Chronicles of Mankind

Hi,

you are welcome :-)
But I still have the same python error message once, starting the game. Then everything is fine.
Just to let you know.
Strange...
I'll check when I have some time.
 
I have seen an awesome modification in realism invictus - Logistics/Supplies.

Do you have plans to add this too ?
First of all, it relies on stack assist and lots of additional AI to be organic, so it's more work than you might think. Second, it was around for a long time and even RoM team didn't adapt it. Third, it's beyond Nexus' ability.
 
it's beyond Nexus' ability.
:blush:
Unfortunately that's true.

But I'm also not so much in favor of the idea. I mean, even if I had the skills for it, probably I wouldn't bother spending my little time on merging it.

The mod actually has a unit per tile mechanism but Civ4 wasn't meant to be played like that. A limit too low (under 10 or 15 maybe?) can crash the game and also cripples the AI further.
 
Thought I was having an easy game 1780+ turns in at Deity difficulty, Aggressive AI, I've had enemy AI declare war on me out of nowhere a few times, but now suddenly I am being invaded in serious force and actually at risk of losing.


So what's going wrong (or right) in my campaign? Wasn't Aggressive AI supposed to actually hobble them, or is this working as intended? Aside from this sudden boost of aggression, I haven't noticed any real difference in the AI playstyle
 
So what's going wrong (or right) in my campaign? Wasn't Aggressive AI supposed to actually hobble them, or is this working as intended?
Well, as far as I know 'Aggressive AI' may cripple the AI. Reading your experience sometimes it may work as intended though :)

Aside from this sudden boost of aggression, I haven't noticed any real difference in the AI playstyle
Well, from a game option named as 'Aggressive AI' I wouldn't expect anything more than being more aggressive :)
 
Natural Wonder

As I'm working on adding this feature I'm also thinking what the best approach would be?

One thing that I'm mostly certain is the :gp: generation:
All of them will give +3:gp: (general)
Natural Wonders may inspire religious or scientific thinking, one may get a profitable idea, create a great art, stumble upon an engineering solution or something else...

But other than that how to proceed?
Actually I already have collected my ideas about which should do what but I'm still looking for improvement if possible.

Platyping's original modcomp: each Natural Wonder has a different, unique effect. Some give local bonus, others have civ wide effects. They are rather unbalanced against each other.
Civ5: Natural Wonders mainly give just a big yield bonus. Each different. Permanent empire-wide :) Happiness boost when discovered.
Civ6: Similar to Civ5. Xp bonus for Recon units when discovered.
Civ7: Similar to Civ5/6. Bonus gold when discovered.
Humankind: similar to Civ5-7 with some civ wide effect. A common thing is that all of them has "+10 Stability on City or Outpost" effect. Provides a one time science and fame bonus when discovered.
Millennia: provides rather a one time bonus when discovering and passively generate culture Culture.


I'm also thinking about attaching a resource bonus to the Natural Wonders, so some buildings (Tavern, Hotel, etc.) and some corporations (Safari Hunters, Mile High Travel, WisDome, etc.) could benefit from them.
But should it be Tourist Site or a new resource? Actually I'm leaning toward choosing Tourist Site and slightly decreasing its probability at map generation.
 
Well, as far as I know 'Aggressive AI' may cripple the AI. Reading your experience sometimes it may work as intended though :)


Well, from a game option named as 'Aggressive AI' I wouldn't expect anything more than being more aggressive :)


I think my main concern with Aggressive AI was that it would essentially shut down all the other AI options, leading to them building nonstop units and not bothering with buildings or wonders or research, but that hasn't seemed to be much the case. Tech research isn't lightyears ahead of me but only because I reduced their difficulty boost in the XML settings. My other concern was that AIs would just randomly declare war on me for no reason, Total War style, but during the campaign there were basically two civs that declared war on me for no reason, and ever since then going on 1000+ turns, any and all wars made against me have either been instigated by those same two civs (via their vassals) or constant border frictions/my spies being caught every five turns.


The scoreboard thing really bothers me, even though I know that it's not really an accurate representation of progress as it only calculates its number based on number of cities, population, tech progress, and wonders, but when I'm breaching a score of 1000 and the next highest civ is at 600 and every other civ is lingering around 300-400, it makes me think something's wrong and the AI has broken. My current war the AI Civ is around 500ish on the scoreboard but their army is much bigger than mine. They still can't win without another civ helping, but they're at least a genuine threat.


My experience was distorted a bit though since I started at Prince difficulty and let the flexible difficulty drop me as low as Warlord over time. It didn't peak at Deity until well into the late Classical Era, and only after I forced the difficulty up
 
Natural Wonder

As I'm working on adding this feature I'm also thinking what the best approach would be?

One thing that I'm mostly certain is the :gp: generation:
All of them will give +3:gp: (general)
Natural Wonders may inspire religious or scientific thinking, one may get a profitable idea, create a great art, stumble upon an engineering solution or something else...

But other than that how to proceed?
Actually I already have collected my ideas about which should do what but I'm still looking for improvement if possible.

Platyping's original modcomp: each Natural Wonder has a different, unique effect. Some give local bonus, others have civ wide effects. They are rather unbalanced against each other.
Civ5: Natural Wonders mainly give just a big yield bonus. Each different. Permanent empire-wide :) Happiness boost when discovered.
Civ6: Similar to Civ5. Xp bonus for Recon units when discovered.
Civ7: Similar to Civ5/6. Bonus gold when discovered.
Humankind: similar to Civ5-7 with some civ wide effect. A common thing is that all of them has "+10 Stability on City or Outpost" effect. Provides a one time science and fame bonus when discovered.
Millennia: provides rather a one time bonus when discovering and passively generate culture Culture.


I'm also thinking about attaching a resource bonus to the Natural Wonders, so some buildings (Tavern, Hotel, etc.) and some corporations (Safari Hunters, Mile High Travel, WisDome, etc.) could benefit from them.
But should it be Tourist Site or a new resource? Actually I'm leaning toward choosing Tourist Site and slightly decreasing its probability at map generation.


I like the idea of natural wonders that enable special things other than boosts, like a religious wonder letting you train religion-spreaders without needing a Monastery, or a special unit trait like certain religions have like "Pankration" for Hellenism, or "Bedouin" for desert units or whatever it's called that gives workers extra movement on desert tiles
 
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The scoreboard thing really bothers me, even though I know that it's not really an accurate representation of progress as it only calculates its number based on number of cities, population, tech progress, and wonders, but when I'm breaching a score of 1000 and the next highest civ is at 600 and every other civ is lingering around 300-400, it makes me think something's wrong and the AI has broken. My current war the AI Civ is around 500ish on the scoreboard but their army is much bigger than mine. They still can't win without another civ helping, but they're at least a genuine threat.
Well, the score board is now very different than in vanilla game or any other mods. You may have a much higher score because of the things you described above, yet it doesn't mean you are that much more potent. With the 'Difficulty raising with empire size' feature of the mod the bigger you get it's also the sicker you get: your empire generates less :culture:, less :gp: , more maintenance, longer anarchy and shorter golden age and so on. Things that otherwise synergize due to empire size, are now getting less impactful.
 
Well, the score board is now very different than in vanilla game or any other mods. You may have a much higher score because of the things you described above, yet it doesn't mean you are that much more potent. With the 'Difficulty raising with empire size' feature of the mod the bigger you get it's also the sicker you get: your empire generates less :culture:, less :gp: , more maintenance, longer anarchy and shorter golden age and so on. Things that otherwise synergize due to empire size, are now getting less impactful.


I do get that, my main issue though is that that is my only metric for determining how I am doing vs the AI, and even if it does only mean one particular thing (cities and growth, etc), the fact that I am always on top makes me wonder what is going on, what are they doing wrong that they can't ever keep pace
 
You know you can turn off the showing of scores on the score board in the BUG menu, do you? Maybe if you just see the other civs' military strength and number of their cities wouldn't confuse you so much.
 
just got my first MAF crash at turn 1863/3659 😓 it was bound to happen I guess on a Huge map with 24 active civs
 
just got my first MAF crash at turn 1863/3659 😓 it was bound to happen I guess on a Huge map with 24 active civs
How much time did you play in a row? That also matters.
Actually a trick to reduce the frequency of MAFs is to save-quit-reload time to time.
 
How much time did you play in a row? That also matters.
Actually a trick to reduce the frequency of MAFs is to save-quit-reload time to time.


Probably related to that. It was almost an hour or more by that point. I could still probably stand to cut some more from the megapack civs that don't really add anything important like Australia. would this be unrelated to game speed?
 
There's a bug in the Megapack: Leopold I of Belgium and Simon Bolivar of Colombia are the same character.
 
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There's a bug in the Megapack: Leopold I of Belgium and Simon Bolivar of Colombia are the same character.
Well, MegaPack is huge collection of smaller mods and leaderhead models were reused time to time.
So technically this isn't a bug but rather a mistake or a flaw. Anyway, thanks for reporting it. If you know a different model for either please let me know 🙂

EDIT:
After a quick search in Wikipedia, it's not surprising that the same model was used for both leaderheads:
 
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