1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[mod] TOTAL REALISM 2.0

Discussion in 'Civ4 - Modpacks' started by Houman, Jun 6, 2006.

  1. Los Tirano

    Los Tirano God-King

    Joined:
    Feb 8, 2006
    Messages:
    490
    Location:
    Driving my enemies before me.
    Mode has a very good idea indeed! We should introduce cocaine and opium into this game. Significant now and in history. Also it would be great to see someone like gandhi demand the resource cocaine off me. :lol: Or a war over a disputed border that has a lot of opium.
     
  2. Basil_Fawlty

    Basil_Fawlty Chieftain

    Joined:
    Jul 7, 2006
    Messages:
    3
    Hi, all. I just registered here to thank those who created this mod, which I have thoroughly enjoyed for the last couple of weeks.

    It may be the first time I have ever had the time to use Knights extensively in the game, in the plain version I upgrade from Horse Archers, then upgrade again to Cavalry and they rarely see any action at all.

    Any ideas what will be happening regarding compatability with Warlords when it comes out?
     
  3. H.GrenadeFrenzy

    H.GrenadeFrenzy Laughing Demolitionist

    Joined:
    May 14, 2006
    Messages:
    220
    @Basil Fawlty
    Welcome and your Noble reasons for registering are agreed on by many of us, although some of us it was for different mods, this one is great and needs such attention so the Mod Makers know who we love!
     
  4. dafiden

    dafiden First Founder

    Joined:
    Nov 22, 2004
    Messages:
    208
    Location:
    Irata
    Hello,
    Is the exotic foreign advisor supposed to be part of Realism 2.0? I have successfully (I thought) installed Realism 2.0, but my foreign advisor appears to be vanilla. Any thoughts? Thanks.
     
  5. rockinroger

    rockinroger WoC Team Member

    Joined:
    Feb 6, 2006
    Messages:
    1,312
    Location:
    Overland Park, Kansas
    This must be the season for finding a job!! Yeah, I also found one finally. I have a question. The demolition troops that is suppose to be able to change land to water and vica versa, is it working yet? Ive tried it and it dosent work. Or is this something to be fixed latter. Also for those who are having problems with the speed of the mod, I was also so i rebuilt to a asus a8n5x motherboard, a e-geforce 6600 vid card, and 2 gb of memory. My old computer was about 3 years old and i was constantly frustrated by the delays and hangs. Now its much better. Once again great mod!!!!!
     
  6. rockinroger

    rockinroger WoC Team Member

    Joined:
    Feb 6, 2006
    Messages:
    1,312
    Location:
    Overland Park, Kansas
    Oh one more thing. Is there a possibility for bombardment from cats, cannons,artty, ships to land, etc. I think i saw someone working on it. Having been Infantry during desert storm, it amuses me that cats.cannons,artty can not bombard, but they can capture a city????? If i remember right it was Dales combat mod where i saw this, also The Lopez was working on something like this. So maybe it could be incorporated, I dont know how im just a carpenter, who likes to build computers hehe!!
     
  7. JHopkins19

    JHopkins19 Chieftain

    Joined:
    Jul 12, 2006
    Messages:
    7
    bump...

    I looked in the thread, but couldn't seem to find the answer.

    Why is it that early in the game when I take over a barbarian city, I don't have the option to raze it? It automatically installs a governor, and then my deficit blows up b\c I can't support those cities early in a game. Do I have to research a particular tech?

    Thanks for any help...
     
  8. Pisces

    Pisces Chieftain

    Joined:
    Apr 25, 2006
    Messages:
    42
    It's been answered repeatedly, that's why the responce is late. It's a bug in the raze city mod the TR team uses. For now, just use the worldbuilder and destroy the city if you want. It will get fixed asap. You "should" be allowed to raze citys with population 3 and under.
     
  9. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    Hi Guys,

    Just to let you know that I am reading your posts. I will get back to most your questions soon.

    - The plans for the next release are adding more units and racial units.
    - Adding more religions (whereby most of ancient ones become local religions)
    - fixing all the reported bugs and suggestions
    - improving the speed (one way to do that is to remove the stack aid. This is the most expensive part in our mod and thereafter the game will become significantly faster)
    - Adding more mod components such as Revolution Mod and Dales combat mod.

    This is planned so far for 2.1.0
     
  10. WarKirby

    WarKirby Arty person

    Joined:
    Jul 13, 2006
    Messages:
    5,317
    Location:
    Glasgow, Scotland
    Feel free to use, alter or not use any of these ideas. It's your mod.
    I claim no licence or ownership of them.

    Great Generals

    I feel that the bonus for having a great general join a city as a
    super specialist is pretty weak and not really relevant.
    How about: +1 Happiness (the prescence of a great warrior inspires people)
    +25% strength for units stationed in the city (experienced commander coordinates troops)

    Great generals should be able to actually assist in battles. They could work exactly as normal generals but with a bigger bonus, say 30% instaed of 10%.

    Diseases

    Throughout history there have been many huge diseases, diseases which spread rapidly and killed thousands (or would have without advanced medical technology).
    I am talking about things like the black death, syphilis, aids, sars, bird flu etc. For the sake of realism, it would be cool to include these in the total realism mod.
    I even thought of how they could work:

    Whenever a city has grown beyond its health capacity, ie. spewing green fumes, there would be a small chance each turn for an infectious disease to breakout.
    The chance of an outbreak would increase with every point of unhealthiness beyond capacity. (Im thinking roughly 0.5% per point of unhealthiness over capacity)

    The effect of disease would be to catastrophically increase levels of unhealthiness (like +10)
    This would cause mass starvation and many deaths which is about what you would expect from an epidemic.

    In addition, when a city has a disease, there would be a significant chance of cities which it has trade routes to being infected by the
    disease, chance dependent on health levels in that city.

    Diseases would fade naturally after about 4-8 turns.


    Doctors

    There ought to be doctors as specialists, their effect would be simply to add +1 (or +2) health,
    as well as +3 great doctor rate.

    Great Doctor
    Great Doctors could be added as an additional type of great person. Florence Nightingale is the only one I can actually think of but I'm sure there are more.

    Effects

    Super specialist: +4 Health
    +2 Commerce (people come from far and wide for treatment)

    Special building: Medical centre
    +2 Health
    -75% Effects of disease in all cities within 8 tiles
    -75% Chance of disease outbreak/spread in all cities within 8 tiles
    +10% Healing of military units in city per turn

    Also, great doctors should be able to help in battle as a unit with both medic promotions.


    New unit: Biohazard team
    A biohazard team would go into a diseased city and simply kill all infected people and burn their bodies, thus instantly eradicating a disease from a city. This would of course cause a drop in population but save lives in the long run.


    A few minor details
    Assassins seem to be too powerful. I have a few ideas to change them

    Allow them to be built anywhere. Still restrict production to one city, but allow the player to choose which by building a national wonder. something like 'Assassin School'
    Make seperate buttons for missions, instead of having them fortify in a city.
    Have a price for each mission, like with spies.
    Have lots of different missions, like:

    Assassinate local leader- Causes Riots
    Assassinate young prodigy- Resets target city's great person meter
    Assassinate prominent researcher- Causes target Civ to lose research data
    Steal research- Steals some research data
    Poison Water Supply- Increases unhealthiness in target city
    Assassinate Merchants- Temporarily (10 turns) shuts down a trade route to target city

    The flanking promotion is too weak. Could you make it more like 40% withdrawal chance

    It would be cool to have the option when using siege weapons to fire disease ammo, ie. rotting corpses. This would increase levels of unhealthiness in the target city. Armies in medieval Europe actually used to do this.

    Barbarians should have a penalty to culture. The term barbarian generally implies ignorance and lack of culture. Perhaps some sort of penalty to production as well. On generated maps barbarians are generally relegated to some distant continent but when playing the total realism earth map I came close to being wiped out by barbarians. A group of them caught the egyptians off guard and wiped them out. They then proceeded to conquer all of africa and I (persia) found myself being swamped with huge hordes of barbarians every 20 turns or so. They need to be controlled a little.

    Time is the world's most precious resource. Thank you for using some of yours to read this.

    WarKirby
     
  11. JHopkins19

    JHopkins19 Chieftain

    Joined:
    Jul 12, 2006
    Messages:
    7
    Pisces, Thanks very much for the help.
     
  12. Zoo7

    Zoo7 Chieftain

    Joined:
    Feb 8, 2006
    Messages:
    37
    I urge you to find other ways to improve the speed. Stack aid is one of the coolest features of this mod. It adds a lot of nuances to the tactical gameplay. If you really think it is too expensive, and impossible to optimise, could you at least make an option to turn this feature on and off? (eg. in the INI file or something).
     
  13. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    @WarKirby

    Thanks for your idea. Indeed there are some really good ones worth to try.

    Actually Mexico came up with an idea how to solve the performance issue. It might affect the savegame loads but ingame the speed will be faster. So Stack Aid will stay in.

    One thing might get skipped though, the Horde bonus for Whippet Tank. Not sure at this stage....

    Regards
    Houman
     
  14. Spartan117

    Spartan117 Immortal

    Joined:
    Apr 11, 2006
    Messages:
    1,180
    Location:
    Chicago
    i do love the stack aid, it adds realism..creates a siege type of thing
    but if it slows the game as much as as you say, i agree with leaving it as an option

    suggestions:
    it would be realistic to see a revamped UN with all many new options...
    to mention a few options: being able to choose to be a part of the United Nations...+ or - on relations with other countries in UN, being able to stop trading with certain countries...plus a lot more details that would take along time to explain:D p.s. great addition to diplomacy

    :sad: add more bonuses to helos:lol:
     
  15. Spartan117

    Spartan117 Immortal

    Joined:
    Apr 11, 2006
    Messages:
    1,180
    Location:
    Chicago
    suggestions cont'd:

    rethink interception by aircraft...some older planes have really high interception rates... a biplane cannot damage a WWII bomber..bombers fly to high... even though i think biplane can only intercept on a 4 tile radius it is quite effective because cities are nearby each other...

    allow a certain type of bomber to be able to land on aircraft carriers

    i will try to think of more later on:)
     
  16. dafiden

    dafiden First Founder

    Joined:
    Nov 22, 2004
    Messages:
    208
    Location:
    Irata
    What does this button do for units?


    Thanks.
     
  17. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,734
    Location:
    Louisville, Kentucky
    that symbol is to turn your unit to a merchanary and be sold by other civs if they can purchase.
     
  18. dafiden

    dafiden First Founder

    Joined:
    Nov 22, 2004
    Messages:
    208
    Location:
    Irata
    OK. Thanks. Do I get money for it if they buy it?
     
  19. Spartan117

    Spartan117 Immortal

    Joined:
    Apr 11, 2006
    Messages:
    1,180
    Location:
    Chicago
    yeah......it will show up on screen when some country buys or "rents"
    your person you offered as a mercenary...i dont think you will get your units back though even after service
     
  20. WarKirby

    WarKirby Arty person

    Joined:
    Jul 13, 2006
    Messages:
    5,317
    Location:
    Glasgow, Scotland
    After playing for quite a long time i've reached the industrial era. I've noticed a few problems.
    1. I have vast amounts of cash. 15000 in the bank. Mainly because i cannot spend it. This may just be because I am much more powerful than any other civ (warlord difficulty) My empire covers half of asia and 70% of africa and yet I can still make a profit with only 5% of trade going to income.

    2. Industrialism is now required for universal suffrage. WTF? why? Democracy was the perfect tech for it.

    3. It makes no sense that you need Universal Suffrage to hurry building with cash anyway. Human greed has existed since we evolved from monkeys and became intelligent. You shouldn't need an advanced form of government to exploit it. It would be much more realistic if you gained the ability to buy things with the discovery of currency.

    4. It's really hard to take cities by culture. You could add a new building like 'propaganda centre' which would increase unhappiness in rival cities and incite rebellion

    5. On the total realism earth map, the rules are automatically set with no visible option to change them. It was a bad idea to disable tech trading and to set a turn limit. Coluld you remove these or even better, give the option to customise the rules for that map.

    5. I'm only in the industrial era and the world has already run out of great people. I'm now getting the generic 'Great scientist has been born in x city'. I think the main reason for this is because you powered up pacifism. The best way to remedy this would be to simply add more great people. (don't weaken pacifism though. I love the extra great people) Might i suggest

    Great Scientist
    Prof. Stephen Hawking

    Great Artist
    Stephen Spielberg
    George Lucas
    Sid Meier
    Will Wright

    Great Merchant
    Bill Gates
    Warren Buffet (2nd richest man in the world)

    Those are all I can think about just now. But I'm sure someone else can think of more.

    Thank you once again for your time

    WarKirby

    PS: I second the notion to improve the UN. Even if you didnt change the rules or add anything at all, It would be great if you could just format it a bit. When you recieve the results of a motion it looks like the computer just spewed out data into a text box. It needs to be made clearer to read, and more graphical. A proper full screen for the UN with bars to represent percentage of votes for and against and color coding (green or red) so you can tell at a glance whether a motion has passed or failed.

    I just thought of this. There are a great many questions which have been asked frequently (why doesn't the multiplayer work, what does this button do, how do I use assassins etc.) and I'm guessing the whole team is sick of answering them over and over. Why not include a detailed FAQ in the next update with every reasonable question that has been asked about this mod answered within. This would save time and effort for all involved.
     

Share This Page