[mod] TOTAL REALISM 2.0

Not being able to raze cities is a problem, but you can work it to your advantage. Give the useless city to an ally, he will worship your great generosity. You can use this to create a protectorate, but you will have to be sure he doesnt like your enemies through different religions etc. If you dont he will let your enemies through his lands to attack you.

You could also give the city to an enemy. Strange i know, but every city costs maintenance, it must be in a **** position with few resources or a lot of jungle or you'd want to keep it. Could make an enemy less likely to attack, and it seems you are appeasing him/her in a big way so no cause for complaints or war. Or give it to someone recently discovered far away from your borders. On the earth map I once gave a French city to the Japanese. It really messed up european history. :lol:

Or just open the system editor and delete the city, you should have been able to raze it anyway.

Long live your Empire!
 
@cdcool

Civscale won't work, because we have already scaled our units.

In general, I get a lot of requests due personal favorite gameplay etc like turning this feature off, on or modify this or that. We cannot change the mod for everyones taste and personal preference. This would take too much time.

If you like to change something, argue here why it has better to be changed and we think about it. There was also a request about increasing the Christian spread rate. The reason why we have it lower, is that christianity is the only religion that can have 7 cheaper missionaries. It spreads through missionaries rather than spreadrate. Every religion is just a bit different. We had it already higher and it took over the world. This is an opensource project and together we are able to fix the problems.

Regarding the crash in mid game, we assume it might be another new unit/animation problem. This can occur as soon as you try to discover a technology that leads to that unit OR if you try to build that unit OR if you have build that unit and get involved in a battle (could be the attack, defense, city attack etc) If a crash happens, send us your auto save game please BEFORE you continue playing.

We will be working on the bugs and try to include most solutions for the coming patch, hopefully tomorrow...

Best Regards
Houman
 
Thanks for the reply.

I feel the units are too large as compared to the building size., not a killer, but I would like to be able to djust that.

You also removed the regiments mod?, aht was kinda cool, but did take up alot of computing power.

great job on the Mod!
 
Ioannes said:
When playing as the romans on a random map, at the end of the turn I set the science rate to where my money is barely positive. By the next turn I am loosing money. I had a lot of mercs out for sale between wars then brought them home when I was suprised attacked by catherine who was pleased with me on Emperor so the money calculations may need examining. I had an extra general out for merc rental still.

While your units are merced out (even if no one has bought them) you are not paying maintenance for them. When you brought them home to fight your war, their maintenance costs were added back in the turn they arrive back home. That's not a bug, and neither is a sneak attack on a friend. Human players do it all the time. Hope that helps.
 
@Nightravn

Would you anticipate any difficulties using the map with other mods? I know you've added additional resources, but if I wanted to try TheLopez's Options mod with one of the Realism maps, could I add the new resources files to his mod and get it to work?
 
Not sure but incorporating those might be a little tricky.... you should be able to use the map as is and those resource shouldn't show up since he hasn't defined them in his mod. If that doesn't work I would suggest that you just make another copy of it and then remove those extra resources from it. That would be allot easier though you should check out Niust Realism map as our is based very heavily off of it.
 
hmm, got a stupid question here, but... how can I disable the holy city moving, love everything else bout the mod, but I like the holy cities to stay put. Thanks.
 
Nightravn said:
Come on guys, there are too many things to build to say that all you can do is build warriors. How about barracks, walls, granaries, lighthouses, temples, not to mention the Wonders like Stonehenge, the Pyramids, the Oracle and the Great Lighthouse then there are Settlers and Workers. Learn to refine your tech advance to accommodate your goals. I have tested several Civ's that have different traits countless times at both the noble and monarch levels and fail to see a problem. Especially since we moved Cottages up a little earlier to Masonry from Monarchy.

Besides you had better make sure you have a decent army or you will find your neighbor coming to show you what the pointy end of the stick looks like.

So what you are saying is I can't research in the way I want to but I have to do it in your order. I will try once more this weekend and see how it goes. I will keep track of the order that I research in and let you know when I run out of things to build. For the record I do build barracks as soon as possible, and any other building since I didn't want to build anymore warriors and make them mercs. Wonders are rare and can only be built in one city and Stonehedge just makes the issue worse since I don't even need to build ... crap I can;t remember the name of the building that Stonehedges gives right now... Anyway I did enjoy the mod but not that aspect. Like I said I keep track of my techs and then compare them versus a normal game where I don't see the same type of issue.

Dave
 
I have been playing this mode for about 3 weeks now, and got to say I really enjoy it. A few minor problems, gee even firaxis has thoughs :). For Waylander, I also had the can only build warriors problem the first game I played, using a stratagy from vanilla. I was also playing on noble, random map. So I went out hunting barbarian cities, and taking them.

Next game I changed my research pattern, and have enjoyed the game totally. I use to try and grab 2 or 3 religions. That strat will not work...so now it is more balanced, and worker improvements early, and the correct ones depending on starting location are now essential. Waylander, maybe I missed it, but what level are you playing at?

I have also found that one can rapiddly expand, and maintain your ability to research tech. I prefer 50% research, with 10 cities, over 90% research and 4 cities. You just need the workers to hook them up.

Now for my only complaint. The horse resource. I know I have read that the developers feel that all horses were brought to the Americas by the spanish, and that is why there are no horses in america. This is correct if you only count the quarter horse, and the larger breeds or horses. The wild mustangs, a decendant of the mogolian horse, was in the americas long before the spanish ever where. So the assumption about horses is incorrect, and in my humble opinion needs to be changed.

Keep up the good work guys.
 
TLHeart said:
Now for my only complaint. The horse resource. I know I have read that the developers feel that all horses were brought to the Americas by the spanish, and that is why there are no horses in america. This is correct if you only count the quarter horse, and the larger breeds or horses. The wild mustangs, a decendant of the mogolian horse, was in the americas long before the spanish ever where. So the assumption about horses is incorrect, and in my humble opinion needs to be changed.


who told you this? the horses all came from the spanish, if that weren't the case you'd see at least ONE indigenous culture with horses. every horse that ever lived here before 1500 were extinct LONG before any kind of human culture emerged. there weren't ANY horse for americans!
 
waylander said:
So what you are saying is I can't research in the way I want to but I have to do it in your order. I will try once more this weekend and see how it goes. I will keep track of the order that I research in and let you know when I run out of things to build. For the record I do build barracks as soon as possible, and any other building since I didn't want to build anymore warriors and make them mercs. Wonders are rare and can only be built in one city and Stonehedge just makes the issue worse since I don't even need to build ... crap I can;t remember the name of the building that Stonehedges gives right now... Anyway I did enjoy the mod but not that aspect. Like I said I keep track of my techs and then compare them versus a normal game where I don't see the same type of issue.

Dave

An odd post actually if I'm reading it right. If I'm not I apologize ahead of time. The only techs that offer nothing in return to build besides warriors are war techs and workers techs. Worker techs should be saved until later, not because someone on the team tells you to but because of rampant barbarians, your workers and their work will be pillaged too easily in the early stages of a game. War techs don't fit your arguement because you state you don't want to wage an early war. If so, why war techs? Everything else leads to buildings. That's where my confusion lies in.

On a side note, I've updated the Pisces map a bit. Things to keep in mind before playing it:

- you will probably lose.
- you must say "Where'd all these mutha f******g barbs come from" in your best Samuel L Jackson impersonation as often as possible.
- it is balanced for Monarch
- this is called TotalWar for a reason. If you dislike war, don't play this map.
- you will need large stacks of warriors to take a city. Most of them will die. This is how early war was faught.
- Yes, there's a lot of barbarian cities and not a lot of room to grow
- don't play Europe if you like an easy time.

Again, this is an optional, unofficial map for those that enjoy a challenge with the Realism ruleset.

http://www.civfanatics.net/uploads12/TotalWarMap1.rar
 
I have to concur that there were no horses in the americas. Per two different references the wild mustangs are actually decendants of horses that escaped from the spanish. The Indians did not start taming them for almost two hundred years so this gave the escapees time to breed and multiply.
 
I keep getting the bug where some unit info stays forever in the bottom left corner.



I see the issue was reported here last month but there is no update.

Is there a way to stop that?
 
lostkiwi said:
I keep getting the bug where some unit info stays forever in the bottom left corner.



I see the issue was reported here last month but there is no update.

Is there a way to stop that?

Yes, an easy way. Next turn, hover your pointer over the icons for the units in a square. Since that was confusing, I'll explain. When you click on a stack, little faces representing the units appear just over the bottom bar of the screen. So if you had a stack of 3 archers, three little archer faces are on the bottom of the screen, right? Hover your bar over those faces and the info will go away.
 
i'm having a weird late game issue. whenever i exit to the desktop, my computer crashes and automatically restarts with a disk check even though it's obviously finding nothing......what's going on?
 
lostkiwi said:
I keep getting the bug where some unit info stays forever in the bottom left corner.



I see the issue was reported here last month but there is no update.

Is there a way to stop that?
it is problem in PLE (plot list enhancements) component from 12Monkeys, so this willl be solved, when he update his comp (some issues i was able to solve, like this stack-not-showing-if-more-than-15-unit bug, but this i can't)
 
Hi, I like the mod so far ... but there seems to be a problem. I'll play a bit more and see if it keeps up. I'm not sure if it's even a bug. I've looked through as many posts as I can and the fixes and couldn't find it in there.


Anyway, I have the latest version of CIv, etc. and am running the latest version of this mod, 2.0.1 I also have the 'Yet Another Gameplay Mod 1.2.0' installed ... so not sure if that did anything.


I'm playing the built-in world map, as Rome, on Prince. And finally, the problem is that none of my workers or workboats seem to be able to automate. I know I'm lazy, but it appears that if I select automate (All or Nearest City), they simply sit in the city where they originate (I'm assuming the closest city) ... or return to it if outside.

They do this when there are things I can improve, meaning: I can manually move them out of the city and improve a tile that would benefit the city ... not just wasted improvements or lack of things to do.

Anyone else get this or can explain it?

Thanks in advance :)


-Z

EDIT: Problem seemed to go away after discovery of The Wheel. It was only with workers around Rome too ... workers at other cities could automate, but even if they had things to do, my worker around Rome would always sleep and not move out (even if "Improve All" was selected). So because of that, I'm sure he had things to do ... cause otherwise I would look like an idiot ;-) Anyway, it's fixed now, whatever it was.
 
Pisces said:
An odd post actually if I'm reading it right. If I'm not I apologize ahead of time. The only techs that offer nothing in return to build besides warriors are war techs and workers techs. Worker techs should be saved until later, not because someone on the team tells you to but because of rampant barbarians, your workers and their work will be pillaged too easily in the early stages of a game. War techs don't fit your arguement because you state you don't want to wage an early war. If so, why war techs? Everything else leads to buildings. That's where my confusion lies in.

This was my thought as well.

Waylander, which difficulty level are you playing?

We don't give any particular order how to play, as Pisces already analyzed very well, any technology that is not for worker or warrior is leading to a building. Each War tech leads to better and more expensive units to built. Unless you go for only worker techs in the beginning, but this means you need to build workers to start with.

My assumption is that you are playing in very easy levels where maintenance for having too many cities are lower. Because in our Noble/Prince/Monarch difficulty level, we cannot reproduce this problem.

Regards
Houman
 
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