Realism Invictus

Yiss, first victory, played Aztecs on noble, won by culture. Had good starting position, had only two wars all the game (first to kill my neighbor on our small island, second to secure permanent alliance), had researched all the tech tree. My most dreadful opponent the whole game was inflation 😬 Even having ruler with gpp bonus, it was still hard to stay financially above the water 😣
 
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Carrack is a distinctive unit for the caravel. The same bonus applies to any other unit from this caravel-role, too.
No, in the civilopedia it's the other way around, carrack is the 'main unit' while caravel is the 'distinctive' something:
IMG_20230211_181924_754.jpg

Either way the 'caravel bonus' is a misleading description at least.
 
you can build feng shui acamy in towns who dont have taoism
I think that's WAD. You can produce the taoist dude that builds academy in taoist towns, but you can send and use him wherever you want. In the game I won I actually built those academies in all my ally's cities, was pretty neat :mischief:
 
Reposting my earlier question - is there a way to resize the minimap to 1:1? I'm seeing some guides to make it smaller, but nothing about changing the aspect ratio. All I'm really looking to fix is the white "unit selected" dot showing up on both the main map and in the blank off-map space in maps that don't match the default 3:2 minimap size.
 
Playing the World Map, there are weird 'fireballs' over each city of Tupi. Maybe a texture bug?
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So I updated to 3.6 today and started a new game. I've either encountered a bug, or I'm missing something.
Screenshot (16).png
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So as you can see from the first image, there are 6 units stationed in that city. But when I click on them, the icons that normally show up above the command icons are rather conspicuous by their absence lol. This makes it very difficult to get to units I need.

So is this a bug? Or is there some setting I'm glossing over?
 
Just posting to say that I managed to build the most sprawling ancient capital which I've ever achieved on Monarch. Normally, I'd never even manage to get close to this, and am surprised that it's actually possible in the first place: level 21 population at the end of the BCs, and now 24 in the early ADs, in both cases happy, healthy with a low epidemic chance. :D My bottleneck is happiness and health now as getting more resources will be a challenge (and from every other factor, I think they're just about as maxed out as is possible), but this kind of a side challenge is a lot of fun. I originally started writing this just to say that I did it and to ask if anyone else has seen or done this, but it kind of turned into an essay about the happiness mechanic in relation to civics, so I spoilered the rest for the sake of your screen real estate. Read on if you'd like!

...
Spoiler :
Basically, I made it my priority to play tall in the early-midgame and grow the city as large as possible from the very start, and to that effect (almost) everything went my way (the single exception being that pirates kept pillaging my sea amber, fish and clams, and early game naval warfare is almost sheerly a question of production (and good rolls, which I unfortunately almost never got), which I couldn't match with only one coastal city (and a small, relatively hammer-poor one at that). My attempt to found another one cost me some time because an enormous barbarian invasion from a nearby city which is not cost-effective to take swept in and took it. Fortunately this shouldn't be an issue for a while since I just researched Rudder and now outclass the pirates for now.

Anyway, that aside, even though I know what I actually did to make the happy and health capacity of the city greater, I'm honestly kind of at a loss why this never seems to be doable in my other games. I deliberately chose to play as Minamoto for his trait combo with this aim in mind, but that only helps so much, or does it? :) This is also my first time several games that I decided to play RI Planet Generator instead of Totestra, and it does seem more generous with resources even with the default settings (and also doesn't throw me a damn jungle in literally every settle in place BFC), which obviously makes an enormous difference.

But, I also got really lucky on a few pretty major things, as well. For instance, I managed to get the Theater of Dionysus and wine, the event with the population sacrifice for +2:health: successfully, and also the Great Work of Science which reduces epidemic rate by 5%, all of which add up to a huge increase in growth capacity which agrarian farms can feed up to. Otherwise, I got Stonehenge for the pagan temple :) bonus, and the trait combo of: Monarchy, Traditional Custom, Serfdom, Merchant Families, and Paganism might be one of the very most effective selections possible for maximum happiness by the early medieval era, with the caveat that the economic civic is more or less immediately irrelevant for this purpose, and that if one doesn't get Stonehenge, a state religion mandating civic would be equivalent, though to top it, you'd have to take Caste System instead of Serfdom for the additional point of :) which cuts your food supply shorter. Traditional Custom and Monarchy in particular is absolutely massive in this respect with +2 from Palace, +1 from Walls, -1 unhappiness from mutual exclusivity with Autocracy, and the bonus to Local Autonomy which already provides +1 of its own!

At first I was somewhat disappointed with how granular this mod has made happiness, and how harshly scarce it is in the early game if you don't focus on developing it, but now it's a feature that I particularly enjoy for being so engaging, variable, and contingent upon a multitude of things which are liable to change and also not reliably certain from game to game. In vanilla BtS I would just overgrow cities and whip the useless angry citizens (which are basically just reserve hammers anyway since their unhappiness poses zero risk or complication other than the opportunity cost of the citizen's lost labor. When the Slavery civic already so efficiently converted food into hammers, overfed angry population was actually more valuable in many cases than content working population anyway. That makes the civic even more ridiculous than the concept of converting them instantly into buildings and units. In this mod, if your people are unhappy, you can't just execute them for profit; not only will you lose their profitability from labor, they'll riot and destroy your costly buildings (made all the more precious by the fact that you actually had to build them from your content population's labor) and separatism will skyrocket and threaten you with losing the city. That is a much, much more engaging and interesting system than that they just sit there willingly lined up to be mulched into cement or drafted overnight as crack troops (who are suddenly willing to die for you again! :lol:).

The other thing too is that by the time you can get to Monarchy in vanilla BtS, all you have to do is spam garrisons and your happiness problem is more or less permanently solved for the rest of the game, and that solution works almost every time. As long as each additional point of population brings more value than -1:gold:/turn for its unit maintenance, it's worth doing from an economic standpoint. Obviously, you're not always going to be building garrison units (and other government civics might be a better choice in any particular scenario), but for the purpose of this particular problem, it doesn't make for especially interesting gameplay because as a solution it is so one-dimensional and consistently effective.

Back to RI, though, my capital is still poised to grow further. If I can manage to get more resources, it certainly will, since I still haven't even built a Monastic Order yet, which will net me an additional +8:food:, when I'm already capped with +7, not to mention that I'm not far from getting windmills, and could theoretically replace my mines with them soon, but that wouldn't be a good idea from a gameplay standpoint since the new population would be unemployed citizens and I'd only lose production while throwing food into the wind (or rather, getting it from the wind :D ). Since I am running Serfdom and now the irregular units are approximately as good as their contemporaries for the era, I am liable to face some absolutely enormous SoDs spawn instantly, so that's a real danger, and also, growing further doesn't even really do me much good at this point owing to limited specialist slots, but in spite of that I'm actually determined to see how large I can make my capital so early. Later in the game once Craftsmen start getting more productive than the land and more abundantly available, it will surely become an awesome industrial center. Also, I think Agrarian is my new favorite trait now.

We'll see how it continues, but even if I end up losing the game, I am still really pleased to have made this achievement, even if much of it was due to luck, and this will be a memorable game in any case.


Picture of Capital at 1AD
Spoiler :

Size at 1AD.jpg




Picture of Capital at 244AD (current game year as of posting this)
Spoiler :


Mighty Early ADs Capital.jpg


 

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So as you can see from the first image, there are 6 units stationed in that city. But when I click on them, the icons that normally show up above the command icons are rather conspicuous by their absence lol. This makes it very difficult to get to units I need.

So is this a bug? Or is there some setting I'm glossing over?

Your screen is not wide enough. There have been interface changes in 3.6 primarily accomodating widescreen resolutions. I've had the same problem on my 1280x1024 screen, but I've solved it. Try this solution -> https://forums.civfanatics.com/threads/realism-invictus.411799/page-456#post-16387915

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Also, not sure if this is intended or not, but Islands/Coast and the like are not considered Coast for defence/attack purposes. You do not get any promotion related bonuses on those.
 
Your screen is not wide enough. There have been interface changes in 3.6 primarily accomodating widescreen resolutions. I've had the same problem on my 1280x1024 screen, but I've solved it. Try this solution -> https://forums.civfanatics.com/threads/realism-invictus.411799/page-456#post-16387915

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Also, not sure if this is intended or not, but Islands/Coast and the like are not considered Coast for defence/attack purposes. You do not get any promotion related bonuses on those.
I edited the file, but absolutely nothing changed I'm afraid. If it matters, my resolution is 1024 x 768
 
I edited the file, but absolutely nothing changed I'm afraid. If it matters, my resolution is 1024 x 768

Yes, well, have you also replaced the currently used theme file's contents with the contents of civ4theme_common_vanilla.thm?
I don't exactly remember which of the files the game uses, since I've already edited them, but try looking under mods\realism invictus\resource\themes\realism invictus. It's some file there. Maybe civ4theme_common.thm. Try replacing its contents with contents of a vanilla theme file. Or, you know, renaming them. Just make a backup, please.
Also, the civ4theme_common_vanilla.thm might not be the right file. Sorry, I don't remember exactly. In any case, the file with vanilla values you need is under beyond the sword\resourse\themes\civ4
 
I'm trying to figure out why the Superheavy Tank is ineligible for the Blitzkrieg Doctrine promotions. Or the ordinary tank Blitz promotion, for that matter. I've been sitting over the XML files for an hour and I don't understand. It has the right UNITCOMBAT_ARMOR on it, and there are zero references to inaccessible promotions for the unit, or vice versa, units that are ineligible for promotions in a promotions file. Same kinda goes for the Armored Car unit, it is ineligible for the Blitzkrieg Doctrine promos, and while it's logically understandable - the Armored Car becomes obsolete before you can get the Blitzkrieg Doctrine, I still fail to see any technical reason, why it would be ineligible. Ironclads, for one, are eligible for the Global Operations doctrine, even though they get obsolete long before you could get that doctrine.
Any help would be greatly appreciated.


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P.S. Also, I remember someone mentioning recently on the topic of changed Interception/Evade Interception powers, that some infantry units had skewed values. Well, both Modern and Early Carriers have 10% power. Which kinda doesn't even do much against biplanes. An oversight, perhaps?
 

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Hi! Long time RI player, but I only played the huge earth map until my laptop crapped out until recently. Here are my thoughts on playing RI by going through custom settings but leaving everything as is. First of all, Wow, this what such an undertaking! My thoughts that follow are only to be considered as my thoughts on playing the game for others who have also played to comment on. This is one of the most amazing mods I have come across, and I actually think it would make a great article. But, we play the games, right? So this is what I have found playing the game the way it is set up on standard settings. On Noble (or prince, I forget, one below Monarch), the game is slightly challenging, and for the most part fun. There are eras where it is too easy to build everything that is necessary for your city, but you also have too much of an army. At other times, it seems like it takes too much time to build certain buildings. However, I had no problem winning culture victories even while playing random civs. But it was generally fun to play. I go for culture victories because I like to win the game, but do not want to spend the time with either a military or scientific victory. I won two games in the 19th century this way. I should also add that I do not go straight for the culture victory. I try to play the game as a ruling empire, making my empire as powerful as possible. However, even as I try to become the dominate empire, I make sure I have three cities working on culture, as I find it the most satisfying way to win.
Monarch is another story, though. The most difficult thing on Monarch is it is impossible to win a war of attrition, because the computer can build units so damn quickly. I attacked Japan with three cities, and had an 8 level Heliopolis by their city, defeating a unit every other turn. Didn't matter, as they kept replacing units so quickly I eventually had to make peace. I am not complaining, as you move up in levels for a different challenge. but I have personally found the level of unit building incredibly difficult to counter on Monarch. Maybe I will eek out a culture victory still, but I doubt it. On the other hand, the pace of learning techs and the balance between building and units seems perfect. I am curious about others thoughts on Monarch, because I like the balance between tech and building, but I feel like the AI is going to always kill me.
As far as where I am coming from: I have played CIv 4 by far more then any other version (never played 5, didn't really like 6). I like to build an empire first, and play to win second, which probably explains why I like this version so much. I can win on regular Civ 4 on Emperor (using a lot of exploits) so know how to play the game. I am more interested in other peoples perspectives playing this game and what they think about actually playing the mod.
 
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put a lot of civs in the game, I forget that with the mod several others appeared during the campaign, there it is xD

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Monarch is another story, though. The most difficult thing on Monarch is it is impossible to win a war of attrition, because the computer can build units so damn quickly. I attacked Japan with three cities, and had an 8 level Heliopolis by their city, defeating a unit every other turn. Didn't matter, as they kept replacing units so quickly I eventually had to make peace. I am not complaining, as you move up in levels for a different challenge. but I have personally found the level of unit building incredibly difficult to counter on Monarch. Maybe I will eek out a culture victory still, but I doubt it. On the other hand, the pace of learning techs and the balance between building and units seems perfect. I am curious about others thoughts on Monarch, because I like the balance between tech and building, but I feel like the AI is going to always kill me.

Are we playing the same game? THIS has been going on for 15+ turns, I've trained my cannon on that city up to about 17 xp. And this has been happening, like, every game. The AI just doesn't reinforce cities that are in imminent danger of falling.
This is Monarch.
 

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Hi! Long time RI player, but I only played the huge earth map until my laptop crapped out until recently. Here are my thoughts on playing RI by going through custom settings but leaving everything as is. First of all, Wow, this what such an undertaking! My thoughts that follow are only to be considered as my thoughts on playing the game for others who have also played to comment on. This is one of the most amazing mods I have come across, and I actually think it would make a great article. But, we play the games, right? So this is what I have found playing the game the way it is set up on standard settings. On Noble (or prince, I forget, one below Monarch), the game is slightly challenging, and for the most part fun. There are eras where it is too easy to build everything that is necessary for your city, but you also have too much of an army. At other times, it seems like it takes too much time to build certain buildings. However, I had no problem winning culture victories even while playing random civs. But it was generally fun to play. I go for culture victories because I like to win the game, but do not want to spend the time with either a military or scientific victory. I won two games in the 19th century this way. I should also add that I do not go straight for the culture victory. I try to play the game as a ruling empire, making my empire as powerful as possible. However, even as I try to become the dominate empire, I make sure I have three cities working on culture, as I find it the most satisfying way to win.
Monarch is another story, though. The most difficult thing on Monarch is it is impossible to win a war of attrition, because the computer can build units so damn quickly. I attacked Japan with three cities, and had an 8 level Heliopolis by their city, defeating a unit every other turn. Didn't matter, as they kept replacing units so quickly I eventually had to make peace. I am not complaining, as you move up in levels for a different challenge. but I have personally found the level of unit building incredibly difficult to counter on Monarch. Maybe I will eek out a culture victory still, but I doubt it. On the other hand, the pace of learning techs and the balance between building and units seems perfect. I am curious about others thoughts on Monarch, because I like the balance between tech and building, but I feel like the AI is going to always kill me.
As far as where I am coming from: I have played CIv 4 by far more then any other version (never played 5, didn't really like 6). I like to build an empire first, and play to win second, which probably explains why I like this version so much. I can wine on regular Civ 4 on Emperor (using a lot of exploits) so know how to play the game. I am more interested in other peoples perspectives playing this game and what they think about actually playing the mod.
I play the same way! Always going for a culture victory "on the side". :D Also, I think the unit replacement issue stems a bit from the increasing costs. When the AI barely has any units left, it can make them for so much cheaper than you who is running a big empire with every cost modifier above +200%.


Interception & Evasion
P.S. Also, I remember someone mentioning recently on the topic of changed Interception/Evade Interception powers, that some infantry units had skewed values. Well, both Modern and Early Carriers have 10% power. Which kinda doesn't even do much against biplanes. An oversight, perhaps?
Yeah, the system is pretty broken now. And the wildly varying numbers make it impossible to relate them to anything except bigger is better.

Here is my suggestion on how it could be reworked to have the +intercept% and +evade% both be meaningful stats:

Chance to intercept should stack additively, so a unit with 70% rate and a promotion for 10% more should have 80% interception chance. Against a unit without evasion, that is.

Evasion chance should then be applied multiplicatively, by multiplying by (1-evasion) to get the final interception chance: a unit with 20% chance to evade should therefore only have a chance to get intercepted 64% of the time by the aforementioned interceptor. (0.8 * (1 - 0.2) = 0.8 * 0.8 = 0.64

This means that a unit with 100% chance to intercept will always intercept an enemy that does not come with extra evasion, while a unit with 100% evasion chance will never get hit just as you would expect from that description. The actual highest number given/made available to units could of course always be capped at something lower, 95% for example. On the other hand, increasing interception ability above 100% will still yield beneficial results as soon as a target unit has an evasion rate. An interceptor with 120% for example would still have a really good 96% hit rate against the 20% evasion unit.
 
Are we playing the same game? THIS has been going on for 15+ turns, I've trained my cannon on that city up to about 17 xp. And this has been happening, like, every game. The AI just doesn't reinforce cities that are in imminent danger of falling.
This is Monarch.

I am experiencing the same thing at Emperor. The AI sends doom stacks out but I was able to get into their main selection of cities and just annihilate each one for the same reason you said and its happening every game. There was zero reinforcement and I think the issue is also compounded by the mysterious problem with the AI not really using bombardment units properly. The AI had them stationed in cities I was sieging but would not range attack my stack. Have you been experiencing this also?

@Alekseyev_
I play the same way! Always going for a culture victory "on the side". :D Also, I think the unit replacement issue stems a bit from the increasing costs. When the AI barely has any units left, it can make them for so much cheaper than you who is running a big empire with every cost modifier above +200%.

This caught my eye as the civ I was up against was very large so they may have been running into issues being able to produce units fast enough compared to my attack, especially if the bulk of their units are off overseas.
 
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