Realism Invictus

- Does the unhappiness penalty mechanics for lacking labor union exactly match that of lacking emancipation in the base game, or were there any changes to how that system works (IIRC, +1 unhappiness for every civ that has it while you still do not)?
- The mod seems to have done away with the 2 national wonder limit per city Is it true that you can theoretically build every national wonder in one super city? Might this not present balance issues?

I can answer some of these. Your game certainly seems to have been borked with the relations events, I've never seen that happen.

Not sure exactly how labor union works, but it's not 1 unhappiness per civ. There is some scaling involved.

The national wonder thing is indeed gone, but most of these don't stack terribly well or reach a cap soon enough. What was overpowered were scientist great works, each of which gives +40% beakers to a city. Since you could get a lot of them super science capitals were common with both players and the AI. So your fear of overpoweredness is justified, but the bonuses national wonders provide are relatively diverse. Also no point building all your ministries or health achievements in one city. And you don't necessarily want your bronze smiths, trade fairs and steel mills all in the same city for epidemics reasons, providing a natural incentive to disperse some of them.
 
As for the unhappiness factor, that LU "works with" in this mod:


McMax
icon_user_online.gif

Warlord

Joined: 23 Sep 2018, o 08:14
Posts: 79
spacer.gif


Re: About the civics
It might afterall not be difficult or ugly at all.

Found this line in the Civicinfos file in the <Type>CIVIC_LABOR_UNION</Type> section:

<iCivicPercentAnger>400</iCivicPercentAnger>



The ONLY section, that had a different value than 0 in it.

Going to test that tomorrow morning.


31 Jul 2021, o 16:00


spacer.gif

McMax
icon_user_online.gif

Warlord

Joined: 23 Sep 2018, o 08:14
Posts: 79
spacer.gif


Re: About the civics
Here are the result of my testing:

<iCivicPercentAnger>0</iCivicPercentAnger>
You only loose the 2 extra happiness from this line: <iExtraHappiness>2</iExtraHappiness>

<iCivicPercentAnger>50</iCivicPercentAnger>
You loose the 2 extra happiness from this line: <iExtraHappiness>2</iExtraHappiness>
You get a penalty for not using the LU-civic up to -1 to -2 red faces.

<iCivicPercentAnger>100</iCivicPercentAnger>
You loose the 2 extra happiness from this line: <iExtraHappiness>2</iExtraHappiness>
You get a penalty for not using the LU-civic up to -3 to -4 red faces.

<iCivicPercentAnger>200</iCivicPercentAnger>
You loose the 2 extra happiness from this line: <iExtraHappiness>2</iExtraHappiness>
You get a penalty for not using the LU-civic up to -5 to -6 red faces.

<iCivicPercentAnger>300</iCivicPercentAnger>
You loose the 2 extra happiness from this line: <iExtraHappiness>2</iExtraHappiness>
You get a penalty for not using the LU-civic up to -7 to -8 red faces.

<iCivicPercentAnger>400</iCivicPercentAnger> (the default value)
You loose the 2 extra happiness from this line: <iExtraHappiness>2</iExtraHappiness>
You get a penalty for not using the LU-civic up to -9 to -10 red faces.


Now I don't know yet if the penalty grows more than what I have written here in case "one" continue to use another labor-civic than LU. Time will show.

I'll continue the game with this value: <iCivicPercentAnger>50</iCivicPercentAnger> giving me 3-4 red faces right now plus what I'll get later on.



I guess it's the same code-line, that triggers similar unhappiness in other mods.
 
Spoiler :
- I am not able to see any triple-digit numbers in the domestic advisor, and the whole display panel appears shrunken relative to the available size. (For instance, the information appears only in quadrant 2 of a Cartesian plane, while the rest of the menu is opaque/blank. Is this normal? It's still no big deal but it appeared somewhat out of place that way so I thought I'd report as a potential bug. I am playing on the highest available resolution (1080p) if that matters.
- How exactly does "siege assistance" work relative to the vanilla mechanics of collateral damage? I couldn't figure this out exactly, and tried to loosely test this with small battles in my game to see if I could. So, does latently having the siege weapon in the stack provide some bonus to an assaulting unit, which is still doing all of the direct fighting, or are you supposed to attack the city directly with the siege weapon? How does this mechanic computationally work? The maximum possible damage from ranged attacks also was not displayed in 'pedia and would be good to know. (I thought my bombards would blow the enemy to shreds but pleasingly found that something like that wouldn't be possible and I'd have to be more thoughtful about warfare.) Siege was obviously an unrealistically crucial aspect of warfare in BtS so this seems to be a major important difference. Nevertheless I'm happy to find that unit composition with 60% siege no longer reliably annihilates everything such that virtually any primitive assisting unit can be depended upon to mop up everything else. Of all the things in civ which felt gimmicky, that was probably the worst offender.
- What governs the specific mechanics of the likelihood of slave and serf rebellions? Is happiness or any other variable a material factor? I like their inclusion as a game mechanic but it would be helpful to know what actual circumstances have bearing on their likelihood/severity, if any, besides simply running slavery or serfdom as civics at all. For instance, does an unhappy city have a greater likelihood of spawning a revolt within its BFC than a happy one? Does this scale based upon how unhappy it is? Does a more populous city have a likelihood of spawning larger stacks near it, etc. That would make intuitive sense, but it's just a question as I couldn't find anything explaining the breakdown of how they actually function.
- Why are settlers immune to capture? Losing settlers constitutes a valid and important risk in the early game and eliminating it doesn't make either historical or strategic sense to me. (I think it was 3.4 you said this was done away with - curious what the reasoning is.)
- Minor issue - on the civics menu, I am unable to scroll and read the entire listing for a civic which I am not able actually to select. Happened to me with labor union. This ultimately doesn't matter because I can simply look it up in the game encyclopedia, but if it's a UI thing you want to fix, just letting you know.
- Does the unhappiness penalty mechanics for lacking labor union exactly match that of lacking emancipation in the base game, or were there any changes to how that system works (IIRC, +1 unhappiness for every civ that has it while you still do not)?
- The mod seems to have done away with the 2 national wonder limit per city Is it true that you can theoretically build every national wonder in one super city? Might this not present balance issues?
- How does the tech pace tend to differ between games which have trading disabled with default settings vs those that have it turned on, with the handicap/bonus system from open borders turned off? In this game, my own tech pace was about on par with real history relative to the calendar date, but I was severely behind Korea, who was well into the cold war era in the late 19th century by the time that they won. My own research was heavily boosted because I was so far behind, but this system did not stop an AI from launching way ahead in tech just like they do in the base game. This was Monarch difficulty, by the way. Furthermore, it might have been a unique scenario because that strange event turned the entire game into a love fest. Korea eventually did DoW and capitulate the runner up in score, but between about 300AD and about 1850 there was zero wars between the AI, so they likely maintained open borders consistently and received the boost in a way that wouldn't have happened if there wasn't an anomaly keeping everyone pleased/friendly with each other.

Thanks for the feedback on a couple of these, Zap0 and BirdMan.

The biggest headscratcher for me is siege. As I understand it, having it in the stack provides a "siege aid" which will minorly assist melee units attacking an adjacent city from within the stack, in addition to bombarding defenses and a limited ranged attack - but are you still expected/able to "sacrifice" them with direct attacks that confer collateral damage to the defenders? Obviously doing so will soften up the defenders at the expense of losing your siege weapons, but this was how it was in vanilla and of course, not very accurate, as siege weapons in warfare were not historically used as some kind of skirmishing force that threw itself away on the front lines to make the actual combat easier. Looking at strength levels of opponents post-attack with my siege units directly, it did not seem to inflict collateral damage, and did not display in the event log as it did in BtS ("6 enemies have suffered collateral damage" etc.)

Also, another question: are the revolution/separatism mechanics not included in the Earth scenario? I was playing a terra map from a custom game and quickly lost, however, there was an active revolution mechanic with an entire menu devoted to this. I found that to be an incredibly rich feature which livened the game considerably; however, in the huge earth map as Spain, that menu is gone altogether, albeit still rather early in the game. Was it because this feature was added later on in the mod, while the Earth scenario was already there from release, and so the mechanic simply wasn't grandfathered in? That's an excellent feature, IMO, and I'll probably quit and start another game if it's altogether missing in this scenario.

EDIT: Also, reporting that after about 15 more reloads or so, no more black tiles for me.

- Balance/gameplay question: when early growth is already so restricted by prohibitively low ancient era happiness, why is the additional food from slavery supposed to be lucrative? I suppose faster production of settlers, workers and militia, but I think that's offset by the revolts that will happen; the slave market itself has drawbacks of its own which to my mind don't cause the civic to be more attractive overall, either.
 
Last edited:
but are you still expected/able to "sacrifice" them with direct attacks that confer collateral damage to the defenders?
No. If you want collateral damage use charge mounted units. The best unit type to soften the defenders is irregulars. The only siege weapon that can successfully attack cities directly is Helepolis.
- Balance/gameplay question: when early growth is already so restricted by prohibitively low ancient era happiness, why is the additional food from slavery supposed to be lucrative? I suppose faster production of settlers, workers and militia, but I think that's offset by the revolts that will happen; the slave market itself has drawbacks of its own which to my mind don't cause the civic to be more attractive overall, either.
First, slavery is a classical era civic that carries you up until medieval. Second, if you gain too much food from slave farms make other improvements instead. Third, don't settle early in areas with abundant food but with shortage of hammers and commerce.
 
Thanks for the feedback on a couple of these, Zap0 and BirdMan.

The biggest headscratcher for me is siege. As I understand it, having it in the stack provides a "siege aid" which will minorly assist melee units attacking an adjacent city from within the stack, in addition to bombarding defenses and a limited ranged attack - but are you still expected/able to "sacrifice" them with direct attacks that confer collateral damage to the defenders? Obviously doing so will soften up the defenders at the expense of losing your siege weapons, but this was how it was in vanilla and of course, not very accurate, as siege weapons in warfare were not historically used as some kind of skirmishing force that threw itself away on the front lines to make the actual combat easier. Looking at strength levels of opponents post-attack with my siege units directly, it did not seem to inflict collateral damage, and did not display in the event log as it did in BtS ("6 enemies have suffered collateral damage" etc.)

Also, another question: are the revolution/separatism mechanics not included in the Earth scenario? I was playing a terra map from a custom game and quickly lost, however, there was an active revolution mechanic with an entire menu devoted to this. I found that to be an incredibly rich feature which livened the game considerably; however, in the huge earth map as Spain, that menu is gone altogether, albeit still rather early in the game. Was it because this feature was added later on in the mod, while the Earth scenario was already there from release, and so the mechanic simply wasn't grandfathered in? That's an excellent feature, IMO, and I'll probably quit and start another game if it's altogether missing in this scenario.

EDIT: Also, reporting that after about 15 more reloads or so, no more black tiles for me.

- Balance/gameplay question: when early growth is already so restricted by prohibitively low ancient era happiness, why is the additional food from slavery supposed to be lucrative? I suppose faster production of settlers, workers and militia, but I think that's offset by the revolts that will happen; the slave market itself has drawbacks of its own which to my mind don't cause the civic to be more attractive overall, either.


The main purpose of siege weapons is bombarding the enemy defences. You almost always want to knock them down to 0 before attacking. The support bonus is just a perk.

The revolts from Slavery are an advantage, not a disadvantage, if everything is going well. They provide slaves, xp, and Great General points while you're at peace. The civic shines the most when you're at war, though, when it generates tons of slaves. I always like to maximise food production, so that I can more flexibly reallocate my non-food-producing citizens between other tiles and specialist slots. No idea if that's a 'good' tactic, though - there are occasionally guys on here who are clearly into minmaxing at high difficulties, and they play very differently to me!

Separatism is disabled by default, because the AI struggles to manage it. It can be enabled from the game setup screen, though. I play with it on, personally. I'm pretty sure you can do that for the scenarios too?
 
Thanks for the input.

Wow, this is freaking hard and I'm getting frustrated. :)

Spoiler tags as I don't want to clog the thread with my game details. For development/bug reporting purposes, everything seems to be working great, and Walter asked I check in with the black tiles, which as I said haven't occurred again.

Spoiler :
I am fairly comfortable at Monarch in the base game, but the same difficulty in this mod is extremely tough. Didn't build enough units in one run and got overrun by the AI despite a comfortable tech lead. Focused on building units in this game, can't keep up in tech because most of my hammers are going to units... and besides the double-digit number of battles with barbarians eating plenty of my units despite fogbusting, my neighbor DoWs me literally right after every truce expiration and chews up most of what I'm able to produce meantime, despite strategic resource units and near number parity. It's playing very opportunistically like a human would, which makes for a rewarding challenge, but I just can't seem prevent losing out mightily somehow or another no matter what I do in trying to correct the previous game's error. I know I need to just go down in difficulty and try different approaches, but I might be too proud for that.

This is HARD and I am getting upset for consistently losing, but I appreciate this level of challenge. Terra is always a war map, and "AI playing to win" probably has my neighbor going for conquest/domination and selecting me as its primary target. In this game, after dealing with the swarming barbs, he rushed me at about 2000BC (when does that happen normally?) and I took two of his cities after having to switch gears suddenly and roll back his attack, and I was hemming him in culturally, but he keeps coming at me with 20 more units between every truce and I just don't know how to deal with it, because I can't recover my tech lag and match that level of unit production. Then his own slave revolts decide to attack my cities... He moves his stack towards one of my cities, reduces the defenses down to 0%, then moves to another city without fully assaulting, so I divert some defenders, then he turns around and takes the first one!

Using my spies to poison water and foment dissent, stacks of chariots pillaging his improvements, getting other civs to attack him (all phony wars, of course), none of it stops him from swarming me constantly and then when I can barely meet the unit output, it comes at the price of falling way behind in tech. The only upsetting thing is that it's a lot of time sunk to reach the same verdict each attempt, but I suppose that's testament to the quality of a game with no easy, genertic solutions: you found a city to grab a strategic resource... it's instantly sick without infrastructure and spreads epidemics through your empire; you try to build infrastructure, and it gets conquered or taken by barbarians. You build ~4 archers in every city as a garrison and a marauding 6 chariots to go pillage his improvements and attack his stack (which took most of your trucetime hammers) and it dies handily to their archers attacking from their own cities, oh and now you're running a deficit. The AI is smart enough to fake you out and then turn around again after you've diverted only some of your forces, and you're only barely into classical era.

I think I just need to take a break, but what a game... :crazyeye::crazyeye::crazyeye:

EDIT: Currently (~300BC) he reconquered one of the original two cities that I took, and I ended up giving him the other in the peace settlement as he would take neither gold nor white peace (and his slaves would have taken it from me the next turn if I didn't), so I'm at a net loss for the hammers invested in the dead units and square one territorially.

It's the WW2 Poland leader I'm against. 'Pedia says he is unlikely to attack people of his religion, and it did spread to one of my border cities. I'll probably just adopt it (which will at least temporarily sour my friendships with almost everyone else, cross my fingers that he won't just rush me again before I can build up a proper counterattack. I have horses and iron. Losing two cities freed up a lot of research and reduced tech cost... Time to go straight for metalworking and horseback riding once I'm through with dynasticism and can switch to Monarchy. He has neither horses nor iron, and pretty much everyone dislikes him so I doubt he'd be able to trade for them.

Hopefully medieval war will offer retribution...
 
Last edited:
Yep, the AI is better in RI than vanilla. Are you taking into account scaling unit costs? I would be unlikely to build a stack of six chariots, myself.
 
Yep, the AI is better in RI than vanilla. Are you taking into account scaling unit costs? I would be unlikely to build a stack of six chariots, myself.

Yes, I'm aware of the mechanic and am trying to get a feel for it. In my limited experience so far, there is an explosive arc of "return of investment" on cities by about late medieval, prior to which they slowly become more valuable despite being mostly liabilities initially. Trying to work as many cottages as I can and develop commerce to support large armies. Given how many times I'm attacked, it seems I don't really have a choice but to field large armies, or forfeit the late game advantage of holding onto land. (By the way, does unit support limit scale with population as it did in the base game, despite the scaling unit costs, additionally?)

And ha! He left the two aforesaid cities undefended, so I dowed them and bloodlessly took them back, then mercilessly pillaged well neigh his whole countryside and captured all of his workers. It didn't stop him from DoWing me again in 20ish turns and chewing up the defenses I'd rebuilt once again, but at least I'm holding the cities and he did not do so from a position of strength. :thumbsup:

Economy is starting to pick up some speed and almost have armor crafting and HB riding for my early metal mounts. I'm not even really a warmonger by preference but wow this mod makes you fight.
 
Most of the AI leaders will back off if you're stronger than them, but I suspect the guy who fought Germany and the USSR at once doesn't take that into account ;)
My favourite strategy is to build tall until I have a tech advantage, then crush my neighbours. Usually after upgrading my shortswordsmen to levies (or swordsmen if I'm really rich). I almost never attack even barbarian cities until I have catapults at least.
I think unit support limit increases with population, but I'm not certain.
Just in case you're not aware, the increased production cost for units in the same role also applies to the gold cost of upgrading them, so effectively your upkeep increases as well as the up-front production cost.
 
Yeah, it's looking to me like a tall early game is the way to go, when you consider that not only is barb pressure rather intense right from the get go, but also that the AI is smart enough to rush you very early on in the game if it is in a position to do so, and numerous early cities would do you little good and just slow research and be hard to defend. Since barriers on growth and instant unprofitability are so high, doubly so, I think. Then they can build up all that costly infrastructure and simply let you take it from them (whatever doesn't get destroyed from plunder, that is). It's odd that high food yield in the mod is of little immediate value, which ironically makes the granary kind of a bad build early on, when it is perhaps the only essential building in the base game.

I'm curious how the "feel" of expansion differs in the late game once the weight of economies and development of cities reaches a mature level. My only other play through to the end (which admittedly didn't see me to the end of the tech tree, only the 19th century) was a semi-isolated peaceful game with minimal war once I came into contact with the rest of the world. Just seems like the checks on early expansion have everything to do with technological and infrastructure limitations which won't be in effect midgame onward; once cities are profitable, the more the better. That was actually one thing I really found interesting and exciting about the modern era in Civilization, how volatile the world becomes and how much you can do in such a short time.

But this is a lot of fun! I have basically constantly been at war with Poland and share most of my entire border with them. Our ceasefires are like mutually-understood regroup phases. There are cities that have changed hands multiple times between us and it feels like it's a real eastern European longstanding battleground (and amusingly enough, I am Germany), where swathes of territory change their color on the map near-generationally. I can only imagine the beleaguered population lamenting their perpetual changing of masters as each hoisting of a new flag is incipient. :) In the base game, wars carried a lot of momentum but seldom had that "pendulum" effect, where success ebbs and flows. Also, losing a city or two makes it easier to research better tech and counter-attack with more state-of-the-art units (although annoyingly, I had put in a lot of effort dumping culture into one that I had managed to hold for a while, and ceding it in a peace treaty when I was going to lose it anyway resulted in the loss of all of my culture there...).

This sort of kingmaking incessant war is going to make us both lose out relative to the competition, of course, but oh well, I'm enjoying this a lot; and the degree of legitimate challenge which stems from the computer playing well rather than just getting a huge slew of bonuses is great. It actually knows how to maneuver intelligently while prioritizing its targets (like unhooking its enemy's strategic resources). It also seems not to be able to "cheat" by fog-lifting unless they have the espionage for it, while in BtS I'm almost positive it did. For instance, he launched a big stack at one of my cities with siege, and I had a hidden group of cavalry (light and heavy) deeper inland which annihilated that force. I don't think the AI would have moved in if it knew I was there. I'm loving the different subcategories of unit types, as well.

Basically everything about this mod makes the game so much more fun, and it was already an amazing game to begin with.
 
Hmm. I don't know if handing over cities in a peace treaty is supposed to wipe out your culture. Culture is generally quite persistent now. That may be a bug that Walter missed when he altered all of that for the separatism release.

Re granaries, I would say that even if you aren't currently trying to grow a city, they're still very important if they can push your epidemic chance to zero. Otherwise I'd agree that there's no real need to rush to build them. (Although I do anyway, because my primary enjoyment of the game comes from building massive, glorious cities. Who needs civ5/6 when you can spread your city over multiple tiles in civ4?)
 
Last edited:
[...]
Re granaries, I would say that even if you aren't currently trying to grow a city, they're still very important if they can push your epidemic chance to zero. Otherwise I'd agree that there's no real need to rush to build them.

I find I build them when a city nears the health limit - not for the 'xx% food stored after growth' bonus like before, with 'whipping' gone most of my cities don't need to grow as fast as before.
 
No. If you want collateral damage use charge mounted units. The best unit type to soften the defenders is irregulars. The only siege weapon that can successfully attack cities directly is Helepolis.

Grouping a small stack together with a single ram works well enough early on - the ram doesn't actually attack since the unit with best odds attacks first.

The rams are cheap can be upgraded to real artillery later.
 
Last edited:
Ok is is just easy to edit somehow so Seafarers get trader route on rivers

No easy way, unfortunately.

What I've read about the start position algorithm seemed to imply that it does take the value of ressources into account, so if you get crummy clams the value of your other tiles should average out somehow. Maybe Walter can chime in? Maybe it depends on the map script?

It depends on a lot of things, but first and foremost on difficulty level - as it determines the order in which AI and human players are assigned starting spots. Out of all starting spots, the map generator will try to assign you worse ones if you're playing higher difficulty, and vice versa.

I thought there wan't terrain bias in CIV IV.

There is none.

Regarding starting positions I would like to fix so our multiplayer games don't consider SPices as a food rersource. Really 20% of starts are starts with 3 spices !

While it is possible to edit, I don't recall exactly how it's done. You can do this specifically for Totestra by changing the line 5731 from "if (bonusEnum == 23) or (bonusEnum == 27):" to "if (bonusEnum == 23) or (bonusEnum == 24) or (bonusEnum == 27):"

A minor aesthetic thing: many food resources (potatoes and wheat especially) are very difficult to see against the darker terrain of RI. Maybe make them a little brighter or taller to make them more visually distinct?

TBH, I almost always play with resource indicators on, but I can see how that can be an issue for someone who doesn't. I'll give it some thought.

- I am not able to see any triple-digit numbers in the domestic advisor, and the whole display panel appears shrunken relative to the available size. (For instance, the information appears only in quadrant 2 of a Cartesian plane, while the rest of the menu is opaque/blank. Is this normal? It's still no big deal but it appeared somewhat out of place that way so I thought I'd report as a potential bug. I am playing on the highest available resolution (1080p) if that matters.

A screenshot would be useful to illustrate what you're talking about here.

- How exactly does "siege assistance" work relative to the vanilla mechanics of collateral damage? I couldn't figure this out exactly, and tried to loosely test this with small battles in my game to see if I could. So, does latently having the siege weapon in the stack provide some bonus to an assaulting unit, which is still doing all of the direct fighting, or are you supposed to attack the city directly with the siege weapon? How does this mechanic computationally work? The maximum possible damage from ranged attacks also was not displayed in 'pedia and would be good to know. (I thought my bombards would blow the enemy to shreds but pleasingly found that something like that wouldn't be possible and I'd have to be more thoughtful about warfare.) Siege was obviously an unrealistically crucial aspect of warfare in BtS so this seems to be a major important difference. Nevertheless I'm happy to find that unit composition with 60% siege no longer reliably annihilates everything such that virtually any primitive assisting unit can be depended upon to mop up everything else. Of all the things in civ which felt gimmicky, that was probably the worst offender.

Pre-gunpowder siege engines are mainly useful for bringing city defences down. From bombards onwards, siege units get the ranged bombardment ability, but as you already found out, it can never be lethal, so it should always be followed through by other unit classes (also remember that siege, and later armoured units are unable to take cities on their own, even with no defenders). Siege aid can also be a non-trivial addition to your besieging stack's strength, just as is the case for all other aid bonuses. But no, attacking directly with siege units is almost never a good idea.

I actually never paid attention that bombardment limits were not displayed in the pedia - I will probably look at changing that at some point.

- What governs the specific mechanics of the likelihood of slave and serf rebellions? Is happiness or any other variable a material factor? I like their inclusion as a game mechanic but it would be helpful to know what actual circumstances have bearing on their likelihood/severity, if any, besides simply running slavery or serfdom as civics at all. For instance, does an unhappy city have a greater likelihood of spawning a revolt within its BFC than a happy one? Does this scale based upon how unhappy it is? Does a more populous city have a likelihood of spawning larger stacks near it, etc. That would make intuitive sense, but it's just a question as I couldn't find anything explaining the breakdown of how they actually function.

The revolt mechanics are intentionally very straightforward. The chance is a simple 1% per turn per city for slave and 0.5% per turn per city for serf revolts. The actual unit count is determined by city size only, being a random number between one and the size of said city. I felt there was no need to introduce any additional complexity in any of those calculations. And logically I don't feel city happiness should impact that as well, as the happiness/health stuff pertains to citizens, and is simply not reflective of slaves' conditions in any way; basically, slaves should be considered "always unhappy" and the revolt chance as something unavoidable when running relevant civics.

- Why are settlers immune to capture? Losing settlers constitutes a valid and important risk in the early game and eliminating it doesn't make either historical or strategic sense to me. (I think it was 3.4 you said this was done away with - curious what the reasoning is.)

Early on, a settler/worker is a major investment of city resources, and even simply killing off a rival civ's settler is a major blow - being rewarded a worker of your own for that felt like a majorly overpowered strategy that simultaneously made your neighbour weaker and you stronger, and one that favoured predominantly human players, as opening by stealing a neighbour's settler/worker was a classical gambit that would be recommended. Settlers and workers are simply killed instead of being captured.

- Minor issue - on the civics menu, I am unable to scroll and read the entire listing for a civic which I am not able actually to select. Happened to me with labor union. This ultimately doesn't matter because I can simply look it up in the game encyclopedia, but if it's a UI thing you want to fix, just letting you know.

Yep, annoys me too. I am rather bad at python interface stuff though, so I'm not sure if I'm able to do anything about it.

- Does the unhappiness penalty mechanics for lacking labor union exactly match that of lacking emancipation in the base game, or were there any changes to how that system works (IIRC, +1 unhappiness for every civ that has it while you still do not)?

The mechanics are exactly the same; IIRC the numbers are too. Basically, consider it the counterpart of said vanilla civic.

- The mod seems to have done away with the 2 national wonder limit per city Is it true that you can theoretically build every national wonder in one super city? Might this not present balance issues

I don't feel there are any significant balance issues here. I don't think most of them directly stack with each other anyway.

- How does the tech pace tend to differ between games which have trading disabled with default settings vs those that have it turned on, with the handicap/bonus system from open borders turned off? In this game, my own tech pace was about on par with real history relative to the calendar date, but I was severely behind Korea, who was well into the cold war era in the late 19th century by the time that they won. My own research was heavily boosted because I was so far behind, but this system did not stop an AI from launching way ahead in tech just like they do in the base game. This was Monarch difficulty, by the way. Furthermore, it might have been a unique scenario because that strange event turned the entire game into a love fest. Korea eventually did DoW and capitulate the runner up in score, but between about 300AD and about 1850 there was zero wars between the AI, so they likely maintained open borders consistently and received the boost in a way that wouldn't have happened if there wasn't an anomaly keeping everyone pleased/friendly with each other.

TBH, I didn't run any major testing with tech trading on in any of the recent versions. I don't feel there should be a major difference, especially due to rubberbanding from technological eras.

Is it intentional that the Japanese pagan temples aren't restricted to Paganism? I thought it was a bug, but then it occurred to me that (a) their temples are pretty weak and (b) they still have shinto temples today, so I thought it might be intended behaviour.
If not, then please consider this a bug report :)

You know what, I don't really remember if that's intentional or not. :lol:

Due to the age of the mod, it might have been someone's intentional idea from ages ago or someone's mistake from ages ago. But I'm inclined to let it stay as a feature at this point, since indeed Japan is one of the few developed countries where folk pagan traditions still officially coexist with major religions.

With this installer RI is working for me.

Yay! I hope the nasty black terrain issue is gone for good.

Also, another question: are the revolution/separatism mechanics not included in the Earth scenario? I was playing a terra map from a custom game and quickly lost, however, there was an active revolution mechanic with an entire menu devoted to this. I found that to be an incredibly rich feature which livened the game considerably; however, in the huge earth map as Spain, that menu is gone altogether, albeit still rather early in the game. Was it because this feature was added later on in the mod, while the Earth scenario was already there from release, and so the mechanic simply wasn't grandfathered in? That's an excellent feature, IMO, and I'll probably quit and start another game if it's altogether missing in this scenario.

Yes, it's off by default in all the scenarios, as it's off by default in RI in general. Upon reflection, after implementing it, I found it both too micromanagement-heavy and unfairly favouring human players over AI (as well as being frustrating for new players). You can turn it on by selecting "Custom Scenario" option in the main menu that lets you adjust the options for the selected scenario.

Also, reporting that after about 15 more reloads or so, no more black tiles for me.

Yay again!

- Balance/gameplay question: when early growth is already so restricted by prohibitively low ancient era happiness, why is the additional food from slavery supposed to be lucrative? I suppose faster production of settlers, workers and militia, but I think that's offset by the revolts that will happen; the slave market itself has drawbacks of its own which to my mind don't cause the civic to be more attractive overall, either.

One citizen producing more food means another citizen being able to do something else - whether it's a no-food production tile, or being a specialist. As others mentioned, properly managed, revolts aren't necessarily a bad thing too. But generally speaking, one can thrive equally well without running slavery (unless one is Rome) - though you will find the opinions of actual players very divided on that count.

Wow, this is freaking hard and I'm getting frustrated.

The general piece of advice for new players is choosing a difficulty level one or two lower than what they're used to in vanilla Civ 4. I literally know the mod inside out and my own comfortable playing level is Monarch (though there are definitely players here who play and win on difficulties higher than that).

I am fairly comfortable at Monarch in the base game, but the same difficulty in this mod is extremely tough. Didn't build enough units in one run and got overrun by the AI despite a comfortable tech lead. Focused on building units in this game, can't keep up in tech because most of my hammers are going to units... and besides the double-digit number of battles with barbarians eating plenty of my units despite fogbusting, my neighbor DoWs me literally right after every truce expiration and chews up most of what I'm able to produce meantime, despite strategic resource units and near number parity. It's playing very opportunistically like a human would, which makes for a rewarding challenge, but I just can't seem prevent losing out mightily somehow or another no matter what I do in trying to correct the previous game's error. I know I need to just go down in difficulty and try different approaches, but I might be too proud for that.

Well, losing can be fun too, especially if it comes with a lesson learned :thumbsup:

Most of the AI leaders will back off if you're stronger than them, but I suspect the guy who fought Germany and the USSR at once doesn't take that into account

Just a nitpick here, but Pilsudski died before WW2 began, in 1935. He did win the Polish-Soviet war in 1920 though and reputedly advocated for a preemptive strike on Germany.

I'm curious how the "feel" of expansion differs in the late game once the weight of economies and development of cities reaches a mature level. My only other play through to the end (which admittedly didn't see me to the end of the tech tree, only the 19th century) was a semi-isolated peaceful game with minimal war once I came into contact with the rest of the world. Just seems like the checks on early expansion have everything to do with technological and infrastructure limitations which won't be in effect midgame onward; once cities are profitable, the more the better. That was actually one thing I really found interesting and exciting about the modern era in Civilization, how volatile the world becomes and how much you can do in such a short time.

Well, from my own impressions when industrialization kicks in, another major factor is the vast difference in productivity between your industrialized core and periphery, which, again in my experience, tends to naturally produce a plausible simulation of XIX century imperialism, where you mainly acquire new cities to feed the metropolis with resources.

But this is a lot of fun! I have basically constantly been at war with Poland and share most of my entire border with them. Our ceasefires are like mutually-understood regroup phases. There are cities that have changed hands multiple times between us and it feels like it's a real eastern European longstanding battleground (and amusingly enough, I am Germany), where swathes of territory change their color on the map near-generationally. I can only imagine the beleaguered population lamenting their perpetual changing of masters as each hoisting of a new flag is incipient.

Those 30YW-vibes...

Hmm. I don't know if handing over cities in a peace treaty is supposed to wipe out your culture. Culture is generally quite persistent now. That may be a bug that Walter missed when he altered all of that for the separatism release.

Yes, exactly from gameplay considerations in conjunction with separatism. Otherwise, the new masters would get a city that would instantly revolt against them, which is very much not the intended result.
 
What is the origin of the music in your main menu? It's amazing and I wish to know the source so that I can come into possession of more of the same.
 
Привет. Хотелось обратить внимание- национальное улучшение русских охотничьи лагеря подходят для России только отчасти. Предлагаю ввести более характерное улучшение- небольшие крепости остроги, что то вроде кельтских монастырей. В России также много монастырей крепостей, а ещё больше небольших форпостов-острогов, засечных черт ( завалы из деревьев на опасных направлениях ). Опираясь на такие остроги русские дошли до Тихого океана. И ещё у России нет крестоносцев и моджахедов, их и не было в реальной истории. Но в тоже время были наемные отряды Варягов, а в более позднее время Служилые татары. Возможно стоит для России, Литвы и Украины ввести такие единицы на классе крестоносцев и моджахедов. С уважением и восхищением и ещё раз спасибо за гениальный мод!
 
So how does everyone organize their armies? Obviously you'd have a few units with a city defense bonus in every city, and another easy choice is a specialized stack for capturing cities, containing a lot of units that have city attack bonuses. But then what? Do you sprinkle units around or do you have stacks specialized for other purposes? Where do you place them within your territory?
 
Back
Top Bottom