Realism Invictus

I don't think it's necessary because most Great Works aren't that attractive. I just spawned two GArtists (in a row at ~20%) in my first game and I prefer keeping them for later GAges than wasting on a Great Work that gives a meager +1 :culture: on different buildings. Of course, there aren't all like that. There is another interesting one in the Middle Ages I almost built until I realized that bonus +1 trade route will obsolete at some point, which makes the Great Work half good. Anything built by a GPeople shouldn't obsolete because GPeople are rare and limited units.

I disagree.

The degree of usefulness for the Great Works is often situational and the benefits can be quite good if you plan a bit ahead. However, I tend to go for the culture bonuses, not the trade routes and military experience. For example, in my current game I have built several Great Works throughout the ages, all giving bonuses to theatre, since theatres are quite cheap and quick to build. I also have dyes as well and the theatre has become a very useful building for expanding the boarders of my new cities and growing them.

I try to build works that offer bonuses to buildings that I plan to build in nearly every city. The +6 for the Great Work and the +1 for the bonus may not seem like much at the time, but it adds quite a bit of culture throughout your empire. This is especially true if you have built several Great Works in a city then build a national wonder that offers a culture % bonus. IMO, I believe it is much better to build Great Works sooner to receive the long-term benefits, rather than save your artists for later periods because even after that art period is discontinued your buildings still receive the culture boosts from your Great Works.

This is much more realistic to how actual culture is created slowly over time and was a great change. Plus the Great Works that were included were chosen wonderfully and the RI team managed to cleverly add each art period into the game to top of it all. Imho, this has to be one of the best additions that has been added to date.
 
I disagree.

The degree of usefulness for the Great Works is often situational and the benefits can be quite good if you plan a bit ahead. However, I tend to go for the culture bonuses, not the trade routes and military experience. For example, in my current game I have built several Great Works throughout the ages, all giving bonuses to theatre, since theatres are quite cheap and quick to build. I also have dyes as well and the theatre has become a very useful building for expanding the boarders of my new cities and growing them.

I try to build works that offer bonuses to buildings that I plan to build in nearly every city. The +6 for the Great Work and the +1 for the bonus may not seem like much at the time, but it adds quite a bit of culture throughout your empire. This is especially true if you have built several Great Works in a city then build a national wonder that offers a culture % bonus. IMO, I believe it is much better to build Great Works sooner to receive the long-term benefits, rather than save your artists for later periods because even after that art period is discontinued your buildings still receive the culture boosts from your Great Works.

This is much more realistic to how actual culture is created slowly over time and was a great change. Plus the Great Works that were included were chosen wonderfully and the RI team managed to cleverly add each art period into the game to top of it all. Imho, this has to be one of the best additions that has been added to date.

I disagree too. (but also agree it is a great addtion, just need to be attuned)

First of all, as proven by the guru of culture games (called Jesusin), through his over hundred culture games on various conditions (his article is coined a must read to be a good culturemonger), culture bombs avered to be almost best for fast culture wins. Of course, culture victory isn't necessary the purpose for getting more culture in such city or that one, but it is often proven that immediate gains are best. Just like slavery proved without any doubt (with perhaps very few exceptions) that whipping is better than building organically through mines in vanilla BTS.

Second gripe of why I think culture works as they are now, that is weak in weigh, consists of three points:

1) Normal settings on RI makes more civs per maps. On standard for vanilla BTS, it was 6 AI's while RI puts 8 AIs (or 9 don't recall exactly). That means smaller empires, thus the empire-wide bonus is weak until one reaches a critical mass and at that point, why not just win. Yes, we can custom the games to any number of AI's, but considering we are talking about standard RI games, that is the situation.

2) Settling the GArtists are better worth than getting the Great Work. IIRC, a settled GArtist is worth +12 :culture: and 3:gold:. That's undeniably stronger for culture fights and add that a nice economy bonus (the gold). Yes, I suspect Culture Works will double after 1000 years and that makes almost even, we are talking about only early ones. Once reaching 500AD, that's it, the settled GArtists are better. And perhaps, I'm too generous at the date. And a GArtist never obsoletes when settled compared to the empire-wide feature of Great Works.

3)Honestly, occasionally, the bulbing techs are better in worth than getting that small culture bonus. It not only push the player in better place in the tech race (and if tech trading enabled, maybe, give some trade chip), but the worth is like 3000 beakers. Much better than the weak culture bonus from Great Works that takes time to build up. Again, it's the now that is important, not the potential later effects.

I'm not up against "historicity" arguments because it's somewhat bogus. A simple example of two choices where the first gives doubtless better outputs will end up with the first choice being chosen. Great Works' values are too weak compared to other choices for now. The implementation is indeed really interesting, but if given choices, the player will be attracted to the one that gives best. Unless it's pure role-playing...but since you play EMP, I suspect you like challenge.
Another example of historicity gives tuning to features: mounted units are weakened because RI is supposed to show that charging hordes of mounted units conquering empires makes no sense, hence the -25% :strength:. What would happen if that malus never happened: the player will at some point realize it's pointless to go on with slow infrantry wars when mounted units are swift and the choice is gonna be chosen by itself unless the player wants at all cost shoots in its foot. It's basically the same situation with Great Works: I see stronger choices as it is now.

As for another example straight from another play who has done a misplay: he wanted to play a Genghis game where the goal is roleplaying the mongol invasions asap. He has chosen Animal Husbandry first (btw, for vanilla bts), but his only food resource he had (to start an empire, we always have to start with food!) was a wheat resource. Nonetheless, he finished his worker, but that one has nothing to do because of the Agri delay. Let's assume he loses later and whines about that. Well, if he puts aside the historicity argument for going straight Animal Husbandry and gone for building his empire first to give him a chance to win, then he would have performed better.

Historicity arguments to its extreme leads you should always lose as american natives once reaching 1500s. Is that fun? No.
 
What maximum file size you got?

I just started a new game last night. Currently just entered Med Era after taking the Iberian peninsula (sorry Joao and Carlos, but that's what you get for taking a Frenchman's wine) and am currently in a war with Germany and Rome.
Give me a day or two to up the file size as my game progresses (via save's) and I'll update you on my progress. TT's aren't that bad either right now.
Do you roughly what size you were at when you started having problems Cruel?
 
I just started a new game last night. Currently just entered Med Era after taking the Iberian peninsula (sorry Joao and Carlos, but that's what you get for taking a Frenchman's wine) and am currently in a war with Germany and Rome.
Give me a day or two to up the file size as my game progresses (via save's) and I'll update you on my progress. TT's aren't that bad either right now.
Do you roughly what size you were at when you started having problems Cruel?

With 5,2 Mb with low resolutions... Anyone with SVN can test this file and confirm if the crash is MAF?
 

Attachments

I can't, sorry. I don't use the SVN as I still use the 3.2 version.

Happy Thanksgiving RI Team :beer:
 
I disagree too. (but also agree it is a great addtion, just need to be attuned)

First of all, as proven by the guru of culture games (called Jesusin), through his over hundred culture games on various conditions (his article is coined a must read to be a good culturemonger), culture bombs avered to be almost best for fast culture wins. Of course, culture victory isn't necessary the purpose for getting more culture in such city or that one, but it is often proven that immediate gains are best. Just like slavery proved without any doubt (with perhaps very few exceptions) that whipping is better than building organically through mines in vanilla BTS.

Second gripe of why I think culture works as they are now, that is weak in weigh, consists of three points:

1) Normal settings on RI makes more civs per maps. On standard for vanilla BTS, it was 6 AI's while RI puts 8 AIs (or 9 don't recall exactly). That means smaller empires, thus the empire-wide bonus is weak until one reaches a critical mass and at that point, why not just win. Yes, we can custom the games to any number of AI's, but considering we are talking about standard RI games, that is the situation.

2) Settling the GArtists are better worth than getting the Great Work. IIRC, a settled GArtist is worth +12 :culture: and 3:gold:. That's undeniably stronger for culture fights and add that a nice economy bonus (the gold). Yes, I suspect Culture Works will double after 1000 years and that makes almost even, we are talking about only early ones. Once reaching 500AD, that's it, the settled GArtists are better. And perhaps, I'm too generous at the date. And a GArtist never obsoletes when settled compared to the empire-wide feature of Great Works.

3)Honestly, occasionally, the bulbing techs are better in worth than getting that small culture bonus. It not only push the player in better place in the tech race (and if tech trading enabled, maybe, give some trade chip), but the worth is like 3000 beakers. Much better than the weak culture bonus from Great Works that takes time to build up. Again, it's the now that is important, not the potential later effects.

Historicity arguments to its extreme leads you should always lose as american natives once reaching 1500s. Is that fun? No.

I understand what you're saying, but at the same time I don't think you completely realize the full potential of the Great Works long-term benefits. However, like I said before its situational, just like you're Mongol example.

If you only plan on building 1 or 2 GArtists then settling them in a city would most likely be your best choice. On the other hand if you have built an empire where you have already build several wonders that boost GP production and culture and are running civics like pacifism, republic, or democracy and know you are going to have at least 10 GArtists by the end of the Renaissance then Great Works are the way to go and the sooner you build them the better. There is a benefit to increasing the culture of all of your cities, not just the 3 required to win a cultural victory.

Also as a side note, from what I have noticed the Great Works with the cultural bonuses become discontinued, not obsolete so you can reap the long-term benefit all game.
 
A few new things:

- Aren't horse unit a bit overpowered? Lancer vs mounted & bowmen vs recon is a great idea, but maybe they could have their bonus a little upgraded.
On the same topic: the IA seems to prefer horse unit, as i was in war during most of my game, vs many opponent, and they always send me the same type of army: a handful of horse, and a single guy on foot so i can't use my bowmen/lancer.

- On the huge world map, around 1500, Attila launched a huge attack with a hell-size stack of horse unit. Is it a scripted event, or just a really nice coincidence? :D

- The coast tile only provide 2 food, and a citizen need 3 to survive. Is it intended so a coastal city cannot grow without a few farm? If it is, is there someting to make those tiles useful later?

- bowmen came very early, and then it's a really long wait before the longbowmen. Maybe add a strengh 4 or 5 bowmen in the late classical era?

- The gold cost of upgrading unit seems way to high. I need more than 100G per bowmen, it's just impossible to have that much. On the other hand, i just need a few turn to produce a new army of longbowmen, and delete the old one.
Seems a bit weird... and if i do that, then gold lose all purpose. I could have only 100-200G for dealing with random event, and nothing more. But maybe it's what i'm suppose to do? ^^

- I saw on the forum that caste system has rebellion, like slavery or serfdom. But i didn't had a single one in a good thousand year of running this civic. Am I very lucky?

- The tribal fort seems way too strong. I understand they are here to allow the barbarian to survive and stopped us from being too big too fast, but it's weird sometime... Like i took Jerusalem, but couldn't expand north to go to Greece because Syria was unconquerable. No mediterranean empire for us? :(

- Culture is a bit too persistant. When conquering a city, i take way too long before the tile switched under our control, even the tile of the little square. I took Medine, and had to wait 700-800 years before the first tile came under my control. The whole time, the city couldn't produce much or be usefull, obviously...
And i add every cultural building, even a great work in it.
Maybe speed thing a little (or even a big little)?

- Having the option to destroy improvement in our territory is great! But could it be possible to choose the improvement we destroy? Most of the time, it's the road that bother me, not the mine or whatever is on the tile.

I think i have said everything that occured to me in this last game, the first where i manage to survive long enough to see the middle age. I hope my english is not too bad, and that this post won't give you a headache :D

Keep up the good work guys, we love you! :goodjob:
 
How do I change the new World Wonder mechanic in which one city can build an infinite amount of WW's? In many of my games one Civilization will tend to hog most of the WW's in one city and make it imba. It's really silly.
 
I'm looking and I cant find the "MAX_WORLD_WONDERS_PER_CITY" entry in the GlobalDefines xml. Now Im going to have to create an entry for it when Ive never modded any XML at all. Im going to screw up your copy of RI's. Is that what you want? You just you wait.
 
I'm looking and I cant find the "MAX_WORLD_WONDERS_PER_CITY" entry in the GlobalDefines xml. Now Im going to have to create an entry for it when Ive never modded any XML at all. Im going to screw up your copy of RI's. Is that what you want? You just you wait.

Not sure what you mean by screw up your copy of RI's, it's your copy on your pc. You may need to wait a little bit longer than to 20 odd minutes for a response :lol:, this is the internet, not your backyard, different time zones and all:rolleyes:
 
I'm not up against "historicity" arguments because it's somewhat bogus. A simple example of two choices where the first gives doubtless better outputs will end up with the first choice being chosen. Great Works' values are too weak compared to other choices for now. The implementation is indeed really interesting, but if given choices, the player will be attracted to the one that gives best.

Yes, I see your point, and I agree with it. I would like GWs to be a viable, yet not a no-brainer choice. They might be somewhat underpowered as they are now. Do you feel upping their base culture to 10 would even things out? Or do you think 12 or more is needed?

A few new things:

- Aren't horse unit a bit overpowered? Lancer vs mounted & bowmen vs recon is a great idea, but maybe they could have their bonus a little upgraded.
On the same topic: the IA seems to prefer horse unit, as i was in war during most of my game, vs many opponent, and they always send me the same type of army: a handful of horse, and a single guy on foot so i can't use my bowmen/lancer.

On a unit per unit basis, they are indeed more powerful than most infantry, as was historically the case. But keep in mind that they are also usually quite a bit more expensive! So while an archer is not stronger than a horsearcher, even with its bonus, it is significantly cheaper - you can have two archers in time you could build one horsearcher. This is a quality vs quantity approach.

- On the huge world map, around 1500, Attila launched a huge attack with a hell-size stack of horse unit. Is it a scripted event, or just a really nice coincidence? :D

It's a really nice coincidence. :)

- The coast tile only provide 2 food, and a citizen need 3 to survive. Is it intended so a coastal city cannot grow without a few farm? If it is, is there someting to make those tiles useful later?

Yes, there are later buildings that increase water food yields. That said, it is much better if a city also has a farm or two - basically, in the long run, nothing beats farms as sources of food. But a city can live off the sea bounty, especially if there are some sea resources and your tech is advanced enough.

- bowmen came very early, and then it's a really long wait before the longbowmen. Maybe add a strengh 4 or 5 bowmen in the late classical era?

Not the first time I hear this suggestion. The way it is, (foot) archers are supposed, after bronze working, and certainly after iron working, to be a cheap support unit, as they historically were in most if not all classical and early medieval armies. The bow was for a long time considered a weapon of the peasant in most cultures (with some notable exceptions like Korea, who get exactly the bowman you're talking about).

- The gold cost of upgrading unit seems way to high. I need more than 100G per bowmen, it's just impossible to have that much. On the other hand, i just need a few turn to produce a new army of longbowmen, and delete the old one.
Seems a bit weird... and if i do that, then gold lose all purpose. I could have only 100-200G for dealing with random event, and nothing more. But maybe it's what i'm suppose to do? ^^

Actually, the cost of upgrading is tied to the cost of converting your hammers to gold. If it were lower, then you could basically upgrade your veteran units setting a city to produce gold in fewer turns than it would take that city to build a new (and unexperienced) one. Also, Progressive leader trait cuts down upgrade costs IIRC.

- I saw on the forum that caste system has rebellion, like slavery or serfdom. But i didn't had a single one in a good thousand year of running this civic. Am I very lucky?

No, caste system doesn't have rebellions.

- The tribal fort seems way too strong. I understand they are here to allow the barbarian to survive and stopped us from being too big too fast, but it's weird sometime... Like i took Jerusalem, but couldn't expand north to go to Greece because Syria was unconquerable. No mediterranean empire for us? :(

Current barbarian fort strength is the result of much playtesting and balancing. They are designed to fall at a well-calculated point in time. As for your Mediterranean empire, why not build a fleet and just sail around them? ;)

- Culture is a bit too persistant. When conquering a city, i take way too long before the tile switched under our control, even the tile of the little square. I took Medine, and had to wait 700-800 years before the first tile came under my control. The whole time, the city couldn't produce much or be usefull, obviously...
And i add every cultural building, even a great work in it.
Maybe speed thing a little (or even a big little)?

That might be true in some cases. But in general, if you are a warmonger who wants quick returns from his conquests, you should just conquer several cities instead of just one, so "inner" cities you take are free from neighboring culture influences.

- Having the option to destroy improvement in our territory is great! But could it be possible to choose the improvement we destroy? Most of the time, it's the road that bother me, not the mine or whatever is on the tile.

We'll see what can be done, but it can be a rather tricky thing to code.

How do I change the new World Wonder mechanic in which one city can build an infinite amount of WW's? In many of my games one Civilization will tend to hog most of the WW's in one city and make it imba. It's really silly.

Firstly, it isn't anything new. Vanilla Civ 4 didn't limit world wonders in any way as well, we just kept that, never changed. Secondly, to change that, you should indeed add the field you need to GlobalDefinesAlt.xml of the mod. The file only contains fields that were changed compared to vanilla GlobalDefines.xml - so you can copy the field from there, and then change its value to any you desire.
 
Thanks a lot for all your answer Walter :)
That might be true in some cases. But in general, if you are a warmonger who wants quick returns from his conquests, you should just conquer several cities instead of just one, so "inner" cities you take are free from neighboring culture influences.

I usually just take 1 city of someone who attacked me, as a punishment, and so they stay strong enough to still be a threat in the futur. I don't really like removing a whole empire and being too big. But i guess it's just my way of playing that is weird :D

For the rest, your answer make perfect sense. I'm gonna build more bowman... and ship! ^_^
 
I usually just take 1 city of someone who attacked me, as a punishment, and so they stay strong enough to still be a threat in the futur. I don't really like removing a whole empire and being too big. But i guess it's just my way of playing that is weird :D

*gasp*

This is Civ4! Not Europa Universalis! :p

Yeah, I feel you. I often deliberately don't interfere with a Civ I see hitting critical mass, so I can have a lategame threat to play with. Otherwise it just becomes steamrolling puny insects. This is why I play on Emperor as much as possible, since it makes the AI civs potentially run away from the game if I am not constantly on my A-game... or sometimes even when I am, and then it becomes a desperate game of Underdog vs The Machine...

Thankfully the Tech Transfer mechanic helps a lot as long as you can be neutral/friendly to most of the (remaining) civs who have open borders to the runaway civ...
 
*gasp*

This is Civ4! Not Europa Universalis! :p

Yeah, I feel you. I often deliberately don't interfere with a Civ I see hitting critical mass, so I can have a lategame threat to play with. Otherwise it just becomes steamrolling puny insects. This is why I play on Emperor as much as possible, since it makes the AI civs potentially run away from the game if I am not constantly on my A-game... or sometimes even when I am, and then it becomes a desperate game of Underdog vs The Machine...

Thankfully the Tech Transfer mechanic helps a lot as long as you can be neutral/friendly to most of the (remaining) civs who have open borders to the runaway civ...

I'm noticing that on emperor, and I like it. Its a tricky game to play when I want to wage at least one good war within every era, but if I do too good I'll end up with a boring end game. I'm in it for the spaceship this time.

I was really worried because I've been the leading power most of the game, and I just took out the second most powerful civ, so I just coasted along a bit, and now in the resnaissance I'm seeing the runaway civs come out. Its crazy.
China doubled its number of citys extremely quickly, the civ south of carthage just vassalated everyone in africa, spain has become western europe and then some, Dravidia, like china, expanded like crazy.

Kudos to the AI for saving the game :D. emperor is a fun difficulty.

I do wish the AI was a little more competent in combat though. They stack until they are crowded while my army is set up to take advantage of all the support bonuses. It makes it easy to take out a disproportionate number of AI units.
 
But i'm not a warmonger, i'm a carebear :3

I disabled tech transfer on the huge world map. Playing as egyptian, i have so many neighbours it just go way too fast for me. Every single tech is in blue :/
A godd civ IV game is a game where you can play a whole week and still don't see the middle age ^_^
 
I just wanted to mention.
"Immunity to first strikes" is now very, very powerful. First strikes are given out in many support promotions, and immunity to them allows a single unit to ignore that could easily be 3-6 first strikes.

I don't knwo how promotions have changed since 3.1 but I'm huge fan of the 3.1 trained archers. There are several defensive promotions like motherland, and trench warfare, but trained archers is deceptively strong.

In the line you get:
a moderate strength bonus on par with the city garrison bonus
The better half of the first strike line = to 2-4 first strikes @ 5 XP.
Immunity to first strikes.
Large anti-mounted bonus (icing)

The immunity plus the 2-4 first strikes beats out the over defensive lines because it reduces the damage the unit would take after combat. Having a defensive unit that can beat an attacker is easy, but having a defensive unit that can take out multiple attackers is amazing.

there are plenty of amazing promotion lines, but I just wanted to bring that one out because it surprised me.
 
I second teks: Trained Archers doctrine is a must have. Better than any other doctrine available. With 3-4 archers with 3 TA promotions your stack is unassailable.
 
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