Realism Invictus

Guess we have a bug here.


I wanted to upgrade as many Tanegashima Ashigaru (Arquebusier) on a tile to Bakumatsu Infantery (Line Infantery) as I could afford, so I choosed one, pressed <CTRL> to choose all the Ashigaru on that tile... just the usual way.

By an error I kept <CTRL> down instead of pressing the <ALT>.

Result: I upgraded all Tanegashima Ashigaru to Bakumatsu Infantery....... for only 10 gold per unit!!!!


Since Xmas is over and my birthday is a month ahead, I guess that must be a bug?!?!?!?



I decided to go 2 turns back to redo those upgrades - though it's rather temptating not to do so. See, I'm really on my heels right now ........:cry:


Edit:

I reloaded the whole game - the price is 10 gold even if you upgrade this type of units one-by-one. Well, I'm not going to dump this game after so many turns, so I have decided "just" upgrade 1 unit per turn. It's still unfair I know, but I don't know how to correct the file(s) involved.

Care to provide a save (and the version)? This might happen if the unit in question is cheaper than the one being upgraded, for some reason, but I need to see the context.
 
I'll do a try now.

It's the newest version 3.57(a) from 15th Dec 2021.

Seems like the cheap upgrade goes for the Yumi Samurai as well.



Edit: And I have done NO changes to any of the landunit files.
 

Attachments

Sorry, missed replying to this one in my other post. If you're using the latest installer, then it's probably down to your GPU - you're not trying to play on a laptop with Intel onboard GPU, are you? If it's a proper dedicated (and non-ancient) GPU, maybe try updating your video driver.

Nope, PC. I also have a new NVidia GC and all the drivers are updated.
I think I remember seeing something about your mods Realistic Terrain and Blue Marble conflict ( I have BM installed). When I get time, I'll try another reinstall without realistic terrain and see if that works.
Really odd though, I play several mods that have custom graphics and the only time I've ever had an issue was an early version of C2C, which was fixed later. This is definitely a puzzle. Appreciate your responses, so thank you.
 
I am running a Nvidia GTX 1660 Ti card. After upgrading to Win 11, all of my Civ4 mods crashed after a few turns. I solved this by running them in vista compatibility, but Realism in that mode loaded with black tiles. After some trial and error, I stumbled on my solution: in the Nvidia control panel, I turned off the shader cache. All mods have worked fine since.
 
I am running a Nvidia GTX 1660 Ti card. After upgrading to Win 11, all of my Civ4 mods crashed after a few turns. I solved this by running them in vista compatibility, but Realism in that mode loaded with black tiles. After some trial and error, I stumbled on my solution: in the Nvidia control panel, I turned off the shader cache. All mods have worked fine since.

Huh.. Ok, I'll give that a shot. My thanks.
 
Ok, I feel stupid. I realize now that the manual I had originally read (which I found from a Google search) was the manual for 3.2, and I had already read half of this thread fishing for the new features and revisions which had been made up to 3.55, when I randomly discovered that there was a 3.55 manual which was already in the directory folder of the mod itself the whole time! I've just read the whole thing, which answered most all of my questions, though I still have a few more, in addition to a couple of potential bug reports.

However, I feel that I'm crowding this thread a little bit at this point. Should I direct said additional questions and potential bug reports to the official forum for the mod, or would it be alright to list them here? I've taken a look at the mod's official forum and it does seem rather deserted, while a handful of people playing RI do seem to be regular posters here. Just want to be courteous to the intent and focus of this thread.

As pertains to bugs, I believe I've found a couple of typos, and there is a situation in a save of mine where one of my cities is not receiving coal while every other city is, and to the best of my understanding of mechanics, it should. If WH or anyone else would like, I'd be happy to edit the post with a save.
 
:Big-grin:

Yes, that is easy to forget that National Park. I fumbled at least 10 min last game to find the reason - before I remembered..........


And to Snowygerry: Thanks for the link to the bug-thread.
 
Ah, it was absolutely the National Park and an oversight from me. :) Thanks for pointing it out. Thanks to it, I was able to get my city to population level 52, which is pretty awesome.

Thank you for pointing out that link. I'll post in the Civfanatics board for this mod with further questions.
 
Does anyone know of any way to remove the extra upkeep for "colonial expenses"? It seems very inconsequent with what is considered another continent, and faraway expansion is punishing enough even without this extra cost. Releasing all my gains to an AI that won't help me much is not a good option, either.
 
Hello. I have always considered Realism Invictus as the “spiritual” successor to Civ IV. For me, I wish this is the direction that Civ went. I was thinking about some additions to this already great mod. I understand you’re not adding more features, but hopefully someone may make a submod off this and I just want to see what you and others think about it (community seems pretty awesome for feedback). Without further ado-

1) This concerns randomly generated maps where you play with an Old World and New World. I always found it funny that I’m the only one colonizing the New World for centuries. Historically, when Spain discovered the New World, they were only able to keep it a secret for a decade or two at max (I forgot the exact number of years). To make it more realistic, when any player (AI or human) discovers the New World, it should set off a global event. Whoever discovers the New World is given an option to either share the news right away or keep it a secret (for x amount of turns). The first option will dramatically improve relations with other nations of the world, useful if you are on the diplomatic backfoot. The second option will give you a head start in colonizing and could perhaps reward you with an upgraded explorer either on your ship if there’s room or at the nearest coastal city.

Human players will be notified about the New World through a pop up that will take them to the general area of where the New World is. AI players will also be notified when the New World is discovered . An AI will try to send a caravel with an explorer to the New World and if there’s good land there, also send settlers and found colonial settlements. Of course, it would only do so if helps it’s in position to do so(such as, it doesn’t cause overextension, etc). I hope that this suggestion makes colonization more realistic.

2) When the Industrial Era arrives, I was thinking that the diplomatic bonus and penalty due to religion should become null and void. Instead of religious differences antagonizing or benefiting diplomatic relations, it would be civics. Nations that use dictatorship, forced labor, and planned economy would like each other and will hate nations that are using democracy and social justice as civics. Whereas, democracies will like each other and hate dictatorships, etc. Basically, replace religion as the driver of diplomacy and replace it with ideology when the industrial era begins. This may mean your super Buddhist alliance that stood the test of time may come crumbling down and you all are engaged in an ideological bloodbath when you hit the industrial era. Though, I think the diplomacy is hard coded, so this may not even be feasible…



3) I love the logistic system and I’m actually surprised that Caveman2Cosmos doesn’t utilize it, since they put every feature they can think of into their mod. Anyways, I was thinking that geography should also be tied to the logistic system. After all, geography is the very reason why we need logistics in the first place. Having ancient armies clashing in the middle desert should not be as doable as having ancient armies clashing in lush farmland.

Logistics should be expanded beyond the urban/rural system and also take account of geography by food yields. Numbers provided are just examples.
1-2 Food yields: Provide no bonus

3-4 Food yields: Expands logistics by 1

5-6 Food yields: Expands logistics by 2. And so on for higher food yields.

0 Food yields: Decreases logistics by 5

These numbers can always be changed for balancing, but the main point is that tundra and deserts should not be able to support the same size armies as lush farm land.

Logistics can also be improved by an additional ways (besides what's present in the game already): coast and great generals.

Traveling by coast will improve logistics by 1 or two, regardless of the terrain, as the army is being supplied by “merchant ships”.

Great generals will negate the 0 food yield penalty on logistics completely. This simulates for example the brilliance of Alexander the Great navigating through the deserts of the Persian Empire. Or a great general can have a special promotion line that affects logistics. First level improves army logistics by one, level 2 improves it by 2, level 3 imporves it by 3, and level 4- Negates the 0 food yield penalty on logistics completely.

I was also thinking that path improvements (cart path, road, paved road, etc) would also improve logistics and each better path improvement would provide a better bonus, but that may be too many variables for logistics already. Movement bonus may be good enough reason to use it already. Perhaps a slight terrain defense aid? Soldiers are better supplied by road, so they are better fed and able to fight better:

Cart path-no bonus,

Road-1 % defense bonus

Paved Road-2 or 3 percent defense bonus

Etc
 
Hi. I found 1 mistake in last version 3.57/
- AI should now prefer rushing production with slaves rather than building improvements
but ai doesnt use slave to hurry production. it just collect them in his cities. So sometimes i see 20-30 slaves siting in the city and doing nothing.
I think this happens because
- <DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI> was changed to
+ <DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
in file CIV4UnitInfos.xml / but in this file there is no list of buildings that the slave can hurry, so they dont build improvments because they no longer workers and dont hurry production because they dont know what to hurry.
 
I noticed slaves accumulating, but I had thought it was when a civ was extremely focused on building units, so there weren't any buildings to rush.
 
Да я тоже хотел сообщить о такой проблеме с рабами.

Moderator Action: You may only post here in a language other than English, if you provide an English translation. You may do that via google translate.

Translation of above message:
"Yes, I also wanted to report such a problem with slaves"
 
Last edited by a moderator:
Seems like the cheap upgrade goes for the Yumi Samurai as well.

Yep, double-checked, it's because earlier Japanese units are relatively expensive, while their line infantry is cheaper than normal. The effect corrects itself as you upgrade several more, though. All in all, this is working as intended, though in this particular case I might adjust certain costs.

However, I feel that I'm crowding this thread a little bit at this point. Should I direct said additional questions and potential bug reports to the official forum for the mod, or would it be alright to list them here? I've taken a look at the mod's official forum and it does seem rather deserted, while a handful of people playing RI do seem to be regular posters here. Just want to be courteous to the intent and focus of this thread.

Feel free to use this thread - easier for me to see than the subforum actually, unless you plan to start a big discussion on a particular topic, where a dedicated thread might be easier.

As pertains to bugs, I believe I've found a couple of typos, and there is a situation in a save of mine where one of my cities is not receiving coal while every other city is, and to the best of my understanding of mechanics, it should. If WH or anyone else would like, I'd be happy to edit the post with a save.

Happy to fix typos and text inconsistencies, so report away. Your coal issue seems to have been solved by others.

Does anyone know of any way to remove the extra upkeep for "colonial expenses"? It seems very inconsequent with what is considered another continent, and faraway expansion is punishing enough even without this extra cost. Releasing all my gains to an AI that won't help me much is not a good option, either.

Never looked into this, so can't give you an answer.

I understand you’re not adding more features

Then I hope you'll understand me not commenting in-depth on that.

Hi. I found 1 mistake in last version 3.57/
- AI should now prefer rushing production with slaves rather than building improvements
but ai doesnt use slave to hurry production. it just collect them in his cities. So sometimes i see 20-30 slaves siting in the city and doing nothing.
I think this happens because
- <DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI> was changed to
+ <DefaultUnitAI>UNITAI_ENGINEER</DefaultUnitAI>
in file CIV4UnitInfos.xml / but in this file there is no list of buildings that the slave can hurry, so they dont build improvments because they no longer workers and dont hurry production because they dont know what to hurry.

I'll certainly take a look into it - engineers are supposed to be able to hurry regular buildings, aren't they.
 
Good to know, thanks.
I'll still spoiler tag my questions and observations so it doesn't crowd out the thread for anyone else disinterested in them.

Some running thoughts from recent playing...
Spoiler :

1.) When running slavery, are there any factors which affect the likelihood of a defeated unit being captured as a slave? Is it a flat percentage, and are (on standard maps) they always worth 30 hammers when sacrificed for construction? Are they on a "timer" for dying when building improvements, or is it also a random chance once the improvement is completed? I didn't even realize that this was a part of the new slavery mechanic, but I love the dynamic it adds, and feels so much more realistic than vanilla BtS, especially the fact that they are exempt from hurrying unit production, which is both implausible and somewhat strategically flat as a more or less "optimal" exploit in the base game, and also how this system functions as a point of balance against serfdom being a strict progression.
2.) Possible bug with the generic spy capture notification revealing its origin per ethnic identity. For instance, in a recent game, while I had reason to suspect Ethiopia was the one sending spies at me, they were the only African civ in the game, so the black spy icon effectively revealed the identity of the spy even while in game terms it was supposed to be hidden. While the culture-specific interface adds a lot of flavor and I like it a lot, this does affect gameplay somewhat. I have no idea if it would be a programming difficulty or not to replace these tags for "unknown" spies with simply a question mark or the generic silhouetted man in a hat used as the espionage symbol elsewhere, but it is a suggestion. However, I could also see this being intentional, as that would be an obvious aspect of their identity in real life.
3.) Do AI military calculations consider naval superiority specifically, and their likelihood of being able to defeat your navy to land an invasion successfully, or is it a simply matter of relative power scores? In a recent game where I got lucky with geography and had an OCN-sized island to myself, I had abysmal relations with many warmongers, yet they seldom attacked me. I knew that until the modern era, as long as my navy was strong they couldn't touch me on land, and so basically had classical era garrisons and focused most of my military research and production on maintaining naval superiority until well into the renaissance. This seems to have worked as intended as a deterrent, but I'm curious if the AI is smart enough to realize that it cannot invade unless it can defeat me at sea. To my excitement (and recent experience with near-always war when this scenario is not the case), I'm thinking so, because my power rating was usually in the 70-80% range, at which they consistently attack me otherwise.
4.) Are there any significant, fundamental changes to the way that "power" is calculated vis a vis BtS? Obviously the number of "soldiers" represented by units, techs, and population would all have to be tweaked to account for massive scaling differences inherent to the size of the mod and the way that food has been reworked to be more parabolic throughout the game, but seeing as this number is crucial to avoiding war, it would be good to know whether or not the major inputs have been altered in general, especially since DPs have been removed, and an unwanted war can be a huge drain of resources. Likewise, is the "threat" meter calculated unaltered from BUG? I read a recent thread which indicated that in BUG mod, a fist will be displayed for nations who "have enough on their hands" and are not currently at war, but in my current game, there is no graphical indication of this for civs to whom that status is in fact applicable.
5.) Possible "polishing" observation: I've noticed most of the tanks and aircraft have been individually modeled and labeled for their respective countries, but the "dreadnoughts" are all generically titled this way, despite having their own country-specific models representing their own historical equivalent class of ship. Was this an oversight, or on purpose, since dreadnought is the accepted term for these "proto-battleships" at the same time that HMS Dreadnought was also her own specific ship? If every country-specific dreadnought was titled with its own national name, then what would the generic unit be called? Perhaps "early battleship" the same way that "superheavy tank" is also represented in each case by country-specific models? So, I can see if that was deliberate and this was the reason for it, but just pointing it out in case it was an oversight or something you would like to tweak.
6.) I started a thread about nukes which WH already replied to, but it wasn't entirely clear whether or not they were made more lethal. It was said that there was a change made but it was so long ago that it wasn't entirely clear, but in BtS, an ICBM does not actually annihilate units in one hit, but that totally happened in the mod! The massive population reduction from nuclear strikes is also not something I see in the base game. I had almost concluded that in Beyond the Sword, nukes are a waste of time because they don't kill units outright in one hit, and there is such a small window of time between you having nukes and the opponent not having SDI that, combined with their expense and the huge penalties for using them, you might as well put the hammers into conventional forces. Also, in the base game, global warming would immediately spiral out of control as soon as you pursued the nuclear option. While I know that the Karadoc aspect of the mod introduced new global warming mechanics based primarily on pollution and levels of forestry, in the game where I launched several nukes, there was no global warming. Do nukes no longer have a direct impact on global warming, but only an indirect one per destroying forests/jungles?
7.) This is something from the base game which is somewhat annoying and I've never understood... "We love the president's/king's/etc.'s day!" what is this and does it even mean anything, other than being an indication that the city is presently not unhappy? The sound effect is loud and in the late game, if you don't have a massive unhappiness problem, this seems to trigger at least every couple of turns.
8.) Possible bug/balance issue: why is the advanced gunship both more expensive and worse?
9.) Are capital ships considered "valuable units" for the sake of combat order? This would represent the value of a screen of escorts, as historically.
10.) Do unit cost scales affect merely hammer/upgrade costs, or also unit upkeep? Also, is there a menu listing "roles" within existing "combat types"? I'm having some trouble discerning these differences outside of memorizing each from their respective Pedia entries. For instance, does "militia" or "irregular" mean anything in combat terms, the same way that "melee" does, as these are both melee units, despite having these separate subcategories?
11.) Possible typo in the 3.55 manual referencing "-100%" separatism for the "end of history" modifier. I think this was supposed to say 10%, as -100% would almost effectively remove the mechanic, unless that was the intention for the end of the game.
12.) Were there any changes made to war-weariness calculations? I reviewed these again recently, and while I know that many "liberal" civics entail war-weariness costs, it would be helpful to know if anything was fundamentally changed here.
13.) Possible balance revision. If the water pump tech allows farms without irrigation, is the only point of the subsequent irrigation systems tech allowing farms to spread irrigation merely the additional food for irrigated farms? An additional food on a tile definitely is quite significant at that phase of the game, but since farms spreading irrigation is the classic mid-game agricultural innovation, I'm not sure if this reverse ordering was intentional or not.
14.) On the left-hand side of the tech screen, there is a "research preference order" list of techs. What does this mean?
 
In general, thanks for the questions/feedback! This kind of communication is very valuable for RI. It often allows me to spot/concentrate on stuff that would otherwise have gone unattended.

1.) When running slavery, are there any factors which affect the likelihood of a defeated unit being captured as a slave? Is it a flat percentage, and are (on standard maps) they always worth 30 hammers when sacrificed for construction? Are they on a "timer" for dying when building improvements, or is it also a random chance once the improvement is completed? I didn't even realize that this was a part of the new slavery mechanic, but I love the dynamic it adds, and feels so much more realistic than vanilla BtS, especially the fact that they are exempt from hurrying unit production, which is both implausible and somewhat strategically flat as a more or less "optimal" exploit in the base game, and also how this system functions as a point of balance against serfdom being a strict progression.

Flat percentage (20%). In many aspects, the slavery system was designed to be as simple as can be.

2.) Possible bug with the generic spy capture notification revealing its origin per ethnic identity. For instance, in a recent game, while I had reason to suspect Ethiopia was the one sending spies at me, they were the only African civ in the game, so the black spy icon effectively revealed the identity of the spy even while in game terms it was supposed to be hidden. While the culture-specific interface adds a lot of flavor and I like it a lot, this does affect gameplay somewhat. I have no idea if it would be a programming difficulty or not to replace these tags for "unknown" spies with simply a question mark or the generic silhouetted man in a hat used as the espionage symbol elsewhere, but it is a suggestion. However, I could also see this being intentional, as that would be an obvious aspect of their identity in real life.

Yeah, I was thinking of fixing this at some point - thanks for nudging me. I'll just try implementing a single icon for all spy varieties that doesn't betray their overlords.

3.) Do AI military calculations consider naval superiority specifically, and their likelihood of being able to defeat your navy to land an invasion successfully, or is it a simply matter of relative power scores? In a recent game where I got lucky with geography and had an OCN-sized island to myself, I had abysmal relations with many warmongers, yet they seldom attacked me. I knew that until the modern era, as long as my navy was strong they couldn't touch me on land, and so basically had classical era garrisons and focused most of my military research and production on maintaining naval superiority until well into the renaissance. This seems to have worked as intended as a deterrent, but I'm curious if the AI is smart enough to realize that it cannot invade unless it can defeat me at sea. To my excitement (and recent experience with near-always war when this scenario is not the case), I'm thinking so, because my power rating was usually in the 70-80% range, at which they consistently attack me otherwise.

The honest answer is "I don't know". I personally had almost no exposure to the "guts" of military AI - historically it has been ported from other mods and worked on by other team members.

4.) Are there any significant, fundamental changes to the way that "power" is calculated vis a vis BtS? Obviously the number of "soldiers" represented by units, techs, and population would all have to be tweaked to account for massive scaling differences inherent to the size of the mod and the way that food has been reworked to be more parabolic throughout the game, but seeing as this number is crucial to avoiding war, it would be good to know whether or not the major inputs have been altered in general, especially since DPs have been removed, and an unwanted war can be a huge drain of resources. Likewise, is the "threat" meter calculated unaltered from BUG? I read a recent thread which indicated that in BUG mod, a fist will be displayed for nations who "have enough on their hands" and are not currently at war, but in my current game, there is no graphical indication of this for civs to whom that status is in fact applicable.

No, no alterations here. As for the fist thing, my guess is that it was added to BUG in some version later than the one that got integrated into RI.

5.) Possible "polishing" observation: I've noticed most of the tanks and aircraft have been individually modeled and labeled for their respective countries, but the "dreadnoughts" are all generically titled this way, despite having their own country-specific models representing their own historical equivalent class of ship. Was this an oversight, or on purpose, since dreadnought is the accepted term for these "proto-battleships" at the same time that HMS Dreadnought was also her own specific ship? If every country-specific dreadnought was titled with its own national name, then what would the generic unit be called? Perhaps "early battleship" the same way that "superheavy tank" is also represented in each case by country-specific models? So, I can see if that was deliberate and this was the reason for it, but just pointing it out in case it was an oversight or something you would like to tweak.

Capital ships, including Dreadnoughts, have name lists for their flavour versions. So each individual flavour dreadnought built will have a respective civ-specific name, drawn from these lists. Same goes for later battleships.

6.) I started a thread about nukes which WH already replied to, but it wasn't entirely clear whether or not they were made more lethal. It was said that there was a change made but it was so long ago that it wasn't entirely clear, but in BtS, an ICBM does not actually annihilate units in one hit, but that totally happened in the mod! The massive population reduction from nuclear strikes is also not something I see in the base game. I had almost concluded that in Beyond the Sword, nukes are a waste of time because they don't kill units outright in one hit, and there is such a small window of time between you having nukes and the opponent not having SDI that, combined with their expense and the huge penalties for using them, you might as well put the hammers into conventional forces. Also, in the base game, global warming would immediately spiral out of control as soon as you pursued the nuclear option. While I know that the Karadoc aspect of the mod introduced new global warming mechanics based primarily on pollution and levels of forestry, in the game where I launched several nukes, there was no global warming. Do nukes no longer have a direct impact on global warming, but only an indirect one per destroying forests/jungles?

Global warming mechanics in general are IIRC mostly disabled in RI. Not because, gods forbid, of any climate denial, but rather because the scope of the mod doesn't extend into the future, and by the "official" end date of 20 years ago, the effects of climate change were not yet globally relevant. And massed use of nukes should probably cause nuclear winter instead anyway...

7.) This is something from the base game which is somewhat annoying and I've never understood... "We love the president's/king's/etc.'s day!" what is this and does it even mean anything, other than being an indication that the city is presently not unhappy? The sound effect is loud and in the late game, if you don't have a massive unhappiness problem, this seems to trigger at least every couple of turns.

https://civilization.fandom.com/wiki/We_Love_the_King_Day_(Civ4) (not changed in any way compared to vanilla)

8.) Possible bug/balance issue: why is the advanced gunship both more expensive and worse?

It starts with a promo that makes it more powerful in practice, but I agree, the base stats should probably also be tweaked.

9.) Are capital ships considered "valuable units" for the sake of combat order? This would represent the value of a screen of escorts, as historically.

Not intrinsically, but due to various unit class bonuses, it is still a good idea to have a destroyer escort, and in a lot of cases, destroyers will be the ones defending.

10.) Do unit cost scales affect merely hammer/upgrade costs, or also unit upkeep? Also, is there a menu listing "roles" within existing "combat types"? I'm having some trouble discerning these differences outside of memorizing each from their respective Pedia entries. For instance, does "militia" or "irregular" mean anything in combat terms, the same way that "melee" does, as these are both melee units, despite having these separate subcategories?

Only build costs. And no, not really, but unit roles were designed to correspond to upgrade lines - so if you take a look at the upgrade tree in Pedia, you'll see that the roles are generally preserved throughout these lines, with the only tricky bit being defence and ranged support converging on Line Infantry.

11.) Possible typo in the 3.55 manual referencing "-100%" separatism for the "end of history" modifier. I think this was supposed to say 10%, as -100% would almost effectively remove the mechanic, unless that was the intention for the end of the game.

Nope, it's not a typo. The End of History is designed to make separatism mostly irrelevant - it will only kick in once someone is likely in the cleanup stage anyway. Also, remember that positive modifiers can stack up to several hundred per cent by then.

12.) Were there any changes made to war-weariness calculations? I reviewed these again recently, and while I know that many "liberal" civics entail war-weariness costs, it would be helpful to know if anything was fundamentally changed here.

No.

13.) Possible balance revision. If the water pump tech allows farms without irrigation, is the only point of the subsequent irrigation systems tech allowing farms to spread irrigation merely the additional food for irrigated farms? An additional food on a tile definitely is quite significant at that phase of the game, but since farms spreading irrigation is the classic mid-game agricultural innovation, I'm not sure if this reverse ordering was intentional or not.

Well, this "only" point is a rather important one, as generating food is basically the purpose of farms. Building non-irrigated farms at that stage in the game hardly yields anything by itself. It's mostly to allow one to set up irrigation chains for when the ability to spread irrigation kicks in.

14.) On the left-hand side of the tech screen, there is a "research preference order" list of techs. What does this mean?

No idea. It's some part of BUG that I never cared to figure out.
 
Hi, thank you for this wonderful mod. I just updated RI to the newest SVN version [r5340] today and found a couple of potential bugs while browsing the Civilopedia.
Could you let me know if these are bugs or possibly graphical issues on my part? I attached the screenshots for reference.

1. Balestriere Genovese, the replacement for crossbowman for French and Roman Empires, has some texture issues.
2. Dahomey Amazons, the unique unit for Sahelian Empire, seems to have wobbly arms. Are they supposed to look like this? This might not be a bug but a modeling choice.

Thank you.

스크린샷(437).png
스크린샷(436).png
스크린샷(434).png
스크린샷(435).png
 
It would be "lovely" to have access to yet another route - the highway - as we see here where we had a newbuilded city.......

Civ4ScreenShot0049.JPG



But I know I read somewhere I can't find again, that Walter answered that wasn't possible. Except for the germans, who has it as a unique improvement.


Guess there (still) isn't any hope for a change ;) .
 
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