BTS - with mod Realism:Invictus ver. 3.5 Screenshots from my game

My wish for adding the new build_remove_scrub command to the workers got much too strong to resist :love:.


So to be able to do that, I had to take a deep breath and restart the game. At the same time I added a new route for all workers/nations. The Autobahn/Highway/Modern road. How I did it comes here (copied from page 415 in the Realism Invictus thread).


I managed to pass the incompatible problem by saving the running game in WB. Then updating the 3 files needed with the build_remove orders. Starting a new "dummy"-game, open WB and load the WBfile just saved before the update. Exit EB and save the game just as always.

I did have to start the game again from the beginning - doing above once more with turn 0 - as I had some problems to make it work if I just continued the game. But now my workers can remove the scrublands. And at the same time I added the Autobahn/Highways to all workers......The changes in buildingtime for railroads, highways and elec. railroads and all the other changes I have in mind for the industrial era and the eras that follows.... shouldn't give me any problems at all
.​


Finally for my update this day, 2 screenshots.

1st from the land south of Rome. Somehow Rome lost control over a vast area to the barbs (not because of the Revolutions-feature as it is turned off) - but I guess Rome didn't have enough troops left in the cities to stand against pesants-revolts while at war with me (Rome declared that war and had the serfdom-civic active). Now after the war I have no problems taking the cities from the Barbs........ much easier than fighting the Romans.

Civ4ScreenShot0090.JPG



And a screenshot from Rome (placed in the "red-area" in the upper-left corner on above screenshot.

Civ4ScreenShot0091.JPG
 
Once again I had to restart this game.

This time due to much too many nations alive with too many cities at year 1139 - and as a result, the size of the savegame got too big. The game crashed every 3-4 turns even though I had the 4MB patch installed and ProcessLasso active.

Well, I do like playing on such a big map (the biggest size I ever have tried). Guessed the only way to finish such a big game would be to reduce the number of cities by raising the distance between cities from 5 tiles to 6 tiles (hoping that would be "enough").


At the same time I decided to test if it was possible to reduce the maniac behavior of the AI-workers ( see https://forums.civfanatics.com/thre...workers-from-changing-a-specific-tile.674647/ and https://forums.civfanatics.com/thre...hat-happens-in-the-game.674483/#post-16198245 ).

And there is (at least in versions of the Realism:Invictus mod). I simply raised the time (value <iTime> </iTime> in the XML/Units/CIV4BuildInfos.xlm file) it would take to build a road/paved road/railroad/autobahn/electric railroad quite a bit. Now the workers (both the AI and mine) are busy doing something real work.......


If you look below you will see, that even the most advanced AI still have both roads and paved roads - and even some tiles within its cultural borders are still unworked tiles.....

Civ4ScreenShot0112.JPG
 
This time due to much too many nations alive with too many cities at year 1139 - and as a result, the size of the savegame got too big. The game crashed every 3-4 turns even though I had the 4MB patch installed and ProcessLasso active.

Maybe try lowering the Watchdog memory trigger limit? Maybe releasing memory faster will let you play longer?
 
This is happening to me, too, no matter what I set the Watchdog limits to.

I'm determined to finish the Huge historical scenario, but after that I'm going to try a random game with 40 civs on the large map and see how it performs.

Also, I've been playing with revolutions turned on. I do see how the player has to balance the separatism score (either through unit garrisons or buildings), and how the AI civs keep fracturing due to rebellions. On my next game, I will turn this off and compare the experience.
 
This big map is somewhat troublesome. Still to much land and still too many cities.

So some days ago I tried again after reducing some (more) of the habitable landtiles - partly by changing some to seatiles, partly by making tiles hostile (making them to deserts or plains and remove rivers). It took 8 days alone to make a decent map in the first place, and many more days later, trying to find the balance between land and sea.

But I'm not going to give this up - not even if I have to make a 5th or 6th try.:thumbsup:


Below: Take a good look at this tired legionary. Alone in worst scrublands in the desert - just escaped from my onslaugt on the last Roman city on our continent. Rome still have one little city on a small island some distance from me. But those romans will soon have to learn to speak french - or die.

Civ4ScreenShot0125.JPG
 
Game ended - in 7th attempt.

Last changes on the map was to reduce the landtiles to 7434 (mapsize 120*200), so about 31% land. Of these many were totally useless for cities (that was intended).

The game ended after 1992 turns out of 3255 turns. Savegame size 4.432kB. Out of 18 starting-nations only 6 were alive at the end. The map had about 200 cities at the end. Distance between the cities was (at least) 6 tiles.

The game-engine handled this much better than I expected - upto 12 turns without a CtD at the end.


As for the game itself:

Even though I was first to get the nukes and able to change the game - I couldn't get myself to use them. So.......

Civ4ScreenShot0000.JPG


A "glorious" 2nd spot - even though my efforts was compared to Warren G. Harding...:cry:

Finally a shot of the ending map:

Civ4ScreenShot0001.JPG




Well - on to my next "project".


I'll use the Smartmap generator to produce a very big FLAT map. Guess I'll ajust the science-time-ahead penalty (a super R:I feature, created by Walter H) to something very hard (guess 300% penalty to industial and 600% to modern sciences). And make changes to the gamespeed, so I'm sure most turns will be in the rennaissance-era and very early modern era (the 3255 turns should all be used 'round year 1800-1830).
 
I was able to get the 55 civ huge map historical scenario to complete. I lost to a cultural victory in the early 1900s.
 
How huge is the map in land tiles, cities and active nations at the end?

You can see the landtiles by hoovering the curson over your nation's status in the lower right corner. And how many cities there was on the map,at the end can you count for each nation and add what you guess might be where you can't see them for one or another reason.
 
Buenos dias señores y señoras

Como comienzo de este magnífico juego, permítanme presentarme.

Soy Andres de Santa Cruz, Gobernador general para cualquier tierra nueva, descubierta por mi o por alguno de mis competidores.

Solo porque no quiero molestar a ningún moderador, continuemos en inglés en lugar de este maravilloso y hermoso idioma.


Civ4ScreenShot0025.JPG




Good day Sirs and Ladies.

As a start of this magnificient game, let me present myself.

I am Andres de Santa Cruz, governor general for any new land, discovered by me or by any of my competiors.

Just because I do not want to annoy any moderators, let us continue in english instead of this wonderful and beautiful language.
 
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The map for this game is a flatmap, made with the Smartmap and ajusted with the WB. Mapsize 200*128, actual number of landtiles is 7039, so 'round 27,5% land and 72,5% water.

I have choosen to play with the option Unrestricted Leaders according to screenshot below.

Civ4ScreenShot0026.JPG


And unrestricted is to be taken literally. Some - let me call them territories, colonies and more-or-less independed native lands - are under command of mercenaries and other "good" people. The indian natives are leaded by war-chiefs.


Status now after 648 turns are

Civ4ScreenShot0024.JPG


The 3 unknown nations are Russia, leaded by Frano Đivo Gundulić (Count Francesco Giovanni Gondola), US leaded by Thomas Jefferson and the Sioux tribe by war-chief Sitting Bull.
 
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Now the 6 "pure" indian tribes (Algonquin, Iroquois, Apache, Sioux, Arawak and Patagonian) all belonged to the category of "Other/minor" nations. Since I did want some real resistance I "upgraded" them to true deriviate nations, giving them all normal buildings and wonders, adding all "missing" kind of units from Spain, Portugal, France, England and the US.

I say I did this job fairly well. Afterall I don't have enough knowledge to start making changes to all the stuff we have in the leaderheadinfos files. Except that I did change their Hunter_gatherer trait with something better (I think)..
 
Last for today.

I know for sure, that the game end latest in year 1830 as I have made changes to the gamespeed file to obtain exactly this.

Also by using Walter's excellent python add-on I have been able tune (reduce) the science-speed, so I'm 99% certain that not I nor any of the AI do discover a single modern era science and probably/hopefully only a few from the industrial era. Even after 3255 turns(!)
 
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I finally started my first random-map game. I'm playing George Washington on a huge map with 25 other civs. As it turns out, I'm on an island with one other civ. We peacefully coexisted for awhile, but then I took over the island. My scouts discovered that there was another island one water tile away, so I set up a boat bridge between the two islands and moved my troops over. That island was inhabited totally by barbarians, which I defeated and settled.

Now I'm enjoying a game without hassle from other civs. I'm free to research while I develop my cities, with the occasional barbarian raid (which is mostly gone due to settlement), and also the occasional rebelling peasants (which I can quickly put down).

When I got my first ocean-going vessel, I discovered two more islands within about 10 tiles from my mainland, but those civs haven't discovered ocean travel yet. I made a save at this point so I can play two forks: one where I continue to develop until my neighbors reach the level to find me, and another where I announce myself to them. I'm currently playing the waiting fork of the game.
 
:old::run::ack:


Civ4ScreenShot0027.JPG
 
Sorry for being a little absent the last months.....

Now above game ended today with a time-victory. It's not the first time I played a long game to the very last turn - but to be honest, I can't remember when I did it last time. Playing 3.255 turns in the same game are many turns(!).


As for playing a flat map. Well all I can say is, that such a map seems to be much more stable when playing long games on large maps like I do. I have written a little about this starting here and more on the following 2 pages: https://forums.civfanatics.com/threads/realism-invictus.411799/page-437.


Also, the game didn't take 70-75 days for me to complete. Actually I did restart it 4 times. 1st time because I wanted to include a change I made from the start of a game. Last time (the one I just ended) because I wanted to try it with separatism active again after reading the fuction seemed to be much more stable than it was when introduced some years ago.

The last 2 times was because......... well - I would have been defeated if I continued :o. One of those game had to end after a Sioux sea-invasion........ I was totally unprepared for it, didn't see it come. Sitting Bulls navy crossed half the map and arrived in the mid of my underprotected "belly". And for those thinking: An AI sea-invasion.... What is that??? Well, that is certainly something you have to take serious when playing the [BtS] expansion with the R:I mod on top.

Screenshot below is from a later game. Sitting Bull is actually a nice chief as long as he isn't the top-dog (so to say). After my upgrade, those indian-tribes all became very "visible" on stage.
Civ4ScreenShot0047.JPG
 
How do you get to this menu?

Click on the "Red fist" in the upper left corner.

I hate that Germany’s special unit is the flamethrower

That "guy/unit" was one of the first of his kind in the whole world (I think). A very "problematic" unit to take out - same is probably true for the german flamethrower too.
 
Since I started this thread 2½ years ago, my way of playing this game with its [BtS] expansion - and as time has passed new releases of the RealismInvictus mod on top of this - has changed quite a bit.

Therefore I think it's time to write, what direction my own varity of this has gone.


First of all. I'm doing my best to make my games realistic. Not geographical or historical - but still something, that "smells" in that direction.

Therefore: Water sustains all (life).
With no or very limited access to water, then life is not existing or is very challenged.
As you can see below, plains gives no food unless it have access to fresh water (rivers or lakes size 9 or lower). Even grassland gives only 1 food if covered with jungle - even with access to fresh water. However bonus still gives what (I think) a bonus should, nomatter where it is placed.


Civ4ScreenShot0060.JPG


More is, that the nature can change rapidly, because some features (forrest, jungle, savanna and scrub) spreads very fast on "my" worlds. I did learn much myself about how do this by trying it (again and again) but at last found the "main-key" to understand the concept in an old thread here: https://forums.civfanatics.com/threads/forest-growth-and-the-roads.295749/ . But features can also disappear again(!).

Natural disasters (events) are now really destructive. Fx will a forrestfire (or a savanna- or scrubfire) most often destoy the feature. Eventually routes and improvements are most often also destroyed by the fire. Minecollapses destroy the mine and the route - and often reduce the pop in the nearby city with 1 or 2. It's not possible anymore to use gold to avoid a disaster. I'm not finish with this sub-project yet, so more will be added over time. You can find some screenshots/info here in the RI-forum: https://forums.civfanatics.com/threads/realism-invictus.411799/page-436



When I start a new game, I do consider what era I want the game to end in. How do I do that?

Well I'm using Excel to calculate how "fast" the time should pass, so I'm changing a little in the CIV4GameSpeedInfo.xml file, section <GameTurnInfo>, values of <iMonthIncrement> and <iTurnsPerIncrement>) so it "fits" to my taste.
Second I'm changing in the py-coding, Walter H added to the CvEventManager.py, that control a tech-penalty preventing nations (both the human and the AI-nations) for getting too far ahead of the other.

You can see the actual sections for my current game below. The game is set to end latest in year 1810 and have most focus on the medival and reneaissance eras.
Era 0 is ancient, era 1 is classical, era 2 is medieval, era 3 is renaissance, era 4 is industrial, era 5 is modern. There is no era 6 (future time). The value of TechInfo.setAheadOfTime is in %, so 300 make it take 3 times longer than it normally would take.

Spoiler :


Turn number and speed:
<GameSpeedInfo>
<Type>GAMESPEED_EPIC</Type>
<Description>TXT_KEY_GAMESPEED_EPIC</Description>
......
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>120</iMonthIncrement>
<iTurnsPerIncrement>200</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>60</iMonthIncrement>
<iTurnsPerIncrement>250</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>48</iMonthIncrement>
<iTurnsPerIncrement>150</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>36</iMonthIncrement>
<iTurnsPerIncrement>150</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>24</iMonthIncrement>
<iTurnsPerIncrement>260</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>545</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>6</iMonthIncrement>
<iTurnsPerIncrement>520</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>3</iMonthIncrement>
<iTurnsPerIncrement>520</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>1</iMonthIncrement>
<iTurnsPerIncrement>660</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>

Tech-penalty:
CyGame().setAheadOfTimeEra(0)
if (gc.getGame().getGameTurnYear() < -2000):
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(300)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(400)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(400)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > -2001):
CyGame().setAheadOfTimeEra(1)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(250)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(600)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(600)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > -1101):
CyGame().setAheadOfTimeEra(2)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(200)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(600)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(600)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 0):
CyGame().setAheadOfTimeEra(3)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(100)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(500)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(600)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 400):
CyGame().setAheadOfTimeEra(4)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(400)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(600)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 600):
CyGame().setAheadOfTimeEra(5)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(200)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(500)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 1000):
CyGame().setAheadOfTimeEra(6)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(100)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(500)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 1400):
CyGame().setAheadOfTimeEra(7)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(500)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 1500):
CyGame().setAheadOfTimeEra(8)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(350)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 1600):
CyGame().setAheadOfTimeEra(9)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(200)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)
if (gc.getGame().getGameTurnYear() > 1700):
CyGame().setAheadOfTimeEra(10)
for iTech in xrange(gc.getNumTechInfos()):
TechInfo = gc.getTechInfo(iTech)
if TechInfo.getEra() == 1:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 2:
TechInfo.setAheadOfTime(0)
elif TechInfo.getEra() == 3:
TechInfo.setAheadOfTime(100)
elif TechInfo.getEra() == 4:
TechInfo.setAheadOfTime(800)
elif TechInfo.getEra() == 5:
TechInfo.setAheadOfTime(800)




According to that era, I choose what nations I would like to have in the game and who should lead them. As I wrote, the setup is neither geographically nor historically correct, but I still have some preferences.

If I play with nations from many part of the world and with big oceans, I choose a round x-wrapped map. If I play with nations from one or a few continents, I choose a flat map.

The nations are chosen among those, who normally would be present during the time period(s) on which I have the most focus. All nations are placed on the playing map relatively close to their real position on todays (or yesterdays) world, so England always will be close to US/Scotland/Scandinavia/Celts/Nederland/France and/or Spain when the game start.

Leaders are - if possible - choosen from the eras/centuries, where I have my "focus" for a specific game. Due to that I (often) have to choose the gameoption "Unrestricted Leaders" to find a suitable one for each nation. In my current game, I think I have done so quite well as all leaders lived and ruled a nation somewhere between year 900-950 and year 1300/1350. Not all did rule the nation I "gave" them, but then they ruled a nation/region/stronghold/castle nearby.

I only had to "grap" the leader of Finland "out of the blue", because Finland only "comes" with one leader (Carl Mannerheim) and I didn't like to use a WW2-leader here. When I'm finish with this post, I'll "present" some of the leaders for you.

.
To be cont. tomorrow


Continued 6th Nov:
Well sometimes tomorrow comes later than you would expect it...... But I got a few minor problems, first with the setup (distance between cities), second with the map itself.


Due to the oversized gigantic map (200x128 tiles) I had to increase the distance between the cities from the default 2 tiles to something higher, because else I would get too many cities and the game would become un-playable.

I started with 7 tiles as this map has close to 12.000 landtiles. I expected this to give 'round 200-250 cities if the game lasted until the last turn of the 3255 possible. But unfortunately, the AI wasn't able to handle this distance - only 7 nations (I think it was 7, but it might have been 8) made more than 1 city, the other 15-16 nations only made 1. I checked this via WorldBuilder after I found, that 3 of my nearest neighbors didn't seem to expand.

So restart - now with 6 tiles between the cities. I know this works because I have done so earlier in another game.


2nd problem - the map itself.

It is with full deliberation that I plan areas that are totally uninhabitable and almost devoid of resources - but apparently I didn't fully take that into account when choosing the starting position for some of the AI-nations.

4 nations were placed, so they didn't have chance for a decent start. I simply have to redo that.

To do this and ensure they still have a reasonable distance to their nearest second neighbor, I have to redo parts of the map itself a bit - it's probably going to take me the rest of the day before I'm satisfied. So the game restarts tomorrow early - around 05:30 :eek: Danish normal time.....
 
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