@Walter Hawkwood A small wish: United Nations requires awful lot of military techs. Could it be easier to build that building. Either move it earlier or fewer military equipment.
Given how it was born directly as a result of the WW2 and was founded by the dominant military powers of the era, I don't think its location on the tech tree is unfair in any way.A small wish: United Nations requires awful lot of military techs. Could it be easier to build that building. Either move it earlier or fewer military equipment.
Thanks, fixed.Small bug report: The Demidov family civilopedia text has some formatting issues with bold text.
I fixed OOS on leader randomization, but I was unable to replicate, and therefore fix, the joining issue you described. Does this not happen between the same players on a random map, only on scenarios? Does it specifically happen on Huge map or on all scenarios with leader choice? What happens if you wait for the other player to finish loading?Larger bug report: When playing the huge earth map scenario in multiplayer (SVN version), we had an issue that when hosting on the faster computer, the slower computer player could never load in. I have a loose suspicion it might be related to the leader selection, but I can't back it up in any way. The host is faced with the option to select a leader immediately after loading in, but due to the other player not having loaded in, selecting an option here does not actually have an effect (just like you can't move units around while someone is still loading in). Saving on that turn 1 and reloading allows the other player to join and then get his leader selection, but for the host it will not appear again and he will be stuck with the scenario default. Hosting on the slower computer works fine, however, and both players get the leader selection, which then also works fine for both. However, both players also get the option to randomise the scenario leaders, selection of which will cause OOS. This can easily be fixed by a save and reload at this point, to load either of the two players' status. The first issue seems much more grave though, as it has the potential to make scenario play impossible.
Fair enough about location. However I don’t see the rationale for the supersonic technology and its prerequisite for «globalisation”. The UN is hardly in play at all in my games (monarch for exploring this mod and AI plays to win), some AI is often near cultural victory around 1900. Not too realistic, maybe make them more expensive. Space win seems impossible under current circumstances. I enjoy the role of being the great diplomat with UN but hardly possible with AI cruising to early culture victory.Given how it was born directly as a result of the WW2 and was founded by the dominant military powers of the era, I don't think its location on the tech tree is unfair in any way.
Hm, agreed, maybe I'll drop it down to Air Superiority. Let's at least have airports for that globalisation!Fair enough about location. However I don’t see the rationale for the supersonic technology and its prerequisite for «globalisation”.
Interesting. What settings do you play at? I barely see any AI cultural victories ever in my hands-off test games.The UN is hardly in play at all in my games (monarch for exploring this mod and AI plays to win), some AI is often near cultural victory around 1900. Not too realistic, maybe make them more expensive.
It’s monarch and AI play to win. It seems that when they are not in position to get domination they soon go in culture mode. So for me, the endgames are pretty much about razing their cities which is getting less interesting for each game. Space race is not on the agenda for anyone including me, unfortunately. I am also satisfied with a diplomatic victory but end up needing massive and sluggish army movements to stop some of them, often intercontinental.What settings do you play at? I barely see any AI cultural victories ever in my hands-off test games.
Thanks! I haven't yet had the chance to test these things, but I will report back once I do. Of course due to the ongoing huge world map game I'll still be on that SVN version before your latest commit.I fixed OOS on leader randomization, but I was unable to replicate, and therefore fix, the joining issue you described. Does this not happen between the same players on a random map, only on scenarios? Does it specifically happen on Huge map or on all scenarios with leader choice? What happens if you wait for the other player to finish loading?
In the current SVN version, I just ran several hands-off games with similar settings (on large maps) and saw one (rather late, within the last 100 turns or so) cultural victory and three dominations. Though the balance - and more importantly, AI behaviour - can be quite different since the last release. Also I guess especially on "AI plays to win", the winning strategies of AI will be to a large extent informed by players' actions. Can any of them grow large enough to realistically contemplate domination victory? Are there enough wonders available to realistically pursue cultural? Etc. I agree that space needs to be somewhat easier, BTW.t’s monarch and AI play to win. It seems that when they are not in position to get domination they soon go in culture mode. So for me, the endgames are pretty much about razing their cities which is getting less interesting for each game. Space race is not on the agenda for anyone including me, unfortunately. I am also satisfied with a diplomatic victory but end up needing massive and sluggish army movements to stop some of them, often intercontinental.
Map is either fractal or continents. Everything else default (no tech trading). Version is the last official downloadable.
Edit: So it’s the same endgame scenario each time here. How is yours looking? Or anyone else’s playing with «AI to win»?
People really get too attached to them. They are there in the first place because there was no way for me to ensure a different flavour look for barbarians on different continents. I'd much rather simply remove them.Now, a question for the world map scenarios which I am quite a fan of personally. Do you think it would be possible for the tribes to get past the hunter-gatherer stage at some point? Maybe sufficient technological progress and contact with "full" civs? Basically some sort of breaking point after which they can play the game without their large debuffs/small bonuses, which would admittedly be reached very late so they still don't pose a threat to the full civs, but could get there eventually if left alone, traded with and catching up to a certain point.
GoodHm, agreed, maybe I'll drop it down to Air Superiority. Let's at least have airports for that globalisation!
I just ran several hands-off games with similar settings (on large maps) and saw one
Yes, maybe large maps makes a difference too. In normal sized maps most is dead or half dead so wonders are plenty for the ones left. I forgot to mention that I usually have alliances turned on, making the situation kind of stalemate for domination.Are there enough wonders available to realistically pursue cultural?
Not really, I make it too hard for them.Can any of them grow large enough to realistically contemplate domination victory?
Thumbs upEtc. I agree that space needs to be somewhat easier, BTW

“Art for art's sake is an empty phrase. Art for the sake of truth, art for the sake of the good and the beautiful, that is the faith I am searching for.”The Gunpowder tech quote talks about the inventions of gunpowder and romantic love but RI doesn't have any tech for romantic love???? HUGE oversight!![]()
What do you think that means? replace Art with Love and suddenly you have a good statement against sexual revolution, if you ask me.I see where this comes from, it's a minor encumbrance for me though. Honestly that sounds like it would make flags pretty ugly lol, I mean it's just 2 pixels but it's a bit hard to picture how it'd look. I usually identify foreign units by their looks due to the large variety of flavors, so it doesn't trouble me at all... not anymore hehe, it did use to, but I reckon you can get used to it too.I love the dynamic flags, but it's hard to memorize them all and know by sight which civ the flag represents. Would it be possible to do something minor, like adding a 2 pixel wide border of the civ's color to the bottom of their flags?
Yeah, same - or just however over the units for a sec if it's not immediately clear.I see where this comes from, it's a minor encumbrance for me though. Honestly that sounds like it would make flags pretty ugly lol, I mean it's just 2 pixels but it's a bit hard to picture how it'd look. I usually identify foreign units by their looks due to the large variety of flavors, so it doesn't trouble me at all... not anymore hehe, it did use to, but I reckon you can get used to it too.

Thanks, I now only set it to display when there's an actual tech transfer bonus to be had.After getting the great library, every tech you can select to research says +100% tech transfer benefit, even if there is no tech transfer taking place.
I intentionally only use the red symbol, but I forgot to make the reported reduction negative!And all buildings with an epidemics impact display it as a red epidemics increase net effect, even if the building reduces it. Now in the calculation, the negative effect is taken into account properly, but in the "net effect" preview a building like a public well will say +2 red biohazard.
Thanks, that stems back from the fact that Lithuania as a civ is a retooled Halych-Volhynia (which was since simply integrated into Ukraine, as it made no sense to have them separate). Changed the greeting.Mindaugas's greeting is for Daniel, a different Lithuanian historical figure. I think the city list is as well? Not sure, I just see Daniel a lot in the code and Mindaugas comparatively little and absent from many of the key files, but could just be outdated variable names.
That would only technically be possible if I added it by hand to all the flags. But I don't feel it'd look appropriate (and even the "bottom of the flag" is very hard to define, as flags have different shapes in different eras, and the same flag texture often has to work in different eras).I love the dynamic flags, but it's hard to memorize them all and know by sight which civ the flag represents. Would it be possible to do something minor, like adding a 2 pixel wide border of the civ's color to the bottom of their flags?
Probably. And I don't think I'll be fixing that. The city naming code is a piece of arcane machinery that I have absolutely no understanding of.I used the regenerate map feature while playing with Elissa and my founding city was Hippo Regius instead of Qart-Hadasht, which is usually the founding city. I'm guessing that regenerating the map doesn't reset the city naming queue?
Agreed. They do become more useful once bombards arrive, though. But yeah, siege promotions should probably not require Land Tactics.Siege workshops are a weird building. It comes at a time where siege units generally don't earn XP, which should be useful, but the siege workshop only gives them enough XP to earn the Land Tactics promotion, the prerequisite for the promotions actually useful to siege units. But land tactics doesn't do anything for the very non-confrontational catapults/trebuchets, and they still don't earn XP to then get the useful promotions. The SW also gives an engineer specialist, but even if used, the specialist probably isn't generating enough hammers to compensate for the hammers needed for the workshop itself, which is not a quick build. By the time you get access to siege weapons that generate XP, you also have access to Arsenals, which obsolete the Siege Workshop. So there isn't any reason to ever build the workshop since none of the utilities are actually useful. Maybe Siege Bombardment shouldn't have a prerequisite promotion, and then Barrage should require Siege Bombardment I? That way the shop's XP is actually useful. And in both cases it should probably be a cheaper building, the benefit it offers is marginal.
I'll consider that.The tax break riot response is pretty easy going, since it only reduces gold output and not commerce output. For cities that mostly generate hammers or science, it's almost a freebie. Maybe it should reduce commerce instead?
Does this specifically only happen to pre-existing civs that came back?When a civ comes back to life through a revolution, you get the declaration that the parent civ declared war on them, but the alert says "ABC declared war on !", omiting the name of the rebel civ.
I mean, those are palaces (or castles/mansions/whatever) of the respective families. But yeah, I get the argument that they probably shouldn't be more expensive than the palace.Why do noble familes take so long to build? It's also funny that they have to be built. Palaces are quicker to build, hah. But it feels bad to lose the benefits of a previous civic and then have to sit through an expensive building phase in 2-3 cities, especially when coming from Civil Service giving each of your cities (not just 2-3) +20% hammers. Maybe they could be cheaper?
They are supposed to be amazing, yes. Cholas basically ruled the waves from Africa to China back in their day. They are one of the civs in RI with a very clear naval edge.Today I found out the hard way that Dravidian War Galleys have +30% attack against war galleys and +25% defense against war galleys (which translates to at least 35% defense with coastal bonuses, since all war galley combats are coastal combats). That's a bonkers bonus. Makes sense on land units since land units have a rock-paper-scissors style exchange, so you can hide the vulnerable units behind other defenders, but at a time when all naval combat is war galleys, a default +30% is crazy. They cost more, but not a problem when the other civ has to build 2x more war galleys than you do to compete.
I'll think about it.It can be hard to discern the aid level when the icon is very small (such as when hoving over a unit, especially enemy units). Any chance the icons can be revised a bit to increase the size of the stars that show the level of the aid/problems? Or maybe using higher-res images? Or have their background colors shift from yellow to red as the severity increases? (for supply/logistics, at least, aid would need something different)
How so? My love for Medical Science is purely romantic, with no hint of carnality!The Gunpowder tech quote talks about the inventions of gunpowder and romantic love but RI doesn't have any tech for romantic love???? HUGE oversight!![]()
Very valid point; I'll give it an actual bonus vs ranged cavalry. Flanking is more about historical flavour, but also useful when there are no recon/ranged cav units to target, as against, say, melee units, it's far less certain, and you want them to survive.I think Numidian Cavalry falls into the aforementioned unclear "What is this supposed to do?" issue. It targets range mounted units first, which is conditionally useful (depends on who you're at war with), but the only advantage it gets against them is starting with the Patrols I promotion. Ironically, the normal Horseman unit has a built-in +25% against horse archers, which can then go up to +50% with Patrols I. Since horsemen/numidian cavalry don't have access to Patrols II, that limits Numidian cavalry to a max of +25% against horse archers. It also starts with Flanking I, but I'm not sure why, since it doesn't do collateral damage, and the unit targeting means it should be aiming to kill, so it's not a unit that makes sense to attack with when there's a decent chance it'll lose.
Makes sense. Plus it seems it's a problem unique to me anyway.That would only technically be possible if I added it by hand to all the flags. But I don't feel it'd look appropriate (and even the "bottom of the flag" is very hard to define, as flags have different shapes in different eras, and the same flag texture often has to work in different eras).
Bombards come packaged with access to arsenals, though, so currently it makes more sense to just wait for the (arguably) more useful arsenal. But removing the Land Tactics requirement takes care of that.They do become more useful once bombards arrive, though.
As far as I can tell it's only happens with pre-existing civs. But it's hard to tell since the nature of the problem is not knowing which civ is rebelling.Does this specifically only happen to pre-existing civs that came back?
Every time I bothered doing a thorough search to see who it could be, I found a previously dead civ back on the leaderboard.How so? My love for Medical Science is purely romantic, with no hint of carnality!

Thanks. I think that will give them a needed buff. Considering how strong Barbary Pirates are, I don't think the Cavalry needs to be an impressive unit, but it did need to be at least a bit better at its signature move.Very valid point; I'll give it an actual bonus vs ranged cavalry. Flanking is more about historical flavour, but also useful when there are no recon/ranged cav units to target, as against, say, melee units, it's far less certain, and you want them to survive.

Awesome! I guess this affects paper/scientific experiment as well.Thanks, I now only set it to display when the
Ah I see, I was still remembering an older icon that had a green version (I think!), but yes, a minus should workI intentionally only use the red symbol, but I forgot to make the reported reduction negative!

Does this specifically only happen to pre-existing civs that came back?
As far as I can tell it's only happens with pre-existing civs. But it's hard to tell since the nature of the problem is not knowing which civ is rebelling.Every time I bothered doing a thorough search to see who it could be, I found a previously dead civ back on the leaderboard.
The gameplay is much more interesting after this change since big civs don’t get distracted by war with 1 pop 1 city rebel civilizations.Side note but I'm really curious to see how the change that makes cities under 4 unable to revolt changes the global dynamic of the game