Realism Invictus

the perfect game doesn't exist, unfortunately you have to find a compromise. For example in all the mods I've played where there were many options, but do not need. we try those mods, but then we go back to R.I. because we realize that the A.I. doesn't know how to use or interpret them.
the technological exchange only makes sense if a game lasts 200 turns, otherwise at half game you have already discovered everything. I would like to have many diplomatic options, but already with few, the A.I. doesn't know how to use it, let alone with so many options that would only benefit the human player. :)
 
i like this new system when even in late rennesaince/baroque era you still can maintamence max 6 units per city, and on battlefield you can command to max 8 without penalties : DD
now i feel that every unit is important
sad that AI still have 20-25 unit stacks
and thanks for phillipines new minor civ,
Walter you didn't say anything that you were making a gift to players on Easter, the update was always on Christmas
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the only thing that makes civ 4 better than other versions are stacks, which are the only way, when it comes to making the AI competitive, reducing stacks would mean eliminating the only challenge left to this game. I can understand that they are annoying, but the A.I. has only that left to be truly competitive
 
So yeah, in that world history did take a rather unorthodox turn...
just imagine the conspiracy theories from their internet - a group of kings who rule the world headed by reptilians or other grotesque creatures
"ancient royal blood as serum of soul immortality, earth prison and stuff, its all true i saw it"
 
Announcement spam. So many events happen that it's easy to miss the important ones, since only 4-5 are shown at a time, and there can be dozens or more a turn. That is, at least in the announcements shown at the top of the screen. I can still access the log, but not everything shows up there, and it's a hassle to figure out where the new one starts. and more of a hassle to do that every turn.

Sure it can go a bit busy, and that could get a lot better if there was a way to extend the top-screen info board to make it display more than 4-5 things (specially if you have the alert for "X wants to trade Y ressource" and stuff like that). I usually check the log everyturn, and as I'm doing that for a while now I don't really look at it as a disturbance but a normal part of my turn. On that point : it's weird that the log seems to reset on "default size" any time you switch out of the game or reload a save.

Last game I played was going okay, until they started settling en masse, blocking some settling locations I was intending to take, and with all those bonuses that make wars with them tiring and wasteful. That immediately made me lose interest in continuing to play.

I didn't had Barbarian settling ON for quite a long time (pretty sure I didn't have it for 3.7, perhaps even not in 3.6) so I'm not sure how it goes currently, but my last experience with it was indeed the same as you are describing. I tend to extend slowly, going more high than tall, and don't use the "put a scout on every hill to cancel fog of war and barbarian spawn" tactic so my continent (random map) was almost full of barbarian. Then bamp, a huge empire of 4 city if I remember it right, almost at my level in tech and with A LOT more free units than I had at that point. I guess I could have try to battle my way, and perhaps would have even won, but it was just teddious to so at a point of the game when I prefer to focus on settling cities in empty space and building the first wonders.

It would probably be a lot better if, when settling, the barbarian empire number of cites would take into account the current era (so settling with max 1 city in ancient, perhaps 2-3 in classical, and so on...).
Again, last time I tested it was a long time ago, so perhaps all what I'm saying there is already taken care of.

i like this new system when even in late rennesaince/baroque era you still can maintamence max 6 units per city, and on battlefield you can command to max 8 without penalties : DD

What the hell ? I'm at classical era and my city stack size is already at 8 !
Are those values depending on map size ? I'm playing Huge Map so that could be it ?
Otherwise there's something really wrong with your game...
 
Yeah. In a sense I'm used to it from years of playing on Giant maps with low sea levels, but it's still felt in various ways:

* Announcement spam. So many events happen that it's easy to miss the important ones, since only 4-5 are shown at a time, and there can be dozens or more a turn. That is, at least in the announcements shown at the top of the screen. I can still access the log, but not everything shows up there, and it's a hassle to figure out where the new one starts. and more of a hassle to do that every turn.
* A bunch of 1 or 2 city civs that exist in inhospitable lands (tundras, deserts, etc) and who's only gameplay impact is to make the game insufferable with demands, threats, and closed borders. They have no significance on the world stage, and on the small stage just offer annoyances. It does make the game world feel more alive, but not in a way that's worthwhile. They're just tedium.
Ironically, I'd say the issues you're describing mostly stem from playing Giant maps. On smaller maps there is less announcement spam, and a small civ can be much more relevant. Does one really need to have 30 civs and dozens of cities to micromanage?
* The constant churn of small civs asking for protection and then breaking away. Pretty sure that's been brought up before. It adds to the announcement spam, makes it annoying to track alliances, and completely discourages the player from every bothering with the protection mechanic because it's short longevity means the costs you pay into it won't bear fruit (at least for me, maybe others find it more useful than I do).
I will have a serious look at that. Seems to me like either a vanilla or more likely a K-Mod issue. RI never really changed anything meaningful there.
On the note of demand spam (and in particular the hard-stop and binary solicitation form that they take, rather than being negotiable in any way), I am curious how "hard-coded" the diplomacy actually is, and what the real limitations for trying to overhaul this actually are. That is the one thing that I pretty definitely dislike about Civilization IV which RI unfortunately hasn't been able to remedy much, and actually takes away some of the otherwise extant dynamic diplomacy with removing tech trades without a similarly engaging substitute. As strategically interesting as the open borders paradigm is, it's much less granularly engaging than tech trading, even if still less gimmicky. We often hear that "diplomacy is hard-coded" and though I'm sure it's said with good reason, I'm also curious what that actually means in concrete terms, since some mods seem to have made some pretty substantial revisions to it, with entirely new options that the AI seems to understand how to use (and even some that have incorporated a "don't bother me" option that prevents these solicitations from even happening).
Probably not that hard-coded (though there is stuff that absolutely can't be edited, like the deal screen), but I have absolutely no idea of the inner workings of that subsystem, so even relatively trivial stuff will take quite a bit of effort from me specifically, even if other mods have done stuff there before.
Which is sensible. Barb settling is one of those features that I really really want to like, but the approach taken with them often sucks the fun out of games for me. Last game I played was going okay, until they started settling en masse, blocking some settling locations I was intending to take, and with all those bonuses that make wars with them tiring and wasteful. That immediately made me lose interest in continuing to play.

But I do like the idea of them popping up. Just in a different form. Next time I feel like playing RI, I might try my hand a grounds-up revamp that's more inline with my own take on barbarian settling.
What different form would that be?
I totally agree. I would also like to play with Barbarian Civ option ON, if the option was customazible. I remember in Caveman2Cosmos you could do it - you could choose under which exact conditions they spawn, with how many units and what level of technology. Also, you could customise civs spawning in New World separately. Without all of these options, I don’t see how RI barbarian option could fit my desired game type. Still, RI is the best mode ever, not only in CIV4, but in whole civilization series!
It is kind of customizable, one can adjust the variables in the relevant python file.
i like this new system when even in late rennesaince/baroque era you still can maintamence max 6 units per city, and on battlefield you can command to max 8 without penalties : DD
now i feel that every unit is important
There were no such changes to logistics. I will echo Ahnarras and say that it's likely something's working wrong in your case for some reason.
Walter you didn't say anything that you were making a gift to players on Easter, the update was always on Christmas
Major version releases always happen around Christmas. This year as I didn't touch the art assets for a long time, I could churn out a couple of minor versions after that. Still, the last one was end of February, and I definitely have nothing planned for Easter.
I didn't had Barbarian settling ON for quite a long time (pretty sure I didn't have it for 3.7, perhaps even not in 3.6) so I'm not sure how it goes currently, but my last experience with it was indeed the same as you are describing. I tend to extend slowly, going more high than tall, and don't use the "put a scout on every hill to cancel fog of war and barbarian spawn" tactic so my continent (random map) was almost full of barbarian. Then bamp, a huge empire of 4 city if I remember it right, almost at my level in tech and with A LOT more free units than I had at that point. I guess I could have try to battle my way, and perhaps would have even won, but it was just teddious to so at a point of the game when I prefer to focus on settling cities in empty space and building the first wonders.

It would probably be a lot better if, when settling, the barbarian empire number of cites would take into account the current era (so settling with max 1 city in ancient, perhaps 2-3 in classical, and so on...).
Again, last time I tested it was a long time ago, so perhaps all what I'm saying there is already taken care of.
Philosophically speaking, I feel they do exactly what they were designed to do. Why would one want barbarians to settle into a civ that would never be a serious contender and just take up space with 1-2 cities waiting to be conquered by someone? I don't see why one would want to have that functionality in-game at all if they only settled into bottom-feeder civs that exist only because they take up a corner of the world nobody wanted.
 
I've been using cottages and craftsmen throughout the medieval and renaissance eras, and I'm wondering what economy civic to use for the industrial/modern era. Up until now I've been using guilds for the +1 hammer per town. The legal and labour civic categories both have late-game options that boost towns, but economy doesn't have one, and doesn't really benefit much from any of the economy civics other than guilds. Welfare State is expensive and gives nothing but happiness and health, which I already have plenty of since I've got relatively low populations and am running labour union and inclusivity. Merchant Families, Protectionism and Free Market all just give bonuses to trade routes and specialists, which is nice but doesn't seem worth giving up the extra hammer in so many of my tiles.

I spent a long time considering Planned Economy, which (with communal farming and 5 year plan) is the only civic which boosts craftsmen in a way which isn't mathematically inferior to guilds. Towns and craftsmen get a net -1 hammers compared to guilds, but craftsmen get +1 food. But I came to the conclusion that it's not worth it if I'm keeping my towns. The hammers from being able to run 1/3 more craftsmen just can't keep up with the bonus hammers from towns and craftsmen running guilds, and I'd lose the ability to turn my craftsmen into scientists when I'm building research.

Is Guilds intended to be the best civic for a town-focussed economy, even in the late game?
 
Is Guilds intended to be the best civic for a town-focussed economy, even in the late game?
I mean, kind of? I don't think there's such a thing as late-game town-focussed economy. A late-game farm feeds two specialists, towns can't really compete with that meaningfully. So yeah, Guilds are probably the best town-centric civic, but being town-centric in Industrial-Modern eras feels suboptimal.
 
I mean, kind of? I don't think there's such a thing as late-game town-focussed economy. A late-game farm feeds two specialists, towns can't really compete with that meaningfully. So yeah, Guilds are probably the best town-centric civic, but being town-centric in Industrial-Modern eras feels suboptimal.
So, if I understand correctly, the best alternative is to produce large quantities of food in order to have more specialists? I imagined that, at some point, it would be worth decreasing the number of farms in order to increase the number of towns, reflecting the migration from the countryside to the city that happened in the modern era.

Thinking this way, which would be the best civic between "free commoners" and "working class" in the modern era? Any advice?
 
Ironically, I'd say the issues you're describing mostly stem from playing Giant maps. On smaller maps there is less announcement spam, and a small civ can be much more relevant. Does one really need to have 30 civs and dozens of cities to micromanage?
Really need? No, but I enjoy it, moreso than playing with smaller maps and/or with fewer civs. 25-35 is my sweet spot for civ count, and I love the expansiveness of gargantuan maps, even when considering the memory and performance implications. While in terms of territory and cities the game handles a multitude of civs well, it doesn't handle the UI/UX well, so it's been a thorn in my side for years.

I will have a serious look at that. Seems to me like either a vanilla or more likely a K-Mod issue. RI never really changed anything meaningful there.
Yeah, I don't think this is an RI issue, at least not directly. RI's impact, in cooperation with my preferred game settings, is in barb settling/revolutions putting more civs on the map than the game was designed to handle. So don't look into it on my account, I don't think RI needs to change anything here. It would just be appreciated if there was a way to customize the max civ count so that we can tune it to our liking. But sounds like one exists, so I'll search the codebase for it.

What different form would that be?
I've given this some thought lately, so this will probably be a long answer, going into way more detail and theory than necessary.

First up: What is the purpose of having barbs settle into civs in the first place? As in, in what way should this mechanic enhance gameplay?

If the goal is to yield a civ that is on fair footing to all other civs, then I feel like it should be present on turn 1. Introducing a civ 300 turns into the game and expecting it to hold against and operate as all the original civs opens up a lot of edge cases and balance issues. I think we see that with the current implementation, where the settling civs get all sorts of resources and bonuses to help them stabilize and sustain themselves, often putting them ahead of many civs that did start on turn 1. They start with more techs, more resources, and more bonuses than many of the existing civs. This also has ramifications for trade: The more civs settle, the more civs on the map have bronze/iron/horses/etc as an immediate resource, and the more of that resource is then not needed to be traded for, and potentially creates a surplus of that resource in the world if they also have that resource naturally.

For context, I used to play with each of the major civs starting on the map, 31 I think. But after revolutions and barb settling, I reduced the starting civ count drastically because I liked the idea of civs rising up organically throughout the game. But this also meant that many/most civs innately have the basic strategic resources, which leads to the problems above.

So for me the goal with barb settling isn't to have "normal" civs. "Normal" civs can start the game with the rest of us. Settling civs can become normal, but I don't think they have a "right" to be normal, nor that they should get special treatment to ensure they are normal. They have to earn their place on the leaderboard, same as everyone else.

I'd rather approach settling civs from the other end of the spectrum: what role do barbarians play in the game, and how is a settling civ a natural continuation of that role?

Barbs have two purposes in my mind:

1. To apply pressure to the player. In the first hundred or so turns it's just animals roaming the earth that civs might encounter, but which don't enter borders. Then it becomes proper units, who still don't enter borders. A short while later they start entering territory to pillage and conquer. After that they start having their own cities, preventing settling unless a civ conquers the barbarian city first. At each step of the way, the barbarians act to apply pressure to civs, first in contentious exploration, then contentious defense, then in contentious expansion.

2. To provide interesting combat gameplay at times without war. You can play a "peaceful" civ and still go about fighting barbarians, conquering cities, pillaging improvements, getting gold, earning great generals, and promoting units. And I think it's important to provide this. One of the problems with the current barb settling is that once most barbs have settled, any new barb cities will settle themselves within 10 or 20 turns, before civs has a proper chance of interacting with them. That eliminates this utility of barbarians entirely.

So what I would be looking for is a form of barb settling in which the barbarians can continue to apply pressure and provide existing civs with something to interact with.

The idea in my head at current is something like this:

1. Barb settling is a gradual process over a 50-100 turn period. Probably longer earlier on in the game, when civs don't have the capacity to raise an army fast, and less during later eras, when civs more often have standing armies and enough production to quickly raise an army if needed. There's a notice when a barb city starts settling, but they remain a regular barb city during this phase. I know AI can't be coded to respond to such notices, but the AI is gung ho about conquering barbarian cities in the first place, so there's no need to change AI behavior. :p This period could start as soon as the barb city is founded, but probably a bit after its founding in the ancient/classical eras.

2. During this phase, a barb city starts building up towards settling. In the past I've pitched having it related to culture output, with more culture meaning faster road to becoming a full civ. I can also imagine a version where it's related to combat, where the more battles happen near the barb city, the more it feels pushed to become a proper civ. There are probably other approaches in this vein. I'm brainstorming still.

3. The conversion to a civ can take several forms:

3.1 An aggresor civ. This is a barb civ entering the world stage as a conquerer and military power. Think Huns, Mongols, Vandals, etc. These settling civs get an aggressive leader, temporary (~100-150 turns) military resources (they'll have to conquer it to continue having it. Maybe they have a personal "greed" quest to get nearby resources), a surplus of conquering units, barracks in each of their cities, and bonuses to constructing melee and siege units. Maybe they also automatically declare war on the nearest civ. They should be a legitimate threat to their neighbors, but also vulnerable to burning out and collapsing.

3.2 A protective civ. This is a civ forming in response to foreign pressures and unifying the people in its territory to preserve autonomy and their way of life. These settling civs get a defensive leader, a surplus of defensive units, bonuses to constructing archers, light cavalry, a walls in each of their cities, and bonuses to building defensive units and culture output. They shouldn't be expanding during their first 100-150 turns, and have negative diplomacy towards other civs who's culture is present in their tiles (or maybe just double/triple border pressure diplomacy penalties).

3.3 A commerical civ. This is a civ that develops into trade empire. These civs get an economically oriented leader, a small surplus of a unique trade resource (like Glassware, but something unique to them, or shared with all commercial settling civs), a fair balance of military units, and positive diplomacy towards their neighbors, with whom they should (hopefully) immediately try to trade.

Once they settle like this, they can operate as normal civs, to the extent that their bonuses allow them to thrive and survive. It's okay if they fail and die out. Civilizations don't only rise, they rise and fall, so it's perfectly natural for a civ to come into play, struggle, and collapse, only for a new one to rise up sometime later (or maybe have a resurgence). Their success shouldn't be something forced by the game, but an impressive feat that has us talking about it afterwards.
 
I mean, kind of? I don't think there's such a thing as late-game town-focussed economy. A late-game farm feeds two specialists, towns can't really compete with that meaningfully. So yeah, Guilds are probably the best town-centric civic, but being town-centric in Industrial-Modern eras feels suboptimal.
Yeah, that's the impression I was getting. But that seems thematically odd. In real life, the industrial and modern eras have seen a big expansion in city populations, but also a growth in the populations of outlying suburban towns. The amount of population working farmland dropped precipitously during the industrial era, partly because landowners started being able to generate revenue from their land directly rather than letting it out to farmers. So it feels off to start bulldozing all my towns and turning them into farms as the industrial era begins.

I wonder what the effects would be if Welfare State allowed villages/towns to produce a point of food, in addition to their usual yield. The fluff seems reasonable - environmental consciousness, more people having time and land to grow their own food, etc.
 
So, if I understand correctly, the best alternative is to produce large quantities of food in order to have more specialists? I imagined that, at some point, it would be worth decreasing the number of farms in order to increase the number of towns, reflecting the migration from the countryside to the city that happened in the modern era.
I treat the towns-as-improvement the other way round, as cottage industries that declined with the advent of the industrial revolution. Migration from countryside to cities is simulated by an increasing share of specialists to population working the tiles.
While in terms of territory and cities the game handles a multitude of civs well, it doesn't handle the UI/UX well, so it's been a thorn in my side for years.
I believe conceptually Civ 4 was never designed to be played at this scale, and it shows. UI/UX are secondary to the core mechanics that work best on smaller scales. I used to be a fan of huge maps many years ago, but nowadays I feel standard/large work best from both gameplay and UX perspective.
Yeah, I don't think this is an RI issue, at least not directly. RI's impact, in cooperation with my preferred game settings, is in barb settling/revolutions putting more civs on the map than the game was designed to handle. So don't look into it on my account, I don't think RI needs to change anything here. It would just be appreciated if there was a way to customize the max civ count so that we can tune it to our liking. But sounds like one exists, so I'll search the codebase for it.
It's not just on your behalf, the behaviour of vassals is generally annoying, and others have reported it as recently as last page. It's high time to at least try improving that.
If the goal is to yield a civ that is on fair footing to all other civs, then I feel like it should be present on turn 1. Introducing a civ 300 turns into the game and expecting it to hold against and operate as all the original civs opens up a lot of edge cases and balance issues. I think we see that with the current implementation, where the settling civs get all sorts of resources and bonuses to help them stabilize and sustain themselves, often putting them ahead of many civs that did start on turn 1. They start with more techs, more resources, and more bonuses than many of the existing civs. This also has ramifications for trade: The more civs settle, the more civs on the map have bronze/iron/horses/etc as an immediate resource, and the more of that resource is then not needed to be traded for, and potentially creates a surplus of that resource in the world if they also have that resource naturally.
Thanks for a detailed writeup. My approach was exactly that, to yield a civ that is on fair footing to others. It always felt odd to me that all major players are present on the map in 4000 BC, and I wanted new powers to emerge in subsequent eras, especially on maps where New World exists, as one never got anything like the real-world USA organically in-game.
Yeah, that's the impression I was getting. But that seems thematically odd. In real life, the industrial and modern eras have seen a big expansion in city populations, but also a growth in the populations of outlying suburban towns. The amount of population working farmland dropped precipitously during the industrial era, partly because landowners started being able to generate revenue from their land directly rather than letting it out to farmers. So it feels off to start bulldozing all my towns and turning them into farms as the industrial era begins.
As above, I feel that it's a rather different interpretation. I don't really feel a "suburban town" you mention is an improvement in Civ 4 terms, it's basically just a part of the city that doesn't really output any resources by itself. On the contrary, I feel it is quite thematically appropriate to bulldoze/depopulate villages and small towns to make way for new major agricultural holdings, as that's exactly what happened in, say, the UK in the XIXth century.
 
Thanks for a detailed writeup. My approach was exactly that, to yield a civ that is on fair footing to others. It always felt odd to me that all major players are present on the map in 4000 BC, and I wanted new powers to emerge in subsequent eras, especially on maps where New World exists, as one never got anything like the real-world USA organically in-game.
And that's a valid approach, and I do like the idea of new civs becoming major powers. But as a player, it's frustrating that every civ that pops up gets the necessary treatment to become a major power. It would be much more interesting if some barbs settled with the major power treatment some settled as fodder for existing powers.

Or alternatively, maybe instead of artificially boosting newer civs, there should be more limitations and problems for existing civs that create opportunities for the newer civs to usurp them.
 
I treat the towns-as-improvement the other way round, as cottage industries that declined with the advent of the industrial revolution. Migration from countryside to cities is simulated by an increasing share of specialists to population working the tiles.
Ah, now I understand the concept. From that point of view, I agree with you. I was thinking along the lines of "humankind", where in the late stages of the game there are practically no empty spaces (rural areas).
:clap: Thank you. This mod is so good.
 
There were no such changes to logistics. I will echo Ahnarras and say that it's likely something's working wrong in your case for some reason.
even it was bug, it was funny playing on reduced possibilites
more funny, it affect AI too - they too now have 4 to 6 units in less important cities
thats why i thought it was implemented as new update in game
Napoleonic era, i can have 9 units in town and command 12 on battlefield - so i take 4-6 units from every town and make army (sounds realistic for me)
Ancient/ Medival: small groups of local people (max 6 on one tile) --->Rennesaince/ Baroque still small groups of proffesional army (max 6 on one tile) --> BOOM industrial era of national armies, you can command 12 units on battlefield
enjoy

finally i felt that conquering cities in medieval and renaissance is just like in real life - long,laborious,tedious
you have to send new units to guard the cannons and trebuchets because the enemy was attacking your army (6 units on the field) which also takes time.everything takes time.you can forget about sending a lot of units quickly and seizing a castle on the march.battles are static,everything happens slowly.
only at the end of the baroque and as new military technologies are available you can do something faster. the way of warfare changes. you have more units (I remind that ai also falls under what I wrote). New types of cannons break down old and obsolete walls, making sieges more dynamic.
Unironically i feel that with that bug waging war is more..real?
behaviour of ai doesnt change much exept they too have less units in towns and their armies was still big (10-12-15 units) but it dont change many since "logistic problems" perk. they too siege slow. fight slow. only fights between cities when two armies met were quick and fast.
1744142093381.png
 
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As above, I feel that it's a rather different interpretation. I don't really feel a "suburban town" you mention is an improvement in Civ 4 terms, it's basically just a part of the city that doesn't really output any resources by itself. On the contrary, I feel it is quite thematically appropriate to bulldoze/depopulate villages and small towns to make way for new major agricultural holdings, as that's exactly what happened in, say, the UK in the XIXth century.
Hmm. I'm not sure that fits very well with history. In the medieval era, the cottage improvements seem to represent free/market towns, while farms represent small farming villages of peasants governed by a local lord. At least, that's the impression I received from serfdom buffing farms and free commoners buffing villages and towns.

Those free towns weren't the ones which got depopulated. Well ok, some did, but others were the places people were going to. Most of the UK's famous industrial cities were market towns which grew up around a new industry. In civ 4 terms, far from being destroyed, the towns were upgrading into new cities.

It's the smaller farming communities which really got depopulated. Landowners found they were able to use the new technology to farm the land with far fewer workers. Peasants who had farmed the same land for generations found themselves kicked out, and were forced to go to the towns. The same amount of produce - or more - was being made, but it was taking far smaller amounts of the population. This doesn't really map onto the civ 4 mechanics very well since you can't have one population working multiple tiles. But the upgrade to mechanised farms seems to approximate it.

In real life, I would also argue that there are examples of a town based economy vs a city economy in the modern era. The US has vast stretches of uninterrupted farm land, which support huge cities - 80% of the population lives in cities. By contrast, the UK is filled with small towns. These support the cities - mosr are commuter territory for one city or another - but they also have their own economies and industry, separate from the cities. (This is what I think I meant by "suburban towns" - towns which feed commuters to a city but also have their own economy separate from the city.) Only 54% of the population lives in cities, and the percentage is even lower if you ignore London's sphere of influence. Farms and towns seem like a good way to model this difference.

Obviously it's up to you - either way, the mod is fantastic and my favourite version of Civ.. I'm just throwing out food for thought. (No pun intended)
 
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Philosophically speaking, I feel they do exactly what they were designed to do. Why would one want barbarians to settle into a civ that would never be a serious contender and just take up space with 1-2 cities waiting to be conquered by someone? I don't see why one would want to have that functionality in-game at all if they only settled into bottom-feeder civs that exist only because they take up a corner of the world nobody wanted.

I agree with you on that point, but I was speaking about a point much, much earlier in game. I think I was barely able to settle my second city, and my starting city was still only at 4-5 pop, when that huge kingdom of barbarian settled itself by having suddently 5 cities. It was totally crushing everyone on the continent, myself as others AI, and with it's boost it grew to become top civ on the scoreboard without any reasonable means to put it down.

Settling that kind of barbarian empire a few hundreds turns later when we all already have 4-5 cities to make it at the same levels as the others is perfectly fine, obviously, but in this game what disturbed me was how early that happened.
But as I said, that was a long time ago, so perhaps it has changed since then.

And I second Y for his well-written post on that topic, on which I agree with.
But now that I know that your recommandation is for standard/large map, I'm hitching to test the Large World Map too :lol:
It just doesn't feel right to have most European countries so small that I can only settle 1-2 cities on them... Perhaps I will try a random map instead. Is the R:I version of Totestra still the favorite in 2025 ?
 
Perhaps I will try a random map instead. Is the R:I version of Totestra still the favorite in 2025 ?
In R:I context, that's probably so. But I prefer to use Smartmap_mst.py. A suggestion for a setup is shown here: https://forums.civfanatics.com/threads/r-i-my-personal-spin-off.683863/page-6#post-16695063 . "One" can change nearly everything and still have all, that R:I includes - terrain, features, bonuses etc. if - IF - you use the Standard setting for Features as default (as shown on the screenshot). Link to the MapScriptTools with the SmartMap_mst.py file just added above post.

Besides you have to find the section in the map-file starting with: #the bountiful ocean and make the 2 small change marked in Bold to the script just as I posted in this thread Dec 22, 2022 (page 454).

How to do it:
Start making the map with one player only, level Noble. That make it easier and faster to make the map. If nothing else, then because you risk getting a completely useless map if you choose to re-generate the map (a problem that has been mentioned previously here in this thread, also with other map generators).
When you finally get a map that is "ok" (whether it was made "automatically" or you have it modified to your needs), you can save the map and setup while you are in WorldBuilder (remember to use a name that you can easily recognize, you will (normally) find the file here: ......\documents\My Games\Beyond the Sword\Saves\WorldBuilder ). Next is to reopen this WB-gamefile and add the other nations/leaders you want, place their starting units on the map and then re-save the game (use a slightly changed name - just in case something goes wrong.....). Now you can reopen that new WB-file and turn it into a scenario, which allows you - with a small change to the saved file - to play the game as a real scenario, where you choose which country you want play. The Scenario I'm using most right now gives me 17 nations I can choose from.
Spoiler How to make a game to a scenario :

You have to change the "0" to "1" for all the playable nations you have in the game. You do not have to change the Handicap-level for the player you choose to start the game with, that can be done when you start the scenario.

..........
EndPlayer
BeginPlayer
Team=1
LeaderType=LEADER_VICTORIA
LeaderName=Victoria
CivDesc=Anglo-Saxon Tribes
CivShortDesc=Anglo-Saxons
CivAdjective=Anglo-Saxon
FlagDecal=Art/Interface/TeamColor/England_tri.dds
WhiteFlag=1
CivType=CIVILIZATION_ENGLAND
Color=PLAYERCOLOR_RED
ArtStyle=ARTSTYLE_EUROPEAN
PlayableCiv=1
MinorNationStatus=0
StartingGold=0
StartingEra=ERA_ANCIENT
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_RULEOFFEAR
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
Handicap=HANDICAP_NOBLE
HandicapScoreModifier=0
EndPlayer
BeginPlayer
...........



Edit: I tried to upload the SmartMap_mst.py but..... it didn't work. However from this link you can find more info. https://forums.civfanatics.com/threads/mapscripttools.540261/#post-16353535
 
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Or alternatively, maybe instead of artificially boosting newer civs, there should be more limitations and problems for existing civs that create opportunities for the newer civs to usurp them.
Well, that's what RI is trying to achieve anyway. But there is a rather fundamental gameplay reason why new civs need artificial boosts. In all Civ games, the quality of the starting spot is a good predictor of a given civ's success. And all the best spots are taken at the start and handed out to starting civs, and often additionally sweetened in process. Which means that any latecomers will a priori have a worse starting location, and that can't really be changed without an extremely fundamental overhaul.
even it was bug, it was funny playing on reduced possibilites
more funny, it affect AI too - they too now have 4 to 6 units in less important cities
Hm... It should not affect AI in any way - there is no code in place that I'm aware of to effect any changes. But you piqued my curiosity and I will run some tests with much lower logistics values and see whether they make any meaningful impact in AI-only games (this is one of the things that can be trialled perfectly, just run the exact same start with and without the change).
In real life, I would also argue that there are examples of a town based economy vs a city economy in the modern era. The US has vast stretches of uninterrupted farm land, which support huge cities - 80% of the population lives in cities. By contrast, the UK is filled with small towns. These support the cities - mosr are commuter territory for one city or another - but they also have their own economies and industry, separate from the cities. (This is what I think I meant by "suburban towns" - towns which feed commuters to a city but also have their own economy separate from the city.) Only 54% of the population lives in cities, and the percentage is even lower if you ignore London's sphere of influence. Farms and towns seem like a good way to model this difference.
While I agree with you in principle, you picked a poor example. The UK has an extremely centralised economy; London accounts for over half of the country's economic output. Germany would be a much better example here.
Obviously it's up to you - either way, the mod is fantastic and my favourite version of Civ.. I'm just throwing out food for thought. (No pun intended)
And yours is a valid take as well, just not one I chose to adopt. At Civ 4 level of abstraction, there are many ways of interpreting most game elements. I always treated cities as the aggregate of all truly urban population in a given "province". Had I been making the improvement from scratch and not "inherited" it from vanilla Civ 4, I'd name the last stage of its upgrades something different to avoid ambiguity.
I agree with you on that point, but I was speaking about a point much, much earlier in game. I think I was barely able to settle my second city, and my starting city was still only at 4-5 pop, when that huge kingdom of barbarian settled itself by having suddently 5 cities. It was totally crushing everyone on the continent, myself as others AI, and with it's boost it grew to become top civ on the scoreboard without any reasonable means to put it down.

Settling that kind of barbarian empire a few hundreds turns later when we all already have 4-5 cities to make it at the same levels as the others is perfectly fine, obviously, but in this game what disturbed me was how early that happened.
But as I said, that was a long time ago, so perhaps it has changed since then.
That is a valid point, though currently (and that never changed), barbarians can start settling only after 315 turns (on standard speed), by which time one is usually quite a bit more settled. If one has just settled their second city at that point, it's a bit self-inflicted, isn't it? Around 300 turns, most civs have already settled their immediate surroundings and are at least on 3-4 cities each.

What I'm worried about is if the cutoff is pushed even further, there are no longer enough barbarians to form a decent new empire from.
But now that I know that your recommandation is for standard/large map, I'm hitching to test the Large World Map too :lol:
It just doesn't feel right to have most European countries so small that I can only settle 1-2 cities on them... Perhaps I will try a random map instead. Is the R:I version of Totestra still the favorite in 2025 ?
I know it's my favourite, at least.
 
I agree with you on that point, but I was speaking about a point much, much earlier in game. I think I was barely able to settle my second city, and my starting city was still only at 4-5 pop, when that huge kingdom of barbarian settled itself by having suddently 5 cities. It was totally crushing everyone on the continent, myself as others AI, and with it's boost it grew to become top civ on the scoreboard without any reasonable means to put it down.

Settling that kind of barbarian empire a few hundreds turns later when we all already have 4-5 cities to make it at the same levels as the others is perfectly fine, obviously, but in this game what disturbed me was how early that happened.
But as I said, that was a long time ago, so perhaps it has changed since then.

And I second Y for his well-written post on that topic, on which I agree with.
But now that I know that your recommandation is for standard/large map, I'm hitching to test the Large World Map too :lol:
It just doesn't feel right to have most European countries so small that I can only settle 1-2 cities on them... Perhaps I will try a random map instead. Is the R:I version of Totestra still the favorite in 2025 ?
Try Totestra with standard map size, but 6:4 wrap (instead of 3:2). With low sea level this setting has approximately 9000 landtiles (if this seems too much, try medium sea level). But you should tweak some lines (regarding technology and city maintenance costs etc.) in CIV4WorldInfo file before starting the game. I can share my version of the file here if you’re interested to try it. I find this map setting perfect for RI experience.
 
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