Realism Invictus - Play-N-Learn

Well, well! It works!

Of course, the occasional barb that stumbles by your unit wall will attack, but the general target of the invasion is no longer you.

On that screenie, we see the barbs are busier attacking better defended nations than mine defended by some Nubian settlers.

Spoiler :
QxChYOj.jpg
 
Lol, good barbs always shall join their better counterpart, the Mongols.

Spoiler :
 
Nobility (+15% Military production, +2 free military units, +10%COM and %10CUL in capitol). Needs Bronze Working

Ok, this proves I have an older version. I didn't find that one anywhere.
Wow, just realized the workers are enabled that far, that is BW. Wrong. Ok, I'm lost on this one.

Our spies can now see Ismail’s research (Woodworking in 4T), which is very handy. I guess he is not spending any money to spy on us (does he have some other civ nearby?)

Necessarily.

We get +1 to our relations with Ismail for sustained piece

Yep, takes 60 turns for that one for every gamespeed.
Cancelled once war is triggered and retrieved after another 60 turns.

We are now considered stronger than Ismail

That's really weird to be that strong on EMP that early.

Another barb turns away from our lands… What’s going on? Did they tweak barbarians? Never seen them being so shy.

When targeting cities, the barb team considers the strength of nations. Since you are stronger, chances are they avoid you to attack some weaker neighbour. And hence the weird factor because usually on EMP, AI are stronger than you. Must have to do with the late worker. So I guess IMM+ will be easier because they don't receive free workers.

Need your opinions here people

Will take time. I need to absord more. This mod seems complicated just like C2C.
 
Ok, I leave this advice for today.

Here's the plan:



First, don't forget to explore the NE region of the horse. There might be some seafood. I say a big MIGHT because normally, strong resources like horses and seafood don't spawn each other. It's more like second class resources that do that (e.g. silk, gold, dyes,etc for base BTS).

Settle that purple spot. Work right away the Fishing Docks for +1 :food:. It's only 40 :hammers: Better than the regular lighthouse of 60 :hammers:. Now, IR lighthouses are for +1 :commerce:. Since you desire to avoid slavery (which may makes sense with such dearth in food around!), improve those horses right away and work them to build the Fishing Docks. Once done, work the lake of 3 :food: 1 :commerce:. Don't forget to tech fishing to time the city planting and the building starting.

The two lime circles will be the location of whatever units you want there. It's the unit walling effect. Their spawnbusting range is also shown and by the way the land shapes, they shan't encounter any of those two units randomly because of their pathfinding, which I demonstrated with the red arrows.
 
On that screenie, we see the barbs are busier attacking better defended nations than mine defended by some Nubian settlers.
Interesting test, i though they always go for the weak.

This mod seems complicated just like C2C
It's extremely diverse and challenging indeed. I am sure you will like it

That's really weird to be that strong on EMP that early.
Even more so in RI. But it's back to normal now (0.6), i think some of their units got killed by barbs in that time

Ok, this proves I have an older version. I didn't find that one anywhere
Get the SVN version - it's very different from what you have (and more fun)
 
Ok, I leave this advice for today.
City is already there :) (see T81). No sea food unfortunately. Keep in mind that there is a cap of 3 happiness for non-capitol cities in RI so i can only grow second city once.


Good point for unit wall!
 
Interesting test, i though they always go for the weak.

They go for the weakest. But they can't according to the pathfinding function. It's like you trying to get into an inclosed ridge of mountains that you previously explored and you see the pathfinder cannot deal with that. Same for AI and barb team.
 
T100:
Horse pasture is finished and worker will begin connecting it on the next turn. Some more barbs showed up from the North but were easily sent to afterlife by our archers gaining us some XP and promotions. I will not promote units immediately but instead will bank them for later (there is so much diversity in RI, so it pays to keep one or two handy to counter some specific unit type)
Far North looks really nasty – forests with no rivers or resources. I am actually very confused at this point: we have huge land mass and no other civs in sight. I will probably re-plan and will get some galleys out to look for contacts. We really need to find some friendly civs. Without open borders tech lag will become larger and larger…
Spoiler :
T100.png
 
They go for the weakest. But they can't according to the pathfinding function. It's like you trying to get into an inclosed ridge of mountains that you previously explored and you see the pathfinder cannot deal with that. Same for AI and barb team

Got'ya! I will do quick test tomorrow to make sure this works in recent version of RI
 
Dem little horrible modifiers or 2%,3% and 5%.

So reminiscing of TAM, which dates as early as 2005 (Vanilla release). I am sure this mod had inspiration there. I say that, otherwise how to explain the successive similitudes in a large band of mods.

Spoiler :


I see a multitude of bad buildings that has nothing valuable compared to the hammer cost of investment.
At least, it's not all the buildings.
 
Just to be sure: Is it true K-mod dll was merged with this mod's dll? Just to know if I start a game, I won't make the mistake of attacking the AI early with my favorite "bug them" tactic. I know in K-mod, that leads to death.
 
Not sure about about your version but its definitely part of SVN release. I would strongly recommend you go with SVN, a lot of things got tweaked and issues fixed since version that you have

Sent from my Galaxy Nexus using Tapatalk
 
When you see a barb backing out, most likely they are joining another one to create a group.

Just fogbust the coastal south. Leave the rest so that the barbs slow down the AIs and you put your bigger GG emergence to profit (yes, I expect you to not follow the advice).

Persia will probably attack you. Its unlikely for you to get open borders. You're already guaranteed to be behind in tech in comparison with other continents just because of this.

Land sucks, why no resources in the middle? No health, jungle, floodpains and swamps (what's the deal with the swamps near the only next health resource, the fish? I mean, seriously?). That's nice...

I dislike your opening mentality. Settler should be faster, stronger units are needed. If the opps don't trade with you, you need to choke them.

Next 200 turns or 300 turns will show if you can win or not.
There's a problem for the casual player in this game with realistic speed. Small early mistakes compound in ways that only reveal themselves clearly much later on, but making the game irrecoverable by then despite not even half of the it having been played.
 
O.o
A scathing indictment from a R.I. veteran, now you're doomed Joker.ru!
: P

...

Well, maybe Tachy's obsessive posting can balance it out. Get the right version Tachy. : )

...

I think fishing would be good sooner rather than later. The way I'd work it is Bibs builds a workboat for themselves, then a workboat for Vienne (time the border pop to match) and then at least one more to explore. This implies that you're gonna have to defend your fishing nets at some point, but with little other resources available I would use what the map gives you.
 
Dem little horrible modifiers or 2%,3% and 5%.

So reminiscing of TAM, which dates as early as 2005 (Vanilla release). I am sure this mod had inspiration there. I say that, otherwise how to explain the successive similitudes in a large band of mods.

Spoiler :


I see a multitude of bad buildings that has nothing valuable compared to the hammer cost of investment.
At least, it's not all the buildings.

Some mods give x% per resource, so if you get like 5 silks the modifier goes crazy.
 
Scathing is a bit much.

I don't think I said anything wrong.
On the other hand, plastiqe, you're trying to give advise about a game you don't know. The game is just too different.
For example, you don't realize that getting a border pop will take quite a while and that work boats can't explore.

Hopefully Joker.ru doesn't misunderstand worry with aggresiveness, because its easy for all his work on this thread to go to waste, sooner than expected.

Any person playing a lot of RI, if they post here as well, will tell you that you're already an underdog on Emperor (harder than vanilla immortal) if you dont have open borders with someone. I won't explain to you why, since you don't play it.

Unless there's religion sharing, one of the two AIs will attack. Its just a matter of when. So the plan is to get better units and go from there. Or just be choked.
 
Lenneth no spoilers please. We haven't met Persia yet, so if you played past me or used WB, don't share it :). Will go through your suggestions when I get to the computer and not to worry, if you feel like we can do something differently/better please share. That's what is thread is for and I will not get offended :)


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So each leader has two positive traits and an additional negative trait?
 
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