[mod] TOTAL REALISM 2.0

Mexico said:
something similar was in first realism release (0.6 made by janusz) - there was somthing called gunsmith factory, which produce musket as resource for gunpowder unit...but this was normal building (like factory) -> each civ has too much musket resources .... but idea about "national wonder" ... hmm ... i agrre with this, but need to disscuss wirh team...maybe in future...

i like the idea:goodjob:

elements/chemicals needed to make gunpowder are quite common...


by the way there might be even more units coming out in the next few weeks...read rhyes thread

http://forums.civfanatics.com/showthread.php?t=174367

although this is not a complete mod component but some of these ideas would add realism..

http://forums.civfanatics.com/showthread.php?t=168679
 
Correct your are Walter and thanks for pointing that out.... I guess it would be better to change Washington as that will help in curtailing the fast expansion that Washington and America can do.

Edit - fixed on spread sheet.
 
Is it a bug that Taoists cannot build a Great Shrine? Because they are the only ones who can't.

And one more city naming issue. Edo and Tokyo are one and the same city. The first name is historic, the second modern.
 
I know i've already said this, but I think you might not of noticed it, can I point out that the Redcoats used rifles as well as muskets. The late redcoats of the 19th and very very early 20th used rifles, Royal Lee Enfields to be exact. Also, they looked diffrent to the ones in game. Can you please add them as another Redcoat UU for England, as the Redcoats were the main infantary for Britain for about 200-250 years.

Thanks
 
@ImperialBritain - While I understand that the English uniform was in fact the traditional Red Coat for those time periods and for several classes of units, If we included the Rifleman as a Red Coat Graphic it would then be very hard to distinguish the between them. We chose to move the Redcoat up to be replacements for musketmen because they fit better with that time period and with some of the other CIV's musketmen UU. Maybe if we had a similar but Unique Graphic for the Rifleman Redcoat we would consider it but until someone makes one we will have to keep it as it is.

@Des - to enable cheating by use of the console you have to modify the Civilization ini file and put in "chipotle" where it says "cheat code = 0". Though we do not endorse cheating for the sake of winning the game we do understand it's usefulness for testing purposes and so should you. ;)
 
I definately support the idea of two redcoat uu's. One for muskets and one for rifles. You will be able to tell the difference by looking at their actual strength.

Or you could have two separate names Redcoat musket, Redcoat Rifle.
Or Redcoat 16th-19th century, Redcoat 19th-20th century to distinguish the periods when muskets and then when rifles were used. These dates are very rough.
 
I welcome a basic explanation of how gameplay is altered in Realism 2.0. I understand the intent..."make it real"...but it would help me appreciate it and understand it much faster to have a basic idea of what to expect.

One example: I've started a couple of games...haven't tried to "finish". I notice that I can build 3 - 5 cities, in rational places with a mix of production...etc..etc...within a short period of time I am over-producing early military units (warriors, archers, melee) MUCH faster than my research is proceeding. I can construct only a few buildings...barracks, granary until I quickly reach the point where the treasury is empty and research is at 10%.

How ought I think about and approach Realism 2.0?

Thank you.
 
I've been having the same problem myself. I always play in the noble level and haven't been able to reach middle ages yet (my destruction comes first!). I get to build up to 5 or 6 cities and by the end of the ancient age, my economy is in ruins. I keep losing units due to lack of funds and enemies and barbarians come and thrash me easily. I try to avoid building too many cities and units, as well as investing too much in research, but it's not enough. Concerning this, I'd like to make a couple of suggestions: enable cities to "build nothing" (I saw it in another mod), so we wouldn't have to spend money on new units or buildings that are unnecessary and corrode ours reserves even more; also, the techs up to currency could be cheaper, since reaching the "wealth" option is a valuable way to fight lack of funds. Anyway, tactical clues would be welcome. To finish, I quote another guy on this thread: Thank you Houman and crew for presenting us with Civ 5!!!!:goodjob:
 
@kflorian and Propunk - Hi guys. I play on my Noble myself and I'm still on my first game (using the Total Realism Earth map) as England (Elizabeth). I can't tell you any real good tips, since I'm still kind of feeling my way through myself, but I can maybe give you a little help from my own experience:

1. When you think you have enough units for defense (probably 4 or 5 units per city), and if you can't build anything else, then hit Alt-M and lease out your units as mercenaries. Best case, you find a willing taker and make a little cash upfront and some every turn. Worst case, you don't have to pay maintenance for the units (but you have the advantage of being able to recall them in case of emergency, allowing a 2-3 turn delay). I understand that mercs will be tweaked in the next patch, though, so you might not want to learn any "bad habits" that you'll have to unlearn later ;) (Of course, I'm assuming here that ALL of your land that your cities can work is developed to the limits of your current tech. If not, then build a worker/military-unit combo and get those improvements up ASAP - especially gold/silver/gems).

2. In my game, I only founded 3 cities (2 in Britain, 1 in Ireland) for a LONG time. I picked up my 4th city (Oslo) by taking it from the barbs around 500BC. Then, I didn't expand at all until I had Astronomy (around 1200AD) and could send out galleons to take barb cities in southern Africa and the Far East. It's now around 1600AD, and I've got about 17 cities scattered around the globe and am in 1st place in points, about 600 points ahead of 2nd place. Remember, it's a marathon, not a sprint. You don't need a lot of cities early. You can always build up your military/economic strength and then explode peacefully/militarily at a later time.

I hope that helps a little. It's a great mod - especially with the rebalanced civics and the way tech spreads - so stick with it. If you're anything like me, it'll grow on you after a while....:scan: :D
 
Wow, this is the best mod! :eek:
I have some problem in my capital city, i cannot get access for it, and i see only one unit inside the city. :(
 
@propunk
as mentioned from bovinespy: yes, too much cities lead to economy crash becaus of too much requests, in next patch we moving cottages from monarchy to masonry(with longer build time), so you wil be able strength your economy sooner
merc will be tuned down, so you don't get so much from contracting them out (this was big money exploit)

@JujZe
how much unit you have stationed in city? if more then 15, it is known bug in PLE, will be resolved in next patch too
 
@kflorian and Propunk
In my first game as germans i also experienced exactly the same. As i couldnt build any buildings anymore i switched to mass produce military and started to warmonger. The City maintenance made me bankrupt very fast. Now i am playing my 2nd game (this time as Washington/USA on Prince difficult) and i did a complete different tactic. Instead of growing fast and claiming as much as possible terrain in the beginning i just build 4 cities. I choosed thier positions very carefully to max out economic resources. Also they are all on the coast and the distance between them is big enough that every city can use all its surrounding terrain. I improved the cities as much as possible with workers and buildings. I emphasized on pop growth to make the cities as big as possible. When the unhappy/happy faces were balanced i assigned as much as possible specialists and the others i assigned to mines/production fields. I managed to build the great lighthouse and the colossus which gave me a huge financial burst. Research was very well funded as my treasure didnt got burden with alot city maintenance. These 4 cities didnt cost alot maintenance but due to thier size they were very productive. Later on when all buildings were build i reinforced my military but mainly produced settlers for the future. Once i reached Alphabet i produced libaries and from that point on my research was always faster as i could produce the new inventions.
Maybe it is Washingtons trait combo that made it easier but i think in general with this mod your empire needs to growth slower.

However, this is a great mod. Keep it up guys :goodjob:
 
oh yes and i think i found a flaw in the world map. There is not a single source of horses on the whole north and south american continent.
 
Nightmare01 said:
oh yes and i think i found a flaw in the world map. There is not a single source of horses on the whole north and south american continent.

Hi Nightmare01. I can't speak for Nightravn, but I don't that this is an oversight or flaw in the map. Rather, it reflects that the reality that there were no horses (or cows or pigs) in the New World until the 16th century.
 
bovinespy said:
Hi Nightmare01. I can't speak for Nightravn, but I don't that this is an oversight or flaw in the map. Rather, it reflects that the reality that there were no horses (or cows or pigs) in the New World until the 16th century.

Oh i didnt knew that horses came over from europe.
If cows came from europe aswell then this is a flaw as i have 2 sources of them in north america :crazyeye:
 
A Balancing recommendation about Slave revolts:

They appear way to often. Sometimes 3 revolts in 3 turns in the same city. When you slay those rebels it should be a lesson for all to see and nobody would rebel again for a certain time. Also there should be some kind of rebel unit for each era as it doesnt makes sense that a mob of slaves turn into highly trained and equiped soldiers that are even with the regular military :confused:
Currently i have alot of 'slave' crusaders revolting my towns :lol:
 
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