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Realism Invictus

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

  1. Sathar

    Sathar Chieftain

    Joined:
    Mar 14, 2012
    Messages:
    88
    Location:
    New Jersey
    Okay, first problem:

    SVN 5056

    It's 2830BC (Turn 78), I'm researching Mysticism. My civilization consists of one city, one worker, two militia and a scout.

    A Barbarian Foreign-Trained National Guard (strength 28) just came out of the Fog Of War.
     
  2. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    I can't say I play other mods much. How is it different from generic Rev comp?

    Whoops. Forgot that barbarians can get stuff without prerequisite resources. Fixed.
     
  3. Joij21

    Joij21 Chieftain

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    If by affecting the AI you mean that they are capable of undergoing civil war as well then yes. Each city has its own stability level starting with loyal, stable, unsettled, and finally rebellious. Unhappiness, unhealthiness, and even your choice in civics can effect the stability within your cities. Civics such as slavery have a high dissent rating while something like democracy would have a low dissent rating. Also the base instability of your cities goes slightly up with the more cities you have. Culture plays a vital role where cities that have a lot of your culture can reverse the effects of instability while cities that have foreign culture within them can allow instability to accelerate within. Using the culture slider allows you to send your culture over foreign trade routes to infect other civs' cities however they can due the same to you as well, making the decision to open borders with a high cultural civ far more complicated. Using the espionage slider above 40% allows you to spy on your own people and crack down on dissent throughout all cities. If your careless and allow your people to starve within a city then for each population that starves the instability will jump upward a lot. A city can only rebel once the city has reached the level of rebellious where for each turn there is a 25% chance for it to rebel so long as it stays at that level. If the city rebels it will look for other cities within your empire to secede with. If other cities within your empire are rebellious they will always join the seceding city. Unsettled cities have a 50% chance to join the rebels while everything else will remain loyal to you. All the cities that rebel will flip out of your control and take whatever units you had within with them plus spawn in a few units of their own for defense. Small rebellions or a lack of an AI slot will cause the rebel cities to flip to the barbarians. If more then three cities secede then they will form a new civ that is at war with and starts with a -50 relations bonus toward you. The new civs that spawn in HR from civil war will usually be culturally related depending on AI availability but I believe this is also configurable so it would technically be possible to spawn in the same instances of your civ but with a different leader.
     
  4. Propunk

    Propunk Warlord

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    Location:
    Brazil
    How can I download and install the SVN versions? I looked it up and couldn't find any instructions. Thanks in advance!
     
    Last edited: May 27, 2017
  5. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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  6. pioswa

    pioswa Chieftain

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    Ever considered adding uprisings to anarchy. I think that it should be cool and realistic that during anarchy there is a high chance of rebellion, just like when you run slavery/serfdom civics, but with very high chance, so in most cases when you are in anarchy, lots of barbarian units will spawn as rebels.
     
  7. krasny

    krasny Prince

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    It's a horrible thing to admit, but since 3.3 I haven't won a single game. An AI always seems to shoot ahead of me in tech advance. I'm playing on prince (difficulty level formally know as symbol [too soon?]). Is there something I should know or should I surrender to the senescence of Civ5?
     
  8. AbsintheRed

    AbsintheRed Deity

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    I don't really get this. Especially the part with "senescence of Civ5".
    Anyway, isn't it a good thing if the game is actually hard, the AI is actually a threat and it's a challenge to play against it?
     
  9. krasny

    krasny Prince

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    I'm not sure if it's a good AI or or simply receiving bonuses, and these bonuses get a bit wild in 3.3.
     
  10. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    I am sorry, but this is completely baseless. Here is a part of the XML file that defines difficulty levels from RI:

    Spoiler :
    Code:
    <HandicapInfo>
                <Type>HANDICAP_PRINCE</Type>
                <Description>TXT_KEY_HANDICAP_PRINCE</Description>
                <Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
                <iFreeWinsVsBarbs>1</iFreeWinsVsBarbs>
                <iAnimalAttackProb>90</iAnimalAttackProb>
                <iStartingLocPercent>50</iStartingLocPercent>
                <iAdvancedStartPointsMod>95</iAdvancedStartPointsMod>
                <iGold>0</iGold>
                <iFreeUnits>6</iFreeUnits>
                <iUnitCostPercent>60</iUnitCostPercent>
                <iResearchPercent>110</iResearchPercent>
                <iPerCityResearchCostModifier>0</iPerCityResearchCostModifier>
                <iDistanceMaintenancePercent>85</iDistanceMaintenancePercent>
                <iNumCitiesMaintenancePercent>80</iNumCitiesMaintenancePercent>
                <iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
                <iColonyMaintenancePercent>110</iColonyMaintenancePercent>
                <iMaxColonyMaintenance>200</iMaxColonyMaintenance>
                <iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
                <iCivicUpkeepPercent>90</iCivicUpkeepPercent>
                <iInflationPercent>95</iInflationPercent>
                <iMetricChangePercent>95</iMetricChangePercent>
                <iHealthBonus>-1</iHealthBonus>
                <iHappyBonus>5</iHappyBonus>
                <iAttitudeChange>0</iAttitudeChange>
                <iNoTechTradeModifier>60</iNoTechTradeModifier>
                <iTechTradeKnownModifier>0</iTechTradeKnownModifier>
                <iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
                <iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
                <iUnownedWaterTilesPerBarbarianUnit>360</iUnownedWaterTilesPerBarbarianUnit>
                <iUnownedTilesPerBarbarianCity>120</iUnownedTilesPerBarbarianCity>
                <iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>
                <iBarbarianCityCreationTurnsElapsed>35</iBarbarianCityCreationTurnsElapsed>
                <iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
                <iAnimalBonus>-30</iAnimalBonus>
                <iBarbarianBonus>-5</iBarbarianBonus>
                <iAIAnimalBonus>-70</iAIAnimalBonus>
                <iAIBarbarianBonus>-60</iAIBarbarianBonus>
                <iStartingDefenseUnits>0</iStartingDefenseUnits>
                <iStartingWorkerUnits>0</iStartingWorkerUnits>
                <iStartingExploreUnits>0</iStartingExploreUnits>
                <iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
                <iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
                <iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
                <iAIStartingExploreUnits>1</iAIStartingExploreUnits>
                <iBarbarianDefenders>3</iBarbarianDefenders>
                <iAIDeclareWarProb>100</iAIDeclareWarProb>
                <iAIWorkRateModifier>10</iAIWorkRateModifier>
                <iAIGrowthPercent>95</iAIGrowthPercent>
                <iAITrainPercent>100</iAITrainPercent>
                <iAIWorldTrainPercent>100</iAIWorldTrainPercent>
                <iAIConstructPercent>95</iAIConstructPercent>
                <iAIWorldConstructPercent>100</iAIWorldConstructPercent>
                <iAICreatePercent>95</iAICreatePercent>
                <iAIWorldCreatePercent>100</iAIWorldCreatePercent>
                <iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
                <iAIUnitCostPercent>100</iAIUnitCostPercent>
                <iAIUnitSupplyPercent>90</iAIUnitSupplyPercent>
                <iAIUnitUpgradePercent>90</iAIUnitUpgradePercent>
                <iAIInflationPercent>90</iAIInflationPercent>
                <iAIWarWearinessPercent>90</iAIWarWearinessPercent>
                <iAIPerEraModifier>0</iAIPerEraModifier>
                <iAIAdvancedStartPercent>110</iAIAdvancedStartPercent>
                <iAIMetricChangePercent>95</iAIMetricChangePercent>
                <Goodies>
                    <GoodyType>GOODY_HIGH_GOLD</GoodyType>
                    <GoodyType>GOODY_HIGH_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_MAP</GoodyType>
                    <GoodyType>GOODY_MAP</GoodyType>
                    <GoodyType>GOODY_WARRIOR</GoodyType>
                    <GoodyType>GOODY_WARRIOR</GoodyType>
                    <GoodyType>GOODY_MILITIA</GoodyType>
                    <GoodyType>GOODY_TECH</GoodyType>
                    <GoodyType>GOODY_SCOUT</GoodyType>
                    <GoodyType>GOODY_EXPERIENCE</GoodyType>
                    <GoodyType>GOODY_EXPERIENCE</GoodyType>
                    <GoodyType>GOODY_HEALING</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
                </Goodies>
                <FreeTechs/>
                <AIFreeTechs/>
            </HandicapInfo>


    Feel free to compare it to vanilla XML of the same, especially the part regarding AI bonuses:

    Spoiler :
    Code:
    <HandicapInfo>
                <Type>HANDICAP_PRINCE</Type>
                <Description>TXT_KEY_HANDICAP_PRINCE</Description>
                <Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
                <iFreeWinsVsBarbs>1</iFreeWinsVsBarbs>
                <iAnimalAttackProb>90</iAnimalAttackProb>
                <iStartingLocPercent>50</iStartingLocPercent>
                <iAdvancedStartPointsMod>95</iAdvancedStartPointsMod>
                <iGold>0</iGold>
                <iFreeUnits>6</iFreeUnits>
                <iUnitCostPercent>60</iUnitCostPercent>
                <iResearchPercent>110</iResearchPercent>
                <iDistanceMaintenancePercent>85</iDistanceMaintenancePercent>
                <iNumCitiesMaintenancePercent>80</iNumCitiesMaintenancePercent>
                <iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
                <iColonyMaintenancePercent>110</iColonyMaintenancePercent>
                <iMaxColonyMaintenance>200</iMaxColonyMaintenance>
                <iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
                <iCivicUpkeepPercent>90</iCivicUpkeepPercent>
                <iInflationPercent>95</iInflationPercent>
                <iHealthBonus>2</iHealthBonus>
                <iHappyBonus>4</iHappyBonus>
                <iAttitudeChange>-1</iAttitudeChange>
                <iNoTechTradeModifier>60</iNoTechTradeModifier>
                <iTechTradeKnownModifier>0</iTechTradeKnownModifier>
                <iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
                <iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
                <iUnownedWaterTilesPerBarbarianUnit>450</iUnownedWaterTilesPerBarbarianUnit>
                <iUnownedTilesPerBarbarianCity>120</iUnownedTilesPerBarbarianCity>
                <iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>
                <iBarbarianCityCreationTurnsElapsed>35</iBarbarianCityCreationTurnsElapsed>
                <iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
                <iAnimalBonus>-30</iAnimalBonus>
                <iBarbarianBonus>-5</iBarbarianBonus>
                <iAIAnimalBonus>-40</iAIAnimalBonus>
                <iAIBarbarianBonus>-25</iAIBarbarianBonus>
                <iStartingDefenseUnits>0</iStartingDefenseUnits>
                <iStartingWorkerUnits>0</iStartingWorkerUnits>
                <iStartingExploreUnits>0</iStartingExploreUnits>
                <iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
                <iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
                <iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
                <iAIStartingExploreUnits>0</iAIStartingExploreUnits>
                <iBarbarianDefenders>2</iBarbarianDefenders>
                <iAIDeclareWarProb>100</iAIDeclareWarProb>
                <iAIWorkRateModifier>10</iAIWorkRateModifier>
                <iAIGrowthPercent>100</iAIGrowthPercent>
                <iAITrainPercent>95</iAITrainPercent>
                <iAIWorldTrainPercent>100</iAIWorldTrainPercent>
                <iAIConstructPercent>95</iAIConstructPercent>
                <iAIWorldConstructPercent>100</iAIWorldConstructPercent>
                <iAICreatePercent>95</iAICreatePercent>
                <iAIWorldCreatePercent>100</iAIWorldCreatePercent>
                <iAICivicUpkeepPercent>95</iAICivicUpkeepPercent>
                <iAIUnitCostPercent>95</iAIUnitCostPercent>
                <iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
                <iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
                <iAIInflationPercent>80</iAIInflationPercent>
                <iAIWarWearinessPercent>80</iAIWarWearinessPercent>
                <iAIPerEraModifier>-1</iAIPerEraModifier>
                <iAIAdvancedStartPercent>110</iAIAdvancedStartPercent>
                <Goodies>
                    <GoodyType>GOODY_HIGH_GOLD</GoodyType>
                    <GoodyType>GOODY_HIGH_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_LOW_GOLD</GoodyType>
                    <GoodyType>GOODY_MAP</GoodyType>
                    <GoodyType>GOODY_MAP</GoodyType>
                    <GoodyType>GOODY_WARRIOR</GoodyType>
                    <GoodyType>GOODY_WARRIOR</GoodyType>
                    <GoodyType>GOODY_SCOUT</GoodyType>
                    <GoodyType>GOODY_EXPERIENCE</GoodyType>
                    <GoodyType>GOODY_EXPERIENCE</GoodyType>
                    <GoodyType>GOODY_HEALING</GoodyType>
                    <GoodyType>GOODY_TECH</GoodyType>
                    <GoodyType>GOODY_TECH</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                    <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
                </Goodies>
                <FreeTechs/>
                <AIFreeTechs/>
            </HandicapInfo>


    As you can see, AI gets less bonuses in RI at any particular difficulty level.
     
  11. krasny

    krasny Prince

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    Jul 19, 2002
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    Sorry Walter, I wasn't accusing you of anything. Just wondering why I did pretty well at 3.25 and in 3.3 I get my arse handed to me on a plate.
     
  12. AbsintheRed

    AbsintheRed Deity

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    The AI didn't get any additional bonuses for 3.3.
    And as Walter said, AI bonuses in RI are less than AI bonuses in the vanilla game.

    So yeah, it's 100% AI improvements.
    AFAIK K-mod is responsible for a big part of it between 3.25 and 3.3.
     
  13. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    Well, we work quite hard between versions to fix the most obvious paths to victory (if something works 100% of the time, it just robs players of exploring other strategies), and generally try making things more understandable for AI (not by giving them unfair advantages, mind you, but rather by making them better understand tools already at their disposal). So in general, trying strategies from a previous version in a new one may often be a wrong choice, which may or may not be what you're experiencing. Maybe you should lower difficulty a notch to get a better hang of the balance? Difficulty levels are generally there so that every player may find their own comfortable (or uncomfortable, if that is their thing) level.
     
  14. krasny

    krasny Prince

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    I apologise again for for making the team I was bad-mouthing them. I wasn't, I was just making an enquiry. Anyways Civ4 best game evah, RI greatest mod evah. Keep up the good work!
     
  15. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    Absolutely no offense taken, I just wanted to be helpful by pointing out some of our fundamental mechanics. Not everyone has the intimate knowledge of RI XML that I do :)
     
  16. Joij21

    Joij21 Chieftain

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    Hey Walter would it be possible during trading to allow resources that the AI only has one of to show up on the diplomacy screen? I've never liked how the AI can always demand a resource that you only have one of but you can never demand the same if they just had one because it never shows up unless they have at least two of that resource. Also if there was maybe a way to find out the trade deals that a civ has with another civ then one could use that to find out where a certain AI is getting their resources from which could be helpful in deciding which nation would be best to place a trade embargo with them.
     
  17. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    You are already able to demand the only resource an AI has in a situation where it would realistically give it to you, as in when you are a master of a vassal. Why would you need an option to ask for something that would always be rejected?

    As for looking at others' deals, this is info that is otherwise unavailable to a player. All of BUG interface ideology is based on providing better access to info that a player can already get otherwise, and I agree with that. I see no reason why others' deals that the player has no part of should be available to them.
     
  18. krasny

    krasny Prince

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    I tried lowering the difficulty level to noble. It was way too easy, and I was playing on autopilot to boot. IMHO there should be a difficulty level in between noble and prince.
     
  19. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    There isn't that much real difference between Noble and Prince, at least when it comes to AI stuff. You can compare the various parameters yourself in Pedia. Are you sure you just didn't get remarkably unlucky before? Perhaps it is time for another Prince game that won't go as badly?
     
  20. krasny

    krasny Prince

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    Maybe I did get very unlucky :)
     

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