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Realism Invictus

Discussion in 'Civ4 - Modpacks' started by Walter Hawkwood, Feb 13, 2011.

  1. Lt_Cmdr_Data

    Lt_Cmdr_Data Chieftain

    Joined:
    Aug 13, 2011
    Messages:
    35
    Maybe you know about these problems but I haven't seen anyone write about them so I will point them out.
    It seems to me that the citizen automation button in the city screen does not work properly. It simply doesn't choose the best possible option and is often choosing differently when you switch through different options and back again (hammers, science, GP, etc.). Having to do this manually in every city would just be too much of a pain in the neck.
    Double clicking on a stack sometimes does not select all of the units.
     
  2. Manco Capac

    Manco Capac Friday,13 June,I Collapse

    Joined:
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    The citizen automation troubleashooting is to be traced back to vanilla BTS. The issue comes from there.
    Algorithms are defined to find the best value for each type of build like building wealth/science/culture should value hammers, but give the opposite. I haven't delved into other issues like stunt growth or emphasizing specialists, but regarding the most common ranted issue being the processing of hammers into either wealth/research/culture, the problem lies in how :food: , :hammers: and :commerce: are valued within the game. :food: has the highest value, followed by :hammers: and the last is :commerce:, which each type has different value IIRC. I think :gold: > :science: > :culture:, but that doesn't concern that much why hills are that ignored when building wealth/research/culture. When processing hammers, those hammers become commerce and thus the value of that tile is lower. And thus tiles richer in food will be valued higher than tiles richer on hammers (because hammers are now seen as commerce). I discuss about it here.

    I think that problem was patched in some mods, but it might be rumors or something I imagined. I wonder if it was K-mod...couldn't be as RI already has it.

    ==

    Regarding the stack selection, it never bothered that much. That seems a far-fetched rant. Just "Selection All Unit" few times. But I think Karadoc worked on several interface responses like pathfinder, speed, etc. Otherwise, the Citizen Automation is definitely a justified rant. I don't ever use it, but I entirely understand why people are annoyed by it as it is now.
    Still, there is definitely not an easy cure to it. Since algorithms are rarely perfect and creating them take time and lot of testings.

    ==

    There is a big chance what you asked are strong and heavy work for the main modders. But I'm not a modder and I may be very wrong.
     
  3. God-Emperor

    God-Emperor Deity

    Joined:
    Jul 18, 2009
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    3,551
    Location:
    Texas
    Here's another bug: in the pedia none* of the resources are shown as enabling anything - the "Allows" box is empty. If you want to know what units copper enables, for example, it will not tell you.

    * There is one mysterious exception: the Iron resource has an Allows area with 6 of the civ specific crossbow units showing.
     
  4. Manco Capac

    Manco Capac Friday,13 June,I Collapse

    Joined:
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    Finally, I got an IMM win. That mends the sadness of the last game when I was pummeled by both Cetshwayo and the Incas.

    I played as this dude:

    Spoiler :


    Chiang Kai-Shek, a chinese military leader. How fitting for the streaks of war all the game.
    He's protective, politician and a schemer. The interesting fact is his 100% GG modifier counteract the -40% from the schemer malus, meaning I don't have absolute negative trait. Thx RNG. :goodjob:

    One aspect I didn't exploit, but I should have a bit more is his politician trait. Someone noted the +3 is really strong to manipulate the AI and it is true. But what makes the trait even more overpowered is the +50% :espionage:. I did not realize at first as it is my first politician leader rolled, but even before my first science modifiers (library and such), I had the strongest modifier EVER! I assure you all. I know, I shouldn't refer to vanilla BTS, but the rules aren't changed regarding the discounts in espionage. In espionage, even without that 50%, it is proven that investing in that is more profitable than science if the quantity of discounts are there. For example, the -50% for stationnary spies, the -40% for having a holy city (Hindu for me as usual) and being in a different state religion of the victim, the -20% for Open Borders, distance +??% can be lowered if one cheat the AI by giving them a city close the capital OR change the capital location to a nearest victim city and at last culture pressure on the victim city gives -??%. In the end, there are a lot of discounts in spy missions and thus stealing techs from the tech leader is less expensive than it sounds. And adding to the cherry that +50% :espionage: is simply too great. Politician is simply the most perfect trait ever created. Even more powerful that vanilla BTS Financial or Philosophical traits. In Realism Invictus, it's the most powerful trait. Period. :eek::D

    So, I played the game under those settings. Yes, I let tech tradings ON and put off OBorders discounts (the special mechanics from Realism Invictus). I'm an old school player used to tech trading and Writing tech allows earlier tech trading than in Vanilla BTS, making the fun double. AND without tech trading, one simply destroys the last bits of diplomacy because techs ARE the baits for ending wars, starting wars, close borders, etc. Without techs, it's simply gold and it makes the early game simply uncontrollable. Period. :king:

    Spoiler :


    In a nutshell, the game started with the typical double strategies: worker stealing+Mids. I stole two workers from China (when I'm chinese too :crazyeye:) and made peace later with crushing his little pathetic incursion of revenge. I made the Mids by 2700 BC, even earlier than the Stonehenge! With that GEngineer, I made the ToA and I got that miraculous second 28% GEngineer that allowed me to rush the Oracle for IWorking slingshot. I hoped for some easy iron nearby, but the wars between AI's made one of their city razed, allowing me to settle by iron. I lacked both copper and iron...and come to think, even horses. :eek: But I had stone, allowing me to get for cheap cost Ishtar Gate, Hanging Gardens (more GEngineer points) and more stone wonders later.

    The interesting fact of the game was Adenauer. He settled hyper agressively (I never saw such passive agression in vanilla BTS, must be K-mod) by my capital. Since my capital was wonderwhoring and got the Hinduism, I was able to keep my sole high commerce tile (silver) and fought back culturally. But at some point, I was dominating culturally and hoped to flip peacefully. But I never was able to do it even being three tiles away and having 4-5 times a better culture rate than his in that city. THAT is ridiculous that I simply blame K-mod. I'm sure it has something with that because never it was so hard in vanilla BTS. Anyways, what happened was still delicious: he settled 2 GArtist and made a nice Great Work in that city. Later when I captured it, the GArtist 2*(+3 :gold:) offset that city maintenance and aided in a fast cultural expansion. So nice when the AI is trying to waste his GPeople that in the end I reap all of it.

    When I was able to upgrade my Super Warriors (the units that can be trained with food too) of 4 :strength: into swordmen, I invaded poor backward China (stealing workers works immensely in that favor!) and got 2 free settled GScientists and marble. From there, I kept cool and rebuilt my economy.

    At some point Adenauer felt the pressure from the Mongols (Genghis Khan), who were my first friends and made with them lots of trades, I captured some of his cities including his capital.

    At that time, it was known the world was a three continents one with tips of them all in a sort of coast crossroads. The last isolated AI was the Vikings, first discovered by the Romans though sea vision (the tech that gives caravels). One interesting discovery was when I entered the roman territory, it gave me the contact with the Vikings; I knew at that point, it was impossible for the Vikings starting to explore with their special caravels or spreading units. An interesting discovery indeed.

    And for the finishing move, I peacefully let my empire of 19 cities grow intro industrial ages and around 1000AD, it began obvious I was outdoing all AI's in all aspects. See that final demographics table:

    Spoiler :



    It took 100 years to attain world domination through 3 vassals and some captured cities (around +23% of more land than I had with solely Adenauer and the Chinese dead).

    Spoiler :


    It's my new record and hence the statement I getting fluent with Realism Invictus. Last game on EMP with Brian Boru of the celts, I got 3 gold tiles within the capital(I repeat three gold tiles) and a bunch of tribal huts. It was easy mode with all that nice treat.
    All I got in chinese IMM game was a silver plot, no tribal huts and wars that were harder. Maybe, it's the politician trait that made the game easy mode. I suspect that. I hope never get Revolutionary trait without Politician. :eek2::please:

    Spoiler :


    I feel like going Titan difficulty, but more I get towards Deity, more impossible gets the early game and at the same time, more gambley. I will try, but won't get to deity. Two cities K-mod AI on Realism Invictus. No thanks. That's torture. :)

    Now, time to get 3.2! No more loading period. Yeah, I tried the compressing FTK thingy so many times I forgot the count. Too many times I tried and when I finally got it, all I got was a pink screen (lacking textures?). I just don't have the trick. Then I got (╯°□°)╯︵ ┻━┻.
     
  5. Manco Capac

    Manco Capac Friday,13 June,I Collapse

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    I back this up. :yup:
     
  6. Peregrine

    Peregrine The Swift

    Joined:
    Dec 30, 2001
    Messages:
    433
    Location:
    The Nether Regions
    First, thanks for all the work on the mod. RI is, IMO, simply the best mod out there. Some comments from someone who plays nothing else but RI might be useful, so here they are;

    1.) Post 3928 reported a peculiar problem w/all black screen behind units and forests. My copy of 3.2 did the same thing, and, after reading the above-mentioned post, I repeated the same procedure and got the same results. It works, mostly, but having it do that is a little unsettling and makes me wary about other things in the mod.

    2.) The Pastoral Nomadism civic is a valiant attempt to emulate the steppe nomad cultures that appeared c. 3000 bce and continued until the dissolution of the Mongol states. However, it seems that it only substitutes another, slightly different version of "agriculture" in place of the normal game model. I hesitate to comment at all, because I can't think of a way that the civ4 game engine could present pastoral nomadism with any verisimilitude. The closest I ever saw the game come to it was the Mongol scenario in Warlords, w/its mobile "Ger," essentially a moving production centre. Still not quite accurate. To create something "realistic," one would have to create a "city" that could support a very limited population, yet maintain a strong level of production, AND be able to outrun any foot-bound pursuit. The nomads could conduct warfare effectively among themselves, but could simply avoid combat with any non-mounted opponents indefinitely. Additionally, for such a concept to function effectively, all maps would have to be able to produce a large swathe of uninterrupted grassland/steppe consistently. Difficult to do, I imagine, but if history is the driving theme of the mod, then not being able to emulate this aspect leaves a large "hole." The steppe nomads had an unmistakable impact on the civilized states to their south, east, and west until the advent of firearms.

    3.) There does seem to be something seriously wrong with the unit control interface. Lots of new missions, and that's good, but the vertical slider sometimes disappears altogether. Other times, one row of missions, usually the top row, vanishes. I finally had to give up my first test game when all my Christian missionaries' interfaces vanished. Nothing. I could move my units using the number pad, but could not do anything with them, not even gift them to AIs. If it's any help, the first time I noticed this, I had "combined" a settler and a militia into one stack, but when I separated them using the interface, the slider and the top row of missions disappeared. They did reappear on the next turn. Rows and sliders would not appear throughout the game, at random, (played until late in the classical period), but I was able to continue using the number pad to move units and usually the full rows of missions would reappear at some point. Perhaps I'm missing something, but couldn't quite see how this effect would be caused by a change in rules somewhere.

    4.) The auto-spread for missionaries doesn't work anymore? I actually have to take time and send each one into unknown territory individually? I can't imagine why this was done. It just becomes time-consuming and tedious to have to do this. Late classical and medieval states took some interest in directing missionary activities, true, but for the most part, these journeys were undertaken and directed independently by religious authorities or even by religious individuals. I'm assuming that this has something to do with the new number-of-cities-owned-by-AIs being at "zero" until one actually seeks the cities out on the map? I'm also assuming that the way that missionaries "spread" was tied to trade routes. Why was this changed? The trade route-following spread would have worked without giving away the number of cities wouldn't it? And, although complete and comprehensive intelligence on other civilizations was certainly lacking in ancient, classical, and medieval times, there were certainly people traveling between distant states bringing news, however mooted or outdated or distorted. I didn't find it at all unrealistic for the earlier version to include a running tally of number of cities owned by contacted, but otherwise-unknown AIs. If a lack of knowledge is the rationale, for hiding the number of cities, then why are we shown the military strength ratings? Surely that information would be much more subject to distortion and exaggeration than simple expanse.

    5.) Monarchy has been moved a considerable distance in the tech tree, forward of CoL, Civil Eng, and even Armor Craft. Not sure what the rationale is here either. I take it that there is a specific criteria for defining "Monarchy" and "Despotism." I'm curious about these definitions.

    6.) No problem about slavery. I never use it anyway. Despite what everyone claims, that revolting slaves are just there for units to acquire exp. points, I find them defeating units sent to kill them, and pillaging developed squares. Too much trouble for not enough reward. Avoid serfdom too, for same reasons.

    7.) The culture bomb was certainly a handy way of claiming and securing land without the expense of settling a city. Probably it was overpowered too. No argument there. After reviewing the options for my first few GAs, however, all I could think to do with them was either settle them or bulb them. The other options just weren't attractive enough. Kudos on the historical effort though. And no, I can't think of anything else to do with them either, if one isn't going for a culture win.

    8.) Still no Europe map? Disappointing.

    Numbers 1 and 3 are reports of clear bugs. Hopefully these things can be fixed. The other numbers, I'd like to point out, are mere observations about the mix of good game play and historical "realism." That is, after all, what this mod is all about it seems. I do appreciate the work that has gone into the revised version. I do try to keep in mind that the game engine does limit what CAN be done. Emphasis that these are NOT complaints, more curiosity and observation.
     
  7. Shuikkanen

    Shuikkanen Warlord

    Joined:
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    Location:
    Finland
    @Peregrine

    3.) This happened to me twice. On the first time, I managed to reset by clicking "Restore Defaults" on the Interface options screen. (It might be that the resolution has to be changed, so it "draws" everything again.) The second time I simply used my mouse scroll button while hovering it above the unit command box. This scrolled the orders back into view that were hiding. I don't know why there's no scroll bar indicator for this, but I'm guessing accidental mouse action is what caused them to disappear from view in the first place. (Oh, and the button "G" is handy for moving units around also.)

    4.) Yeah, I've noticed that missionary behavior is slightly off from what it used to be. But at least they do begin to spread themselves to neighbors as soon as you can see the cities. I did however have a large tract of inhospitable land between me and my neighbor, and it might be that they also refused to enter this until the fog had been thoroughly busted by spreading culture. Not sure of this though. In my experience, the order of cities they spread to hasn't really changed. They simply go to the closest city first and then move on from there. The random unassisted spread of religion is tied to trade routes. Not so for missionaries. As for the espionage aspect, yeah, a bit weird that spies can quickly assess military strength correctly but not the number of cities. :crazyeye: OTOH AI behavior is tightly tied to how strong it perceives you, so messing with the military aspect might not be wise. Perhaps the correct number of cities should be an earlier espionage milestone as well? (Not that I know how hard or easy it would be to implement.)

    6.) With serfdom, if you have 9 strength light cavalries spread around, dealing with the serfs is fairly easy, unless they appear on those damn forested hills. Although, in 3.2 the serfs acquire firearms and have their strength go from 6 to 9 as soon as you hit Renaissance. (The slaves I think were correspondingly of lower strength before Medieval now though?) I used to avoid Serfdom unless I was full on military mode because of the Great People penalty, but the additional food production seems to offset this in 3.2.

    7.) I love the new GA mechanic, although many Works aren't that useful compared to settling/Golden Age. There are 1 or 2 awesome Works per era, though, even better ones as the eras progress. It depends on your strategy. But consider the +25% Great Person rate from My Name is Red. Or +1 happiness from Mickey Mouse. The unit +1 experience bonuses can be nice too sometimes. Many of them are rather whimsical, but I appreciate the wealth of options. They're situational, but that's probably just as intended. Still though, the +1 culture to specific buildings should maybe be changed to +2 on later eras. I get why it's 10 for the city itself, +1 for the building, so it's <12 total for the city you spend it in, but later on GAs produce more culture on their own.

    Some issues of my own to report:

    While everything else has become more informative, the espionage screen has become less helpful. It's a right call that knowing how much AI spends against you turn per turn is gone, since it wasn't exactly a secret who stole your tech when you could previously view the esp screen and see them suddenly having acquired a negative number of points against you that turn. My issue is with all of the passive espionage milestones now staying white instead of being painted green as soon as you unlock them. I mean, the information is there. Now you just have to mentally compare the values instead of seeing everything at a glance.

    In the city screen, the resources screen seems to overlay the top of the specialist screen, making it impossible to switch spies on and off or to see how much they generate, if you have too many resources. This might be due to a lower resolution on my laptop. I was able to circumvent the issue by temporarily changing to "Stacked" view on the Interfaces option screen (--> City Screen --> Specialists). But that's an ugly view compared to "Chevron."
     
  8. Antmanbrooks

    Antmanbrooks Prince

    Joined:
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    Location:
    The Cheshire Plain.
    Thanks for taking the time to explain so thoroughly. That all makes total sense. I figured the Pyramids would be for the GEngineer, but I didn't know exactly why the Temple of Artemis was important for this strategy.

    You don't come across as pompous at all, more knowlegable and eloquent.
     
  9. Horatius

    Horatius Prince

    Joined:
    Sep 30, 2006
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    575
    Tachy, you do know that playing a EMP game on a big map without tech trading is WAY harder that playing an "almost" standard "pangea" map WITH a Politician trait AND tech trading, don't you?
    Actually, some monarch games on enormous maps can actually be harder that a game on those settings/conditions, since you can end up facing an AI with 50 cities in the late game.

    Of course, one can play the game in whatever way it pleases them, but why argue against certain stuff when you're not playing the game as it supposed to be played? Your not even having the RB option on...

    Although I prefer faster games than one that is meant to be played slowly, when sometimes I play this mod I still try Realistic speed, Big randoms maps on EMP, and, man, the game does demand beter economic management than BTS or any other mod. And I'm not seeing the AI falling that behind in the late game on such random big maps. There's always an AI that goes fatter and fatter.
     
  10. Horatius

    Horatius Prince

    Joined:
    Sep 30, 2006
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    575
    Yeah. For example, sometimes if I select avoid growth, the governor may switch from a 3 hammer tile to a 1F 2H tile. If I deselect avoid growth again, it switches back to the 3H tile... There's probably some bug in there.
     
  11. Ahnarras

    Ahnarras Chieftain

    Joined:
    May 20, 2011
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    99
    Concerning the citizen option, i would really love to have something like a pop-up when a new citizen is born, or when an ennemy stand on the tile he was working, so we could go in the city and tell him where to go.
    Even better: having, like in civ 5 (for once the new one has a good idea...), a way to "lock" the citizen on a tile. If anything happens, he will stay here. Maybe make him a citizen (the basic +1H and no GP) until the ennemy moves?
    I know it's a bit strange, but i really dislike having GP produced in a city where it wasn't suppose to...

    Tachywaxon: i really like the fact that we are limited in hapiness in the early game. Force you to go after hapiness tech, and not just rush warwarwar like in vanilla. But i also play on noble, as i enjoy way more a good game where i can build the civ i want, instead of playing on immortal and be forced to use sneacky strategies or abuse the flaw in the AI's way of thinking.
    Must be hard for the devteam of RI to balance to make everybody happy ;)
     
  12. JeremyHussell

    JeremyHussell Chieftain

    Joined:
    Jan 8, 2005
    Messages:
    36
    Long-time 3.1 player here. I have some comments on the changes to 3.2, but first, I stopped reporting 3.1 bugs after it was reported that 3.2 was going to be released "soon". Some survived the transition, and a few new ones have appeared:

    Civilopedia:
    - Buildings: Import Tariffs has a placeholder "xxx (Wikipedia)"
    - National Wonders: Collective Farming references State Property civic (now Planned Economy) and should say "provides" and "allows".
    - Technologies: Industrial: Targeting System has a typo in the history section, "rangefinders where mounted on warships" (should be "were").
    - World: Improvements: Slash and Burn Farm has a link to Depleted Land, which doesn't exist (and should). This new improvement is one of the first things a new 3.2 player will notice since it's available from the start of a game, so the documentation for it should be complete. (Does Depleted Land ever disappear? I think I might have observed a barbarian unit pillage one...)

    Hints:
    - There's a hint that says Courthouses provide an espionage bonus. Except for allowing a citizen to become a spy, they don't.
    - There's a hint that says Fortifications provide a defensive bonus. They don't.
    - There's a hint mentioning the Aggressive trait, which has been renamed Militaristic
    - There's a hint about the Bureaucracy civic, which has been renamed Civil Service
    - There's a hint about tech differences meaning more for naval units than land units due to "less defensive opportunities" (should be "fewer").
    - References to BUG should probably be replaced with "Interface Options", since that appears on the menu now, and "BUG" doesn't appear anywhere that I've noticed.

    Now, impressions of 3.2. First, a couple of little things: tooltips for unit actions don't update properly anymore. E.g., I have a stack of individual workers, and I hover over the icon to build a Lumbermill to see how many turns it will take for one worker to build, click it, and then the next worker is automatically selected and I expect the tooltip to update to show how the next worker will improve the time. This is how it works in 3.1 and BtS. Now, instead the tooltip changes to show the contents of the plot which is underneath the interface (where the mouse pointer would be pointing, if the interface weren't overlayed). I have to move the mouse outside the action icon and re-enter to get the correct tooltip now. I don't like this.

    On the other hand, I can now press 'W' (Wait) on a fortified unit at the end of the turn, and the "Press <ENTER> to end turn..." message will come up where before it didn't. I like that.

    Can I request that a simple shortcut key be implemented for splitting/merging a group of units? It's one of my most commonly used actions. (Or mention how to do that quickly on the tooltip for the action icon, if there's already a way.)

    About the new food system: the importance of irrigation, and of the Agrarian trait bonus, have decreased due to the enormous yields on farms. Maybe make irrigated farms provide +2 instead of +1 now? Making chains of irrigated farms from distant rivers used to be an important part of mid-game worker tasks...

    I like the improved serf rebellions. Found myself bee-lining to Cavalry Tactics at the beginning of the Renaissance era to put down strength 9 peasants.

    A comment on A.I.: all the A.I. players seem to build cities regardless of the effects on their maintenance. This is a good strategy in BtS, but fails badly in R.I., leading to most of my games ending up with every A.I. civilization falling behind in the tech race sometime in the medieval/renaissance eras on difficulty levels where the A.I. doesn't get a giant tech bonus. Perhaps some A.I. personalities should take into account their current science level when deciding whether or not to build a new city? Maybe based on traits, e.g. Expansive/Legislator continue current behavior, while Progressist/Philosophical become more cautious and others somewhere in between?

    Final note: shouldn't it be "Progressive", not "Progressist"? (Both words are real, and mean almost the same thing, but the former is much, much more common.)
     
  13. Shuikkanen

    Shuikkanen Warlord

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    Finland
    I second the need for documentation for this. I was a bit confused at first when I couldn't find any info on whether Depleted Land ever disappears (yes, although not on its own) and if it has any negative effects besides preventing a new Slash and Burn farm built (no) so was a bit too wary, where I could've been slashing and burning wantonly until other options became available. It's a brilliant improvement by the way. Both in flavor and execution :goodjob:

    The way I've been able to tell, Depleted land disappears if the forest is removed, or if another improvement is built on the forest. This leads to a rather funny "exploit" where you could build a lumbermill and then immediately slash and burn it to gain the food bonus instead. I haven't seen any barbs pillaging depleted lands yet, but if they can, and do, it uh... maybe should be changed. Otherwise I will totally direct early barbs to a forest square before taking them out just so I can benefit from their... wanton destruction of fields by planting more trees? :crazyeye:
     
  14. JeremyHussell

    JeremyHussell Chieftain

    Joined:
    Jan 8, 2005
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    36
    Hey, just found an annoying but easy-to-fix bug. Clinics are giving +3 to epidemics instead of -3.

    May I suggest releasing 3.2.1 sometime in the next few months instead of giving nothing until 3.3 in another two years? There are a fair number of fans of this mod out there who aren't ready to figure out SVN and packing the art.
     
  15. Darkphoenix

    Darkphoenix Warlord

    Joined:
    Nov 7, 2005
    Messages:
    198
    ...why do you need barbarians to do it? You are a despot, ruling with an Iron fist. Just tell one of your own units to pillage it. :king:


    Are they actually giving +3 to epidemics, or is it just the graphics saying they give +3? I just looked at the code, looked negative to me in buildinginfos, but I remember one of the last things done on the SVN before release was to update the graphical representations of the epidemic UI.
     
  16. JeremyHussell

    JeremyHussell Chieftain

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    I checked before posting; the cities are reporting a 3% increased chance of epidemic the turn after building a clinic, after accounting for the decrease in chance due to less unhealthiness. Also, the previous buildings (Aqueduct and African Bath in my current game) reported correct values, graphically, if I remember correctly...

    O.K., I think I've figured out what's going on. The net (and actual) effect is +3% in developed cities because a clinic obsoletes both an African Bath and an Epidemic Colony. In a young city without either, the net effect is -3%, and -1.5% in a city with an African Bath but not an Epidemic Colony. So, all the values are being reported correctly, but the situation is confusing.

    Edit: clearly I'm still missing something. Bath gives -1.5%, Epidemic Colony -3.0%, and Clinic -3.0%, so the net effect should be +1.5%, yet it's reported as +3.0%.
     
  17. Drakarska

    Drakarska Epic Dadness

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    Highly seconded. I'd even be willing to chip in for a RI Team Beer Fund if the SVN thingy could be avoided.
     
  18. teks

    teks Prince

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    Location:
    Florida
    I know you guys dont like the idea of adding even more resources but i feel chilis may be something worth mentioning.

    Firstly chilis profoundly changed culinary arts worldwide. Few people are even aware that chilis only existed in the new world until columbus brought them overseas. They are now such a staple in other cultures like india that most assume they must have been native their for millions of years.

    Secondly they are an aggricultural good and thus they add to the new fertile land mechanic.

    Finally they make an interesting unique flavor for a couple civilizations. The aztecs may find them to be a better favored resource. Chilis played a key role in the americas afterall. Furthermore india, whos culture has welcomed the new food to the point where they are now its biggest producer, could benefit from chilis with an added happyness or something despite not having any unique access to it.

    Just a thought. I love the great input everyone has recently. Now im gonna enjoy some homemade curry
     
  19. Jwitti

    Jwitti Judas Maccabeus

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    I was also thinking the British offering freedom to slaves who fought against their patriotic American masters, or vaguely about Classical slave-soldiers winning their freedom through bravery in battle (greco-roman?)
     
  20. JeremyHussell

    JeremyHussell Chieftain

    Joined:
    Jan 8, 2005
    Messages:
    36
    A final comment on the situation with Clinics: perhaps Epidemic Colonies should be disabled at the same time as Walls, instead of being obsoleted by Clinics. This would avoid the situation where building a Clinic increases the chance of plague.

    In my current game I managed to build the Apostolic Palace. I'm finding the effect (+2 hammers per state religion building) to be overpowered, partly because my state religion is Judaism, so I have a Yeshiva and a Synagogue giving every city +4 hammers, plus cathedrals in 1/3rd of cities, and the two great wonders, and monasteries before the Renaissance. It's a builder's dream, but it also inevitably goes to the civ that was already in the lead. Perhaps the Apostolic Palace should do something different depending on which religion it affects? E.g., +1 beaker per Jewish building, +1 hammer per Christian building, +1 culture per Zoroastrian building, etc.

    I noticed recently that I couldn't build the Apostolic Palace in the Huge World scenario. Something about needing three team members? How does that work?

    Also in the Huge World scenario, quests were asking for buildings to be constructed in 32 cities. In a crowded world like that, the largest civs had ~20 cities. Perhaps in addition to scaling up with the size of the world, the quest demands should be scaled down with the number of civs in play? For buildings, at least. It's one thing to build 32 triremes in the classical era, and quite another to build or capture 32 cities and build a library in each one.
     

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