Realism Invictus

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 feel like you deliberately made your own life harder than it needs be here. You already had a terrain bonus (sulfur) that was from what I gather perfect for your needs. All you needed to do is not touching it in any way and add a new produced bonus. So what if Sulfur uses BONUS_SALTPETER tag - as we raised before, the tag's name doesn't matter. You could just add Saltpeter as BONUS_SALTPETER2 or BONUS_SALTPETER_TRUE or BONUS_59 and it would have been far less messy.
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.
It's soft capped by distance - effective chance of joining an uprising is five times (current separatism minus one for each tile distance from the uprising leader). So a city with 25 separatism 5 tiles away has a 100% chance to join, whereas a city with 15 separatism 10 tiles away only has 25% chance.
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.
You need a road on the improvement as well. The island itself qualifies as it should be under 4 tiles.
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.
Is it 3.7, not 3.72? I'll have to reinstall it to be able to take a look.
 
Is this as it should be???
I am only knowledgeable of how it is in BtS, RI might have changed something, but I do not think so. In BtS this is intended behaviour.

In BtS, to have a resource show up in your totals it needs to be connected to your trade network. In short, for different tiles to be connected there must be a valid option for a "trade route" between the tiles. By default there are no trade routes from a land tile to a sea tile, except via rivers, coastal cities or coastal forts. If you are unsure you can check the trade network layer, which is available in the globe view (scroll out above the clouds).

In your case, building a fort on the island and connecting it with roads to the quarry should connect the resource.

Being able to work the resource tile is not related.

Edit: xpost, see above...
 
In BtS, to have a resource show up in your totals it needs to be connected to your trade network. In short, for different tiles to be connected there must be a valid option for a "trade route" between the tiles. By default there are no trade routes from a land tile to a sea tile, except via rivers, coastal cities or coastal forts. If you are unsure you can check the trade network layer, which is available in the globe view (scroll out above the clouds).

In your case, building a fort on the island and connecting it with roads to the quarry should connect the resource.
In my current R:I game, the island of Crete is within my (Egyptian) borders. The island has two tiles one of which has a wine ressource. The only thing I built on this 2-tile island is a wineyard + a road on the tile which has the wine ressource, but no fort -> and wine is pourring throughout my empire.
 
Road - not a path as I made (and kept). Oh well.....
Any route should suffice. Are you sure that you have the required tech to actually use the resource (it can be a different one from requiring to build the improvement - for regular RI limestone that should be stonecutting, but you might have changed that in your copy)
 
Am in year 1895AD of my large earth map, Monarch game as Egypt. 120hr of gameplay. Having a blast. Save file size 3.5MB, only one MAF error so far. Not sure I can finish the game but I might reach the modern era. Much better than my previous (huge earth map) game which I had to abort around 1430AD.

Have continued to be blow away by the depth of this mod. The tech tree is huge, the unit flavour continues through the ages, the level of historic details is astounding. Thanks again so much.

Game-play wise, unlike my previous experiences of civ3 and civ6, every era has felt exciting and uncertain, keeping me on the edge of my chair. One civilization (Japan) ran away with significant tech lead and a large empire around the Middle-Age, and they have had 3 back-to-back difficult consecutive wars in the industrial era (one against me, two against Spain) and are now on the brink of collapse. That would typically not happen in other civ games, I believe it is due to both the passive tech bonuses coming with open borders, the maluses for techs in advance of the current era, and the various maluses to science and economy from wide play.And some surprisingly smart AI play; for instance my war vs Japan was mostly navy vs navy, I prevailed in the Indian Ocean and agreed to peace; shortly after Spain saaw the gap and launched a massive naval invasion of Australia and quickly overwhelmed the Japanese there. Very well played. All well balanced in my opinion. Symetrically, several civs which were medium powers with smaller empires and somehow less advanced scientifically, have managed to achieve spectacular comebacks in recent times (Arabs and Berbers, mostly, Italians to some extent). I did not think they could realistically be back in what used to be a 3-horses race between Japan, Spain and Egypt.

Also, the timeline of scientific progress (at least in my game) feels very realistic compared to real life. If anything we are a little behind, roughly mid of the industrial era and about to enter XXth century. If the game finishes in 1980 I don't see how we can reach the end of the tree and therefore a scientific victory is probably highly unlikely. The transformation of industrial societies, relying more on specalists and less on agriculture, moving goods and humans quicker whether on land (railroad) or water, was absolutely well executed. So was the gradual transition in military forces, which I find forces the player into difficult choices; for instance it can be tempting to keep longbowwmen well into the Renaissance because they are so strong in cities defense, but at some point having a very large army of line infantry and riflemen is a must otherwise cities get toppled easily (when city conquest in the middle-ages was so tedious).

I have the feeling as we approach 1900 that the world's fate lies on the head of a pin, I am almost stressed that one wrong decision for Egypt could prove catastrophic - a little like in the very early game actually - whilst I felt much more relaxed in the Classical to Renaissance eras.

The map. Egypt controls most of Africa, and has control over two powerful colonies in south India and Brazil. I believe I have by some margin the largest and most powerful navy. Spain has gobbled most of Europe a while ago - bar Rome and England - and has taken Australia out of Japanese claws. Japan, the previous dominant world power, still controls north and east Asia but is on the backfoot, at war with 3 rival empires and could collapse totally in China. Arabs (in green) have a massive cavalry and recently vastly extended their empire. Berbers (brown) have, over less than a century, sprung out of their West African stronghold to conquer North-East America and... Persia. England and Italy are still in the race but another step behind.
Spoiler :
Screenshot 2025-03-15 174719.png

The scoreboard.
Spoiler :
Screenshot 2025-03-15 174806.png

And some advice from veteran players.

Which victory condition? I am in cultural lead in my top 3 cities but I can't see them reaching the 440k mark. Not enough wonders built, Japan got twice as much as I did. Science seems unrealistic given the size of the tree. Is this going to score?

Diplomacy. I have managed to form long-term "religious partnership" as I converted Spanish, Berbers, Arabs to Judaism. Only me and Spain still have it as State Religion, and if one of us goes Religious Freedom then I fear conflict is unavoidable. I am thinking to precipitate it and massively attack Spain (who are stronger than me on land, but not on water) but fear the AI will gang-attack me in retaliation. I cannot face them all at once. Japan is being invaded by Spanish, Arabs and Berbers at the same time and will not hold much longer. If I do not intervene my 3 rivals will grow much bigger in Asia, if I intervene I risk losing all - although I can't see anyone penetrating my defenses in Israel/Suez, however my Indian colony could be at risk.
Spoiler :
Screenshot 2025-03-15 175025.png


How can I form non-religious alliances? Should I use espionnage as a diplomatic weapon? how?
 
Last edited:
Though I have a small list of other things I wanted to write out, I thought I'd go ahead and report a small bug I just now found: it seems that the industrial era skin for line infantry is invisible on the map. I am playing as Germany, but I am not sure if it's confined to just them, or is attributable to something else altogether. Look at my army in the central island near the city of Sante Fe. I just hit the industrial era, and then they disappeared.
 

Attachments

Any route should suffice. Are you sure that you have the required tech to actually use the resource (it can be a different one from requiring to build the improvement - for regular RI limestone that should be stonecutting, but you might have changed that in your copy)
Yes, I'm sure.

Just look below:
Spoiler Limestone-> 1 active Stonecutter-> 3 masonry material with the consume/produce function active :

Civ4ScreenShot0188.JPG

Lower left corner-text confirms active Limestone Quarry.
Civ4ScreenShot0190.JPG

Paris (the city which have the Quarry) has an active Stonecutter, that consumes 1 limestone and produce 4 Masonry and 4 Crushed Limestone (remains from the stonecutting for later use).
Civ4ScreenShot0189.JPG

Last screenshot shows I actually have 3 Masonry and 3 CrushedLimestone available for trade.

Text on screenshot on previous page 651 shows that the Limestone/Quarry tile on the island actually have a path on it.

Why paths are used that much in my games is, that I find that a path should be extremely easy/fast to make compared to even a simple road. It takes only 1-4 turns for a couple of workers to make a path - reason is simply because of my use of very big maps and the long distance between cities (5 tiles or more).
Spoiler Even the AI seems to use paths first :

Civ4ScreenShot0191.JPG

Civ4ScreenShot0192.JPG



Spoiler Worktime for roads :


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<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType><FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_RAILROAD</PrereqTech><PrereqTech>TECH_RAILROAD</PrereqTech>
<iTime>1200</iTime><iTime>2000</iTime>
<iProduction>40</iProduction><iProduction>15</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_SAVANNA</FeatureType><FeatureType>FEATURE_SAVANNA</FeatureType>
<PrereqTech>TECH_RAILROAD</PrereqTech><PrereqTech>TECH_RAILROAD</PrereqTech>
<iTime>1000</iTime><iTime>1750</iTime>
<iProduction>10</iProduction><iProduction>10</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_SWAMP</FeatureType><FeatureType>FEATURE_SWAMP</FeatureType>
<PrereqTech>TECH_RAILROAD</PrereqTech><PrereqTech>TECH_RAILROAD</PrereqTech>
<iTime>1600</iTime><iTime>3000</iTime>
<iProduction>0</iProduction><iProduction>0</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
</FeatureStructs></FeatureStructs>
<HotKeyClasses><HotKeyClasses>
<HotKeyClass>HOTKEYCLASS_WORKER</HotKeyClass><HotKeyClass>HOTKEYCLASS_WORKER</HotKeyClass>
</HotKeyClasses></HotKeyClasses>
<HotKey>KB_R</HotKey><HotKey>KB_R</HotKey>
<bAltDown>0</bAltDown><bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown><bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown><bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>4</iHotKeyPriority><iHotKeyPriority>4</iHotKeyPriority>
<Button>Art/Interface/Buttons/Builds/BuildRailroad.dds</Button><Button>Art/Interface/Buttons/Builds/BuildRailroad.dds</Button>
</BuildInfo></BuildInfo>
<BuildInfo><BuildInfo>
<Type>BUILD_RAILROAD_ELECTRIC</Type><Type>BUILD_RAILROAD_ELECTRIC</Type>
<Description>TXT_KEY_BUILD_RAILROAD_ELECTRIC</Description><Description>TXT_KEY_BUILD_RAILROAD_ELECTRIC</Description>
<Help/><Help/>
<PrereqTech>TECH_GLOBALIZATION</PrereqTech><PrereqTech>TECH_GLOBALIZATION</PrereqTech>
<iTime>1500</iTime><iTime>2000</iTime>
<iCost>0</iCost><iCost>0</iCost>
<bKill>0</bKill><bKill>0</bKill>
<ImprovementType>NONE</ImprovementType><ImprovementType>NONE</ImprovementType>
<RouteType>ROUTE_RAILROAD_ELECTRIC</RouteType><RouteType>ROUTE_RAILROAD_ELECTRIC</RouteType>
<EntityEvent>ENTITY_EVENT_RAILROAD</EntityEvent><EntityEvent>ENTITY_EVENT_RAILROAD</EntityEvent>
<FeatureStructs><FeatureStructs>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_SCRUB</FeatureType><FeatureType>FEATURE_SCRUB</FeatureType>
<PrereqTech>TECH_GLOBALIZATION</PrereqTech><PrereqTech>TECH_GLOBALIZATION</PrereqTech>
<iTime>2200</iTime><iTime>2250</iTime>
<iProduction>0</iProduction><iProduction>0</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_JUNGLE</FeatureType><FeatureType>FEATURE_JUNGLE</FeatureType>
<PrereqTech>TECH_GLOBALIZATION</PrereqTech><PrereqTech>TECH_GLOBALIZATION</PrereqTech>
<iTime>2600</iTime><iTime>4000</iTime>
<iProduction>10</iProduction><iProduction>10</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType><FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_GLOBALIZATION</PrereqTech><PrereqTech>TECH_GLOBALIZATION</PrereqTech>
<iTime>2400</iTime><iTime>2750</iTime>
<iProduction>40</iProduction><iProduction>15</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_SAVANNA</FeatureType><FeatureType>FEATURE_SAVANNA</FeatureType>
<PrereqTech>TECH_GLOBALIZATION</PrereqTech><PrereqTech>TECH_GLOBALIZATION</PrereqTech>
<iTime>1500</iTime><iTime>2250</iTime>
<iProduction>10</iProduction><iProduction>10</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
<FeatureStruct><FeatureStruct>
<FeatureType>FEATURE_SWAMP</FeatureType><FeatureType>FEATURE_SWAMP</FeatureType>
<PrereqTech>TECH_GLOBALIZATION</PrereqTech><PrereqTech>TECH_GLOBALIZATION</PrereqTech>
<iTime>2200</iTime><iTime>4000</iTime>
<iProduction>0</iProduction><iProduction>0</iProduction>
<bRemove>0</bRemove><bRemove>0</bRemove>
</FeatureStruct></FeatureStruct>
</FeatureStructs></FeatureStructs>
<HotKeyClasses><HotKeyClasses>
<HotKeyClass>HOTKEYCLASS_WORKER</HotKeyClass><HotKeyClass>HOTKEYCLASS_WORKER</HotKeyClass>
</HotKeyClasses></HotKeyClasses>
<HotKey>KB_R</HotKey><HotKey>KB_R</HotKey>
<bAltDown>0</bAltDown><bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown><bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown><bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>5</iHotKeyPriority><iHotKeyPriority>5</iHotKeyPriority>
<Button>Art/Interface/Buttons/Builds/BuildElectricRailroad.dds</Button><Button>Art/Interface/Buttons/Builds/BuildElectricRailroad.dds</Button>
</BuildInfo></BuildInfo>

 
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Now this writings about roads brings me to remember my old wish for some better looking "Roman or King-Roads" from say medio Classical Era to early Industrial Era.

See page 435, my post from Aug 28, 2022:

But there is still something that bothers me. Not that the electric railroad has been taken out - I didn't use them much anyway. It's more something with the graphic of the paved roads. They road-design sometime looks too "modern" for me, considering this kind of roads comes into the game already in the classical era.

To show how I "see" it, take a look at the 3 screenshots I made.
 
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Though I have a small list of other things I wanted to write out, I thought I'd go ahead and report a small bug I just now found: it seems that the industrial era skin for line infantry is invisible on the map. I am playing as Germany, but I am not sure if it's confined to just them, or is attributable to something else altogether. Look at my army in the central island near the city of Sante Fe. I just hit the industrial era, and then they disappeared.
Again, which version? My 3.72 fails to load it.
Yes, I'm sure.
Ah, my bad, I looked at your initial screenshot again and saw the island is 4-tile, not 3-tile. This kicks in for islands under size 4. 4 and above you have to connect the resource to a fort.
 
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Ah, my bad, I looked at your initial screenshot again and saw the island is 4-tile, not 3-tile. This kicks in for islands under size 4. 4 and above you have to connect the resource to a fort.
NP. Actually this info gave me "peace" in my mind, because I was afraid I had made a mistake that could not be explained...

Now I only have to make small islands either a bit smaller or make a tile ready for a city. I can't use forts as I have changed the tag <bActsAsCity> from 1 to 0 (as I have mentioned some other place: Forts should be Forts and Forts only. Not airbases or navalports/canals - specially not if they are placed on hill-tops).
 
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Also, the timeline of scientific progress (at least in my game) feels very realistic compared to real life. If anything we are a little behind, roughly mid of the industrial era and about to enter XXth century. If the game finishes in 1980 I don't see how we can reach the end of the tree and therefore a scientific victory is probably highly unlikely.
Worry not, the actual game ends in 2010 (IIRC), specifically to provision for world instances that might advance slower, so there are plenty of turns to play after the actual date of 1980 (and since the time scale of a turn compresses with passing years, late in game 1 turn is actually 1 month).
Sorry, 3.71. The hotfixes kept coming and I didn't want to keep having to manually edit my domestic advisor each time, so I haven't fully updated yet, but forgot about this.

The infantry later appeared, so it could be a problem having to do with something else, ultimately.
I did check the model itself, and it is working as intended. Just to satisfy my curiosity, can you load the provided savegame yourself and see if the glitch is gone? I suspect it was a one-off.
 
Worry not, the actual game ends in 2010 (IIRC), specifically to provision for world instances that might advance slower, so there are plenty of turns to play after the actual date of 1980 (and since the time scale of a turn compresses with passing years, late in game 1 turn is actually 1 month).
thanks
 
I did check the model itself, and it is working as intended. Just to satisfy my curiosity, can you load the provided savegame yourself and see if the glitch is gone? I suspect it was a one-off.

Strange, I couldn't reproduce either, but they definitely were disappearing altogether yesterday. No idea what could have caused that.

And now for my small list of questions and feedback:
Spoiler :

- Though I don't recall this being the case, I assume that it is inapplicable, but want to ask and make sure anyway: does the "miraculous defense" against barbarians apply to non-combat units, particularly settlers and workers? If so, then you can bank on it to settle uncontrolled land far away with reasonable plausibility and no escort, which you seldom can get away with normally, and is usually not worth risking for that reason, considering how costly of an investment settlers and workers are in the opening phase of the game. Having this effect in play for them can significantly alter opening strategy.

- Cities with a net "0" epidemic chance are nevertheless displaying with the epidemic logo on the city bar, as though it is treating the value as positive rather than null.

- The popup solicitation advising you that you can switch to Representation references vanilla's trait behavior instead of RI's.

- Sub-10 values of separatism are showing up red instead of yellow in the Revolutions screen, even though they appear as yellow on the city bar.

- Frigates and Ships of the Line lack the Sextant technology as a hard prerequisite, which feels unintuitive to have climatic Age of Sail units lacking an instrument which was (I think, and I'd love to learn something new if I'm wrong) normative by the time of their being common. I'd suggest making that tech a prerequisite for High Seas Warfare.

- When building something that requires a resource as a prerequisite and then having that resource cut-off, all invested :hammers: is lost; even if remedying that is as simple as trading for the same resource from someone else a turn later. Is there any way to amend this such that you don't lose everything all at once? In my case, it was a rather costly Steel Mill which was almost done and then had to be completely restarted when I in fact did simply trade for iron from someone else a turn later, which was rather frustrating.
 
About capitulation, I think it would be realistic when you are conquering the last city and regardless of "WarSuccess" to have an option to don't destroy the AI and take it as a capitulated vassal.

You see, at the time you take a city, from Civ 4 engine point of view, it is destroyed and a copy of it belonging to you is created. So by the time you get the popup, the civ you'd want vassalized would already be dead from the engine's point of view, as its last city has just been destroyed.

I think there could be another event to hook up for this, before you actually take the city: when you destroy the last defending unit, the engine evaluates if it should spawn some more units for a last attempt at resisting. This could be the place where to call the logic for capitulation.
 
I saw a lot of change on Revolution on the SVN. I wonder how the IA will now react to it, and if it will still proves to be a advantage for the player or not to have it on.
Anyway I'm happy to see this option being work on :goodjob:
 
Hi, quick question... is there any way to see the size and content of an ennemy stack? when I put the mouse cursor over such a stack, the menu that pops-up on the left of the screen only displays something like 15 units. I have not found the option or hot-key to see the entire stack...
 
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