R:I. My personal spin-off

After a little more than 200 turns I see the AIs have started or finished buildings like LumberYards, CharcoalBurnersHut and Butcher (YES, I did open WorldBuilder). So far so good.
 
The first 2 tests showed, as expected, quite a few errors and broken logic - whether I have fixed them all by now..... well time will tell. This 3rd test will start in a little while and with it I will - to the extent I remember it - upload screenshots and comments.

Since I'm not very good at GIMP, those who follow this page will - hopefully - make their ":hmm::nope::think::lmao:" silently, when they see my very limited graphic "talent". But some parts of my work are better than other.....
 
3rd Testgame startet.

Spoiler First Techs :

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What you can see from above is how fast after each other the first 15-20 techs will "arrive". This is exactly what I want, as I believe that "humanity" had knowledge of the most basic technologies already around 4000-3500BC. But once that period has passed - then development will be somewhat slower than in the original version of RI.
 
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After 77 turns. 13 techs discovered, first contact with a neighbor (the Greeks).

Spoiler Screenshots :

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While waiting for my 1st settler, I'm going to find out where to settle. So far so good - though my scout was close to fail a moment ago.......
Spoiler More screenshots :

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My scout is back onboard his sailboat - resting and recovering.
 
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3rd city founded and a few more neighbors found - and some found me.

Spoiler Screenshot of the present situation. :

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NO I say. For one or another reason I do not like slavery - guess it's a "left-over" from previous RI-versions...... I know the dis-advantages have been reduced quite a bit. But I still do not like playing that civic.
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2nd city founded a while ago. Choosed to build it on the Cereals (Wheat) since that is a very-very vital resource now.
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Soon I can change to my preferred civic - one I'm going to keep for quite some time. That civic together with the building "Imperial Cult" - that rocks for sure.
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I have "lifted" some of the limitations for Imperial Cult. Now it only depends on, that the Regime of the Nation is an Autocracy. I do believe (as the background text more-or-less says), that any great (or huge or powerful) leader for any great (or huge or powerful) nation from ancient days and up to today "loves" this type of government (and type of building).
 
I made a minor - but annoying - mistake with a building, which I assigned more "tasks" than I should have. Among other things, this resulted in the building being able to produce natural fibers without access to even one of the resources that (should) be needed. Therefore I made a "copy" of the building Local_Workshop which was given the task of producing natural fibers, while the "original" building now only brews beer (I renamed it Local_Brewery).

Unfortunately, adding a building means that the game must be restarted - Can't help it, but that's the way it is. This time I start as England.

Spoiler Screenshots :

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And below the now 2 buildings, that made a restart necessary:
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Spoiler More screenshots 1 - details, discovered techs :

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Spoiler More screenshots 2 - Terrain 'round London :

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Nasty terrain - wet swamps, cold tundra, icy areas :snowcool:..... but 1 big "plus" compared to the original RI: Sea_Ice might be coastal from start, but it can't spread to other coastal tiles. However Ocean Sea_Ice is still able to spread to other Ocean tiles.
 
I have added 25 new buildings and 40 new bonus(!). Now I'm ready to continue with my tests. Let the fun begin.
 
My first serious try with the Arabs.
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So far so good :beer: -

Spoiler Screenshot :

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And all nations seems to start fine (I have checked, that all have choosen spots for - at least - their 2nd and a 3rd city by now)
Spoiler MiniWorldmap :

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YES - it works. I'm finally able to start building my first Trireme (after 464 turns).
Spoiler Screenshot :

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Now that's late some would say - Yes maybe it is, but the demands for making a war-ship are high. But by a 2nd thought: Is year 944BC really that late????
Spoiler A Trireme is not cheap..... :

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Even though it's been more than 2 months since I last wrote anything new here, I haven't "put my hobby on the shelf" in any way. I've just been too busy adding both old material and new ideas to the latest release.
 
Your submod looks really cool! I was wondering if you have considered looking into how geography and infrastructure could be tied into logistics:

, I was thinking that geography should also be tied to the logistic system. After all, geography is the very reason why we need logistics in the first place. Having ancient armies clashing in the middle of a desert should not be as doable as having armies clashing in lush farmland.
Logistics should be expanded beyond the urban/rural system and also take account of geography by food yields.

1-2 Food yields: Provide no bonus
3-4 Food yields: Expands logistics by 1
5-6 Food yields: Expands logistics by 2. And so on for higher food yields.
0 Food yields: Decreases logistics by 5

These numbers can always be changed for balancing, but the main point is that tundra and deserts should not be able to support the same size armies as lush farm land.

Logistics can also be improved by a few ways: coast/river, great generals, and buildings (in addition to aforementioned technology being an influencing factor)
Traveling by coast/river will improve logistics by 1 or two, regardless of the terrain, as the army is being supplied by “merchant ships”.

Great generals will negate the 0 food yield penalty on logistics completely. This simulates for example the brilliance of Alexander the Great navigating through the deserts of the Persian Empire. Or a great general can have a special promotion line that affects logistics. First level improves army logistics by one, level 2 improves it by 2, and level 4 negates the 0 food yield penalty on logistics completely.

I was also thinking that path improvements (cart path, road, paved road, etc) would also improve logistics and each better path improvement would provide a better bonus for the tile, but that may be too many variables for logistics already. Movement bonus may be good enough reason to use it already. Perhaps a slight terrain defense aid? Soldiers are better supplied by road, so they are better fed and able to fight better:

Cart path-no bonus,+1 to logistics?
Road-1 % defense bonus. +2 to logistics?
Paved Road-2 or 3 percent defense bonus, +3 to logistics?
Etc

Buildings, such as ammo depots and barracks would increase urban logistics.


TLDR: Basic idea is to adapt the logistics system in regards to geography, great generals, path improvements, and buildings as influencing variables to rural/urban logistics.
 
Your submod looks really cool! I was wondering if you have considered looking into how geography and infrastructure could be tied into logistics:
No I can't say I have. But I can say, that I stick to the original R:I and only add/change what I like, since my "version" is personal. It will never become public.
 
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