The Aim of Rhyes was to alter gameplay, to get away from the "get as big as fast as possible"-approach of the vanilla game.
This is something that was achieved imho and it is what makes the mod so popular.
Plus, there are some of the UHV (Arabia, Persia, Mongolia, Germany, ...) that require you to go on a mad killing spree. Some of the empires would fall apart normally a few turns after the UHV has been achieved, so you can get a big empire and still win..
IMO Rhyse is a broken mod pack precisely because of what you are detailing. Yes Yes Rhye will say that stability is just "very complex" etc etc but the truth is it is a concept which at present doesn't function properly and which he is unambitious to do anything about.
No Rhys is an attempt to counter spread strategies where you gobble up as much land as possible, but because Rhys built in too great of a bias against this the mod favors extreme clustering...that is building as many cities as close together. I personally usually build one city every two spaces, or as close as I can then build all workshops. Yes none of my cities gets very large but the sheer number of them will give that player an enormous advantage that tries to space their cities out more merely because distance adversely affects stability.
My mighty Roman empire. With 7 vassals in tow.
Rhys is the MOST vanilla game there is precisely because there is no flexibility. There is a strong difference between trying to dissuade against this and going too far to the other side so as to create an opposite problem and this is what Rhys did. Small clustered countries are far more advantageous, build them and you'll win every time. Perhaps your tactics are just not as advanced as mine. I believe I read in another thread people claiming how some of the UHVs are difficult to get because wonders are built too soon after discovering the tech to build them. Heres the answer stockpile engineering great people and rush build.
Yes and this is what I don't like about this modpack in particular...the slash and burn mentality in order to get UHVs. I would rather build an empire and continue to manage it in perpetuity.
The reality is that with Rhys once you have built all the cities you can in your culture area and have built as many as you can outside of it as you can before you break apart there isn't a lot left to play the game for. Very often I will have 2 of the 3 UHVs and I quit playing out of boredom because I've more or less won. Getting the third ibecomes a useless exercise of hitting the enter key to cycle through turns. Continuing to conquer/spread hegemony is not possible because doing so will destroy what you already have built so going to war means either destroying rivial cities and or passing them off to friendly powers. In one game like this were I was France I had reached the threshold before I would collapse due to over expansion and Germany declared war on me. My options were not to capture Germany because of stability so I sacked and destroyed most of their cities. This pattern continued with other powers as the only way I could get stronger was to weaken my opponents not expand my own base. That is the problem with stability as is.
Every game I have played is actually quite easy(contrary to what people here seem to think), quite predictable/stale, and the victory quite anti-climatic. With all the problems of the regular game I would say that it is still very likely that by the end there will be a few superpowers who are vying for dominance and must call upon strategica minor countries in order to outmaneuver the others. In other words quite challenging and open to variance. There is simply no luck and no variance in Rhys...other than some of the stupid quirky junk meant to handicap the smart and skillful.
I find that a horrible way to play. For instance:
Weird, I find the obscenely hard challenge of getting a Domination victory with Japan very challenging and hopefully fulfilling (I've only reached 22% of landmass so far). I would assume a great player could find the challenge in the mod and go after it, rather than rely on the gameplay that is presented. I guess that's the difference between someone who plays games and someone who wins them.
Blah, blah, blah. You're playing it wrong.
Please tell us how it is broken. We appreciate input and often fix real issues.
That's mostly my fault when I showed how easy it was to exploit the stability code. A large chunk of the changes in the last 8 months have been to make the game much more difficult for advanced, hyper-aggressive players. You might see this as inflexible, but someone as smart as you should be able to find the loopholes that I purposefully failed to point out.
See my Roman game.
And exactly what is this supposed to prove that you aren't a very good player. as many countries hate you as like you so that either proves you don't really know how to play the game or you pissed everyone off by being hyper aggressive either way it proves the weakness of this mod or at least you as being qualified as a voice to defend it.
-Rather than some of the stability calcs used now which seem to overemphasize negative stability I would like to see some more positive modifiers especially with empire expansion. If a city contributes -4 stability there ought to be a way to get positive stability to counter that much in the same way you have to balance happiness and health. I'm not saying it should be easy and it should entail some risk/reward...For example, I would like to see this countered with a military presence so that if a city was a particular problem in regards to negative stability you could garrison one unit for +1 stability in that city.
-Additional problems...culture flipping....it is just to easy to build up culture early in the game by cranking out cultural buildings and wonders in order to get a high culture level in the mid game to turn rival cities.
-Plague and aggressive AI-on the one hand I like aggressive AI because it is a challenge on the other hand it is a HUGE advantage to a human player precisely because of plagues.
-There already are various measures to prevent the human player to exploit plagues
-It's already possible and easy to gain points by conquering or founding cities, switching your expansion civic
When West European civs are crippled, other civs should claim the land - Germany and Scandinavia at least are expected to do that (but sometimes Germany is disunited and Scandinavia is behind). Otherwise Russia, Carthage, Greece or Rome should be interested in small pieces of land, though with low priority. When it doesnt happen, they are busy doing something else. It should never happen anyway, because you must be very good to cripple ALL of them (England, France, Spain, Portugal, Netherlands).
- In case you attack an AI that's having plague, it'll strike your units more badly than his.
Overproduction of units isn't a consequence of plague anyway. The AI works that way (without plague you'd see huge stacks) and I even tried to reduce this from the AI functions