Realism Invictus

TLDR: Had Constantinople continued the fifth‑century practice of recognizing Gothic kings as imperial lieutenants—while limiting direct reconquest to Africa and key islands—the Byzantine state might have entered the 540s with a healthier treasury and intact Italian taxation. That reserve, in turn, could have funded larger frontier armies when plague, Persians, and Arabs struck in succession. The result would not be a Roman ‘renaissance’ in the modern sense, but a stronger, more federated Mediterranean commonwealth in which Gothic, Roman, and even Slavic elites all competed for imperial favor; whereas, the reconquest‑and‑overstretch model of historical Justinian failed.
I missed this post before, and I'm not going to discuss the more specific points from it, but overall, the developments you describe is more or less exactly what happened in Western Europe anyway under Charlemagne, which is exactly my point - it wouldn't have made a major difference in the long run. There would be minor discrepancies, sure, but nothing would go materially different. And yes, I totally agree with the point that Justinian's ambitions didn't exactly correspond to the means the empire had at the time - but that again circles back to the point that from the contemporary perspective, there was no "fall of Rome", he thought of himself as another Aurelian fixing a temporary crisis, so there was no reason for him to behave as modestly as you described.
- Reworking how the barbarian/primal Civ are behaving. I understand they are here only as "placeholders" to prevents some Civ from overdevelopping before finding gunpowders units, but some IA wasted a lot of time, money and troups trying to conquers them pre-colonialism. Perhaps making it impossible for them to be declared war uppon before some Renaissance Tech would help ?
Obviously my favorite solution would be to replace them with even more real AI civ, but I think it's a hardcoded problem and that the HWM already hits the max number of Civ or something like that ^^
As loath as I am to introduce scenario-specific stuff, I'll probably look into it.
- Perhaps reworking the islands, too, but I have no clue how. The current situation is good, with single tiles islands that have a few islands/rocky islands tiles around them, but still it makes for really poor cities. I've explored most of the islands near Madagascar, or on the west side of Africa, and I saw not a single spot where I would settle for any other reason than a purely strategical one (having a harbor somewhere far from my territory, and later an airport probably).
I mean, should they really be viable? The Maldives or the Seychelles aren't really metropolises IRL.
Oh, I was afraid it was something like that. Then I have no idea how to activate it, or if it's even possible during an already-launched game, sorry :sad:
It's not hard at all; https://forums.civfanatics.com/threads/bts-in-game-debug-mode.279903/
Good point. I guess being born post the end of USSR and the last big wars on european soil has made me more sensible to today's situation.
Perhaps someone that endured the cold war is less phazed by all the screaming and posturing that we see on the daily on the news, a kind of "been there, done that" feeling.
Don't get me wrong, the global situation recently has made a turn for the worse, and will probably deteriorate further, but I just wanted to point out that it is doing so from a status quo that was unnaturally good by historical standards.
Edit : Can I be a nooby again and ask a question about a mecanism that I'm pretty sure is Vanilla ? It has been more than 15 years that I last used the Bombardment option, and I was wondering if the base strenght of the unit bombarding has any impact on the damage.

For exemple, would a Bombard with a lot of promotions/stackaid do more damage than a bombard with only the basic Strenght 6 and nothing else ?
In another way of phrasing it : is the 20% damage the target would suffers calculate with the strenght of the bombarding unit, or is it a % of the target's HP ?
Well, firstly, most ranged units have a limit over which the damage won't go, same as air bombers (typing that made me realise this is something that absolutely should be displayed in-game and is currently not).

Secondly, yes, the actual damage done, if not up to the damage limit, will be dependent on the attacking unit's strength, including promotions.
One thing that (yeah, I know, again) Civ 3 has that is quite good for such pre-made scenarios are bonus resources, resources that are neither needed for any construction, nor give happiness, nor are they even tradeable - all they do is increase a certain tile's yield. This is quite useful to buff certain locations on the map to make them be able to do more with less land. For example, a grassland or plains tile in western Europe has probably yielded more harvests and/or production across history than a grassland or plains tile in southern Siberia. But just being extra food/hammer/commerce, this doesn't also come with extra happiness (or health in the case of Civ4), so while it allows a city to grow even further and produce more, luxuries and happiness resources are still needed to make use of this. (Or thinking it in reverse, all this surplus can actually be made useful in this part of the world). Under vanilla Civ4 rules, each grassland, plains, etc. tile is just as productive in any part of the world, which favours areas with a lot of land for many improved tile working cities. So these resources are needed to actually make the more cramped locations competitive, but then you also get all the side effects such as massive availability or high health/happy bonuses. The map has lots of resources you'll only find in further away corners and will either have to trade for, or colonise. I think it might just be the case that the city is lacking the food to make use of it in your case. All in all I think the resource situation is quite good on the maps, even though there are some interesting differences. For example, in the large map, there is a uranium source in Scandinavia but not in Germany, on the huge map, there is one in Germany but none in Scandinavia. Also uranium: On the large map, North America has 4 sources, on the huge map, only 2. Particularly the changed power plant mechanics should make the acquisition of ever more coal & uranium an important target in the later game. Which of the two maps are you playing, and what civ?
That would just exacerbate the snowballing one would get when capturing in Europe. Remember, any map tweak that makes it easier to have just a few cities also makes it easier for a big empire that captures those cities.
Talking so much about colonies, this reminds me of this idea I had over a year ago. Sadly my understanding of C++ and the game code isn't really sufficient at this point in time, but maybe Walter or Takofloppa find it interesting enough to give it a shot :D Really a shame how the French can colonise Indochina but the game considers it not a colony. :crazyeye:
That would be a computational nightmare, unfortunately. Pathfinding is the largest performance hog in Civ 4 engine.
Edit: Lest I forget to ask, why is the huge map centered on Taiwan? :D
There is all kind of weirdness that happens in Civ 4 along the "seam" in the map. So it was chosen to have it go across the Atlantic, where there's the least amount of land around it.
Compared to valid, functioning scenarios and I can't see any functional difference. Not the first time I tinker with scenarios, first time I can't get it to even load.
Anyone has any idea or suggestions?
The most annoying thing about working on scenarios is that, unlike literally everywhere else in Civ 4, the error messages are completely non-informative. One can only try guessing what exactly went wrong in any given case.
I found an error on the hugemapworld, I don't know if it was intentional. The cities of Mvemba a Nzinga produce 500 culture per turn, while those of other civilizations produce 40/45 per turn. Is there a reason, or is it a mistake?
Sounds normal. Not just them, but all the tribal civs should have quite a strong cultural output, especially early on.
I looked below on the Levee question but didn’t see an answer. Are they supposed to require a river in the fat cross or to be on the river itself? The latter is the current functionality, which seems redundant.
And yet, it's a question that I have answered, here: https://forums.civfanatics.com/threads/realism-invictus.411799/page-684#post-16839910

To recap, on the river itself, and not redundant if the city is on hills. Cities on hills normally don't spread irrigation through themselves.
 
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Just a small note.....:old:

I know that Derivative and Other nations exist in R:I because they are "created" with a specific purpose in mind.

But still I think it is a shame that it is like this. I can only write that I - personally - in my slightly special version use them very much as "ordinary" nations with relative few changes per nation - and do that with great joy and pleasure. Of course it took some time before I made enough changes to have the first nation to work as if it was one of the "primary" nations (had to do it little by little - including playing such nations myself - but I say: It was worth the time.

Wouldn't it be possible to add/move the "handicapped" nations as they are right now to the scenarios, where they "belong" to - and then "release" a fully competitive version of them the to standard versions of R:I
 
Just a small note.....:old:

I know that Derivative and Other nations exist in R:I because they are "created" with a specific purpose in mind.

But still I think it is a shame that it is like this. I can only write that I - personally - in my slightly special version use them very much as "ordinary" nations with relative few changes per nation - and do that with great joy and pleasure. Of course it took some time before I made enough changes to have the first nation to work as if it was one of the "primary" nations (had to do it little by little - including playing such nations myself - but I say: It was worth the time.

Wouldn't it be possible to add/move the "handicapped" nations as they are right now to the scenarios, where they "belong" to - and then "release" a fully competitive version of them the to standard versions of R:I
Why? At what point there's enough civs? Suppose I work my butt off and over, say, a year, I make all current derivative civs fully playable, with loads of leaders, GPs, etc etc. Now when someone inevitably sets up a game with every single playable civ (and let's be honest, players do that all the time now, and nothing will change if I add more) and turn on separatism because of course they will, we'll need more derivative civs that need to spawn. And then of course "it will be a shame" those aren't playable, and the cycle repeats itself. I don't want to turn my life into an assembly line for churning out new civs.
 
Why? At what point there's enough civs? Suppose I work my butt off and over, say, a year, I make all current derivative civs fully playable, with loads of leaders, GPs, etc etc. Now when someone inevitably sets up a game with every single playable civ (and let's be honest, players do that all the time now, and nothing will change if I add more) and turn on separatism because of course they will, we'll need more derivative civs that need to spawn. And then of course "it will be a shame" those aren't playable, and the cycle repeats itself. I don't want to turn my life into an assembly line for churning out new civs.
You should convert a playable civ into a derivative civ every time someone asks or suggests making more playable civs :lol:
 
we'll need more derivative civs that need to spawn
Naaahhhhh - some of the "primary" nations are also a "derivative" nation to another "primary" nation. This kind of "endless loops" works quite well now as far as I know......
 
You should convert a playable civ into a derivative civ every time someone asks or suggests making more playable civs :lol:
Here we surely have a person, who left his Fantasy somewhere in a young age :old: ......
 
Why? At what point there's enough civs? Suppose I work my butt off and over, say, a year, I make all current derivative civs fully playable, with loads of leaders, GPs, etc etc. Now when someone inevitably sets up a game with every single playable civ (and let's be honest, players do that all the time now, and nothing will change if I add more) and turn on separatism because of course they will, we'll need more derivative civs that need to spawn. And then of course "it will be a shame" those aren't playable, and the cycle repeats itself. I don't want to turn my life into an assembly line for churning out new civs.
1) Why can't all civilizations be made playable without adding new ones during revolutions?
2) The probability that a player will play with 50 civilizations on the map, including all derivatives, and at the same time include revolutions is slightly less than zero),
If there are already such especially smart players, then let them have 2 identical civilizations for example, the 1st England was originally, and the 2nd England appeared during the revolution in the same England, or in Scotland.

Remember, I am not a common man; I am a warlord)
 
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Naaahhhhh - some of the "primary" nations are also a "derivative" nation to another "primary" nation. This kind of "endless loops" works quite well now as far as I know......
Unless, as Walter pointed out, they create a game with all the primary civs starting on the map, leaving no civs to be derivative.
Here we surely have a person, who left his Fantasy somewhere in a young age :old: ......
Nah. Just someone that can relate to feature creep and people always wanting more. :P
 
Unless, as Walter pointed out, they create a game with all the primary civs starting on the map, leaving no civs to be derivative.
I can't say "someone" wouldn't do so - but if they do, well let them try.

Personally I don't think a game with up-to 66 nations or so would be playable under "normal" circumstances - but of course: You will never know before "someone" have tried it at least once.
2) The probability that a player will play with 50 civilizations on the map, including all derivatives, and at the same time include revolutions is slightly less than zero),
Here I think Walter is right - someone would try(!) But I think the game this player made would fail rather early for one or another reason.

Remember, I am not a common man; I am a warlord)
You know - you could add this to your profile/signature.
 
then let them have 2 identical civilizations for example,
Isn't that what happens now (remember I do not play with revolutions "On" yet - not normally).
 
Tellingly, nobody answered my original question - how many playable civs are enough?
It's like asking a billionaire how many billions he thinks is "enough" - I think.
 
I mean, should they really be viable? The Maldives or the Seychelles aren't really metropolises IRL.

Very true. I guess it's just the fact that discovering all those islands with no real reason to do so makes me a bit sad.
They were somewhat important in that historical period as "break" points for the sailon, to replenish their stock of waters or rest, but here they are just kinda useless. Or nowadays, as touristic destination...
Is there anything later in the Tech tree that could makes them interesting ? Like an improvement only buildable on 1-2 tiles islands that would generate a lot of incomes ? A beach ressort or something like that ?

While writing the first sentence, I was thinking about how it seems the same reflexion as a few weeks back, when I was speaking about the ease of travelling in large desertic regions in R:I.
Seems like I've got some troubles with exploration :lol:

Why? At what point there's enough civs? Suppose I work my butt off and over, say, a year, I make all current derivative civs fully playable, with loads of leaders, GPs, etc etc. Now when someone inevitably sets up a game with every single playable civ (and let's be honest, players do that all the time now, and nothing will change if I add more) and turn on separatism because of course they will, we'll need more derivative civs that need to spawn. And then of course "it will be a shame" those aren't playable, and the cycle repeats itself. I don't want to turn my life into an assembly line for churning out new civs.

Real answer : I totally get your point and the more I progress in my game, the more I feel like there is too much players going on and kinda regrets having set the Separatism on ON.
I'm even a bit afraid of discovering all those New World civilisations, adding even more spamm at the beginning of each turn...

Less real answer : A game with a playable starting Civ for EACH AND EVERY real-world civilisation that ever existed, and a map big enough to accomodates them all, would be GLORIOUS !
And also unplayable :mischief:

You should convert a playable civ into a derivative civ every time someone asks or suggests making more playable civs :lol:

Breaking new : it has now been 2 whole hours since Walter implanted Y suggestion.
R:I has now no single playable Civ left and has been taken down from the website :D

Tellingly, nobody answered my original question - how many playable civs are enough? :lol:

How many Civ existed throught History ? :groucho:
 
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As for me, there are enough game civilizations, but they have a meager set of leaders, after they added a change of leaders at a certain time, it would be cool to see more options for playing your country for a certain time. Or only with certain paradigms, only limited leaders will be available, for example, if there is a monarchy, then only kings and monarchs will be available. If the paradigm is democracy, then the set of leaders is appropriate and every 4-5 years there will be a change of leader :)
 
Why can't I build the federal constitution in my capital city?
I was able to build the central constitution but the federal constitution is not even displayed. I have a total of 5 national wonders in my capital. Maybe there are already too many national woanders?
 
Naaahhhhh - some of the "primary" nations are also a "derivative" nation to another "primary" nation. This kind of "endless loops" works quite well now as far as I know......
The point is - the total number of civilizations in the game is finite. It can be increased, and it has been increased in RI, but from my understanding it can't really be increased further, and that's an engine limitation. Which basically means that there are only a couple of new civilizations that can be spawned in the World Maps, where the starting number is already close to the ceiling. So the loop is not endless, and it is more or less at its end already.
All except for Austria, Brazil, Colombia, Texas and the tribes
Funny how you managed to exclude the single most requested playable civilization. :lol:
How many Civ existed throught History ? :groucho:
That's a great question. If we go with the classical definition of a "civilization" as defined by Spengler or Toynbee, and not the warped version that Sid Meier helped popularise, I'd say... 12-ish? Definitely more than 8 and less than 20. If we go with the strict modern academic definition, I'd say 6 (Mesopotamian, Egyptian, Indo-Gangetic, Chinese, Caral-Supe and Olmec). I am quite open to reducing the playable number to that amount. ;)
Real answer : I totally get your point and the more I progress in my game, the more I feel like there is too much players going on and kinda regrets having set the Separatism on ON.
I'm even a bit afraid of discovering all those New World civilisations, adding even more spamm at the beginning of each turn...
And that's exactly the answer I would subscribe to: "probably already too many".
As for me, there are enough game civilizations, but they have a meager set of leaders, after they added a change of leaders at a certain time, it would be cool to see more options for playing your country for a certain time. Or only with certain paradigms, only limited leaders will be available, for example, if there is a monarchy, then only kings and monarchs will be available. If the paradigm is democracy, then the set of leaders is appropriate and every 4-5 years there will be a change of leader :)
And that, unlike the above, I am quite open to. I cannot guarantee it, but I will try adding more leaders for the next version. I can clearly see why one would want that, and it's not nearly as onerous.
Why can't I build the federal constitution in my capital city?
I was able to build the central constitution but the federal constitution is not even displayed. I have a total of 5 national wonders in my capital. Maybe there are already too many national woanders?
Do you want to have two constitutions at once? Because it feels like that's what you're suggesting.
 
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