Hi, several weeks ago I decided to make my own version of realism invictus by editing the xml files. I kept track of my changes, so I will write them down. If the developers like one or two ideas I've implemented, they may consider to adapt some of those changes. I'd be greatly happy.
First of all, I used the SVN 4997 as base. Then I made the following changes:
Firstly: I didn't like that by the medieval ages all jungles are cleared and all tiles have a road and an improvement. So, I took the following precautions:
Worker Cost 25% up for every worker
Slaves don't die
Chance of capturing a slave is halved, but they give 60
not 30.
Slave to Worker probability when changing civic from slavery to another one: It was 50%. Now it is 20%
Slave Work rate: Not 50% but 25% of an ordinary worker.
Worker Build rate is halved
Then I wanted that some strong wonders go obsolete earlier. I think I will make more changes in the future:
Great Library: Paper
Lighthouse: Rudder
Parthenon: Theology
Angkor Wat: Enlightenment, btw it now becomes available with Church architecture
Artemis: Theology
Sankore: Scientific Experiment
Gondeshapur:University
Also the Great Library will be giving free scientists now, not a science bonus. Why? Because the Great Library is my favorite wonder, and I want it to be strong, that's why
Now I played with the food a bit:
Peasant servitude tech doesn't give +1
to Farm, Aryk Farm, Communal Farm, Pancrasti Field,Kemet Farm, Timar now.
Also: South China Farm: No longer +1
from Botany; Folwark initially +1
, not +2
Also: Mechanize Farm: initially +2
, not +3
In other words: All farms give 1 less food than normal peasant servitude onwards.
Watermill: I just threw in a +1
bonus to make it more attractive.
City center gives only 2
now instead of 4. But granary and smokehouse each give +1
. So you may want to build them earlier.
Then I made the following changes for the civics:
Republic: No longer +1 happiness for large cities, but +1 happiness from city square
Despotism: -1 happiness from city square. That means, despotism is not bad, but if you want to boost your great people generation... Well, then you will have some penalty. You may want to adapt monarchy in the future. Maybe Enlightened Absolutism will give +1 happiness to City Squares to negate this effect.
Free Commoners: +1
from Town, not +2.
Working Class: +1
from Town, +1
from Village
Caste System: +1
to Craftsmen
I tried to balance economy civics a bit by making the following changes:
Guilds: No Gold bonus, high upkeep, +1
to industrial plantation
Merchant Princes: Low upkeep, no -25% distance upkeep, no extra trade routes, +1
to merchant, New National Wonder: Merchant Prince
The national wonder gives
bonus to your caravan houses and harbors. That means, merchant princes is an effective civic, only if you are ready to invest in your trading network.
Free Market: +1 trade routes, not +2
I think the unlimited specialist from civics is way too strong and not very logical. So:
Theocracy: No unlimited priests, sacerdotal gives 3 priest slots
Free Market: No unlimited merchants
Free Religion: No unlimited scientists, no culture bonus, +10%
to compansate the missing monasteries
Then I looked at the specialists:
I made great specialists weaker to encourage player to use their great people for starting golden age, building great works, establishing trae route etc. So: Great Artist and Great Spy doesn't give 3+12 but 1+8; Great Merchant and Great Scientist don't give 1+6 but 1+4 resources.
Artist and great artist get no bonus from theatre and get only +1
from opera and cinema each.
Merchant Republic: +3 Merchant slots
Trade Fair: +1 Merchant slot
Trading Post: +1 Merchant slot
Siege Workshop: +1 Engineer slot
Then I made miscellaneous changes:
Gems are revealed with metal lore again.
Coffee: Revealed with Ritual, and gives only +1
Slash and Burn Farm: +1
, +1
with Trade, +1
with River
The starting location was boosted with various resources. Now it is boosted only by food resorces, i.e. Wheat etc, Cow etc, Fish, Clam, Crab, Sugar, Lemon and Banana.
+50% production rate for legislator leaders: Local Beraucracy
Central Bureaucracy gives +1
to Local Bureaucracy, +1
to Mayors Office to boost early cities in your colonial empire.
Great Works (Science) give +25%
(+50% for classical ones), but they get obsolete
Leonardo's workshop gives a free engineer now.
I didn't like the militia to be the best unit at the start against all types of barbarians: So: Archery tech no longer has a prerequisite, and Barbarian Warrior has +35% against melee. I really liked that change and I definitely recommend it because it forces you to create a well balanced archer-militia army to cope with the barbarians. Previously, I only built militia, never even bothered to reseach Archery, because militia was strong against everything.
Animals that get +50% bonus from jungles now get +100%. So the jungles are very dangerous now. Now it is not very easy to explore the world and to contact other civilizations.
And finally I changed the construction cost of ALL buildings and wonders. I will not write down all the changes I made, but the changes can be generalized as follows:
The more sophisticated the building is, the more it costs. For example, I increased the cost of aqueducts and theatres by a lot.
The earlier buildings cost slightly more, the later (industrial) buildings cost a lot less. The grocery store has the same cost with the school for instance.
My whole thing is under construction so there will be many more changes in the future. Things that I will probably implement in the future are:
Balancing some of the unique. Nerfing the trappers lodge and mahout camp at the start of the game.
At some point in the industrial age, Towns will start giving +1
Two new wonders: Silk Road: Gives bonus commerce to caravan houses. Marco Polo's Embassy: +1
to merchants.
Making Protectionism and Monasticism more interesting.
Watermill gets
bonus from hydroelectricity, not electricity.
Buffing Mausoleum of Mousollos
Three Gorges Dam will not be giving electricity to whole continent (too strong, too illogical), but it will give production bonus to river tiles.
Free Market will gvie higher epidemic chance and unhealthiness.
Changing the effects of more Great Wonders
Resources like iron, copper etc. will also appear on savanna, forest and jungle tiles
Mostly, I didn't tested the changes that I've implemented yet. Probably I sacrificed too much of gameplay for the sake of realism. Nevertheless, the changes that I mentioned above might be some food for thought for the developers and for the community.