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Questions and suggestions (RI version 3.6.)

Paun polje

Chieftain
Joined
Jun 18, 2024
Messages
4
Hello,

First of all I would like to compliment all the hard work and effort that is emitting from this mod. I look at realism invictus as THE perfected civilization game formula (and 4X subgenre for that matter). I have been playing civ games (civ4+mods and civ5) for 15 around years, and this mod the last 4 years (mostly scenarios, around monarch difficulty). I am really eager to share my thoughts about RI and would be honored if my suggestions come true.


1. Spies in diplomacy

Spies are not able to influence diplomacy (the AI will just revert back to its civic choice in case of change civics mission). They could generate -/+1 or -/+2 to leader attitude. This would influence the AI to wage war against one another, have more favorable attitude towards the player, pit vassal against master, make the two strongest civs fight one another etc. This way espionage is important for a diplomatic victory.

2. Capturing cities

2.1. Spawning levy units around the razed city is a great idea, but they always get taken out easily in the next turn. When razing a city, some of its population should go to the population of neighbouring cities. This would give them a production boost, especially to training new levy units.

2.2. Is it possible to move a city to the adjacent tile after capturing it? This would eliminate razing the city and then developing a new one to an adjacent tile for better yields. This could also be used by a conquering AI to better suit its city preferences. There are also historical cases of city relocation, although not by a large amount. Maybe even giving an option for city relocating once per city? This could help if new resources are discovered but are just out of reach as a city yield (a really disappointing feeling).

3. City names

The dynamic naming of newly founded cities is perfect! Just not too predictable and not to outlandish. To take it a step further, maybe dividing the names to coastal ones and land-locked ones? The first 10ish city names could follow this rule, but the next ones do not (since the names begin to be of significantly smaller cities throughout history). This is kind of a stretch because there are so many city names and civs that are almost exclusively maritime (Scandinavia, Austronesia, Japan) or land based (Mongolia, Transoxiana, Hungary).

4. Religions

Is there a plan to divide the big religions and make it playable? Christianity divided to Orthodoxy, Catholicism and Protestantism? Islam divided to Sunni, Shia, Ibadi etc.? Dividing it in the renaissance era, maybe giving each a new wonder? At least in the Europe scenario. It would allow religion to be a more viable option in the second half of the game. Solar cult is a weird abstract foundable religion because multiple solar cults existed simultaneously (one could argue every pagan religion is a solar deity). Also, it has by far the best religion bonus in -10% maintenance cost for cities.

5. Culture spreading

5.1. Culture spreads to tiles by distance rather then by plot type. For example a city should give severely less culture to tiles which are across a mountain range or across water (or maybe even across the other side of the river?). This would be realistic since the biggest culture dividers are mountains and seas. This culture difference could be nullified by the late game with techs or even be a civ specific thing (the Incas spreading culture across mountains easier than Hungary or England, Austronesia having no penalty for culture spreading across water tiles).

5.2. Culture borders around islands are really weird. On the island outside of culture borders there is 0 culture, but on its coastal tile there is the standard amount. And some further away islands don't have culture at all, the border just kind of goes around it. And sometimes a 2-tile island has one tile in the territory and the second one outside of it. I don't know if it's a bug or I am just stupid to figure out a pattern.

5.3. Cottages (all the way up to towns) should produce culture (or at least produce a bonus). It is realistic that a city surrounded by farms or mines is not equally culturally producing as a city surrounded by towns. Cottages (all the way up to towns) could also add up to the total population count of a civ and could spawn a levy unit upon their pillaging.

6. New AI leader distinctive qualities

6.1. Frequency of changing capitals: The AI almost never does this and even keeps the capital at the corner of the empire. It also badly places the Forbidden palace national wonder).

6.2. The density of settling cities: I find this seriously needing. It is a big difference if the cities have many overlapping tiles both for economy and for culture wars. The AI settling is too predictable and doesn't make sense that bustling India or China has city frequency placements the same as for example Arabia, Zululand or the Incas. This means that on resource rich starting areas (India and China) there are more but weaker cities as opposed to fewer but powerful (this is both more realistic and makes them less OP). This should add a great deal of variety to the world map and the late game.

6.3. A proclivity towards settling next certain plot types or a resource: Meaning maritime civs stay maritime, the Incas and Spain always next to hills, America and Rome settling everywhere, Mongolia preferring steppes, Greece being coastal and on islands, Portugal wanting lots of overseas cities whereas China doesn't etc.

6.4. The attitude towards vassal states: This just means some leaders take in many vassals and some don't (they finish the job and destroy the other side). This means less awkward 1 or 2 city vassal civs that don't impact the game. Mid game the strongest civ will often have many vassals and become unstoppable (the only hope is their economy and techs stagnating, meaning a less powerful military).

7. New features

7.1. Can civ starting locations on custom games be close to their respective unique improvement resource? Also civs which are geographically closer could start closer, for example all European civs on one part of the map and Asian on the other? It would be much more realistic and can be an off/on game option.

7.2. Will natural wonders be a thing? Giving bonus yields to a tile similar to civ 5.

7.3. Also one of the few good editions from civ 5 is a need for a specific tile for a certain wonder. Can this be used in the mod? The Pyramids requiring desert, the Hanging gardens requiring a river, Bamyan Buddha statues requiring a mountain etc?

7.4. Adding a building that boosts the yields of fresh water lake tiles would be really good. Without that you are stuck with a mere +2 food and +1 commerce bonus for a landlocked city. So maybe adding a version of fishing docks/lighthouse/shipyard for lake tiles in the renaissance/industrial era?

7.5. Why wouldn't you be able to grow a forest on a tile? At least in the industrial era when cultivation is available.

7.6. Unhappiness can destroy something important like a forge, a jeweler or a market (causing more unhappiness). Even better if unhappiness only causes improvements to be destroyed instead of buildings? This would come at a perfect time when workers become kind of unneeded in the midgame (late medieval, renaissance era) and there is a stagnation in city growth. All of the tiles have improvements on them (paved roads can be built earlier) so rebuilding the improvements would give workers something to do. Workers again become important only when mechanized farms (i don't know why they are a last renaissance tech, instead of a first industrial tech) and railroads appear.

7.7. It is kind of weird for some civs to have more ancient leaders and some to have more modern ones in the same game. Maybe adding an option to spawn only ancient or only medieval or only modern leaders for a custom game?

8. New civs and resources

8.1. Of course no thread is complete without asking for new civs. Are there any plans for that? Full-fleshed out Portugal, the Netherlands, Indochina (Burma, Siam, Cambodia, Vietnam), a Mesopotamian civ (Akadia, Assyria, Babylon, Iraq), the Levant civ (Phoenicians, Israel, Lebanon, Syria), a south slavic/Balkan civ (Bulgaria, Serbia, Romania), a Guarani/Paraguay civ, Swahili or Bengali civ?

8.2. I would suggest even dividing the Transoxianan civ into its northern Turkic part (the Khazars, the Golden horde, the Tatars) and southern (the Uzbeks, the Tajiks, Afghanistan, Bactria). Transoxiana is a broad term and I think this split could work.

8.3. New important real-world resources: gourd fruits (the Americas are in need of a healthy food resource), forest fruits (Europe lacks a healthy food resource), cocoa maybe?

9. Buffes and nerfes

- increased chance of resource discovering on civ specific improvements (maybe once per era, in later eras discovering more frequent?)

- seaside resorts come really late (at the end of the game basically, bonus also not relevant for any victory)

- hot springs terrain feature bonus is weak (would add +2 commerce and -2% epidemic chance even), hot springs park improvement is never worth it (would add +2 happiness and -4% epidemic chance)

- the AI regularly sabotages the clock tower building with spies, upping the cost of its hammers or espionage points would help (a couple of turns longer build is not much)

- some of the late game civics have a bonus on improvement building turns, this bonus is negligible since it is faster to just have more workers (I see it only being useful in building railroads all-around but still weak) and it is just better to have other civic's bonuses

- the colossus starts out as an ok wonder (assuming of course you have lots of coastal cities) but it gives an insane advantage in the medieval era, so maybe giving only one city +2/+3 commerce per water tile

- the Kremlin's reduced maintenance bonus is either really good or essential (high probability that you will have lots of cities), so maybe a -5% cost on maintenance or acting as another Forbidden palace/Versailles

- the Sistine chapel is THE most OP wonder, at max +1 culture per specialist (easy win in culture wars, easy culture victory, should be built even if not going for culture victory so the AI doesn't get it)

10. Scenario feedback

10.1. Will there be an option to have other leaders leading their civs in scenarios? This would skyrocket their playability and fix some things. For example often in World map Huge scenario Arabia is weak from the start because it gets out-cultured by Ramesses and Zara Yaqob, Cyrus dies because he doesn't build many units, Caesar doesn't conquer, Russia is isolationist, Ashoka is a cultural powerhouse, Robert the Bruce does nothing the whole game.

10.2. I am in love with the Crusades scenario. It is magical and fun in every way.

10.3. The Deluge scenario is ok. I really like its smaller scale and zoomed in map. It has a spelling error in the city of Skojpe instead of Skopje.

10.4 The Europe scenario is really lackluster. Only a third of the map is the actual Europe. If you just rotate the map section counterclockwise a little bit you would not have empty swaths of Sahara and Siberia. The map looks really off because every European tile has a river on it and because of the artificial limiting mountain ranges. Northern Africa is as green as Europe is. Resources are REALLY unevenly spread. I don't know why Germany, Ireland, Britain, Greece or Egypt have this many variety of resources. On the other hand some barren places have the space for a new civ. Places like Catalonia, the Balkan (outside of Greece) or the Eurasian steppe (I get the empty steppes idea but that only applies to an ancient world scenario not a medieval/renaissance Europe). Chernozem and Androsol can be discovered late in the game with a technology so that Ukraine/new steppe civ doesn't became too powerful early on.
I guess the scenario is trying to have strong civ core areas, and weaker border cities. The main problem is that it can't decide if it is an ancient world scenario (Mediterranean + Middle east) or a medieval/renaissance Europe scenario. I would opt for the latter or splitting the scenario into two. Only a Europe map with many secondary civs would be the best. There would be space to fill the map with Scotland, Wales, Norway/Vikings, Denmark, Catalonia, Cordoba, Lombardia, Venice, Naples, Aquitania, Burgundy, the Swiss, Austria, Bohemia, Serbia, Bulgaria, Romania, the Crimean Tatars, the Ottomans, the Khazars, Georgia, Novgorod, Lithuania). New European resources can be added exclusively to this scenario to replace the bonuses of corn, potatoes, sugar, silk etc.

10.5. Triassic Period Earth is good also. In the middle of the map there are many civs but few resources, no rivers and even no forests. Is this a deliberate choice to make the more central civs weaker and more faraway civs stronger? The edges of Pangea are clear resource hotspots.
I think there are some mistakes. The Sahelian empire has a Berber leader (Ahmad al-Mansur) and Berber city names. I believe the starting positions of Carthage and Berbers are accidentally switched? Also the starting positions of South China and Taiwan are switched. Shouldn't Japan be on the northeast part of the continent (there is clearly space and resources) instead of next to Russia and Ukraine? I think Persia is in place of the Khmers (there is an empty space between Ukraine and Mongolia where Persia can fit.

10.6. The World map Huge scenario is amazing! The map design and resource distribution is really good. Needing Patagonian open borders to circumnavigate the globe, tribal forts acting as expansion limiters, having just perfect amount of rivers, every civ having space for a couple of starting cities are just some examples of how well-thought-out this scenario is.
I have only minor nitpicks with the map:
- adding more variety of resources in the Atlas mountain region (the Berbers and Cartage always get destroyed early on and the area in general has less settleable places)
- more resources in the Swahili lands (there is a much less incentive to capture this area in comparison to the Americas)
- adding resources in the Caribbean (I don't know why it is almost empty, it would allow the Mayans to not be destroyed every time in the early classical age)
- removing tribal forts from Hittite and Ugarit barbarian cities, this creates a barrier and causes Pericles is to wage war only with Russia and Tigranes to demolish Babylon and Persia since they have no other place to expand (this also breaks civilization the continuum from Portugal to India)
- nerfing the two Chinas somehow, in classical age one beats the other and just stacks vassal states throughout the game (adding tribal forts in Yi, Ba and Lac Viet cities or generally more barbarian presence)


To anyone who reads this I thank you for your time. This took a while to compile. I wanted to stick to the point of a suggestion. If need be I will further elaborate on something said here. If something doesn't make sense or I am wrong please let me know.

Cheers!
 
Whoa, this is a thorough post. You seem to have put a lot of thought and effort into it; I will only answer selectively, otherwise I'm afraid the answer is the same to all - while a lot of these would be nice to have, I will not be putting in any features or major new content. I am really sorry to disappoint, given your apparent enthusiasm, but the development is mostly over aside from bugfixes and specific stuff I wanted to implement. I'll address some specific stuff below.

6.1. Frequency of changing capitals: The AI almost never does this and even keeps the capital at the corner of the empire. It also badly places the Forbidden palace national wonder).
This might be something I'll look into; might be some AI code not working as intended.
7.4. Adding a building that boosts the yields of fresh water lake tiles would be really good. Without that you are stuck with a mere +2 food and +1 commerce bonus for a landlocked city. So maybe adding a version of fishing docks/lighthouse/shipyard for lake tiles in the renaissance/industrial era?
While I agree there is an obvious gap here, I don't see how it can be closed in an elegant manner. I would want to neither add a building that can be built anywhere and is useless in 90% of cases nor add a lot of code to determine cities with fresh water tiles where it should be built. I'll look into it and maybe add a simple direct bonus from tech.
7.5. Why wouldn't you be able to grow a forest on a tile? At least in the industrial era when cultivation is available.
Discussed lots of times already. Throughout all of its history, humanity hasn't grown a single "tile" of forests where there were none, in Civ scale.
- seaside resorts come really late (at the end of the game basically, bonus also not relevant for any victory)
Same can be said for all modern era buildings and most wonders. I think stronger economy isn't irrelevant to any victory (save maybe cultural), and the economic bonuses of the building are rather strong.
- hot springs terrain feature bonus is weak (would add +2 commerce and -2% epidemic chance even), hot springs park improvement is never worth it (would add +2 happiness and -4% epidemic chance)
Agreed, will buff.
- the AI regularly sabotages the clock tower building with spies, upping the cost of its hammers or espionage points would help (a couple of turns longer build is not much)
That's more of a failure in AI building evaluation, already fixed for the next release. It's also why you're annoyingly suggested to construct clock towers in all cities as one of the first buildings.
- some of the late game civics have a bonus on improvement building turns, this bonus is negligible since it is faster to just have more workers (I see it only being useful in building railroads all-around but still weak) and it is just better to have other civic's bonuses
It's never the main bonus of a civic though. Note that they are also additive with bonuses from tech, so after early game, it's really not that much of a difference.
- the Sistine chapel is THE most OP wonder, at max +1 culture per specialist (easy win in culture wars, easy culture victory, should be built even if not going for culture victory so the AI doesn't get it)
Yeah, probably worth a nerf, given later game specialist numbers.
10.1. Will there be an option to have other leaders leading their civs in scenarios? This would skyrocket their playability and fix some things. For example often in World map Huge scenario Arabia is weak from the start because it gets out-cultured by Ramesses and Zara Yaqob, Cyrus dies because he doesn't build many units, Caesar doesn't conquer, Russia is isolationist, Ashoka is a cultural powerhouse, Robert the Bruce does nothing the whole game.
Technical limitation of the engine. I'd much prefer them to be selectable.
I really like its smaller scale and zoomed in map. It has a spelling error in the city of Skojpe instead of Skopje.
Thanks, will correct. Not the only typo there, but this one I haven't caught yet.
Triassic Period Earth is good also. In the middle of the map there are many civs but few resources, no rivers and even no forests. Is this a deliberate choice to make the more central civs weaker and more faraway civs stronger? The edges of Pangea are clear resource hotspots.
The map is mostly as it was; I don't make the maps themselves, they're always community-sourced. What I know is there is a significant barbarian pressure in the South of the map, so it would make sense to make that region richer to compensate. I may revisit specific resource distributions there.
The Sahelian empire has a Berber leader (Ahmad al-Mansur) and Berber city names. I believe the starting positions of Carthage and Berbers are accidentally switched?
Thanks, I'll check, this might be an artifact from earlier times when there was no separate Berber civ.
Also the starting positions of South China and Taiwan are switched. Shouldn't Japan be on the northeast part of the continent (there is clearly space and resources) instead of next to Russia and Ukraine?
I think Persia is in place of the Khmers (there is an empty space between Ukraine and Mongolia where Persia can fit.
It's all based on (and inspired by) this map: https://www.visualcapitalist.com/wp-content/uploads/2022/11/pangea-map-with-modern-borders-full.html, where all locations correspond to modern geography. As you can see, Taiwan should actually be even further North. There are a couple of places Persia could be, but I went with the one with lower civ density.
- adding more variety of resources in the Atlas mountain region (the Berbers and Cartage always get destroyed early on and the area in general has less settleable places)
- more resources in the Swahili lands (there is a much less incentive to capture this area in comparison to the Americas)
- adding resources in the Caribbean (I don't know why it is almost empty, it would allow the Mayans to not be destroyed every time in the early classical age)
- removing tribal forts from Hittite and Ugarit barbarian cities, this creates a barrier and causes Pericles is to wage war only with Russia and Tigranes to demolish Babylon and Persia since they have no other place to expand (this also breaks civilization the continuum from Portugal to India)
- nerfing the two Chinas somehow, in classical age one beats the other and just stacks vassal states throughout the game (adding tribal forts in Yi, Ba and Lac Viet cities or generally more barbarian presence)
Thanks for the pointers, I'll have a look.
 
Hello:
I'm sorry I speak English so badly.

I enjoy with this mod. I think it is the best mod. I have some ideas but I am not a programmer, I cant´t do that.

* Next war mod has te ability of include or exclude leaders so you can fight against Hitler in your games.

* Spionage is weak.
I think there could be specific promotions for espionage. Counterespionage promotion that enables the ability to detect spies and espionage promotion that enables the ability to remain undetected.
This spy combat would occur when an enemy spy enters a square where there is already a defending spy. Something like combat promotions where your spy is stronger when he succseed a mission (or perhaps by using combat promotions directly)

* workers in industrial era must have more terraforming habilities: creating forest and tunnels in peaks (roads through peaks) and converting a coast square in grassland.

* forts doesn`t help with gunpowder, but when breech-loaded rifle is discovered forts could be converted in "fortified fort" where garrison promotions acts like if it where a city.

Thank you very much for creating this wonderful mod.

I enjoy it very much.
:clap::clap::lol::lol::clap::clap:
 
You seem to have put a lot of thought and effort into it; I will only answer selectively, otherwise I'm afraid the answer is the same to all - while a lot of these would be nice to have, I will not be putting in any features or major new content. I am really sorry to disappoint, given your apparent enthusiasm, but the development is mostly over aside from bugfixes and specific stuff I wanted to implement.
Thank you for the swift reply! I am sad that developement is mostly over (especialy not adding new civs or making some civs fully playable), but I understand.
While I agree there is an obvious gap here, I don't see how it can be closed in an elegant manner. I would want to neither add a building that can be built anywhere and is useless in 90% of cases nor add a lot of code to determine cities with fresh water tiles where it should be built. I'll look into it and maybe add a simple direct bonus from tech.
Or maybe allow cities placed next to lakes to build fishing docks (later add a bonus from tech)?

In the meantime i prepared more questions and suggestions:

1. AI behavior
- at mid to late point of the game the AI just spams privateers (I think because it takes only a turn or two to build), and just blockades my city over and over again (at that point privateers lose decisively in combat)
- the AI doesn't improve one or two island tiles within city plots, even when it is important (best example in world map huge where carthage never has a mine on the copper resource in sardinia)
- can the AI at the later eras of the game split doom stacks to attack from more sides (at some point the powerful civ will just have a 50+ stack taking city by city while the other units are just stationary 5 ones defending a non-attacked city)

2. Quests
- I had a problem where I built lots of swordsmen for a quest, but nothing happened (I think the quest doesn't register the specific unit names for it to be completed, in my case it required a non specific swordsmen, while I was building spadaccino lombardo)?
- can a quest tracker be added (telling us how much more units are missing for completion, or giving the information if we are currently leading against other civs)?

3. Graphics
- making resource icons smaller in the previous update was a great change, but I think the city bar size is too big (especially when zooming out), can this be added to interface options?
- sometimes the generated world has a minimap splitting a continent at its sides instead of the prime meridian going through the continent, can the minimap be moved left to right?
- a really minor nitpick, can there be a vertical line dividing the techs of different eras in the tech tree?

4. Other
- is there a way to make indigenous civs from world maps spawn the same way (semi-civilized, with more cities) in generated maps?
- why is the unhappiness so high for not having labor union, is it meant to be adopted by everyone at some point?
- I can't see a strategy for adopting welfare state, what is it's purpose?
- can you add the list of great people, dynamic civ names, dynamic flag variations and break away civs to the appropriate playable civs in the civilopedia (quite a library it will be)?
- the serbian name for skodra is skadar (crusades scenario), the non barbarian name for sirmium is sremska mitrovica (hungarian name Szávaszentdemeter), the names for belgrade: greek - alba graeca, turkish - belgrad , default name - beograd (name in native language)

Thank you and I look forward to the new update!
 
- at mid to late point of the game the AI just spams privateers (I think because it takes only a turn or two to build), and just blockades my city over and over again (at that point privateers lose decisively in combat)
There will be a limited number of privateers per given game; they will simply run out.
- the AI doesn't improve one or two island tiles within city plots, even when it is important (best example in world map huge where carthage never has a mine on the copper resource in sardinia)
I definitely saw them do that at least sometimes and the code to consider it is there.
- can the AI at the later eras of the game split doom stacks to attack from more sides (at some point the powerful civ will just have a 50+ stack taking city by city while the other units are just stationary 5 ones defending a non-attacked city)
I'd love to, but this is a task for a very, very good coder (which I am not).
- I had a problem where I built lots of swordsmen for a quest, but nothing happened (I think the quest doesn't register the specific unit names for it to be completed, in my case it required a non specific swordsmen, while I was building spadaccino lombardo)?
No, all flavour swordsmen would be considered. The most likely explanation is that someone else finished the quest before you. Do you know there's a tab in the Turn Log (one of the upper left buttons on the main screen) to show your active quests?
1734258410321.png
If there's nothing there, it means someone else already finished the quest.
- can a quest tracker be added (telling us how much more units are missing for completion, or giving the information if we are currently leading against other civs)?
For the former, you can see the requirement in the quest description and check the appropriate advisor for the number of units/buildings you have, the latter is information you realistically don't have within game (as it would require you to somehow know how many of a particular unit each civ has, for instance).
- making resource icons smaller in the previous update was a great change, but I think the city bar size is too big (especially when zooming out), can this be added to interface options?
No, sorry, unfortunately, it's not quite as easy as that. I won't go into details, but it's not something I can easily do or someone else can change back just by replacing some file.
- sometimes the generated world has a minimap splitting a continent at its sides instead of the prime meridian going through the continent, can the minimap be moved left to right?
The bundled map generators have in-built "countermeasures" against it, but unfortunately, that doesn't work 100% of the time.
- a really minor nitpick, can there be a vertical line dividing the techs of different eras in the tech tree?
Shouldn't be too hard; I'll consider.
- is there a way to make indigenous civs from world maps spawn the same way (semi-civilized, with more cities) in generated maps?
There is definitely a way, but currently that's not on my plans.
- why is the unhappiness so high for not having labor union, is it meant to be adopted by everyone at some point?
Yes, same as Emancipation in vanilla.
- I can't see a strategy for adopting welfare state, what is it's purpose?
Trading some economic power for more health/happiness.
- can you add the list of great people, dynamic civ names, dynamic flag variations and break away civs to the appropriate playable civs in the civilopedia (quite a library it will be)?
I did consider it for the great people, but it is a rather monumental undertaking.
- the serbian name for skodra is skadar (crusades scenario), the non barbarian name for sirmium is sremska mitrovica (hungarian name Szávaszentdemeter), the names for belgrade: greek - alba graeca, turkish - belgrad , default name - beograd (name in native language)
There is no Serbian civ to add them to unfortunately; the Crusades scenario simply uses Ukraine as a stand-in currently. I may add a South Slavic derivative civ at some point.
 
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There will be a limited number of privateers per given game; they will simply run out.
Good, because I had to kill about 60 privateers turn after turn.
I'd love to, but this is a task for a very, very good coder (which I am not).
Fair.
If there's nothing there, it means someone else already finished the quest.
Yes, i know. Checked the quests tab many times and it was still there, even built double the amount of units required but still it didn't complete. And when I did the quest failing condition (reaching renaissance era i think) it said quest failed.
Trading some economic power for more health/happiness.
Yes but you get economy ether way, just by having specialists from larger/happier cities, no? I think the maintenance and upkeep costs are just too much (in the late game you will have many cities eventually). For what strategy would I give a chunk of economy for about +5 population for big cities (also largely increasing the maintenance costs). The farms to support these mega cities can easily be towns or watermills. Having access to many resources, happiness buildings, some wonders and centralist constitution or dictatorship is enough for most cities to not be unhappy. If it is for playing tall instead of wide on smaller maps, I would add a reduction to epidemic chance since that will halt the mega cities. The bonuses from free market and planned economy are way more useful.
I may add a South Slavic derivative civ at some point.
Please do, the more civs/leaders the better.
There is no Serbian civ to add them to unfortunately; the Crusades scenario simply uses Ukraine as a stand-in currently.
Yes, I noticed. I remember before the Ukrainian civ was added Serbia had its own great people list with quotes, now it has Ukrainian ones. Couldn't the Serbian great people have stayed, since they are already compiled?

Also, minor questions i forgot:
Who is Ivan Asen ll leading (he is under minor nations in civilopedia)? No scenario has Bulgaria
The city of Bolgar (leader Almish in crusades scenario) has no palace?
The Dravidian civ is not playable on world map large? Also their first city doesn't have a palace also.

Sorry for the late reply of the previous post (after 6 months basically).
 
Yes, i know. Checked the quests tab many times and it was still there, even built double the amount of units required but still it didn't complete. And when I did the quest failing condition (reaching renaissance era i think) it said quest failed.
Ooooh, right. You ran into the only case where this quest was not feasible. Roman civ doesn't technically have a swordsman-class unit (and is the only one that doesn't). I'll make that quest count late swordsmen (your Lombard one) too going forward.
Yes but you get economy ether way, just by having specialists from larger/happier cities, no? I think the maintenance and upkeep costs are just too much (in the late game you will have many cities eventually). For what strategy would I give a chunk of economy for about +5 population for big cities (also largely increasing the maintenance costs). The farms to support these mega cities can easily be towns or watermills. Having access to many resources, happiness buildings, some wonders and centralist constitution or dictatorship is enough for most cities to not be unhappy. If it is for playing tall instead of wide on smaller maps, I would add a reduction to epidemic chance since that will halt the mega cities. The bonuses from free market and planned economy are way more useful.
More specialists. If played right, a farm can support several specialists that are definitely better together than a single town's output. Epidemic reduction sounds very reasonable.
Please do, the more civs/leaders the better.
Not really, no, and I generally won't be adding any more playable ones. I just thought about a couple of cases where particular civs could be more useful in scenarios, such as South Slavs and Georgians.
Who is Ivan Asen ll leading (he is under minor nations in civilopedia)? No scenario has Bulgaria
Nobody. It's a leftover from an earlier draft of Crusades scenario.
The city of Bolgar (leader Almish in crusades scenario) has no palace?
Thanks, will fix.
The Dravidian civ is not playable on world map large? Also their first city doesn't have a palace also.
Yep, they were quite a mess - fixed.
 
More specialists. If played right, a farm can support several specialists that are definitely better together than a single town's output.
I see, but still think that maintenance costs are way too high (+ that increase in maintenance for a larger city i will get). If I choose a merchant from that extra specialists I did not refund the maintenance cost increase. If I want more science/culture I would use scientists/artists, but I could have had a larger % on science/culture spending by not adopting economy halting welfare state. The thing I would get more of are great people, but this late in the game a couple more of them are not worth it.

There is a game breaking bug I experienced a couple of times. In the late game as the AI turns are done and it is my turn to play, the cursor remains a rotating globe. What is weird is that I can change research, access advisors, but can't move the map and click on units/cities (the game still treats this as waiting for other players turns to finish). I tried to fix it and make sense of it and the conclusion i reached is that this happens when a powerful AI is about to declare war on me. Because of the late game there are lots of things to load so something somehow can't get processed (lots of vassals, broken trades, units moving etc.). Sometimes the game just crashes before that declaration of war. Or maybe some events/notifications can't load? I don't have a way of checking this.
I managed to go around this by loading an earlier autosave and playing a couple of turns differently. Are you familiar with this problem?

When will you be releasing a new update? Looking forward to it!
Will any more scenarios be released? I love making maps/scenarios of my own, and would like to help somehow if need be (I can't code though).
 
There is a game breaking bug I experienced a couple of times. In the late game as the AI turns are done and it is my turn to play, the cursor remains a rotating globe. What is weird is that I can change research, access advisors, but can't move the map and click on units/cities (the game still treats this as waiting for other players turns to finish). I tried to fix it and make sense of it and the conclusion i reached is that this happens when a powerful AI is about to declare war on me. Because of the late game there are lots of things to load so something somehow can't get processed (lots of vassals, broken trades, units moving etc.). Sometimes the game just crashes before that declaration of war. Or maybe some events/notifications can't load? I don't have a way of checking this.
I managed to go around this by loading an earlier autosave and playing a couple of turns differently. Are you familiar with this problem?
Can have a lot of causes, but at least some reported cases like that are fixed in the 3.7 version.
When will you be releasing a new update? Looking forward to it!
This weekend-ish
Will any more scenarios be released? I love making maps/scenarios of my own, and would like to help somehow if need be (I can't code though).
No
 
Hello
I'm sorry. I speak english so badly.

This isn't a bug, but it might need to be modified.

That neighbor sends you a huge stack, and you manage to defeat it, and after two turns, it sends you another one.

Example
A walled city with 6 pikemen with several garrison promotions is attacked by a stack of many skirmishers and levy. After a while of battle, I've won and lost a pikeman.
While I'm building another pikeman, another stack just like the previous one arrives. I lose another pikeman.
Three turns later, another huge stack arrives. By the time I get my initial pikeman, my city is already undefended, and stacks keep arriving.

There's no possible defense strategy against this.I look at that neighbor, which is all it has to build at that rate, and I see a civilization with four size 4 cities.

I think that this usual case must be changed.

thanks for such a fun mod
 
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