of course at the cost of not doing something else you acutely need to be working towards. :)

3. As far as it being hit predictably every 8 turns and needing quite the food surplus to regrow back to its natural cap, I don't think it usually works out to being this severe. As I mentioned above, epidemics in my case in core cities usually result in 1-3 population units lost. Sometimes it's more, but that is honestly pretty rare. By the time you have your farms spreading irrigation and the ability to build them without irrigation (especially if running serfdom), :food: tends to be rather abundant relative to :) or :health:, meaning that oftentimes well-improved landscapes often have to avoid working all of their farms not to hit the ceiling and waste tile yield. In those situations, the cities having frequent epidemics seldom have trouble staying at or close to their population cap.
 
One other question: I used to play Civ4 BTS with the aggressive AI setting because I found it too docile and passive, but I noticed that the AI at higher levels in this mod already gets an increased aggression level. How do people feel about the aggression level of the AI (at emperor level). Is the aggressive AI setting still needed to see some aggression from the AI?

Selecting this will completely depersonalize the described leader personality and behavior and make it play like Deep Blue against Kasparov. I did it once, and it was fun for being a serious challenge, but if you want to interact with the AI meaningfully or role-play their personalities based on the leaders they're representing, I'd leave it off. Every single AI will become a complete psychopath and exploit everything as optimally as possible.

EDIT: Without changing the default settings, even relatively docile leaders become opportunistic enough if you leave yourself undefended. There's absolutely no "they're forbidden to DoW at pleased, so I can get them there and disregard any threat from them" as there is in BtS. There's not even a guarantee that friendly relations will safeguard you, and if you leave juicy nice border cities poorly defended next to even Gandi, he'll probably take a pass at one of them while smiling at you. No need to alter the setting to get a more aggressive and plausible experience of attempted conquest.
 
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That's working as intended, as for the purpose of the map script (and TBH for the purpose of common sense), two parts of a landmass separated by mountains are the same as two different islands.
That's the thing though, there's an option on the script for "start anywhere reasonable", aka anywhere on the map, but it doesn't work in this case - you can have civs placed on two "continents" separated by water, but not on two "continents" separated by mountains. This strikes me as a bug.
 
That is actually on my to-do list. It annoys me, hence it's a bug to be fixed. I am not sure if I will be able to make AI actually evaluate the utility of that promo line to a decent extent, or if I'll just have to forbid AI from using it, same with arctic combat. Theoretically, they are very useful if evaluated properly.
Strip the given promoes down to the basic (Desert or Arctic (Snow and Tundra)) and let all other sub-promoes (Scrubs, Oasis what-ever) come with additional exp or given by special buildings fx. to Pagantemples and/or Monuments, unique buildings for certain civs or regions. That is - by the way - how I going to handle this in my spinn-off and it seems (to me) like it is working Edit: Going to remove the sections for FeatureAttacks and FeatureDefenses. I'm pretty sure that will "remove" the AIs tendency to choose this promo unless it's needed - I thought I had done so already, but that will come.

Edit: Just checked the Arctic promo (PROMOTION_COLD1). I havn't made any changes there and I'm not going to.......
 
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That's the thing though, there's an option on the script for "start anywhere reasonable", aka anywhere on the map, but it doesn't work in this case - you can have civs placed on two "continents" separated by water, but not on two "continents" separated by mountains. This strikes me as a bug.
As I understand it after looking around in the script, "anywhere reasonable" almost never translates to "everywhere". The script prefers placing several civs in a given area for instance, rather than doing one per area. Basically, it tries for the players to start in a relatively clustered manner rather than distributed all across the map. In my tests, unless there was more than default amount of civs, the script always leaves an empty big island or two. In these terms, a part of the continent cut off by mountains is most definitely an "island" for the script, so it can (but not always will) be left empty. The only real difference with the New World setting is that it doesn't try to ensure unreachable empty continents.
 
Sure! I really enjoy this mod and discussion surrounding it, both the historical modeling and representation of features and concepts it aims for and of the balance and gameplay feel of strict strategic factors.

Even what Civ IV vanilla did with this mechanic was a substantial improvement over the way that rapid early expansion was a mandatory gambit in the third game; but, I think RI takes what was already quite good and makes it even better. :) However, yeah, one other practical factor in addition to your mention of the courthouse now reducing maintenance by only 30% rather than 50%, with the difference coming in the renaissance with the mayor's house (or medieval, if you're Germany - one of the cool things about that civ), is that you get a nice buff to maintenance reduction from much earlier civics. Both monarchy and autocracy reduce maintenance from number of cities by a quarter, and the latter of those is available very early, so, even while the way that maintenance itself is calculated hasn't (so far as I know) changed, in practical terms it takes a smaller bite if you're running a "wider-natured" combination of civics, when in BtS you wouldn't get this bonus from civic selections outside of state property if I remember correctly, and that's hardly an obvious choice most of the time, and also comes rather late.
Thanks again for the very extensive answer!:worship:

Spoiler :
Agreed. I always enjoyed the direction that Civilization IV had taken there from Civ3, giving a cost to expansion while not hard blocking it. It made it so that you could gradually overcome it. It seems indeed that Realism Invictus has taken that a logical and natural step further. Civilization IV is probably my favourite game and I suspect that this will become my favourite mod. Although I never got around to playing the highly praised 'Fall from Heaven' and I should really try that. I dislike the newer versions of Civilization because the AI can absolutely not handle 1UPT.

Oh, I made a mistake there. Newly founded cities will have a happy cap of 3 population in the ancient era. (I must have been thinking of new cities in classical when I wrote that.) That's actually the same for monarch and emperor, too (and even immortal, though it gets knocked down by 1 for titan and deity).

You get 4 happiness "out of the box," but bear in mind that your default government civic gives you 1 unhappiness, as well as the starting population unit, so until you improve this, you'll be capped out at pop 3 (and 4 for your capital). Tribal union is strictly a malus civic, and timing anarchy is the only incentive you have to hold onto it once either autocracy (which retains the same unhappiness penalty, but flips your city maintenance penalty into a corresponding bonus among some other nice perks) or confederation become available.

But, as my mistaken train of thought demonstrates, this can become a significant problem if you hit classical (which, all era changes, increases unhappiness and unhealthiness per city by +1), in which case new and completely undeveloped cities will have a punishing cap of only 2 population until you improve this. The eras all make the passive caps lower, but also introduce new ways to actively overcome them.
Ah, ok, then we are on the same page. And you are right that there is an additional unhappiness from the civic, effectively lowering your happiness one further at the start of the game. Going into the classical age is a thing that you need to plan well so that you can quickly overcome the additional unhappiness. I read about it, and I will make sure to take it into account when playing. Thanks.

Yes, it does feel quite natural and correct to me. As I mentioned above, each new era provides the means of increasing :health: and :) beyond their individually-contributed penalty, but at different phases of the game the balance certainly swings more one way or the other. For instance, late medieval and early industrial place :health: at much more palpably felt premium than :) in my experience, while you're raking in the general abundance of food and happiness from religion and your early manufactured goods (alcohol and glassware) put the weight much more on that leg of the stool, and in industrial, building factories and power plants is still much more of a net positive from the enormous boon to :hammers: (and that fact that power is a literal necessity for your late game buildings) but still results in a lot of :yuck:. Once you build the modern medical projects, though (which actually start in the renaissance, and get progressively better and better, though are enormously expensive) and you've industrialized and modernized your power plants from coal, you really feel like your civilization has conquered nature and is free to have its population explode, much as it has in real life during the timeframe of living memory. That sense of weightiness and scale through a precarious and varied journey of fighting both of these caps to different degrees and in different forms throughout the game is quite satisfying to a sense of progress and accomplishment.
That was a bit the impression that I got from going through the manual and the Civilopedia. But since I had not yet played it, I didn't realise that the progress was first in happiness, then in health. I did see that the focus shifted sharply to the craftsman, but it was also mentioned in the manual. You really know how to sell the benefits of the mod, by the way!:goodjob:

The smaller map suggestion had more to do with playing a "tutorial run" initially before really attempting to play seriously, but of course you do what you feel would be most enjoyable. It was already mentioned above, but be forewarned that the pace of RI is much slower than the base game. I play on standard maps and the default "Realistic" speed at a fairly steady pace and a typical game for me takes anywhere from 30-60 hours to complete. The larger maps will have substantially longer turn resolutions mid-game onward, which is likely to extend that number further (and all the more so if you deliberately play slowly).

Also, it is way harder at the same nominal difficulty level. If you played deity in the base game, I'm definitely not your peer in terms of this, but as a stable monarch player of the base game when I first started playing the mod, RI's monarch was atrociously hard in comparison and it took quite a while to get comfortable at this level, as I am now. I would probably suggest starting there, yourself, while you learn to read the game and its balance. Besides that, bear in mind, too, that Karadoc's AI got installed, so the viciousness and toughness of your opponents will be a lot steeper.
I used to play CivIV BTS at epic speed, so I do like it a bit slower. Although this is maybe closer to marathon speed. It does shift things around a bit where units can move a lot more compared to how quickly you can produce them. That's one element that doesn't scale.
This mod doesn't have so many percentage bonuses from buildings and that is an element that the AI is usually not using as well as the human player: stacking percentage bonuses on top of great base output. But the AI has also been improved a lot by a few great modders. I recall seeing a naval invasion the first time that Better AI was first available as a mod. It must have improved further in the last couple of years that I didn't play. It is great fun that the AI can play this arguably more complicated version of Civilization to a high level.

Funnily enough, size 40 actually is fairly conservative if you were really trying to maximize this. Playing with an agrarian leader will give you +1:food: on late game mechanized farms, and you can build multiple canned food factories (each adding +2:food: of their own (which, unlike worked farms, don't have a "tax" from the citizen working them, of course, so these boost growth quite a bit), and this in conjunction with all of the late-game food explosion stuff like agronomy stations, agricultural machine depots, and industrial shipyards (which basically make every water tile a food bonus) would make settling in a particularly blessed slice of the earth net you ridiculously high populations if you are deliberately going for this. (In my first "serious" game of RI that I won, admittedly on Prince, I maxed a city out at size 52, I believe.)
I know that resources aren't consumed by creating their derivative processed goods. But it was not clear to me whether that meant that you could build the processing factories everywhere, or whether you are limited to a number of processing factories equal to the number of base goods that you have and you thus have to choose where to build them. For instance, in the base game, one resource of iron allows you to build an unlimited number of swordsmen, but you can still only trade it away once and then you can't build swordsmen any more. So, it is both singular and infinite in nature.

These factories are also very expensive, so maybe you don't value the +2 food highly enough compare to the hammer input. You of course want at least one of them purely for the health bonus.

Interesting question, too. The relative worth of :hammers: as an output of :food: massively outcompetes the yields from other improvements by the late game, once you've industrialized, so a typical mature late game city should be able to net several hundred units of production by working mechanized farms and running craftsmen. The beauty of this as well is that, as a short-term situation may dictate, there's no "sunk cost" in switching from craftsmen to whatever other specialists you might need, so you can switch to merchants or spies or scientists, etc., whenever you may need (and, craftsmen provide no great people points, unlike these others, if you need a great person, so being able to switch full-scale temporarily is beneficial). In general, though, for the great majority of the game's timeline, cottages and farms are in a nice and delicate balance (the former even being nerfed with epidemic chance and providing a defensive bonus to would-be attackers). As far as scale itself is concerned, though, bigger and more developed cities are definitely better than numerous small ones (let's not forget about that research penalty ;) ), but if you're running slavery or serfdom, that can be a huge liability since the potential size of a revolt is just a randomized number between 1 and the population of the city in whose BFC it will spawn. (Also, for your reference on that, revolt risk itself is a flat 1% per city under slavery and 0.5% per city under serfdom.)

In practical terms, it's a fascinating dichotomy between farms and cottages when choosing how to develop your arable land before the late industrial and modern era swing it decisively in favor of the former. As engines of commerce, towns remain unparalleled for quite some time, and also entail a high sunk cost in needing to be developed over time, which both incentivizes building them early and disincentivizes destroying them over only a slight newly-gained edge. I've played probably at least a hundred games of RI and I still don't think I've quite gotten a grip on which is better overall, even though specific situations are more or less clear.
I could see that the farm, craftsman and town all exploded in usefulness in the late game (in the Civilopedia). I haven't done a full comparison in detail yet, but they seemed somewhat competitive. Of course depending on which civics you use. And a town of course doesn't provide a lot of hammers.

The revolts sound like they can be nasty. Do they attack your city or pillage?

I can imagine that you will use the switching between specialists heavily for getting the right Great Person for a certain Great Work that you need. And then hope that the RNG-god is on your side.;)

I think this is something that I can completely clarify for you. It is correct that the chance for an epidemic is purely hypothetical (as in, a city with even an extremely high risk of an epidemic occurring still receives no actual malus to anything until one actually occurs), but obviously, the higher the likelihood, the more often they will actually occur and therefore incur real penalties on your empire.

When an epidemic actually does occur from the per turn percentage chance for each city that you can see the breakdown for, it does two things (which you actually can check in the Pedia, with the epidemic being listed as a building), with a 50% chance of ending every single turn, regardless of any other factors:

- Reduces the affected city's population by 1/turn only for cities that are above 4 population (which is the floor for population loss from epidemics).

- Inflicts a -25%:commerce: and -25%:hammers: penalty on the affected city, regardless of its size.

Were it not for the floor described above, I think your suspicion would be entirely warranted as a potentially game-endingly bad consequence of a normal function of the RNG, but in practical terms (though probability mathematics still confuse me, honestly) I've never seen it take out more than a handful of population units in affected cities, and most often only 2 or 3. I suppose question "What are the odds of flipping tails 6 times in a row?" is one that objectively has an answer, but in practice it seems to be really low, as this is exactly how the mechanic functions and in hundreds of hours of play I've never seen one of my large cities reduced to a nub from an epidemic, and in the very early game it's only a somewhat concerning penalty on research and production.
Thanks a lot for this explanation. I didn't see the -25%[IMG alt=":commerce:"]https://forums.civfanatics.com/images/smilies/civ4/commerce.gif[/IMG] and -25%[IMG alt=":hammers:"]https://forums.civfanatics.com/images/smilies/civ4/hammer.gif[/IMG] thing under the epidemic building. I had not expected it to be under buildings. But it didn't hold all the information that you explained here.

Wow, these epidemics hit hard in cities above size 4. I will really want to avoid that. A few turns -25%[IMG alt=":commerce:"]https://forums.civfanatics.com/images/smilies/civ4/commerce.gif[/IMG] and -25%[IMG alt=":hammers:"]https://forums.civfanatics.com/images/smilies/civ4/hammer.gif[/IMG] in a small city is not so bad, but losing population hurts. A population still represents something like 100 food (depending on granary, city size, etc.) which you need to replace then... I understand that you can get a good food output a bit later in the game, but you´d rather not lose it all again ever so often.

You will lose 1 person, with 50% chance another, with 25% another, with 12.5% another... That infinite geometric sum converges to 2 (yeah, I'm a mathematician). So, on average, you will lose a bit under 2 persons, (but with significant outliers,) so some 200 food. That's a quite painful food loss. I will definitely combat this and likely don't want it to be above 1%... 1% already represent 2 food lost per turn on average. (Note, all rough, back of the envelop calculations here.) I didn't apply the losses due to the -25%[IMG alt=":commerce:"]https://forums.civfanatics.com/images/smilies/civ4/commerce.gif[/IMG] and -25%[IMG alt=":hammers:"]https://forums.civfanatics.com/images/smilies/civ4/hammer.gif[/IMG] here yet. In a big city, that can also amount to a decent amount. Although, I imagine that the really big late game cities have a epidemic chance of 0%.

Is there a Covid19 random event? ;)

There are a few things that come to mind here for me.

1. The entire dynamic of "whipping" has been removed from the mod (except for a fringe case in the late game under forced labor, which Trashmunster was asking about) so you no longer can treat excess :food: as an input of reserve :hammers:, and every unit of :food: that isn't contributing to either growth or building settlers/workers or irregulars is strictly thrown out of the window. Since that was a vital function of high level play in the base game and a key means of staving off wasted yield, its removal poses a big paradigm shift in the whole Civ IV economy scheme of things, with its various means of conversion between different yields and the ratios for them. Epidemics are a means of rebalance. Early game cities with netting high :food: production but getting consistent epidemics will see themselves bouncing off of a soft ceiling and quickly growing back up to it (just as a high :food: yielding city in BtS would see itself consistently whipping and regrowing) instead of staying stagnated at a growth cap and wasting excess :food:.
I can see that happening indeed. I never really liked the 'whipping' mechanic that much, so I don't mind it being available only later in the game when you can already get production by other means. I could see a use for such a civic then, if you still have trouble with epidemics. Better to use the 'excess' food/population in that way. Sounds cruel, but just talking game mechanics here. But I bet, there are many competing civics that offer other benefits then.

2. Conversely to the base game, where excess unhappy population is an asset rather than a liability (there being no population-scaled revolts, revolutions, and ability to convert them to buildings or units immediately) epidemics are quite punishing, even if they seldom do more than hinder and slow you down in an acute sense. Therefore you have a pretty strong incentive to try to mitigate them. 12% is rather high (though, to be more or less expected in particularly squalid eras) and often you have the means to at least bring that down to something more modest, but of course at the cost of not doing something else you acutely need to be working towards. :)
Interesting choices to make. The core of a good 4X experience.

3. As far as it being hit predictably every 8 turns and needing quite the food surplus to regrow back to its natural cap, I don't think it usually works out to being this severe. As I mentioned above, epidemics in my case in core cities usually result in 1-3 population units lost. Sometimes it's more, but that is honestly pretty rare. By the time you have your farms spreading irrigation and the ability to build them without irrigation (especially if running serfdom), :food: tends to be rather abundant relative to :) or :health:, meaning that oftentimes well-improved landscapes often have to avoid working all of their farms not to hit the ceiling and waste tile yield. In those situations, the cities having frequent epidemics seldom have trouble staying at or close to their population cap.
The example in the Manual seemed a bit extreme. Maybe just there to show the plusses and minuses. But I guess it can happen, especially just after constructing a building that increases epidemic chance. I will see how I deal with it. I will probably want to avoid using my food just to regrow back into a city size where I can't handle the epidemics. But I will have to play the game a bit to see. Thanks for all the help. :thumbsup::bowdown:
 
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Selecting this will completely depersonalize the described leader personality and behavior and make it play like Deep Blue against Kasparov. I did it once, and it was fun for being a serious challenge, but if you want to interact with the AI meaningfully or role-play their personalities based on the leaders they're representing, I'd leave it off. Every single AI will become a complete psychopath and exploit everything as optimally as possible.

EDIT: Without changing the default settings, even relatively docile leaders become opportunistic enough if you leave yourself undefended. There's absolutely no "they're forbidden to DoW at pleased, so I can get them there and disregard any threat from them" as there is in BtS. There's not even a guarantee that friendly relations will safeguard you, and if you leave juicy nice border cities poorly defended next to even Gandi, he'll probably take a pass at one of them while smiling at you. No need to alter the setting to get a more aggressive and plausible experience of attempted conquest.
I meant ´Aggressive AI´ and not `AI Plays to Win´. I heard that that last option really caused diplomacy values to become rather meaningless and thus the roleplaying element to get lost. But are you saying that the ´Aggressive AI´ is also behaving like that? I never experienced that in CivIV BTS with some Better AI mod. Has this changed or were you talking about the 'AI Plays to Win' setting.

It is good to hear that the AI is opportunistic enough to go for it, if I leave myself undefended. But I wondered if the 'Aggressive AI' setting was needed to get it to behave that way sufficiently often. Of course, this is personal opinion. But having played many games of Realism Invictus, you likely have an opinion of the gameplay with and without 'Aggressive AI'.:)
 
The revolts sound like they can be nasty. Do they attack your city or pillage?
Rebels attack cities, never pillage. They can chose to attack neighbor civ city, if spawned not too far from borders.
Barbs pillage every improvement if you don't kill them and turtle in a city.
Rebels are good for promoting your units and working towards unlocking Doctrines, which are super-cool and intersting mechanic. Basically powerful promotions that only your civ will have for some historical period.

I meant ´Aggressive AI´ and not `AI Plays to Win´.

In my experience with these settings AI Plays to Win doesn't completely remove AI personalities but significantly makes them more aggressive and competitive. (Although default settings AI is more aggressive than vanilla game still) Anyways I still managed to have some powerful military-oriented AI friends, who were my religion based enemies before in the middle ages and early renaissance. So its not a complete "always war".

Under these settings AI more actively tries to win the game. The examples I've seen were constant attempts to achieve cultural victory, and big militaristic Nguni civ achieving domination victory actually by ignoring me and eating/vassalizing weaker prey.

For God's sake try the mod already, just use totestra map generator and small size map. Its still fun, last time it took me 13 hours, this way you'll get a hang of mechanics, and how it "feels". I believe finding out the answers on your own will be more intersting than having game solved on paper before you even start.
 
Rebels attack cities, never pillage. They can chose to attack neighbor civ city, if spawned not too far from borders.
Barbs pillage every improvement if you don't kill them and turtle in a city.
Rebels are good for promoting your units and working towards unlocking Doctrines, which are super-cool and intersting mechanic. Basically powerful promotions that only your civ will have for some historical period.
That makes a bit sense given the different motivation between these two 'enemies'. Thanks!

In my experience with these settings AI Plays to Win doesn't completely remove AI personalities but significantly makes them more aggressive and competitive. (Although default settings AI is more aggressive than vanilla game still) Anyways I still managed to have some powerful military-oriented AI friends, who were my religion based enemies before in the middle ages and early renaissance. So its not a complete "always war".

Under these settings AI more actively tries to win the game. The examples I've seen were constant attempts to achieve cultural victory, and big militaristic Nguni civ achieving domination victory actually by ignoring me and eating/vassalizing weaker prey.
Are you describing 'Aggressive AI' or 'AI Plays to Win' now?

For God's sake try the mod already, just use totestra map generator and small size map. Its still fun, last time it took me 13 hours, this way you'll get a hang of mechanics, and how it "feels". I believe finding out the answers on your own will be more intersting than having game solved on paper before you even start.
:lol:

I really like to understand the mechanics of a game. And especially the pre-game settings like this 'Normal AI', 'Aggressive AI' or 'AI Plays to Win'. You can even set 'AI Plays to Win' without 'Aggressive AI' so they do different things. I guess the naming tells something. Just checking out what others think about it. Similar to how one of your friends could tell you, you should really try this new game I just bought! Civilization and this mod are so extensive that some different settings can give a really different experience. I had experimented a bit with map scripts and Totestra looked interesting to me too!

But we are all a bit different like that. Some indeed just pick something and go for it. I will maybe have some time this evening to play a bit. Thanks for the information!:thumbsup:
 
Are you describing 'Aggressive AI' or 'AI Plays to Win' now?
I've been describing AI behavior in "AI plays to win".
Never used "Aggressive AI". Its aggressive enough for me by default :)
I had experimented a bit with map scripts and Totestra looked interesting to me too!
What's really cool and often overlooked about Totestra is climate settings. Games on Arid, Tropical and Cold settings can feels extremely different, in terms of how civ developments go territory-wise and what challenges you're facing.

What I dont like about large maps gameplay-wise are three main things
1. AI seems less capable at protecting itself on huge maps, you can often siege a city successfully and notice that on the other side of the continent AI had enough units to counter but didn't bother to move them.
2. Border contact and border pressure comes too late, you almost never see ancient and classic wars between civs, which is a waste of potential in my opinion. ( regardless of map size I always add 3 more civs to the list to mitigate that)
3. Too much micromanagement for, ultimately almost identical result.
 
I've been describing AI behavior in "AI plays to win".
Never used "Aggressive AI". Its aggressive enough for me by default :)
Thanks. I'll try a game without the aggressive AI then. I wonder if the AI feels more aggressive in this mod because of some aggressiveness settings or more deep AI changes or whether it is just that a slow game with more turns means more turns to declare war. In the end, it is the experience that counts. Thanks for sharing your experience.

What's really cool and often overlooked about Totestra is climate settings. Games on Arid, Tropical and Cold settings can feels extremely different, in terms of how civ developments go territory-wise and what challenges you're facing.

What I dont like about large maps gameplay-wise are three main things
1. AI seems less capable at protecting itself on huge maps, you can often siege a city successfully and notice that on the other side of the continent AI had enough units to counter but didn't bother to move them.
2. Border contact and border pressure comes too late, you almost never see ancient and classic wars between civs, which is a waste of potential in my opinion. ( regardless of map size I always add 3 more civs to the list to mitigate that)
3. Too much micromanagement for, ultimately almost identical result.
Thanks for sharing your experience with the map script. I will play a game with temperate climate first, but will change the settings a bit afterwards in future games.

One of the reasons that In typically like to play on larger maps in any 4X game is that I like to be in a situation of a bit of uncertainty where I don't control what is happening in the wide world. A wider world that develops outside of my control and my view. I might find some empires on a different land mass in the renaissance and notice that they are stronger than me. That they either were friends and developedb quickly together or that one of them went on a conquest spree and is now dangerously large. The smaller the world, the sooner you know the situation of everyone and the sooner you can manipulate the world to your liking. For the same reason, I like to have multiple land masses.
 
What I dont like about large maps gameplay-wise are three main things
1. AI seems less capable at protecting itself on huge maps, you can often siege a city successfully and notice that on the other side of the continent AI had enough units to counter but didn't bother to move them.
2. Border contact and border pressure comes too late, you almost never see ancient and classic wars between civs, which is a waste of potential in my opinion. ( regardless of map size I always add 3 more civs to the list to mitigate that)
3. Too much micromanagement for, ultimately almost identical result.

As for 1: I totally disagree. If you start on say the same map as I use right now - superhuge 200*120 flat map with 8439 landtiles (lots of tiles are surely not suitable for cities and I use a minimum distance of 5 between cities), 16 nations including the socalled Human (that's me) - then the majority of the AIs are able to wage war on 2 fronts at the same time.

As for 2: I say turn 257 (year 1965BC) is early. Again that's perfectly normal in my games. But of course. It might be my deo, that the AIs doesn't like.........

As for 3: I love :love: micromanagement.


You are welcome to take a look yourself on my spinn-off page here: https://forums.civfanatics.com/threads/r-i-my-personal-spin-off.683863/page-4. I know I have not updated this page as much as I would like to do - but I'm still making changes....... My spinn-off is solely based on the latest official release of R:I, ver 3.61.
 
Thanks. I'll try a game without the aggressive AI then. I wonder if the AI feels more aggressive in this mod because of some aggressiveness settings or more deep AI changes or whether it is just that a slow game with more turns means more turns to declare war. In the end, it is the experience that counts. Thanks for sharing your experience.
It's definitely AI changes. It behaves very different from vanilla, pulls off massive naval invasions, punishes you immensely for neglecting your military. Religious difference ccan really be a pain in the back. In my last game I played as Holy Maya Empire (solar cult theocracy). Most of the world by the middle ages was Christian, with Hungary and Russia as two main powers with a few less prominent christian sidekicks. Basically I ended up being in wars with them for, like 10 times in middle ages and renaissance. Something like crusades in real history, wave after wave with small peace treaty periods. I managed to survive and even expanded a bit at Russia's expense, taking 4 of their cities in few hundreds years (only of them was their native, others were from dead egyptian civ).

So eventually by industrial ages they gave up. (by the time I became number 1 in powerscore and military) Hungary collapsed later under revolutionary pressure giving birth to Ukraine, Finland and Germany which were quickly vassalized by me, their resources went into industrializing Mayan Empire, especially ukrainian limestone to produce cement) . Russia remained on the second place, I managed to make them pleased by certain events (giving away your food) and some adequate trade deals were made.

Late game was dedicated to naval invasion to Ethiopia which was aiming at cultural victory.

So as you can see its not boring at all.
One of the reasons that In typically like to play on larger maps in any 4X game is that I like to be in a situation of a bit of uncertainty where I don't control what is happening in the wide world. A wider world that develops outside of my control and my view. I might find some empires on a different land mass in the renaissance and notice that they are stronger than me. That they either were friends and developedb quickly together or that one of them went on a conquest spree and is now dangerously large. The smaller the world, the sooner you know the situation of everyone and the sooner you can manipulate the world to your liking. For the same reason, I like to have multiple land masses.

For a first game sure Temperate is a way to go as most balanced.

Honestly what you described is achievable on smaller maps, I mean you're still separated from other continents and don't know what happens until you get to Carrack. Also leaving "barbarians form civilizations" option on is cool, uncolonized barbarian continent can become surprisingly strong newborn civ.
I prefer multiple landmasses too, but not too many, 2-3 large ones and a couple of large isolated islands. (akin to Australia and Greenland)


As for 1: I totally disagree. If you start on say the same map as I use right now - superhuge 200*120 flat map with 8439 landtiles (lots of tiles are surely not suitable for cities and I use a minimum distance of 5 between cities), 16 nations including the socalled Human (that's me) - then the majority of the AIs are able to wage war on 2 fronts at the same time.

As for 2: I say turn 257 (year 1965BC) is early. Again that's perfectly normal in my games. But of course. It might be my deo, that the AIs doesn't like.........

As for 3: I love :love: micromanagement.


You are welcome to take a look yourself on my spinn-off page here: https://forums.civfanatics.com/threads/r-i-my-personal-spin-off.683863/page-4. I know I have not updated this page as much as I would like to do - but I'm still making changes....... My spinn-off is solely based on the latest official release of R:I, ver 3.61.

To each his own, I guess. I constantly see AI struggling more on larger maps because it has to walk too far away and ignoring dangerous situations. Got a few questions though.

I do see early wars in your spinoff thats true, but honestly they look more as AI was pressured to do it instead of real logic, for example that hungarian invasion at 708BC, what was the logic behind it, no common borders, no cultural pressure, plenty of room to expand and AI wasted 30 turn to walk to your city to stand near it, kinda strange.

Later I see you have a functioning empire of 15 cities by 612 BC. For me its a late-game stuff. something like planned economy dictatorship or autocracy in modern era.

I guess my personal issues are - I don't like much empty space, excessive micromanagement I worry AI will lose perception of a situation over huge distances. And for realism standpoint I hate wars and maneuvers that take literal decades to happen. Late game invasions should be rapid imo.
 
Thanks @trashmunster for the interesting description on how the AI acted in your game. I gather this was with a normal AI setting. Although, I must say that in normal CivIV BTS, the AI would also declare war because of religious differences. Of course, with more turns, there can be more wars. Still, 10 wars is a lot!

Note that I wouldn't want to call a more peaceful game boring. Many players who play some version of civilization don't want a lot of war and just want to develop themselves a bit. I myself just like it when I don't know exactly what to expect and to have the risk that an AI becomes aggressive. That seems to be the case with the normal AI. Thanks for sharing!
 
I do see early wars in your spinoff thats true, but honestly they look more as AI was pressured to do it instead of real logic, for example that hungarian invasion at 708BC, what was the logic behind it, no common borders, no cultural pressure, plenty of room to expand and AI wasted 30 turn to walk to your city to stand near it, kinda strange.
You can say, that all nations in my games are under pressure. Their buildings actually consumes a number of basic resources - sometimes several of each - to produce other resources/buildings/units needed for the nation.. If any nation do not have access to sufficient number of those basic resources, they have to go for them. Or die out.

The detailed info here is so specific for my mod, that I have decided to post it directly in my thread here: https://forums.civfanatics.com/threads/r-i-my-personal-spin-off.683863/page-4


Later I see you have a functioning empire of 15 cities by 612 BC. For me its a late-game stuff. something like planned economy dictatorship or autocracy in modern era.
Only 11 cities in 520BC - but ok. I didn't post all screenshots I have. What you see below in the screenshot is mostly Polishland towards southwest (most undiscovered), rest is Hungarian. Hungarian core is placed directly south (also undiscovered yet). I know from later in this game, that the Hungarians had 'round same nimber of cities as I, Poland less - 7 or 8 I think.
Spoiler 570BC :

Civ4ScreenShot0153.JPG



I guess my personal issues are - I don't like much empty space
The game with my settings can handle only 200-225 cities or so. So when I play on oversized maps, I need waste areas of oceans, deserts and plains (without rivers/fresh water). And of course the fixed distance of at least 5 tiles between cities.


And for realism standpoint I hate wars and maneuvers that take literal decades to happen. Late game invasions should be rapid imo.
Guess only way you would get this is, if you make your own sub-mod and makes all turns to "cover" 1 month only. This way a long game (3255 turns) would cover 271 years and 3 months. You would without doubt have to make other changes too to make this work as intended - but where there's a will, there's a way. BTW - I'm sure that would be fun, I might try it myself some day.
 
I've been describing AI behavior in "AI plays to win".
Never used "Aggressive AI". Its aggressive enough for me by default :)

What's really cool and often overlooked about Totestra is climate settings. Games on Arid, Tropical and Cold settings can feels extremely different, in terms of how civ developments go territory-wise and what challenges you're facing.

What I dont like about large maps gameplay-wise are three main things
1. AI seems less capable at protecting itself on huge maps, you can often siege a city successfully and notice that on the other side of the continent AI had enough units to counter but didn't bother to move them.
2. Border contact and border pressure comes too late, you almost never see ancient and classic wars between civs, which is a waste of potential in my opinion. ( regardless of map size I always add 3 more civs to the list to mitigate that)
3. Too much micromanagement for, ultimately almost identical result.
a small map helps the more aggressive civilizations, and facilitates a victory by conquest, while a larger map helps the defender. A larger map allows the various civilizations to grow and prosper according to their characteristics, while a small map turns into a total war. it is logical and realistic that if a civilization decides to attack, then it cannot defend its territories.
 
A question:help: - most likely for Walter:

Do we somewhere in either the xml or phyton code have a list, where "we" can see which improvements or buildings, that an AI-spy most likely will try to destroy?


Reason for asking is, that if we have - and if I am able to change the priority up or down for some buildings/improvements - I'm going to give the AI a "helping hand", so it will try harder to go for certain improvements. Improvements such as Forts :confused: - no I'm not kidding, Forts are important in my spinn-off) or canals :dubious::thumbsdown:, but also those kind of buildings, that we call converter-buildings:yup:.
 
Ok - when it is so, then it is so.
 
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