Realism Invictus

i can build lighthouse (and drydock later problay) in city with one water tile
Screenshot_5.jpg
 
Don't you want that water tile improved?
yes but making harbor to trade and lighhouse on 1-tile puddle is the other way extreme
btw in my new game barbarians on the roll - now civs just try to survive ancient era :D
it will be nice looking the babylonian civ who rise with 10 cities, or portugal
Screenshot_6.jpg

jesus christ, endless attacks and now diverse armies.Let these barb-cities really turn into semi-civ or I will feel the “fall of the bronze age” on my own skin
Screenshot_5.jpg

I survive the waves and advance to classical era
Jesus Christ become sun-god "I am the Holy Flame!"

Screenshot_6.jpg

New Empires are equal in STR as Old Ones:

Screenshot_7.jpg

these 3 fallen civs merge into two separate (but look on map as one giant civ)
civ with 15 cities in classical era ":) pure horror
with second-class civs,in all games, finland was most sucessful - sometimes even actively tried to win the game

Screenshot_4.jpg

"nah he wasn`t real one"
Screenshot_4.jpg
 
Last edited:
in new dawn mod there is optional option "movement limit" and it even work
some technologies allow you to move farther and farther on the map, and if you exceed the current limit you get a -90%hp penalty every turn
it work both on ground and water
in ancient era it allow you move 10-15 tiles from nearest civ town if i good remember, in medival 20-25 and so on
I liked a lot this mechanic: it avoids scouts, galleys and other ancient units traveling all around the world when they shouldn't.
Feel realistic ;)
 
I liked a lot this mechanic:
me too, i would add healing only in cities or very slow when in stack is medic :)
you literally can heal caravel in middle of ocean in 7 turns when travel from your nearest city to this point it 20 turns
 
Last edited:
you literally can heal caravel in middle of ocean in 7 turns
This about ships being "repaired" completely in the open sea - that has always been something I haven't really liked much. I think it would be more "OK" with emergency repairs, so you can reach say 60-75% of the normal strength - but then no more. 100% strength should require a port call.

As for the movement limit...... well. In the Ancient Era it sounds fine to me, but from the Classical Era and forward - no. No limit.
 
I am curious about what you edited and by how much? I’d like to shrink the jungle coverage and the desert spread just a tad.
Here's the relevant changes I made, with the line number, "from" value, and "to" value, though I can't remember if the line number and "from" are the canonical values or just past changes I made that never got cleared. :P These are for playing in Giant maps, and with greater land percent than normal. If playing on smaller maps and/or with less land (probably are), you might want to adjust these numbers a bit to suit your preferences.

LinePropertyFromToExplanation
367TreeFactor1.61.4Increases likelihood a plot will be a forest instead of jungle
371MaxTreeChance0.80.55Reduces likelihood of a plot having a forest/jungle on it
698DesertPercent0.150.06Makes it more likely a plot will be a plains instead of a desert
703PlainsPercent0.420.30Makes it more likely that a plot will be grassland instead of plains (to avoid having excess plains after the change above)
719JungleTemp0.600.68Also makes it more likely that a plot will be a forest instead of a jungle (also makes it less likely a plot will be a swamp, I think, but haven't looked into it too much since I removed swamps from my games)
 
Here's the relevant changes I made, with the line number, "from" value, and "to" value, though I can't remember if the line number and "from" are the canonical values or just past changes I made that never got cleared. :P These are for playing in Giant maps, and with greater land percent than normal. If playing on smaller maps and/or with less land (probably are), you might want to adjust these numbers a bit to suit your preferences.

LinePropertyFromToExplanation
367TreeFactor1.61.4Increases likelihood a plot will be a forest instead of jungle
371MaxTreeChance0.80.55Reduces likelihood of a plot having a forest/jungle on it
698DesertPercent0.150.06Makes it more likely a plot will be a plains instead of a desert
703PlainsPercent0.420.30Makes it more likely that a plot will be grassland instead of plains (to avoid having excess plains after the change above)
719JungleTemp0.600.68Also makes it more likely that a plot will be a forest instead of a jungle (also makes it less likely a plot will be a swamp, I think, but haven't looked into it too much since I removed swamps from my games)
This is great, thanks so much for breaking this down. I usually play on large or huge maps so will play around with the numbers. At least I know now what and where to pay attention to in the Totestra file. The file is also well commented/annotated which helps a ton. Cheers!
 
Last edited:
Re: Renaming bonuses (cont. from page 650).

I have also splitted the mixed bonus Sulfur/Saltpeter up into a "normal" terrainbonus (Sulfur) and a new produce-able bonus (Saltpeter). And btw added 22 more produce-able bonuses and 12 more buildings to "take care" of all those new bonuses.

Next step is to see, how the AI will react on all this............

Failures and hopefully also some success will be posted on my personal spinn-off thread.
 
I have also splitted the mixed bonus Sulfur/Saltpeter up into a "normal" terrainbonus (Sulfur) and a new produce-able bonus (Saltpeter).
Hmmmm. This little operation turned out to be more complicated than first expected. Ok - Walter did warn me to change anything else but the in-game name, but.....

But when scouting the terrain, a Militia of mine almost stumbled upon a wooden barrel marked with "Saltpeter" on the side - instead of some yellow lumps among tall grass in a desert, then..... this was too much like "2001: A Space Odyssey" to me..

To sort this mess out, I had to find and rename all entries of the Bonus_Saltpeter to either Bonus_Sulfur when it referred to a terrainbonus or to Bonus_Saltpetre when it should be the produced bonus. Now this part seems to work as intented - at least I can start a game or load an existing scenario. But unfortunately - after doing all the renaming - all occurrences of sulfur disappeared on the entire map. Just disappeared.

Oh well - now I have another little job before I can restart my test..... adding new deposits of sulfur here-and-there on the map.
 
I have a question, what does the symbol I linked represent?
It means the city is experiencing separatism and can potentially revolt and leave the empire if things are allowed to get worse or if the separatism continues for too long.
 
It means the city is experiencing separatism and can potentially revolt and leave the empire if things are allowed to get worse or if the separatism continues for too long.

An important difference between yellow (1-9%) and red (>9%) separatism, as well, is that yellow separatism cities can still join other nearby revolts, even if they are not the initiator of the revolt.
 
An important difference between yellow (1-9%) and red (>9%) separatism, as well, is that yellow separatism cities can still join other nearby revolts, even if they are not the initiator of the revolt.
Thanks. I always keep my cities out of yellow so I didn't know the actual difference between yellow and red, other than "red is worse".
 
Thanks. I always keep my cities out of yellow so I didn't know the actual difference between yellow and red, other than "red is worse".

It would also be nice to know, at least fundamentally, the "range" mechanics for this, especially given that trade routes in Civ 4 have no hard limit and are (as far as I know) strictly route and terrain based. Proximity clearly matters in some form (since revolutions occur in intuitively plausible "clumps") but I'm unsure what basis it goes off of.
 
  • Like
Reactions: [Y]
Civ4ScreenShot0187.JPG

Is this as it should be???

Because the Limestone on the island apparently does not count towards the total amount of limestones I have available - but the production (the 5 hammars) does count within the cityproduction.

I have seen the same once sometimes last year, but I "brushed it off" - thought that might be a result of one of my "countless" changes. But this time I am (almost) sure that I am "innocent".
 
I think I stumbled upon a reproducible bug in my very late game 3.7 save, at least I'm pretty sure it is indeed a bug and not a feature. It is an example of that instance where hundreds of units suddenly spawn somewhere. In this case not my own but for a civ I'm currently at war with.
The situation is as follows: I am at war with the Ethiopians, including their vassal Holland. Holland is down to its last city, with a couple of defenders left in it:
Spoiler Before: :
before.png


Now if I peace out with Ethiopia by accepting their capitulation (in my example I did not take the city they are offering as part of the capitulation, no idea if it makes a difference), Ethiopia becomes my vassal, but I remain at war with their former vassal Holland. If I don't take their last city but end the turn instead, this is what is waiting for me in their city the next turn:
Spoiler After: :
after.png

163 conscripts!! Yikes, I wonder how they acquired those so quickly...

I've attached the save for anybody else to try, this is before accepting Ethiopia's capitulation.
 

Attachments

Back
Top Bottom