Realism Invictus

So I started the new version yesterday and my game was proceeding just fine. Today I load it up and I get completely black terrain tiles. Any solutions to this? Already tried loading it again in windowed mode, and I do not have high resolution textures enabled. Also tried to load a new map and got the same problem.
 

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Most reliable solution I found is to enable cheats. "CivilizationIV.ini" in the "...\Documents\My Games\Beyond The Sword" folder. Find "CheatCode =" and change the value to "chipotle" - no quotation marks. Then, if the black water occurs, open the console and type "Graphics.toggleWater" and hit enter - again, no quotation.
 
Thanks for the help, I actually resolved the problem by doing a new install, this time directly on my hard drive instead of on the portable one I had it on.

But not two turns into my game and I've got a much different problem now. Here I am in the early classical age humming along with my spearmen and cavalry, and I'm getting invaded my time travelling infantry! What's going on here??

Edit: and for whatever reason despite it being a barbarian unit its listed as a Venetian foreign-trained infantry. My mind is full of f@ck, I've never had something like this happen in all my years of playing Civ or RI.
 

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So, is everyone else still finding Monarch significantly harder on 3.6? I normally can hold my own pretty well on this level through most of the game, but I just cannot seem to get ahead at all as of this new update. I think I'm going to go down to Prince for a while because it feels like underwater basketweaving right now, no matter what I do.

First, I'm probably not a stronger player than you, I only started playing this game two years ago.

I've actually been playing Civ IV off-and-on for 17 years, and I'm still only a medium-strong player. Many learn faster than I do. :)

Second, I'm playing at the Noble level. In my current game, I'm leading in points but was leading in my prior game and lost by an AI cultural victory.

Worse than being conquered is to realize someone silently won culture!

I was thinking about this some more last night. It seems that there is a penalty for starting a war ("You attacked our friend.") but no penalty for keeping a war going indefinitely. It seemed to me that if an aggressive AI civ felt pressure to end a war due to high war weariness and then attacked the same civ again when the WW levels dropped, that would add another -1 to the relations with other civs friendly to the war target. One long, continuous, ongoing war will not cause the civs friendly to the war opponent to change their relations over time.

There is, actually. "This war spoils our relationship!" is a relations value which appreciates with time and (I think) is directly tied to the relative thresholds of war-weariness which either side has inflicted.

If an aggressive civ was determined to wage repeated wars on a single enemy, over time their relationships with other civs will deteriorate, their trading opportunities will decline, they might even have some vassals that cancel their vassalage.

That would still happen as it is currently, with "You attacked our friend," unless I'm missing something?

I'd like to know more about the impact of war weariness on happiness. I wasn't aware of a direct relationship. I haven't noticed my unhappiness levels increasing due to war, but then I haven't really looked and I don't try to start too many wars. Can you tell me if there is a formula that ties war weariness with unhappiness?

Yes, there is one, and in conjunction with the Revolutions mechanic it's especially interesting in my opinion. As far as I'm aware, with the single exception of its relationship to separatism via the aforementioned global modifier, nothing was changed with respect to war weariness between RI and vanilla Civ IV. Check out this thread for a detailed breakdown.


In my current game, I focused on establishing friendly relationships, only going to war in the early game to expand my cultural boundaries or take out particular neighboring enemy civs. Otherwise, I build up a large vassal network that keeps others from attacking me. I focus on building up the cultural values of conquered cities so that they don't revolt, and I try to keep the gap between maximum happiness and unhappiness large, so I have a buffer if a trade partner cancels a deal or I move to the next technical age. IOW, I don't keep my cities at the limits of their happiness and/or health values. This gives me room when war weariness begins to grow.

From my perspective at least, the opportunity cost you pay for lost productivity from neglecting to develop an otherwise happy and functional population to the limit of your capacity is too great to be worthwhile. I'm curious if any high level players do this, however.

This is why I asked if dropping the impact of war weariness from 100% to 10% was a kluge just to keep AI civs from fracturing after prolonged wars, or if there was a better to keep large aggressive AI civs from keeping wars going for 50+ turns, such as offering a peace treaty when WW reaches a certain level, and relying on negative relationship changes with other civs due to repeated shorter wars.

I think he (kindly) did it singularly from my own petition, but in my observation, that was precisely their shortcoming with managing separatism, in addition to being oftentimes completely uncorrectable by the player as well, as with the example I gave in the previous post I referenced.
 
So, is everyone else still finding Monarch significantly harder on 3.6? I normally can hold my own pretty well on this level through most of the game, but I just cannot seem to get ahead at all as of this new update. I think I'm going to go down to Prince for a while because it feels like underwater basketweaving right now, no matter what I do.

Unless they changed it (haven't tried 3.6) it's definitely possible to consistently be the tech leader on monarch.

Here's my strat for teching fast:

Pre-Renaissance:

Overview:
-Get 2 scientists to build an academy and the anti-epidemic science wonder in your capital.
-Don't die - build a couple archers and skirmishers in between
-Get combine shwedagan pay and cheomseongdae to get unlimited super-scientists with free religion
-Zoroastrianism should be founded in 2nd city to get early border pop. Usually it will spread to capital before calendar. If not, switch to solar cult since founding it provides a free missionary
-Ok to start expanding past 2nd city in early medieval era (to secure iron, etc)

Tech path
1) Get specific work techs for food resources (agriculture or animal husbandry).
2) Found Zoroastrianism (dualism)
3) Alphabet -> philosophy for pacisim - to get 2 great scientists quickly
4) Backfill important techs ie archery, bronze working, mining - switch to autocracy for extra happiness, slavery for food / hammers
5) Math - for 2nd science wonder
6) Calendar - for cheomseongdae (should switch into organized religion by now)
7) Meditation, sculpture, ritual - for shwedagon paya
8) Literature - for national epic in capital
9) Sanitation - for Asklepion in capital (switch to free religion after building it)
9.5) Theology (optional) - for christianity
10) Paper - to get science wonder with +2 beakers for scientists (forgot the name)
11) Archery training / divine right - for military strats (see my earlier post)
12) Education - for universities

Early Renaissance:
Overview:
-Should have comfortable tech lead by now.
-Expand to get 7 cities to enable national university. More (good) cities = faster teching the later you get in the game.

Techs
- Avoid astronomy until as late as possible to keep cheomseongdae working. Then get copernicus' observatory
- Get free market early if possible but you'll often be better off teching for grenadiers first!
- Democracy / big ben / statue of liberty / federalist constitution (monarch. immortal), centralist constitution (titan, deity)

P.S. - it's ok to be behind as long as you have a solid country. Usually when a civ gains independence from the tech leader, they'll be willing to open borders and give you all their tech lol
 
All right, everyone, I'm back. From the feedback I see, there's no urgent need to push out any hotfixes, as there's nothing gamebreaking to fix. I'll look into the reported issues and work towards a 3.6a patch.
Question about Privateers...

These seem to be one-off units, as they have no upgrade path beyond Heavy Privateer. They're good for harassing shipping, but they eventually become obsolete when steam frigates enter the scene.

Was there an historical upgrade path for these ships or are they intended to dead-end and lose the built-up experience?
Well, they could theoretically upgrade to submarines, but that would feel immersion-breaking to me. They upgrade to destroyers in vanilla; rolling them into the destroyer line by upgrading them to ironclads in RI also feels wrong to me, as that's a unit with a vastly different intended purpose. And upgrading them to the cruiser line (to steam frigates) feels a bit OP to me. But the question is legit, and I'll weigh the options.
3.6., playing Scandinavians, random map, got some errors:
As usual with reporting stuff like this, saves and logs will be much appreciated, or at least some more details.
Started a new game with the official build, still in the early medieval but some initial thoughts:
  • Organized buildings in the city screen is brilliant and well worth the update in and of itself.
  • Totestra continues to give great maps, now with savannas working as intended.
  • Barbarian settling seems to be more stable now.
  • Potential bug: I am playing as South China, and there happens to be a "regular" Chinese civ as well. Apparently we chose similar civics, because both of our empires had the same name and the same flag (I think it may have been Qin Empire? I can't quite remember.) I got a bit of a start seeing his army outside my land waving my flag.
  • The tech tree appears to be more flexible in the early game. Stonecutting without metal working and priesthood without philosophy jump out at me. It will be interesting to test the implications of this.
As always, brilliant work Walter. If ever you change your policy re: donations I'd love to buy you a virtual beer. Cheers everyone and happy holidays!
I'll double-check the Chinese civs' conditions. I've seen something like this in my own testing and there might be a small bug there.
And now I see the 3.6 update! Sounds good all in all, I just have one question/complaint: I really like the 0 A.D. music in the ancient age, it gives a really distinct feeling to starting a new game with this mod compared to the rather boring vanilla soundtrack. I still have the files at hand from 3.57, what do I need to do to keep the music in Ancient age?
Civ 4 actually has the capability for "plug-and-play" music built into it; see this thread: https://forums.civfanatics.com/threads/custom-music-for-civ4.516598/

Properly re-adding something to era soundtracks is quite a bit more involved. The above thread has a link in the last post to how it's done.
Likewise maybe, the modern era sounds so depressing (Quintillus once called Civ 4's modern soundtrack the "John Adams depressionscape", which I can only agree to), and as a long time Civ 3 fan, I really think the upbeat music and feeling from Civ 3 would really make the modern era more enjoyable. What do you think about replacing or adding to the modern era music?
I almost exclusively play with music off and with a music player in the background. So no pledges from me to remedy this in any way; you have to remember that one should be very specific when adding music to mods these days, as YouTube is really touchy about copyrighted music - I'd have to specifically search for public domain stuff and compile it into a coherent soundtrack.
I'd like to say a quick thanks for the upscaled unit models in the Pedia. Looks a lot better and you can appreciate the plethora of unique visual detail on every individual unit quite a bit better. It is also a quite conspicuous way in which 3.6 stands out as a new version.

EDIT: On second thought, this might not have been changed at all, but I spent so much time in low-resolution windowed mode in the Pedia recently that I think I became unaccustomed to how it normally is.
It hasn't changed, but I'll choose to interpret this as a compliment to all the unit art updates. :lol:
Starting a few games as Ragnar, and each time I have a different capital city name. I can't find what the rationale is. Is it a minor bug? Decision for historiocity? It cycles between several city names that are much lower in the Viking civ list in vanilla Civ 4.
This is intentional. The problem with Ragnar as a civ leader is that while he's definitely a historical person, the actual details about him in the historical sources are very scarce. We don't really know his "capital" - therefore I set up his city list in such a way that it chooses between one of several plausible locations.
I'd like to ask about the change to separation by reducing the war weariness effect from 100% to10%. Note that I'm still playing a game on the prior release and haven't installed the new one yet.

Is this a workaround to change the AI behavior? I ask because I have had no problems managing separation due to war weariness. I simply manage my war engagements and strive to end wars if war weariness gets too high. Is lowering the effect of war weariness a kluge for the AI or could the AI war behavior have been trained to try to end wars if the weariness gets too high under the prior scheme?

I personally would not like an approach that rewards endless wars by simply reducing the costs of ongoing wars (i.e., revolting and breakaway cities). I feel that dropping the war weariness impact from 100% to 10% simply encourages the AI to sustain long wars because the harmful effects have been taken away. I would have preferred an approach that encourages the growth of spy specialists, civics that reduce war weariness directly or indirectly (e.g., priests), buildings that increase the cultural value of cities, and finally, making peace with the enemy if war weariness grows too high. I fear that the last item has been neglected as an approach.
It's to reduce the "double whammy" of war weariness increasing separatism both directly and through unhappiness. But I freely admit that it primarily has AI performance in mind too. One thing I'm not prepared for is re-writing the war/peace code to take separatism into account. While AI is now semi-decent in managing separatism through city/civ management, it has no regard for the option that would be the most obvious to the human player - that is, ending / not starting a war when one has a huge separatism modifier from war weariness. And I'm not sure I'm prepared to ever tackle this.
Some of the AttackSubmarines are a little bit different from some of the others.

The xlm for some contains these lines:
<SpecialCargo>SPECIALUNIT_MISSILE</SpecialCargo>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<iCargo>1</iCargo>

And for others these lines:
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>1</iCargo>

Now, according to the Civilopedia (AttackSubmarines, all classes), the AttackSubmarines isn't armed with missiles and they get +25% attack towards other submarines. Still some (Kilo- and Scorpene-class) are actually armed with missiles and they also get the +25% attack advantage vs. other submarines.

I'm not sure if any would be bothered due to this in a game - so just take it as a little info.
I'll have a look for consistency's sake.
shouldn't the order of destroying the tile be reversed? in the sense that it is easier to destroy the road or railroad than the cities and factories, and the hindered movement would reflect the better realism of the war situation
I can easily see cases where, from gameplay PoV, one would want to have either order. From realism PoV though, I'd say that it's easier and more logical for a barbarian warband to burn a village than to destroy a well-built road. What you're suggesting is mostly true of XX century warfare, but not the previous eras.
I run protectionism and i still can have foreign trade routes (In Description it says "No foreign trade Routes")
IIRC, vassals aren't counted as foreign.
I've been playing quite a lot of RI over the holidays and I'm sure now that I'm seeing significantly fewer barbarians than I used to. I play with Raging Barbarians on and Barbarian Unification off, so I used to see tons well into the game. In the current version, even when barbarian cities are thriving and large areas remain uncolonised, I have seen very few large barbarian invasions (excluding the event-spawned ones) and the trickle of individual units dries up in the early classical era. Barbarians seen to behave about the same earlier on; I usually see a civ or two die to them in the ancient era.
I rather liked that Raging Barbarians meant you had to (a) garrison every improvement, (b) build a wall of units on your border, or (c) build the Great Wall. If possible I'd appreciate it if the old behaviour could be restored.
I remember that there was a bug fix to barbarians a while ago - IIRC barbarians were not blocked from spawning in sight of other barbarians, but should have been. @Walter Hawkwood if this could be the cause, could you experiment with un-fixing this when Raging Barbarians is active?
I don't think I ever changed anything directly related to barbarian unit spawns in 3.6.
Hey, again thankx for new version of the game! Great work. But alas, I tried to play with my friend over IP connection and it does not work. We tried to turn off firewall and virus protection and still we can not join each other games. Anyone has same problems or a solution?
For it to work with Civ 4, you have to set up a virtual LAN and use the IPs from there to connect. I use ZeroTier, but any should do.
Thanks for the help, I actually resolved the problem by doing a new install, this time directly on my hard drive instead of on the portable one I had it on.

But not two turns into my game and I've got a much different problem now. Here I am in the early classical age humming along with my spearmen and cavalry, and I'm getting invaded my time travelling infantry! What's going on here??

Edit: and for whatever reason despite it being a barbarian unit its listed as a Venetian foreign-trained infantry. My mind is full of f@ck, I've never had something like this happen in all my years of playing Civ or RI.
OK, this definitely should not be happening in a regular game. I'd love to look at the saves/logs.
So, is everyone else still finding Monarch significantly harder on 3.6? I normally can hold my own pretty well on this level through most of the game, but I just cannot seem to get ahead at all as of this new update. I think I'm going to go down to Prince for a while because it feels like underwater basketweaving right now, no matter what I do.
Again, I'll take it as a compliment. Prior to 3.6 release, I've made some small but significant AI tweaks that would ideally make AI players more competent.
 
As usual with reporting stuff like this, saves and logs will be much appreciated, or at least some more details.
What "more details" ? I posted screenshot of every error message and you need "more details" ?
It's obvious from the error message texts that the dynamic naming is bugged. Errors are easy to repeat, they happened next game I tried too. No need for save game for bugs that are there all the time.
 
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Well, they [Privateers] could theoretically upgrade to submarines, but that would feel immersion-breaking to me. They upgrade to destroyers in vanilla; rolling them into the destroyer line by upgrading them to ironclads in RI also feels wrong to me, as that's a unit with a vastly different intended purpose. And upgrading them to the cruiser line (to steam frigates) feels a bit OP to me. But the question is legit, and I'll weigh the options.

What about just upgrading them to Frigates? Wouldn't this be simply reflagging them as a national ship?

It could be Privateer->Heavy Privateer->Frigate.

A player would have only two Heavy Privateers to upgrade. At some point, obsolete the creation of new Privateers/Heavy Privateers, so that means that only the two Heavy Privateers would be upgraded to Frigates.

Perhaps the remaining four Privateers could be upgraded to Gunboats?

As far as the advantage of accumulated skills goes, shouldn't a dominant seafaring navy be allowed to have a few "Bismarks" in their fleet?
 
Question about Privateers...

These seem to be one-off units, as they have no upgrade path beyond Heavy Privateer. They're good for harassing shipping, but they eventually become obsolete when steam frigates enter the scene.

Was there an historical upgrade path for these ships or are they intended to dead-end and lose the built-up experience?

This depends on how good your neighbors are. Mine were good - but behind in tech, so I've managed to get my Heavy Privateers to 200+ xp (BY FAR the most experienced unit I've had - even my favorite artillery cannons that i've been using to rain on any enemy getting close had around 70 exp - and those are the most experienced ones), had no problem sinking Steam Frigates and occasionally Cruisers (especially damaged ones - but that's to be expected). Still, even Heavy Privs mostly sit in the dock once everyone is past steam frigs - with the exception of an occasional freighter or two, there's not much work for them. That's probably not the issue - pirates did go pretty much extinct by modern era and those that haven't rely on raids and capturing civilian ships, not directly contending with the world blue water navies.
The issue are these:
- Ordinary Privateers are mostly pointless. They're too weak to even kill a sloop, and have trouble against much earlier units like Galeass.
- The AI uses privateers in a mindless way - sends them out one by one into the open where they get picked off easily, uses them to guard their own fishing boats so that anyone can kill them, still builds Privs well into Industrial era.

Still, there sometimes just aren't enough targets for privateers. One solution would be to give Privateers experience for pillaging tiles - after all, they already have the relevant promotion and their task seems to be mostly that.

For those who would like to build Privateers and use them for fun and profit above all else - here's a small guide.
- Forget about small Privateers. Heavy ones are the only usable Privateer, unless you're 4 eras ahead.
- Forget about Open Borders. It's not a big deal since you're already running Protectionism which doesn't (or shouldn't) allow foreign trade, but your privateers absolutely need a safe place to hide and transit. Since after devouring an unsuspecting opponent your Privateer will most likely be damaged, ending a turn anywhere but friendly waters is likely to be a death sentence even for a Heavy Privateer - see p.3
- Never end turns outside of friendly cities or forts (ideally. Friendly waters are ok but if you're damaged heavily you're still vulnerable to caravels and enemy privateers). No units can enter your cities or forts without an open border agreement - not even the ones that "can explore rival territory". This means that your privateers are pretty much limited to raiding your neighbors - but there is no other option due to how fragile they are and how anyone can attack them. Start your turn in a city, pick a target not far away that will allow you to get back to friendly territory, kill it and get back into the city if you can, but certainly don't leave your Priv outside of friendly waters.
- Try, and ideally, succeed in grabbing every possible bonus to naval movement speed which includes but is not limited to (I forget all the bonuses) proving the Earth is round, getting both Navigation promotions, getting the Sea Wolves bonus to ocean speed. Privateer is a hit and run unit. Mine had 13 movement alowing it to strike far, get back, LIVE and rake in experience.
- Free Navigation 1 promotion is crucial - you'll save 2 perks for other purposes. (Rationale: you need as much speed as possible on your Privateers, therefore it's absolutely necessary to have Nav 2 promotion. In order to get it normally you'll need Flanking 1 -> Nav 1 -> Nav 2. Getting free Nav 1 out of the gate requires you to take just one promotion - Nav 2, saving two other perks for more kill - suitable needs. Flanking is pretty unnecessary - withdrawing grants you no experience, you need to kill targets, so I'd advise the Sea Wolves chain + as much Combat as you can get).
- If your odds of winning an engagement are low, you can stack some units that provide support - don't forget, these exist for the navy as well. Man'o'Wars are good example - they can follow your privateers anywhere to the rival territory and they give them an inspiration bonus of 5% str. Advanced into the Industrial Era and want to sink damaged vessels passing nearby due to the endless wars the AI constantly find themselves in? Destroyers give Screening Aid and Battleships give Long-Range Fire Support. Sure, your privateers are mostly obsolete at that point and they won't bring a Pre-Dreadnought down, but they still can finish off damaged units and help you create Great Generals.
- Build forts - but don't sacrifice usable tiles for those unless canal forts allow you to rapidly transit beteen different seas or oceans (last map I played on had an outstanding system of lakes that allowed rapid transit between three neighbors). Build forts in the 3rd tier culture expand tiles that you'll never use - like the ones on the far islands or something. These forts are cruciual hiding places for your privateers (or other ships, for that matter). Like I mentioned, leaving damaged ships in the open is often a death sentence, but the cities are probably too far away from your sea border so you'll be losing valuable movement points traversing your own territory. Build a fort out there, in the farthest reaches of your culture and use it as a hiding/healing place for your strike fleets (works well for national fleets in time of war too - and also airplanes).

Thanks for the wonderful mod and good luck in the high seas!
 
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What "more details" ? I posted screenshot of every error message and you need "more details" ?
It's obvious from the error message texts that the dynamic naming is bugged. Errors are easy to repeat, they happened next game I tried too. No need for save game for bugs that are there all the time.
...and I can't reproduce them. Dynamic naming works fine on my side; ran a test game with Scandinavia for 1000 turns with no error messages. Which means they are specific to your situation somehow. Which is what I'm trying to find out.
 
(looking at the discussion) Hmm, how many delicious things I missed.

Well, they could theoretically upgrade to submarines, but that would feel immersion-breaking to me. They upgrade to destroyers in vanilla; rolling them into the destroyer line by upgrading them to ironclads in RI also feels wrong to me, as
Purely technically, there is continuity with micro-cruisers of the 3rd rank, they were also often classified as aviso, large seaworthy gunboats, etc. But with functional mediocrity, everything is bad there.
But the question is legit, and I'll weigh the options.
1. It may make sense to reclassify the blockade runner? In principle, a pair of masts with single gaff sails, paddle wheels and a pair of guns were quite common among Confederate privateers.
Spoiler :
However, strictly separately:shifty:.


Then the classic privateering died, but the continuation is pretty obvious.

2.. "Hidden nationality" is the basis of the tactics of auxiliary cruisers-raider converted from civilian vessels. That is, already in 1914, the Germans painted them in the colors of English shipping companies, and in the Second World War it came to a complete set of false lifting sides, collapsible fake pipes, telescopic masts, etc.
It was used not only for piracy, but also for covert mine productions. But it's irrelevant, yes.
A rather impressive armament (6-150 mm) was attached to the masquerade. Among other things, this made it possible to mutually annihilate with the British, uh... pocket cruisers (8-152) by opening fire from a short distance (the case of the Australian "Sydney").
Plus 1-2 hydroplanes and later - radar.
In general, the ships are quite interesting. That is, in theory, later "privateers" can use a model of a civilian vessel, with options to build from scratch or convert from a conventional transport in upgrade mode.

3. The problem. Later transports use either the Liberty model or the original model from Firaxis. "Liberty" is too slow-moving, and Firaxis, as always, that is, used a small American landing boat of the Second World War for the transoceanic transport model. But I saw in one of the mods a model of an Iranian auxiliary vessel.

Spoiler :
In fact, it is as slow as "Liberty" :dunno:But at least much less known
 
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...and I can't reproduce them. Dynamic naming works fine on my side; ran a test game with Scandinavia for 1000 turns with no error messages. Which means they are specific to your situation somehow. Which is what I'm trying to find out.
I had to reinstall whole game, so I've wiped those saves already, my apologies, didn't thought they are worth keeping.
 
Thanks for help! Just a suggestion. Did't charismatic get shafted a bit? +1 Happy Face from City Square is quite a bit late now? Was it too good before?
 
So I started the new version yesterday and my game was proceeding just fine. Today I load it up and I get completely black terrain tiles. Any solutions to this? Already tried loading it again in windowed mode, and I do not have high resolution textures enabled. Also tried to load a new map and got the same problem.
I have the same problem. Tried a reinstall and the cheat code fix and nothing has worked :(

1672772127707.png
 
Also one question. Is it possible to somehow edit so you can build fishing docks, lighthouses on cities on lakes? There are lot of lakes in the game, but unfortunately they are very bad terrain to exploit. And I do not find it realistic. Many civilizations were made by fishing big lakes. Would also be fun it can spawn fish and resources :). Any reason why were lakes left so bad, that bacially nothing can improve them ?
 
Also one question. Is it possible to somehow edit so you can build fishing docks, lighthouses on cities on lakes? There are lot of lakes in the game, but unfortunately they are very bad terrain to exploit. And I do not find it realistic. Many civilizations were made by fishing big lakes. Would also be fun it can spawn fish and resources :). Any reason why were lakes left so bad, that bacially nothing can improve them ?
I think the big problem is getting the AI to use this intelligently. You wouldn't want them to build up their fleet in a 3-tile lake, for example. I believe the +1 food and fresh water bonus are also linked to the same threshold, so if you want to decouple that you'd need to do more extensive modding.
 
I think the big problem is getting the AI to use this intelligently. You wouldn't want them to build up their fleet in a 3-tile lake, for example. I believe the +1 food and fresh water bonus are also linked to the same threshold, so if you want to decouple that you'd need to do more extensive modding.
Maybe just make the same buildings as for coastal city, but just remove the ability to build ships. I don't know just saying what is on my mind. It is just last thing that bothers me in Realism Invictus. When you see big lakes and try to avoid them as if they are barren desert. At least lakes should provide 3 food so they can at least sustain one person and not produce deficit food. Maybe somebody knows a mod for that ?
 
Maybe just make the same buildings as for coastal city, but just remove the ability to build ships. I don't know just saying what is on my mind. It is just last thing that bothers me in Realism Invictus. When you see big lakes and try to avoid them as if they are barren desert. At least lakes should provide 3 food so they can at least sustain one person and not produce deficit food. Maybe somebody knows a mod for that ?
The relevant buildings do work on fresh water, so you're alright if the lake is near the coast (as you've probably noticed). The worst is when the stupid AI builds a city one tile away from the sea, so they have water tiles in their radius but can't build any of the buildings. I tend to burn down whole empires just so I can rationalise their city placement!
 
The relevant buildings do work on fresh water, so you're alright if the lake is near the coast (as you've probably noticed). The worst is when the stupid AI builds a city one tile away from the sea, so they have water tiles in their radius but can't build any of the buildings. I tend to burn down whole empires just so I can rationalise their city placement!
I raze for this purpose pretty often, but... I've also sometimes come around to their way of thinking. Once a city gets big, those water tiles look less and less appealing. Sure, building ships is nice, but if I'm not leveraging that or trade routes, I think I'd rather build the city one tile inland and trade extra sea tiles for hills/grasslands/plains that can be put to better use.
 
The relevant buildings do work on fresh water, so you're alright if the lake is near the coast (as you've probably noticed). The worst is when the stupid AI builds a city one tile away from the sea, so they have water tiles in their radius but can't build any of the buildings. I tend to burn down whole empires just so I can rationalise their city placement!
Yes, you can place cities so they can take advantage of lakes. They become relatively ok than. I feel like every civ fishing dock should be that gives +2 food like Indonesian unique building. And there is very small amount of islands and reefs and stuff on the map, which some civs have UI for. I don't get it why every civ game makes sea tiles crap. Aren't biggest and most important cities on the coast in Real Life? And coastal civs gets a bit shafted since there is no Coast Bias. Also seafarer would be a bit better if you get trade route for cities on rivers. Didn't Vikings use river of Russia and Ukraine to trade and reach and pillage even Constantinople. Just wish if there is some mod, or did somebody edited files for RI who hates poor lakes :)?
 
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