So all i need to do is station a spy in every city and i'm completely spy-proof? There is no way, my enemy will plant a spy in my cities? That cant be a good thing, it seams to easy.
Hence I also added a restriction on the amount of spy units. Now it is no longer too easy.
For what it's worth, the spy restriction only seems to be enforced when you are at war with the other spies' owner. I'm not sure if that is a good or bad thing. On the one hand, it makes wartime espionage much harder (and defense much easier), but on the other with the AIs' tendency to spam units, for all I know there could be a dozen spies in every city by midgame.
Exactly, that was another reason for this. I think AI loves spies much more than human players do.
Would it be possible to tied up unit maintenance & cost with total population of an empire? I really dislike increasing marginal cost from both a personal perspective and a gaming perspective without another variable that also adjust them. However, by linking then to population, there is a limit on Unit spam and also doesn't need to led to the ridiculous situation where a battleship is cheaper to build than an tank, as all the cost are modified by the same variable. I may also add that it could make warfare even more interesting as not only production but population is taken into account
That is not something I'd be willing to implement, from gaming perspective. Current mechanism tries balancing smaller civs with larger ones. More cities is almost always equal to more population, so that would render the whole thing pointless - then it would be easier to remove the whole mechanic altogether. BTW, it is of course not "a battleship vs a tank", but "a battleship vs a tank division" in game logic.
I noticed in my current SVN game that World Wonders can be destroyed when you conquer a city, is that intended (was it already the case?) ?
I quite honestly don't like it :-(
It has been like this for quite a while (and I think it is like this in vanilla as well). Wonders have a chance to be destroyed on capture, reasonably assumed from their nature (for instance, you can't really destroy Pyramids, while a Great Library is very vulnerable).
Hi folks,
There is no text attached to the latest SVN revision 5052. What is the content of this update ?
Thanks.
Thanks for pointing out. I think I took care of it with the next SVN revision. Always nice to see that someone actually reads this stuff
GazProm produces two natural gas, yet requires gas plant to build, which requires gas... Is this intentional for some reason or just an oversight?
No, that's intentional. It is meant to represent the fact that, unlike oil, natural gas production is rather unevenly distributed in the world. There are only two major exporters (Russia and Canada), and this wonder tries to simulate that by giving a country with gas reserves (a rather rare resource, so it is unlikely any given civ would have more than one or two) additional gas to trade away.
A question which must have been answered many times, but if anyone could point me to the answer itself?
It appears to me that in Win7 I was able to play for longer before hitting the memory wall, but as this was a loooong time ago, I might have done some Civ specific memory adjustment which made it better. Moved to Win10 in the meantime and the game is definitely crashing earlier (medieval, around crucible steel) on a giant map so...
Any specific settings in Windows10 to allocate CivIV more memory to avoid memory related crashes? (or just a link to where this is likely already discussed in detail? )
Heh... It's a question that has been answered many times, yet never with certainty. If you are playing the release version, could you do a simple (though a bit time consuming) experiment for me? Could you please unpack your assets (fpk files) and delete the actual fpk's, leaving only the unpacked stuff. The game will take forever to load (about 20 min), but it
may be that you will be able to play without memory-related crashes. I have yet to see any conclusive evidence that either proves or disproves that.
In SVN 5053 I've been getting consistent crashes when exiting to to the main menu using the button in the options (ESC) menu after starting a new game. However I haven't experienced crashes when I retire or otherwise get defeated and exit to the menu. So far I have seen this bug on large and standard size maps with the berbers, hindi, and japan. Scripts used were earth evolution 3 and RI planet generator using default settings at prince difficulty and realistic game speed. I haven't tested the exit to desktop function yet, or any of the other map sizes.
When playing 3.3 this bug was not present. If it matters, I've been launching the mod using the load a mod option in the bts menu.
my system is windows 10 x64 on a dell inspiron 15 using intel intergrated graphics and an i5 2.3 ghz 2 core cpu.
Yeah, I've noticed that myself. We will try to hunt this down and fix it, but I am not sure if it is something we even can do.
Also, in the last game I played in 3,3 the turk ekbi didn't count for the horse whisperer quest, as I built 12 of them and it did not count as complete. (a rival civ completed the quest 20 or so turns later).
Thanks, will have a look and fix. These quest triggers are a constant source of pain for me, as they are written in an extremely inconsistent manner (for instance, one quest would reference a building class, and hence all flavor buildings too, while another only the default building of the class).
Also, does the earth evolution script place reefs or islands? I haven't seen those on that script so far. (incidentally they're a really nice addition)
It doesn't if you don't randomize features. But thanks for bringing this to my attention, I am going to add them to the default Earth Evo map as well, so they are there by default (as well as other RI-specific features).
Hello! I really love this mod. It is by far my favorite out of all the other civilization mods, with the only bad thing being it doesn't have revolutions in it. Nonetheless, the sheer amount of detail in this mod makes playing every civilization unique. There were two things I was wondering:
1: is there any way to start a game at industrial age on the huge world map? One thing I like about this mod is that you can start at later ages and begin to progress a lot easier than in other mods (in several other mods the AI doesn't even build cities after the medieval age), and I would love to be able to start at industrial or modern era.
2: Many civilizations have special units with notable features throughout the game, even non-unique units. For example, Mali skirmishers have 5 attack instead of 4, and others have slightly different bonuses. Is there a list or general guideline anywhere detailing particularly distinctive units, even if its just "Mongol cavalry have -1 movement cost" or "Russian units are cheaper" or similar generalizations.
1. You'd have to do it through WorldBuilder - go there and set every civ to be in the desired era. You can even save the resulting scenario afterwards, so you don't have to do it more than once.
2. Not at the moment. I considered adding a writeup on that to the manual, but it is obviously rather time-consuming. We have a very exhaustive pedia though, so if you'd like to get a big picture of a civ's roster, you can go to the unit upgrade tree and have a look.