Realism Invictus

super spies base more on spy lelel. and if good remember:
-bonus to avoid capture
-bonus to put :mad: :yuck: (max is +12 on 12 turns or more if i good remember)
in modern era
-turn of electrid grid on 8/16 turns in city
-plant a nuclear warhead and detonade, insat war with target civ
worst part is that you can turn "Great Spy" into "james bond" type with 95% chances on avoid capture so literally ou have james bond who when war start plant nuclear dirty bombs in enemy towns and almost always escape (5% chance to capture) - my style of "Spy war" in modern era with this mod included
Also they can increase separatism - and actually AI dont protect themself very good (still better then RI version 3.2 or 3.3 but..)
Hell, even in actual game on noble difflucty second AI on ladder (+0% to separatism) lose town 5 turns before end game so..
only good thing in this mode what could be useful is that you can turn high level spy into counterintelligence unit who have bigger chance on capture enemy spies (put him in town and town is protected from AI spy spawning)
Super Spy mod NEED HEAVILY to be balanced and i vote no on this idea.
You would have to build a spy mod from scratch tailored exclusively for the mechanics that are in this mod
I fully agree, as it is it's not good for this mod, and above all I think it drives the A.I. crazy. that when he finds himself having to choose between dozens of solutions, he gets lost and goes into chaos. I remain of the opinion that too much complexity benefits the human player. Sometimes when I edit the mod for myself, I just add an extra option for the AI. which makes it immobile. to give an example, sometimes I have wanted to try to make the a.i. more aggressive, and I got the exact opposite. Sometimes a good balance is achieved through trial and forturne. For example, for my tastes I prefer version 3.4, which is the one I play when I can, because the vassals can win a technological challenge, I happened to see them win several times, which doesn't happen to me with subsequent versions, and because I find the to the A.I. much more aggressive for my taste, but it shocked me how they use espionage, for example in the last game I used the dastur of Zoraoastrianism to steal territory from the Persians, and the Persian spy destroyed my Zoroastrian fire temple so as not to allow me to produce the dastur, I was really surprised
 
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Tranoxiana is something I mean to try more. Haven't ever really played them except for a few games when I both started playing Immortal and tries rushing multiple (3+ settlers) in a row from turn 0... so I didn't get very far in those games. :p Any tips on them? Maybe we should start threads on civ-specific strategies in the RI forum.

I will freely admit that a lot of my favoritism with them comes from historical interest, as I find Central Asia as a geographic region quite fascinating and generally under-represented in "anglospheric" historiography. :D For instance, Merv at the time of its destruction by the Mongols in the 13th century was potentially the largest city on Earth, and a great and thriving center of learning and commerce. Now even its ruins scarcely remain. I really get the feeling of a largely unsung vibrant world with their civilization, from antiquity through to today.

In actual game terms, though, I think their UI ultimately providing a free specialist from any of several luxuries you're likely to encounter is quite nice, and militarily I am definitely a cavalry fan in the front half of the game (which is likely a function of my preference for post-industrial conquest, and cavalry being especially well-suited for invasion defense in the "melee era" when my military efforts are primarily defensive), and both of their UUs lend themselves to that quite rewardingly. The UB is decent but functionally similar to its replacement, and the leader traits are well-suited for the playstyle of the civ overall.

The mounting first strike penalty is definitely a great idea. Feels like the sort of thing that would have been there from the start if it was brought up. I'm glad you mentioned it.

Yes, I think this would be a nice change too! I am glad that you prompted discussion about it, as my own post detailing this took some digging to find, and I wouldn't have looked for it on my own.

I think the ultimate problem with countering Stacks of Doom with smaller stacks is when the stack of doom is up against a city it's trying to conquer. Every unit you move out of the city in order to have smaller stacks is now a unit that's not defending the city. But maybe that's just things working as intended.

I would think so, and urban penalties are more forgiving than field penalties, anyway. You as a defender also generally have an additional major advantage with movement bonuses through routes, so such maneuvering in defense is often quite feasible, especially in the day of the iron horse and later.

Even if I know it, it's good to be reminded of it. :) Thanks for sharing that thorough breakdown, I needed to see that perspective again.

Sure! I simply enjoy this game and hanging out with the community here, even if my theorizing might not always be practically sound. By the way, if you wanted to chat on Discord, my username is the same there.

I tend to leave what I can. I'll chop down any that border the city unless there's a river in between, but otherwise I tend to leave them unless I specifically need to put down an improvement somewhere. Sawmills on a river are pretty good yields, especially on a hill, so I try to keep those even if it means not having a mine there throughout the ancient and classical eras.

With a little bit of perspective having played this mod going on 3 years now, I actually quite like the way that :hammers: yields are balanced, especially with respect to the question of whether or not to keep forests. That it is much more a question of minerals in the early game, then forests with some effort and specialization equating or superseding this, then a function of industrialization investment and resource access in the late game, is beautiful and elegant. "Do I chop this riverside forested hill" knowing that under Guilds with a sawmill it will be much better later on but you won't get as much out of it as you would with a mine now is much more fun than the vanilla "chop everything because immediacy outweighs everything."
 
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These are interesting ideas, but BTS's espionage's system obstacle has always been the espionage interface, and how much of a practical challenge it is to use effectively. Does Super Spies offer any improvements there?
Some. I will readily admit that the Espionage screen could use some love. It's not as bad as base BtS, but could be improved.
I actually like the espionage screen from Xyth's History Rewritten mod. The screen is clean, intuitive, as easily understood in managing your points versus an enemy. Unfortunately, I have not had the time to dive into it and see how it could be implemented in other mods. If you ever get the chance, I recommend taking a look at it.
I fully agree, as it is it's not good for this mod, and above all I think it drives the A.I. crazy. that when he finds himself having to choose between dozens of solutions, he gets lost and goes into chaos. I remain of the opinion that too much complexity benefits the human player. Sometimes when I edit the mod for myself, I just add an extra option for the AI. which makes it immobile. to give an example, sometimes I have wanted to try to make the a.i. more aggressive, and I got the exact opposite. Sometimes a good balance is achieved through trial and forturne. For example, for my tastes I prefer version 3.4, which is the one I play when I can, because the vassals can win a technological challenge, I happened to see them win several times, which doesn't happen to me with subsequent versions, and because I find the to the A.I. much more aggressive for my taste, but it shocked me how they use espionage, for example in the last game I used the dastur of Zoraoastrianism to steal territory from the Persians, and the Persian spy destroyed my Zoroastrian fire temple so as not to allow me to produce the dastur, I was really surprised
Yeah, that's always a problem when trying to tweak something. I had a similar issue when the kiddo and I was working on a scenario. My guess is that when you made your adjustments, you forgot to check the AI's War Declaration values in the iglobaldefines. I've lost track of how many times I forgot to double check something when changing values.
 
Great Prophet starting Great Inquisition?

Dear Realism Invictus team, firstly, please allow me to express my sincere gratitude for your work! I have been playing RI mod for many, many years, and it just keeps getting better and better. Thank you.

Secondly, after my last Russia Deity Huge map campaign I got a thought that there should be a way to purge unwanted religions without getting like -30 permanent penalty to relationships with some of strongest nations. My proposal: introduce new function for a prophet, who could be "consumed" to purge all non-state religions instantly via Great Inquisition and without any repercussions with neighbours (no diplomatic relationship hit/reduction). It would also increase usefulness of otherwise useless Great Prophet in the mid-game.

Best regards.

P.S. I do not know whether I have posted in the right section, so please forgive me, if I have not.

edited: Great Prophet to be able to trigger great inquisition only while running the proper civic.
 
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The Mongolian axeman(5)
 

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The new changes to nuclear weapons look exciting! I am curious to see what the new models look like, too, once I'm through with my current game, which I have some feedback for now.

R5439
Spoiler :

- Totestra occasionally appears to have its coordinates "misaligned" in that the Old World is sometimes split by the left and right edges of the mini-map, seemingly because it favors having the New World in the middle of the map and prioritizes this accordingly for some reason. While this doesn't functionally change anything when playing on a cylindrical world as I do, it can be confusing when a large empire is actually contiguous but shows up on opposite sides of the map. The New World often is in fact positioned in the middle, which is also somewhat awkward. Strangely, I even always select "Fix continent split" on the Wrap Land map setting, so this feature might actually not be working as intended.

- In reference to a recent piece of conversation between AllTheLand and Walter concerning the impracticality of preventing enemy reinforcement when besieging a city, an idea occurred to me which might offer a workable means of doing this: how about having siege weapons confer a negative promotion when adjacent to a city (e.g., "Besieged," akin to the already existing "Fear," which also somehow uses proximity logic) or after reducing city defenses, which makes the city tile impassible, just like a peak? If impassibility itself would displace the existing units there, then maybe a less elegant but practically equivalent exorbitant penalty to movement cost which would functionally freeze them in place? I agree that the inability to truly surround a city with a singular army is a shortfall of the way that Civ 4's combat works and makes for a less immersive tactical experience and representation of actual sieges, but this seems like it just might do the trick, if implementing it as feasible as it sounds.

- This might be at odds with the flavor or intended use-case for the unit, but I realized while playing Hungary this time and remarking on the Fekete Sereg's foot in the door as a blended melee and early gunpowder unit, that the German Doppelsöldner is exclusively the former, while the historical mercenaries by that name were very much active in the era of pike and shot, and were indeed generally belong to it, unlike the Black Army, which was formally disbanded before the XV was over. I'm not sure if it would present balance complications, but some trinket representation of marginal firearm use for them (such as a slight bonus against Arquebusiers or even just eligibility for Pinch) seems like it might be more authentic.

- I'm not seeing it in the main menu Pedia now, but in-game, the tooltip for Metal Casting was showing me "+0% Epidemics."

- Does Temperamental's "-2 first strikes chances" penalty apply to definite first strikes, or does it only subtract from the possible ones? That would indeed be a monumental difference.

- Are first impression relations bonuses and penalties definite and fixed between specific leaders across games or simply randomized within each individual game? Does Caesar, for instance, have a specific negative first impression of a historical enemy like Vercingetorix in every game, or are such historical enemies only coincidental when they manifest that way, and recipients and severity of these are actually random?

- The Skirmisher shows Woodworking as a prerequisite in addition to Bronze Working, which itself already requires Woodworking.

- This is something that I have been aware of for a while, but many of the music selections for certain leaders are borrowed from culturally rather different civs and would benefit from some correction. I can help with this if you'd like. (Hungary, for instance, has vanilla Mali's music, while Pericles has the Volga Boatmen as his leitmotif, which is a bit jarring in both cases.) Where there aren't pre-existing music assets, something at least culturally-adjacent to the civ in question and much more plausible could be shared instead.

- It seems to me that the industrial plantation for hemp comes too late with Serfdom. The default plantation with Calendar applies to six other cash crops, and I don't see how or why hemp would be an exception, technologically. It is frurstrating when it is revealed at the very beginning of the game with Mysticism and you're aware that you have it, but you can't connect or make use of it until all the way to the medieval era. It does passively provide 1:commerce: on its own, but that pales in comparison and still leaves the question as to why properly making use of it comes so much later. As an input for naval supplies, it is still contingent upon the Naval Workshop, which properly does come later with Machinery, so the resource itself wouldn't shortcut this. Herodotus in the 5th century BC wrote about the Scythians smoking it, so if it was being used as a ritual or recreational drug in antiquity, is there a reason why it can't be unlocked with Calendar instead, like the other luxury crops? To a lesser extent, this might apply to cotton as well as the only other resource requiring this specific improvement, but alternatively, mass production of it does seem to be more labor intensive, and I actually am not sure how widely used or important it was as a commodity before industrialized textile production.

- The barbarian uprising event happened to me and it identified verbally that "A dangerous number of Swordsmen" have spawned, but they were actually Axemen. I believe this may have been because I didn't at the time have Armor Crafting and so the event just defaulted to whatever the strongest available melee unit was, but there was still a discrepancy in the verbiage and what actually happened. I took a save and can link this here if you'd like to see it.

- Unfortunately, the Horse Whisperer quest appears to be broken, as I was the first to fulfill its requirements and then nothing visibly happened. I have attached a save if you would like to take a look.

- In the vein of decoupling some of the roadblock tech prerequisites which are less conceptually related, it seems to me that Politics should not be a prerequisite of Armor Crafting, as it currently is. Much like Double-Entry Accounting was for Cavalry Tactics, they don't seem meaningfully interdependent and also clamp the "administrative" and "military" branches together at that junction of the tree, which feels a bit jammed and less interesting as well. I would suggest removing this specific prerequisite, personally.

- Why does Bread and Circuses from the Famous Gladiator say that it lasts for 25 turns, but will also be removed from the city after 410 turns? Wouldn't both values be referring to the expiration of the effect? I didn't get a save for this one, but in the tooltip when hovering over the unit action icon, each was explicitly said.

- Something appears to be broken with the (quite cool) feature of tying revolting slaves and serfs to the identity of the civ in question. In this game, my slave revolts were occasionally African, and occasionally Caucasian. I've included a save for a specific example of this, where the slaves were initially black, and then once I killed one of them, the rest of them turned white. They also were being divided in the "group by category" command based upon this, where only one ethnicity was gathered by the action, even though all them as slaves were still nominally the same unit. Is this possibly randomizing based upon the tile culture of the city from which the revolt spawns? I was neighboring the Sahelians and had some decent cultural pressure from them, so this is what I am inclined to guess.

- Does hurried production from slaves (or Great Engineers) get factored into the production chart? I believe it logs the historical output, not rate of future production, but I am curious, because in this game, I captured probably several hundred slaves and this ended up being an actually quite significant source of total :hammers:, which I capitalized on until the flintlock era.

- Hungary has the same anachronistic fishing boats in the medieval era that I had mentioned for England previously. I don't recall if that was already fixed or not, but perhaps this is the case for all European civs.

- Siege Engineering I from the Engineer Corps doctrine nominally provides +50% XP gain from combat, but as this doctrine is unlocked by Gunpowder alongside Bombards (presumably its intended recipients) which can only attack via ranged bombardment at a marginal XP cap of +1 per instance, the bonus rounds down to conferring no additional XP. As Siege Engineering II adds another 50% to XP gain already, I would suggest moving the first tier's bonus to the second for a full 100% which would properly reflect in +2 per instance, and maybe move more of the city defense bombardment bonus towards the first tier to balance it against not being lucrative at first. It is currently +5% and then +7%, so perhaps +8% with no additional XP bonus and then +4% with the full 100% XP gain bonus instead, might be a good way to correct the rounding nullification while still keeping the first promotion competitive against conventional ones.

- The walls of Adwa in the save I have attached appear to be halving the bombardments of my besieging Bombards, which should be exempt from this as gunpowder siege weapons. I don't recall this being a problem with other civs' bombards, so perhaps there is something amiss with the default one (which Hungary uses)?

- I had mentioned this a while back, and I have no idea if it would be ridiculously complicated to implement, but it would be a major quality of life improvement if the combat odds tooltip could be displayed throughout the combat animation. I play with offensive quick combat but I leave the animations on for defense, so that I am aware of what happens in both cases, but in turns with a huge number of defensive combats, it is actually quite a slog to fish through the combat log and look for individual combat odds. If you could see the odds and the factors at play for the 10-15 seconds of each combat animation as they occur, this would be fantastic. Is this something even conceptually reasonable?

- Are Great Bombards able to move through forests with a route? I built it in this game, and it actually can within my own territory on a road, but it is not able to follow my invading army into the enemy's forest, as is described. I have a save if you would like to take a closer look, as I am likely misunderstanding something on my end. I thought that they were supposed to be unable to move into any forest whatsoever.

- In this game, as I mentioned above, slave captures ended up being a huge windfall of :hammers: for me. Perhaps I have simply gotten lucky, but it seems that the capture odds are well above 20%. I'm finding that something like every other combat has yielded me a slave, and I ran the civic from early classical up through Metallurgy, which should normalize the outcome to the actual probability.

- Here I am simply curious, but why was Merchant Adventures renamed to Global Trade? The continuity of EU3's National Ideas into this game was something I actually loved and am slightly pained to see fade out... :D

- In this game, Yusuf ibn Tashfin wouldn't capitulate even with only a single unit left guarding his last city. Could the Pedia possibly detail a leader's individual willingness to capitulate, as this seems to be variable and not already explicitly documented? It can make a difference knowing whether or not you can expect this in deciding how much weight to throw at a losing opponent.

- Name tags for events of masters declaring war on their own secessionists are still showing the latter as a blank (e.g. "[Leader X] has declared war on !"). This was reported by someone else somewhat recently, but I am not sure if it was ever properly debugged or if a root cause was found at the time.

- On the note of the bug recently discussed between you and [Y], I was already aware of it and caught an instance of replication for it in the fourth save I've attached. It says that Longbowmen replace Line Infantry. Just brainstorming here, but what if this occurs when you know the tech that obsoletes the previous unit? I seem to notice this only when I am actually able to build the upgrade that it says the archery unit replaces, not before.

- It seems to me that the Caravan House is too regionally thematic and might be due for a more generic renaming. I've had this impression for a while, but it was starkly apparent when it was a lucrative build on one of my colonial island cities not adjoined to any viable land route. Admittedly, I don't have any ideas which I'd be proud to offer as an alternative, but something less explicitly land or even desert oriented seems to be called for.

- Does Totestra (or any other major map script for that matter) distinguish the New World from the Old World such that certain resources are separated between them, so that there are properly "exotic" goods only available from colonization or trade, or is it actually blind to this?
 

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You also forgot to mention assassinating a Great Person, influence civics, and a few other shenanigan's. As well as a whole plethora of spy promo's that can counter said Sir James Bond.
While I agree balance would need to be a thing, especially for the AI to use effectively ( I did state that the XML coding was a PITA in a previous post), I don't really see this as a bad thing.
I understand that players don't like their carefully crafted empires get chaotic by losing a city due to separatism, culture influence, or a good old fashioned boom. IMO, if your going to allow espionage in an Empire, then said Empire's collective intelligence agencies should get of their butts and stop Sir James and his dastardly plans of having a good time. After all, spending Espi points for a good martini ( shaken, not stirred) for your counter spy to give to Sir James could be a thing :mischief: :lol:
Thanks for all the heads-up. Seems like it adds an awful lot of stuff. Not sure I like the sound of that...
I actually like the espionage screen from Xyth's History Rewritten mod. The screen is clean, intuitive, as easily understood in managing your points versus an enemy. Unfortunately, I have not had the time to dive into it and see how it could be implemented in other mods. If you ever get the chance, I recommend taking a look at it.
I'll take a look.
Great Prophet starting Great Inquisition?

Dear Realism Invictus team, firstly, please allow me to express my sincere gratitude for your work! I have been playing RI mod for many, many years, and it just keeps getting better and better. Thank you.

Secondly, after my last Russia Deity Huge map campaign I got a thought that there should be a way to purge unwanted religions without getting like -30 permanent penalty to relationships with some of strongest nations. My proposal: introduce new function for a prophet, who could be "consumed" to purge all non-state religions instantly via Great Inquisition and without any repercussions with neighbours (no diplomatic relationship hit/reduction). It would also increase usefulness of otherwise useless Great Prophet in the mid-game.

Best regards.

P.S. I do not know whether I have posted in the right section, so please forgive me, if I have not.

edited: Great Prophet to be able to trigger great inquisition only while running the proper civic.
Thanks, I'll think about it. I'm not sure about the no diplomatic penalty though, doesn't feel right to me, given how religion around medieval-renaissance eras is a major driver for diplomacy.
Look at his hat
Yeah, early Mongol units in general are probably something I'll cast a look if I have time.
The new changes to nuclear weapons look exciting! I am curious to see what the new models look like, too, once I'm through with my current game, which I have some feedback for now.
Don't get too excited, they are still basically long tubes, just shaped a bit differently. You know, ICBMs.

I can't quite place what the default one is supposed to be BTW. I think it's the Chinese DF-5, but the single big engine exhaust looks really weird.
- Totestra occasionally appears to have its coordinates "misaligned" in that the Old World is sometimes split by the left and right edges of the mini-map, seemingly because it favors having the New World in the middle of the map and prioritizes this accordingly for some reason. While this doesn't functionally change anything when playing on a cylindrical world as I do, it can be confusing when a large empire is actually contiguous but shows up on opposite sides of the map. The New World often is in fact positioned in the middle, which is also somewhat awkward. Strangely, I even always select "Fix continent split" on the Wrap Land map setting, so this feature might actually not be working as intended.
Totestra specifically has a measure built-in to prevent things like this from happening (which is generally an in-built deficiency of all PW-like maps), but I guess it doesn't work perfectly all the time.
- In reference to a recent piece of conversation between AllTheLand and Walter concerning the impracticality of preventing enemy reinforcement when besieging a city, an idea occurred to me which might offer a workable means of doing this: how about having siege weapons confer a negative promotion when adjacent to a city (e.g., "Besieged," akin to the already existing "Fear," which also somehow uses proximity logic) or after reducing city defenses, which makes the city tile impassible, just like a peak? If impassibility itself would displace the existing units there, then maybe a less elegant but practically equivalent exorbitant penalty to movement cost which would functionally freeze them in place? I agree that the inability to truly surround a city with a singular army is a shortfall of the way that Civ 4's combat works and makes for a less immersive tactical experience and representation of actual sieges, but this seems like it just might do the trick, if implementing it as feasible as it sounds.
I am really loathe to mess with pathfinding. It can open a whole can of well-hidden worms in the code that will be very hard to track down.
- This might be at odds with the flavor or intended use-case for the unit, but I realized while playing Hungary this time and remarking on the Fekete Sereg's foot in the door as a blended melee and early gunpowder unit, that the German Doppelsöldner is exclusively the former, while the historical mercenaries by that name were very much active in the era of pike and shot, and were indeed generally belong to it, unlike the Black Army, which was formally disbanded before the XV was over. I'm not sure if it would present balance complications, but some trinket representation of marginal firearm use for them (such as a slight bonus against Arquebusiers or even just eligibility for Pinch) seems like it might be more authentic.
They don't represent the whole body of landsknechts, which used quite a varied arsenal, as you rightly point out (and which are represented by various German flavour units around the era), but the NU represents a particular type of unit that was specifically armed with greatswords and used to break pikeman formations. You are right in that "Doppelsöldner" could also mean other elite landsknechts ("receiving double pay"), but in a narrower sense, it was specifically used to denote a soldier trained and equipped to use a Zweihänder. The unit uses this particular narrower definition. Landsknecht firearm users are simply the flavour arquebusier for Germany.
- I'm not seeing it in the main menu Pedia now, but in-game, the tooltip for Metal Casting was showing me "+0% Epidemics."
I am starting to feel like Macbeth with this one. Out, damned epidemic chance! :lol:
- Does Temperamental's "-2 first strikes chances" penalty apply to definite first strikes, or does it only subtract from the possible ones? That would indeed be a monumental difference.
No, "accounting-wise", they are tracked separately.
- Are first impression relations bonuses and penalties definite and fixed between specific leaders across games or simply randomized within each individual game? Does Caesar, for instance, have a specific negative first impression of a historical enemy like Vercingetorix in every game, or are such historical enemies only coincidental when they manifest that way, and recipients and severity of these are actually random?
The first impression is random and is determined separately for each game. That's actually a vanilla thing, the only thing I did to it was visualise it to players.
- The Skirmisher shows Woodworking as a prerequisite in addition to Bronze Working, which itself already requires Woodworking.
Thanks, removed.
- This is something that I have been aware of for a while, but many of the music selections for certain leaders are borrowed from culturally rather different civs and would benefit from some correction. I can help with this if you'd like. (Hungary, for instance, has vanilla Mali's music, while Pericles has the Volga Boatmen as his leitmotif, which is a bit jarring in both cases.) Where there aren't pre-existing music assets, something at least culturally-adjacent to the civ in question and much more plausible could be shared instead.
As someone who plays with music off, I wouldn't even be aware of that. If you could compile a list of which civs/leaders require specific attention, I'd get to it. There actually seems to be a perfect tool for this these days - generative AI can now do very decent music, and it's quite easy to take a relevant folk melody from a civ (or something otherwise public-domain) and arrange it appropriately in three different styles. Might be a fun activity - but I need someone's report on the particularly sorely needed ones.
- It seems to me that the industrial plantation for hemp comes too late with Serfdom. The default plantation with Calendar applies to six other cash crops, and I don't see how or why hemp would be an exception, technologically. It is frurstrating when it is revealed at the very beginning of the game with Mysticism and you're aware that you have it, but you can't connect or make use of it until all the way to the medieval era. It does passively provide 1:commerce: on its own, but that pales in comparison and still leaves the question as to why properly making use of it comes so much later. As an input for naval supplies, it is still contingent upon the Naval Workshop, which properly does come later with Machinery, so the resource itself wouldn't shortcut this. Herodotus in the 5th century BC wrote about the Scythians smoking it, so if it was being used as a ritual or recreational drug in antiquity, is there a reason why it can't be unlocked with Calendar instead, like the other luxury crops? To a lesser extent, this might apply to cotton as well as the only other resource requiring this specific improvement, but alternatively, mass production of it does seem to be more labor intensive, and I actually am not sure how widely used or important it was as a commodity before industrialized textile production.
There is a world of difference between harvesting and cultivation. Both hemp and cotton, while in use for millennia, were only cultivated commercially on any kind of large scale since early medieval era. I hear you though, that they're already quite lackluster as resources, and I'll shift the tech requirement a bit back, to Irrigation Systems (same as food plantations).
- The barbarian uprising event happened to me and it identified verbally that "A dangerous number of Swordsmen" have spawned, but they were actually Axemen. I believe this may have been because I didn't at the time have Armor Crafting and so the event just defaulted to whatever the strongest available melee unit was, but there was still a discrepancy in the verbiage and what actually happened. I took a save and can link this here if you'd like to see it.
That particular event (Vandals) is set to spawn a mix of swordsmen and axemen. You might have seen a statistic outlier if no swordsmen spawned (they are supposed to be in a roughly 3:2 mix).
- Unfortunately, the Horse Whisperer quest appears to be broken, as I was the first to fulfill its requirements and then nothing visibly happened. I have attached a save if you would like to take a look.
I took a look at your save, and if that's the time you finished building your 5 stables, I am pretty sure Armenians got there before you.
- In the vein of decoupling some of the roadblock tech prerequisites which are less conceptually related, it seems to me that Politics should not be a prerequisite of Armor Crafting, as it currently is. Much like Double-Entry Accounting was for Cavalry Tactics, they don't seem meaningfully interdependent and also clamp the "administrative" and "military" branches together at that junction of the tree, which feels a bit jammed and less interesting as well. I would suggest removing this specific prerequisite, personally.
I somewhat agree in principle, but I don't like how the main Classical military techs would then be totally uncoupled from the rest of the tech tree and, as such, really easily beelineable. This is one of those prerequisites that are there more for balancing reasons.
- Why does Bread and Circuses from the Famous Gladiator say that it lasts for 25 turns, but will also be removed from the city after 410 turns? Wouldn't both values be referring to the expiration of the effect? I didn't get a save for this one, but in the tooltip when hovering over the unit action icon, each was explicitly said.
This is what I see when I load your slave revolt save, and this is how it's supposed to be working:
1731225336924.png

- Something appears to be broken with the (quite cool) feature of tying revolting slaves and serfs to the identity of the civ in question. In this game, my slave revolts were occasionally African, and occasionally Caucasian. I've included a save for a specific example of this, where the slaves were initially black, and then once I killed one of them, the rest of them turned white. They also were being divided in the "group by category" command based upon this, where only one ethnicity was gathered by the action, even though all them as slaves were still nominally the same unit. Is this possibly randomizing based upon the tile culture of the city from which the revolt spawns? I was neighboring the Sahelians and had some decent cultural pressure from them, so this is what I am inclined to guess.
I don't really understand what you're trying to say here. The ethnicity of revolting slaves reflects (statistically) the ethnicity of all the slaves you've captured throughout the game.

1731226673984.png


This (taken in the save you posted; before you ask, I just whipped it up ad hoc and this info is not accessible to players) shows me that you've been a naughty boy captured a rather varied assortment of slaves throughout the game so far, but the composition of that particular stack (one African and lots of European slaves) is fairly reflective of the ones you've captured before, within statistical margins (one could expect one Asian rebel slave there as well, but it's all probability based - maybe in the next revolt you'd get one or two). It seems to be working as intended.
- Does hurried production from slaves (or Great Engineers) get factored into the production chart? I believe it logs the historical output, not rate of future production, but I am curious, because in this game, I captured probably several hundred slaves and this ended up being an actually quite significant source of total :hammers:, which I capitalized on until the flintlock era.
TBH I don't know what goes into these charts. I may look at them one day, but since they don't have any real impact on gameplay, I simply tend to ignore them (aside from the score one obviously).
- Hungary has the same anachronistic fishing boats in the medieval era that I had mentioned for England previously. I don't recall if that was already fixed or not, but perhaps this is the case for all European civs.
As I mentioned before, it's simply one used for the medieval era for all civs (except for unique improvements). I simply haven't gotten to changing this one yet.
- Siege Engineering I from the Engineer Corps doctrine nominally provides +50% XP gain from combat, but as this doctrine is unlocked by Gunpowder alongside Bombards (presumably its intended recipients) which can only attack via ranged bombardment at a marginal XP cap of +1 per instance, the bonus rounds down to conferring no additional XP. As Siege Engineering II adds another 50% to XP gain already, I would suggest moving the first tier's bonus to the second for a full 100% which would properly reflect in +2 per instance, and maybe move more of the city defense bombardment bonus towards the first tier to balance it against not being lucrative at first. It is currently +5% and then +7%, so perhaps +8% with no additional XP bonus and then +4% with the full 100% XP gain bonus instead, might be a good way to correct the rounding nullification while still keeping the first promotion competitive against conventional ones.
Well, technically speaking, they can also defend normally in combat (though of course practically speaking that should occur close to never, at least intentionally). There's room for overhauling the whole doctrine, I guess; it's not really interesting the way it currently is.
- The walls of Adwa in the save I have attached appear to be halving the bombardments of my besieging Bombards, which should be exempt from this as gunpowder siege weapons. I don't recall this being a problem with other civs' bombards, so perhaps there is something amiss with the default one (which Hungary uses)?
That's totally on me, I've been stupid and removed the gunpowder tag from all siege units as they didn't attack directly anyway. I then realized that it would mess up how they interacted with walls, but forgot to revert this change. Reverted now.
- I had mentioned this a while back, and I have no idea if it would be ridiculously complicated to implement, but it would be a major quality of life improvement if the combat odds tooltip could be displayed throughout the combat animation. I play with offensive quick combat but I leave the animations on for defense, so that I am aware of what happens in both cases, but in turns with a huge number of defensive combats, it is actually quite a slog to fish through the combat log and look for individual combat odds. If you could see the odds and the factors at play for the 10-15 seconds of each combat animation as they occur, this would be fantastic. Is this something even conceptually reasonable?
Not messing with combat odds display. It's really arcane.
- Are Great Bombards able to move through forests with a route? I built it in this game, and it actually can within my own territory on a road, but it is not able to follow my invading army into the enemy's forest, as is described. I have a save if you would like to take a closer look, as I am likely misunderstanding something on my end. I thought that they were supposed to be unable to move into any forest whatsoever.
Yeah, all units with movement restrictions can traverse the restricted terrain/feature if there's a road.
- In this game, as I mentioned above, slave captures ended up being a huge windfall of :hammers: for me. Perhaps I have simply gotten lucky, but it seems that the capture odds are well above 20%. I'm finding that something like every other combat has yielded me a slave, and I ran the civic from early classical up through Metallurgy, which should normalize the outcome to the actual probability.
The chances seem to be working as intended (20% normally, twice that if you have the Colosseum - which you do). Might be a bit too high overall...
- Here I am simply curious, but why was Merchant Adventures renamed to Global Trade? The continuity of EU3's National Ideas into this game was something I actually loved and am slightly pained to see fade out... :D
Merchant Adventures were renamed to Chartered Companies, to be more generic. The Company of Merchant Adventurers of London was one of the first examples of Chartered Companies (which include the more prominent ones such as the VOC, the EIC or the Hudson Bay Company). The name is now broader and more descriptive, while the tech is still focused on the same thing. Global Trade is the new and better Ship Rigging.
- In this game, Yusuf ibn Tashfin wouldn't capitulate even with only a single unit left guarding his last city. Could the Pedia possibly detail a leader's individual willingness to capitulate, as this seems to be variable and not already explicitly documented? It can make a difference knowing whether or not you can expect this in deciding how much weight to throw at a losing opponent.
I don't think there's even a leader parameter that controls for that.
- Name tags for events of masters declaring war on their own secessionists are still showing the latter as a blank (e.g. "[Leader X] has declared war on !"). This was reported by someone else somewhat recently, but I am not sure if it was ever properly debugged or if a root cause was found at the time.
I'm not sure I'll be able to fix this. This is simply a normal war declaration message, and from what I see the war is declared properly - but the message itself fails to find its input somehow.
- On the note of the bug recently discussed between you and [Y], I was already aware of it and caught an instance of replication for it in the fourth save I've attached. It says that Longbowmen replace Line Infantry. Just brainstorming here, but what if this occurs when you know the tech that obsoletes the previous unit? I seem to notice this only when I am actually able to build the upgrade that it says the archery unit replaces, not before.
Nope, you didn't.
1731227809550.png

Which is also informative, as it shows us that whatever it is, it's not written into the savegame file, and is a part of the immediate game state. But which, of course, means it's even harder to replicate.
- It seems to me that the Caravan House is too regionally thematic and might be due for a more generic renaming. I've had this impression for a while, but it was starkly apparent when it was a lucrative build on one of my colonial island cities not adjoined to any viable land route. Admittedly, I don't have any ideas which I'd be proud to offer as an alternative, but something less explicitly land or even desert oriented seems to be called for.
It's somewhat Asian-flavoured, I agree, but renaming it to an Inn would likewise be region-centric, just for Europe. I can't really find an all-encompassing term that would be more generic than that.
- Does Totestra (or any other major map script for that matter) distinguish the New World from the Old World such that certain resources are separated between them, so that there are properly "exotic" goods only available from colonization or trade, or is it actually blind to this?
Not specifically, but I think map scripts tend to place at least some luxuries on one landmass only - and if it's a map with a New and Old World, it might easily happen then that they'll be exclusive to one or the other.
 
👀



Well, it's actually a mix of things. I do like them as a Civ, but more importantly I like Elissa. Seafarer and Charismatic are two immensely powerful traits:

+1 trading route to cities, even if just coastal cities, is no small benefit. That's a source of commerce that doesn't need to be worked, like a tile would need to be, and that grows naturally over the course of the game and as you construct buildings to improve it. Compare to Financial: It only adds a single commerce and only to tiles that already have 3 commerce, and you only get that benefit if you work the tile. You're probably never getting more than 5 or 6 extra commerce in a single city with Financial, and even that is only if you build improvements to get that minimum 3 commerce, and only if you work those tiles. And you'll have very few cities set up to reap such a benefit. By midgame, however, a single extra trade route can generate 4-6 commerce per turn on its own, and do it in pretty much every coastal city you have.

Seafarer also gives your ships Sailor Training, which adds first strikes and a hefty 25% bonus to fighting barbarian ships. That makes it significantly easier to safeguard your water tiles and those first strikes make a big difference in early naval combat, when there's very little setting ships apart in strength (minimal defense bonuses, etc).

Charismatic can add +1 happiness to each city. Actually it's +2 by the endgame, but I never reach Broadcast Tower to enjoy that. :p

Charismatic reduces XP needed for promotions by 25%, and that's huge. It lets your units be more impactful, getting more promotions per exp than non-charismatic leader's units. A militaristic leader might give each of their units +2xp right off the bat, which will put the unit one promotion ahead of a brand new charismatic leader's unit, but at 8xp, the charismatic leader's unit has one promotion over the militaristic leader's units. This is very helpful on higher difficulties, where you need to be able to get a lot done with fewer units.

And as I've mentioned before, Revolutionary isn't that bad of a drawback, and it is entirely cancelled out in Elissa's case. For me, this trait combo makes her the best leader in the game for playing a high difficulty and needing to max every advantage you have.


It's not flashy, but don't discount the impact of an additional commerce in the very early game. Keep in mind that the Humanist trait's most prominent feature is just +1:commerce: on the city tile (though on the other hand, it's pretty universally acknowledged to be a bad trait). I usualy push for Judaism to better capitalize on the extra seafaring trade route, so I don't typically build the pagan temples, but they make an impact. Especially if you get Statue of Zeus. Tuh-duh, you just gained a 4th trait. :lol:


The ratio might be worse, but it's still an extra happiness! But the magic of the Trading Colony isn't that it gives happiness or has an extra commerce, it's the Dye Works, which lets you turn any Andosol fertile soil into a source of Dye. In my last game I had neither any Dye or Andosol, so I didn't get to make use of it, but I've had games where a city had two Andosol tiles in its BFC, meaning +2 happiness and a extra Dye that I can trade away for big money to crank the research rate higher.


It's not just a cheaper harbor, it also gives +25% trade route yield. And when you have 3 or more trade routes already (default, seafarer, river dock, plus maybe also merchant families, trade fairs, and great lighthouse/Hanseatic League), that's a lot of extra income. Technically not as powerful as Dravidia's Payanam, but with 4 of Carthage's leaders giving an extra trade route (compared to Dravidia's 1 seafarer), it's very significant. Getting access to Cothon is one of my major economy spikes in games.


I forget it gives that extra, so yeah, not very potent. :lol:



The problem here is that you're slotting it after Archery Training. If you rush Rudder, which is not at all deep into the Medieval techs, and have a good economy (and if playing as Carthage, you ought to be building around naval trade and economy), you'll have an 8 strength melee unit that can attack cities from across a river at no penalty and with an innate +50% city attack bonus at a time where most civs are still using 4 strength Composite Bowmen. A rank 3 or 4 bowman on a hill might give a Barbary Pirate a run for its money, but a bowmen with less is going down without a fight. When playing Carthage, you start the Medieval era by conquering a neighbor. Carthage gives you everything you need to do it. In my last game I conquered most of Rome (hey hey). I probably could have conquered them entirely but I wasn't expecting the newly conquered cities to be so productive, and did my usual peace treaty to let what I conquered build up (plus I had a bunch of island barbarians to conquer with more promising resources).


Numidian Cavalry is pretty lackluster, yeah. It's absolutely great at taking out horse archers, but as you said, that's not a regularly encountered problem. They can also do a decent job defending against skirmishers. I mostly see them as cheaper horsemen that start with some handy promotions, and they've never served as a cornerstone of my military strategy.

In addition to this, they have a very strong militia, with +40% against archers instead of +25% (though less needed now with the archers doing down to 2) and +75% against cavalry instead of +50%, so they're very capable of holding out against barbarian rushes in the early game. And these are the nerfed militia: back in the day they used to have one of the 4-strength militias (along with Egypt), and boy was that a show of power.

Ther galley also gets +10% coastal strength and a first strike chance, which is pretty good, but especially so when layered on top of the seafarer bonuses.

Overall, to get the most out of Carthage, you have to play it like Carthage's actualy history. This isn't a civilization you want to be turtling with and playing tall. It's strongest elements are in the first half of the game, so you want to expand out broadly, using your extra sea trade routes, extra trade route income, and pagan temple commerce to finance things. Chase down the useful wonders, primarily Great Lighthouse, and if you can, the Colossus as well. The Great Merchant points will give you extra financial fuel to build a wide empire. I aim to have 4-5 cities by classical and 10 by Medieval. Then 15 after getting access to Barbary Pirates (which needs to be as early as possible), and 20 by the time I reach Reinnaisance. Get Hanseatic League for more trade routes. Build only the military you need to patrol your territory, to fight border wars, and to expand, using charisma to hold the line. Medieval should give you a military boom and a commerce boom allowing you to start playing more forcefully.

That's actually my general approach regardless of which Civ I play, but Carthage is just fine tuned to do it very well.


Yeah, a middle ground could be good, or maybe an alternative obstacle if there's a good option.


That's really good to know! I never thought about modifying it locally, but I might give your changes a try. Do you still play with those settings?


That's true. I might have been overzealous in my rant and failed to consider this. At some point I got it in my head that Logicstic Problems was meant to help curtail stacks of doom, and maybe it's fair to say it does this through opportunity costs, but my expectation was something more direct. I'll pay more attention to this in my next few games and reevaluate.


Specialization is cool, but how often are you actually fighting in deserts? No one is stationing their stack in an Oasis as a defensive hold out. But the odds of starting near forests is pretty high, and enemies having the advantage on your home turf is grievous. It might be less felt is Civs were pushed to start near their historical landscapes, but that's not what we have.
This is interesting because I agree with you that Carthage can be pretty strong, but I think its the UU and the UI that makes/breaks them, I think their trait combos are solid but seafarer is very swingy.

Financial's bonus is worse later in the game but at the start, you get 4 commerce tiles on riverside jungle tiles, for example. Could easily be 15 commerce per city with the right settling. Seafarer's problem is that if you don't start on the coast you're playing with essentially 1 trait, and its only good when over half of your empire are coastal cities.

Barbary Pirate rush is probably one of the strongest rushes in the game. but a question: how do you deal with 5 cities in classical and 10 cities in medieval on immortal? I'm trying to break into emperor atm, and I find myself being invaded by huge ai stacks (20-30 units) around late classical; given the maintenance costs, its extremely hard to defend a vast empire while also defending against stacks of 20-30 units that early in the game. Granted, if you survive this, you get to go and fully annihilate a civ with barabary pirates, but this is still hard. I will say though, with the recent changes to when you get warbands, the carthaginian militia is a strong unit that can get you a very early mil advantage should you want to invade the ai(I also find hannibal to be the better leader over elissa for his traits).

Wrt the forest skirmishers thing, while that sucks, I think its easier to play around that by chopping forests early, makes it easier to defend with cavs. Can't say the same about jungle though...

Also I've played Transoxiana before, hmu with any questions on the civ. I'm a fan of starting civ-specific strategy threads for RI to discuss how to play them, its always fun.
 
What if you move a spearman to iron working technology, give him 5 strength, and +60% against mounted units
 
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What if you move a spearman to iron working technology, give him 5 strength, and +60% against mounted units
Ok.. Your reason for this is why? And my follow up to this question; What is your plan for pike men?
 
Thanks for all the heads-up. Seems like it adds an awful lot of stuff. Not sure I like the sound of that...
It does, and your also correct. Lol, your not going to like the sound of it. It took quite a bit of effort in just modifying for a custom scenario , let alone trying to incorporate it into a large mod.
I'll take a look.
Nothing wrong with that. It's always kind of fun checking out other mods and going "oohhh, that looks neat".
 
That said, more specifically, can all native English speakers please mentally append "in my opinion," to posts of Central/Eastern European people - I know full well that they often come off harsher and more categorical than they intend to.

By the way, I made a non-trivial discovery for myself about the difference in cultures. A "bearish service" - originally from the fables of La Fontaine. And I thought that if the "meme" was spread from the Rhine to Russia, then it had definitely crossed the English Channel. In reality, even the French themselves do not use the idiom – their reference to the same fable sounds like "the bear's cobblestone".
The British, obviously, lived by the principle mentioned above: "we don't need these French things. We are reading a moral novel in ten volumes here". It is curious that it is in the idiom that English speakers read instead of irony / self-irony. A threat to eat with bones?
 
Don't get too excited, they are still basically long tubes, just shaped a bit differently. You know, ICBMs.

Admittedly, though, the default textures are quite primitive, and I'm not sure that real ICBMs have Christmas lights on the top, either. I was quite candid in looking forward to seeing how they were addressed... :lol:

Totestra specifically has a measure built-in to prevent things like this from happening (which is generally an in-built deficiency of all PW-like maps), but I guess it doesn't work perfectly all the time.

Yeah, if there's nothing alarming and easily identifiable, it's easy enough to live with. I just thought I'd point it out in case that were true.

I am really loathe to mess with pathfinding. It can open a whole can of well-hidden worms in the code that will be very hard to track down.

I suspected that, but still thought it worth suggesting in case you liked the idea.

They don't represent the whole body of landsknechts, which used quite a varied arsenal, as you rightly point out (and which are represented by various German flavour units around the era), but the NU represents a particular type of unit that was specifically armed with greatswords and used to break pikeman formations. You are right in that "Doppelsöldner" could also mean other elite landsknechts ("receiving double pay"), but in a narrower sense, it was specifically used to denote a soldier trained and equipped to use a Zweihänder. The unit uses this particular narrower definition. Landsknecht firearm users are simply the flavour arquebusier for Germany.

Okay, makes sense. Even in their current form, they remain potentially my favorite NU. The late medieval and early renaissance is one of my favorite eras in the game, especially with respect to combat, as you have a dethroned but still quite viable arm of melee, the debut of proper gunpowder weapons, cavalry's advantage mostly reduced to :move: as its :strength: is narrowly close to infantry and not well-suited against either Arquebusiers or Pikemen, walls and castles are no longer safe strongholds, and naval warfare generally gets dynamically opened up a lot more. Having a special, elite melee unit that holds its own in this era is cool and fun.

I am starting to feel like Macbeth with this one. Out, damned epidemic chance! :lol:

While my ability to quote Shakespeare in reply would have to come from another play, I knew that this would likely be annoying news. Hopefully it's the last instance of it!

No, "accounting-wise", they are tracked separately.

Time to play all of the leaders with this detriment that I previously avoided because I thought it was game-ruiningly bad, then... :D

The first impression is random and is determined separately for each game. That's actually a vanilla thing, the only thing I did to it was visualise it to players.

Then "a first impression is NOT, in fact, a lasting one" it seems... :lol:

As someone who plays with music off, I wouldn't even be aware of that. If you could compile a list of which civs/leaders require specific attention, I'd get to it. There actually seems to be a perfect tool for this these days - generative AI can now do very decent music, and it's quite easy to take a relevant folk melody from a civ (or something otherwise public-domain) and arrange it appropriately in three different styles. Might be a fun activity - but I need someone's report on the particularly sorely needed ones.

Sure, I'll do some thorough testing with each leader and write back to you on this before the month is out. I often play with the music off myself, but (speaking of generative AI) YouTube's new recommendations are terrible in my recent experience, and generally just rehash my literal history instead of recommending anything new along similar lines, so I've often just switched back to the in-game music because suggested songs are the same handful ad nauseum.

There is a world of difference between harvesting and cultivation. Both hemp and cotton, while in use for millennia, were only cultivated commercially on any kind of large scale since early medieval era. I hear you though, that they're already quite lackluster as resources, and I'll shift the tech requirement a bit back, to Irrigation Systems (same as food plantations).

Thank you, that does seem better.

That particular event (Vandals) is set to spawn a mix of swordsmen and axemen. You might have seen a statistic outlier if no swordsmen spawned (they are supposed to be in a roughly 3:2 mix).

Ah, I did not know! Is it actually contingent upon you knowing the tech to build either unit, though? It could just be a statistical outlier, but since I literally couldn't build Swordsmen but could build Axemen, I'm wondering if it pays heed to that.

I took a look at your save, and if that's the time you finished building your 5 stables, I am pretty sure Armenians got there before you.

Hmm, yeah I didn't spoil my game by opening the WorldBuilder, but there was no notification that I saw about the event being completed by anyone, so unless I missed that, there was no way for me to confirm without doing so. Hopefully whatever mystery benefit that they got isn't still applicable, now that I've had to carefully tightrope relations with them and they're sparring with me for the lead in the early industrial now... This is the first game where I'm in a winning position at this point on emperor, so if I lose to them I will naturally blame their winning the Horse Whisperer quest. :)

I somewhat agree in principle, but I don't like how the main Classical military techs would then be totally uncoupled from the rest of the tech tree and, as such, really easily beelineable. This is one of those prerequisites that are there more for balancing reasons.

Sure, but if I may ask, what's wrong with that? Do we want the player to never be able to beeline when history itself offers no counterargument conceptually? I fully understand things like not being able to have aircraft if you don't already have something not immediately relevant but implicitly prerequisite like Machine Tools, but isn't it otherwise just restrictive to strategic choice in sheer gameplay terms, and also somewhat damaging to historical immersion to try to imagine why you would need to have a Greco-Roman knowledge of classical republics to build the swordsmen which actually did physically overrun this society with this heritage in lieu of such?

This is what I see when I load your slave revolt save, and this is how it's supposed to be working:
View attachment 709025

Huh, there might then have been a bug with the tooltip over the action. I'll keep a mental tab open and let you know if I can replicate this.

I don't really understand what you're trying to say here. The ethnicity of revolting slaves reflects (statistically) the ethnicity of all the slaves you've captured throughout the game.

View attachment 709026
This (taken in the save you posted; before you ask, I just whipped it up ad hoc and this info is not accessible to players) shows me that you've been a naughty boy captured a rather varied assortment of slaves throughout the game so far, but the composition of that particular stack (one African and lots of European slaves) is fairly reflective of the ones you've captured before, within statistical margins (one could expect one Asian rebel slave there as well, but it's all probability based - maybe in the next revolt you'd get one or two). It seems to be working as intended.

So, what actually determines the flavor of slave that you do in fact capture, then? I'm actually not sure where the Asian ones were coming from, since my neighbors were the Sahelians and Egyptians, and the only properly Asian civ (Japan) was far away. My second thought would be that my early Avar flavor was providing this, maybe, but then that begs the question where the "European" ones were coming from at the same time.

TBH I don't know what goes into these charts. I may look at them one day, but since they don't have any real impact on gameplay, I simply tend to ignore them (aside from the score one obviously).

I think that the :hammers: and :commerce: charts are pretty useful in practical terms. Production especially, as the lion's share of commerce ends up being devoted to tech, which in RI gets lots of rubber-banding through tech transfer and ahead of time costs, unlike production, making the effect of the higher difficulties' penalties there something worth paying specific attention to.

As I mentioned before, it's simply one used for the medieval era for all civs (except for unique improvements). I simply haven't gotten to changing this one yet.

Ok, I thought maybe that was the case! Just wanted to bring attention to it, in case it was an oversight.

Well, technically speaking, they can also defend normally in combat (though of course practically speaking that should occur close to never, at least intentionally). There's room for overhauling the whole doctrine, I guess; it's not really interesting the way it currently is.

I actually still like this doctrine and have made good use of it. If you think about it, the way that the player would ideally want to capitalize on the additional XP is to promote their artillery to either the Barrage line or the Medic line, both of which come somewhat later but each require Land Tactics and the fruition of the doctrine's own promotion path, meaning that you can build bombards and fight them as you promote up to Siege Engineering III and then Land Tactics, then promote your elite artillery into these branches later once they are technologically unlocked.

That's totally on me, I've been stupid and removed the gunpowder tag from all siege units as they didn't attack directly anyway. I then realized that it would mess up how they interacted with walls, but forgot to revert this change. Reverted now.

Oh thanks. This likely wouldn't have any bearing on the ranged attack fix, I hope, if the change which you reverted was related? That on its own is a wonderful improvement.

Not messing with combat odds display. It's really arcane.

Okay, I understand. At least it's there to begin with and offers a lot of meaningful information. I'm glad that it understands and reflects stack aids and penalties, too.

Yeah, all units with movement restrictions can traverse the restricted terrain/feature if there's a road.

News to me, but good to know.

The chances seem to be working as intended (20% normally, twice that if you have the Colosseum - which you do). Might be a bit too high overall...

Ah, I did not realize that the Colosseum doubled this! Ok, that makes sense, then. I actually think that slavery is in a good place, personally, as it has built-in drawbacks that have to be accounted for and oftentimes Tribalism is simply better just because it lacks these, while Caste System can likewise be more lucrative if isolated or militarily spread thin.

Merchant Adventures were renamed to Chartered Companies, to be more generic. The Company of Merchant Adventurers of London was one of the first examples of Chartered Companies (which include the more prominent ones such as the VOC, the EIC or the Hudson Bay Company). The name is now broader and more descriptive, while the tech is still focused on the same thing. Global Trade is the new and better Ship Rigging.

Looks like I had the names slightly off. That makes sense, though. As always, I appreciate the historical references! I was actually not aware of the Hudson Bay Company at all.

I don't think there's even a leader parameter that controls for that.

Hmm, I do wonder why it seems to be quite variable. It is odd when a leader will almost certainly die and still refuse capitulation, unless they are meant to be obstinate by design.

I'm not sure I'll be able to fix this. This is simply a normal war declaration message, and from what I see the war is declared properly - but the message itself fails to find its input somehow.

Ok, just wanted to mention it in case you weren't aware of could easily identify a fix.

Nope, you didn't.
View attachment 709027
Which is also informative, as it shows us that whatever it is, it's not written into the savegame file, and is a part of the immediate game state. But which, of course, means it's even harder to replicate.

Elusive indeed! I just saw it in the in-game Pedia and snagged a save real quick afterwards, thinking it would capture the bug replication. I guess not.

It's somewhat Asian-flavoured, I agree, but renaming it to an Inn would likewise be region-centric, just for Europe. I can't really find an all-encompassing term that would be more generic than that.

This is quite bland, but how about something like "Merchant Hostel" which doesn't identify itself as something land-specific? Also, why not just leave it Caravan House for Asian/African civs and then make a separate Inn for European ones, much like the Aqueduct which has similar regional variations?

Not specifically, but I think map scripts tend to place at least some luxuries on one landmass only - and if it's a map with a New and Old World, it might easily happen then that they'll be exclusive to one or the other.

Yeah, I think this is unique to this one map, as I haven't noticed this before, but banana and citrus fruit seem to be uniquely New World in this game.
 
Hmm, yeah I didn't spoil my game by opening the WorldBuilder, but there was no notification that I saw about the event being completed by anyone, so unless I missed that, there was no way for me to confirm without doing so. Hopefully whatever mystery benefit that they got isn't still applicable, now that I've had to carefully tightrope relations with them and they're sparring with me for the lead in the early industrial now... This is the first game where I'm in a winning position at this point on emperor, so if I lose to them I will naturally blame their winning the Horse Whisperer quest. :)
I can confirm it works as intended. I have not yet seen this quest this year (with the latest version of RI) but I have seen it working with the versions from both 2022 and 2023. I have even tried to "win" the quest 2 times. Besides..... I doubt Walter have done anything "serious" with the event-part of the game for a longer time.
 
Financial's bonus is worse later in the game but at the start, you get 4 commerce tiles on riverside jungle tiles, for example. Could easily be 15 commerce per city with the right settling. Seafarer's problem is that if you don't start on the coast you're playing with essentially 1 trait, and its only good when over half of your empire are coastal cities.
This gets into a big question that also has to be answered: From where do you derive your difficulty? There are two sources of difficulty in Civ: The difficulty level, and starting circumstances. Starting circumstances includes the area in which you start (both for your capital and your immediate empire), neighbors, etc. All the randomly-generated impacts on your game. Playing a game where both the difficulty level and the starting circumstances are against you is incredibly challenging, much more than either of those would be on their own.

I focus on deriving my difficulty from the difficulty level. What this means to me is that I have no issue rolling new maps until I feel I have a setup that has potential for long-term success. If I roll a map and don't feel like I have a good setup, I'll quit and start a new game. So if I'm a Searfarer without a coastal start, I'll start a new game right away. If I'm in jungle, I'll start a new game. If I'm in a thick forest, I'll start again. If I'm near expansionist leaders, I'll start again (they are such a pain). If I think the resources near me are terrible, I'll start again. The goal isn't to make the game easy, it's to make sure that I have what I need to play an engaging game on a high difficulty level.

So for me, Seafarer is much more consistent, since I'll quit a game early if it won't be useful in the game.

Barbary Pirate rush is probably one of the strongest rushes in the game. but a question: how do you deal with 5 cities in classical and 10 cities in medieval on immortal? I'm trying to break into emperor atm, and I find myself being invaded by huge ai stacks (20-30 units) around late classical; given the maintenance costs, its extremely hard to defend a vast empire while also defending against stacks of 20-30 units that early in the game. Granted, if you survive this, you get to go and fully annihilate a civ with barabary pirates, but this is still hard. I will say though, with the recent changes to when you get warbands, the carthaginian militia is a strong unit that can get you a very early mil advantage should you want to invade the ai(I also find hannibal to be the better leader over elissa for his traits).

Money. Money money money. Civ 4 is all about the money. Make sure the first few cities you settle have great resources nearby:

1. For the next few hundred turns, you'll probably only be working 4-5 tiles per city, so each one counts. A riverside grassland with a farm yielding 3 food and 1 commerce or a foret with 2 hammers and 1 food aren't going to cut it. You want tiles that are going to yield 4+ hammers, 3+ commerce, and 5+ food. Any free commerce (eg seafarer) is also huge.

2. Sell sell sell. Keep an eye each turn on which civs have GPT for trade, and get it. Trade away any resource you don't immediately need, even if you only have one instance of it. Are you mining gold? That won't be useful until Aesthetics. Sell it. Do you have limestone? Sell it unless one of your cities is actively building walls. The AI will pay big for limestone. Do your cities all have 4+ excess health? Sell that rice. Are you Jewish? Sell the crabs. Especially sell the livestock, as they increase the pandemic rate. If you don't need the health then the pandemic rate is going up while yielding no benefit. Is there an AI with a big GPT value wanting a resource you're trading to someone else for less? Cancel the older deal and trade for the bigger value.

Even getting 1 more gold per turn from a trade can make a big difference, and especially if you can make several such trades. Resource trade is the backbone of an early empire, funding most of what you're doing.

This is part of the reason jungle starts are so bad. Sure, you can build a Slash and Burn farm on that jungle rice, but you're neither getting health from that rice, nor selling it. Jungles are great to expand into in the midgame, but do yourself a favor and start elsewhere, especially if playing on a higher difficulty level.

Silver is a great early game resource, providing hammers, commerce, and good trade value. As long as it isn't in a desert.

Always settle on riverbanks if you can, though you probably already know this.

Great Merchants and Great Prophets both give a big gold boost when settled. Getting Stonehenge for great prophets or the Great Bath for a great merchant will help you field a bigger military or research on a higher rate. Though now that great people are harder to get, they won't be as impactful as they used to be. I've hardly gotten any since updating to the SVN instead of 3.6, and I don't even bother trying for Stonehenge or Great Bath playing on Immortal (I got stonehenge regularly on Emperor, especially if my starting city has limestone or copper in the BFC).

But the Great Lighthouse and the Colossus are both very achievable, you just have to beeline for them, which is the next big point: Always be thinking "what will my empire need next", and prioritize getting whatever tech will help you achieve that need. If the empire is going to struggle monetarily after one more city is settled, beeline for toll houses, or later on courthouses. Are you afraid of a neighbor invading? Beeline for iron working (generally a good idea in general), and shortly later on for armor crafting. Ask "what am I most vulnerable to" and prioritize fixing that.

I find myself being invaded by huge ai stacks (20-30 units) around late classical
Sometimes this happens and there just isn't anything you can do about it. If you have an aggressive neighbor that likes military units and declaring war, and they have the supplies to do it, then that's your luck. With all the benefits the AI gets, there's little a player can do when the AI is setup for military success and the player is the immediate target. I had a recent Adolphus game that was going well, then Brennus invaded me with a 15-20 unit stack including several Gaesatae. I didn't have anything that could stand up to it. I could probably get away with just losing one city while pumping out a ton of skirmishers to deal with them, and probably retaking the city afterwards, but I would still be very behind and virtualy no chance to outcompete the AI long term. That's just the game working as intended.

I might be back in a few years with more solid advice on how to deal with that, but "shrug and move on" is the best I can currently offer. :D

Worth noting that this is all reflection of my personal playstyle preferences. Others have noted doing well with more of a tall/turtling strategy and expanding out only in the late game. I get bored with those strategies so I don't pursue games that would require them, but if you enjoy them, they might help you through in games that I would give up on.
 
My post was somehow eaten by the forum, so posting again.

Since all changes are on SVN, I want to quickly summarize new mechanics regarding nuclear weapons introduced in the last months - hopefully, this will make things more interesting and dynamic for connoisseurs of the late game like me or motivate other players to play a few turns more.

First nuclear strike mechanic
  • New rules for AI regarding the usage of nuclear weapons - as long as both civilizations didn't nuke each other (or their friends) in the past or they generally don't have a history of nuking, they won't use a nuclear weapon unless one side starts to lose badly (threshold depends from the strategy that AI currently realizes). You can somehow treat it as MAD, although not in the strict sense
  • AI will not declare war against nuclear power while not having nukes itself, to prevent one of these hopeless wars (because even if it will be winning, the opponent is just going to nuke everything at some point)
Nuclear winter mechanic
  • Every nuclear explosion increases the level of nuclear winter (scaled accordingly with map size), the counter is visible in the environment tab
  • Every x units of nuclear winter level gives -1 :food: for all plots and +1 :yuck: in all cities
  • Every turn, the level of nuclear winter is decreased by x%
  • AI is aware of this mechanic and should be less and less willing to use nuclear weapons when the winter starts to hit hard
Other notable changes
  • Nuclear powers losing the war or being militarily behind should prioritize building nuclear weapons more
  • Civilizations going for conquest/domination victory should be more willing to use nuclear weapons
  • Increased cost of production for both ICBMs and tactical nukes
  • Increased interception efficiency of SDI project to compensate for more nukes produced and stored by AI
  • Fixed AI not producing tactical nukes when ICBMs are available - both serve different purposes and everything should be more balanced now
  • Fixed AI almost entirely ignoring nuclear weapons production during wartime
I'm not giving exact numbers because they will change for sure after rebalancing, but as a quick summary should be ok.
 
Every turn, the level of nuclear winter is decreased by x%
Is "x%" here the same measurement as "nuclear winter level"? Or does it mean that each turn, the nuclear winter level goes down by x% of the current nuclear winter level (meaning the higher the level, the greater the decrease, the lower the level, the lesser the decrease, probably never to 0)?

To use in game examples (made up numbers, didn't check code):

Situation 1:
Each nuclear explosion increases the nuclear winter level by 3. Each turn, nuclear winter level goes down by 1.

Situation 2:
Each nuclear explosion increases the nuclear winter level by 3. Each turn, nuclear winter level is reduced by a value of ((current nuclear winter level) * 0.03).
 
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the nuclear winter level goes down by x% of the current nuclear winter level (meaning the higher the level, the greater the decrease, the lower the level, the lesser the decrease, probably never to 0)?
Like this, it ensures that the most serious effects should go away relatively fast so we don't screw the whole world that much, but the mild ones will stay for longer - also there's some acceptable level of nuclear winter where there aren't any effects yet, so long convergence to 0 shouldn't be a problem.
 
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What if there is +1 evil resident in every city in the world, for 80 nuclear points, 4 nuclear strikes?
 
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