I can't register in our forum because I don't receive the activation e-mail and can't contact the board administrator in there: http://www.realism-invictus.com/forum/
I would like to make an observation as a long-time player and fan of RI. I've played countless games, most often on the latest SVN version both SP and MP and I have noticed a reoccuring theme in a lot of my games. I play large maps or bigger with about 12 civs, a few more if I play on a huge map.
Most nations begin by expanding peacefully before they start to run out of space to further expand without hostility towards their neighbours. Wars then ensue and one nation per landmass has usually become so overpowered through conquering or making vassels out of their neighbours that it's a forgone conclusion how the rest of the game is going to pan out. Because they have access to plentiful happiness improving resources it allows them to expand unabated once they reach a certain point. RI has no mechanic to stop or impede the Empire making Civ. There is no diminishing returns mechanic or leveller to stop or even make it difficult for the ever increasing Empire civ.
It's a problem in my view and it ruins the fun of the game from the point of domination onwards. I have the choice to go down the conquest route or not but when at least one AI chooses to go down this route it makes conquest the only means of victory and limits the game.
The only games I have played where this doesn't happen is where I am fortunate enough to be able to police all the other AI civs and prevent one nation becoming dominant through liberating the weaker AI civs, but that in itself is a limited style of play.
Is there any way to damage large Empires? I know Rev Mod is planned but in my opinion it can't come soon enough.
We all know about this problem. We also all agree that Revolution will be the solution.
My personnal opinion is the same as yours. When a civ starts expanding I nearly always attack it to avoid the "critical size". The problem of such a behavior is that you slowly destroy your diplomacy. As I have already said, the solution is adding Revolution (modified for RI standard).
I'm glad to hear this, as I have the same issue... with the snowballing empires...
Would it make sense to make increases to the city maintenance/distance costs across all 'government' civics and an increase in war weariness across the majority of other civics. This should make sustained war more difficult and maintaining a large army more difficult too.
Although I agree with the big "AI" empire issue I'm not sure of the above.
In this game, managing your economy requires better planning, specialization and careful expansion than in any other mod (any). How would it make sense to increase maintenance/distance costs?
If we are talking about AI costs, then I agree that they require a tweak; if we are including the costs for humans then I don't understand. The game is difficult enough in micro and macromanagement.
For example: In my last game in a random map on Emperor I vassaled 3 civs and destroyed one in the medieval era very quickly. Regarding the cities of 2 of those civs I couldn't keep a single city. I also didn't want to raze. Result: I few turns later those 2 civs broke free although pleased and friendly and in another war with me (makes sense...). I got pissed turned back and just razed everything in sight. I couldn't keep even just some their cities because of the huge costs that I would have. It was not worth it. New cities can take dozens of turns until they start paying for themselves.
Result: a grind and red diplo situation.
How is it easy to have a big empire?
But if I managed to have and sustain a big empire then I deserve to win, plain and simple.
Now, regarding the AI, yes, their bonus are a little bit too much and the handicaps should be tweaked, imho (not that my opinion matters and I can tweak them myself, anyway). They just expand/conquer like its nothing. A human has to expand by steps while for the AI: the more the better.
Another emperor game I was checking in cheat mode the biggest empire, mongolia. 23 cities in the medieval era, more that 150 units (majority outside borders) - not a single cottage and hardly any specialists used: not a problem, tech lead a sure thing. How can this make sense? Its just bonuses, no economic management. Granted, the grazing ground does give a bit of commerce, but still... Not even running monarchy or republic or rudder. Revolutions will fix this?
For the human, it should be hard to acquire a big empire, but not hard to keep it (big empires deserve to win then and that's the nature of any civ iv mod (even with revolutions which are just hiccups)). If it's hard to keep it then it should be easier to expand. Hard to expand and hard to keep makes no sense to me. The game is supposed to be fun; although I admit that with "hard to keep mechanics" it would make more sense to finish a game until the very end (still, fighting internal problems can't be as much fun as fighting another big empire... you know what I mean?).
Regarding war weariness: above noble the AI doesn't really suffer much of that, so is the increase for humans? Wars can take a while in a game supposed to last hundreds of turns fighting giant armies. It would be harder to keep conquered cities and still go on fighting if the opponent doesn't want to give up. Meaning: raze...
Just for a war of attrition (has more value in this mod than in any other really) one would think twice.
Yes, the point is to be harder but the game is difficult stuff already. Why go hardcore?
The AI would still continue to deploy fat armies, regardless. That's what they do.
War weariness is a weird mechanic: You even get more of that outside borders! How is it that citizens get more discontent with something far from their eyes even if their army have not lost a single unit (just from killing: meaning - glory!)? War weariness should affect the army, but anyway...
First, this is a GREAT Mod. I'm using the SVN build with PAK'd art folder.
My Issue: I have no Attitude Icons on the scoreboard. What did I do wrong?
Go to interface options -> Scoreboard -> click in attitude icons
To my dismay the other AI's all had a minimum of 8 cities and a fully developed infrastructure. Either I'm doing something very wrong or the AI just gets too many freebies on Monarch and above.
This sounds familiar too. Why does the AI consistently attack once it's beaten? I'm guessing it's really hard to train the AI to know when it's beaten if the only trigger for them delclaring war is their diplo rating? This is another frustration on RI. The beaten AI that keeps coming back for more, suicidally.
I disagree, why do you deserve to win just because you have a big empire? If that is the case we all might as well stop playing because it's going to get boring and repetetive. RI is too impressive in so many respects to be defined by a big is best win methodology.
Did you reload and play as this empire to see how the state managed under player handicaps? That would be interesting to see if it collapsed or was still maintainable.
I disagree with this but can see your point. I don't want it to be too hard to develop a large Empire and keep it, I just want it to be a challenge for both the player and the AI. Growth should be steady and should require a good economy and infrastructure.
Right now it appears to me that inevitably you end up facing a huge Empire at around about 1200AD (on average). Wouldn't it be more fun if Empires rise and fall, if the smaller, tighly managed civ competed more with the large Empires?
Not sure how much these comments will add to the current topic of conversation, but here goes;
My experience w/RI and the snowballing/dominant AI was to do two things;
1.) Turn off the vassal mechanic. Without vassals or capitulation, a warring AI has to continue its fight either until the end--elimination of an opponent--or come to a diplomatic solution. Frankly, the vassal mechanic is not, IMO, realistic anyway, so no loss of verisimilitude.
It's already checked. I unchecked and checked it again... still no little attitude icons show.
Also of note: My Realism Invictus folder is on its own drive. The game runs fine but I'm wondering if this is why I'm missing the attitude icons.
I'm also missing the attitude icons (and using the pak'd art, never realised that might have been the cause). They've been missing for awhile, now that I think about it. I can get the "worst enemy" indicator, but not the attitude icons.
It's already checked. I unchecked and checked it again... still no little attitude icons show.
Also of note: My Realism Invictus folder is on its own drive. The game runs fine but I'm wondering if this is why I'm missing the attitude icons.
Hi All,
There's a major change in RI.
Many were complaining about the "culture bomb" and we agree it's a problem. We brainstormed and have found a nice solution. Both AI and players will be able to use it.
The new culture system:
- no more "culture bomb" from Great Artist.
- Eleven Art Eras (Ancient - Classical - Medieval - Renaissance - Baroque - Romanticism - Realism - Impressionism - Postimpressionism - Mass - Cotemporary). Unless the first which is free, all other Art Eras are represented by a simple low cost National Wonder that gives an interesting +10% culture to all cities.
- Five Great Works can be built per Art Eras. Examples: Nefertiti Bust (ancient), Discobolus (Classical) or Star Wars (Contemporary)
- Each Great Work is linked to one Art Era. You must build it before beeing allowed to build the Great Work. In one word: an Art Era is a pre requisite.
- The Great Works can only be built by a Great Artist. That's the new role of the Great Artist: building a Great Work.
- A Great Work built is (more or less) limited to its age. I mean there that after a certain tech, a Great Work build will be no more authorized.
- A Great Work gives two bonus: +6 culture and something else. The last one can be a military bonus, a culture bonus or something special.
There's also a few minor changes to implement. Nothing important for players but interesting for the Team.
You should update up to revision 4478 This one is stable.
The best to do is now trying the new system.
We wait for feedbacks and comments.We need them !
I do it myself by opening the XML file CIV4HandicapInfo and editing the values for the difficulty you are playing in. There should be a value like 75 or 65 for example, for maintenance distance and # of cities maintenance, and you can tweak those values to whatever you feel works best.doesn't city maintenance slow empire increase (and simulate nicely the mechanics of overextension as in the roman case etc)? couldn't you just tweak the maintenance numbers to slow expansion?