Realism Invictus

Gate of the sun: Give a 50% science boost if at least two mountains are in the vicinity of the city.

Mask of Agamemnon: Triremes (or all classical naval units) built in this city gain free leadership promotion.
 
Just ran into my first real issue: serious lag time during my turns. It's when the automated workers do their stuff, the game freezes for about a minute or two. Never had this issue before, but it's pretty consistent.
 
Just ran into my first real issue: serious lag time during my turns. It's when the automated workers do their stuff, the game freezes for about a minute or two. Never had this issue before, but it's pretty consistent.

Yeah, I ran into the same thing once I had enough of them. Annoying as hell. Also, I'm a bit worried about worker automation. I always have them leave forests and existing improvements alone, because that way they never used to mess anything up, and I could always fix with a stack of manual workers stuff like proper irrigation channels and mine/windmill those forested tiles that I wished. But in this mod, the automated workers therefore won't touch depleted lands (I think) to build lumbermills on top of them, they are extremely happy to turn every tundra square without a resource on it into a workshop even during time before railroads when that might mean accidentally starving a northern outpost city for a population or two. They also won't improve farms into the strictly better mechanized farms. And if the flashing suggestion boxes are any indication of what the worker might do if left on its own devices, it might consider building regular farms on empty squares even after mech farms have become available.

So I've come to find that automation is largely useless except for road network building, which becomes a massive chore at some point on larger maps. I understand that some people might never want to automate workers since they always want to micromanage everything to optimum efficiency, but I don't want to go through 30-50 extra clicks a turn.

Regarding huge world maps. Obviously you'll need a 64-bit system, I have one, but it's still an ancient computer so eventually everything becomes slow as a lethargic snail navigating a salt maze. I've recorded 12 minute waiting periods between turns, a problem which I've solved simply by reading a book in between. :D (It tends to renew interest in micromanaging every city, especially if it's an otherwise extremely command-lite turn.) Though I haven't, and don't immediately plan to, start a world map game in 3.2. Not until I've exhausted all the new stuff I want to try out.
 
  • Routes are still undocumented, although they have pages now.
  • The page about Judaism misspells "Temple of Solomon".
  • Lots of technologies, civics, and other things aren't linked despite pages for them existing (see any terrain improvement, for example)
  • World:Improvements:Cottage links to Buildings:Great Wonders:Hamlet instead of the expected World:Improvements:Hamlet
  • World:Improvements:Farm (and Slave Farm and Mechanized Farm) have dead links to Help:Concepts:Irrigation
  • "Well" and "Well (Gas)" should probably be renamed to "Oil Well" and "Natural Gas Well"
  • Similarly, "Offshore Platform" and "Offshore Platform (Gas)" should probably be called "Offshore Oil Platform" and "Offshore Gas Platform" respectively, or perhaps just "Oil Platform" and "Gas Platform".
  • "Cow" is a little odd, since the word refers to a single female bovine. Unfortunately, English has an odd lexical gap, in that it doesn't have a word for one cow or bull. Perhaps rename "Cow" to "Cattle", and rename "Pig" to "Pigs" and "Horse" to "Horses" ("Sheep" can remain as is, since that serves as both singular and plural. English.)
  • U.N. Resolutions for Global Civics need to be adjusted to match the names of the civics. I seem to remember that one of the civics was missing from 3.1's U.N. Resolutions, so someone should doublecheck that, too.
  • The Carthaginian distinct unit "Punic Horseman" doesn't upgrade to anything. It's odd to be able to build them in the Future era.
I built the Globe Theatre and a National Park in the same city, and built Collective Farming under the Planned Economy civic. This resulted in a size 110 city. I also maxed the population of all my cities in the modern age. This may represent a balance issue with the mechanized farms, although I'd like to hear from other players before making a big deal about it. Incidentally, with a size 110 city it's possible to have specialists extend out onto the city view, and not get erased when the view is switched to another city. Also, the food icons on worked plots don't appear to be handling large yields correctly. One loaf represents 5 food, correct?

I noticed an Ironworks replacing a Blast Furnace and lowering net hammer production. I am unsure how that happened.

The Archery Training tech doesn't require Archery as a prerequisite. I don't think that will ever actually be a problem, it just struck me as odd.

A suggestion for a new resource to provide minor production bonuses: Rubber. It was present in Civ3 as a resource in jungles. The real-life history of rubber production is pretty interesting. Brazil tried to monopolize rubber trees (people were executed for trying to export rubber tree seeds), but someone succeeded in smuggling seeds to England, where they were promptly distributed to the rest of the empire, and thus around the world. I think this would fit neatly with the R.I. cultivation and resource discovery mechanics.

I noticed there are no military traditions for naval units. Perhaps there should be one for sailing units, at least?

The upgrade from railway to electric railway is quite small. Maybe each railway should give a -0.25 health penalty in nearby cities, and electric railways should remove that penalty?
 
I built the Globe Theatre and a National Park in the same city, and built Collective Farming under the Planned Economy civic. This resulted in a size 110 city. I also maxed the population of all my cities in the modern age. This may represent a balance issue with the mechanized farms, although I'd like to hear from other players before making a big deal about it. Incidentally, with a size 110 city it's possible to have specialists extend out onto the city view, and not get erased when the view is switched to another city. Also, the food icons on worked plots don't appear to be handling large yields correctly. One loaf represents 5 food, correct?

Nooooo. Don't nerf the "SUPER-MEGA-BIG CITY"! I think this is "okay", simply because you need this exact combination of civics and wonders to accomplish this. However, I am by no means even close to some of the minmaxers in this thread, so I'll let one of them tell me if this is OP math.

I will point out the Planned Economy civic prevents you from having the other civic that gives the trade bonuses which I find immensely valuable late game with so many cities to balance out the maintenance costs.

I think I only got my city to 90 pop in my SVN game last year, though I did not play all the way through.



A suggestion for a new resource to provide minor production bonuses: Rubber. It was present in Civ3 as a resource in jungles. The real-life history of rubber production is pretty interesting. Brazil tried to monopolize rubber trees (people were executed for trying to export rubber tree seeds), but someone succeeded in smuggling seeds to England, where they were promptly distributed to the rest of the empire, and thus around the world. I think this would fit neatly with the R.I. cultivation and resource discovery mechanics.?

I like this idea, and I like using the cultivation mechanic more. Perhaps in the next version? :lol:

I noticed there are no military traditions for naval units. Perhaps there should be one for sailing units, at least??

You also can't make a ship a flagship with a GG or anything either, even though naval battles provide GG points. (Dream wish list has seperate GG counters for Naval and Land, and a Great Admiral unit...) However, the current mechanics work, so I'm don't really want to push to give it higher priority over other things. But Naval traditions don't actually sound that hard if they are balanced...

The upgrade from railway to electric railway is quite small. Maybe each railway should give a -0.25 health penalty in nearby cities, and electric railways should remove that penalty?

The lategame route stuff is wonky, and while the player part of me is thinkign that sounds good, the empathy for the devs part of me is saying "will the AI understand?"

For example, I don't think you can build a highway over an electric railroad, or vice versa, but they have very different uses. Highways are better if you have lots of tanks with 4+ moves, but railroads are better for the 1-2 movement units.
 
Personally, I wouldn't care about late game disrupting balance. It's the early game until Renaissance broken features (exploits, unbalance, one path strategy, etc.) that make all the difference. If one can get a a 100 pop city by the end of industrial era, then it will compare weak to the fact the human player will almost always surpass any AI by that time until Deity diff. In the end, late game unbalances have few impact and will simply make an already large gap larger.

@Cow vs Cattle

Although it seems nitpicking a tad, I admit CivIII used the term cattle.

Regarding the Electric Railroad, DarkPhoenix is pointing out something really important: will the AI understand. In a time already difficult to maintain healthy population, 20*(-0.25) means a rather large 5:yuck:.
The AI isn't entirely blind to health (for instance, the values of forests in their decision take account of its health bonus), but that might be for a new feature like the railroad.

===

I'll be honest: late game unbalances (by late game, it means late industrial), it affects so little. People should care more about the early game as it is there it can funk up a game (or give too much of an advantage).

For example, no ones complain about the Moai wonder. Heck, it's one weak wonder I class one of the weakest. Not only it cost a lot (without stone), but also takes a weak tech path (which I won't take if I wasn't forced into it because of sea foods). And the new 3.2 made coast even more weak compared the versions where one citizen cost only 2 :food: Even cheapened with stone (250 :hammers:), it only brings one hammer per water tile and as said, the water tile is weak by itself. Perhaps a city with lots of sea foods will make it up or a rather large lake, but the Moai simply doesn't stand to other options.

And they are many many aspects Ancient-Classical and Medieval Era that are unbalanced.
Hence nitpicking about late game or naming or civilopedia seems rather distracting to what is important.
Before I mention it although I don't know how long Great Works were present, no one even questioned how weak there were.

Personally, a game is more enjoyable if the game propose different balanced situations according to circumstances. Not because cow are by now called cattle. Although some remember how vanilla BTS worked, but many people that still play there and refuse to start mods told me it was because the base civ4 game succeeded to propose different strategic paths. Yeah, it is evidently not perfect and issues about some paths ridiculously stronger are real, but even so, I felt it too. Another mod called TAM, it had the big flaw that there was only one (and perhaps two) way to go. One strategy that trumps everything else. Let add more spices to the era most play unless most play on industrial and modern eras.
 
*Potential Bug*
Greece can't build quarrys
Running realism invictus 3.2 lite on a custom senario, 3.2 huge world map as Greece

Bit of a bummer it took me so long to realize, but my starting marble had a mine built on it rather then a quarry. I thought it a bit odd that it was suggesting me to build a slash and burn farm on a forested hill tile. I don't really grasp the idea behind the slash and burn so I ignored it. When I finally met the prerequisite research I built the highlighted improvement (now a mine) and never realized the problem until I build my third city near the stone. Quarry isn't an option for me. It suggests slash and burn farms in its place.

So I built the slash and burn farm, and it gave me +1 gold on the tile I think, it built in 2 turns, left the forest intact, and didn't give me the resource. Given that the marble is a moderate commerce boost in the very early stages of the game I'll probably just restart, and curse myself for playing for so long without noticing this.

Bug or bad download?

PC specs are Athlon trinity A-10 5800k, 8 gigs 2133mhz ram running windows 7 64bit. I can post a screenshot later. I kinda ran out of time. thanks!
 
Yeah, Collective Farming is pretty insane. It triples the number of specialists your city can support by working tiles, assuming they're all citizens. And that's not taking into account buildings that give a free citizen and buildings that increase food production by percentage. Of course, that's part of the charm. Agricultural Subsidies, the previous one, only doubled it.

I like the rubber idea, as long as it's not a hard requirement for anything, but it's perfect for a resource that boosts factory production.

Adding a health penalty to regular railroads sounds a pretty good idea, but then I remember that it's one more reason to curb worker automation in favor of spending time each turn doing something that's essentially a chore; i.e. manually building railroads over those improvements that benefit from it.

@JeremyHussell: Regarding the Ironworks, I can't figure from the civilopedia how that could happen, unless you had a bunch of windmills and watermills (which the blast furnace improves, but not the ironworks). They can both boost production by +30% until you have power, when ironworks gives you additional 10%.

As for the Moai Statue, it's actually been one of my favorite wonders, although it's definitely quite mediocre until Renaissance. I used to, of course, build Tsukiji Fish Market in the same city, and it was also pretty great during golden ages, giving two hammers. Now, with early sea food production nerfed, it's a different story, although I'm currently playing a game as Austronesians. Their version of fishing docks grants +2 food. Furthermore, I'm playing as the Financial Seafaring Foreign -trait guy, so naturally I built the Colossus as well. It's nice having classical era coasts give 3F 1P 4G. Once I was able to build Shipyards, it started really paying off.

A fun point about the Austronesian special unit, Outrigger. It starts with Sentry. So I blew a GG on Coastal Raiding, just so that with a 10XP Outrigger with Pirate II, and Naval Tactics I could see 5 squares away once I discovered Optics. Gave me contacts with several civilizations long before I was able to cross oceans. I wonder how it did that? Built a really really tall mast? Then flashed light signals until somebody responded? :D

@Teks: Yeah, it's a bug. I just tested and the Greek worker lacks the ability. I gave myself a regular worker, and it had the option. (Just noticed that the game now asks confirmation if I want to enter worldbuilder, instead of just immediately doing so upon pressing Ctrl+W. Nice! All those times I went to save the game only to be forced to shield my eyes from the screen... :D )
 
*Potential Bug*
Greece can't build quarrys
Running realism invictus 3.2 lite on a custom senario, 3.2 huge world map as Greece

That is a known bug that will be fixed in the bugfix release.
 
I like the rubber idea, as long as it's not a hard requirement for anything, but it's perfect for a resource that boosts factory production.

If implemented, it should be a requirement for lots of units. Therefore should be required to build cars. (Tyres )

This means you need a wonder that gives rubber, to enable civs with no access to rubber to build cars. etc. Lots of coding work.


Adding a health penalty to regular railroads sounds a pretty good idea,

I agree with this also: but is possibly difficult to implement with a tile improvement. Do you add a health penalty for every tile or what?

I suggest that building a railway station adds one unhealth to the city. Steam trains even in the 1960s were very air polluting. Even diesel trains were not that clean.

Then remove the unhealth to the station when transistors are researched.
 
So I built the slash and burn farm, and it gave me +1 gold on the tile I think, it built in 2 turns, left the forest intact, and didn't give me the resource. Given that the marble is a moderate commerce boost in the very early stages of the game I'll probably just restart, and curse myself for playing for so long without noticing this.

Slash and Burn farming is a temporary type of agriculture that needs the agricultors to move on somewhere else all the time to make it continuous. Basically, it's cutting the vegetation of the place (hence the needs of a forest/jungle), burn it and sow the designated area with the ashes containing the nutriments for the crops. So it's 15 turns for Realism Speed and then the area is viewed as depleted, meaning cutting more into the forest would make it disappear. Of course, regarding being a one time bonus is a little overboard since after 100 turns, it should have left enough time to the forest to regrow, but I suspect this was implemented that way to avoid creating a CPU draining function. Imagine the immense amount of cache needed to make all the forested tiles counters...

Indeed, this improvement is probably created to balance the early game since a citizen cost 3:food: by now, meaning except certain special food tiles on correct land, flood plains, androsols (and its other counterpart), most tiles cannot sustain a citizen. More I think about it, more the new citizen food consumption makes sense. Hunter-gatherers needed large hunting surfaces to feed themselves. Slash and Burn farms are a degenerative mean to make a place sufficiently productive in food, but since being degenerative, it asked more than the land can afford in a equilibrium situation. Slash and burns make the gap between the early food improvements and the start of the game. That period is often seen with negative growth once the food tiles are already worked.

Now, why the output so weak and variable, takes only two turns, etc.? First of all, it's an agricultural method that probably takes less long to set up and to help early game to set up fast improvements (when it takes a long time just for a farm for example). The output is weak because it's a tribal type of farming just for self-suffiency, hence the fact you can't hook it up. Hooked up resources are definition themselves of surplus, thus succesful mean of extraction (for farming, slash and burn is not a correct method to make surplus). And finally, the output is variable depending of the resources in the region. The product of the slash and burn isn't necessary something for eating. It can be for dyes, but just giving a gold and no tradable dyes because insufficient to make real surplus.

In the end, I like this addition.
 
@ tach
Thanks for clarifying. I was thinking that hack and slash was somehow overwriting the quarry option for the greeks. Having the ability to quickly get food is always welcome espesially if it spares my precious trees.

@harrier
Thanks for confirming. I must have missed that one somehow, or maybe it just didn't register.

So far the food system seems to work pretty well. here in the early game I'm having no troubles getting the food output I need, and I find myself coveting those river grasslands moreso then ever. The new civics are forcing some really tough choices on me though. I'm spending way too much time researching the civics as I go along, and painstakingly weighing my choices against my current and future situation. Also, the new AI with the barbarians are scaring the crap out of me. Heck, the new AI is scaring the crap out of me all around.
 
With the current situation where only railroads increase the production of certain tiles, I almost always find it impossible to run a highway through my territory in any useful way, so I usually just cover my entire territory with railroads. The game might be more interesting if railroads and highways provided identical resource bonuses. Then players would be free to choose which type of transport network to use in their territory. Possibly even build parallel highways and railroads.

The proposal to give a small health malus to railroads is intended to make upgrading to electric railways more attractive. Putting a health malus on railway stations that automatically expires when a particular tech is researched doesn't achieve that goal.

As I understand it, the A.I. already upgrades every transport route as far as it can, given enough workers and time. Since railroads are usually available before highways, but are higher on the priority list, I don't think I've ever seen the A.I. build highways.

The proposal is for rubber to be used to give production bonuses as with Prime Timber or Canned Food, not as a strategic resource that must be obtained in order to build certain units.

Tachywaxon: personally, all the details I notice make the game more interesting and fun, including late game balance and realism. Early game balance and strategic choices are important, but hardly the only important things. In particular, good documentation (including the civilopedia) cuts down on the amount of confusion for new players, making it easier to bring in new players, some of whom may eventually contribute to the mod. I trust the developers will continue their excellent work in striking a balance between working on strategic design and getting all the little details right. I do not appreciate being told that I should care more about other aspects of the game after putting in the time and effort to report the issues that have been bothering me. So I shall endeavor to ignore you, and continue to point them out.
 
Also, the new AI with the barbarians are scaring the crap out of me. Heck, the new AI is scaring the crap out of me all around.

He! See, when I was whining, it wasn't without reason. :p
As I said, K-mod+RInvictus doesn't mesh well simply because we cannot make an army appear out of thin air to take out the pillaging stacks. Add to the fact, it's hard to predict when the wars will happen in K-mod. On lands, hard. Intercontinental wars: predictable. Sadly, those early land wars are the ones that kill.

The old AI was easy to deal as one had to just plump a city on a hill (or put good defenses) and the stupid stock BTS AI will just throw its army like that. Not anymore.

I'm far far less scared of the AI by now (as I just discovered I was still able to abuse it; The Aztecs were one turn away to DoW me and when I bribed someone onto them, they simply went back to their homeland; Karadoc said K-mod AI can deal multiple wars but I just debunked that).
Now, imagine K-mod AI on IMM+...ouch everytime it's a table flipping between 4000BC to 1000BC, but if the player can make it without too much economic strain, the rest of the game is correctly predictable and deal-able. :)

EDIT: BTW, you should cut that crap of Raging Barbarians out of World Map options. It just gives too much of RNG that can ruin your day. I suppose you would be with me if I say losing to early barbs >90% is BS. Well, with the increased amount of barbs and the need to kill them through attacking (often 60% chance to win) will rise by a lot those chances of stupid bad luck that can lead to downright game loss. I understand Horatius counter-arguments I should things for granted when playing with slightly different game options, but some game-options are rather to radically random and hard to control. And a good strategic game is made out of a good well-thought strategy independent of the capricious RNG.
 
With the current situation where only railroads increase the production of certain tiles, I almost always find it impossible to run a highway through my territory in any useful way, so I usually just cover my entire territory with railroads. The game might be more interesting if railroads and highways provided identical resource bonuses. Then players would be free to choose which type of transport network to use in their territory. Possibly even build parallel highways and railroads.

The proposal to give a small health malus to railroads is intended to make upgrading to electric railways more attractive. Putting a health malus on railway stations that automatically expires when a particular tech is researched doesn't achieve that goal.

As I understand it, the A.I. already upgrades every transport route as far as it can, given enough workers and time. Since railroads are usually available before highways, but are higher on the priority list, I don't think I've ever seen the A.I. build highways.

The proposal is for rubber to be used to give production bonuses as with Prime Timber or Canned Food, not as a strategic resource that must be obtained in order to build certain units.

Tachywaxon: personally, all the details I notice make the game more interesting and fun, including late game balance and realism. Early game balance and strategic choices are important, but hardly the only important things. In particular, good documentation (including the civilopedia) cuts down on the amount of confusion for new players, making it easier to bring in new players, some of whom may eventually contribute to the mod. I trust the developers will continue their excellent work in striking a balance between working on strategic design and getting all the little details right. I do not appreciate being told that I should care more about other aspects of the game after putting in the time and effort to report the issues that have been bothering me. So I shall endeavor to ignore you, and continue to point them out.

In fact, the idea behind the malus of railroads is well-justified. I adhere to this current of ideas.

IIRC, the XML file (giving parameters of game objects) for types of route give more value as the type of route is superior (in our terms as human player). The parameter itself is even called Value. I have seen its use for evaluation of bonuses (the resources) for trades in the diplo screen and I wouldn't be surprised it would be also used for worker decisions on what roads to favor, meaning once the option is available, the worker will put the highest level of route possible for the moment. Indeed, that favors the human as it will choose between route improvement times depending of the use (transportation vs just connecting resources). And yes, the AI is quite stupid. For instance, putting a road all the time (almost but won't enter in technicalities) before improving the resource is one thing the human player wouldn't do once understanding that the resource output is more valuable before the road.

Hehe, yeah, two ideologies or rather two paradigms. Yes, I tend to forget this mod was made to rectify historically wrong stuff of stock BTS and that first over the rest. I just do some crusades because if some people don't do it, it won't advance towards a more balanced game. In all honestly, in general, people doesn't really care about that. I'm not saying RI community thinks that way (and it doesn't as much as some mods), but TAM is one prime example of a community who hadn't help decently the main modders as it is greatly unbalanced mod by now. RInvictus modding is still well active, thus I can propose "motions" before it dies out of time.
Yeah, I know it sounded really bad and I understand you will ignore what I say, it's just I fear my propositions will be ignored and decorative things will be favored again. I made a huge wall of text about Nazca Lines wonder should be upgraded as it is the worst ancient wonder now. Proposed the solution to make it fitted to a niche strategy that brings correct return for the investment and that resulted to "find other ideas". I started about changing the Great Works and only one followed it while discussing about Railroads had more influence in discussions. The thing is changing, for example, Great Works will have much much more impact (as outputs and finally attractive uses of GArtists meaning no more "aw no, not a GArtist") than changing railroads, which happen at a time the game is already decided as won.
I also admit I'm fanatical about game balance. But I also admit Realism Invictus is one rare mod that make me interested in reading the stuff in Civilopedia. :)

And yes, you are right, I ain't in position to stop others to express their opinion. Everyone's opinions are as important as mine. Just worried when I shouldn't. :lol:
 
The proposal to give a small health malus to railroads is intended to make upgrading to electric railways more attractive. Putting a health malus on railway stations that automatically expires when a particular tech is researched doesn't achieve that goal.

My suggestion to give it to Railway Stations is based on real life experience. If you lived near Railway Stations in the 50/70s in UK, you would be amazed how dirty the clothes you were wearing became. If it effected your clothing that bad, what about your health - you are breathing in the same particles.

Anyway If you read my post - I may be wrong, but I thought that it would be difficult to base it on the laying of electric rail lines on tiles- hence my suggestion.

Also my suggestion was not to give a reason to upgrade to electric railways, but just an observation on the differance between the two systems.

Myself - I never bother upgrading the railways, my comments are for gameplay purposes.


As I understand it, the A.I. already upgrades every transport route as far as it can, given enough workers and time. Since railroads are usually available before highways, but are higher on the priority list, I don't think I've ever seen the A.I. build highways.

I have seen it build highways, but I must admit I do not.
 
Hehe, yeah, two ideologies or rather two paradigms. Yes, I tend to forget this mod was made to rectify historically wrong stuff of stock BTS and that first over the rest. I just do some crusades because if some people don't do it, it won't advance towards a more balanced game. In all honestly, in general, people doesn't really care about that. I'm not saying RI community thinks that way (and it doesn't as much as some mods), but TAM is one prime example of a community who hadn't help decently the main modders as it is greatly unbalanced mod by now. RInvictus modding is still well active, thus I can propose "motions" before it dies out of time.
Yeah, I know it sounded really bad and I understand you will ignore what I say, it's just I fear my propositions will be ignored and decorative things will be favored again. I made a huge wall of text about Nazca Lines wonder should be upgraded as it is the worst ancient wonder now. Proposed the solution to make it fitted to a niche strategy that brings correct return for the investment and that resulted to "find other ideas". I started about changing the Great Works and only one followed it while discussing about Railroads had more influence in discussions. The thing is changing, for example, Great Works will have much much more impact (as outputs and finally attractive uses of GArtists meaning no more "aw no, not a GArtist") than changing railroads, which happen at a time the game is already decided as won.
I also admit I'm fanatical about game balance. But I also admit Realism Invictus is one rare mod that make me interested in reading the stuff in Civilopedia. :)

And yes, you are right, I ain't in position to stop others to express their opinion. Everyone's opinions are as important as mine. Just worried when I shouldn't. :lol:
That's reasonable. Just to be clear, I shan't ignore everything you say, just the annoying things. For example, I'm interested in the balance of the Great Works, but haven't really had enough time to play-test them and get a feel for their power or lack thereof. My initial reactions to your proposals for Great Work bonuses include: +1 happy is probably too powerful for the early game, while a diplomatic bonus from a specific religion is too unlikely to be useful. Bonuses from specific early resources seem like an idea with potential; if a set of Great Works each gave a bonus for a different resource, it's likely at least one of them would be applicable. Similarly, a set of works each giving a small bonus to a specific religion might also be workable. (An early Apostolic Palace would be even more unbalancing than the existing one, I think.) In general, giving players a meaningful choice for each set of Great Works seems like a good idea.

Overall, though, I think Great Works are a relatively minor game balance issue. Of much more importance is figuring out why the A.I. flounders during the Renaissance, and hopefully fixing the problem so they're more competitive during the late game again.

As for the Nazca Lines, I just switched from 3.1, and haven't built it in any of my games yet, so no comment until I have.
 
@ tach
Thanks for clarifying. I was thinking that hack and slash was somehow overwriting the quarry option for the greeks. Having the ability to quickly get food is always welcome espesially if it spares my precious trees.

If you feel comfortable fixing it yourself, I posted a bug fix in an earlier post:

http://forums.civfanatics.com/showpost.php?p=12975697&postcount=3909

Spoiler :
For anyone playing with/against the Greeks and needs a quick fix, it is simple:

Go find your Realism Invictus Folder.

Go to Realism Invictus/Assets/XML/Units/Civ4UnitInfos

Open the file in notepad or notepad++.

Hit "ctrl+f" to open the find window, then search for "worker_greece". Then once it is highlighted, search for "quarry". This should bring you to an entry called "quarry_salt" in the midst of everything the Greek worker can build.


Then just make a new line after the "</Build>" before the salt quarry section, and paste in:

Code:
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>


Restart the game and Greek workers should now be able to build Quarries again.
 
Alas, I was ensnared by the wish to play larger map size, but barely into 1AD, I get by now 3 turns MAF (or python exception?). I'm sure in 100 turns, it's gonna be unplayable (ohhhh~ it was such a good game probably unrepeatable on that difficulty).

And I tried to search if Realism has Viewport included and it seems to be no. I haven't seen any reference of it as a "yes" and didn't found the global define XML variable to enable it, so there is no Viewport to finish the game. But I don't want to entirely throw away such a game that might become a real challenge later game (two AIs start to amass vassals as it was nothing; respectively Akhenaton and Cyrus), thus I upload the game where I am now, in a good position. Perhaps, that might make one or two happy. For those who wants some challenge at last around late Renaissance and start of Industrial Age, perhaps this game is the one (and without the huge strain of the early game that makes the most pacifist a killer :lol:)

So here are the gameoptions:
  • Titan difficulty
  • Hanno of Carthage (such a great leader! and civ!) (yeah, another politician I randomly rolled; it seems those ones are what make highest difficulties possible)
  • Large sized map
  • Fractal Mapscript
  • Default number of AI's according to RI, which is 12 AIs I think
  • Realistic speed.
  • Normal Barbs.
  • Enabled tech trading.

Capital got most of the wonders and an academy. The second city founded in date (Utica? don't remember the name) is the unit pumper (Heroic Epic) and once I get another GProphet, would have made the special Solar Cult building that gives another +25% to military units! (BTW, solar cult is my new favorite religion for its temple -10% maintenance (imagine with a courthose and mayor's office, that net a big -70% city maintenance!!!! And city maintenance is what cost the most in Realism Invictus.) and the interesting +25% unit production special building)

Good luck if anyone wants to try. And if anyone tries, tell me what will happen after 1000 years. In which position you are (and save); that would let me dream. :goodjob:

P.S. If anyone changed their XML files, that save won't work (a remark in parallel of the Greek unique improvement fix DarkPhoenix got).
 

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Karadoc said K-mod AI can deal multiple wars but I just debunked that

Maybe, just maybe, the big stack coming on you was the only army they got at this point, and starting a new war against you would have been a suicide. In my opinion, multiple war aren't the smart thing to do if you are not already a lot more powerful than the others nations.


Tachywaxon, i hope that the dev won't take what you said too much in account. I mean no offense, but most of the stuff you report can be deal by yourself. Stop abusing every little flaw in the game and try to play "realistic". A 100 citizen city? Seriously?
Raging barbarien are funny. I bet that on Titan difficulty, it's a real pain, because you don't have all the bonus against barbarien that you have on lower difficulty.

Don't forget that some people just want to relax and play a good game. If you want to play like a competitor, that's okay and that's good, but don't try too much to enforce change in the game that would impact both side.
Or maybe ask to have two RI, one for the peaceful empire builder like me, and one for the competitive player like you. But that would probably be too much work for the team ^^
 
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