[mod] TOTAL REALISM 2.0

Nightravn said:
I agree that Knights need to be relooked at as they shouldn't have the same movement as lighter horseriders and that they should cost allot- probably 3 x the amount of a regular soldier. As for their collateral damage well that is representative of the ability to break and then run down those regular units on their way to attacking those forces behind the front lines. Now I know that the amount is less then say catapults but I guess we should also look at that as well.

Hi Nightravn. Thanks for the preliminary explanation. Mind you, I'm not saying that I have a problem with Knights causing collateral damage per se, I'm just curious as to why some units do and others don't. I'd still like to hear from Houman and Mexico on this too, if they so choose.

Well - time to go home after a hard day's work!:D
 
If you implement the ranged artillery modcomp, then collateral damage will be most characteristic for heavy cavalry (cataphracts, knights), as it should be. Personally I'd like to see separate light/heavy cavalry lines through the whole cavalry age.

Perhaps something along:

Chariot-Cataphract-Knight-Cuirassier-Dragoon (dragoon should be more special - a mounted infantry, and as such recieving defensive boni)

Horseman (if needed)-Horse Archer-Lancer/Squire-Hussar-Cavalry

Those lines would occupy absolutely different tactical niches, as in real life. Light cavalry used for scouting, pillaging and attacking vulnerable units left unprotected. Heavy cavalry (just as later armored units) to break enemy formations, especially in open field.

BTW, all heavy cavalry should recieve a strength bonus in grasslands and plains, where they really shine.
 
Just a question :

Is there an editor for total realism to modify the pre-made maps (the civilizations for a game, the number of civilizations, their position and other modifications on the maps, like ressources ... ) ?.

Actually, I use Civ4 YAME but it doesn't include the new ressources.

Thanks (and sorry for my english ;) )
 
hmmmmmm if no one minds a part time lurker throwing in his two cents i'd like to talk a bit about what i think of this fantastic mod and some of my peeves which i would enjoy seeing dealt with. hopefully it all comes out to some nice constructive criticism. and i appologize in advance for repeating what others have already said, again, and again, not to mention my long windedness; i've tried my best to read the thread....but anywaysssss; this is what i think so far:

on religion -
i think the addition of the dualism tech and zoroastrianism is cool; it makes a lot of sense in making religion more "open-ended".

but is does this mean confucianism should be let go? as far as i know confucianism (though not really a "religion") was as important to chinese culture and moral self-definition as any other major religion. also it's prime for cool temple effects, the entire pre-industrial chinese government/education/social system was based on it. i'd like to see decreased corruption, slightly decreases research, and a happy face for rice for example.

on a similar note why are we dealing with taoism? (my apologies to any actual taoists out there) what is its influence on world events? what government has ever referenced it? besides its complex systems of spirituality (which seem more similar to shamanism than religion) what does it offer in way of dogma? it has a kind of divine relevator (ala moses, jesus, budha, mohamed) but besides that it seems to me that it's completely out of place in the vanilla game, and a shame to have replaced confucianism in this version. plus the temple effects come off as arbitrary and overly punitive.

this dominant religion thing is confusing to me, is judaism the only one? so far i've always gotten it first and stick with it as my official religion till free religion. still, i see it spreading ALL OVER the world even without my missionaries. also it's mentioned that official jewish states can't be affected by other missionaries, but this doesn't seem to work with me, damn egyptians had an army of swamii (sounds funny heehee) all over my juju.

on great generals (from the field) -

i've played as mali, china, egypt, and russia. the russians didn't seem capable of making leaders. like whenever a russian unit got the promotion it just generated a wild axeman....weird right? i didn't notice this with any of the other civs, but i guess it could affect any of the ones i didn't try. am i the only one who's had this happen? is it some kind of random error with that one game?

i also think maybe the hurry build action for these guys seems a little weak, i was getting offered like 16 sheilds for one....bogus imo, if i'm gonna blow my cool general on something that isn't even a wonder it should be able to do some actual good on a bank or university or factory or something!

here's a situation tied to that one problem of the big stacks. say i've got a stack of macemen (or whatever) that's kind of big but still below the crowd limit. now this stack gets attacked by another stack of mongol archer weinies which make me a few generals which unfortunately put me over the crowd limit. now my stack is all bunched up and getting a crowded penalty (sheesh all we did was give a few individuals a promotion!). now i guess in a way the new general bonus off-sets the penalty but i don't think this is so tidy.

on assasins -

i notice this topic has been dealt with a bit already. so on the common issue of the balance and usage of these little buggers, could i vote to see them made as national units and countered by something like unlimited spy units (maybe even another special "sheriff" unit that can find and kill them even if we're at peace)? it just makes more sense to me this way.... like these silly japanese ninjas that bug me from time to time. i just am NOT cool with being able to watch a ninja walk into my country sit down in my city and have to wait and see if my novice assasin will get the roulette win or not. the consequences are just too great for this kind of thing to happen especially the border issues!

another issue i've had is when i've sent my assasins into other countries it doesn't always "work". by this i don't mean it doesn't accomplish it's mission but it doesn't ever activate. it just sits there like a spy, i guess i shouldn't complain too much because i've put the assasin to so much devestating effect before. still, does anyone know what might cause this?

on knights -

again i'll try not to beat the dead horse but these guys are just too much, how about a blitz ability instead of collateral damage? the movement is pretty rediculous imo too. could i also throw in my vote for some special condition like cathedral to build requirement?

on ice and terraforming -

more repetition, but i'm gonna echo; the ice encroachment is out of control. also it seems that hudson bay (in canda) is way too productive, i always thought it was mostly forzen at least in the more northern lats?

i can't figure out if i'm doing the terraforming thing wrong or it's just non-functional. now, i've never gotten to the modern era, i either win or my computer gives up on me before i get there; so i'm not really commenting on the "advanced" stuff. as far as the land-to-water/vice-versa goes, it's beyond me. i have the demolition unit do the action and wait for them to finish. now there's a crane there and it says a city needs to work it for like 24 turns to work. ok, i work it for 24 turns and instead of a nice lake, inlet, bay or canal all i get is a crappy city ruins.....BOGUS! so my guess is this is just non-funtional.

i'm assuming this land-to-water thing would be mostly used for making canals in panama or sinai or to make a neat little inlet to a city that's just too far from the coast. is it possible to make like an actual "canal" worker improvement, as opposed to altering the whole terrain square? does this work on any level or are the sea/land qualities just too far engrained into the game?

on airpower -

the stack crowd thing really blows chunks when you have an airforce. i can't have a border city with a decent land defence and bomber capabilities without making things rediculous to manage.

zeppelins are cool, but maybe too cool? too me the vision of skies filled with massive dirigibles carpet bombing clueless pre-combustion (meaning NO fighter defence) cities is fantastic, it's also completely unrealistic. and isn't this mod supposed to up the realism? so i was thinking maybe making it so that these guys could keep the ability to lower defences, do recon, and transport units (even this is kind of wishy washy imo), but take away the airstrike or at least colateral damage of it. the whole point of building real bombers is to replace ineffective zeppelins.....

airfeilds......yeah give us some damn airfields already!!!!!! (please?)

on combat in the field -

ok i think i might be going off into crazy dream land here, but i know i'm not the only one who thinks zones of control need to come back. it would be great if it could be done.

i was also thinking that some of these new things would be cool: how about penalties for being surrounded or flanked? is this doable? i'm guessing the ai would be a nightmare to sort out in any case but maybe it wouldn't be all that bad. the situation of logistics in enemy territory really comesinto play when we talk about realistic wars. maybe making a way to errode a unit's health in enemy territory? on the otherhand i guess the healing and movement penalties do work to this effect somewhat. still big stacks deep in enemy territory feel a little too secure imo. one more cool thing might be to have an assasin type unit that can target a unit in a stack (like a submarine does or the ninjas in civ3)

on resources -

i love the new resources, cotton, lemons (????maybe citrus would make more sense?), pearls, potatoes, and the rest (HEMP!); all sweet. i was thinking that the dependance on calander/plantations is kind of crappy though. like shouldn't coffee and cotton be tied to merchantilism somehow? do we really think hemp was all that usefull for making happy faces before modern times? maybe even change it to a purely production bonus until something like medicine or even an environmenal civic comes in?

another problem i'm seeing with the resources here is that it seems too easy to get every resource. like every civ seems able to get if, not a wide variety of resources, then a whole lot of a few kinds. anything you can't get yourself you can trade for even if you aren't super friendly with your neighbors. so serious trade and colonization pressures never come up in my games (and i'm dealing with monarch level difficulty here).

i was thinking of maybe a way to make the quantity of the resources you have or can trade for as important as having them in the first place. like making a difference between rare/luxury resources (perhaps only in your own country) and common/staple items. so my chinese country has let's say one bannana plantation, and six rice fields. now it makes sense that only a few people, either at the highest social levels or in the local region, could benefit from the bannanas but everyone would be able to enjoy the rice. then i meet the indians who have lots of bannanas but no rice. i could trade them two or three rice if i wanted to give them a staple (or one if i wanted to "restrict" my export) in exchange for a bannana or two (even though i already have one) in order to get the "full" benefit for them. so now if i want to give more rice to persia in exchange for a lemon, i've got to think more about how much rice i have left to trade and i'd only be able to get enough lemons to make a portion of my population happy.

the other problem i see in resources pretty obvious and i think really hurts the game in general as far as the realism factor goes. this is the problem of mineral/fossil resources. i mean the idea of bottemless pits of gold, infinite oil, and coal as easy to get as rice is just silly. maybe this mod has the oil feilds dry up like in the vanilla version (which is lame too, random, and VERY rare), but the random event thing doesn't seem to have anythign to do with consumption. i wish i knew more about how the game's guts worked, but i have NO idea how to deal with this but i'm sure something could be done. how about making free market dry up oil and gold at a very high rate, or giving each resource tile it's own worked-turns limit.

there's gotta be something that can be done to stop 300 years of cheap oil for everyone!

on technology -

i really like the new way of doing techboosting with borders. i always thought tech trading was way out of balance in the regular game. tech conquest rules, i missed it sooooooooo muuuuuuuuuch. but what about tech donations? like i think my weakling allies could use some help sometimes and it would be in everyone's best interest if i could get them building their own cavalry for once....

i also appreciate that more breaks in the tech tree were put in, like what part of history did sid forget when he made polytheism a pre-req for monotheism? uhhh-derrnngh

on AI -

i haven't noticed any problems with the ai that aren't in the regular game. still, since this is "total realism", seeing greek explorers in the gobi desert just doesn't fly in my book. the ancient world should be way "smaller" (or does bigger make more sense?) than the renaissance world.

on barbarians -

i like the idea of having the world full of established barbarians, i just think they're too weak. asia and africa are just way too easy to gobble up imo. it makes europe irrelevant. i figured that the intention was to make europe's tech go way faster than asia or africa and penalize those with being surrounded by tough barbarians. but yeah they're just way too easy to knock over and make for easy and to me super cheap paths to massive early expansion.

on maintaining the empire -

even on monarch the maintainence costs are just way too low for distance. it never slowed me down for one second, especially since the rat race of technology trading is gone i have no problem building a a healthy super empire way before it seems reasonable.

is there a way to perhaps introduce an imperial decay or something? i'm guessing there is already a move to put this in with the revolution mod and barbarian maturity mod, but i think this would be a huge step forward maybe the hugest for this particularly supreme conglomerate of civilization ecstacy!



thanks guys!!!! i think this is gonna be the next RaR and it's already the best thing going for IV (and that's not taking anything away from the brilliant fall from heaven).

RULE ON!
 
joshuakira said:
on religion

this dominant religion thing is confusing to me, is judaism the only one? so far i've always gotten it first and stick with it as my official religion till free religion. still, i see it spreading ALL OVER the world even without my missionaries. also it's mentioned that official jewish states can't be affected by other missionaries, but this doesn't seem to work with me, damn egyptians had an army of swamii (sounds funny heehee) all over my juju.
this is a bug in game, we are working to solve - this is reason, why patch is not finished

on great generals (from the field) -

i've played as mali, china, egypt, and russia. the russians didn't seem capable of making leaders. like whenever a russian unit got the promotion it just generated a wild axeman....weird right? i didn't notice this with any of the other civs, but i guess it could affect any of the ones i didn't try. am i the only one who's had this happen? is it some kind of random error with that one game?
bug, resolved in incoming patch

on assasins -

i notice this topic has been dealt with a bit already. so on the common issue of the balance and usage of these little buggers, could i vote to see them made as national units and countered by something like unlimited spy units (maybe even another special "sheriff" unit that can find and kill them even if we're at peace)? it just makes more sense to me this way.... like these silly japanese ninjas that bug me from time to time. i just am NOT cool with being able to watch a ninja walk into my country sit down in my city and have to wait and see if my novice assasin will get the roulette win or not. the consequences are just too great for this kind of thing to happen especially the border issues!

another issue i've had is when i've sent my assasins into other countries it doesn't always "work". by this i don't mean it doesn't accomplish it's mission but it doesn't ever activate. it just sits there like a spy, i guess i shouldn't complain too much because i've put the assasin to so much devestating effect before. still, does anyone know what might cause this?
i have plan to totaly rewrite assassin code (heh..in this mode I always rewrite about half of this)

on ice and terraforming -

more repetition, but i'm gonna echo; the ice encroachment is out of control. also it seems that hudson bay (in canda) is way too productive, i always thought it was mostly forzen at least in the more northern lats?

i can't figure out if i'm doing the terraforming thing wrong or it's just non-functional. now, i've never gotten to the modern era, i either win or my computer gives up on me before i get there; so i'm not really commenting on the "advanced" stuff. as far as the land-to-water/vice-versa goes, it's beyond me. i have the demolition unit do the action and wait for them to finish. now there's a crane there and it says a city needs to work it for like 24 turns to work. ok, i work it for 24 turns and instead of a nice lake, inlet, bay or canal all i get is a crappy city ruins.....BOGUS! so my guess is this is just non-funtional.

i'm assuming this land-to-water thing would be mostly used for making canals in panama or sinai or to make a neat little inlet to a city that's just too far from the coast. is it possible to make like an actual "canal" worker improvement, as opposed to altering the whole terrain square? does this work on any level or are the sea/land qualities just too far engrained into the game?
ice: growing will be lowered in patch
terraforming: terraforming is rewrited (this components was so buggy) - only land->water, water->land and plant forest is implemented working fine (in patch)
canal:impossible in python, must be made in SDK, long-term plan...

on resources -

i love the new resources, cotton, lemons (????maybe citrus would make more sense?), pearls, potatoes, and the rest (HEMP!); all sweet. i was thinking that the dependance on calander/plantations is kind of crappy though. like shouldn't coffee and cotton be tied to merchantilism somehow? do we really think hemp was all that usefull for making happy faces before modern times? maybe even change it to a purely production bonus until something like medicine or even an environmenal civic comes in?
good idea, i post this to disscussion in team

other ideas is interesting too, but now i can't give you answer for this...
 
The game was originally designed to be somewhat balanced. If you greatly weaken knights the cowards that hide behind their walls will have a further advantage to them. If knights become three times more expensive, they will not be able to take cities, because a smart player or AI will easily be able to build five longbowmen for every knight, if not more. Please consider the effects of weakening the main civ offensive unit for the middle ages.

Why dont the players that lose their cities meet the invading armies in the field with an army of their own? Just like in history. If you dont have an army how can you hope to protect your civilisation?


@Bovine The tactics of knights, the powerful charge to break formations is closer to a panzer attack than the hit and run attacks of horse archers, and the gradual picking off of troops. Units like pikemen cannot move as fast as heavy cavalry, they are not even close to the same speed. And neither can they charge with the sheer momentum of knights.
 
Los Tirano said:
The game was originally designed to be somewhat balanced. If you greatly weaken knights the cowards that hide behind their walls will have a further advantage to them. If knights become three times more expensive, they will not be able to take cities, because a smart player or AI will easily be able to build five longbowmen for every knight, if not more. Please consider the effects of weakening the main civ offensive unit for the middle ages.

Why dont the players that lose their cities meet the invading armies in the field with an army of their own? Just like in history. If you dont have an army how can you hope to protect your civilisation?


@Bovine The tactics of knights, the powerful charge to break formations is closer to a panzer attack than the hit and run attacks of horse archers, and the gradual picking off of troops. Units like pikemen cannot move as fast as heavy cavalry, they are not even close to the same speed. And neither can they charge with the sheer momentum of knights.
we don't planning to weakening this middle-age tanks ;)
 
Good to know, thanks champ.
 
joshuakira said:
another issue i've had is when i've sent my assasins into other countries it doesn't always "work". by this i don't mean it doesn't accomplish it's mission but it doesn't ever activate. it just sits there like a spy, i guess i shouldn't complain too much because i've put the assasin to so much devestating effect before. still, does anyone know what might cause this?

There is a known issue where assassins located in an enemy city when you load a game has to be moved out and back in before they activate. Basically the code only looks at the assassins when they move...

joshuakira said:
on knights -

again i'll try not to beat the dead horse but these guys are just too much, how about a blitz ability instead of collateral damage? the movement is pretty rediculous imo too. could i also throw in my vote for some special condition like cathedral to build requirement?

Speaking of ridiculous... How about the Arabian Ansar knight? Moves 4... I was completely incredulous in my current game when Ali landed a bunch of them on my shores... He could move faster through my territory than my guys could, using roads... Not funny!

Another unfunny unit was the mongolian horse archer. 7 strength, 50% bonus against mounted, 40% against melee... What do you kill it with? Ah, archers... nope, 25% bonus against archery, and most of those of course don't usually have good promotions for attacking in the first place. Siege weapons then... just hope the damn guys aren't in a forest because YES, they receive defense bonuses, and by the way they don't pay movement penalty for entering the forest. I have to say it seemed a bit overdone at the time...

joshuakira said:
zeppelins are cool, but maybe too cool? too me the vision of skies filled with massive dirigibles carpet bombing clueless pre-combustion (meaning NO fighter defence) cities is fantastic, it's also completely unrealistic.

Why? And so what? :rolleyes: The name of the mod notwithstanding, realism can be exaggerated. Easily. It's a game, the main focus should be playability. Personally, I think it's great to get some early air power, whether it is realistic or not. But why not? As I understand, dirigibles WERE used in real world military. But they were just too vulnerable to even the earliest airplanes (biplanes). Which they're supposed to be in the game too...

joshuakira said:
on barbarians -

i like the idea of having the world full of established barbarians, i just think they're too weak. asia and africa are just way too easy to gobble up imo. it makes europe irrelevant. i figured that the intention was to make europe's tech go way faster than asia or africa and penalize those with being surrounded by tough barbarians. but yeah they're just way too easy to knock over and make for easy and to me super cheap paths to massive early expansion.

joshuakira said:
on maintaining the empire -

even on monarch the maintainence costs are just way too low for distance. it never slowed me down for one second, especially since the rat race of technology trading is gone i have no problem building a a healthy super empire way before it seems reasonable.

"Massive early expansion"? Maintenance "way too low"?? I wonder if we're playing the same game here... I usually can't afford more than 4-5 cities early on, and from then right up to industrial times I struggle to get above 50-60% science. Am I missing something? And don't say "mercenaries", coz that's cheating :crazyeye:
 
Zoo7 said:
"Massive early expansion"? Maintenance "way too low"?? I wonder if we're playing the same game here... I usually can't afford more than 4-5 cities early on, and from then right up to industrial times I struggle to get above 50-60% science. Am I missing something? And don't say "mercenaries", coz that's cheating :crazyeye:

nope no mercenaries, i really can't figure out how that whole system works, like if i hire one i never see it usable for me....but anywho the sitch for me was that the conquest bonuses were just too huge so if you make a decent stack of halfway decent fighters you can march into barbarian territories one at a time and knock over and occupy the city. so yeah you start to build up heavy maintenance but you get something like at least 150 gold per barbarian city usually i got like 250 i think.

at the same time you can really turn down the research rate and still stay competative early on since you're civilized neighbors are already helping you out as long as you're not a dick to them plus you're getting tech conquests for each city you take too.

if you just keep on the war path until you can get some easily defended borders and time to build some cottages you should have a really nice empire, barbarian free and ready to get into some solid golden ages and substantial growth.
 
You just described a monarch level approach to the mod. Saying it's too easy to play like that is missing the fact that on monarch it's the "best" way to play since in comparison to AI civs with their massive bonuses, the barbs are nothing until the middle ages when their herds in Africa will become a real issue to deal with. The monarch level does not really restrict or increase your upkeep costs however it offers a massive bonus to the AI civs. Some civs (Egypt, China, America, India) are just inherantly easier to play because of the room to expand with only a few barbs in the way. If barbs were to increase in difficulty, they would wipe out AI civs in the very early game making the middle and end game much easier, not more diffacult.

Another suggestion would be to play as a Euro civ (Rome, Spain, France, Germany, Britain) where you have the AI to deal with quickly and the AI in Asia will toss a coin and either work together on their barbs or be slowly destroyed by them one by one. I find Spain to be brutal to start with if you can't take out France very early. The real challenge isn't playing the easiest way to play with the easiest civ to play, it's finding the hardest and conquering it.
 
I like aiding promotion system.
Do you plan to implement similar system for naval units. It has a sense, because fleet with many ships has more firepower.
 
joshuakira said:
the conquest bonuses were just too huge so if you make a decent stack of halfway decent fighters you can march into barbarian territories one at a time and knock over and occupy the city. so yeah you start to build up heavy maintenance but you get something like at least 150 gold per barbarian city usually i got like 250 i think.

at the same time you can really turn down the research rate and still stay competative early on since you're civilized neighbors are already helping you out as long as you're not a dick to them plus you're getting tech conquests for each city you take too.

if you just keep on the war path until you can get some easily defended borders and time to build some cottages you should have a really nice empire, barbarian free and ready to get into some solid golden ages and substantial growth.

Hmm, I will keep this idea in mind for my next game. Mind you, I always play on random maps, so I don't always have a nice supply of barbarian cities handy. But I never thought of running negative on my budget, and finance the slack with barbarian loot. Definitely an idea, thanks :)
 
Serga said:
I like aiding promotion system.
Do you plan to implement similar system for naval units. It has a sense, because fleet with many ships has more firepower.

I like that idea, I have missed it. Maybe admirals too (naval leaders)?
 
Psycadelic_Magi said:
So when can I expect to see the new patch out then?
Cant wait to actually be able to play a proper game on the earth map...
as houman wroted some post ago...we plan to release this patch at Saturday. Now is patch in beta stage, under testing , i think that Saturday is possible at 99%.
 
Another one culture borders phenomen :)
 

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