tebriz
Warlord
I have encountered a strange bug after updating to the latest SVN and starting a new game today. I was playing Rome, neighbouring Persia declared war on me and their flag have immediately changed to Roman flag.
In a default game I say: Normally they are (close to be) worthless even as a defense - so drain them - specially if you want to build a road there - or if you have nothing better to do. Reason is this tag in the CIV4FeatureInfos.xlm: <bNoAdjacent>1</bNoAdjacent> - meaning if the feature is allowed on a tile next to a tile with the same feature or not. In this case it's "not".Random question for those that wanders often into the late game : does swamps have any good sides ? Any building, improvements or something that use them and could makes keeping them interesting ?
Or are they just a pure negatif tile and should be drain as soon as it's possible ?
I know I could keep them for the -25% defense that could be useful when trying to lure the IA in combat, but except for that, anything else to makes me reconsider draining them ?
In a default game I say: Normally they are (close to be) worthless even as a defense - so drain them - specially if you want to build a road there - or if you have nothing better to do.
Random question. How does the land tactics promotion differ from strength? 99% of land units will only ever fight other land units anyway, so it seems to be almost identical to strength other than having a different promotion tree. Am I missing something? Is it just there to stop you getting the later strength promotions and a specialist promotion on the same unit quite so easily?
Nope, they're just a negative play experience. I modified my local totestra file to just not place any swamps since it's a better play experience.Random question for those that wanders often into the late game : does swamps have any good sides ? Any building, improvements or something that use them and could makes keeping them interesting ?
Or are they just a pure negatif tile and should be drain as soon as it's possible ?
I know I could keep them for the -25% defense that could be useful when trying to lure the IA in combat, but except for that, anything else to makes me reconsider draining them ?
I think Aztecs have a unique terrain ability related to swamps.Random question for those that wanders often into the late game : does swamps have any good sides ? Any building, improvements or something that use them and could makes keeping them interesting ?
Or are they just a pure negatif tile and should be drain as soon as it's possible ?
I know I could keep them for the -25% defense that could be useful when trying to lure the IA in combat, but except for that, anything else to makes me reconsider draining them ?
Nope, they're just a negative play experience. I modified my local totestra file to just not place any swamps since it's a better play experience.
I think Aztecs have a unique terrain ability related to swamps.
Eh, not really. I mean, technically yes, but the tile is pretty much always better being replaced with a farm. Until you can clear the swamp, building the improvement on it turns it into a 1I think Aztecs have a unique terrain ability related to swamps.
Exactly that. There's enough variance in handicaps placed on civs already, and swamps are a randomly assigned handicap on civs that happen to spawn near them that has no balancing factor or interesting gameplay impacts. It exists only to give those civs a worse experience, and I'd rather give civs a more equal opportunity do well.I can see how they could become even worse on a random map.
Eh. I see what you mean, but there already a lot of realism aspects can be acknowledged as absent from the game. Swamps have of the benefit of being readily available for use, but come at a cost to gameplay. And even when removed we can still say they're in the game, just not needing any representation on the map, like many other biomes that are assumed present.I would hate to play without them (the swamps) in this game (as you may have understood from my last post). Mostly because swamps are naturally occurring in large parts of the world and since the game is called "Realism Invictus" then the map should also be realistic - or at least close to
I'm not sure you do. But let us agree on the fact that we disagree on the subject.Eh. I see what you mean
Eh, not really. I mean, technically yes, but the tile is pretty much always better being replaced with a farm. Until you can clear the swamp, building the improvement on it turns it into a 11
Exactly that. There's enough variance in handicaps placed on civs already, and swamps are a randomly assigned handicap on civs that happen to spawn near them that has no balancing factor or interesting gameplay impacts. It exists only to give those civs a worse experience, and I'd rather give civs a more equal opportunity do well.
Eh. I see what you mean, but there already a lot of realism aspects can be acknowledged as absent from the game. Swamps have of the benefit of being readily available for use, but come at a cost to gameplay. And even when removed we can still say they're in the game, just not needing any representation on the map, like many other biomes that are assumed present.
I would consider the realism aspect better if initial civ placement better mirrored actual early civilizations (fertile crescent, etc) and not in the middle of swamp infested territory that happens to have a single jungle-covered Rice in its BFC. In that case then few to no civs would start near swamps, and swamps would fill the role of territory that you wouldn't want to settle until you can remove it. Though then you run into the issue where AI settles every corner of land it can, even if it's just a single grassland tile surrounded by 18 tiles of swamp, which kind of spoils that approach.
How do you like the idea of a city with defenses, some part of which no siege weapon can destroy?
For example, a wooden fence with 0%, walls with 10%, + a Castle with 20%, with a fortress of 30%
Even in the ruins, You can hide from the attacks of bows and crossbows and arrange an ambush.
Generally conceived and currently implemented as mostly/exclusively negative terrain feature. It can also be, like forest and jungles, used with late-game nature preserves (currently still called "forest preserves" - note to self, rename and probably severely buff). I also have an idea of an improvement that might actually make swamps at least somewhat tenable to keep around that long (and even a civ-specific one that might be fun)... We'll see. They are quite underloved currently, and could stand to have more interesting content related to them, in line with me revisiting older RI features.Random question for those that wanders often into the late game : does swamps have any good sides ? Any building, improvements or something that use them and could makes keeping them interesting ?
Or are they just a pure negatif tile and should be drain as soon as it's possible ?
I know I could keep them for the -25% defense that could be useful when trying to lure the IA in combat, but except for that, anything else to makes me reconsider draining them ?
You are a naughty naughty person, as you've committed the sin of updating SVN mid-game.I have encountered a strange bug after updating to the latest SVN and starting a new game today. I was playing Rome, neighbouring Persia declared war on me and their flag have immediately changed to Roman flag.
Basically yes. As many promotion lines get incrementally better, it's to separate the "strength" line that is useful on any unit from many of the more specialized ones that generally don't synergise that much with each other.Is it just there to stop you getting the later strength promotions and a specialist promotion on the same unit quite so easily?
Thanks, I'll investigate.And on another topic : Something seems fishy about the date where you unlock the new sub-era. The message speaking about the collapse of the bronze age spawn a few dozen turns into the iron age, seemingly from nowhere. And I didn't hit the following age (the one just after the iron age) at 0AD. The icon only changed at 4 AD, so one turn later, and the penalty on medieval tech research only went from 100% to 50% at turn 3 or 4.
This too.Also : a follow-up about my epidemic % bug. I build the Gondashepur in my capital, and it corrected the tooltip, it knows show the correct value. But the other cities are still buggy, and I guess will stay so until I can change their epidemic % too.
That's... an interesting take. I won't even argue, to each their own and all that, but I'm interested - do you feel the same way about tundra, for instance? Should it be removed as well?Nope, they're just a negative play experience. I modified my local totestra file to just not place any swamps since it's a better play experience.
They are already allowed by certain map scripts. As this is a non-stock feature, what a map script does with them is mostly that script's business.So herewith I have a suggestion for our Chief-Architect: Allow contiguous areas of swamps. Please.
Note to self: buff.Eh, not really. I mean, technically yes, but the tile is pretty much always better being replaced with a farm.
Yes. If you need to go slower still, you can edit the XML (CIV4GameSpeedInfo.xml) yourself.Is legendary game speed (0.5) the slowest one?
The problem with all such takes is we can generally find examples of everything everywhere. Greeks had mechanical computers (antikythera mechanism) around 150 BC, Romans had sophisticated hydraulic engines for automating production (but wouldn't generally use them as cheap slave labour was more economically viable), Chinese were using natural gas as a fuel in 500 BC. Does that mean that all these things should be available at these respective times? Not to mention you're bending the realities there quite a bit, as for instance the Pontine Marshes existed as a prominent area of marshland and a major source of malaria well into the Middle Ages, despite Roman reclamation efforts (and to some extent still exist). Likewise the early Mesopotamian efforts were largely ineffective in reducing the extent of the marshland and the early civilizations were confined to its borders - which did recede after 3000 BC, but mostly due to natural causes (changing climate). These early efforts were by no means insignificant, but they mostly centered around major urban dwellings for sanitation purposes and didn't reclaim arable land en masse.I believe that the problem of the marshes arises from the fact that you can reclaim them around the year 1000 or few centuries earlier in game , but as I have learned from various historical sources, the reclamation began to be carried out many centuries before. Of course it was not common and not easy at that time, but many things were not common at that time
Totestra is generally very customizable but rather opaque in what the actual settings do in the script. I recommend playing around with variables there. I got interesting results by reducing the number used in line 861, for instance (not exactly viable by itself, but it did produce fewer continents).Guys, is there a way of generating less continents with totestra script? I put "few" on standard map and ended up with 5. WTH really... I want something earthlike. 2-3 big landmasses and 2 greenlands/australias
That is an interesting idea. I am not sure specifically about forts either, but currently some World Units do feel bland to me (some intentionally so, as superheavy tank is supposed to be relatively useless for practical purposes, as it was IRLEarlier today, I had been thinking about the Battle of Liège and in particular, how the Germans were able to use their M-Geräts to effectively demolish forts Loncin and Pontisse unto uselessness, and then it occurred to me: wouldn't this be a cool unique ability of the Heavy-Siege Howitzer in RI? While I don't particularly like the idea of siege weapons normatively being able to destroy forts, as a unique wonder unit and in the context of this actually happening in real life, I think it would add some interesting flavor for the nature of the era's warfare. In practical terms, this is already possible for strategic bombers, so giving the unit the same ability seems easily feasible, unless the "bomb tile improvement" mission is somehow restricted to air units exclusively.
Glad you had fun! I spent quite a lot of time rebalancing and improving this scenario for 3.7; now I need to find inner strength to give Deluge that treatment too...Had a blast playing the Crusades scenario way past it's end date. Armenian Cilicia, Noble Difficulty, default settings, only my minor tweaks on the latest stable RI 3.72.
Nah. Tundra is fine. It's sub-par compared to other land types, but that's a relative problem. Swamps actively giving nearby cities unhealth and encouraging epidemics, being unworkable, and requiring medieval tech and many worker turns just to be removed is an objective problem. It acts as a check on civs that have no reason to be checked.That's... an interesting take. I won't even argue, to each their own and all that, but I'm interested - do you feel the same way about tundra, for instance? Should it be removed as well?