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Realism Invictus

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

  1. Ahnarras

    Ahnarras Chieftain

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    Indeed, i noticed that too but as i'm always playing with a huge lot of civs, having 2 of that kind wouldn't be bad. But your suggestion is fine too. As long as building a wonder doesn't put my empire in unhapiness, i'm will be glad ^.^

    Frustrating, but it makes sense.

    Definitively not. I was writing my let's play so i was going very slowly to take note of everything that happens. Maybe it was the switch between windows and the game that pauses problem... As i usually don't take a religion before late, i will keep alert to see if it happens again or not.

    Ah, agree ! Was just a misunderstanding on my part then, and i'm glad so. Invincible workers would have been weird indeed.

    Short answer : trauma.
    Long answer : did that a few years ago on vanilla, ended up having a stack of doom coming in my way like a hundred turns after the war was launched. Not sure if R:I AI would do something so risky and with so little benefit, but still i'm reluctant to accept war request since then.

    As always, thanks for your time and your replies ! :)
     
  2. Routalempi

    Routalempi Chieftain

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    Fair points. I still suggest calculating how much Progressive trait actually saves money in the long run though. It's difficult to estimate but I have a feeling that it could be at least 5% of the whole income depending on the situation, which is quite a lot considering that the same trait also gives you flat 5% tech boost. I think Progressive was pretty balanced before the scaling unit costs were added, but now it feels too powerful. Not game-breaking-powerful, but still. Checked the last few pages but didn't find any comments asking for a buff, just one stating that the current balance is fine.

    That's pretty damn impressive! Dude's face went from something out of a horror movie to Average Joe, small details like that can really make a difference in how well-made something looks.

    This pretty much sums up my experience with cottages as well. Sometimes I feel like I should build more of them but in the end I just spam farms instead. It really is difficult to evaluate their usefulness, which is actually pretty nice since it makes you at least consider trying new strategies.
     
  3. ChaosSlayer

    ChaosSlayer King

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    this has an obvious backfire, such as 10+ civ getting unhappy with you for declaring on THAT guy across the globe, and some of them maybe your immediate neighbors...
     
  4. FashGordon

    FashGordon Chieftain

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    The war spam ultimatums are probably the one thing that annoys me the most about AI diplomacy. The AI is really stupid when it comes to searching for potential allies - basically anyone will do.

    In my experiences you usually only have a few civs that constantly harass you to go to war with them (others will of course ask from time to time), but how I choose to deal with this is by declining requests from the really spammy civs thereby avoiding all the heat I'd catch for declaring war on everyone's friends. Yes, you make an enemy, but at least this way I get to choose who my enemies are.

    Also if I declare war on someone I try to make sure I'm in it for the long haul. There's no point making peace after 10 turns only to have the same two civs go to war again then spam you the following turn with more war requests.
     
  5. Shuikkanen

    Shuikkanen Warlord

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    My solution to people pestering me about going to war against someone else is to ignore them. Occasionally even when I'm planning to declare war on said civ in a few turns anyway. :D
    I find that the occasional minus I take to relations from refusing to help someone this way is forgotten far more quickly than my declaring war on someone. There's the occasional madman/idiot that decides that I'm their worst enemy for refusing to fight their previous worst enemy, and it does bug me, but on the whole my relations are generally fine throughout the ages using this strategy.
     
  6. FashGordon

    FashGordon Chieftain

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    You took the words right out of my mouth.
     
  7. Routalempi

    Routalempi Chieftain

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    Small request to include in the upcoming 3.4 update: civilopedia texts for the different specialists could be updated to represent their current state. More experienced players already know how they work, but there might still be some newcomers who wonder what craftsmen are supposed to do, etc. and go first to the civilopedia for info.
     
  8. zoob

    zoob Chieftain

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    Hi all. Really looking forward to new 3.4 release :)

    Yeah, Walter. River Port and Harbor have same benefits and cost same right now.
    From my perspective and gameplay River Port comes very early in contrast to Harbor. This results in a very weak River Port Building at that time, because your cities dont produce much :hammers: for a rather expensive building with more or less minor benefit (+1 traderoute). I think i would be more encouraged to build it, because it costs less. Later on when you have larger cities, harbor can be built rather easy in big cities.

    In my current game, i've experienced a minor bug with shortcuts for Mine (shortcut "M") and Precious Mine (shortcut "M", too). Maybe shortcut Shift+P would fit for the latter.
     
  9. sazhdapec

    sazhdapec Warlord

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    Hi! A bunch of question here ;)
    1) What is a "favorite religion" in a leader's description? Does it mean that the person was a zealous follower of that religion? Or does it mean that the religion was practiced by most of the population while the leader ruled the country? Or does it mean that the leader was just formally religious?
    2) What are the probabilities to grant a resource for mines and special improvements like lovischche or grazing grounds? How are they calculated?
    3) Is it possible to increase the density of rivers on random maps made by the RI_planet_generator? How is it done?
    4) All recon units except skirmishers, several land unique units (for example, Portuguese Bandeirantes) don't reduce revolt chances when the city is culturally pressed. "iCultureGarrison" for them is zero. Is this intended?
    5) Where and how the value of a city AI decides to found is determined?

    And a pair of annoyances :mischief:
    1) There is a typo in civilopedia: it states that Tiridates III reigned 285–330 BC. BC here is wrong. The wikipedia also shows another date: 287–330.
    2) Great Bombard can only defend yet it has a 50% attack bonus vs cities.
     
    Last edited: Jan 1, 2018
  10. arizzi

    arizzi Chieftain

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    No more imperialistic for Rome in huge world map! :(
     
  11. zoob

    zoob Chieftain

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    I think it is an indicator for AI game play on how much effort is put in researching specific religion first. Possibly there are other AI variables on how much civs with same religion like each other, but i'm unsure about this.

    There is a bug with playing on Linux for me (untested in windows):
    After building Stonehenge wonder wohl map turns black and i can't do anything about it except exiting game. I realised this is due to centering world map feature (turned it of via `<bMapCentering>0</bMapCentering>`).
     
  12. sazhdapec

    sazhdapec Warlord

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    No, I meant IRL)
     
  13. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    Since the work on 3.4 is finished, and the installer is not yet built, as per tradition, I present to you the updated manual and changelog.

    The main concern is, even in a huge map with lots of civs, is that if one civ is ahead of others at that time, it will still hoard both wonders for itself.

    Keep your eyes open for that please then, as I've never seen anything like this before.

    Well, in 3.4 upgrades are generally not wildly expensive anymore. It was much more of an issue in 3.3, so you can consider it an indirect nerf to Progressive between versions.

    Not claiming any credit for the quality improvement myself, BTW. This (and many others added recently) are unit models from EU4, and indeed made by very talented people. My work is almost entirely technical, as I have to lower the polycounts on the models and lower the texture resolution to keep them from impacting performance too much and convert them to use Civ 4 animations. But the end result is definitely a huge aesthetic improvement. I am very thankful to EU4 in general for a lot of visual improvements in RI 3.4.

    And it made it into 3.4! The last change to make it in on my side, actually.

    So the only problem is that it becomes available too early? I frankly don't see it as a problem, as not everything has to be immediately useful. I also don't build river ports until I'm fairly advanced.

    Noted. Didn't make it into 3.4, but will be fixed later.

    Well, it's the formal religion that the leader followed for most of their life. It doesn't impact much gameplay-wise, but it brings more variety to games, as leaders generally try founding their favorite religions (but only leaders with high religion flavor actually try HARD to do that).

    They are calculated on a per-turn basis, and it is a small % chance each turn the improvement is worked. The actual percentage isn't shown in pedia, which is probably something we need to change.

    I think it is affected by humidity. But I am not actually sure.

    It is not very consistent, as in it wasn't specifically monitored. Will have to review this for all units at some point.

    I am not sure I understand your question. Could you elaborate please?

    Noted. Will fix.

    Yeah, city attack should probably be removed. It obviously has no effect gameplay-wise, but it is inconsistent.
    This reflects my disappointment with them. I have yet to see AI Rome re-create at least Republican Rome! :lol:

    Since this doesn't happen on Win, there is no way for me to troubleshoot this, unfortunately.
     

    Attached Files:

  14. sazhdapec

    sazhdapec Warlord

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    What parameters does AI take into account when founding cities? What are their values i.e. what is more important for AI? In what files are all these things determined?
     
  15. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    Ah, this is not defined in XML, so I don't know the exact evaluation process. The only value externalized to XML is the minimum value of a spot for AI to consider founding a city.
     
  16. The Francis

    The Francis Chieftain

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    when is official release date??
     
  17. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    The official release date is 01.01.2018; complete 3.4 version is already accessible to anyone with SVN client. The only thing left is to build an installer.
     
  18. The Francis

    The Francis Chieftain

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    when will the installer be build ?
     
  19. arizzi

    arizzi Chieftain

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    I know that you guys are well aware of this and have tried to curb this, however AI really is incredibly aggressive, attacking incessantly and without regard for diplomatic relations (below friendly at least). On higher difficulties I can't keep up with AI without going negative gold (I had a particularly large empire) so I just get attacked over and over by a new civ every time.

    On a separate but related note, would the AI be able to handle caps on how many units per tile? Having a fixed cap based on logistics already implemented could help with the stacks of doom. There is the fundamental problem of defending yourself when you must spread your forces across all of your cities while the aggressor can focus all troops at one point. Also throw in that AI seems to make war declaration decisions based on how well defended a particular city is rather than the overall strength of the civ.

    Raising building and unit costs across the board I think would help a lot. I just feel past the beginning of the game, everything is super fast to build, and thats a big reason why there are so many units on the map, as well as the reason why I am constantly having my cities build research due to having built everything.
     
  20. sazhdapec

    sazhdapec Warlord

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    Not in my experience (especially the relations part - I can't remember a time I was attacked with pleased).
    It is possible that you have an option "AI plays to win" on with domination or conquest victory.
    Did you try to adapt? Building cottages, using merchants or priests, selling resources... No wonder AI attacks you constantly - you have a large empire and build research instead of military units. Btw, what difficulty are you playing?

    This is actually quite adequate especially if it is a dogpile war.
     

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