Realism Invictus

Wont it still provide a defense bonus, though? Combined with the town bonus for +75%? 100% on a hill... Or can that be removed too?

Hmm, good thought. At the same time, Woodsman III units make forests a quagmire and are not walled by any tech, so I don't know that that poses much of a problem, nor would even several thousand defenders have much difficulty fitting in a "modern-scale" woodland and deriving benefit from it. A truly thick, dark old growth forest might actually be just as hard for the defender to operate in as the attacker.
 
Wont it still provide a defense bonus, though? Combined with the town bonus for +75%? 100% on a hill... Or can that be removed too
True - I didn't had the defense in mind at all. This would actually give all Cottages to Towns improvements a better defense than a "simple" Fort since the build of a Fort removes the forest. Only solution - if it should be done in xlm only - would be to change the value for the <iDefenseModifier> tag to 0 (Zero) for Cottages to Towns. Do we want that?

Zero would be too low for my taste, but I could easily "live" if the value for Hamlets (<iDefenseModifier>10</iDefenseModifier>) was used Villages and Towns too, giving a max of 60% with Forests. Afterall - if you attack inhabited areas - that might have fortified units - you must expect to meet strong resistance. Actually that could also help the AI-nations to defend against Barbarians I guess - not would, but could.
 
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I'm not sure about that. Having to make a few early wars against opponents who haven't chopped the forests near their cities, it was pure hell. I can only imagine how hard it would become if even in middle-late game there were still a lot of forest around...
I think I prefer the current balance, where the big city have almost none of that natural defense anymore, and the cities surrounded by woods are usually small campments not yet developped.

Having to battle throught 2-3 tiles giving a +60% defense bonus only to arrives at the gates seems really complicated.
Also, would annihilated any chance for the defender to make a successfull sortie. It's hard enough to go destroy that siege machine when the invaders are on a hill, behind a river or on a town, and that's only a 10-25% bonus. Having a 60% ? Ugh...

But I could see a forest town giving a small bonus. Like a 15 or 20% instead of the basic 10%, to represent the added benefit of the remaining wood.
Not sure how feasible that would be, thought...

If that proves too complicated, having only a visual changes would still be nice :)
 
Having to battle throught 2-3 tiles giving a +60% defense bonus only to arrives at the gates seems really complicated.
I don't think it will be very different from what the attacking part in a "real world" fight would be exposed to........

EDIT:
Now - I would like to add that a solution that satisfies everyone is unlikely to be made in xml alone.

Personally, I don't mind having to "fight" much harder for a victory - the problem will be whether the AI is able to handle it or not..... Anyway - I'll give it a "shot". Who knows - I might like it.
 
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Since I play huge maps with a lot of civs, I modified a line that increases bonus resources provided by wonders such as Broadway, Hollywood etc. I changed the number to 22. Now, when I check Civilopedia while in game, I see that Broadway correctly gives 22 hit musicals. But Hollywood provides only 3 hit movies. Is it a bug or intended?
 
A quick thing from yesterday's gaming session : Is anything OK with Incense ? I've got one to trade, and did a round around the other Civs, and no one even considered it (even while they were lacking it, and we were entering middle age so most of us have a religion thus temple to use it). They won't trade it against a hapiness ressource, nor even against a health ressource. The only "good deal" I could manage was trading it against 3 gold per turn.

Is it expected ?
 
I want to remove the "your land is too far away" refusal for AI making vassals. In which file would I find the setting?

Background: I enjoy a lot playing the huge world map - but here this condition doesn't make any sense ... AI would make vassals anywhere in Europe/Asia/Africa no matter how far away, because AI considers this as the same land mass ... at the same time AI would not make vassals on a neighboring island, even if they share (sea-)borders, because it's not the same land mass, and thus considering it "too far away" which I find unlogic and contradicting ...
You need to recompile the dll for that. Significantly changing AI vassal logic is on my to-do list, but it won't be easy.
Ps : Slowly (veryyyy slowly... thanks war >_<) going up in turn and noticed another misshappen while transitionning from the 0-400 era to the 400+ era (name missing for both, at least on my save :/ )
As last time, the icon transition happened at the correct turn, but the science % reduction only hit a turn later than it should have.
I have yet to look into it, but it is on my immediate to-do. Likely for the next SVN revision. A "greater or equal" vs "greater" mismatch somewhere, most likely.
I'll post some screenshots no matter if it works or if it fails.
Not testing this myself, but my bet is it'll likely look rather ugly as unlike other improvement that have a "treecut area" in their nifs, towns (all stages) are handled by the LSystem, and I doubt there is any such provision there. This will likely result in no trees being cleared from the tile, and the town being completely "overgrown".
Can you change in save file some game options, for example i don't have random seed generator turned on and i would like to change that?
IIRC you can change the game settings in the World Builder.
Since I play huge maps with a lot of civs, I modified a line that increases bonus resources provided by wonders such as Broadway, Hollywood etc. I changed the number to 22. Now, when I check Civilopedia while in game, I see that Broadway correctly gives 22 hit musicals. But Hollywood provides only 3 hit movies. Is it a bug or intended?
Can't answer without knowing what exactly you've changed.
A quick thing from yesterday's gaming session : Is anything OK with Incense ? I've got one to trade, and did a round around the other Civs, and no one even considered it (even while they were lacking it, and we were entering middle age so most of us have a religion thus temple to use it). They won't trade it against a hapiness ressource, nor even against a health ressource. The only "good deal" I could manage was trading it against 3 gold per turn.

Is it expected ?
I'm actually glad to read that. It was dramatically overvalued by the AI before, as it priced in all of relgions' temples at the same time. From what you wrote, now it's priced quite adequately - as something that'll potentially give 1 :) and another one to a select few cities, so worse than most other happiness resources. If AI priced those things fairly, you'd probably get a health resource for it, but you no doubt noticed that AI doesn't - you normally can't get a health resource for a health resource, for instance. So yeah, I think it's working right.
 
I'm actually glad to read that. It was dramatically overvalued by the AI before, as it priced in all of relgions' temples at the same time. From what you wrote, now it's priced quite adequately - as something that'll potentially give 1 :) and another one to a select few cities, so worse than most other happiness resources. If AI priced those things fairly, you'd probably get a health resource for it, but you no doubt noticed that AI doesn't - you normally can't get a health resource for a health resource, for instance. So yeah, I think it's working right.

Oh, yeah, when you say it that way, it does makes sense that incense is less valuable than gold or wine, that would have an automatic hapiness bonus to all cities.
As I was quite lucky on the Zoroastrism spread, I have it in almost all my cities, so for me incense is basically a +1 hapiness everywhere, but I can see why a Civ having only a few of it's cities with their state religion available would find it less valuable.

I do wonder if that value goes up with cathedral (where incense start to gives even more hapiness) or if it's something fix ?
 
Not testing this myself, but my bet is it'll likely look rather ugly as unlike other improvement that have a "treecut area" in their nifs, towns (all stages) are handled by the LSystem, and I doubt there is any such provision there. This will likely result in no trees being cleared from the tile, and the town being completely "overgrown".

Although the logic for directly editing the XML may differ functionally, I ran a test of this in WorldBuilder to see how much tree removal occurs for each successive development of Cottage --> Town, and quite to the contrary, trees were increasingly removed as the improvement developed.

Spoiler :


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I have noticed something not very important, but still notable in AI behaviour. I am playing on a huge Totestra map. I am on a continent strongly reminding Americas - it stretches all the way from North to South. I am at the southern part of the continent. The southern edge of the continent touches bottom of the map, so it impossible for ships. My southern neighbour Egypt has 4 cities on its western, and 1 city on its eastern coast (imagine Chile having small access to Atlantic Ocean too). Now, there is a big barbarian pirate activity at the eastern coast. Egyptian AI tries to drive pirates off its coast, so all of his coastal cities are actively building ships. But the problem is that he can’t send ships from western coast to eastern, while the ships built on eastern coast are not enough to drive away pirates (he loses all of his ships there to barbarians). Nevertheless, AI keeps building ships in all of its coastal cities, even if ships built in western coast just remain in territorial waters. I mean it seems that AI doesn’t realize that ships built in the western coast are of no use in current situation.
 
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A question about the "Warships" quest that just pop up for me : it ask me to build 7 triremes or war galley.
I can see war galleys in my tech tree, at rudder tech, but where are triremes ? My previous tiers of ship is only call "Galley" - Royal Ship and a quick search in pedia granted nothing.
Is it just an "old name" that wasn't updated in that specific quest ?
 
A question about the "Warships" quest that just pop up for me : it ask me to build 7 triremes or war galley.
I can see war galleys in my tech tree, at rudder tech, but where are triremes ? My previous tiers of ship is only call "Galley" - Royal Ship and a quick search in pedia granted nothing.
Is it just an "old name" that wasn't updated in that specific quest ?
Trireme or Galley is the very same ship. The first warship in the row and default unit for this class. We have 14-15 different types incl. the Barbarian. Trireme upgrade to UNITCLASS_WAR_GALLEY.

You can find it/them in the folder ....\Assets\XML\Units\TR_Naval_CIV4UnitInfos.xlm, starting here:

<UnitInfo>
<Class>UNITCLASS_TRIREME</Class>
<Type>UNIT_TRIREME</Type>
 
Can you increase resource density through world builder or XML files?
WorldBuilder Yes. But it might take time depending on the size of the map and the time that you are prepared to "sacrifice".
XML files. I do not know.

But pls note, that many of the map-scripts offer you the ability to choose the density of the most important types of Bonuses. If you are not "trained" in using WB, this will probably be the easiest.
 
Oh, okay, thanks you !
Well - my answer is not totally true - it is actually a little bit more confusing...

See in the xml, the Galley is actual a sailboat, which upgrades to UNITCLASS_KOGGE
<UnitInfo>
<Class>UNITCLASS_GALLEY</Class>
<Type>UNIT_GALLEY</Type>
......
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_KOGGE</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>


But then see attached screenshots. Then the confusion might be close to complete.............:crazyeye:
Spoiler Galley-Sailboat and Trireme-Galley (Longship) :

Civ4ScreenShot0291.JPG

Above: Galley-Sailboat
Civ4ScreenShot0290.JPG

Above: Trireme-Galley (Longship)
Edit (again): Do not take notice of the requirements - those are from my personal Spinn-Off.
 
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