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Realism Invictus

Thanks - I'll give it a try tomorrow.
 
what do you mean by some cities lagging a bit behind? More or less in the industrial Age i got a lot of cities that have nothing to construct anymore and put almost every city to get gold, and just build something when the tech is done, its something related to this?
:lol: hahahaha this is so funny! Nothing bad with it, just remembers me to my early days playing this game "Why doesn't nobody attack me? oh right, I'm 2k points over everyone in the score..." :rotfl:Sounds like you're having a lot of fun, give a try to higher difficulties when you feel like it, it's almost a completely different game playing on lower ones (quite a breeze) than playing on high difficulties (WHY DOES EVERYONE WANT ME DEAD? :scared:) it really forces you into changing the way you approach to things.
Yup maintenance is real in this mod and you need to carefully plan when to settle a new city, specially if it's on another continent. So far I've had a little success with the Confederation Doctrine and it's huge maintenance cost reduction (but that means loosing the bonus hapiness from others government doctrines and a hefty penalty on units production...). Plutocratie is also quite good for gold generation if you, like me, have a "centralized" empire with one huge city and the other lagging a bit behind.
Confederation? It's a great civic no doubt, specially early in the classical age, but I prefer burning money away than fomenting unhappiness, so I would go for plutocracy/republic, the senate is amazingly powerful!!! The units production penalty is not that big considering you should not be producing units in cities that aren't specialized towards production. There are a lot of rather easy ways to deal with economy, not so much with public distress :nope:

The maintenance part of a republic is the only thing that can be bothersome, but in some cases you might not notice it.
And maybe expanding to another continent through war isn't a good idea either because of the maintenance? Should I leave the other continent out of my conquests?
I support what others said, only do so if it is truly worth the expense. Colonies and war depend on so many factors that it's pretty hard for me to list them, conquest is less about if you can actually put up a good fight and more on the side of how long can you stay into that fight, it doesn't stop as soon as you beat the enemy, but it keeps itself on the roots of that land, draining all your energies until you can't keep holding your position. Only time and a good administration can stop it, in that sense, this mod does an amazing job at representing why very few colonies remain to this day, I've seen countless times the origins of many modern day countries retold in the colonies I've had in this game, history repeats! That said it's still a game, so if you try hard enough you can conquer the entire world and not break a sweat.

I'm only willing to take the risk of stepping on foreign lands if there are good resources and excellent strategical positions, if the enemy cities are placed on tough locations I just raze them. It's all about keeping a balance, never about having 200 cities and stacks of 10 units in all of em, you gotta plan it right and keep all parts of your civilization growing together so nothing gets out of control, no room for mistake here.
I love the effect of the new Leaning Tower wonder! It puts a whole new angle on going tall. :)
THE NEW WHAT?!!! :mischief:I really gotta try this SVN thing as soon as I can.
It's an intended, if relatively recent, mechanic. Usually if there is a civ alive, a city with its majority culture will simply defect to it - but if said civ is a vassal, it'll instead proclaim itself a "free" version of the same civ (especially since there's a high probability that the civ in question is a vassal of whoever the city was revolting from anyway). Glad to hear it works, as I never saw it happen in-game yet besides some specifically crafted testing scenarios.
I thought I had spoken about this before, but that happened to me some months ago... quite in fact I even found a screenshot dating from february! (how that remains in my storage is beyond me) looks like I forgot to show it.
1749175383183.png

3 Armenias and 3 Greeces... I swear my games are the craziest. Which makes me wonder, is there some sort of unification event in the mod? Something like them uniting again into one, peacefully of course.
 
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THE NEW WHAT?!!! :mischief:I really gotta try this SVN thing as soon as I can.
Oh, there's lots of new stuff in there... Wonder-wise, just recently, two wonders were reworked (in one case, into a completely new thing), and a third one is on the way (maybe even today).
3 Armenias and 3 Greeces... I swear my games are the craziest. Which makes me wonder, is there some sort of unification event in the mod? Something like them uniting again into one, peacefully of course.
Not per se, especially not while two of them remain someone else's vassals. But those "sister civs" instantly assimilate each other's cultures on reconquest. Come to think of that, they should also instantly reabsorb one another if one is the other's vassal...
 
Confederation? It's a great civic no doubt, specially early in the classical age, but I prefer burning money away than fomenting unhappiness, so I would go for plutocracy/republic, the senate is amazingly powerful!!! The units production penalty is not that big considering you should not be producing units in cities that aren't specialized towards production. There are a lot of rather easy ways to deal with economy, not so much with public distress :nope:

I don't have any trouble with unhapiness since middle-classical, as most of my cities are either stuck in growth due to lack of food or growing extremely slowly, and I've managed to build a few Wonders and collects enough hapiness ressources to have no reason to switch civics so far. But I'm pretty sure we dont play at the same game, like, at all :lol:
I don't specialize cities nor do I focus on great people generation, even though I know it's one of the goto strategy to win higher difficulty. But it's just not the way I like to play, I much rather prefer balancing between mines & towns and only building farms when absolutly mandatory. I also play on a low difficulty, prefer to turtle myself in than playing conquest and am quite the isolationnist.

Basically "Let me have my fun in my corner" type of gamer. I find it more relaxing that way ^^

I'm certain that the game would look REALLY different if I ever go up in difficulty : I will have to spend more time building units, probably won't be able to reach the World Wonders, and even my basic hapiness will be lower.
It's almost two differents games, at that point !

I was even feeling like I could try my next game on a higher diff... then I encountered Tokugawa, who has 25% more score than me, even though I'm already 25% on top of the best previously known Civ and a good 50% more than the middle of the pack.
Not sure why the Japanese are so strong on the Huge World Map. Probably because they are the only one not being attacked on all corners ?

3 Armenias and 3 Greeces... I swear my games are the craziest.

Looks crazy indeed ! If only now the revolting Civ would be able to spawn as their real world historical counterpart, at least on the scenarios map that simulated real world.
Having the Doge of Venise spawn near Turkey felt a bit weird :crazyeye:
 
Oh, there's lots of new stuff in there... Wonder-wise, just recently, two wonders were reworked (in one case, into a completely new thing), and a third one is on the way (maybe even today).
Not per se, especially not while two of them remain someone else's vassals. But those "sister civs" instantly assimilate each other's cultures on reconquest. Come to think of that, they should also instantly reabsorb one another if one is the other's vassal...
It looks like all of us who aren't sneaking around are getting a really good Christmas present :gift: this year. Thank you in advance SantaWalter :xmassign:.


And now for Walter's personal gift - my wish from yesterday for a freshwater lake. It works!

Spoiler Screenshots of the Freshwater lake with my comments :

Civ4ScreenShot0340.JPG

Beautiful! Although I would like it to be somewhat larger than an oasis - 3-4 times or so. And also with a color like the oasis on the tile to the right. If it can be done by changing the DDS file a little, I can probably do it using GIMP (I'm not particularly good at using that program - but it works). If it's in the NIF file - then.... well, then that's how it is.
Civ4ScreenShot0341.JPG

A bit strange icon - but I don't think I'll ruin anything if I remove the parts to the left of the lake (again using GIMP).
Civ4ScreenShot0342.JPG

This also works.... I've changed a little here and there (a little:hmm: ???) so that cities can only be built on grassland, coastal tiles with grassland, plains and tundra - not snow, or where there is fresh water (rivers, "standard" lakes (coast-tiles)). I know from previous tests of this new map that Spain didn't do anything - they stood still even after 15 turns:trouble::whipped:. Now after placing a freshwater-lake tile they "join" the fight from the start. VERY GOOD:woohoo: .
 
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Beautiful! Although I would like it to be somewhat larger than an oasis - 3-4 times or so. And also with a color like the oasis on the tile to the right. If it can be done by changing the DDS file a little, I can probably do it using GIMP (I'm not particularly good at using that program - but it works). If it's in the NIF file - then.... well, then that's how it is.
It should have been exactly the same oasis as the original one, minus the trees, but that's on me for not testing in-game before handing to you. Here's a version with the fixed water. As for the size, did you forget about the XML scale entry?
Just to make things clear if - I should start a new game or wait a little bit - are you talking about Great Library change or there will be another changed wonder too? 🤩
Another all-new one.
 

Attachments

As for the size, did you forget about the XML scale entry?
Yes, I had forgot all about that. I have tried with 2 different fScale values (2 and 3) - <fScale>3.0</fScale> is the one I like.

However - it looks like the lake has an anchor point in the middle of the tile, so when I increase the fScale value, the lake shifts up and to the right...... The larger the value of the fScale, the more it moves up and right.

Spoiler Screenshot with fScale 3 :

Civ4ScreenShot0346.JPG


But the look and color - beautiful!
 
Here you are centred.
Perfect - thanks:hug:

Spoiler With <fScale>2.5</fScale> :

Civ4ScreenShot0347.JPG

The oasis will - of course - be removed now.
Civ4ScreenShot0349.JPG

It also looks good here on a bigger mapsection - a little brighter than a larger lake, consisting of 2 coasttiles, which is what you would expect from a shallow freshwater lake:thumbsup:.

P.s.: Now that you've made it, how about including it in the next release?
 
As I mentioned before, I fail to see its gameplay relevance. Also, it will look ugly with units standing on it.
Naaahhh. It's not that bad. Actually I do find it quite "ok".

Spoiler Warrior taking a little foot-bath :

Civ4ScreenShot0350.JPG

 
It's always the old question of "Is more always better?". Personnally I can see the appeal, a source of fresh water and irrigation that isn't a river is different enough to make it "interesting".
A little bit how all Hills are different but still basically the same.

Perhaps it could be boosted to have 3 or 4 :food: and be an equivalent to Oasis for non-desertic area ?
Or perhaps only 2-3 :food: by default but having access to some building that would improves the tiles (like the fisherman's dock and stuff like that ?).

But I agree that it would have to become an impassable terrain to avoid the "bath-foot" soldiers, they does look quite silly :lol:

(On another topic : I just ended a 115-turns war, and only managed to graps ~20 turns of peace before a new war was launched on peaceful old me. World Map in Medieval time is brutal !)
 
But I agree that it would have to become an impassable terrain to avoid the "bath-foot" soldiers
Hmmm - I didn't really had that in mind, but it's a good addition. So I've done that now with this little change for my Lake in the CIV4FeatureInfos.xml file - <bImpassable>0</bImpassable> to <bImpassable>1</bImpassable> .

Spoiler Freshwater lake - now without access to dirty soldiers :

Civ4ScreenShot0351.JPG



Whether it's enough to add something useful to the game - I'll leave that to the Boss.

I can only write that I'm getting more and more happy with "my" little lake. Now I don't want to be without it.
 
I'm certain that the game would look REALLY different if I ever go up in difficulty : I will have to spend more time building units, probably won't be able to reach the World Wonders, and even my basic hapiness will be lower.
Not necessarily. A big part of being successful in higher difficulties in learning how to accomplish more with less. At least with units. With cities it's about learning how to accomplish more with more. You can still reach wonders first, but you have to be deliberate. You won't casually arrive at a world wonder, but you can focus one down and get it (usually). Also the AI is sometimes less wonder-focused (I can go 200-300 turns in some of my games before anyone builds Pyramids/Stonehenge), so it's surprisingly not as competitive.
Whether it's enough to add something useful to the game - I'll leave that to the Boss.
I don't mind the idea of lakes as tiles, but it's feels weird seeing them disconnected from rivers. But the game doesn't feel lacking for their absence.
 
Hmmm - I didn't really had that in mind, but it's a good addition. So I've done that now with this little change for my Lake in the CIV4FeatureInfos.xml file - <bImpassable>0</bImpassable> to <bImpassable>1</bImpassable> .

Spoiler Freshwater lake - now without access to dirty soldiers :


Whether it's enough to add something useful to the game - I'll leave that to the Boss.

I can only write that I'm getting more and more happy with "my" little lake. Now I don't want to be without it.
Seems to me that now it is functionally identical to a single tile "coast" freshwater lake. Can't enter it with ground units, can't found cities on it, provides freshwater nearby...
Maybe keep the scale smaller after all, allow it to be passable by ground units, possibly make a specific improvement similar to the Settlement for the Oasis?
Like a "lake fishery" or a "fisher's village" giving an extra food, improved by some techs later.
 
Perhaps it could be boosted to have 3 or 4 :food: and be an equivalent to Oasis for non-desertic area ?
Or perhaps only 2-3 :food: by default but having access to some building that would improves the tiles (like the fisherman's dock and stuff like that ?).

But I agree that it would have to become an impassable terrain to avoid the "bath-foot" soldiers, they does look quite silly :lol:
I mean, your suggestion essentially boils down to 1-tile fresh water lake - which is already in-game. :confused:
 
I mean, your suggestion essentially boils down to 1-tile fresh water lake - which is already in-game. :confused:
Hmmmm. I might have to allow troops to move onto this kind of tiles afterall. Just to make the difference between the two options for a small lake more pronounced. Whether it will be ugly or fun to watch a battle over this tile - time will tell.
 
Still reading RI changelogs since many years :] Most of the time I am playing on World map Large, really enjoying the game!

Some observations:

* World Wonder GP kicks in the moment it's built. Why not the turn after as for any regular building?

* There are quite a few culture buildings after Sculpture. Does Imperial Cult really need the additional :culture:? I think 1 :happiness: would be enough because it's very low cost (as it should be)

* Really like the new tech tree! A minor tweak could be to move Archery one step later, on the same level as Sailing/AH/Road Bilding/Early Metal Working. In most of my World Map games, seems to rush it. In addition, AI seems to builds Roads all over the place, instead of improvements...so they lack behind fast.

* IMO foreign trade is possible to early. I propose again to delay trade on rivers to Sailing and trade on coast to Ship Building. In my current game as Poland, after Sailing, I can trade with half of discovered (far away) Civs already. This seems not very realistic for ancient era.

* Warband (first Irregulars) are too cheap with 48 :hammer: for a 4 :strength: unit. I think a cost increase would be good + more % (maybe 5) for each additional unit.

Merci for reading to the community and thanks for continued development of this great Civ4 mod!
 
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