Chronicles of Mankind

I think the easiest method is to set CIV4HandicapInfo
not <iRevolutionIndexPercent>100</iRevolutionIndexPercent> but
<iRevolutionIndexPercent>50</iRevolutionIndexPercent>
for Nobel, etc.

And then deal with these scripts, something to do with the penalties to make it all work adequately and was not a mad riot in place, to armies rebel were adequate to the strength of the cities. This, of course, is not a one-week job.
 
Well, I will. Just keep in mind, I have a modified version - I have tried in vain to somehow buy off these uprisings.

If you do the standard XML settings you almost all cities will start to revolt, without my stability buffs it is inevitable.

The revolution modifier is set to 0.0
Okay, finally I had a chance to look into your save.

So you wonder why your conquered cities are so rebellious?
Spoiler :

upload_2022-4-25_10-12-16.png

upload_2022-4-25_10-12-26.png
upload_2022-4-25_10-12-31.png


  1. Lots of foreign culture. Addis Ababa has 85% foreign culture and the others have 99%.
  2. So far from the capital. This map is only Large and the rebelling cities are 14, 17 and 22 tiles away from your capital.
  3. You are running Warlords civic, the worst choice regarding revolutions available at your present game. Despotism and Theocracy are better. Theocracy could be especially a big help, if you had converted to Buddhism, since you own that Holy City.
  4. Do not neglect Village/Town/City Hall, as they add +1/2/3 rev, stability. (I know, that your rebelling cities cannot build them at the moment.)
  5. Bribe off the rebels. Use some money to appease them.
  6. Don't grow your cities too quick too large. Focus on :hammers: more than :food:
  7. Culture! Research Drama and Music. A good :culture: output is also a way to fight rebelliousness.
  8. And if you feel that the game is too hard, you can always select an easier difficulty. This mod is meant to be more difficult. Of course, every mod has a learning curve. What you find hard at first, will be easy by time. Do not expect to play this mod the same way as you would play BtS or even AND2.
 

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use army near frankfurt to repel chinese invasion force, i had 18 slave units, despite fact that i dont have slavery
also "captive" idea is horrible wrong because from one battle you have 10-30 slave units
Sorry, my bad. I just checked it on my phone before sleep :blush:

Thanks for the save. I have forwarded it to @Inthegrave. I hope they can fix the dll.
 
It's not complicated, I'm calculating it right. I understand the strategy very well, how and what should work. If something works weird for someone, you can't blame it on the player... It's just absurd... Why the town of 3 inhabitants rebels against +6 units (which is suicide in general), but so that does not die for nothing, but throws them out of town?

A Rebellious cities generate armies inadequate to their level and wealth.
B rebellious cities ignore that he is teeming with my troops in such a concentration that makes open action impossible

With such a farce any mod can be made "difficult" ...


The intermediate solution is to edit the handicap. A more thorough one is to deal with the rev mod.

Do not consider it rude, just tired, I'm already on your mod about 5 Persian empires made, and they all ended up like this farce. Then I collect the Rebels again. And they revolt again with countless armies... it's all solved only by genocide through the holodomor. You either become Hitler or you have total chaos among the conquered cities because because. Every inhabitant dreams of killing you... I don't like that the mod provokes being a Nazi.
Which is a stupid, anti-historical
 
If something works weird for someone, you can't blame it on the player...
If something works fine for most players and weird for one... Whom would you blame? :)
Now I'm not saying that any part of the mod is perfect but I am mostly satisfied with rev mod.

The intermediate solution is to edit the handicap. A more thorough one is to deal with the rev mod.
I don't want to tinker rev mod, too many things can get broken. I don't want to risk that at the moment. And right now I have other issues to address.

But you can always chose to play an easier difficulty. I don't see why that doesn't work for you :dunno:
 
I've always played and will always play Prince or Noble. There is nothing wrong with this difficulty, it is fair. On the whole... Except for those delusional rebellions. Rev mod is really worth redoing, something is broken there in terms of stability penalties and in terms of counting rebellion strength, both are bloated

In fact, before feudalism and the New Age, it was simply useless to build a Roman Empire or Achaemenid power... All you have to do is conquer some Egyptians or Babylonians, and then you will be endlessly plagued by revolts on nothing.
Play your mod, try to build a great empire in antiquity. If you can - throw the save, I'll look at it. Maybe I'm really doing something wrong.
 
Rev mod is really worth redoing
I did plan on redoing the revolution system and making it easier to tinker but that wouldn't be for a very long time, there is BUG menu options you can tweak for revolutions but I'm not sure if they would help with your problems or what but I'm afraid
for now you will have to either play with those settings or turn it off in the custom game screen.

I do agree though, revolutions are way too frequent.
 
Play your mod, try to build a great empire in antiquity. If you can - throw the save, I'll look at it. Maybe I'm really doing something wrong.
Oh, I do play my mod. That's why I keep modding :king:

Okay, here some saves. A note though is that I play the mod according my own set of rules. I start the game on Settler difficulty and let it slowly climb up to Deity (Dynamic difficulty changes it every 200 turns). It is Gigantic, Eternal, PerfectMongoose, pangea like map. And at some point I have set Rev. Index modifier to +10.

479 BC, Classical era, 9 cities.
300 AD, Medieval era, 15 cities.
1348 AD, Renaissance era, 39 cities.
 

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There is nothing wrong with this difficulty, it is fair. On the whole... Except for those delusional rebellions.

if 85% of culture in city is foregin, it is really anti-historic that natives want fight with invaders?
also: distance, corruption, etc

Rev mod is really worth redoing, something is broken there in terms of stability penalties and in terms of counting rebellion strength, both are bloated
all is fine, trust me. in times when "might make law" you need to care about these who feed your troops.

btw you count 1 solider unit - one city population?

legion, 1000 soliders you count as 1 population of city who have like 320 000 citizens? (or 32 000 people)

Why the town of 3 inhabitants rebels against +6 units (which is suicide in general

yes, they do it because they hate you. most rebel was treated like "suicide" when they start
 
if 85% of culture in city is foregin, it is really anti-historic that natives want fight with invaders?
also: distance, corruption, etc
I have a large garrison in the city, the city itself does not suffer from hunger and disease, there are no discontented, there is no anarchy. In such cases there should be no riots.

all is fine, trust me. in times when "might make law" you need to care about these who feed your troops.

btw you count 1 solider unit - one city population?

legion, 1000 soliders you count as 1 population of city who have like 320 000 citizens? (or 32 000 people)
If there are not enough troops to control a city without anarchy, famine, discontent, and disease to equal the number of inhabitants, then the balance has been screwed up somewhere

yes, they do it because they hate you. most rebel was treated like "suicide" when they start
The point is that there is no reason for this behavior. If you rebel simply because of a different faith-nationality, it is impossible for a player to build and maintain large empires outside of the casual difficulty setting. Don't get me started on history, religious and national backgrounds for rebellions have always been just one of the reasons
 
if 85% of culture in city is foregin, it is really anti-historic that natives want fight with invaders?
also: distance, corruption, etc
I have a large garrison in the city, the city itself does not suffer from hunger and disease, there are no discontented, there is no anarchy. In such cases there should be no riots.
It works as it should. Your garrison wont prevent any rebellion. It helps to defeat the rebels.
As long as foreign culture is high, the city will be rebellious. You have to lower foreign culture to prevent riots.
I have no intention to change this.

An other approach is to raze the city and found a new one in its spot.
 
Of course, a garrison by itself should not prevent rebellion, there is no argument here. However, a strong garrison combined with 1 food 2 medicine 3 happiness 4 no anarchy or military fatigue should provide stability and prevent conflict on the basis of nationality and religion.

You said it right. As I pointed out earlier, the easiest and most reliable approach is to play Hitler-style.
I have nothing more to add.
 
Okay, let's put simple: To successfully manage revolutions, there are many factors you have to manage at the same time.

But here is my solution to your problem:
I have added negative values to HumanIndexOffset for Revolutions Difficulty (negative values make it easier, positive are harder).
upload_2022-5-4_9-28-38.png
 
Okay, let's put simple: To successfully manage revolutions, there are many factors you have to manage at the same time.

But here is my solution to your problem:
I have added negative values to HumanIndexOffset for Revolutions Difficulty (negative values make it easier, positive are harder).
View attachment 626801

Are you planning on releasing that as a patch? It looks very useful, I also had trouble with revolutions being too frequent, it makes the game too easy. But its mostly a Memory issue for me. I hope you can share this modification with us, much appreciated. I dont know how to mod, so please excuse me if I'm sounding ignorant or rude.
 
Are you planning on releasing that as a patch?
Yes, but I don't know when. I'll check tomorrow, if my current patch under development is good enough or still there are important things to do before releasing it.
It looks very useful, I also had trouble with revolutions being too frequent, it makes the game too easy.
I'm a bit confused. What do you mean? How do frequent revolutions make your game easy? Do you mean revolutions in AI civs? Because this change affects only the human player.
so please excuse me if I'm sounding ignorant or rude.
Far from it. Don't worry :)
 
Yes, but I don't know when. I'll check tomorrow, if my current patch under development is good enough or still there are important things to do before releasing it.

I'm a bit confused. What do you mean? How do frequent revolutions make your game easy? Do you mean revolutions in AI civs? Because this change affects only the human player.

Far from it. Don't worry :)

sorry, i meant it makes the game harder. The ai early game is easier for me because their empires keep breaking up though. Anyways I really appreciate this mod, the most expansive and feature rich without being complicated or extreme like c2c. Thanks for working on this for so long :) civ 4 is still the best grand strategy game after all these years.
 
Hello,

First, my apologies if this issue has already been reported.

When I get to the industrial or modern era, the game starts crashing. The issue is repeatable, it appears after restart too, so it does not seem to be a memory issue (unless it is a sudden leak). Usally I am able to workaround this by loading an earlier autosave, but this is a temporary, as the game will crash again from around 4 to 10 turns later than the original crash point. The usually happens between turns, but it has crashed during my turn on a few occasions. I am using the MegaCivPack and the Chronicles of Mankind/ MegaPack compatibility additional modules. I am playing on Gigantic Map, generated using the PlanetGenerator 0.68 worldbuilder. I have also edited the CivilizationIV.ini file to workaround the city raze issue. I am running the game on Windows 10 OS, without any compatibility settings.

Has anyone else experienced this problem, and have any suggestions on how to fix it?
 
Hello,

First, my apologies if this issue has already been reported.

When I get to the industrial or modern era, the game starts crashing. The issue is repeatable, it appears after restart too, so it does not seem to be a memory issue (unless it is a sudden leak). Usally I am able to workaround this by loading an earlier autosave, but this is a temporary, as the game will crash again from around 4 to 10 turns later than the original crash point. The usually happens between turns, but it has crashed during my turn on a few occasions. I am using the MegaCivPack and the Chronicles of Mankind/ MegaPack compatibility additional modules. I am playing on Gigantic Map, generated using the PlanetGenerator 0.68 worldbuilder. I have also edited the CivilizationIV.ini file to workaround the city raze issue. I am running the game on Windows 10 OS, without any compatibility settings.

Has anyone else experienced this problem, and have any suggestions on how to fix it?

Well Gigantic is biiig... and Civ4 cannot use more than 4GB RAM, so this can be one reason of the crashes.

An other is, that MegaPack is not updated to the recent dll of CoM, so that may or may not cause problems.

And there some graphical things I learn only recently, that I will have to fix to improve performance and stability (it will take some time).
 
Hello,

First, my apologies if this issue has already been reported.

When I get to the industrial or modern era, the game starts crashing. The issue is repeatable, it appears after restart too, so it does not seem to be a memory issue (unless it is a sudden leak). Usally I am able to workaround this by loading an earlier autosave, but this is a temporary, as the game will crash again from around 4 to 10 turns later than the original crash point. The usually happens between turns, but it has crashed during my turn on a few occasions. I am using the MegaCivPack and the Chronicles of Mankind/ MegaPack compatibility additional modules. I am playing on Gigantic Map, generated using the PlanetGenerator 0.68 worldbuilder. I have also edited the CivilizationIV.ini file to workaround the city raze issue. I am running the game on Windows 10 OS, without any compatibility settings.

Has anyone else experienced this problem, and have any suggestions on how to fix it?

I think it is the megapack, and maybe mega pack with revolutions turned on. I've noticed when I had those two it just crashed to desktop or had Memory crashes 200 or so turns in game. Also the gigantic map plays a big role since it bloats save file size.
 
Has anyone else experienced this problem, and have any suggestions on how to fix it?

megapack (he`s game-crashing) or too big map
on large map game crash too, but in modern-transhuman era, bigger the map the game faster will be crashing
 
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