Realism Invictus

Do you have some tips for dealing with enemy espionage more effectively? I usually play on lower difficulty levels because I'm normally very incompetent at games in general, but even then enemy spies become such a pain in the arse that I feel like giving up on certain things. I'll have 2-3 spies allocated in each city (more in the capital), and if I don't invest between 30% and 40% in espionage, I'll be harassed every single turn. In my strategy, I usually give up on saving gold and having a treasury, because I know it will all be pillaged, so I'm always at negative gold per turn. I also don't focus on being ahead in technology, because so much of it gets looted too. Things only calm down a little once I build an Intelligence Agency and a Security Bureau in every city and am at around 40% espionage investment, but I'll still get in trouble from time to time and before that it's a nightmare. Curiously enough, one of the worst espionage nightmares I've ever been at was when I was playing with Stalin, who is supposed to have espionage bonus. Can anyone give me some light?
The biggest thing you can do to inhibit enemy espionage is to perform counter-espionage against them.

Here is what I do.
  1. Go to your Espionage list and find the civilization that you want to block.
  2. Look at the cities in that civilization to find one with the lowest counter-espionage cost.
  3. Send one of your spies to that city.
  4. Give your spy the counter-espionage mission.
  5. Set a reminder for 70 turns to repeat the counter-espionage mission (it expires after about 75 turns).
  6. Go back to step 3.
 
The biggest thing you can do to inhibit enemy espionage is to perform counter-espionage against them.

Here is what I do.
  1. Go to your Espionage list and find the civilization that you want to block.
  2. Look at the cities in that civilization to find one with the lowest counter-espionage cost.
  3. Send one of your spies to that city.
  4. Give your spy the counter-espionage mission.
  5. Set a reminder for 70 turns to repeat the counter-espionage mission (it expires after about 75 turns).
  6. Go back to step 3.
Thank you for your very detailed answer. I will definitely try that out.
 
Is it possible to change the difficulty level of a game in progress? (increasing)
Depends on what you exactly mean by difficulty. But in general, yes, I've done something that probably fits your bill, see my post on pg 482. But to highlight the changes and save you a click, "... I wouldn't feel bad about changing the files to creating an AI you'd like to play; it's for enjoyment after all. Though, the file is in XML>GameInfo>CIV4HandicapInfo. I myself play on a custom difficulty that is a blend of all difficulties, where it scales better. If you're interested in the changes, I made it so that the AI starts off around monarch level, but scales so that by the end game they are around immortal level. I put a deity level research nerf on the player (me) and removed all AI starting bonuses."

Making the difficulty scale is a pretty easy change to make, thankfully.
 
Hi, I am new to RI (3.6.1) and I am having issues with map generation; the game otherwise works fine. Both RI map gernewrators: RI-Totestra and RI-map-generator (both came with the install) keep on making disjointed polar/tundra regions, with snowy or tundra tiles randomly set across regions close to the poles. Similar albeit not as bad tile placement happens with jungle. I tried reinstalling the whole game (including deleting of all files left over) but that did not improve things. I also tried multiple climate and wetness combinations but it does not fix the issue. What can I do? Are my files corrupt (I got the mod here)? Does anyone have files for the RI map generator scripts?
1.png
 
Hi, I am new to RI (3.6.1) and I am having issues with map generation; the game otherwise works fine. Both RI map gernewrators: RI-Totestra and RI-map-generator (both came with the install) keep on making disjointed polar/tundra regions, with snowy or tundra tiles randomly set across regions close to the poles. Similar albeit not as bad tile placement happens with jungle. I tried reinstalling the whole game (including deleting of all files left over) but that did not improve things. I also tried multiple climate and wetness combinations but it does not fix the issue. What can I do? Are my files corrupt (I got the mod here)? Does anyone have files for the RI map generator scripts?View attachment 689864
Maybe someone will correct me if I am wrong but I don't see any problem here. Tiles consistency and how often they show up depend on climate settings, I bet if you put cold or something you'll see much bigger patches of polar and tundra biomes near poles.



On the other hand. Guys, anybody found use for Forced Labor civic? It seems inferior to any alternative with huge drawbacks and tiny bonuses. Anybody had any situations where that civic could be prefferable?
 
Hi, I would like to know how works "technology ahead of time" penaulty, and where is it coded. I change starting year to 6000 BCE, and edit values of longest speed game, so I am afraid that I might messed up sth.
 
Maybe someone will correct me if I am wrong but I don't see any problem here. Tiles consistency and how often they show up depend on climate settings, I bet if you put cold or something you'll see much bigger patches of polar and tundra biomes near poles.



On the other hand. Guys, anybody found use for Forced Labor civic? It seems inferior to any alternative with huge drawbacks and tiny bonuses. Anybody had any situations where that civic could be prefferable?
I tried colder settings and while the tundra area is better, I get ra dom tundra/snowy tiles close to the equatorial area. I totally could understand having some swamp up with tundra but not that checkered pattern.
 
PerfectWorld (and Totestra, which is its fork) generate a map by creating a real heightmap, and use tundra/ice additionally to denote higher elevations (highland climate, basically). So something like the Tibetan plateau would be placed as a tundra, despite being relatively close to the equator.
 
PerfectWorld (and Totestra, which is its fork) generate a map by creating a real heightmap, and use tundra/ice additionally to denote higher elevations (highland climate, basically). So something like the Tibetan plateau would be placed as a tundra, despite being relatively close to the equator.
I think that's what Totestra is trying to do but it an the RImap generator place random cold tiles where they have no right to be. Do you have files for the map generator you could please provide me with?
 
No, they are working as intended. Were they "corrupted" you'd get nothing or a full map of featureless plains. Python files don't work the way you seem to imagine them - if they throw an error, that usually halts the whole process.
 
No, they are working as intended. Were they "corrupted" you'd get nothing or a full map of featureless plains. Python files don't work the way you seem to imagine them - if they throw an error, that usually halts the whole process.
Well, that sucks. Are there older versions of the map generator I could get my hands on? Maps with unrealistic weather tiles are just no fun to play.
 
Well, that sucks. Are there older versions of the map generator I could get my hands on? Maps with unrealistic weather tiles are just no fun to play.
Hold your horses, mate.

Here are some examples for you

Spoiler screens :

Totestra - climate-cold

civTotestra-cold.jpg



Totestra Climate-temperate

civTotestra-temperate.jpg



Totestra Climate-temperate (same map as above) jungle region

civTotestra-temperatejungle.jpg


Planet Generator: Climate variation - Drastic, Temperature - Normal
civPlanetgenerator-drasticnormal.jpg


PerfectMongoose default settings
civPerfectMongoose-tundra.jpg


PerfectMongoose - jungle region same map
civPerfectMongoose-jungle.jpg




I'd say to achieve better result with Planet Generator try climate variation - drastic. Totestra - if you want more consistent tundra and polar biomes - try cold climate. PerfectMongoose generator is alright by default
 
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