Sure, I'll gladly make such a setting. Will you do the honours of porting Civ 5 combat mechanics? Should be a trivial task.And what if you enter the setting in the main menu, select 1 unit per tile or as usual
That is, a separate setting with the combat mechanics of 5 civilization
Distance should not affect power ratings, preventing excessive distant wars must be done through other diplomatic tweaks.Technically, this already does exist with the "Show Demographics" threshold, but that is the initial rung and a very low bar to clear. I think implementing a secondary tier that requires a more serious investment in espionage would be quite interesting! It makes historical sense and would help mitigate ridiculous and senseless wars between not even remotely neighboring belligerents based solely on a power metric that doesn't factor things like distance into the equation, and tying this to espionage would indirectly tether it to things like distance, as the allocated amount is itself likely to be a function of things itself indirectly influenced by distance, such as relations modifiers. I have no idea how feasible that would be to implement, but if you can figure something workable out, that could be paradigm shifting potentially.
That's an interesting concept.The idea that's been thrown around in the past is to separate power level into offensive power and defensive power, so a civ with a lot of defense might be seen as a poor target to attack, but not as a threat that will likely attack you.
Very interesting. I have very often attacked from defensive positions into stacks to use the fact that the unit won't move and will stay defending the city, hill or fort, but I never knew this kept the fortification bonuses.It's definitely not intuitive! The buttons make it appear like you have to select it, but in truth the units do it automatically. And it took me ages to learn all this too. I didn't realize a fortified unit can attack and preserve the fortification bonus until a month or two ago, when I checked a unit's stats and thought "hmm, that shouldn't be there" and experimented.
Hill promotions are good (especially for recon units), forest promotions are useful in the early game but lose value, arctic and desert are very situational, unless playing an arctic or desertic map, I wouldn't bother, except for fresh units with low XP used as cannon fodder.Talking about defenses, do any of you ever use promotions that enhance attack and defenses on terrain in maps where the climate is so damn varied you'll be having desert, tundra, jungle, plain and all that horsehocky in one same continent? I like them but I feel that some units just lose their value once you have conquered every tundra city (to put an example with arctic combat) in the entire world![]()
The "AI plays to win" rule does a lot less than most people assume. It makes the AI more aware of the endgame victory conditions such as culture victory, space victory, etc. but it doesn't make the AI otherwise play smarter.I really do feel like the computer uses better promotions, but I don't play with ''AI plays to win'' rule, do you guys recommend it?
That's only true to a degree. With similar amount of units, a leader with the protective trait is going to be better at defending and worse at attacking than a leader with the conqueror trait. And if you don't have specialized units for city-taking, you're going to struggle much more. That being said, when evaluating war, the risk of a counter-attack by the other side is also very important, so evaluating only the offensive potential of the attacker against the defensive potential of the defender could be a huge mistake.Well, given how strength works in Civ, there isn't that much difference. If you have lots of units, you are a credible threat on offence, even if you didn't specialize them for that.
Distance should not affect power ratings, preventing excessive distant wars must be done through other diplomatic tweaks.
Hello friend, here's some info taken from the Realism Invictus 3.6 manual:Hi all, loving this mod. How is multiplayer for the mod? I see a game right now on Saturday night with 3 people.
Hope it serves and have fun!''Realism Invictus should be stable in multiplayer. In several test multiplayer games, one run until the mid-Industrial era, we did not run into any Out-of-Sync errors. Nevertheless, we had reports of OOS occurring between several players with different OS’es (though don’t take that as a guarantee of errors – some of our games featured a Win7 system playing with WinXP system with no problems). Make sure the host has the most powerful and stable (preferably 64-bit) system .Also, running a pitboss server leads to much more stable multiplayer games. Remember that for Direct IP play, if using the Steam version, you will have to revert to the original non-steam Civ 4 by selecting a “beta” in Steam (Properties->Betas). This is, in practice, not a beta but rather the definitive pre-steam version of the game, which has Direct IP play enabled and generally works better with mods. To set up this kind of multiplayer, unless you have a real LAN, you’ll need some kind of virtual LAN (ZeroTier has been tested to work quite well and is free, but there are probably many other options as well).''



*searches WTH is a Mughal* ah yes, this is pretty weird lolFound another visual problem.
Mughal civ uses default euro pikeman, instead of something more culturally appropriate
there are some nations that if you look at their units they really need some changes, this is mostly for derivatives. I'm pretty sure the people behind the mod are aware of this given that the others, more well known civs, don't have this kind of problems. 

The same as the FinnsFound another visual problem.
Mughal civ uses default euro pikeman, instead of something more culturally appropriate
View attachment 705339
You're right on this one, I've had games were one continent doesn't even have coal. I have had to fight over a stupid tiny island in the middle of nowhere for coal... god damned coal!!- Coal is too scarce. In the real world, it is quite abundant

Yep, already changed, Janissaries now arrive much earlier.One thing I have noticed in my single player game as the Turkish is their pretty weak, because arriving too late, unique unit the Janissary. I think that one has already been mentioned here and is getting a modification.
Well, it specifically refers to the dominance of large lines/blocks of troops and manouevering them on the battlefield, which is a rather specific feature of late XVII - early XIX century warfare. I will move the obsolescence a bit further, but generally speaking, doctrines should be rather short-lived, powerful as they are.Another issue which I could not find any mention of using the search function here is that of the doctrine Maneuver Warfare. It has an incredibly short shelf life of just two technologies before it's already obsolete again. I don't think that is intended this way, is it? I'd go so far and argue that it's a doctrine which is still very much alive and used today and therefore should not go obsolete within the timeframe of RI at all.
Oops, that's definitely an oversight. I have a lot of Mughal units to choose from, that's not from a lack of material.Mughal civ uses default euro pikeman, instead of something more culturally appropriate
Well, RI has already scaled down the CityLSystem by 50% so that 4x more stuff can fit on one city tile, and technically speaking increasing the tile size is possible (and even easy, with one XML value), but it breaks so so much stuff visually. It's very clear that value wasn't really meant to actually be touched past early development stages.- It's really unfortunate that we only have the DLL code, because increasing the visual size of tiles to allow to display buildings on the map without cities sprawling all over the neighbouring tiles would be welcome. My capital is nested between two rivers, so as a result its buildings sprawl over most of 5 tiles.![]()
Yeah, quirks of the texture MIP maps. I also noticed that interesting effect.- From high above, roads look like dirt roads, but when zoomed in, they look paved.
They kind of are, aren't they. But more generally speaking, their original "niche" (generating production) is taken, so they are a bit devoid of purpose as specialists. Simply giving them more production feels like a buff for the sake of buff. More research?- Am I the only one to think that Engineer specialists are rather crappy? You don't get access to them in the early game, but when you can finally get it, their only selling points over craftsmen really is the great people point, otherwise they are similar or inferior.
Might be true, though remember that K-Mod could have radically overhauled many vanilla behaviours.- Regarding espionage, I read in the dedicated thread that the AI will start increasing its espionage investment when a civ gets the "can see research" option. But if you don't spend much espionage points actively, you get a higher available pool of espionage points, so not directly launching spying missions against a civ pushes it to invest more against you...
It is an awful way, isn't it. I don't really know how to improve it. It's handled in the espionage screen, CvEspionageAdvisor.py- I'm not sure about other UI changes to make the system clearer, but the way weights work to allocate espionage points towards different civs is frustrating, especially when the overall amount of generation EP is low. Walter, can you point me at the place where it's handled?
I was thinking at some point about an intermediate building (medieval?) to offload some of that espionage to. One problem with adding strictly espionage-related stuff is that espionage can be turned off, and then you get a building without any gameplay purpose.- Isn't the sudden jump in espionage generation from prisons excessive? I'm not yet there in the game, but +4 and +50% is a huge amount.
A quick look in the code tells me you're right. That's something that can be fixed relatively easily (and obviously should).- The AI doesn't seem to properly evaluate resources in relation to religion. I have an AI running Taoism willing to pay 7 gpt for silver although it won't receive any happiness for it.
Yeah, the snowballing tied to resource access is definitely a core mechanic of Civ 4, probably the main factor behind "bigger is always better" in vanilla Civ 4. Every city you settle doesn't just give you its own output, but (at least if it is in an even remotely optimal spot) improves your empire in some way.- I think a major snowball factor is resource scarcity. A small civ will simply lack many resources to grow its cities because lack of resources means less happiness and health, and resource trade can't patch it up. On the flipside, expansionism yields great happiness and health rewards from resources. There is a degree of historical truth to this, but the effect is very exaggerated in-game. For happiness, perhaps a slight increase to base happiness and an "out of touch government" happiness penalty for big states could curb the effect (in addition to tweaks to culture). For health however, I don't see a good way to proceed. Completely redoing the resource system so that a tiny state could still easily get access to 20 different resources through trade seems out of reach. Another way is to reduce how much variety of resources matters for health.
The original balancing behind it assumed at least half of civs wouldn't make it to an era where it actually becomes relevant. Since then AI got better at surviving, so revising that upwards seems sensible. Not by too much though - while I agree that coal is rather abundant in real world, since we're not really dealing with quantities and 1 coal resource is enough for a fully functional civ, reflecting real-world abundance would be detrimental for gameplay.- Coal is too scarce. In the real world, it is quite abundant, in my current game on a massive continent with over 80 cities, I can see only 8 coal deposits. Maybe there is some luck element with more coals having been generated on the smaller New World continent, but that's still not a satisfactory explanation. Not having coal available for a civ is devastating, but with 11 civ on my continent some are bound to not have it, and not just minor civs. I can see a 6-cities civ, a 7-cities civ and a 8-cities civ that don't have any coal available.
Finnish pikeman is Swedish at that time = default. As I said, I may add a flavour one later, but for Finland the default one is perfectly good.The same as the Finns
I personally hate it when there is an abundance of resources everywhere, especially strategic ones. One of the best parts of the game is to secure all necessary resources for development, civs that lack resources resemble civs that have fallen behind at some point of history which is cool. If there is no snowballing AI there is no fun at all.The original balancing behind it assumed at least half of civs wouldn't make it to an era where it actually becomes relevant. Since then AI got better at surviving, so revising that upwards seems sensible. Not by too much though - while I agree that coal is rather abundant in real world, since we're not really dealing with quantities and 1 coal resource is enough for a fully functional civ, reflecting real-world abundance would be detrimental for gameplay.
I'll echo this. While snowballing is hard to balance, a 1200-1600 turn game where all 30 something or more civs are locked in a stalemate isn't fun to play through. Some civs growing and eating others makes the game more dynamic and keeps it interesting as it goes on, and resource imbalance allows that to happen more reliably. Keeping up with a snowballing AI is a mark of how well you're playing, too. Walter has an excellent handle on this, I think, but I wanted to share thoughts in case others might find the perspective different or interesting.I personally hate it when there is an abundance of resources everywhere, especially strategic ones. One of the best parts of the game is to secure all necessary resources for development, civs that lack resources resemble civs that have fallen behind at some point of history which is cool. If there is no snowballing AI there is no fun at all.
Even late game can be problematic if you have no gold = no microchips. (unless you get GA and Minecraft) Its so bloody boring when your starting fatcross has two cows, horses and Iron, yeah and next city has saltpeter and coal behore you know it. yawn.
I almost always play Totestra or perfect mongoose with perfect world style resources, hopefully that balance wont be changed for that mapscript
One idea I had at some point is that engineers could help boost the production of craftsmen, but making it easily understandable to the player and well-balanced could be tricky. Giving engineers +1 science could also work I guess, at least as a first step.They kind of are, aren't they. But more generally speaking, their original "niche" (generating production) is taken, so they are a bit devoid of purpose as specialists. Simply giving them more production feels like a buff for the sake of buff. More research?
Python, oh no... I'll have a look still, because it's really annoying to deal with.It is an awful way, isn't it. I don't really know how to improve it. It's handled in the espionage screen, CvEspionageAdvisor.py
What if instead of allowing to turn espionage off, the option only allowed to turn spies and spy missions off, with the generation of espionage points and passive missions still enabled? I suspect most people who turn espionage off do it because they don't like getting their cities hit with various forms of AI sabotage, rather than out of a dislike for the passive system allowing to see charts, research, etc.I was thinking at some point about an intermediate building (medieval?) to offload some of that espionage to. One problem with adding strictly espionage-related stuff is that espionage can be turned off, and then you get a building without any gameplay purpose.
Real world abundance would have probably ten times more abundance as I'm seeing on my continent. I think only twice as much would be fine.The original balancing behind it assumed at least half of civs wouldn't make it to an era where it actually becomes relevant. Since then AI got better at surviving, so revising that upwards seems sensible. Not by too much though - while I agree that coal is rather abundant in real world, since we're not really dealing with quantities and 1 coal resource is enough for a fully functional civ, reflecting real-world abundance would be detrimental for gameplay.

I personally hate it when there is an abundance of resources everywhere, especially strategic ones. One of the best parts of the game is to secure all necessary resources for development, civs that lack resources resemble civs that have fallen behind at some point of history which is cool. If there is no snowballing AI there is no fun at all.
Even late game can be problematic if you have no gold = no microchips. (unless you get GA and Minecraft) Its so bloody boring when your starting fatcross has two cows, horses and Iron, yeah and next city has saltpeter and coal behore you know it. yawn.
I almost always play Totestra or perfect mongoose with perfect world style resources, hopefully that balance wont be changed for that mapscript
The current scarcity of coal mean that some civs are just condemned to roll over and die because one of the most important resources in the game is incredibly harder to get access to than in real life. Making coal more common is not going to make control of strategic resources trivial. I mentioned above a doubling of its frequency, and if anything that's conservative. The more I look at how important coal is in the late game, and the more I'm convinced a doubling is insufficient.I'll echo this. While snowballing is hard to balance, a 1200-1600 turn game where all 30 something or more civs are locked in a stalemate isn't fun to play through. Some civs growing and eating others makes the game more dynamic and keeps it interesting as it goes on, and resource imbalance allows that to happen more reliably. Keeping up with a snowballing AI is a mark of how well you're playing, too. Walter has an excellent handle on this, I think, but I wanted to share thoughts in case others might find the perspective different or interesting.
If you have a resource, you can use it in all the applicable converter chains at once.

Finishing 20+ games would take me approximately 200+ days, with the finishing point being "I'm completely dominating the AI in every possible way", not one of the standard victory conditions. The game isn't my life, so I'm of course going to comment on things before I have full-knowledge of every detail. Of course I'm going to say things that are wrong from time to time and someone will have to point out I'm wrong, but that's the nature of such discussions. If everyone that wrote in this thread making false assumptions about some aspects of RI was prevented from posting again, there wouldn't be anyone writing, including Walter.Maybe before starting a rant and demanding gamebreaking balance changes somebody should finish a game or two first, or better yet 20+ games. Otherwise it's easy to fall into false assumptions.![]()

Some civs have to die without player intervention, if everyone will get balanced amount of resources it will be simply boring.My remark about how a civ without coal is dead in the industrial age stands, and all my comments about health and happiness too.