Walter Hawkwood
RI Curator
I am on svn 5171. Since, I think 5170, I've not been able to play. The game keeps crashing. I am getting errors trying to create custom games. I get an error: Buginit - init 'CvScreensInterface failed' with some alt-tabbing and pressing escape, I can get the map to show up. But without some of the 'navigation' icons - that allow me to save the game, pull up the wiki, etc. I can alt-tab out of the application, alt-tab back in get them to show up and can eventually play for a while, but very shortly, the game will crash.
If I've saved a game and instead of starting a new one, I load the game - the game restores, but again I don't have the entire app. alt-tab'ing will get the game functional for a short while, but it crashes again very shortly. I have seen the message " Error in EndPlayerTurn event handler <bound method BurEventManager.onEndPlayer of <BugEventManager.BugEventManager instance at 0x04399FA8>>
Any help or suggestions?
All of that should be fixed in the latest SVN (there is still an error, but it is much less impactful). I'm working on it.
Hi Im so happy for the revolutions component. I think this can dramatically improve balance. One suggestion, I think the separatism malus between republic and despotism could be switched. Despotism is already somewhat necessary for large civs, and it would make sense that a despot invites more separatism. But gameplay wise I think it makes large civs work harder to keep their people happy, and keeps their constant warfare driven expansion more in check. Plus it makes republic more competitive against despotism, which i and a few others have been talking about for some time.
Republic was designed for staying small. Separatism malus underscores that. I may buff Republic in other way now that we have separatism.
One more thing that has been bugging me a little bit. Would there be a way to alter the AI to take relationships a bit more seriously. There isn't much of a point to maintaining them if they are still likely to declare war even when pleased. In fact in my book the really shouldn't be likely to attack unless they are displeased. Or at least the probability of an attack when they are cautious should be lower.
Relations already have a significant impact on deciding war targets. Out of several targets, AI is much more likely to choose the ones with poor relations. The problem is in the case when you are the only suitable target; then relations almost don't matter.
(though to be fair, a human player is never ever bound by such a thing as "relations"; this part of the game game is the foremost example of asymmetrical rules AI has to play with compared to humans)
So, first impressions (5171, one game, random map, emperor, about 200 turns in): Barb cities are "evolving" into minor civs too early and too often. I encountered the first just a few turns after I built my second city just barely outside that city's potential fat cross. Actually, the barb city was already established a few turns before my settler arrived, and when I went to scout it had about 4 defensive units. I just figured I'd wait and siege it later if I didn't culture flip it first. Next thing I knew, before I could even build my first building (a storyteller's circle), it had already settled into the Turks, spawned or built 3 workers in under 10 turns, and had already had its first culture border bump. Meanwhile, every turn or two I was getting reports of more civs spawning.
Yeah, I gave them a grace period of ~ 300 turns. Let's see if it's enough.
Regarding the "roadblock" purpose for Natives in America as far as I can see is just serve to block 3 major civilization by land, Aztec, Maya and Inca. While other civilization when they already meet native american, at that moment they will travel with a ship that able to explore rival territory.
They are even more important in this role in Africa (and, to a lesser extent, in Siberia). While the Americas have only three civs to compete for them, Africa can be totally up for grabs if minors don't keep their territories shut.
The thing is, I don't want to annex them in order to get their resources, I want to be able to trade with them, pass through their border when I land without bulldozing them whenever they are out of my way. And I want to include them to be a part of my game.
Yep, I heard you. When I address all the outstanding issues with Rev component and stuff, I will look into rebalancing the scenarios.
After creeping the forum here for sometime I always knew this was something the devs wanted to implement, but based on some of the comments over the last year/year and a half it looked like this mod was going to be put up on the shelf after roughly a decade of exceptional content so I was very surprised and pleased to see this. The Revolutions will be that nice shiny bow on top to complete an already exceptional modpack. Thank you for all of the work over the years, it's been very much appreciated.
Let's see how it all turns out. Throwing it away since we couldn't make it work exactly as we wanted to still isn't out of question ;-)
do not know why there could be such a band? because the map is too big? is there no way to optimize such bands to go away from the big map?
Never saw anything like this myself. Might be hardware-specific.
I've been playing a peaceful and defensive game so I maybe would've noticed this earlier otherwise: It seems like whenever AI manages to conquer a city from the other, it immediately flips back. Cities going back and forth is pretty typical in AI vs AI warfare due to the attacking stack getting too weakened to defend against counterattack so I didn't pay too much attention to the messages before but now I noticed a recently reacquired South Chinese city sporting South Chinese Jedziecs, from the attacking Polish army no doubt, so I realized this is probably due to Revolutions.
I'm assuming the chance of revolting back depends on the culture? Well, this mod tends to have a lot higher absolute culture values than regular so maybe those probability values need to be toned down.
Trying to tone down the effect now. Moreover, the cultural effect is now both negative and positive; having a cultural majority in a city actually provides a negative separatism value.
Playing the latest SVN. There's an error whenever a leader unites barbarians into a civ. It says something about error in AI autoplay or something like that. When I take a look in the WorldBuilder, there's a new civilization with a capital on the map, but units of this civilization seem to be surrounding a non-converted barb city, as if that city should've been converted also but didn't.
Should be more or less fixed.
I can see the fun potential in this Revolutions component, but ye gods! It is absolutely stupid for a victorious army to be seduced by the city and turn on its former comrades. Especially right away. In the event of a successful uprising you'd imagine the conquering army inside the city to be destroyed and replaced by weaker (and preferably wounded) militia-type units of the resistance. There has to be a grace period of sorts after conquest, but even so, if the occupying army just turns into turncoats(*) it still makes no sense, even if it is 10 turns later.
Yep, got rid of that. The army is now ejected to the capital instead (couldn't think of a way to make that closest friendly city instead, so the next best solution).
I played RevDCM exclusively until I "discovered" RI and never again since, thus my memory is a bit rusty. In RevDCM, wasn't there a grace period or some other mechanism after a city was taken militarily before it would/could rebel, or maybe the effect of invader's culture and military occupation was just tuned stronger?
Don't know, but a grace period sounds reasonable. I'll see what I can do.
Religion has a pretty strong influence too it seems. Taking on a city with several religions none of them your own skyrockets the separatism. At least I think that each "other" religion increases the separatism value. I'm not sure if it does that only if you have a state religion. Hopefully yes, because otherwise Free Religion needs a negative separatism value boost. What makes matters really bad also when conquering is all the health and happiness buildings being gone. In Realism almost of all that is tied to buildings, which tend to be destroyed upon conquering, rather than just having access to resources, and both are huge factors in determining separatism. Maybe cut down on the chance of buildings being wrecked, especially these.
None of the values are final yet, but I'd really like to keep non-state religions as a major source of pain for players separatism-wise.
Working on memory here, but I think I saw Forbidden Palace and Versailles reduce separatism, but Kreml didn't. Almost no building seems to affect it which is probably wise when the numbers are still overhauled on the mechanic as a whole. Keeps the number of variables lower. Jails do, and Security Bureaus, which makes sense. Some more wonders might maybe be justified. Such as Motherland Calls and maybe Statue of Liberty. In fact the wonders tied to civics all seem to have something going for them flavor-wise to suggest they unite the people either as a symbol (Statue), patriotism (Motherland), strength of government (Big Ben), by commerce (Hansa League) or by jailing dissenters (Lubyanka). And Magna Carta seems appropriate too.
Yeah, I'll think about buildings once I'm satisfied with the overall way the system works. That's the plan.
Haven't had a chance to try this yet, but I do feel a need to warn: Tread carefully. IDW sounds like a great component on paper, but it can be very, very overpowered in practice. I'm particularly concerned since in RI the AI Stacks of Doom, even with Logistics restraints, can measure in the dozens or even 100+. When you grind down stacks that big, IDW can completely overwhelm all other culture in a square quickly, even with a very small delta per unit. Hopefully you put in a cap or have some other way of limiting this effect. Having a square change from Enemy Territory to Friendly in mid-fight or vice-versa can have a pretty big effect on how the war develops.
I already changed IDW from absolute values to percentages. The actual values might go up or down yet, but in theory that should produce diminishing returns. I might find a way to tone it down in other ways as well; I'm considering setting a hard upper cap on the amount of culture one can gain/lose too. But in general, I think it might be a very good thing for RI even regardless of Revolutions, as late game conquests were unnecessarily painful due to colossal amounts of culture every city had.
I'll second that, for at least the last several SVNs (before Revolutions) I was getting a consistent CTD without any warning on the turn or shortly after building my first Settler in the Huge World Map scenario (Armenia). My system isn't overly stable right now (one of my graphic cards seized up and I'm still getting gummed up by some interrupt request storms that I haven't been able to isolate or repair), so I thought that it might just be me.
Thank you so much for pointing out that this was happening before Rev! I was fruitlessly searching what could have been causing that in the component... Now I'll try bughunting elsewhere.