Pushed out an update a week ago that's inspired by the autobahn-related discussion. Every civ now has Highways as their last route tier, instead of the improved railroad - better visually distinct too. Germany still has Autobahn which is still better.
I do find it interesting that the player is expected to build a new blue water navy from scratch whereas other major transitions such as swords to gunpowder or propellers to jet engines occur without much fuss. But if that is working as designed, hey, it's your prerogative as designer. I know it's a big ask at this point, but would there be any appetite to spice up the early navies with other designs beyond "big galleys"? I'm no naval historian, but what about things like light hemiolias or tower ships with artillery? Taking Total War as an inspiration, the naval battles are usually comprised of some combination of ramming, boarding, and shooting. I think I'd be on board with the big galleys becoming my cheap shore defenders if I had more variety to play with in the early years, ideally with different upgrade paths. In the perfect world I would also love to see ships with a ranged bombard capability but I think I read previously that there were AI difficulties with that.
TBH, ancient naval combat
was that dull. It basically came down to ramming or boarding. The stuff TW series does, while having some root in reality, isn't representative of any real combat dynamics of the era. Being confined to the shores, I don't see what weaker, faster ships would additionally bring gameplay-wise, while the ranged stuff, as you correctly mention, is AI-dependent, and AI refuses to use this.
And I am actually fine with that - naval combat increases in complexity over time, with new abilities/counters/strategies appearing throughout the whole game. It starts very basic but ends up a complex rock-paper-scissors with aid bonuses, and submarines and carriers to further confound stuff. Anyway, to sum it up, I don't envision any major naval overhaul coming.
The "net effect" indicator of epidemic-reducing buildings does not work properly if the new building obsoletes a prior building. For instance, if you build an aqueduct in a city that does not have a public well, the net effect is correctly +4 health -4% epidemics. If, however, there already was a public well, the net effect only shows +2 health (and leaves off the -2% epidemics). The same happens transitioning from aqueducts > waterworks.
I'm not surprised, and I will have a look but I can guarantee it will produce any results. Interface stuff. Ugh.
Realist art is unlocked by steam engine, but you can never actually build it until you unlock railroad. If I'm not mistaken it's the only one that shows up before you can start building the prerequisites.
Thanks, I'll probably move it to Railroad.
At some point the 3 Gorges Dam moved all the way back to Computers... once upon a time it was one of my favorites to build when it came much sooner but now I can't imagine spending that many hammers on it. Just about every city should have power long before I get to that tech. Perhaps it could be unlocked earlier or have a different bonus?
It was basically something every player wanted to build 100% of the time and it took out a chunk of the game related to managing electric supply. Additionally, the real-life Three Gorges Dam was built in 2012, so it was ridiculously misplaced on the tech tree (I supposed during Civ4 initial development it was still supposed to be Hoover dam, but they changed it later while leaving it where it was). The suggestion on tweaking the bonus I do like though, and I will think about it.
There is something fluky with the "thriving in peacetime" baby boom random event. I experienced it >20 times in my game, and it bore no obvious relation to when a war was actually ending. I've never experienced this in any other playthrough though so it might not be worth worrying too much about.
I can't say I've observed this myself. Does it occur every game?
For some reason, I switched to Merchant Families, and it booted all of my foreign trade routes and disabled resource trading, saying that I'm not connected to a trade network (as though it was protectionism). So, I switched out of merchant families to craft guilds, and they are still disabled. Is this a bug or am I missing something? Save attached for reference.
I have no idea what could have caused this - please keep me posted if something like this occurs in your other games.
So the way way too late in game observation, i noticed that there are many more positive terrain features that help troop defense then hurt defense, I am going to exp. with trying a little less forest defense (35%) ---reason thats alot still esp with forest promotion, flood plains -15% defense --reason low exposed flat ground seems shaky unless you fortify---likewise plains -10% same basic reason, troops are more exposed ---- this would even up the features somewhat, make forts more usefull, make the associated promotions more usefull or used more. this also would make troops attacking cities ai and yours a little more exposed to counter attack which the ai handles really well in my games. esp from calv and archers. may even add a bit more to the swamp - %
Interesting.
I m modding RI into my way and I have a problem:
I change all archery units to have maximum 25% damage to others ( so now they are important in offensive to melt down defense - and they have a high chance to do it and do not die b. of max 25% dmg ) . The problem is that after melting down all defenores to 75% health sometimes archers can still attack, but there is no help showing the odds of attack, also in that cases AI has a problem b they want to melt down defense first and big stack of units can be immobalized by one single unit - also AI gain infinite exp by that - ). That ability of max dmg I have in vanilla BTS and other mods - there no problem with it.
Other solution is making archers ranged bombardment but i dont know how it works - can anyone tell me how it looks when AI use it?
To give them ranged bombardment, just have a look at how it's done with some artillery units.
Also I see that RI still has hotfixes, any idea how to merge those with my modded RI so i dont lose my changes?
The latest installer already includes all the hotfixes to previous versions. If you're referring to the currently ongoing development, it's probably not the best idea to merge your changes with the SVN version. Wait for the next release and merge that.
- As mentioned above, there might be something wrong with the totestra map script. To be honest, I don't even know what the script is supposed to be, but just tried it as it was RI specific. I have no horses, copper, iron, or coal on an island large enough to settle 10 cities. It could just be bad luck, and maybe I have the motherload of oil or bauxite or something to compensate, but that seems a bit strange. Furthermore, I also didn't have a single land-based food bonus (only a few seafoods), which is rather odd. Just want to make sure this is normal, as I understand that sometimes you draw the short end of the stick with resource allocation. To compensate for the lack of strategic resources, I deliberately founded Islam just so that I could at least have 5 mobile attack units, which is a decent compromise. The fact that I can't trade for things though is basically game-breaking, so I'm going to have pause for a while.
Try generating several maps and look at them in WB to see if it is really as problematic as you say.
- Could you consider re-implementing the experienced unit pre-requisite for the heroic epic? I didn't realize that that was taken away, but I also don't understand the rationale behind that. While it makes intuitive sense to me that something like the Iliad would only command an enduring legacy on the basis of purporting to recount real heroic feats of combat, the bonus to unit production is considerable and probably too easily gotten otherwise, so maybe even something like making a unit go down the pacification promotion line to get enough XP from barbs and rebels, or fight an actual war would be a good idea, so that it wouldn't be fulfilled virtually by default from fighting barbs and place an incentive on early war at a time when you are heavily pressured by them.
It was never taken out. I don't know what gave you that idea - it is even clearly stated in pedia.
The influence religion spy action appears to have no espionage cost. This is a pretty powerful tool in game terms, and, historically speaking would be of a seismic scale and difficult to carry out. I used it successfully many times in this playthrough and think it should probably be very expensive, but still possible.
It has a cost that scales with the civ's willingness to adopt said religion. You probably ran into a case where just asking them politely would have had the same result.
The Mujahid receives defensive bonuses as a cavalry unit. This is cool and in my situation of lacking horses, I appreciate it, but is it intentional?
TBH I don't remember. But I'll allow that.
The caravan house boosts trade route income by 25%, but, if you're confined to domestic routes, it rounds down to have no effect at that stage in the game. Perhaps making it more expensive (or limited in number) and obsolete earlier while bumping it to 50% rounding up would make domestic trade routes increase from 1

to 2

and cause the building to be meaningful in this context. I understand if that's not really the idea (and many buildings are worthless outside of their intended context, after all), but just a thought, since in the case that you don't have foreign trade available, it is a waste.
Yes, it's by design. Investing in trade infrastructure only makes sense if your actual trade is lucrative enough.
Suggestion for the tavern.
As taverns doesn't give anything to the islamic nations, how about to add tobacco as a bonus, that gives happiness to those nations only?'
And btw, change it to 2 happy-faces for both tobacco and alcohol (book) AND give add 2 unhealthy faces too at the same time.......
As others pointed out, this is a part of the balance. It still gives the espionage point to Islamic civs.
As for unhealth - it actually used to work that way many versions ago until we observed that it made AI absolutely abhor any resource with negative effects. While a good moral example, this didn't really work well gameplay-wise. And I don't really want to descend into AI's guts to try figure that one out when the alternative of not having resources with negative effects is much easier.
The new city squares feel great to build, particularly as I was playing as Greek (side note: the agora civilopedia entry has not been updated to reflect the changes). I have not researched printing press yet, so I'm interested how that transition will feel, but overall I think this is the right direction for the lines of culture buildings to take.
Greeks and Romans were special cases I forgot to address - thanks for reminding, I'll think of something.
Clock towers also feel good when they are available, but they've led to some shadow-nerfs to other buildings that I am a bit concerned by:
- Grocers always felt underwhelming to me, and now with the lack of gold they really stink. Would it be too much if each subsequent food resource gave an additional +1 food as well as the +1 health they already provide?
- If you already have a storyteller circle, there's almost no incentive to upgrade it to a school which feels... odd. Furthermore, it's weird that Algebra does not discontinue storytellers. I'm not sure what the solution is here but I think schools could use a small buff or revert to their previous state and disconnect them with clock towers.
Well, they still provide the same effects, just with an additional building as a prerequisite. As for discontinuation, Schools have several tech prerequisites, so making one tech discontinue storytellers might lead to a situation where you can't build either.
I like how Feudal Aristocracy no longer has a malus to GP. However, the unique buildings still feel pointless. I get both constables and heraldic chambers are cheap to build, but they have so little impact it doesn't feel worth the time. Slave markets give huge buffs with big detriments. Manors are immediately useful and become game changing with the wonder. Guild halls start out weak but can be quite powerful if you stick with it. I think constables and heraldic chambers need a full redesign.
Still a WIP. Didn't get around to changing those yet.
My Greek civilization was next to a aggressive Hindi state. He attacked me with elephants and I thought, "no worries, my Homoioi get good bonuses vs elephants, I'll build those". Except of course, I forgot the Armoured Howdah is not actually a "War Elephant" and therefore my bonus did not apply and my army was routed. This seems like its an edge case but it's not the first time it's happened: I will find myself anticipating that my chariot will get a bonus vs axeman, only to learn that the cool looking axe-wielding bad guy is actually the other civ's distinctive swordsman and therefore my bonus vs axemen does not apply. In general, I like specializing units vs TYPES but hate bonuses vs SPECIFIC UNITS which gets muddled with distinctives and uniques very quickly.
Elephants are weird in general. They should probably be their own unit combat class instead of cavalry, but would be extremely frustrating to code. As they are now, elephants also fear elephants (though I am not sure this is totally unrealistic - I don't know any historical precedent, but I'd imagine an elephant would be very wary of fighting another elephant).
Missionaries and inquisitors failing to do their one task is an annoying, noninteractive use of the random number generator. I'd argue this is one place where gameplay should trump realism - bombards don't have a small chance to explode each time they fire, because although it might be historically accurate, it would suck as gameplay mechanic. If the goal is simply to make religion harder to control, I would be ok with a large increase to the production costs of these units. Or at the very least, the unit should not be expended on a failed attempt. Who ever heard of an evangelist retiring and disappearing because no one listened to him the first time around?
That's a vanilla thing. I am not sure how easy or hard it would be to take it out. To counter your argument though, there's been plenty of missionaries from different religions who have been "retired" by the people they were trying to preach to. They are usually called "martyrs"
Another minor UI complaint - if you have a stack large enough to reach the second line of unit icons, the rightmost unit is now hidden behind the "force end turn" button. This got me once and ended my turn in the middle of a city assault.
Can you share a screenshot of that?
There is some sort of missing texture that appears to only occur with Italy. Uploaded a screenshot.
Fixed in the last revision.
Finally - I'd like to revisit a previous question I had. Is there any hope of minor civilizations becoming fully implemented and human playable? I play on large maps with raging barbarians and barbarian settling turned on. Thus, the early game is filled with a lot of delicious churn with many civilizations rising and falling. By mid game its almost impossible to tell who was an original civ and who was a latecomer. The side effect of this is, I frequently see Portugal and Israel and Lithuania become strong, imposing civilizations... and it's bumming me out that I can't play as them. I understand the original design was to focus on civs that are interesting in multiple periods of history: Romans becoming Italian, Aztec becoming Mexican and so forth. But if we're honest, the inclusion of America starting from white European settlers has always made that feel disingenuous. I think that with effort some of these other civs could be satisfying in all eras - and I'm happy to donate my limited skills if it's only a question of effort required.
To reiterate what I already said before - I would
not have included America as a playable civ were it not that in vanilla. Also removing it would probably be very unpopular with actual Americans who make up a very large portion of the player base. But no other post-colonial nation was included as a playable civ on its own since.
And no, it is not only a question of effort needed (though the effort would need to be rather tremendous). I simply feel there's enough stuff in RI as it is now. Someone following the SVN development could notice that almost NO actual new content has been added since the last release, and that's very intentional on my side. I no longer feel that RI needs any additional content; I'd rather what is there now worked and looked better. For the next version, my plan was to actually get rid of a bunch of stuff that doesn't really need to be there (such as flavour units with no real gameplay effect that can easily become artstyles instead).
EDIT2: So it really seems to have helped, but I'm up to the Renaissance era now and the MAF crashes have resumed. Not as frequently as they used to, but I'm afraid they'll get worse as I reveal more of the map and tech up....
In essence I am reiterating my plea for assistance, if anyone has any other suggestions.
Not really, no. There are limits to what Civ 4 engine can do, and while they are somewhat different on different hardware, one runs into those sooner or later. To ensure the "later" bit, you should probably opt for less civs. While everyone's mileage may vary, I've played full games on large and even huge maps with default civ numbers.
Not sure if this has already been fixed or not...
I'm on r.5357 and some Roman units are not displaying correctly (see below images).
It has. Thanks.