Realism Invictus

From the latest patch notes:

- When a particular civilization is selected in Pedia, unit pages and unit upgrade chart will use its unitstyle, and unit page will show the real upgrade units for this particular civ, instead of generic ones

This is a great change! Is it too much to ask to get the promotions available to be accurate as well? Sometimes I like to thumb through civs I haven't played in a while and look at what their special units are and what doctrines are available to see if anything inspires me. However, the promotions seem to be populating generically via role type. In the screenshot below, the Pedia implies that Winged Hussars are eligible for War of Attrition (obsoleted by Plate Armor) and Chivalry (obsoleted by Cavalry Tactics). In other cases, early units have late game doctrines associated. And of course, all kinds of non-Aztec national units are allegedly eligible for captive-taking. All together, it's kind of a pain to determine which doctrines will actually be available when the national unit is.
 

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Well, inasmuch as we're playtesting a subversion of the mod with desired feedback and he likes the idea, it's not really just for "our" sake, hence my caveats about what fits the vision and respect for a simple "no" from said guy doing the work.

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I know that revolutions are no longer on by default, but I sincerely think that a very simple fix would improve them substantially. It's been mentioned before by a few different people, but the global separatism modifier from war weariness in conjunction with an already hefty yield of separatism from the war weariness which stems from unhappiness, is where most of the problems with revolutions stem from. It's counted twice in a global scope for some reason, and that makes it simply not feasible to wage any kind of protracted war of conquest without facing insurmountable separatism odds, no matter what civics you've selected or no matter how much surplus happiness or espionage you have. The fact that war weariness already generates unhappiness on a gradient scale with how devastating a war is makes a separate (and cripplingly potent) global modifier superfluous. Simply removing the global modifier and leaving WW from unhappiness would lose none of the dynamic consequences of protracted war, since it is already a global modifier, and already scales with how destructive or unsuccessful the war in question is going. If you have a flimsy grip on stability and then start losing a war or stall out in an arguably victorious one, it would still go over your happy cap and threaten you with sedition, but as it is, even if you take reasonable losses in an unquestionably victorious war, nearly everyone will try to revolt in the midst of that anyway, which is silly and seems like it entirely has to do with war weariness being counted twice, and not for any other feature of that beautiful mechanic.

For example, in my game as Poland, around mid-industrial I found myself in a strong position after turtling through most of the renaissance, and Denmark (which occupied its own smallish continent) was without allies (yes, I am playing with alliances again, and the AI, in something of a lovefest game in terms of relations, only made a few disparate alliances among itself) and without industrial resources, so I decided to invade them. I built up a mixed stack of about 40, with trench infantry, rifled cannons, cavalry, and conscripts, while the Danes had a few trench infantry by the time I arrived (which they must have imported) but mostly Napoleonic equipment. The invasion begin with a stride of success and only few losses, however, my global modifier from war weariness immediately went to 252% just from taking the first city! In anticipation that I would need to put my economy on a war-footing, I was running 50% culture and 10% espionage, and no research. My happiness was in a surplus in almost all of my cities, and yet nearly half of them began to revolt after taking one city in a relatively seamless, winning battle. Furthermore, I deliberately experimented and was running dictatorship, not democracy, because when encountering this problem in the past, I assumed that it was surely because I took the domestically lucrative peacetime civic instead of something historically suited to wars of conquest. Nope! Dictatorship made zero practical difference, because, even though I was able to use more powerful (and expensive) curfew responses to the riots which sprang up in half of my cities after a non-pyrrhic victory, once the stack made it down to the capital and fought a bloody battle to take it (which I still won), my global separatism modifier from war weariness skyrockted from 252 to 369%! (That's literally an additional 100% everywhere in lieu of anything else for winning one battle, when if there was no global modifier, it would only affect fragile parts of your empire which couldn't eat a modest amount of war weariness from unhappiness, much more naturally.) There is literally nothing you can do to counter that! The -45% from curfews don't even account for half of the marginal consequence of losing a handful of units in taking another city, and you would need several great spies in literally every city, alternatively, to do so. Losing those handful of units already would generate unhappiness (with its own war weariness to deal with) which is natural and fine, but why is it counted twice? As it is, you cannot wage protracted war at all without a guaranteed loss of several of your cities, even if you take few losses and are winning, and even if you are a fascist, militarism-glorifying state.

The revolutions mechanic is great in principle and conceptually adds so much depth to the game. It just seems to be this one issue which is crippling it from functioning properly. Could you please consider reducing the global modifier from war weariness considerably, or at least showing me generally which files would need to be altered to modify it myself? It really just feels like that is the root of all of the problem with its functionality, and scrapping the whole mechanic on that basis is needlessly throwing the baby out with the bathwater.
I feel like war weariness is the thing that makes separatism dynamic, though. I can certainly believe that the AI finds it hard to handle, because that's where I mess up, when I do (either that or the highest score/army penalties).
I think the problem is actually more fundamental: if the AI fails to manage its separatism properly, it's not good enough, but if the AI can consistently succeed, the feature is just a :commerce: tax and is also uninteresting - you might as well just increase maintenance where separatism would be high.
 
I feel like war weariness is the thing that makes separatism dynamic, though. I can certainly believe that the AI finds it hard to handle, because that's where I mess up, when I do (either that or the highest score/army penalties).
I think the problem is actually more fundamental: if the AI fails to manage its separatism properly, it's not good enough, but if the AI can consistently succeed, the feature is just a :commerce: tax and is also uninteresting - you might as well just increase maintenance where separatism would be high.

I think you're misunderstanding what I'm suggesting. The point isn't that war weariness shouldn't be counted, but that it already is counted via unhappiness, so that having a crushing global modifier on top of that makes all but the most brief and seamless wars impossible to wage without collapsing. It's already a potent factor indirectly, and one which makes happiness much more relevant to stability, so having a global modifier simultaneously is redundant.

The idea of war weariness being a direct factor in stability makes a lot of sense, it's just that there's no feasible way to counter it within the purview of the existing options in game, nor is it meaningfully related to increased public order from surplus happiness (unlike with espionage) in the way that WW from unhappiness is. The various in-game options like civic choices and their selection-dependent responses to riots are great, but since they all yield less separatism reduction than even modest amounts of war weariness inflict, it makes them altogether irrelevant in the face of any kind of a big offensive war, whereas they could be interesting strategic choices if the values were modified such that their use made a difference. It seems like this is simply a matter of changing a few values and would be easily fixed, without having to fundamentally change the way it already works as a mechanic. Maybe reducing it by a factor of 10 or so would eliminate most of the issue. For instance, in that battle I mentioned in my previous post, I lost about 5 or 6 units and took an enemy capital, and this still skyrocketed my WW by over 100%. 10% in the same scenario would be reasonable I think.
 
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A new bug report: when playing as Mongolia, Foot Knights and Heavy Spearmen are classified as Line Infantry and Knights (Keshiks) are classified as Cuirassiers for unit scaling purposes.
 

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I think I'm finally understanding what's going on after watching what the AI does.

For city development, I start with a farm to support the initial population, or settle by the coast when there is no fresh water. I build lumbermills and mines for the hammers to build the initial city industry. Once my city produces a decent number of craftsmen, engineers, artists, and merchants, I then switch my lumbermills to farms and mines to windmills to crank up the population to fill up the industries.

The specialists can be shifted back and forth between producing coin, culture, hammers, or research as needed. With later farming improvements, a singe farm can support two or three specialists. So, instead of having one lumbermill that produces 5-6 hammers or a mine that produces 4-5 hammers, I have one farm that supports 2-3 specialists at 3-5 hammers each.
 
Question:

Is it possible to expand below help-screen, so all relations can be seen in case you have more than 17AIs in the game (I have 22 alive here (had 2 more earlier, but they are dead now)) - if so, then also move the screen somewhat up and to the left? Alternatively, adding a horizontal scrollbar at the bottom of the overview?

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Question:

Is it possible to expand below help-screen, so all relations can be seen in case you have more than 17AIs in the game (I have 22 alive here (had 2 more earlier, but they are dead now)) - if so, then also move the screen somewhat up and to the left? Alternatively, adding a horizontal scrollbar at the bottom of the overview?

I've been wanting this ever since playing the 55 Civ world map scenario.

I think it would require an update to the BUG mod, which Walter once said was too intertwined into the RI mod to do.

I once did a search in the BUG mod thread where this was actually discussed, but they decided at the time that it was unnecessary. However, I do think a horizontal scroll-bar would be the best solution, as I would love to be able to glance at the relationships (from best to worst) for each Civ in one place.

Is it possible to manually add a scroll bar to the code somewhere that drives this screen? Could it be as simple as that?
 
I have installed Civ 4 (steam version) on my new laptop (Galaxy Book 2 Pro, 16GB Ram, Core i7 12ª Gen, Arc a350M 4GB).

All my video card drivers are updated.

As you can see on the images, everithing is ok with the mod ROM AND2, but with the mod Realism:Invictus 3.57 (2021-12-15) I have black water tiles.

Note that only water tiles are black, so, the problem is different from the previous one (black terrain tiles), fixed by the last version of the mod.

I have cleared the cache folder and the custom assets folder. I have tried hold the shift buttom, too. I have tried changes on graphics quality configurations and low resolution textures.

But the problem persists.

As the other mods are working fine, I presume the problem is on the Realism:Invictus mod.

Have anyone clues about how solve it?
 

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I have installed Civ 4 (steam version) on my new laptop (Galaxy Book 2 Pro, 16GB Ram, Core i7 12ª Gen, Arc a350M 4GB).

All my video card drivers are updated.

As you can see on the images, everithing is ok with the mod ROM AND2, but with the mod Realism:Invictus 3.57 (2021-12-15) I have black water tiles.

Note that only water tiles are black, so, the problem is different from the previous one (black terrain tiles), fixed by the last version of the mod.

I have cleared the cache folder and the custom assets folder. I have tried hold the shift buttom, too. I have tried changes on graphics quality configurations and low resolution textures.

But the problem persists.

As the other mods are working fine, I presume the problem is on the Realism:Invictus mod.

Have anyone clues about how solve it?
Problem solved! After an update on the driver Intel Corporation - Display - 30.0.101.1747, the black water tiles gone.
 
When captured the barbarian city "Hun", I find its name became "Tapiomart". Can anybody talk about this city? Where is/was it? I even can't seek it out on Wikipedia. The only thing I find is that "Tapio" is a god of ancient Finnish. Is there any relation between the god and the Huns?
 
I think you're misunderstanding what I'm suggesting. The point isn't that war weariness shouldn't be counted, but that it already is counted via unhappiness, so that having a crushing global modifier on top of that makes all but the most brief and seamless wars impossible to wage without collapsing. It's already a potent factor indirectly, and one which makes happiness much more relevant to stability, so having a global modifier simultaneously is redundant.

The idea of war weariness being a direct factor in stability makes a lot of sense, it's just that there's no feasible way to counter it within the purview of the existing options in game, nor is it meaningfully related to increased public order from surplus happiness (unlike with espionage) in the way that WW from unhappiness is. The various in-game options like civic choices and their selection-dependent responses to riots are great, but since they all yield less separatism reduction than even modest amounts of war weariness inflict, it makes them altogether irrelevant in the face of any kind of a big offensive war, whereas they could be interesting strategic choices if the values were modified such that their use made a difference. It seems like this is simply a matter of changing a few values and would be easily fixed, without having to fundamentally change the way it already works as a mechanic. Maybe reducing it by a factor of 10 or so would eliminate most of the issue. For instance, in that battle I mentioned in my previous post, I lost about 5 or 6 units and took an enemy capital, and this still skyrocketed my WW by over 100%. 10% in the same scenario would be reasonable I think.
You're right about me misunderstanding your suggestion. I took a few days to reply so I didn't reflexively just repeat my previous opinion.
It's an interesting idea. I'd quite like to see how it works in practise. I certainly wouldn't say WW makes 'all but the most brief and seamless wars impossible to wage without collapsing', though; I've had plenty of what I consider substantial, costly wars and not had an unmanageable problem on that front. It's only when I'm losing a war and I'm getting enemy culture in my cities and losing my garrisons that the WW-induced separatism gets out of my control. You may well go in for longer wars than I do, though.
 
Hey i want to have a next try with this mod. The better AI and the possibility to enable tech trading causes me to install this mod again.
In this thread I red that the revolution Feature is still not working well. Is this right?
 
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Hey i want to have a next try with this mod. The better AI and the possibility to enable tech trading causes me to install this mod again.
In this thread I red that the revolution Feature is still not working well. Is this right?
There are different opinions about the revolutions feature. The most common criticisms are that sometimes large AI empires can't handle the mechanic properly and that it severely punishes warlike leaders in the late game. Personally I think that that it adds more than it detracts and I play with it on, but you can try it both ways via the toggle in the game setup.
 
Another thought I've recently had on the whole "war weariness makes separatism scale out of control" question - I think the main trouble is that the tools we have to fight separatism are static / linear (-1 per spy point, -X per military unit, -10 from certain civics) whereas the detriments are all percent based (war weariness / domination / excessive militarism). I wonder if certain elements such as dictatorship and forced labor could be rebalanced to give scaling -% to separatism. Generally I find the "modern western government" build of democracy / representation / free market to be hugely strong in the late game, and I like the idea of war-mongering civs getting more dramatic bonuses from some of the less traditional government options.
 
Ok Thanks.
I discovered another thing.
IT is correct that the nation wonders are equal to the normal ones?
For example the german Reichstag gives the same benefits than the Palast?
 
Ok Thanks.
I discovered another thing.
IT is correct that the nation wonders are equal to the normal ones?
For example the german Reichstag gives the same benefits than the Palast?
Each civilization has a small number of truly unique units and buildings, and a somewhat larger number that are classified as distinctive. Distinctive units and buildings may have some small change or bonus, but are mostly just there for flavor and eye candy. Also, distinctive may be shared with other civilizations of a similiar ethnic / geographic background. For example: Germany, Scandanavia, and Finland all build the Statue of Odin instead of the Statue of Zeus. Odin is functionally identical, but builds faster with stone instead of gold and elephants.

All distinctives and uniques can be viewed in the Civilopedia.
 
^^ And you also have some distinctive units which are technically just distinctive but are almost good enough to be a proper UU, like the Polybian Legionary. :) (Why that one isn't one of Rome's unique units already is a tad surprising to me, actually.)

You're right about me misunderstanding your suggestion. I took a few days to reply so I didn't reflexively just repeat my previous opinion.
It's an interesting idea. I'd quite like to see how it works in practise. I certainly wouldn't say WW makes 'all but the most brief and seamless wars impossible to wage without collapsing', though; I've had plenty of what I consider substantial, costly wars and not had an unmanageable problem on that front. It's only when I'm losing a war and I'm getting enemy culture in my cities and losing my garrisons that the WW-induced separatism gets out of my control. You may well go in for longer wars than I do, though.

I did some more thinking about it too (and hoping that Walter might have stopped by on the discussion as-is before it got more cluttered), and while I still think my suggestion would be a vast improvement (and presumably simple to implement), in that particular game, my cities which immediately revolted were actually those I had conquered from someone else's secession. My own core cities were not at risk, but had that war continued for much longer, they likely would have been. The Nguni blobbed out of control early in the game like they typically do, and then in the late-medieval, they imploded into barbarian civ, which is diplomatically free to conquer, so I instantly swept-in and did it. I held and developed them nicely through the entire renaissance and early industrial era, so they had been well-invested in, but nevertheless these were the ones which all flipped again once I had invaded Denmark circa WW1-era.

Also, I play monarch; if I remember right you said that you play on noble. I think (but am not 100% sure) that there is already a mechanical WW difference between those levels, so if true, your relative lack of functionality problems with the revolutions would actually lend itself to my hypothesis. :)

Even if Walter doesn't like the idea, I would strongly like to find a way to edit this myself, if that's possible for a layperson without any particular coding skills. I am with ThirdOrbital that it already adds much more than it detracts as it is, but it just feels like this one thing would fix virtually all of the issues and disappointment people have been having with how it works in-game.

Another thought I've recently had on the whole "war weariness makes separatism scale out of control" question - I think the main trouble is that the tools we have to fight separatism are static / linear (-1 per spy point, -X per military unit, -10 from certain civics) whereas the detriments are all percent based (war weariness / domination / excessive militarism). I wonder if certain elements such as dictatorship and forced labor could be rebalanced to give scaling -% to separatism. Generally I find the "modern western government" build of democracy / representation / free market to be hugely strong in the late game, and I like the idea of war-mongering civs getting more dramatic bonuses from some of the less traditional government options.

Excellent point. I almost mentioned something about this, myself. Another important factor related to that which ought to be considered is that the scale of war increases throughout the game's timeline while the global separatism from war weariness lacks the buffer padding against this that war weariness's effect on happiness already has. (And I think that was more or less intentionally there to softly model disdain for war itself as a predominantly modern thing.)

So, for instance, the effect of WW on unhappiness globally is factored into a base of 200, which your population multiplied by active war weariness is divided into, which is why we rarely see it show up to any real degree of seriousness before the midgame. That works great for the unhappiness mechanic, but it's key to note that there's no analogue to the "padding" of 200 in the global modifier. It's just straight, active WW applied directly to all of your cities as separatism without a buffer on the amount added relative to population or anything else. I imagine that rewriting that system to factor something like this in would be unnecessary if simply changing the input values of the existing mechanic would effectively accomplish the same result.

WW Unhappiness in a City=
Pop x Active WW/200

As it is now, wars get bigger and bigger as the game's timeline progresses, and consequently involve more units getting destroyed, cities getting captured, teams involved, and all of these factors are untempered (by something like a base divisor of 200) as factors in global separatism scaling linearly: it's still +3WW for every unit you lose on foreign soil, +1 for every victory, etc., and when your stack has 50 units in the Napoleonic era instead of 8 in the classical, that makes an enormous difference with the functionality of the mechanic. I think all of this is what you were basically saying, though. Apologies for any redundancy.

I also agree that the "western liberal" government setup is very powerful and I like its existing drawback to WW, but yes, it does seem that CoP and Dictatorship should have more powerful counters to separatism for lacking the other benefits of the former. I was relatively disappointed when I deliberately switched to Dictatorship in anticipation of a war of conquest, and it played out in that regard exactly the way it would under Democracy. The extra happiness from additional garrisoned units didn't do anything to counter separatism, and was more or less comparable to Democracy with the constitutions and bonuses to mayor's houses, etc., anyway. If you're not going to get things like a massive culture bonus, happiness from every religion, big passive boosts to health and happiness, etc., you should be better poised to conquer extensively to compensate. In terms of flavor that would also feel a lot more satisfying as something meaningfully different as a government type.
 
I noticed that some UU from the same domain ( for example charge mounted ) have acess to combat I , II etc promotions , and some not. Is it correct?
 
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