Realism Invictus

I for one am interested, but lack the technical know-how to implement what you're suggesting. There have been many frustrating "Wait, why is my general defending?" moments in my games, and having the ability to manually choose which units would be defenders would be great, though I'm not sure it's possible, and "protect valuable units" is at least better than the default, where the strongest would defend all the time as a rule.
 
Now, it seems like I'm the only one who cares about this issue, and, if the check is still there after about 20 years of civ4, it means that no one has been annoyed by it. So, I don't want to press too much, if I'm really the only one interested in, the point is over.
For what it's worth, I've never used stack attack. Manually selecting attackers is just too useful. You don't always want the strongest attacker to go. Sometimes it's because you want to use someone else to weaken the defenders first, other times it's because another unit has less of a bonus but is one experience away from a useful promotion, sometimes other reasons. And manually selecting isn't too difficult. Though I guess I also enjoy having to make the selection, so I'm probably bias.
Ah, I see. I actually don't like giant maps (another departure of taste, it seems!) outside of historically modelled scenarios where I would want to maximize geographic accuracy with more land, as they quickly come to feel tedious, with individual conquests or settlements far more granular. Part of the fun of the game to me of course is micromanaging worked tiles, planning city locations (build queues not so much, and these end up being quite chore-y to manage at times) and at a certain point, having to do more and more of that for what scales to the same significance is ultimately less fun, where I believe a "Goldilocks" range exists, which standard maps more closely approximate. Plus, with barbarian civs and revolutions, a standard map often has 10-15 civs in play until any endgame consolidation ensues, which I feel is quite plenty. Is it more fun, for instance, to have even more instances of silly demands to adopt a religion or civic carte blanche, which you obviously have no interest in or incentive to do, or to join a war half the world away when you're already fighting for your life in another one? Sadly, that's one aspect of the game which I find to be rather opaque and uninteresting, but having the biggest map possible with the most civs possible only makes that aspect more prominent, rather than mitigating it.
This definitely illustrates our differences in taste. :D I love the chaotic drama of 30+ civs, of neighbors conquering each other and having 20+ city civs by the end of medieval (including myself, hopefully), and of managing the build queues (though micromanaging tiles I can do without). The demands and requests to join to war I hate, doubly so because the AI civs don't give each other the diplomacy malus for not complying (I never see it in their relations at the Glance diplomacy screen, at least), but I can bare with it. It's part of making the map feel like a living, breathing place rather than just a tactical battleground map.

The additional 1:hammers: on plains probably silently adds up (even from farms) more than I have properly noticed or given credit, but on hills (forested or otherwise bare with mines), plains are certainly important in my opinion, but on flat land at least, I think grassland is superior, personally, as riverside grass can later be a nearly self-sustaining production tile with a watermill, a commerce tile with a town, or an abundant source of food with a farm. I find them to be more versatile overall, and hence a bit stronger between the two.
They're definitely more versatile, but as economy becomes more and more important as the game goes on, especially if you like large empires (like I do), it makes the most sense to dedicating grassland cities to economy, and letting the plains towns focus on military production. That's been my experience at least, especially since grasslands tends to be towards the coast and away from danger, while plains are in the middle of the continent and closer to the frontlines.

Honestly, having intel of enemies (and a greater insulation from getting everything blown up midgame onward reliably) is a pretty strong military and economic benefit, in my view.
It absolutely is. I just feel like I can reach sufficient quantities of espionage without a trait. I rarely use spies aggressively so I don't need excessive amounts of espionage, and deprioritizing any small civs that aren't a threat usually means I have more than enough to see the bigger civs. I'd rather use my traits for elements that always need scaling up without end (namely finances, happiness, and promotions, which is why Charismatic is my top trait).

Didn't plan on that, but seems easy enough.
Thanks! I could copy it from 3.6, but having it available for people who don't have a local copy would be ideal. As trashmunster said, the old style fits in really well with the unit graphics. Double edged sword there as contrast can be useful sometimes, but I like the holistic feel of them matching up.
 
Were great engineers supposed to receive production bonuses in line with normal engineers in the latest svn? Seems that normal engineers get those bonuses akin to craftsmen, however great ones do not
 
Years ago I brought up an issue with the Avoid Growth button refusing to let my cities grow to their full happiness. No one else seemed to have the issue so I put it down to a local fluke, but I'm getting it still, and on a different computer (and operating system), so I'm skeptical it's just something with my local setup.

Below are two screenshots. In both screenshots the city has Emphasize Food active. The first is with Avoid Growth active, the second is after I deactivate Avoid Growth. With AG active, EF active, and 2 extra happiness, Citizen Automation will keep the food at stable, no growth at all. After deactivating AG, it works enough food to generate a new citizen in 5 turns. Build queue items doesn't seem to impact this.

Does this happen to anyone else?

Screenshot 2024-10-13 at 10.43.10 AM.png


Screenshot 2024-10-13 at 10.43.19 AM.png
 
Yes, occasionally. My first-blush thought would be that there could be something broken with the "leads to [next] era" tag, since Horseback Riding does, for instance, and it simply fails to recognize that you are already in the era in question?
 
I for one am interested, but lack the technical know-how to implement what you're suggesting. There have been many frustrating "Wait, why is my general defending?" moments in my games, and having the ability to manually choose which units would be defenders would be great, though I'm not sure it's possible, and "protect valuable units" is at least better than the default, where the strongest would defend all the time as a rule.
It's clear that I didn't explain myself (sorry, English is not my native language).
I'm not suggesting to implement anything, but only to remove a check in the stack attack, according to which the best attacker unit is replaced by a sacrificable one, if its odds are less than 68.

For what it's worth, I've never used stack attack. Manually selecting attackers is just too useful. You don't always want the strongest attacker to go. Sometimes it's because you want to use someone else to weaken the defenders first, other times it's because another unit has less of a bonus but is one experience away from a useful promotion, sometimes other reasons. And manually selecting isn't too difficult. Though I guess I also enjoy having to make the selection, so I'm probably bias.
Yes, thinking more carefully, I got the conclusion you are right. All my consideration lead to conclusion that it's better not to use the stack attack at all in some critical situations.
So @Walter Hawkwood please do not take into consideration my previous message.
 
Years ago I brought up an issue with the Avoid Growth button refusing to let my cities grow to their full happiness. No one else seemed to have the issue so I put it down to a local fluke, but I'm getting it still, and on a different computer (and operating system), so I'm skeptical it's just something with my local setup.

Below are two screenshots. In both screenshots the city has Emphasize Food active. The first is with Avoid Growth active, the second is after I deactivate Avoid Growth. With AG active, EF active, and 2 extra happiness, Citizen Automation will keep the food at stable, no growth at all. After deactivating AG, it works enough food to generate a new citizen in 5 turns. Build queue items doesn't seem to impact this.

Does this happen to anyone else?

View attachment 706252

View attachment 706253
It happened to me a few times, but it turned out it was correct.
I thought the growth would have created just one unhappy person, but they were more actually.
 
The decision whether it is better to lose more (and how many) less valid units (and which ones), or the selected one, should be up to me, and not be blindly taken by a simple "odds < 68" check.
There is a very simple solution, which is to manually select yourself which unit is the one that's going to attack next. I do it all the time during wars, only using the automatic selection of which unit will attack from a stack with >98% odds. Yes, it takes a bit more time to do, but you will never have to complain about the wrong unit attacking or about the odds being incorrect. Basically, I agree with [Y].

If you want an automated system to decide which unit of a stack is going to attack next, it may take a different decision from the one you would have. Not sacrificing strong or experimented units too lightly is a good feature in general, although the odds display being misleading is a problem. If we show the odds of the unit that will actually be selected if the odds < 68 check is activated, there is also a problem in that the player may think that the odds of the best unit of the stack are lower than they really are.

Interestingly enough, the link between Ship Rigging and Medicine is intentional and meaningful. The first modern scientific clinical trial (a hugely successful one that basically eliminated scurvy as a result) was run by the Royal Navy and set the tone for how medical research would be conducted from then onwards
That seems more of an accident of history than a general rule that should always hold. Medicine bringing benefits to ships by allowing to deal with scurvy is very logical, but why would the very complex rigging systems that emerged during the Age of Sail be more necessary than earlier designs that were used already for transcontinental navigation and had their own trouble with scurvy? Dropping the requirement from "Ship Rigging" to "Navigation" or to "Naval Engineering" would keep the link, no? If the ships at the time that experiment were more advanced, that seems more of an accident related to the "Scientific Method" part being late than anything having to do with the medical needs created by oceanic travel.

In my current MP game I had 10 GPs by early medieval (8 of which were frustratingly Great Prophets, but at least I absolutely swim in money now) - while I am on an isolated island with nothing better to do, it still felt a bit excessive.
That MP game is played with the old 2GPP per wonder instead of the new 1GPP per wonder, no? Changes around the GPP generation from wonders and the heroic epic largely curbed down early game mass GPP generation (of course, if you have a Republic, with a philosophical leader, and get the Parthenon, you will still generate tons of GPPs, but there are costs and trade-offs involved).
 
This definitely illustrates our differences in taste. :D I love the chaotic drama of 30+ civs, of neighbors conquering each other and having 20+ city civs by the end of medieval (including myself, hopefully), and of managing the build queues (though micromanaging tiles I can do without). The demands and requests to join to war I hate, doubly so because the AI civs don't give each other the diplomacy malus for not complying (I never see it in their relations at the Glance diplomacy screen, at least), but I can bare with it. It's part of making the map feel like a living, breathing place rather than just a tactical battleground map.

Hearing your elaboration on how this enhances a feel of scale and grandeur or improves strategic depth as opposed to simply increasing tedium is something I would be interested in. Fundamentally, it is still the same excellent game at the end of the day and so huge maps are still quite fun, but it doesn't seem to me that any meaningfully additional strategic depth is offered by them, while it does extend the timeframe and micromanagement required to play through a game for what ultimately constitutes a similar significance. It seems reasonable to me that the impression of grandeur is heightened by having basically every civ in every game and constituting something fun on its own, as is simply having an enormously vast world with lots of unexplored or easily overlooked corners, but how that translates into deeper strategic depth or has meaningful bearing on individual decisions you make seems less clearly connected to me, though I might be overlooking something here.

Taking the example of diplomacy, for instance: does having 30+ civs on the map make individual decisions over open borders or war declarations more interesting? If you have a bloc of 6-8 civs all aligned and trading with each other, how does that impact your decision making about a new agreement over that same group being 3-4 of the same instead? It does unequivocally mean having to deal with more annoying requests and demands on a regular basis, however. I'm not trying to shoot down your position (and certainly not trying to take away any fun you have with it) but am genuinely curious how this provides more strategic depth or a sense of a living and breathing world, even if I can agree that the higher scale is appealing to a sense of an epic game. Those are not quite the same things, though.

An important point to highlight about my position is that if diplomacy were more dynamic and engaging, I would certainly agree with you. Unfortunately, while passive modifiers are fairly complex and tied to other gameplay decisions in a pleasing way, the actual ability to conduct it is disappointingly narrow, and the vast majority of interactions take an annoying and stilted form: both from the standpoint of the AI's ongoing, incessant demands for things you have no incentive to agree to and taking a continuous hit for it, and the fact that you can't even request the same of them 80% of the time unless they actually are inclined to agree (and, as you say, they don't even have penalties for refusal among themselves), so it feels very straight-jacketed against the player. I wouldn't mind it so much by interpreting these rather unrealistic point-blank ultimatums representing an organic "drift" of relations when differences are present which effectively does the same thing as a passive modifier would if they are going to continuously make demands anyway, but the fact that this is only stacked against the player and that you can't even make the same demands of the AI at all means that it's still a one-way street which doesn't really model that holistically in a way that it probably could half-decently do if those facts were not the case.

There's also the fact that your range of options in diplomacy are fairly meager, if admittedly not bare-bones: bilateral open borders agreements, declarations of war, wholesale alliances, civic/religion conversion demands and resource trading. That's not the worse thing ever and it still feels like you can in some basic way interact with other civs, but even within the scope of Civ's engine, in Civ 3 you had conditional or targeted alliances, and could trade GPT for technology unlike in Civ IV (with the removal of tech trading in RI, quite sensible and gameplay enhancing elsewhere, itself still leaving a gap in diplomatic interaction, as well). I get it that we're working with a diplomacy engine which is both hard-coded and quite aged at this point (and I am somewhat spoiled by the old Paradox titles having simply more options to interact on various levels), but I still think we should make the best lemonade we can with the lemons we have, and throwing every civ possible into a game just exacerbates these fundamental problems in my view.

These are the primary reason why deliberately preferring a maximum number of civs seems strange to me: I am not sure how this somehow has any depth-enhancing bearing on decisions, and it ultimately just means clicking through more high school clique behavior which is railroaded against the human player.


They're definitely more versatile, but as economy becomes more and more important as the game goes on, especially if you like large empires (like I do), it makes the most sense to dedicating grassland cities to economy, and letting the plains towns focus on military production. That's been my experience at least, especially since grasslands tends to be towards the coast and away from danger, while plains are in the middle of the continent and closer to the frontlines.

I am curious about the notion of city specialization in RI. I softly do so, but I wonder if it is something I should lean into more. For instance, I realize that it's a waste to build XP bonus buildings in low-production cities and avoid that, but as buildings as a whole are much more important in RI and not something that can be near-universally ignored as in the base game, I find that the majority of buildings are worth building in every city, and often I do construct the majority of buildings in the majority of my cities as priorities permit. It's funny to me how the simple change making Wealth and Research as production items have a value of 50% instead of 100% in unmodded BtS seismically upends the "just build or whip/buy units or build wealth or research, noob" mentality of snooty deity players in the base game, who would with just that tiny modification often be presented with some meaningful choices here instead... :lol:

It absolutely is. I just feel like I can reach sufficient quantities of espionage without a trait. I rarely use spies aggressively so I don't need excessive amounts of espionage, and deprioritizing any small civs that aren't a threat usually means I have more than enough to see the bigger civs. I'd rather use my traits for elements that always need scaling up without end (namely finances, happiness, and promotions, which is why Charismatic is my top trait).

I mean, you're a better player than me! I see a lot of value in Politican, but you could be completely right that its apparent value is exaggerated. (Again, though, with diplomacy, just having people at pleased removes a lot of the annoyance of entering a new turn...)

Thanks! I could copy it from 3.6, but having it available for people who don't have a local copy would be ideal. As trashmunster said, the old style fits in really well with the unit graphics. Double edged sword there as contrast can be useful sometimes, but I like the holistic feel of them matching up.

I'm not an artist by any stripe, but I'm curious what is meant here? Smoother base terrain textures are somehow jarring with the features and unit models, I guess? Could someone elaborate please? The previous terrain didn't look particularly bad in my opinion, but it did have a more "messy" and pixelated look which I'm happy to see removed, myself.

It's clear that I didn't explain myself (sorry, English is not my native language).
I'm not suggesting to implement anything, but only to remove a check in the stack attack, according to which the best attacker unit is replaced by a sacrificable one, if its odds are less than 68.

Oh, then the misunderstanding is mine! I thought you were talking about stack defender selection, which the player has no immediate control of. (I have a newfound hate/love of the Celts, by the way, where in a rather interesting pair-up I had Militancy III, offensively unstoppable Crusaders defended by excellent Longbowmen, against these guys who can pick out and target both melee and cavalry with their UU and circumvent the whole defender advantage of Civ 4's combat model...) Celts might be one of the strongest civs in the game, paired with their very respectably UI on top of that. I still conquered and subjugated them, though (while admitting that England is one of the conventionally "OP" civs). :king:
 
I don't know if this is in our control or not, but when negotiating peace, one can't currently demand more gold or gold per turn than the civ is currently producing in surplus. This means that losing an offensive war has very little consequence. You can't really make them pay. Is this something that is even modifiable?

Separately, maybe "you declared war on our friend" should have a malus of 2 or 3 instead of 1.
Also maybe vassals shouldn't get a "we're fighting in the same war" disposition increase as their master. If anything I think it be no change or even should worsen relations since they were dragged into it. The civ that has all these vassals just ends up having friendly relations with all of them. Seems bad for gameplay
 
Is there any mechanic in this mod that can cause your religion to forcibly change? I had my religion change twice unannouced in my current game. Only noticed because I started getting votes for resolutions on the Apostolic Palace.
 
Is there any mechanic in this mod that can cause your religion to forcibly change? I had my religion change twice unannouced in my current game. Only noticed because I started getting votes for resolutions on the Apostolic Palace.
A spy probably switched your religion. It is an espionage mission.
 
So having gotten one mod recommendation under my belt with Arsenal Imperialist Happiness, here's a suggestion - one of the personal mods I worked out quite some time ago is Flavor Religion Founding. It's a simple technique, you just reassign a religion's founding tech to a free clone of the original tech researchable from the original (so [Monotheism] doesn't found Judaism, but it leads to one-turn researchable [Monotheism*] which does), then selectively block out the clones in CivilizationInfos <DisableTechs> according to who you want founding what - so yes to Nguni founding Christianity or Solar Cult, no to Taoism or Buddhism. Never had a problem getting AI to handle it, and I think it's a great addition to civ flavor. There's of course a number of different ways you can implement it, including whether barbarians can found religions, but I leave that to you.
 
Hearing your elaboration on how this enhances a feel of scale and grandeur or improves strategic depth as opposed to simply increasing tedium is something I would be interested in. Fundamentally, it is still the same excellent game at the end of the day and so huge maps are still quite fun, but it doesn't seem to me that any meaningfully additional strategic depth is offered by them, while it does extend the timeframe and micromanagement required to play through a game for what ultimately constitutes a similar significance. It seems reasonable to me that the impression of grandeur is heightened by having basically every civ in every game and constituting something fun on its own, as is simply having an enormously vast world with lots of unexplored or easily overlooked corners, but how that translates into deeper strategic depth or has meaningful bearing on individual decisions you make seems less clearly connected to me, though I might be overlooking something here.

Taking the example of diplomacy, for instance: does having 30+ civs on the map make individual decisions over open borders or war declarations more interesting? If you have a bloc of 6-8 civs all aligned and trading with each other, how does that impact your decision making about a new agreement over that same group being 3-4 of the same instead? It does unequivocally mean having to deal with more annoying requests and demands on a regular basis, however. I'm not trying to shoot down your position (and certainly not trying to take away any fun you have with it) but am genuinely curious how this provides more strategic depth or a sense of a living and breathing world, even if I can agree that the higher scale is appealing to a sense of an epic game. Those are not quite the same things, though.

An important point to highlight about my position is that if diplomacy were more dynamic and engaging, I would certainly agree with you. Unfortunately, while passive modifiers are fairly complex and tied to other gameplay decisions in a pleasing way, the actual ability to conduct it is disappointingly narrow, and the vast majority of interactions take an annoying and stilted form: both from the standpoint of the AI's ongoing, incessant demands for things you have no incentive to agree to and taking a continuous hit for it, and the fact that you can't even request the same of them 80% of the time unless they actually are inclined to agree (and, as you say, they don't even have penalties for refusal among themselves), so it feels very straight-jacketed against the player. I wouldn't mind it so much by interpreting these rather unrealistic point-blank ultimatums representing an organic "drift" of relations when differences are present which effectively does the same thing as a passive modifier would if they are going to continuously make demands anyway, but the fact that this is only stacked against the player and that you can't even make the same demands of the AI at all means that it's still a one-way street which doesn't really model that holistically in a way that it probably could half-decently do if those facts were not the case.

There's also the fact that your range of options in diplomacy are fairly meager, if admittedly not bare-bones: bilateral open borders agreements, declarations of war, wholesale alliances, civic/religion conversion demands and resource trading. That's not the worse thing ever and it still feels like you can in some basic way interact with other civs, but even within the scope of Civ's engine, in Civ 3 you had conditional or targeted alliances, and could trade GPT for technology unlike in Civ IV (with the removal of tech trading in RI, quite sensible and gameplay enhancing elsewhere, itself still leaving a gap in diplomatic interaction, as well). I get it that we're working with a diplomacy engine which is both hard-coded and quite aged at this point (and I am somewhat spoiled by the old Paradox titles having simply more options to interact on various levels), but I still think we should make the best lemonade we can with the lemons we have, and throwing every civ possible into a game just exacerbates these fundamental problems in my view.

These are the primary reason why deliberately preferring a maximum number of civs seems strange to me: I am not sure how this somehow has any depth-enhancing bearing on decisions, and it ultimately just means clicking through more high school clique behavior which is railroaded against the human player.
You're pretty correct about most or all of this. I'm not saying that playing with more Civs is more strategic than fewer, or even that it's harder (I don't think it is). And the diplomacy isn't all that interesting. A lot of it is, as you said, the epic feel of having such a big map and so many civs. I enjoy forgetting about some civs until I hear about them doing something or other and thinking "oh, that's what they've been up to". I like when a civ that's half the world away suddenly becomes an actual rival at the halfway mark, when we both balloon (or rather, I start catching up in size). Trade is also better on larger maps, as it means more resources to go around, which is a huge factor in terms of growing your empire. The player can always manage trades better then the AI can (for example, killing a current trade as a way to renegotiate for more gold), so this ultimately means more gold available to keep your research up while paying higher maintenance costs for cities/units. Sometimes I spawn on a continent with only 8-10 other civs, and the lack of resources and trading partners is felt pretty strongly. I also like expanding/conquering, so having a huge map with many civs allows me to expand without feeling like I'm forcing a premature end to the game, since there's always something to do and someone to have some sort of hot or cold war with.

As for all the annoying requests, my fingers just click the escape button automatically on all the pop ups. :lol: I don't even read them usually, it's just .75 seconds or whatever as I speed through them like unwanted internet popups.

I am curious about the notion of city specialization in RI. I softly do so, but I wonder if it is something I should lean into more. For instance, I realize that it's a waste to build XP bonus buildings in low-production cities and avoid that, but as buildings as a whole are much more important in RI and not something that can be near-universally ignored as in the base game, I find that the majority of buildings are worth building in every city, and often I do construct the majority of buildings in the majority of my cities as priorities permit. It's funny to me how the simple change making Wealth and Research as production items have a value of 50% instead of 100% in unmodded BtS seismically upends the "just build or whip/buy units or build wealth or research, noob" mentality of snooty deity players in the base game, who would with just that tiny modification often be presented with some meaningful choices here instead... :lol:
Buildings is part of it, but not that big of a part of it, really. Like you said, no matter the specialization, you still want to build the happiness buildings, the health buildings, and the hammer-generating buildings, and the security buildings (eg walls)... and that's like 80% of the buildings. If it's a mililtary builder you add the barracks, stable, archery range, etc, and if it's financial you add the trade boosting buildings, the revenue boosting buildings, etc. The bigger difference for me comes from placing the city in the first place. If it's a financial city, it should ideally be coastal and have a river, since those both unlock buildings that add trade routes, and trade routes are the best form of commerce. If it's a military city, I want it to have access to hills for mines/windmills. A military city on flatlands is going to struggle to provide. I also want those cities to be central, such that I can build a unit and get it where it needs to go ASAP. A unit having to cross my entire empire to get where it needs to go probably won't arrive there before the enemy knocks my border city's defenses down to 0 (I once had an AI bring enough catapults to knock me from 50% down to 5% in one turn, hah). So they should be central, or there should be a distribution of them. I also want higher happiness on financial cities, so I'm less tolerant of mountains and non-resource water tiles in their BFC, while a military city can do okay even if not at maximal output. Unit maintenance means I'm going to want to play a balance of how many units I have rather than cranking out more, more, more, while finances need to always grow, grow, grow in all circumstances so plots with higher food potential are better for financial cities.

Oh, and of course, great people. I usually designate my capial as the wealth city and my next best financial city as the research city. That mostly means one capital gets the national bank the the research city gets the national library, but the capital also gets a gold output boost from Plutocracy, so making sure it generates a lot of gold to begin with pays off. I then assign them great merchants (and artists if they aren't needed elsewhere) and great scientists (and engineers and spies) appropriately.

That's what city specialization ultimately looks like in my games.

I mean, you're a better player than me! I see a lot of value in Politican, but you could be completely right that its apparent value is exaggerated. (Again, though, with diplomacy, just having people at pleased removes a lot of the annoyance of entering a new turn...)
I'm not a better player, we just play in different circumstances. I play on big maps and aim for big empires, to traits that allow that to happen more easily are naturally more valuable to me. But other playstyles benefit from different priorities.

I'm not an artist by any stripe, but I'm curious what is meant here? Smoother base terrain textures are somehow jarring with the features and unit models, I guess? Could someone elaborate please? The previous terrain didn't look particularly bad in my opinion, but it did have a more "messy" and pixelated look which I'm happy to see removed, myself.
I'm not an artist either and I'm sure most would be correcting anything I have to say on the subject. :) The newer terrain styles to me just look bland. It looks like someone spilled their cucumbrer-and-kale juicebar drink over the map and now it's stained. There's no richness to it, and when I see the map it just looks like units and terrain features are standing on some flat stains. The older style has more of a vibrance to it, and depth from the colors in the textures. It's still flat, but feels less flat through the various shades. I think what makes the newer ones have more contrast with units, in my eyes at least, is that the flatness of the design makes it more easy for unit and terrain feature art to pop, whereas with the older style, units and terrain features have an easier time blending into the background.

Yes, occasionally. My first-blush thought would be that there could be something broken with the "leads to [next] era" tag, since Horseback Riding does, for instance, and it simply fails to recognize that you are already in the era in question?
That might be part of it. I don't think it ever happens in Ancient era. But in classical it's always off by two happiness, so it can't just be that, since that would be a one-happiness difference.

It happened to me a few times, but it turned out it was correct.
I thought the growth would have created just one unhappy person, but they were more actually.
It's rarely correct in my case. I manually set tile usage to grow and it reaches the happiness cap without problem.
 
There is one stupidity of AI when it places its entire army of 30-40-50 units on one cell, regardless of logistical problems.It would be better if he divided his army into 2-3 equal parts. Sometimes only the light cavalry can be separate.
Takofloppa, can you improve it?
 
I was so curious that I installed the SVN Version yesterday. Was only 5 min. in-game to check the new terrain graphic. They look so beautiful, realistic and are veasible for my poor eyes.
Cant wait to try a new game
Thanks!
 
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- Inside the city screen, the display about how many turns are needed for the next great person doesn't account for fractional GP generation. With a city missing 146 GPP and generating 1.5 points per turn, the number in the bar showed 146 turns. The pop-up with the detailed breakdown correctly indicated 97 turns.
- The message about health from terrain characteristics is weird if there is more than one type of terrain providing health (such as forest and savanna), at least in the translation.
- In large maps, maintenance gets really annoying when growing large. In small maps, however, while it is less of a middle game and late game issue, it penalizes quite a lot getting a third or fourth city.
- Republic got a much needed buff, and I think now it's in a good place. But confederation is still looking just as weak as ever. Autocracy should probably be the "default" choice that's better in a majority of situations, but I have trouble seeing even nich use cases for the confederation. Here are my suggestions: (1) Move the requirement from Alphabet to Writing, (2) Reduce the num-cities maintenance from -25% to -50%, (3) increase the free units from 4% of population to 8%.
- During the antiquity and early classical eras, new buildings are unlocked much faster through tech that they can be built, even if military production is very limited. While not being able to do everything can create choice and strategy, I'm not happy with how it plays out. Early classical wars are also particularly unattractive between the high cost of getting an army ready, the large amount of free unclaimed land and the massive compromises it creates in getting very basic infrastructure done. Getting +1 happiness or +1 health for a size-15 city to grow to size-16 is not critical, but for a size-4 city it's a huge difference. I think it would be beneficial to slightly drop some hammer costs, and to increase some tech costs substantially (15-25%) in the antiquity and classical eras. I will note that I play without the "early tech cost modifier" that makes classical techs a lot more expensive if before some date - but that this setting matters so much illustrates that the default balancing of tech costs lets the antiquity era go by very quickly.

While these suggested values are still not ideal, some specific suggestions for tech cost increases over current values as a starting point:
- Sailing tier: +10%
- Writing tier: +15% - but move mysticism to the sailing tier
- Trade tier: +25% - but move bronze working to the writing tier
- Mathematics tier unchanged (it's already a big jump in science cost)
- Drama tier: +15%
- Mining tier: +20%
- Currency tier: +20%
- Politics tier : +20%
- Calendar tier : +25%
- Commerce code tier: +20%
- Theology tier : +15%

EDIT: Although I think this problem applies in large maps too, it is much more obvious in smaller map sizes, because the number of cities isn't really correlated to map size in the early game so a lower tech cost makes a significant difference. Although bigger maps also have more civs with which open borders can help, it's perhaps worth considering some change related to the base tech cost, map size and to the tech penalty per additional city.

- Add stone-cutting as a requirement to the Mining tech. There is no strong reason to beeline mining tech so much that you wouldn't get that tech first (although AIs really really like to rush Mining), but that would be a more logical requirements than most.
I don't know if this is in our control or not, but when negotiating peace, one can't currently demand more gold or gold per turn than the civ is currently producing in surplus. This means that losing an offensive war has very little consequence. You can't really make them pay. Is this something that is even modifiable?
I agree that the current options seem too limited.
Also maybe vassals shouldn't get a "we're fighting in the same war" disposition increase as their master. If anything I think it be no change or even should worsen relations since they were dragged into it. The civ that has all these vassals just ends up having friendly relations with all of them. Seems bad for gameplay
Yeah, vassals should not be particularly happy about fighting in the same war as their master, unless they were attacked and the master is defending them.
As for all the annoying requests, my fingers just click the escape button automatically on all the pop ups. :lol: I don't even read them usually, it's just .75 seconds or whatever as I speed through them like unwanted internet popups.
I do the same. In the crusades scenario, the request spam was particularly annoying with all the civs. The pope demanded me to switch to Theocracy so much he went from friendly to neutral.
the capital also gets a gold output boost from Plutocracy, so making sure it generates a lot of gold to begin with pays off
Plutocracy with a large empire is only worth it if you get the Hanseatic League and a meaningful number of coastal cities too. The capital gold boost is strong with a few cities, but not so much if you get 20 cities. Civil service with local bureaucracy scales a lot better with high numbers of cities and it's more flexible, as excess production can be turned into gold too.

Out of curiosity, would anyone be interested in a RI Discord server? This thread is great for feedback and high level discussions, but a real-time chat could be nice for talking about how current games are going and exchanging ideas.
I would rather not use Discord, although it's true that a real-time chat can be useful.
 
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Out of curiosity, would anyone be interested in a RI Discord server? This thread is great for feedback and high level discussions, but a real-time chat could be nice for talking about how current games are going and exchanging ideas.
I looked all around for a Discord when I started playing this. Would be cool if we had one.
 
That seems more of an accident of history than a general rule that should always hold. Medicine bringing benefits to ships by allowing to deal with scurvy is very logical, but why would the very complex rigging systems that emerged during the Age of Sail be more necessary than earlier designs that were used already for transcontinental navigation and had their own trouble with scurvy? Dropping the requirement from "Ship Rigging" to "Navigation" or to "Naval Engineering" would keep the link, no? If the ships at the time that experiment were more advanced, that seems more of an accident related to the "Scientific Method" part being late than anything having to do with the medical needs created by oceanic travel.
I think it's more of a case of the scope of the tech in question being ill-defined. It's not about rigging at all of course, but rather about the development of global trade and power projection. I'll redo the tech setup around it (the existing quotes fortunately are already perfect for what I have in mind).
That MP game is played with the old 2GPP per wonder instead of the new 1GPP per wonder, no? Changes around the GPP generation from wonders and the heroic epic largely curbed down early game mass GPP generation (of course, if you have a Republic, with a philosophical leader, and get the Parthenon, you will still generate tons of GPPs, but there are costs and trade-offs involved).
Nah, it was already with the new balance, but it was indeed a philosophical leader running a republic, and with good few specialists, though without Parthenon - so almost as close to ideal conditions as you can probably get at that time.
I don't know if this is in our control or not, but when negotiating peace, one can't currently demand more gold or gold per turn than the civ is currently producing in surplus. This means that losing an offensive war has very little consequence. You can't really make them pay. Is this something that is even modifiable?
Out of my control at the very least!
Separately, maybe "you declared war on our friend" should have a malus of 2 or 3 instead of 1.
They already stack crazy easily in most cases IMO.
Also maybe vassals shouldn't get a "we're fighting in the same war" disposition increase as their master. If anything I think it be no change or even should worsen relations since they were dragged into it. The civ that has all these vassals just ends up having friendly relations with all of them. Seems bad for gameplay
Does vassal opinion even matter, from the gameplay point of view?
So having gotten one mod recommendation under my belt with Arsenal Imperialist Happiness, here's a suggestion - one of the personal mods I worked out quite some time ago is Flavor Religion Founding. It's a simple technique, you just reassign a religion's founding tech to a free clone of the original tech researchable from the original (so [Monotheism] doesn't found Judaism, but it leads to one-turn researchable [Monotheism*] which does), then selectively block out the clones in CivilizationInfos <DisableTechs> according to who you want founding what - so yes to Nguni founding Christianity or Solar Cult, no to Taoism or Buddhism. Never had a problem getting AI to handle it, and I think it's a great addition to civ flavor. There's of course a number of different ways you can implement it, including whether barbarians can found religions, but I leave that to you.
Since religions are mechanically different, I wouldn't take options away from players. What I was considering and I think already mentioned, is for smaller maps, it would make sense to disable a subset of religions if there aren't that many players - for a map with 4 players, we definitely don't need full 7.
Out of curiosity, would anyone be interested in a RI Discord server? This thread is great for feedback and high level discussions, but a real-time chat could be nice for talking about how current games are going and exchanging ideas.
I can't prevent people from making one obviously, but I know I wouldn't frequent it if there were one.
- Inside the city screen, the display about how many turns are needed for the next great person doesn't account for fractional GP generation. With a city missing 146 GPP and generating 1.5 points per turn, the number in the bar showed 146 turns. The pop-up with the detailed breakdown correctly indicated 97 turns.
Thanks, I'll have a look.
- The message about health from terrain characteristics is weird if there is more than one type of terrain providing health (such as forest and savanna), at least in the translation.
As above.
- In large maps, maintenance gets really annoying when growing large. In small maps, however, while it is less of a middle game and late game issue, it penalizes quite a lot getting a third or fourth city.
There's a parameter iTargetNumCities in CIV4WorldInfo.xml; my guess is it's the deciding factor there.
- Republic got a much needed buff, and I think now it's in a good place. But confederation is still looking just as weak as ever. Autocracy should probably be the "default" choice that's better in a majority of situations, but I have trouble seeing even nich use cases for the confederation. Here are my suggestions: (1) Move the requirement from Alphabet to Writing, (2) Reduce the num-cities maintenance from -25% to -50%, (3) increase the free units from 4% of population to 8%.
All sensible.
- During the antiquity and early classical eras, new buildings are unlocked much faster through tech that they can be built, even if military production is very limited. While not being able to do everything can create choice and strategy, I'm not happy with how it plays out. Early classical wars are also particularly unattractive between the high cost of getting an army ready, the large amount of free unclaimed land and the massive compromises it creates in getting very basic infrastructure done. Getting +1 happiness or +1 health for a size-15 city to grow to size-16 is not critical, but for a size-4 city it's a huge difference. I think it would be beneficial to slightly drop some hammer costs, and to increase some tech costs substantially (15-25%) in the antiquity and classical eras. I will note that I play without the "early tech cost modifier" that makes classical techs a lot more expensive if before some date - but that this setting matters so much illustrates that the default balancing of tech costs lets the antiquity era go by very quickly.
I'll think about it, but generally speaking, I like the open-ended nature of the early eras, with relatively weakly interlinked tech tree, lots of stuff unlocking at once, etc.
- Add stone-cutting as a requirement to the Mining tech. There is no strong reason to beeline mining tech so much that you wouldn't get that tech first (although AIs really really like to rush Mining), but that would be a more logical requirements than most.
Sensible.
 
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