dreadknought
timelord
Hey Walter H., Im starting this thread as we talked about with some civics tweaks I did for fun and hopefully to make a few types more interesting/historic though thats always open to interpretation
I greatly appreciate Walter H. for his encouraging me to add these and of course the immense work of the true modders who made Realism Invictus so great!
Will add info on changes. To use unzip to path Firaxis games/Civ4/Beyond the Sword/mods/Realism Invictus/assets/XML/GameInfo/Civ4civicInfos, it will overwrite that file so back-up or copy original.
Pacifism went to -50% military production and take out the dreaded 1- gold per unit charge. I did that and like the change alot, as it makes sense as a peace-time civic.
Barbarism, +75% maint cost for distance from palace, +10% military production , +8 free military units, 1 unhappy in 5 largest (same as before I think) Thinking barbarism civic should more greatly stifle early expansion far from cap. Also raiding far away cities but not holding encouraged.
monarchy added -10% sci all cities, added can draft 1 per turn , added 15 free military (representing vassel units), added +1 unhappy per-non state religion , other items same, Thinking of the religious turmoil often apart of monarchies, some vassel units, science could be conflicting with religion of time
oligarchy +25% gg emerge from +50%, distance from palace pen 20% from 25%, 4 free units (ruling family servants), 5 free miltary units, -5% science due to less science/religion conflict
theocracy, Added -20% sci rate all, unlimited priest same, took off -10% gold pen., +20% military production , 20 free miltary units
other parts same theocracy now functions more like in the older civs, strong military less science.
parlimentary system -10% distance from palace bonus instead of -25%, 1 free specialist per city, extra representation equals more specialist activity and each city can choose bonus
dictatorship same the extra happy per military unit is key and production seems ok ( federalism added 1 extra shield/hammer to the +1 bonus for towns settlements so its +2 now) feel it better represents productivity gain of that govt. type and encourages lots of town/settlements around city which fits u.s. in particular.
****I think esp. if you beeline to Monarchy it makes starting out a little easier overall and you can try to keep the historic govt. all game long for the challenge,though I woulnt try to consider barbarism as a serious end govt..***
Other govt civic specific sp bonus buildings remain the same of course.
NEW****Science rate Handicap Zip*** Changes the AI science rates to /Warlord 80% from 90%/ Nobel 90% from 100%/ Prince 100% from 110%/ monarch 105% from 115%/
Did this because the rates for AI were higher in this mod thus increasing difficulty, the lower rates will work better for my total war games/prince and are similar to vanilla BTS rates. Path to UNZIP CIV4/beyond the sword/mods/realism invictus/assets/xml/game info/
First file removed after 11 downloads, I have slightly changed a couple values in this new file but basically the same.
I greatly appreciate Walter H. for his encouraging me to add these and of course the immense work of the true modders who made Realism Invictus so great!
Will add info on changes. To use unzip to path Firaxis games/Civ4/Beyond the Sword/mods/Realism Invictus/assets/XML/GameInfo/Civ4civicInfos, it will overwrite that file so back-up or copy original.
Pacifism went to -50% military production and take out the dreaded 1- gold per unit charge. I did that and like the change alot, as it makes sense as a peace-time civic.
Barbarism, +75% maint cost for distance from palace, +10% military production , +8 free military units, 1 unhappy in 5 largest (same as before I think) Thinking barbarism civic should more greatly stifle early expansion far from cap. Also raiding far away cities but not holding encouraged.
monarchy added -10% sci all cities, added can draft 1 per turn , added 15 free military (representing vassel units), added +1 unhappy per-non state religion , other items same, Thinking of the religious turmoil often apart of monarchies, some vassel units, science could be conflicting with religion of time
oligarchy +25% gg emerge from +50%, distance from palace pen 20% from 25%, 4 free units (ruling family servants), 5 free miltary units, -5% science due to less science/religion conflict
theocracy, Added -20% sci rate all, unlimited priest same, took off -10% gold pen., +20% military production , 20 free miltary units
other parts same theocracy now functions more like in the older civs, strong military less science.
parlimentary system -10% distance from palace bonus instead of -25%, 1 free specialist per city, extra representation equals more specialist activity and each city can choose bonus
dictatorship same the extra happy per military unit is key and production seems ok ( federalism added 1 extra shield/hammer to the +1 bonus for towns settlements so its +2 now) feel it better represents productivity gain of that govt. type and encourages lots of town/settlements around city which fits u.s. in particular.
****I think esp. if you beeline to Monarchy it makes starting out a little easier overall and you can try to keep the historic govt. all game long for the challenge,though I woulnt try to consider barbarism as a serious end govt..***
Other govt civic specific sp bonus buildings remain the same of course.
NEW****Science rate Handicap Zip*** Changes the AI science rates to /Warlord 80% from 90%/ Nobel 90% from 100%/ Prince 100% from 110%/ monarch 105% from 115%/
Did this because the rates for AI were higher in this mod thus increasing difficulty, the lower rates will work better for my total war games/prince and are similar to vanilla BTS rates. Path to UNZIP CIV4/beyond the sword/mods/realism invictus/assets/xml/game info/
First file removed after 11 downloads, I have slightly changed a couple values in this new file but basically the same.