Realism Invictus (full version)

Realism Invictus (full version) 3.61

Hotfix for city billboard icons, separatism button and Greek and Hindi units. Compatible with 3.61 saves.
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A rather modest cumulative yearly update. Save game incompatible. Changelog:

Bugfixes:
- Fixed some unit animation and model errors
- Fixed plotlist at 1024x768 resolution
- If Cultural victory is turned off, AI should no longer raze every city it takes
- Fixed a couple of rare zero divisions
- Fixed an AI building value evaluation bug that caused AI to vastly overvalue buildings that increased other buildings' yields (Clock Tower as a prime example)
- Fixed stock BtS heavy swordsman idle animation so that the sword properly loops instead of skipping
- Fixed Asian warrior getting a diverse group of non-Asians

UI and UX:
- Resource icons on the main screen have a better structured background (courtesy of sqwishy)
- New city billboard, with a better legible font (based on sources provided by sqwishy)
- Smaller popup icons in the main screen, better scaled with resolution

Cosmetic updates:
- Redid a lot of leader pictures
- Redid a lot of unit buttons
- Redid a lot of flavour unit art, especially for China (modern) and Khmer (medieval-Renaissance); several new flavour units
- Redid some tech icons

Other changes:
- Carrack unit class no longer called "Caravel" to avoid confusion
- Exploration and Expert Pilot promos now available to post-sail units as well
- Commandos now count as recon instead of gunpowder units
- Industrial shipyard provides additional +1 food from water tiles
- Players will only get news about GPs born in civs they met
- With per city research scaling off, the research cost penalty applied will be based on the map size (was fixed at +30%)
- Cult of Personality now allows unlimited informant specialists
- Bottom half of the scoreboard will no longer hate each other for getting ahead (world domination is far away anyway; crab bucket mentality is pointless at that point)
- Religious shrines will provide income based on the world % of a given religion instead of a fixed 5 gold. Exact amount based on the world size, but rule of a thumb is you'll get 5 gold around 12-15%, less with less and more with more
- Late game transports updated: old Transport class is no longer represented by a landing barge, as nobody crosses oceans in that, but rather by a WW2-era troop transport ship (NOT Liberty ship, those were simple cargo ships). Also added a post-WW2 class that it upgrades to, Dock Landing Ship, based around late-XX century designs (the model used is British Fearless-class)
- Added some missing pedia and strategy entries

UI/UX​

  • New main interface layout with way larger minimap (at modern resolutions it was far too small to be useful). New layout kicks when there is enough screen real estate (screen width over 1440 pixels)
  • Foreign advisor screen now scales to screen resolution and adjusts font sizes; if there are too many leaders, relations screen will position them in two semicircles instead of one
  • Military advisor screen now scales to screen resolution
  • Civics screen now scales to screen resolution and adjusts font sizes
  • Dawn of Man screen text now fits without scrolling
  • When a particular civilization is selected in pedia, unit pages and unit upgrade chart will use its unitstyle, and unit page will show the real upgrade units for this particular civ, instead of generic ones
  • Leader splash in pedia now has the same aspect ratio as the one in in-game diplomacy screen, no longer squished
  • Changed the default font used by the mod to Segoe UI (natively comes with all Windows versions starting with at least 7); its anti-aliasing actually works and generally it scales better
  • Reduced font sizes where adjusting interface proportions was not an option (like the plot/unit stack tooltip, which we can't make wider or civic descriptions where there's limited space) so that more text can be visible
  • Adjusted interface proportions in a lot of other cases where the text didn't fit/overlapped before; the UI seems to fit together much better now
  • Added smaller fonts theme file that should work better for people playing at low resolutions (though the default theme shouldn't have any particular problems either)
  • Minimap should render at a better resolution now, looking more detailed for bigger maps
  • Symbols for yields of >10 should now be more visible
  • Building list in city screen now sorted alphabetically, separating limited buildings and wonders into their own categories
  • New, more user-friendly unit naming scheme that includes unit class in the unit name
  • Building/wonder pedia page now shows the probability of the wonder being destroyed on conquest
  • Reworded pedia to reflect the fact that resources aren't lost when converted to other resources in buildings, plus added a hint that states it directly
  • Added inflation line back to economic advisor (hope it doesn't cause MORE confusion, as inflation is already rolled into other costs)
  • IDW and ahead of time tech costs now selectable game options; deselecting those removes all the relevant UI elements too
  • When IDW on (and it is on by default), a tooltip on a city tile shows the probability of an irregular unit spawning when defenders depleted (or show the reason why there won't be any)
  • Separatism action effects now point to relevant civics / wonders in pedia

AI​

  • AI should now assess separatism threats and assign additional weight to espionage based on current situation
  • Reduced AI weight for Planned Economy, so late game should be less of a commie-fest
  • AI should now use ranged-capable siege units both offensively and defensively
  • AI should no longer disregard Holy War doctrine
  • AI now takes into account resource use for speeding up unit construction (which among other things means it now assigns non-zero value to naval supplies)
  • AI should now properly use slaves to hurry buildings (previously would only want to hurry wonders, which is suboptimal, as it led to slaves sitting in the cities 90% of the time)
  • Fixed a critical bug (or rather lack of code) in AI Open Border logic. Now all the tweaks advertised before should ACTUALLY work. Playtesting shows a much more consistent behaviour (and UI message of AI willing to sign open borders no longer lies)
  • AI should value established open borders more than before, less flip-flopping
  • AI should no longer disregard limited buildings (such as weaver) nor art eras

Units and promotions​

  • Moved Pistoleer and rural logistics bonus to Cavalry Tactics
  • Made longbowmen roughly 20% more expensive
  • Early tanks now have a bigger attack bonus against gunpowder units. While the WW1-era tanks had their issues, they really were weapons that revolutionised warfare, not as useless as they were in RI
  • Buffed the last emplaced artillery and moved it further in the tech tree
  • XIX century artillery can now upgrade to both light and heavy WW1 artillery, not just heavy
  • First promos in Gun Battery, Main Calibre and Torpedo line all enable multiple attacks per turn; should make late naval combat more decisive
  • Moved Marines earlier in the tech tree
  • Moved most Missionaries further into the tech tree
  • Moved Helepolis to Siegecraft from Mathematics (used to be available far too early and was quite an overkill at that time)
  • Infantry, Late MG and Marines now additionally require Radio
  • Melee and mounted traditions now also go obsolete at a certain point, for consistency with the archery one; neither should really be useful by that point
  • Machine guns had their defensive bonuses increased
  • Buffed advanced gunships to be more obviously superior to regular ones
  • Biological warfare missile is no more (the unit was never on realistic side)
  • Both unique cannons (Great Bombard and Big Bertha) do much more collateral damage
  • All medium tanks and MBTs now have a bonus against armoured units (to make them deadlier to light tanks and a more likely counter to themselves)
  • Late-game naval transports now able to attack (at the very least for consistency with earlier transports), enabling certain promos that were only available to attack-capable units. OTOH, Pirate Hunter line no longer available to them
  • Desert and Winter combat promos now in line with Forest and Hill line - both levels grant both attack and defence in respective terrains. Still only two levels, as unlike hills and forests, these don't grant an inherent defensive bonus to overcome
  • Shock 3 now gated by Armor Crafting, while Flanking 3 moved to Stirrup
  • Added several new flavour units that I honestly thought I added a while ago
  • air unit promotions greatly overhauled, with several new promotion lines
  • Nerfed strength bonus of Trained Archers doctrine a bit
  • "Only defensive" no longer precludes units from having access to collateral damage promotions; Barrage promotion line is back for Siege units!
  • All spies now use the same unit button, so it is no longer possible to guess the nationality of a caught spy by the button art

Air combat​

  • Changed air interception formula. In vanilla, there are two fixed probabilities (intercept and evade) that don't interact with each other - a unit with 70% intercept has a 70% chance to intercept ANYTHING and a unit with 50% evade has a 50% to evade ANYTHING. Now, these values are tested against each other; this makes both plane and anti-air defence generations much more relevant - an advanced anti-air system or interceptor is almost guaranteed (capped at 95%) to shoot down outdated planes, while advanced planes can run circles around older anti-air systems. Therefore, instead of Evasion Probability and Interception Probability, there are now respective Powers that can go way above 100%. The probability is calculated as Intercept Power minus Evade Power (say, Intercept of 475% and Evade of 400% would yield 75% interception chance).
  • Rebalanced interception and evasion power across the board in line with this change
  • Strategic bombers (especially advanced bombers) have their range greatly increased, and their cost increased to compensate
  • Base visibility range of recon mission lowered, but can now be increased through vision range promos (which are now also available to air units)
  • A promotion line to increase interception power is now available to not only air units, but to any interception-capable units, air, land or naval
  • Enabled the code that puts per tile limit on air units (was there since BtS port, but never put to work); in line with vanilla 4 base per city/fort + 4 with airport + 4 with airbase
  • Tactical bomber unit line no longer upgrades to advanced bombers; new end-line unit class, UCAV, with several flavour units
  • All kinds of air missions except for recon (tactical, strategic bombing, dogfights) now yield experience

Buildings​

  • Glassworks (previously annoying and rather meaningless) completely redesigned. Now also a Great Merchant-specific production building that outputs a luxury resource, Glassware. Gets shiny new artwork, culture-specific. Glassblowing now a late classical tech (better matching historical timeline), prerequisites redone accordingly. Notre Dame obviously no longer requires a Glasswork. Luck of Edenhall effect changed to providing 1 Glassware.
  • Moved Tsukiji Market to Ship Rigging
  • Eiffel tower now grants 2 relations with all civs when built
  • Gazprom now grants +50% enemy war weariness
  • Buffed production bonus of Crystal Palace
  • Cristo Redentor now additionally grants global and local happiness, makes sense to build for Spiritual leaders too
  • Significantly increased the cost of Observatories
  • Moving Palace now destroys all the buildings that have it as a prerequisite
  • Ironworks now called Foundry, buffed its production bonuses
  • Buffed all bonuses of Grand Arsenal, additionally provides one free craftsman
  • Statue of Zeus loses Gems as a production bonus, both ivory and gold buffed to 50%
  • Moved Laboratory to Modern Physics
  • Potter workshop no longer discontinued with Glassblowing (no longer has a reason to be)
  • Radically increased the costs of all late-game buildings (except for the production-related ones), space ship parts and wonders to compensate for rapidly increasing production outputs
  • Steel is now useful for constructing Eiffel Tower
  • Marble now useful for constructing city squares and cathedrals
  • City square now the first building in Printing Press line, providing +10% culture and commerce
  • Sakura Garden is now a flavour Grocer instead of flavour City Square; other flavour City Squares adjusted in the same way as the default one
  • GP bonus moved from City Square to University; moved some research bonus and Scientist buff from University to Observatory
  • Buffed the rest of Printing Press line somewhat
  • Humanist no longer gets bonus to Clinic/Hospital production, gets the bonus to Printing Press line instead
  • Moved certain flat outputs from buildings themselves (Grocer, Workshop/Manufactory, School, University) to Clock Tower; this is now the purpose of Clock Tower, which loses all the other bonuses
  • Monuments now upgrade to Theatres instead of City Squares, lose everything but 1 culture
  • Opera significantly buffed, but made a limited building requiring a number of Theatres
  • Replaced/buffed effects of several Great Works of Art, changed a couple to different ones
  • Trading Posts now upgrade to Retail Stores; Retail Stores therefore get all the Trading Post happiness effects
  • Moved happiness effect of Clothes from Retail Store to Fashion Designer
  • Fashion designer now a more direct upgrade of the tailor

Civ-specific​

  • American civ gets a line of 4 US Marine Corps units starting with WW1-era; regular Marine-slot unit for the US is now, ironically, therefore not a marine
  • New NU for America - Gatling Gun (replaces Native Scouts). Early machine gun, should offer some very decent protection
  • Armenian NU no longer upgrades to a knight, but to a unit with functionally identical stats but not civic-dependent
  • Moved Celtic Fortified Monastery to Fortification tech
  • New (mini)NU for Egypt - Sherden Guard. Upgrades to Galatian Mercenaries, forming a nice NU upgrade line to medieval era. Like medieval Saqaliba, not much better than contemporary units stats-wise, but still gets free promos
  • Nerfed Greek and Dravidian irregulars a bit
  • Mayan Pet Kot now correctly only buildable in jungle (used to be available on resources that CAN spawn in jungle, like Tobacco)
  • Russian NU Gulyay-Gorod redesigned to better reflect historical usage. No longer able to bombard cities or cause collateral damage; now moves 2 and able to attack (though still primarily a defensive unit), strength buffed to 9. New scratch-built model (and animations; took forever to get right)
  • Russian ancient republics for leaders with St. Petersburg as a capital now called Ladoga Veche Republic (in line with the principality)
  • Buffed Scandinavian NU Archipelago Frigates and made them buildable earlier
  • Since Spain has a national unit that perfectly fills the explorer niche, Spanish explorer is now something different - rodelero, a recon unit with different strength and weaknesses compared to traditional explorers
  • Redid a lot of leaders' favourite civics, to give a more balanced distribution, as well as to represent Animism and Confederation, which weren't anyone's favourite before. Thanks arythm1a for contribution!

Other balance changes​

  • Europe scenario: added Tatar civ to the East of Russian start, to make the amount of land available to Russia somewhat less infinite. Added lots of additional resources to the "New World" to make settling it more appealing; it is now always at least two ocean tiles away from the Old World, so it can't be reached before the Renaissance techs
  • Buffed one-city civs in Crusades scenario (and Mongols, though they still disappoint)
  • Huge World Map now has a much less steep per city research penalty, given how with its resource density it's much more viable to stay small anyway
  • Pasture event now gives cart path instead of road
  • Reduced direct impact of War Weariness on separatism from 100% to 10%
  • The End of History separatism modifier only kicks in when there's half the starting independent civs left; with better separatism management it was far too easy to trigger the modifier intended strictly for the endgame
  • Halved the chance for barbarians to settle (should take longer) but increased the radius for additional cities joining; should result in fewer, more powerful barbarian-derived civs
  • All routes now take significantly longer to build, both natively and in various terrain features, especially jungles and swamps
  • Mines, quarries, pastures and timber camps benefit more from Industrial techs
  • Electric railroad became Highway. Better visually distinct from railways, now requires Globalization tech, fuel and cars. Movement cost and other stats the same
  • Mechanized farms take twice as long to build
  • Reshuffled the whole tech tree to be more logical: 1) All tech in a given column cost the same; 2) Only techs earlier in the tech tree can be prerequisites for later techs; 3) Generally a more compact layout
  • Moved around some tech prerequisites a bit; certain techs that gave worker speed now give worker chop output bonus (with worker speed generally moved later in the tech tree)
  • Certain techs moved to different eras so that all techs of a certain "tier" in the tech tree belong to the same era (the number of techs per each era remained unchanged)
  • Confederation civic now has access to the same Bribe effect as Republics when dealing with Separatism
  • Moved Working Class to Labor Specialization (so as not to have 2 civics on one tech)
  • Reworked Civil Service: now it's all about production. Lost -10% military unit production; local bureaucracy loses maintenance, gets 1 craftsman; central bureaucracy loses old bonuses, gives local bureaucracy everywhere (great civic for mid-game colonial empires!)
  • Feudal Aristocracy loses -25% GP
  • Halved unhappiness penalty from not having Labour Union
  • Added some base health/happiness to Welfare State
  • Clothes now give +1 base happiness

Aesthetics / historicity​

  • Lots of leaders get new portraits; leader buttons should match their portraits better too
  • Converted a lot of generic flavour units with no stat differences to artstyles instead
  • Changed Alamut splash to no longer refer to Assassin's Creed game; kinda undermined its historical roots
  • Updated name, description and graphics for Eirik Raude
  • Remade a lot of tech, building and unit buttons
  • Improved textures and layouts of various farms, should now have more visual variety and generally look better
  • Improved looks of terrain and terrain features (in particular, fertile soil should now be more distinct and no longer just look like dirt patches)
  • Tweaked saturation levels for lots of flags, redid some of the worse ones
  • All WW1 cavalry now uses WW1-era guns, distinctive from earlier cavalry
  • New main menu music, licensed under an Attribution-NonCommercial License from Kai Engel
  • New main menu artwork (based on works of MC Escher) and loading screen
  • Expanded pedia entries for some leaders and units
  • Renamed Abu Bakr II to Muhammad ibn Qu, as the former never existed (those intrigued are welcome to read the pedia description)
  • Renamed Kahina to Dihya (the former is an Arab nickname for her)
  • Medical advances no longer displayed as actual buildings in the cities (consistent with Ministries, Doctrines/Traditions and other such "buildings")
  • Bilge Khagan now Buddhist instead of Hinduist
  • Renamed lots of techs and unit classes to more logical and historical alternatives
  • Upscaled resource buttons; for something that spends a lot of time on-screen, they were far too blurry
  • Changed the looks of bauxite resource to actually resemble bauxites
  • Fertile soil no longer looks like a simple dirt patch, should be more visible, especially when farmed
  • Warehouses and storyteller circles get new art past ancient era, culture-dependent
  • Added an intermediate plantation look for Industrial era
  • Japanese and Austronesian unique water improvements now also have industrial-modern looks
  • A very major visual facelift of XVIII-XIX century units (especially line infantry, grenadiers and cuirassiers), as well as lots of other units across the ages
  • Removed 0AD soundtrack (it didn't fit the ancient era anyway) and reverted all era-dependent soundtracks to vanilla BtS

Bugfixes and technical changes​

  • Totestra should now actually place scrublands and savannas
  • Corrected some wrong strategy entries, added new and expanded a lot of existing ones
  • Removed Ministry of Tourism as it no longer serves a point
  • Several fixes and tweaks from the more recent version of K-Mod that was never merged:
    - Fixed a reported CTD
    - Fixed potential culture overflow
    - Fixed barbarian city placement on new landmasses (was totally random, disregarding actual city spot values)
    - Barbarians now subject to the same handicap levels as other AI civs
    - Barbarian territory now also shown on minimap (no idea why it wasn't in vanilla)
  • All animations now should correctly support blood
  • Removed the broken mission to choose desired tech for a GP
  • Fixed Great Prophets showing wrong future techs in the Tech screen
  • Fixed Agricultural Machines tech quote missing a voiceover
  • Numerous fixes for unit models & animations
  • Splashes are now correctly displayed for art eras (they were made long ago, but never worked before)
  • Fixed some reported reproducible CTDs
  • Fixed scrollbar position in the city screen (when the build queue is long enough for it to appear)
  • Fixed industrial and food plantation never updating past ancient looks
  • German flamethrowers no longer require the types of guns that are guaranteed to be unavailable when they are researched
  • Transport helicopters for mechanized units should now scale as all other units
  • Reworded pedia to reflect the fact that resources aren't lost when converted to other resources in buildings, plus added a hint that states it directly
  • City bombardment and ranged attacks now use different hotkeys (B and Shift+B)
  • Civs that aren't Germany no longer get Autobahn on their city tiles
  • Deluge scenario works again
  • All scenarios except for Crusades and Deluge now allow choosing game speed in custom options (used to ignore the setting)
  • Ahead of time penalty now understands increments of less than 100% (previously rounded 50% down to 0)
  • Default carrier no longer moves in reverse (the second time an RI default unit has mistakenly been set to reverse!)
  • Fixed a python error when moving a city in Worldbuilder
  • Fixed Dortmund being on Transoxian city list
  • End-of-history texts for Revolution correctly reflect the current status quo
  • Some fixes to German translation (thank you ederl)
  • Spain can no longer capture their unique slaves that were otherwise removed
  • Added Big and Small to compatible map scripts
  • Moved some more common textures to shared folder , which allowed deleting a lot of identical instances
  • Removed lots of unused files
  • A major optimization of all unit/building model files
A relatively minor bug fixing and content update. 3.57 update brings the following changes as compared to 3.55:

Balance changes: buildings
· Got rid of 1-2% commerce bonuses with Weaver, Tailor, Jeweller and Trading Post, as they were mostly meaningless
· Tailor gets +10% flat gold
· Buffed Cinemas from 5% culture and war weariness to 10%

Balance changes: civ-specific
· Aztecs have access to a new promotion line, giving strength and bonus vs barbarians. Aztec NUs and Coyote priests have instant access, for all other non-ranged units unique Aztec school provides it
· Incan Chasquis is less formidable as a military unit, but now has an additional use: Chasquis can "build" mit'a, providing Incan cities with more workforce and food. A rare NU with an economic bonus...
· Ethiopian civ can now move their Forbidden Palace, reflecting the fact that Ethiopia had a mobile capital for a significant period of their history
· Greece no longer has a unique watermill; now has a new unique improvement - Olive Grove - providing lots of commerce and some food from hills
· Malinese UB no longer gives a flat gold bonus, but rather grants a larger bonus to precious mines and, to reflect the second cash commodity of Mali Empire, gives a large commerce bonus to Salt Pits and additional health with salt
· Rebalanced the NU stats of Armenia (Royal Guard bonuses higher, but base strength -1; heavy cavalry bonuses higher)
· New Bantu NU: Maasai Warrior, replacing the very generic bowman, for all your cattle raiding needs

Balance changes: other
· Significantly buffed water wheels; now a valid early production option for flatland cities (later on farms are still a better option I reckon, but these production buildings need to get rolling first)
· AI should now prefer rushing production with slaves rather than building improvements
· Got rid of all strength 4 militias; they still have hefty bonuses that set them apart from the rest, but now all militias are str 3

Bug fixes
· Fixed a couple of division by zero errors that caused CTDs
· Fixed a long-standing CTD bug related to naval combat (actual fix by DarkLunaPhantom)
· Chinese Canal NI no longer destroys flood plains (though visually they are still removed while the canal is there)
· Foragers for hunter-gatherer civs in scenarios no longer have combat strength (used to cause all kinds of AI weirdness)
· Austronesian shortswordsman can now correctly upgrade to swordsman, same as other civs
· Fixed Israeli archer line so that they properly have a composite bowman
· Taiwan no longer able to build South Chinese NI

Cosmetic and technical changes
· Implemented a city alert for being over separatism threshold
· When revolutions are off, separatism bonuses/maluses are not shown in the civic screen
· The default scoreboard format should now be "Leader/Civilization", which should be handy for dynamic civ names
· Malinese empire renamed to Sahelian, to reflect the actual unit roster and leader lineup
· Lots of unit art updates, especially in Africa, the Americas, and for WW1-WW2 era units
· Hunter-gatherer civs got lots of new unit buttons, no longer using generic ones
· New default cannon unit, to better reflect the fact that it doesn't represent Napoleonic-era artillery
· XIX-century field artillery wheels now round
· Switched stormtroopers to a different animation
· Flavour workboats for most cultures in Medieval-Renaissance era
· Religious communities no longer use monastery models, now have unique artwork of their own
· New Iron Age European cityset
· New Iberian/Latin American Renaissance cityset
· New artwork for lots of leaders
· Yield symbols now have an outline for better readability
· Retouched some terrain graphics
· Austronesia gets their own unit voices in a proper language (Old Malay, from AoE2)
· Lots of fixes to unit models, textures and animations
3.55 update brings the following changes as compared to 3.5:

Gameplay features
  • Introduced ahead of time cost increase for games where tech progresses too fast; this will hopefully sync actual world tech state better to the reported year. Shouldn't significantly affect games with moderate to slow global research.
  • New early government civic, Confederation, for when you just need to stretch too far
  • Got rid of Federalism civic. Democracy can now instead be tailored to have either unitary or federal constitution, giving various bonuses.
  • When a transport enters hostile territory, all land units carried by it lose all movement if they are not amphibious (in effect, you cannot land or attack from the transport same turn as you approached the enemy shore, unless with marines and such); this makes defending against naval invasions with your own navy actually viable, as you can intercept enemy landing force before it lands
  • Implemented a system of warnings when the mod sees unreasonable starting settings (for instance, Tech Trading and Tech Transfer turned on at the same time, or far too few/many starting civs selected)
  • PerfectMongoose updated to 3.31 version (never released for vanilla civ; took quite some porting). To quote the changelog:
  • Fixed a HUGE number of bugs in getPlotPotentialValueUncached().
  • Added a HUGE number of missing evaluations (and modified a large number of existing ones) in getCityPotentialValue() and getPlotPotentialValueUncached(), which should now be pretty much perfect.
  • Rewrote the player assignment code in SetStartingPlots() from scratch so it scales proportionally instead of only adding and removing players from the largest landmass til it hits the right number, AND did it directly with floats instead of an iteration-based refinement loop. (Okay so technically I still have one, but it's not the MAIN loop any more! :p)
  • Allowed starts on very small islands, but added detection for being Coast-linked with other landmasses to form a "region", which must meet a higher minimum size requirement.
  • Blocked starting locations that are walled-off by Peaks into very small areas.
  • Blocked starting locations on terrain/features that don't allow city founding.
  • Took the corners off the PlotList Eatery Bar and Grill.
  • Ported Totestra map script to RI (kinda; this is more of a hybrid Totestra/PerfectWorld mapscript, with landmass/climate generator from Totestra and lots of other stuff (especially starting plot finder and other stuff specifically rewritten in the last version) from PerfectMongoose)
Balance changes: buildings
  • Only one great work of science can be constructed per era per city (you can still construct multiple works in one city across multiple eras, or across multiple cities in one era)
  • Modern scientific great works unlocked (and thus industrial locked) with Rocket science instead of Nuclear physics
  • Solar plant should no longer give unhealth (but is significantly more expensive)
  • Kremlin no longer serves as another capital (we have Versailles for that), but rather lowers maintenance by -10% across the board (through an effect building)
  • Islamic shrine is now Kaaba (which is a part of Masjid al-Haram), whereas its Great Temple is now Al-Aqsa complex (visualized by the Dome of the Rock)
Balance changes: civ-specific
  • American Ranch can now be built in jungle on relevant resources right away, same as regular Pasture
  • Mali NU no longer requires Cotton (which made it the hardest NU to obtain, since cotton is highly circumstantial)
  • Chinese Canals now properly chainable when spread irrigation is unlocked (like farms)
  • Roman legionaries incur half the usual cost increase due to the fact that Romans have no separate shock troop line
  • Fixed Venetian upgrade line that was based on Roman, but couldn't upgrade to medieval shock troops
Balance changes: other
  • Vassals now benefit from significant tech transfer bonus from the overlord (Ungomma)
  • Raised the amount of starting free units while lowered free units from population, in an attempt to limit later game unit sprawl
  • Protectionism now (again) removes all foreign trade routes, and boosts internal trade routes by +100%; tax collector and tariffs removed.
  • Forced Labour can now, as initially intended, rush production with population instead of gold (like vanilla Slavery could)
  • Free experience from Militaristic reduced to 2
  • Increased the time it takes to build slash and burn farms to that of normal farms; somewhat increased for Russian lovischche
  • Due to the specialized niche that siege units have in RI, disabled GG ability to lead them; a player would be unlikely to do so anyway, while the AI could still be seen now and then attaching generals to trebuchets
  • You are always able to build paramilitary (same as all previous irregulars) and modern infantry, even when all units they upgrade to are available
  • Spies now have a steep +50% cost increment per instance, to offset the fact that spy base cost remains unchanged throughout the game and prevent endless spy spam in late game
  • Scouts now gain +50% bonus vs melee and archery units; given their strength of 1, they are still always at a disadvantage when attacking, but can at least hope to hold their own against a barbarian warrior when defending in good terrain
  • Trained Archer 3 loses immunity to first strikes and gains protection against collateral damage
  • Work boats can now enter ocean with Navigation
  • Nerfed Dastur's cultural output
  • Moved map trade to Sextant
  • Extended game length at all speeds by roughly 10% to better cover edge cases of very slow global development
  • +1 base food to pigs resource
  • Jungle pastures can be built from Animal Husbandry
  • Jungle no longer gives -1 food on its tile. Logically, it shouldn't be harder to hunt for food in a jungle than in a temperate forest. Slash-and-burn farm loses one food to compensate, so this shouldn't result in any significant balance changes. As a side effect, map scripts should no longer consider jungle a "bad" feature and remove it from
  • AI leaders should only be able to prepare for war with civs they can currently declare on; in practice, it should result in aggressive civs picking more varied targets instead of latching onto a single one (as if they start preparing for war immediately after signing peace, it can't be the same civ they just signed the peace with)
  • AI warfare priorities shifted to seek enemies closer and commit more IF wars are far away
  • AI should like open borders with close neighbours less and distant ones more
  • Doubled the impact of espionage on separatism, increased wrong culture influence x5, decreased population influence x5. Separatism should be both more predictable and easier to actively manage. So far AI empires seem much more stable
  • "End of history" modifier will now start to kick in once the number of civs drops below the original starting number (but the same era restriction - no earlier than Renaissance - applies as before, and for the modifier to start, one civ should have at least 50% more score than everyone else)
  • Changed barbarian settling logic; now only cities within a defined distance (currently 10) of a would-be capital join the new civ
  • Derivative civs now can also spawn as settled barbarians
  • Barbarians can now again build workers and thus improve their territory; they still can't build roads and advanced improvements such as watermills
  • Rebalanced Crusades scenario; added some troops to underperforming civs, incorporated Aquitaine into England (sorry Eleanor, but you served absolutely no purpose except for hogging a civ slot), added Volga Bulgaria to mitigate endless "Drang nach Osten" from Western Europe, changed Leopold VI as a leader of Austria to his son, purely due to complete lack of decent depictions of the former
Bug fixes
  • Fixed python errors in WorldBuilder and Interface Options (Ungomma)
  • Non-conquerable buildings (such as military traditions and temporary effects) should now be properly removed from cities gained non-violently as well
  • Fixed wrong bonus resource for Alumina Refinery (coal -> cement)
  • Implemented automatic switch that should reset invisible options (currently only Choose religion in RI) at the game start to proper defaults
  • Commerce symbol no longer cut off to "..." when a city has double-digit commerce trade routes
  • Turned off the ability to select vanilla maps in RI, as they will CTD anyway
  • Fixed sorting issues on the revolutions tracker screen
  • Fixed a couple of pagan temples producing espionage instead of culture
  • Fixed the rounding on separatism from population in the tooltip
  • Fixed crashing Crusades scenario
Cosmetic and technical changes
  • New UI theme, with fonts, text sizes and panel arrangements better adapted to modern resolutions
  • All tech quotes re-recorded for a more consistent and professional quality (thanks diddidson!)
  • Hundreds of new flavour units added, lots of older art reworked
  • Fixed a lot of faulty models/animations/textures
  • Added slight wobble to bomber animations, to match that of other planes; I was always annoyed by the eerie stillness of bombers
  • Changed Turkish world map leader to Bilge Khagan to eliminate Constantinople in Central Asian steppes
  • Tweaked Transoxian colour to be more distinct from India, whom they often neighbour (especially in scenarios) and Carthage (a rarer case, but the colour was almost identical)
  • New Middle Eastern / African industrial city set
  • Upscaled some of the terribly low-res vanilla spaceship textures
  • There are no longer any palms in savannas. Because there should be no palms in savannas.
  • Added several visual variants to swamp feature, so it doesn't tile so obviously when several swamps are neighbouring each other.
  • Canals now properly visually tiling
  • Transoxian third-level improvement now explains in pedia it provides +1 free specialist with Caravansarai
  • Spanish caravel pedia now indicates more clearly that it can transport all kinds of units, not just GP/spies (which was always the case, but not obvious from pedia)
  • More dynamic names/flags for various civic/civ/era combos
  • More dynamic city names
  • A civ settling from barbarians will rename its cities to that civ's proper names
  • For better visual disambiguation from Cold War infantry, modern infantry always uses Navy SEAL animations
Changes from hotfixes
  • Obsolete/inactive culture buildings (monuments, pagan temples) should now correctly stop producing culture
  • Lubyanka option in dealing with separatism should now only be available if the wonder is active
  • Since the effect only seems to work in increments of 100%, upped the improvement growth from civics to 100%/200%
  • Added some more dynamic city names
  • Fixed a missing diplomacy text entry
  • Fixed some wrong strategy text entries
  • Moved market Regulation a bit to reflect it's an industrial tech
  • Fixed some random text typos/errors
  • Fixed missing textures for Fuste in pedia
  • Fixed materials for a couple of American flavour units
  • Corrected the scale of most hussar class units to be in line with other cavalry
  • Certain civs (Babylon, Israel etc) now correctly able to build settlers from the start, same as all others
  • Moved later irregulars to different techs to avoid situation where one would be unable to build any irregulars if a specific research path was taken (leading to being unable to draft, for instance)
  • Revised tech prerequisites a bit and moved the techs around on the tech screen
  • Generic flags for the unlikely but possible event of vassalizing world map tribal civs
  • Fixed late Nubian flag
  • Revolutions and barb civs off by default, based on feedback; people can still turn them on in custom options; consequently, revolutions and barb civs off by default in all scenarios as well
  • Fixed multiplayer OOS on taking a city
  • Continents map script should now correctly place all resources, including water ones
  • Fixed a couple of units being invisible in the selection box
  • Fixed bug where barbarians could achieve enlightenment and make peace with all the world.
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