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

).