Realism Invictus

I really like the new feature on the pre packaged scenarios to keep each civ but randomize the leaders. Is there a way to apply that to user created scenario?
Yes, it checks the name of the scenario. It should end in "Map Scenario".
Another weakness of AI (not related to revolutions) that I have seen in every Autoplay testing: AI seems not to understand the importance of strategic resources (like horse or iron). I have seen so many cases when AI was 1-2 tiles away from these resources (while not having them), but doing nothing to build another city in unclaimed land to get access to them. In the game I am playing now, AI has neither horse, nor iran, but there is unclaimed land just next to its territory where both iron and horse are present. It can build just one city there and get both resources, but it takes no action 😐
Yeah, I think I saw it too.
 
Any plans to fix it? Or is it a complex issue? 🙂
I mean, I don't know? Did I ever give off a vibe of a person who can fix AI issues on a whim? At some point, I will probably take a look, and if we're all lucky, something obvious will stick out to me. There are brilliant coders out there, but I'm not one of them.
 
I mean, I don't know? Did I ever give off a vibe of a person who can fix AI issues on a whim? At some point, I will probably take a look, and if we're all lucky, something obvious will stick out to me. There are brilliant coders out there, but I'm not one of them.
Coder or not, but you are a brilliant Creator of RI 🤗
 
What if chat gpt will be control the actions of the AI player?)

Ha, letting a true AI in charge of a Civ could be a funny thing to do ! It makes me remember of that crazy guys who made his twitch tchat plays pokemon, or the even crazier dude who made his goldfish plays mario.
But I'm pretty sure you would need a lot of training before being able to teach it to play properly. Also, having different iterations of Civilization as a game could be a problem too, as it will have a hard time to understand the specifics of R:I as there isn't a lot of ressources online who speak about that specific mod. It would probably be easier to make him play Civilization VI for exemple, where you have thousands of hours of streams to build your practice on.
 
And I guess the last two questions regarding the revolution variables: what exactly separatism_maxthreshold does? What happens if I increase it over 100?

Also sepatism_occupation? Is it related to unemployed citizens or is it something else?
 
Last edited:
SEPARATISM_MAXTHRESHOLD is simply how 100% revolt chance is defined. Say, if you increased it to 1000, every point of separatism would be equal to 0.1% revolt chance instead of 1%. 100 is for simple convenience here, to make 1 separatism point equal 1% revolt chance.

SEPARATISM_OCCUPATION is actually rather redundant currently, as it is the separatism amount from the occupation timer. Given how freshly conquered cities can't revolt at all, it's basically a leftover.
 
So, I run the same 4000BC save with AI Autoplay using slightly different revolution values. But each time I have completely different game situations after 200-400 turns - not related to revolutions, because it is too early for them to occur - but civilizations founding religions / building wonders are different each time. Now, I am really curious if this happens due to random seed (in case if it different each time) or it happens purely because I have changed revolution values 🙂
 
Last edited:
You can use an initial autosave (or a set of several) to run a series of games on the same map(s), with some changed parameters.
Yes, this is exactly what I am doing, but the outcomes are very different even from the start, in the first 200-400 turns, when no proper revolution took place yet. Could it be purely due to AI evolution of revolution variables? For example, I have increased the value of each stationed unit impact on revolution decrease. I guess this makes AI to build more units - so it impacts outcomes and changes flow of the game.
 
I mean, random factors will always affect the game a lot, so if you want any meaningful data, you'll have to gather a lot of statistics - one game can go wildly different, but if you track certain parameters across 10-15, you may get some meaningful trends. Of course this requires a lot of time and effort.
 
Yeah, of course, I totally agree.
I was curious just from “random seed” point of view. If I under it correctly, in case if random seed is not altered, and no valuable was changed, I will get the same outcome after each autoplay run, right?
 
Normally, the "New random seed on reload" option is off, so you're getting the same random seed starting with the same initial save anyway. And yes, from what I recall, AI autoplay games from the same save progress the same way without human disturbance.
 
Yes, it checks the name of the scenario. It should end in "Map Scenario".
That answers why my tinkered version of the World Map didn't ask for leader change at the start! I had renamed the file.
 
Normally, the "New random seed on reload" option is off, so you're getting the same random seed starting with the same initial save anyway. And yes, from what I recall, AI autoplay games from the same save progress the same way without human disturbance.

From my personal experience, even with the "New random seed on reload" tick off, the very same game will varies widly. Not for the first few turns, but after 5-10 you start seeing differences happening.

You have an event on turn X, and then another Civ switched religions on turn X+25 ? You reload, the event will be there, for sure. But the religion switch can happens earlier, or later, or not at all.
I noticed it was specially the same for slaves revolts, and I also saw multiple occurences of cities rebelling earlier/later/not at all.

I don't think the "New random seed on reload" is a real protection for more than perhaps 10 turns. It will keep things mostly the same, but it's not 100%.
And the more you continue playing, obviously, the bigger the difference will be.

Also I'm pretty sure there are some rounding errors here and there that influence that. For having started so many Egyptians start, and always doing the very same thing for the first dozen or turns, I swear I had time where a specific building would be done a turn later than it should have. Same when reloading : a city could be done on it's project on turn X, and by reloading, it will only finish at X+1. Even if I don't change anything in it.
 
And one more question about revolution components. I am out of city to check it for myself, but RI keeps all my thoughts even at countryside 😁
How exactly separatism_religions works? Let’s say I set that value as 8, and my state religion is hinduism. As far as I noticed, all cities not having hinduism present will have half of the penalty (4 points towards separatism). I guess if there is a non-state religion present - I will get the whole (8 points penalty), if there 2 non-state religions, do I get 16 points towards separatism and so on, right? I mean each non-state religion further increases the penalty by 8 points each? And what about situations where ONLY non-state religion is present compared to situations where BOTH state and non-state religion(s) are present? Does also having state religion present lowers the penalty? Also I guess, under civics with no state religion, I get no penalty because of this parameter?
Sorry for so many questions at once 🙂
 
Last edited:
strange that no one has come up with the idea of giving Sesame Street (along with its national equivalent) as a Great Art of the modern era:
Indonesian “Si Unyil”
German “Rappelkiste”
Polish “Home Kindergarten”
Italian – "L'Albero Azzurro" (Blue Tree)
Persian “Dasdasi” or Swedish “Bolibompa”
(+1 :science: to Tv Station)

While “The Wall” or “One hundres years of solitude” can be counted as great works of art, these puppets have exist in every country with access to television - it was something global-scale, just like Mickey the Mouse which was created in a previous era

I ask chatgpt about potential profit of this educational program and he wrote:

Estimated revenues over the years:
Given that in many years the organization's revenues have fluctuated between $100 million and $150 million, it can be conservatively estimated that total revenues since 1969 have exceeded $3 billion.
 
Last edited:
And one more question about revolution components. I am out of city to check it for myself, but RI keeps all my thoughts even at countryside 😁
How exactly separatism_revolution works? Let’s say I set that value as 8, and my state religion is hinduism. As far as I noticed, all cities not having hinduism present will have half of the penalty (4 points towards separatism). I guess if there is a non-state religion present - I will get the whole (8 points penalty), if there 2 non-state religions, do I get 16 points towards separatism and so on, right? I mean each non-state religion further increases the penalty by 8 points each? And what about situations where ONLY non-state religion is present compared to situations where BOTH state and non-state religion(s) are present? Does also having state religion present lowers the penalty? Also I guess, under civics with no state religion, I get no penalty because of this parameter?
Sorry for so many questions at once 🙂
I'll assume you're talking about religion here. Check the separatism advisor screen - lots of effects are era-dependent, and religion is one of those.
strange that no one has come up with the idea of giving Sesame Street (along with its national equivalent) as a Great Art of the modern era:
Sesame Street is ultimately American, and I tried spreading Great Works across more civs; the US is already overrepresented.
 
Back
Top Bottom