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Realism Invictus

I dont expect this to be possible.
But I would like to know whether it is possible to see the whole civopedia on Smartphone.
I would like to use afk time to inform myself about some aspects of the game.
Some time ago I was thinking about making a web version of RI civilopedia, something like https://www.civilopedia.net/ that would be generated based on XMLs - unfortunately I already have too many ongoing projects to do it myself, but it certainly sounds like a possible and interesting thing to make.
 
Some time ago I was thinking about making a web version of RI civilopedia, something like https://www.civilopedia.net/ that would be generated based on XMLs - unfortunately I already have too many ongoing projects to do it myself, but it certainly sounds like a possible and interesting thing to make.
I thought of doing something like this as well, but considering that all the art would need to be loaded as well, it gets pretty heavy. I also don't know how much information is pulled from the game docs directly and how much is available in just the XML.
 
Some time ago I was thinking about making a web version of RI civilopedia, something like https://www.civilopedia.net/ that would be generated based on XMLs - unfortunately I already have too many ongoing projects to do it myself, but it certainly sounds like a possible and interesting thing to make.

I made a short effort to find it which came up short, but somebody actually made a PDF of the tech tree, reformatted to show all prerequisites and not just linear paths, which I found quite interesting. That is of course just a minor part of the Civilopedia, but I imagine Hafenguy would be pleased with it along the lines of the question. :)
 
Funny thing is, Deserts are still very traversable once you get a few roads down, and that happens pretty early on in games. I've been tempted to see what it would be like if Roads and Paved Roads couldn't be built on desert tiles (until some tech was unlocked, maybe). Probably won't make a gameplay impact, but it would make deserts feel more authentically desert if the only way to connect with them was through the occasional river that passes through or cart paths.
I would extend this idea and set the "road" in the jungle and swamps as the maximum level of movement improvement (not "paved road", just road).Because of the jungles north and south america are not connected by highway.
Want build railroad or highway? cut jungle / drain swamps first
You can somehow treat it as MAD, although not in the strict sense
i liked the civic "M.A.D" in New Down mod
Every nuclear explosion increases the level of nuclear winter (scaled accordingly with map size), the counter is visible in the environment tab
Can you program / add "global warming" effect? it not be official release, even as addiotional mod to RI i would appreciate.
 
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Why are the Ruthenian antique infantry units much more armored than the Russians?
 
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I think that the Ruthenian axeman(5) has too many armor
 

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Can you program / add "global warming" effect? it not be official release, even as addiotional mod to RI i would appreciate.
With the end-date we have now I say, than any warming effects should be made via Events. We have some perfectly fine events that are very destructive (otherwise they are easily made and added) but none should be permanent.

Personally, I think the game should continue until around 2050 or maybe 2100 before any permanent terraforming of the map comes into question (and that could be as an addiotional mod to the official RI as PKS writes).

BTW - this is the same reason why I never play with SpaceRace. Establishing a colony - even a small one - outside the earth will hardly happen the next 20-30-40 years.... However, a form of Spacelab would be quite nice in the game already now.....
 
The Almogawars had helmets
And they will get them if they stop being a flavour levy. Which may or may not happen (if I decide to go for a medieval skirmisher upgrade after all).
Not all archers after nerf their str from 3 to 2 received bonus city defense 100%.
Ayt (siberian), judean (israel), khmer loeu (khmer), luba (bantu), nomadic (hungarian and hunnic) archrs still have only +50% city defense. Unfair for this civs. Also savage (barbarian) archer have 50% city defense, probably he also should receive 100% bonus
Thanks, will check.
I would extend this idea and set the "road" in the jungle and swamps as the maximum level of movement improvement (not "paved road", just road).Because of the jungles north and south america are not connected by highway.
Want build railroad or highway? cut jungle / drain swamps first
I mean I guess the act of building the road already logically involves cutting large swathes of forest/jungle.
Why are the Ruthenian antique infantry units much more armored than the Russians?
Mostly because they are a derivative civ. While they are available at the start in a couple of scenarios, the most likely case of a player encountering them is later in game, so I chose early medieval rather than proto-slavic units for them (whereas for playable civs' early units I tried going as early as possible in most cases).
 
I'm shocked, version 2.1 of 2006 doesn't work, How did the mod work in those years?
 

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I'm shocked, version 2.1 of 2006 doesn't work, How did the mod work in those years?
aaaa, why not print screen?
photo from telephone in 2024.

but answering your question: it is possible that you have "doubled" folder
i mean when you have folder "Mods" in civ 4 and lets name it "RI"
if you put mod in /Mods/RI/RI instead
Mods/RI it is possibility that it doesnt work good
maybe this one make problem?

the game loads files directly from a folder and if the folder is duplicated then errors like the one in the photo occur - I know because I had something similar myself
 
Here is another graphic version of the Ruthenian axeman(5)
 

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I'm shocked, version 2.1 of 2006 doesn't work, How did the mod work in those years?
I was curious and I couldn't even get it to install yesterday, lol. Anyway, good thing only the most recent version is supported by me. Wouldn't want to maintain all that backwards compatibility.
Here is another graphic version of the Ruthenian axeman(5)
Thanks, but no need for more of those. I agree that axeman specifically can use a lighter-armoured model, and I have it.
 
This morning I "found" an unused entry in CIV4FeatureInfos.xlm

I asked in public where this entry was used and for what - f1rpo wrote back where I could find information.

In the mod Afterworld it is used this way:
<FeatureInfos>
<FeatureInfo>
<Type>FEATURE_AFTERWORLD_WALLS</Type>
<Description>TXT_KEY_EMPTYENTRY</Description>
...........
<OnUnitChangeTo>FEATURE_AFTERWORLD_BROKEN_WALLS</OnUnitChangeTo>
...........
</FootstepSounds>
<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
</FeatureInfo>

Certainly not info that is relevant now - maybe not later either... But still something, that deserves to be remembered. Just in case.


Right now there's a weird tug of war between deserts being inhospitable wastelands and deserts having enough features for desert-based civs to use them efficiently, which ends up letting other civs use them too, even if not efficiently. What ends up happening in my games is that barbarian cities will develop next to oasis tiles, and when they start settling, the desert is suddenly a home to a live and well civilization, rather than being a no-man's land. I wonder if it would be too unrealistic to remove most oasis but allow desert civs to cultivate them in some way.

I'm glad you like the general idea. Though now I'm getting tempted to bring back a suggestion I made almost 10 years ago to require a new city to settle on a fresh water tile until reaching a tech that allows settling without one.:D
Now could it be useful here???? Fx: If "we" had a "rare" feature that only could be found in deserts..... a feature that represented a special geological formation in the desert, where - with the right late technology - we could change this to a new one, representing "something usefull"..... then perhaps "we" could use this as a supplement to the Fertile_Soil_Grass/Fertile_Soil_Plains. Or to something completely different........
 
eh, I would like a rebellious civ to have the option after raising a rebellion to decide whether it immediately declares war on its mother civ or arms itself to be a “continuation” on the ruins of the old one - or if is small put under the protection of a stronger civ which is not the mother civ.
What a devastating civil war, Lincoln wanted only conquer the whole world, what possibly could go wrong :)?
the Incas, as soon as they re-arm, will probably also declare independence and we have the Balkanization of the entire region in a situation where most nations supported america or egypt who were in a race to see “who will vassal more nations”
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turn later
oh, i forgot about japan - they too dont like america
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perfect timing with that event xD
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Slow Agony..
Screenshot_6.jpg

And after some battles, war west vs east has ended (for now)
Screenshot_7.jpg
 

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