Realism Invictus

This is a great mod, it feels really "deep".

Couple of points:

There is a feature where the cost of techs is x 100% or 50% if you are too far ahead of the real timeline? Does the number of beakers displayed represent this multiplier? I thought the beakers displayed did not change when the multiplier went away.

Escape gets out of all the advisors except the tech advisor for me. It might we be just me.
 
This is a great mod, it feels really "deep".

Couple of points:

There is a feature where the cost of techs is x 100% or 50% if you are too far ahead of the real timeline? Does the number of beakers displayed represent this multiplier? I thought the beakers displayed did not change when the multiplier went away.

Escape gets out of all the advisors except the tech advisor for me. It might we be just me.

Tell me about it - this game made working from home a lot more enjoyable during the pandemic.

I'm almost sorry I have no excuse to play all day long now :D

The exact cost of a tech can be seen by hovering over the green bar on the main screen, afaik it takes in account all modifiers and is adjusted accordingly.

Hovering to the left, on the small icon there gives the active modifiers.

There is also a short flavour message in the event log, when these modifiers change at a fixed date, it's easy to miss though.
 
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Tell me about it - this game made working from home a lot more enjoyable during the pandemic.

I'm almost sorry I have no excuse to play all day long now :D

The exact cost of a tech can be seen by hovering over the green bar on the main screen, afaik it takes in account all modifiers and is adjusted accordingly.

Hovering to the left, on the small icon there gives the active modifiers.

There is also a short flavour message in the event log, when these modifiers change at a fixed date, it's easy to miss though.
We are talking about this popup, right? And it has 1826/2724 . Those numbers do not change as you go over 400 AD and the 50% cost thing goes away.
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It seems that way yes, it never occurred to me to take note of that, guess I'm not a true Civ fanatic, more a casual :D

The message disappears by 405 AD and that was good enough for me.

Luckily we have the maker of this mod here, Walter - I'm sure he can explain...
 
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Thank you very much!

I didn't know about this privateer issue. Maybe it could be useful to insert a switch to disable privateer creation.

I didn't knew about this issue either, but a quick solution could be to change the value <iMinAreaSize>8</iMinAreaSize> in the .....XML\Units\TR_Naval_CIV4UnitInfos.xlm from its default to say <iMinAreaSize>50000</iMinAreaSize>. The value represent the number of watertiles needed to construct the type of ship.
 
You can always see how many turns you have until the penalty changes next time. Just move the cursor to the little icon between "Great Generals" and the "Research: " bar. Then the info appears in the lowerleft corner.

My penalty for renaissance-techs was just reduced from 100% to 50% 18 turns ago (year 1100).


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Yes but it seems the actual cost of the tech doesn't change, in the other pop-up, the one Samson posted.

I went back to an older save and watched it from 393 to 408 AD, and even though the message goes away, the cost stays the same, there is no 50% reduction as one could expect.

It is not you suddenly produce +50% science per turn either...maybe we're missing something ?
 
I don't think Walter have re-programmed something "serious" in the code as the techschema.xml hasn't been changed since Dec 2020 (ver 3.55). Don't think we should look for a visible reduction in researchcosts.

I think it "something" that is calculated "somewhere". But what, where and how it works...... I don't know.


I just know I "love" it as it is, as I don't have to make my own changes anymore - making specific "bottleneck-techs" as Guilds extremely expensive to slowdown the research for the leading nation(s).

I "hated" to see modern units in the field, when the game showed year 900 or so.
 
I have a question about capitulation. Often I'm finding that AI rather die than capitulate. I don't recall this being such an issue before using this mod. I have the required tech but the capitulate options is always red/disabled in diplomacy during some wars. I'm not sure why. Does this mod change how that kinda thing works or is it a thing where some civics prevent or allow capitulation?

Most of them do capitulate, but across the board the visualization threshold has been lowered in RI, and is also more dependent on the civ/leader in question. For instance, world map tribal civs are set to be almost impossible to vassalize.

In my opinion, those two facts (nuking / global warming) were connected because, 1945 was the first year of nuking, and in the decades after the first obvious effects of global warming became visible (like Sub-Saharian land turning to desert), maybe starting from the 60's. So basically the nuking in Civ4 was just used as a clear marker for "having reached the era where global warming starts to be visible soon". So I'd still support that idea of implementing global warming in Civ4 RI though it's not causal determined, because I believe in Vanilla nuking is just a "period determined" marker to start global warming.

Basically, it's one of those mechanics that I'm deliberately leaving untouched since it's much more relevant to the XXI century. If I were doing an RI from scratch all the way to, say, 2020, there would be a lot of things that'd deserve new in-depth mechanics. Global telecommunications, social media, terrorism, hybrid warfare, climate change, combat drones, etc... While all those things do have at least XX century origins, a mod that, content-wise, ends in 2000, can still get away with, say, having "The Internet" as a gimmicky and marginally useful project. So yeah, I am very deliberately limiting the scope here.

Another Question regarding Israel and Khmer. Both are defined as "<bDerivative>0</bDerivative>", but why? They've been made fully playable at least for the Huge Map, and I like the concept of separatism a lot because of its dynamics. So I love the fact that so many derivative civs exist in RI and find it pity that those 2 are just left out. Right now I don't remember if they were given as possible derivative civs in "CIV4CivilizationInfos.xml", but if yes, I believe it will not work because of the defined stats as "<bDerivative>0</bDerivative>"

I am not sure if <bDerivative> tag is actually used in any meaningful way as it stands now, but I'll turn it on for these civs just in case.

One question about separatism that I'm very curious about. If a civ conquered cities of another civ that later became a "dead" civ, and if one of those cities has a separatism ratio that's high enough to found a new separatist civ, is it possible that the "dead" civ is resurrected even though it's not defined as a "derivative civ" of that specific civ in "CIV4CivilizationInfos.xml"?

Yes, at least in theory it should. At this point it works that way if any dead civ's culture in said city is higher than the parent civ's. It might be too harsh a requirement though, now that I'm looking at it.

Walter have you ever considered giving each civ a preference for founding certain religions that were historically part of their culture? I always thought it would be neat, if for example, Arabia was more likely to aggressively pursue the tech path to found Islam.

Already in, not on a per civ, but on a per leader basis. No hard railroading, but if the leader in question wants to found a religion (not all do), they'll try beelining for their preferred one. Generally seems to work - in games with Cyrus or Darius, for instance, I more often than not see Zoroastrianism founded by Persia. It's a bit less pronounced with later religions, since by that time there is enough tech disparity that wanting to found a religion might not be reason enough to actually do that.

Why does the SVN version take forever to load?

Because it's unpacked. If one wants to play SVN versions, one should either make peace with that fact or repack their files every revision.

I didn't know about this privateer issue. Maybe it could be useful to insert a switch to disable privateer creation.

It's not ubiquitous enough to warrant that. Won't happen every game. In fact, the two of you reporting at the same time is a coincidence - to my memory it's been reported only a couple times before that in the past several years.

There is a feature where the cost of techs is x 100% or 50% if you are too far ahead of the real timeline? Does the number of beakers displayed represent this multiplier? I thought the beakers displayed did not change when the multiplier went away.

Thanks for bringing this to my attention - seems like a rounding issue somewhere, as 50% modifiers indeed don't seem to work. 100% ones work fine though.

Escape gets out of all the advisors except the tech advisor for me. It might we be just me.

Wouldn't even know how to approach that issue (UI stuff :crazyeye:).
 
How embarrassing of me to say that the map of Europe hasn't been included when it absolutely already has... I was distracted while typing and simply forgot, my bad.

However, I'm having trouble getting the Deluge scenario to load properly. Is anyone else having this issue? Typically the loading screen will get stuck on "set up map" and then it eventually loads with no UI, only the map. It had loaded just fine when I took a look at it in the past. As far as I know, no changes to the games files or anything.

I'm really hankering to play the scenario so this timing is unfortunate! :D

Also, I would be willing to work on creating a new scenario. I might simply go ahead on my own and present it when it's finished, but if anyone else has ideas or would like to collaborate, please let me know.

Right now, I'm primarily considering a something in the Belle Epoque, WW2, or early medieval. Even though WW2 is a dead horse of a historical scenario, with the plethora of units already represented in the mod, I think it would be a sin not to make art with the opportunity they afford.
 
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Thanks for bringing this to my attention - seems like a rounding issue somewhere, as 50% modifiers indeed don't seem to work. 100% ones work fine though.

Thanks for your continued support,

do I take it then that the 50% penalty is not implemented - or that it is, but never goes away ?

The impression I get from playing the game is that research is still somewhat faster than you intended it to be, is that correct ?
 
However, I'm having trouble getting the Deluge scenario to load properly. Is anyone else having this issue? Typically the loading screen will get stuck on "set up map" and then it eventually loads with no UI, only the map. It had loaded just fine when I took a look at it in the past. As far as I know, no changes to the games files or anything.

Thanks for bringing it to my attention - I'll include a fix in the next SVN revision. Meanwhile, you can use the attached version.

do I take it then that the 50% penalty is not implemented - or that it is, but never goes away ?

The impression I get from playing the game is that research is still somewhat faster than you intended it to be, is that correct ?

From my tests, it jumps from 100% penalty straight to 0%.
 

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I would want a Napoleonic era Europe scenario.

Okay, would you want to help me work on something like this? Do you have a special knowledge of Napoleonic history? I have a bachelor's in history and it's a lifelong interest, but I'm not a professional historian or a buff on any specific period.

Ironically enough, despite the hard-coded limitations on the diplomacy, its "coalitions" could be roughly modeled by a hard penalty against France from basically every other great power representing ancien regime monarchy, which in a strict war scenario might better represent the time period than attempting to model great power relations during the belle epoque, as I was thinking about.

Still sort of leaning towards WW2, though... Apparently it's a fairly common disappointment that the game is decided too early and a lot of the later game content doesn't get properly featured, and in the Napoleonic era, the differences between European nations are hardly accentuated, whereas a WW2 scenario would feature major differences between individual powers.

The question to me would be whether to make it regional or global in scope, given the many theatres in which it was fought, sometimes ranging down to regional and mostly unrelated conflicts. If it's no problem to those who created them, the Europe and Huge World maps could be used in either case. If it was just Europe though, it would have to be possible to represent some kind of American expeditionary force for historical and balancing reasons, and I don't know how possible that would be... Maybe it could be tied to a random event which triggers at a certain date if specific criteria are met? The Chinese Civil War and Japanese conquests are separate enough from Europe to be left out I think, but the United States' involvement was too significant to be, in my opinion. Otherwise, Europe is a closed-enough theatre to be represented on its own IMHO.
 
My case for the Napoleonic Wars is that there is diplomacy involved, and it would be great sandbox for a FFA with multiple players. It doesn't have to be Napoleon against Europe. It was also a world war with fighting in the Caribbean, North America, and Egypt.

WWII is basically just military focused, unless you include the diplomacy between the USSR and the West, or between the USSR and Japan.

I don't have moding experience. I don't think you would need to change the base game a lot. I am not thinking of a full conversion scenario. But I don't have a bunch of time to help on a large project so just go with whatever you like best.
 
As a matter of fact, good point regarding the diplomatic dynamic on the Napoleonic Wars; the belligerents were a lot more locked in place with WWII than with the former, and there was some meaningful shifting of coalition members, despite Tilsit and Molotov-Ribbentrop looking eerily similar. By the way, I did not mean to sound ad-hoc with my question, and reading it a second time, it appears so. If you got that impression, my apologies.

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Quick suggestion for the SVN/next update. Could we have increasing maintenance costs for capital ships as they get successively more advanced? While the resource and infrastructure requirements increasing makes sense along the same lines, a flat 2 GPT for a ship of the line and for a modern battleship doesn't seem comparable. Maybe something like marginally one more per upgrade? I was impressed by the power of these ships but found them a little too easy to spam, and since the naval arms race of the Great War antebellum often represented a considerable portion of national budgets for those participating in it, I think this makes good sense on a historical basis and seems like it would be fairly easy to implement (though I could be wrong).
 
Does anyone know how to make this info window wider? With long names and a ton of promotions a spam of 10+ units on same tile starts to be problematic to 'read'.
It'd be best if it was only 1 line per unit in this window instead of 2-3. I tried looking in the CvMainInterface.py and CvInfoScreen.py and tried changing some numbers there but nothing worked so far.
Any help appreciated.
 

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Actually even the option of looking at that info in a separate screen instead of a pop-up would help - since it is really only a problem when examining large stacks.

Since it is an annoyance that persists across all Mods I've seen, I fear it might be hard coded.
 
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Does it make sense for the levee to give a source of fresh water if it needs a river to build? I cannot see how this gives anything, BICBW.
 
Quick suggestion for the SVN/next update. Could we have increasing maintenance costs for capital ships as they get successively more advanced? While the resource and infrastructure requirements increasing makes sense along the same lines, a flat 2 GPT for a ship of the line and for a modern battleship doesn't seem comparable. Maybe something like marginally one more per upgrade? I was impressed by the power of these ships but found them a little too easy to spam, and since the naval arms race of the Great War antebellum often represented a considerable portion of national budgets for those participating in it, I think this makes good sense on a historical basis and seems like it would be fairly easy to implement (though I could be wrong).

Agreed that the extra cost already associated with these ships is negligible, even in the renaissance when the first ships start having that. A question is, do we want naval budgets to represent a large portion of our expenses? With the ahead-of-time penalties, we may have the wealth left over to spend on that. But it could also be seen as a penalty on naval defence or coastal nations as a whole.

Does it make sense for the levee to give a source of fresh water if it needs a river to build? I cannot see how this gives anything, BICBW.

Afaik it makes the city act as if it spread irrigation, so if you have a river on one side and hills preventing you from spreading it to the other, this can help with that. Total edge case, of course.
 
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