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Realism Invictus

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

  1. arythm1a

    arythm1a Chieftain

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    I believe I may have come to some explanations as to why i was struggling so much with war weariness. I had assumed war weariness would reset upon peace, but it seems like it stays behind for quite a while. Thus, the turn after declaring war, i already started at 150% war exhaustion, so I guess I just need to wait longer before declaring again. Is there a way to track one's war weariness somehow?
     
  2. sazhdapec

    sazhdapec Warlord

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    Sure. It's in the same place as separatism.
     
  3. arythm1a

    arythm1a Chieftain

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    I meant when not in a war, not the % modifier.
     
  4. sazhdapec

    sazhdapec Warlord

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    Do you mean how war weariness is calculated?
     
  5. arythm1a

    arythm1a Chieftain

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    No, if there is a way to tell your current war exhaustion without being at war.
     
  6. sazhdapec

    sazhdapec Warlord

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    It should still be there, I think.
     
  7. Zap0

    Zap0 Chieftain

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    The seperatism window and indicators don't show if you don't have the mechanic enabled. Afaik there's no way to know
     
  8. swapoer

    swapoer Warlord

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    This
    This picture is why I think RI need UPT limit. There is not combat width concept when you have put as many units as you want into one tile.
     
  9. Zap0

    Zap0 Chieftain

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    I mean, there is a soft UPT limit, logisitcs apply to the AI as well. Until half of these units are dead each of them is going to get -25% strength.

    Nothing would have changed had these units been split up into two or three stacks, the sheer mass was overwhelming in that scenario. If anything, because of how stack aid and logistics work they might be even stronger when split.
     
    Last edited: Aug 18, 2020
  10. Gus Glenwell

    Gus Glenwell Chieftain

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    While I enjoy many aspects of 3.5 I don't understand why revolting slaves from other civs continuously invade my lands. Is this a bug? It happens about every 20 turns and I watch an army of revolting slaves march through the AI lands to my nearest city every time.
     
  11. sazhdapec

    sazhdapec Warlord

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    Build The Great Wall!:lol:
     
  12. Gus Glenwell

    Gus Glenwell Chieftain

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    I don't want to build the great wall? haha . . . plus it is later than the early game to build . . . if i don't run slavery myself and pay attention to my city happiness , why do I have to worry about the AI revolting slaves? This seems like an unintentional aspect of 3.5. I never had the issue in earlier versions of realism invictus.
     
  13. sazhdapec

    sazhdapec Warlord

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    I think there are three aspects here.
    1) If you have problems repelling measly slaves how are you going to deal with enemy armies?
    2) Bonus combat experience is great!
    3) As for how it was in real life I have no knowledge of slaves of one country roaming into a territory of another country but I have a feeling that something similar might have happened.
     
  14. Gus Glenwell

    Gus Glenwell Chieftain

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    I think you missing the point of my initial question, but I mean you no harm and wish you well. Have a wonderful day!
     
    Last edited: Aug 22, 2020
  15. [Y]

    [Y] Warlord

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    I don't remember if it was a 3.5 change specifically, but slave AI changed to prefer assaulting cities. I don't know how they choose which city to target, but could be that when you see this behavior happening, it's because your cities are more in line with what they're coded to look for.
     
  16. Gus Glenwell

    Gus Glenwell Chieftain

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    The one denominator I have found is that my cities they march to are always on the border of course, and have more culture being produced than the AI border cities. The number of troops in my cities don't seem to make a difference, but I'm not sure if perhaps my cities have less troops than the AI cities where the revolting slaves were spawned. (likely the most obvious reason) Thanks for your reply, and it's only a small matter I was curious about. I tend to get very involved with my realism invictus haha :)
     
  17. swapoer

    swapoer Warlord

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    The problem is that it is a very soft cap. It does not stop the stack of doom problem. Besides, I don't think logistics is a cap at all. Mathematically, I would always go beyond the cap when there are so many aid bonuses and their combined effect is better than the -25% strength penalty. Most of the time, I don’t have that many units as AI tends to have, so I split up my stack to better utilize the benefit of aid bonus and suffer lesser penalty from logistics.


    SoD makes war boring. When enemy's SoD coming, you either can hold or not and the result is decided in one turn. With UPT, some location can hold for quite a while despite the overwhelming number of units from AI. This creates interesting strategy and makes city location matter.
     
  18. BCheek

    BCheek Warlord

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    I think the civic militancy should provide a significant reduction in separatism due to militancy and war weariness. Late game I'm having big issues with separatism although I'm tech leader, largest military, and 40 cities. I'll achieve a culture or space race victory but would have preferred to go for domination, but due to the war weariness and the militancy multipliers that's likely not possible which is silly, since I have every luxury within my borders, my cities are extremely well developed with +30 or more happiness, my culture is extremely strong, and I only have 1 religion for my civ. My citizens shouldn't want to separate easily. These factors should reduce separatism significantly, but they have very little effect compared to the size of your military in proportion to others and war weariness.

    I started having big separatism issues when I used espionage to collapse my biggest rival. They had the largest military and were tech leader. Once they collapsed the next most powerful civs (excluding me because I cranked espionage to 100%) all collapsed in a giant chain reaction due to the militancy multiplier. I'm able to grind along with 10% espionage and 30% science, while focusing on scientific specialists in my cities, but I think the militancy multiplier should have less of an impact or at least be weighted against some of the other factors I mentioned above.

    Overall the revolutions mostly worked as intended up until the renaissance when you begin to have more high stake wars and large scale invasions are happening. Civs started to become increasingly unstable. In the modern era all that remains is my giant civ and a dozen and a half fractured and struggling states.

    Also don't ever vote "never" to ending a war in an apostolic palace vote. I haven't seen a civ survive the resulting separatism from that even once.

    I really am glad revolutions was implemented and I prefer to play with it on. It's very cool and a lot of awesome details went into it. The only downside is it makes mid-late game a grind where you're just micromanaging your troops to squash one rebellion after another while all the fractured backwards kingdoms war among themselves and I can't attack any of them because the war weariness would likely ruin me.
     
    Last edited: Aug 27, 2020
  19. sazhdapec

    sazhdapec Warlord

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    I've never been to late game since revolutions came. Can you provide a savegame? I want to see this)
     
  20. BCheek

    BCheek Warlord

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    Attached.

    There's basically nothing I can do at this point except grind out one of the passive victories.

    And my cities have on average 50 happiness, some more.
     

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