@Lanstro: I can only test networked multiplayer on a single machine (connecting to 127.0.0.1); no problem then. Realism Invictus has been plagued by a mysterious black terrain glitch, but I've been assumning that this is specific to Realism Invictus. Anyway, sounds like this breaks multiplayer entirely for you, which is of course unfortunate.
Regarding Foment Unhappiness (FU ), AdvCiv does empty the Granary's food store when a city shrinks, which normally avoids a loss of more than 1 population. The MP mods at RealmsBeyond double all active mission costs (RtR) or disable them entirely (Close to Home), so there do seem to be balance issues at least in zero-sum situations. Not sure about FU specifically. Do you have a concrete example in which the mission was especially devastating – so that we can maybe compute some amount of gold that corresponds to the total damage inflicted?
@arcvoodal: BBAI introduced those cost modifiers. A means of adjusting all tech costs of a given era is clearly nice to have for modders, but it's not obvious to me why jdog5000 chose to progressively increase costs with each era starting in the Medieval era. It could have to do with the BBAI tech diffusion system, but that's optional and disabled by default. More likely, he felt that his AI changes had increased the overall tech pace or he intended it as a balance change to stop the middle and late game from flying by as fast as it sometimes does in BtS. K-Mod increased the costs only a little bit more; to compensate for AI changes, I would assume – although the K-Mod AI has a reputation for actually researching more slowly than the BtS AI due to increased investments in military units and a higher number of wars. Finally, karadoc introduced a kind of rubber band:
Regarding Foment Unhappiness (FU ), AdvCiv does empty the Granary's food store when a city shrinks, which normally avoids a loss of more than 1 population. The MP mods at RealmsBeyond double all active mission costs (RtR) or disable them entirely (Close to Home), so there do seem to be balance issues at least in zero-sum situations. Not sure about FU specifically. Do you have a concrete example in which the mission was especially devastating – so that we can maybe compute some amount of gold that corresponds to the total damage inflicted?
@arcvoodal: BBAI introduced those cost modifiers. A means of adjusting all tech costs of a given era is clearly nice to have for modders, but it's not obvious to me why jdog5000 chose to progressively increase costs with each era starting in the Medieval era. It could have to do with the BBAI tech diffusion system, but that's optional and disabled by default. More likely, he felt that his AI changes had increased the overall tech pace or he intended it as a balance change to stop the middle and late game from flying by as fast as it sometimes does in BtS. K-Mod increased the costs only a little bit more; to compensate for AI changes, I would assume – although the K-Mod AI has a reputation for actually researching more slowly than the BtS AI due to increased investments in military units and a higher number of wars. Finally, karadoc introduced a kind of rubber band:
I didn't keep that change (actually never adopted it). Upon re-reading it, maybe tying inflation to tech progress was a good thought after all. I was worried about getting the same tech pace in every game, regardless of how many wars are being fought. As for my own changes, I've been trying to match the historical time line for some famous discoveries, e.g. the Printing Press and oceangoing ships around 1450. Well, games that exhibit a typical amount of cooperation should match that time line, others should fall behind it or get ahead of it. To that end, I've adjusted those cost modifiers several times – but also increased the difficulty-based modifiers (Civ4HandicapInfos.xml) and introduced a separate modifier for the AI so that the AI civs get their techs cheaper than humans on the highest levels. I've also adjusted the years-per-turn formulas to add some turns to the BC years and quite a number of turns (which usually aren't reached) to the 21st century. I also removed the hidden 20% tech cost reduction for knowing just a single prerequisite of a tech. The trend has been that AI research was getting faster and faster – apparently through AI changes though I rarely knew exactly which change was responsible when noticing that research was getting ahead of the real time line in all-AI games –, and then I compensated through tech cost modifiers or, eventually, through the years-per-turn progression.K-Mod 1.45 changelog said:Inflation rate now increases with global tech state. Previously inflation only depended on how many turns had past, and so if the global tech rate was very high (due to lots of tech trading), players would reach high end-game yields and still have very little inflation - which would increase the tech rate further. With this change, there will be higher inflation in games which have lots of tech trading. (And the inflation will be slightly higher for players with better tech!)