Chronicles of Mankind

Hello
I would like to suggest a more correct display of population growth. In the game in the beginning there is a sharp increase in the number of inhabitants of the land, however, as the game progresses the rate continuously slows down. In reality it was exactly the opposite. Before learning the technology of antiquity, population growth was very weak; before learning the technology of The New Age , growth was weak. That is, population growth was constantly accelerating.
The problem seems to me to be with the early cities. The question is how many moves it takes for the population to double, to grow 100%. Admittedly, in your fashion with ancient technology the population grows in fewer moves from 1 to 2 than in your fashion with The New Age technology from 10 to 20. Gameplay-wise, this is an unhistorical situation. It was exactly the opposite situation - it took longer to go from 1 to 2 than from 10 to 20.

Even witchcraft with the "date step" does not really help, it is still well seen that we are dealing with a decaying since antiquity growth and not an explosive as in reality
And at the same time, such a formulation of the issue takes away from the game a fundamental problem of overpopulation of the land and the lack of tiles with food for the free growth of all nations.

I see it as a matter of each new growth of a new resident being more and more expensive as food - I think the scalarity of cost growth is abnormally overstated.


worldpopulationgraph.png
 
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Save file please

https://www.sendspace.com/file/lffd92

first edirne revoilted and have 240 synths , and when you skip the turn, next will be ulm on far north, and revolt in the same way, with 240 synths in city

I see it as a matter of each new growth of a new resident being more and more expensive as food - I think the scalarity of cost growth is abnormally overstated.

uh, global city growth modifier? another +100% to city grow globally, with reduction -20% per era?

or more simple - replace value of civics who have "+100% to city growth" and change it on "+500% to city growth"

other option is reduce number of food per tile and add buildings who give boosts to food in indrustal era (+1:food: to farm tile)
 
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first edirne revoilted and have 240 synths , and when you skip the turn, next will be ulm on far north, and revolt in the same way, with 240 synths in city
Wow! I don't know what's causing it.
Are you sure that it happens only if the other civ has Hive civic?
In that case a workaround could be to make Hive civic immune to culture conquest.
...if I find a pythom modcomp to merge :rolleyes:

Hello
I would like to suggest a more correct display of population growth. In the game in the beginning there is a sharp increase in the number of inhabitants of the land, however, as the game progresses the rate continuously slows down. In reality it was exactly the opposite. Before learning the technology of antiquity, population growth was very weak; before learning the technology of The New Age , growth was weak. That is, population growth was constantly accelerating.
The problem seems to me to be with the early cities. The question is how many moves it takes for the population to double, to grow 100%. Admittedly, in your fashion with ancient technology the population grows in fewer moves from 1 to 2 than in your fashion with The New Age technology from 10 to 20. Gameplay-wise, this is an unhistorical situation. It was exactly the opposite situation - it took longer to go from 1 to 2 than from 10 to 20.

Even witchcraft with the "date step" does not really help, it is still well seen that we are dealing with a decaying since antiquity growth and not an explosive as in reality
And at the same time, such a formulation of the issue takes away from the game a fundamental problem of overpopulation of the land and the lack of tiles with food for the free growth of all nations.

I see it as a matter of each new growth of a new resident being more and more expensive as food - I think the scalarity of cost growth is abnormally overstated.


worldpopulationgraph.png
I don't really see any real issues here. At least not an urgent one at the moment.
 
What do you guys think about the current ranged, volley attack?

I'm considering this:
  • Make archery units volley attack much less efficient.
  • Make siege units (catapult, cannon, etc) more expensive and/or weaker on normal/melee attack.
My goal is to leave archery units the ability to range attack but I don't want them to be the "all-purpose" units. In my games I like to attach Great Generals to archers to get my private Rambos.
Siege units should be the ones designated to volley attack.
 
first edirne revoilted and have 240 synths , and when you skip the turn, next will be ulm on far north, and revolt in the same way, with 240 synths in city

uh, global city growth modifier? another +100% to city grow globally, with reduction -20% per era?

or more simple - replace value of civics who have "+100% to city growth" and change it on "+500% to city growth"

other option is reduce number of food per tile and add buildings who give boosts to food in indrustal era (+1:food: to farm tile)
How to say
I personally see the situation. As you know, for each resident there is a fine that is increasing more and more. 2 villager requires 50 , 3 150, 4 250 and so on food . This needs to be made flatter and more moderate - 510, 520, 530 and beyond. So now we have a very slow population growth. How to speed it up? On the one hand, technologies for food production:food:, on the other, technologies for sanitation :health:. Actually, this was the reason for the sharp increase in population.
I don't really see any real issues here. At least not an urgent one at the moment.
Okay, it's up to you. It just seemed to me that the current system is inaccurate.
 
Okay, it's up to you. It just seemed to me that the current system is inaccurate.
Don't get me wrong: I really appreciate your feedback. But I don't see this as a problem. I understand what you are saying and I believe that Civ4 was created with that in mind from the beginning. See this thread:
https://forums.civfanatics.com/threads/city-size-population.325492/
So as you 1 city pop represents different amount of people depending on the city size. I know it is confusing and a bit unrealistic, but for balance reasons it had to be done this way.
 
Wow! I don't know what's causing it.
Are you sure that it happens only if the other civ has Hive civic?

no idea what cause this, i first time see this bug

I'm considering this:
  • Make archery units volley attack much less efficient.
  • Make siege units (catapult, cannon, etc) more expensive and/or weaker on normal/melee attack.

sounds ok, i`m tired to see 3 grenadiers and 32 cannons as main force to attack
 
I would suggest paying special attention to the file CIV4CommerceInfo , where the AI spelled irrational waste of funds and especially on the graph
<iAIWeightPercent>


<iAIWeightPercent>100</iAIWeightPercent> gold
<iAIWeightPercent>125</iAIWeightPercent> science
<iAIWeightPercent>10</iAIWeightPercent> culture
<iAIWeightPercent>10</iAIWeightPercent> espionage

So about 10% of the AI's potential is spent on garbage!
Also I want to note the overflow on science, this prevents you from expansion and war, which are much more profitable than science (as in reality)


<iAIWeightPercent>100</iAIWeightPercent> gold
<iAIWeightPercent>100</iAIWeightPercent> science
<iAIWeightPercent>0</iAIWeightPercent> culture
<iAIWeightPercent>0</iAIWeightPercent> espionage
 
I would suggest paying special attention to the file CIV4CommerceInfo , where the AI spelled irrational waste of funds and especially on the graph
<iAIWeightPercent>


<iAIWeightPercent>100</iAIWeightPercent> gold
<iAIWeightPercent>125</iAIWeightPercent> science
<iAIWeightPercent>10</iAIWeightPercent> culture
<iAIWeightPercent>10</iAIWeightPercent> espionage

So about 10% of the AI's potential is spent on garbage!
Also I want to note the overflow on science, this prevents you from expansion and war, which are much more profitable than science (as in reality)


<iAIWeightPercent>100</iAIWeightPercent> gold
<iAIWeightPercent>100</iAIWeightPercent> science
<iAIWeightPercent>0</iAIWeightPercent> culture
<iAIWeightPercent>0</iAIWeightPercent> espionage
Did you test it?
My experience is that the AI is accumulating huge amounts of gold that it's not using.
 
Did you test it?
My experience is that the AI is accumulating huge amounts of gold that it's not using.

Played a little with this edit, the AI works fine.

Spending money on culture and espionage is a sign of a nub in 99% of cases, what to say about the AI who does not know when it is necessary and when it is not. Better to ban it altogether

About the money - can you attach screenshots? Through diplomacy you can see the gold reserve and income per turn. How many I play, there is almost always a reserve of less than 200-300 and income is less than 10 - all goes to war, expansion, science, etc.

Separately, I want to say something about your clever card generator SmartMap
What's so smart about it? Doesn't it bother you that the equator is dominated by an absurd mosaic of jungle and sand cells?
 
I have about half a year technical problem with your mod, then nothing happened. That when the revolution or choose what to arrange in the city, I have self selects. In a revolution is the choice to accept the conditions, the city of "nothing".
 
In general, I have come to the conclusion in my reflections that the concept of growth is overrated. In short, it is necessary to significantly increase the rate of growth through ERA info. In the end, the population will be exactly what its food base :food: and sanitary condition :health: can afford. However, I think this potential is overstated.

I think we need to dig into terrain and make tundra with 0 :food: out of 1 :food: neighborhood with rivers + Make the plains, the essence of the steppes, 0 0 0, and 1 :food: 1 :commerce: in the neighborhood of the rivers , on the other hand, should lower GRASS to 1 :food:, with a bonus of 1 :food: in case of neighborhood with rivers. Thus, just land, without fields, can feed the state only through neighborhood with rivers, i.e. obviously simple hunting and gathering is not enough to feed the city
Likewise, it should be removed from the hills if there are no mines there. The hilly terrain itself is not conducive to :hammers:
In order to benefit from the terrain it is necessary to equip it in your favor
 
Hey Nexus,

I was playing a random game today, and noticed that HRE has ~11 million gold from maybe 4-5 cities at 200AD. Seems a bit odd, maybe a bug somewhere that's feeding him near-infinite gold?

Save file attached.
 

Attachments

Played a game for the Persians and, alas, forced to end. Why?
1 Revolutionary mod , he .... Steiner... it ... crookedly works. Even without discontent :c5unhappy: and having a garrison they still revolt with huge armies, the city's residents from 2 people give out 4-6 squads!
2 AI . I understand why he lags behind me, what is the problem. What is the problem? He almost does not build workers, there is a golden rule - 1 worker, 1 city. And the AI empires for 6 cities, 2-3 workers is the maximum. Few workers are built, few :food::hammers::gold:and weak empire, weak bot
AI just does not have time to develop for me, with all the bonuses - well, you can not compensate for the almost total lack of improvement, even near the capitals, every once in a while I see it. Make him keep one worker per city, and that's the minimum norm, so that the state could normally develop.
I still on New Dawn noticed that the offensive on the bot is sometimes the essence of Vietnam, we seem to have medieval, but everywhere the jungle, no roads, etc., the worst enemy was not the poor poor poor Assyrians who did not build workers. but these jungle ubiquitous
 
upload_2022-4-17_16-38-16.png

Typical case - huge army in garrison but rebellion grows all the same

I don't know all the intricacies of revolutionary fashion, but the first thing that comes to my mind is to give 0 to all politicians who give RevInd +1 or +2 or +3, those who now give 0, give -1, and those who give -1, give -2, and so on down the list. Cancel these silly rebellions against all odds with asymmetric measures like this
If anything, I'm willing to do this kind of work
 
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you cant expand fast in prehistoric era
so what if you have 17 units, if distance is big or population is big enough to be separastic, or you build city on island and get additional +30 to revindex

Cancel these silly rebellions against all odds with asymmetric measures like this
you can turn off revolutions in main menu, when start the new game

or maybe your game is bugged, bad install?
 
I will try to answer all posts...

Hey Nexus,

I was playing a random game today, and noticed that HRE has ~11 million gold from maybe 4-5 cities at 200AD. Seems a bit odd, maybe a bug somewhere that's feeding him near-infinite gold?

Save file attached.
I cannot open your save :undecide:
But I think it is probably an overflow. If you have earlier saves maybe you would see HRE having a deficit.
 
About the money - can you attach screenshots? Through diplomacy you can see the gold reserve and income per turn. How many I play, there is almost always a reserve of less than 200-300 and income is less than 10 - all goes to war, expansion, science, etc.
Oh, the diplo screen is misleading. Look:
upload_2022-4-19_18-58-1.png

You think he has 171 gold, right? You are wrong.
upload_2022-4-19_18-58-40.png

Separately, I want to say something about your clever card generator SmartMap
What's so smart about it? Doesn't it bother you that the equator is dominated by an absurd mosaic of jungle and sand cells?
It's smart because... err... the original creator gave this name to it? :hammer2:
I just adjusted it to work with CoM.
 
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