Realism Invictus

1. I think the requirements of 3 operas for the romantic art age are a bit high. That means 9 cities. All previous eras require only 3-5 buildings.
2. Forced labor might need to be boosted a bit, in game you almost never have unemployed citizens.
 
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Maybe a little strange - but I've never tried to put a game on Autoplay. How do you do it????

Edit:
I did find a little hint in a post from 2012 about this - check if autoplay is enabled in this file "Realism Invictus\Assets\Config\init.xml". And it is. So????

Edit-edit:
It is in the init.xlm - but not in the init.release.xlm. Maybe it's here......



No.
If you are playing SVN version - just press Ctrl+Shift+X and enter the number of turns you want Autoplay to run.
 
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My apologies, I didn’t understand last time that the issue was exactly this. I will share a save from one turn before the crash later tonight.
Thank you very much once again for your amazing work!
So, I tried running Autoplay for just one turn at a time to stop right before the crash - and voilà - the crash no longer happens! I can now continue my game (my test actually) without any issues 😅
 
SVN 5524:
1760730744974.png


My own elephants are scared of the Carthaginian elephants. Perhaps an exception could be made for other Elephant units?|

As always, enjoying the mod!
 
Maybe a little strange - but I've never tried to put a game on Autoplay. How do you do it????
It's on by default in SVN. Ctrl+Shift+X
Another great change: when a civ with vassals declares war only the master's dow is accompanied with sound. This greatly reduces audio spam. Unfortunately when signing peace the sound is played for each peace treaty between each master and vassal.
Makes total sense.
After buffing pasture on pigs unique livestock improvements became worse on pigs than pasture: grazing ground, cattle trek.
Intentional. Pigs aren't suited for a nomadic lifestyle! I will even remove the bonuses from those on pigs altogether, come to think of it.
After buffing hot springs park improvement German unique improvement thermalbad got powercerpt. Technically it offers unique bonuses hot springs park lacks but still.
Thanks, consistency!
Unit upgrade charts of some playable civs are offset: Mongolian, Persian. Also of some non-playable civs: Hunnic, Israeli, Mesopotamian, Dutch, Nubian.
Yep, I know, it's driving me nuts, and I can't find the reason for it! I will probably give it another try now that I know it's bugging someone else other than just me.
Free religion civic unlocks representatives that spread religion. However it's impossible to make them until religious communities. The problem is that for one and a half era the build window is cluttered with greyed out units impossible to build. Maybe unlock the representatives with the same tech as communities?
Good suggestion.
Also under free religion civic there are a greyed out missionaries (even for religions absent in the city) but they are impossible to build because the monasteries are disabled.
Not sure I can do anything about it.
When a computer player builds Shwedagon Paya it almost always switches to Cult of Personality civic though arguably it's not the best civic for the time. I think it's because of all that potential happy faces this civic may provide but they are locked behind lategame techs. Or I'm wrong and AI values worker speed, up to 2 happy faces and infinite informants higher that I thought.
AI seems to value everything espionage-related quite a bit. But it's not a bad civic even in early game.
Where can one find a list of Sovereignity Definitions, their effects and triggers?
Nowhere, I'm afraid, and I will probably have to remedy it, but it isn't easy. The triggers in all cases are simple, the world advancing to the next tech era (basically over half of civs advancing) or any one civ advancing to the next more advanced one.
Isn't supranational authorities a bit too ez? Or is it necessary because otherwise it's impossible to wage modern wars and win by domination?
Yeah, this late in the game, it's supposed to be the "mop up" phase.
Is it possible to make a Coal Plant upgradeable to a Hydro Plant? It is strange to be offered to build a Coal Plant when a Hydro Plant is built since the latter is strictly better.
It actually was, until it was erroneously removed some time ago. Restored.
Not really a request rather a speculation. IRL producing fertilizers requires a lot of electricity. But in RI a fertilizer factory operates without access to power.
You're thinking of the Haber process, and while it accounts for much of fertiliser production these days, the building and tech cover earlier historical forms of industrial fertiliser as well, which weren't nearly as hungry for electricity (and indeed pre-date industrial electric generation).
If one can build Medieval Swordsmen but can't build Levies because of a lack of a Land Tenure tech it's impossible to make Warbands. Presumably because Warbands upgrade either to Swordsmen that are no longer available or to Levies that are not avaliable yet. Arguably this is a niche case however is it possible to fix such a conundrum?
I recall having a similar issue with some other units a while ago. I'll have a think and try to ensure an irregular unit is always available.
1. I think the requirements of 3 operas for the romantic art age are a bit high. That means 9 cities. All previous eras require only 3-5 buildings.
Not the first time this has been raised. But the number can't go any lower (it's not 3 but 2 actually, but map size may modify it upwards), and Opera is the most logical building for this era.
2. Forced labor might need to be boosted a bit, in game you almost never have unemployed citizens.
It's mostly about Craftsmen, but I can boost their production modifier.
So, I tried running Autoplay for just one turn at a time to stop right before the crash - and voilà - the crash no longer happens! I can now continue my game (my test actually) without any issues 😅
Times like this leave me almost disappointed - no reproducible crash means no opportunity to fix something!
My own elephants are scared of the Carthaginian elephants. Perhaps an exception could be made for other Elephant units?|
Yeah, I'm aware of this one, and will probably implement some kind of exception. Though it is true to an extent, historically, elephants don't mix well with other elephants.
 
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:woohoo:I never thought you would do that (and you probably haven't done so either...)

Spoiler Orthodoxy founded in Egypt :

Orthodoxy is founded for sure
Civ4ScreenShot0191.JPG

Civ4ScreenShot0192.JPG

But Orthodoxy isn't in the techtree
Civ4ScreenShot0196.JPG

Civ4ScreenShot0195.JPG


Turns before and after founding Orthodoxy attached too. SVN version from Oct. 9th.

Edit:
Restarted the game - Orthodoxy was founded again, just in another Egyptian city.
Spoiler Screenshot from replay :

Civ4ScreenShot0199.JPG

 

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You were giving civs techs in the WorldBuilder.
Don't shoot the messenger - he may be innocent.

I never give any civs any techs. The map was made with Smartmap_mst.py (and not even fishished yet) but under Realism and the game was started and played under Realism only without any fix-fax of my own involved.

I replayed the game from a save 22 (auto)turns earlier, and this time orthodoxy wasn't founded.

So...... when you do not have any good explanation and I doesn't either, then. However I do remember a game 5-6 years ago or so - back when RI had it's own homepage and where I just was started making my own very simple changes of my own - we had a situation like above, where Orthodoxy was founded - though it's shouldn't have been possible.
 
Overall I like increasing pandemic rate from trade routes, but when all your trade routes are internal (such as at the start of the game, or with protectionism) it can lead to an echo chamber, where one of your cities has an ongoing pandemic, and your other cities now have +10 to the pandemic rate and likely get it too. Then you have two cities with an ongoing pandemic and another city with +20 pandemic rate. Maybe internal trade routes should only give +5 to the pandemic rate, representing a degree of local immunity?
 
Alright, time for a big post after I didn't get around to it for a bit. :D

And of course it's a part of the drive to eliminate the wonders that weren't actually physical constructions that has already claimed several other wonders (and isn't over yet). Unlike the vanilla United Nations, the Hansa didn't even have permanent physical headquarters. So there was really no way it'd have stayed.
What do you think about turning some non-physical wonders into "projects"? There are very few of those in RI, but I guess those serve as a non-corporeal way to build something with hammers, but to then not exist in a location.
Also makes it immune to conquest, however, so there's that.

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?
It seems to break only on the huge earth map. Large earth map & random map scripts were fine. We did not test Deluge or Crusades however, will have to check those soonish.

I'm lowering the volume in the next SVN update, but I'll trust you to give me feedback - as I have it off all the time, I am not able to gauge an adequate level myself.
Definitely better, thanks!

That's the general problem with late-game content: even if there is a critical bug in a mechanic that isn't even reached in 80% of the games, it can unfortunately stay undetected for a really long time. If there was a single UN resolution that crashed the game horribly, or a faulty flavour ICBM for one civ, that could have just sat there for years...
Indeed. Right now I'm still in the a while ago mentioned MP match on the huge world map, and we're at 1100 AD with the score about 5% up and down between us two human players, so I'm hoping this one gets to the late game at least.
Generally, I find the biggest issue with games is that point where you are nowhere close to any victory condition (and neither is anyone else), but you know that you are going to win no matter what, if you keep playing and passing turns, because the AI can't ever catch up to you again. Here I would like to suggest a feature or rather two, one perhaps a bit controversial.
Many of FfH2's modmods, like MNAI, have some game options with challenge settings. One that I like a lot is "increasing difficulty". In MNAI, this raises the difficulty for all human players by 1 level every 75 turns (with a match in total taking about 400-550 on default speed IIRC, so significantly less than in RI). This is quite nice because it can allow you to start on a more even footing with the AI, allowing a bit more of a relaxed expansion, but then as the game progresses, cranks up their bonuses (and slightly reduces yours) so it remains more challenging than if you were just cruising on your same starting difficulty. I find that it helps the gameplay a lot, keeping it challenging as the game goes on without overwhelming you right at the start. Maybe this would be a good option to also have in RI, of course scaled differently regarding the turn interval.

The second idea I had is a sort of rubberbanding scripting for some AIs, a concept generally frowned upon a lot in gaming but that I think could have some merit here if consciously used and kept optional. Instead of gradually increasing the bonuses all AIs get and/or reducing yours, when the humans get too far ahead of the AIs, maintain the given difficulty but pick a couple select AIs and start giving them noteworthy bonuses. Besides production/food/commerce bonuses, this could include a great general rising up, a free tech ahead of everyone else (perhaps even ignoring some prereqs, or just gifting them alongside) being given to the AI, and so on. Could potentially be accompanied by a notification about some unexpected developments in that country far abroad. Ideally it would buff multiple civs over the course of a game, and the more distant, the better.
You could see this effect triggering as an acknowledgement that you reached the critical mass, and basically won, so here's a challenge to keep you on your toes and keep the game interesting for another quarter of the total turns. Keeping going all the way until the late game to actually reach a victory condition before anyone else should be far more interesting and entertaining this way.

Of course, this would have to be gated behind a game option so that a fair game is maintained by default.

It's not exactly a "clone" of the Apostolic Palace or the UN. It's completely different in scope, while using the same mechanics. The only purpose of Comintern is to pick an additional effect to Planned Economy, and switch between those (and I feel it made for both a fun and involved effect, and for a rather historical representation of how the real one worked - nominally an international org, in reality a vehicle to enforce the current Soviet dogma on the world's communist parties). It's basically a wonder that can have one of several effects that apply not just to your civ, but to all civs running a particular civic (which also means they're not quite as powerful as that of a "real" wonder, as you can switch between those at will - if you control the Comintern vote at least, but then again you absolutely should if you're going to build it ;)).
The comintern is a reall cool idea, and having a globally changing civic is amazing. Big respect for implementing this! Will this also function with diplomatic victories off?
Also, do you think you could add a game option to allow the UN even with diplomatic victory off? They can be quite interesting with all their effects, and losing all of that just because you don't want the anticlimactic "win the game" vote is always a bit sad. If the implementation is difficult, I know FfH2 has votes regardless of diplo options (there depending on the council civic), and the German BASE mod has UN without diplo as gameoption, although I am not sure if its code is public. I could personally do without the apostolic palace, since its votes are usually highly annoying and the religion-boundness of it makes the voting very uneven on top, but I guess it could have an option as well.

A bit of feedback (SVN 5516)
4) After buffing hot springs park improvement German unique improvement thermalbad got powercerpt. Technically it offers unique bonuses hot springs park lacks but still.
I have to say, the buff to hot springs parks and nature preserves was a really great idea. I think if you want to buff the thermalbad, that's probably best done via bonuses from later buildings, such as +yield from a clinic and tech(s) like medical science, and of course the tourist resort (if you ever get that + a thermalbad within the same latitude!).

It mainly suffers from lack of building places, though. Which brings me to another dear topic:

Scenario feedback!

Ideally, civs are able to build their unique terrain improvement somewhere near their starting area, at least once. It doesn't have to be in the starting tile's fat cross if you decide to settle there, but at least in some place you can realistically settle within the first 100 turns. For pretty much every civ, this holds true - barring Germany. On the huge world map, there is exactly one hot spring in Europe: Within the fat cross of Paris. Now in the face of history, this might provide for some laughs, but I think it's not ideal. In my opinion, the south of Germany would do well with at least one such hot spring, so that a German player can make use of their national improvement without having to exterminate the French or colonise Iceland first. The Europe map has a similar issue, there are some hot springs near eastern czechia and further east, but that's again a location likely contested and arguably a bit far from either of the two Germany players' starts.

Besides hot springs:
Huge world map: Transoxiania shows a distinct lack of plantation resources near their starting area and a fair bit beyond that even, this is much nicer for them on the Europe map. Also, I think the Celtic starting location is very, very sad, with almost no resources and a lot of weak tundra.
Europe map: Hemp is a lot more crucial now than before shipyards needed naval supplies to construct, so it needs to also be a lot more common all over the map. Right now I believe there are 13 sources, the majority of which are in the far east.

It's mostly about Craftsmen, but I can boost their production modifier.
I'd like to refer back to my comparison of the three lategame labour civics: https://forums.civfanatics.com/threads/realism-invictus.411799/post-16737368
I also described my local edits (+1 craftsman hammer from civic, +1 mine & quarry hammer, cash rushing) that I reapply every update to this day, but even with them I find myself basically never using forced labour. But I think it has a purpose at least now.

In the newest update, I saw you made Democracy reduce maintenance from number of cities instead of from distance to capital. I would argue to undo this change, as Democracy was already the best government with all its highly beneficial effects, and now it took the one selling point of the authoritarian governments as well. Number of cities is nearly always going to be a much, much more important part of your maintenance expenses than distance to capital, so that was the biggest benefit that autocracy, monarchy and dictatorship could give, and the only reason to even remotely consider one of the three over democracy. Furthermore, having all 4 of these civics have the same effect on maintenance (of 7 in total) loses some diversity between them. I personally always thought it was really cool, for example, to mix-and-match between these different minus-25%-maintenance-from-X governments and merchant families and state property and their respective -25% and -75% to distance. (Both of which are also cool and should be kept!)

That reminds me, I forgot to reply to this:
Forgot to respond to this last week. Interestingly, for me it's the other way around, with distance tending to be the worse upkeep. Probably varies with playstyle, since I tend to go wide early and can stretch pretty far. That said, I think what you said about civics is also true for number of cities (Despotism, Monarchy). Though I guess you can double up on distance with Merchant Families and, if I remember right, Democracy?

In either case, I think being true to the idea of imperialism would encourage it to reduce distance costs. Empirical figures are usually pushing their civ boundaries, not increasing the settlement density in their existing borders.
I'm curious how you manage to get a distance modifier get larger than the numbers one. Here are two screenshots from a game on the huge Europe map, as Greece. Screenshot 1 shows the final extent of my empire when I stopped playing, showing the maintenance in my distant-most city. Screenshot 2 is after I used the world builder to flip all my non-Greece cities to the netherlands, and then showing my maintenance for the now most-distant city, to get an idea of the maintenance of a non-conquering civ that just settles its native area. I am running Monarchy + Merchant families, meaning both types of maintenance are reduced by 25% in the screenshots.
Spoiler Screenshots :
Civ4ScreenShot0031.JPG
Civ4ScreenShot0032.JPG



Aaand finally two more minor AI issues: The AI doesn't know to transport workers to improve island tiles within the BFC of a city on a different landmass. (Reference example, the copper within Carthage's capital fat cross on the huge earth map) Do you think they can be taught to move workers via a transport for such cases with reasonable ease, or is this unreasonably much work? (With AI code, this would not surprise me at all)
I've also observed that the AI seems completely inept at times at conquering another nation's capital. Again using the world map as an example, I've seen Spain (who had Iberia besides Lisbon) conquer all of Portugal's cities (in France) with ease, but then proceed to spend aboug 300 turns just walloping around Lisbon, of course razing the country side and reducing the defences to 0%, but then either not attacking at all, or with too little force. The exact same thing happened with England and the Celts, England could not conquer their capital at all throughout at least 300 turns. The defending AIs are just holed up in the city with a stack of composite bowmen and warbands (and some other leftovers), and the attackers move around with a singular stack that far outsizes the defenders, but is either insufficient to attack (the chances for the first unit to win the combat is abysmally low, but by suiciding 3-4 levies you can easily take the other defenders afterwards), or simply doesn't dare to.

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

In other news, I'm still pondering the branding question, and I'd like to focus-group-test a variant with you all: "Humanitas Invicta".
I'm personally very invested in the "Realism Invictus" name. In youtube comments of a recent video by Suede I saw a lot of people mention it (and also defend it against a wrong allegation lumping it together with more kitchen sink mods), none of the usernames there I saw active on this forum. I think there's a large crowd of people (I belonged to it too until late 2022) that know the mod exists, and every once in a while remember that perhaps there was an update, go online, check and potentially download, and then happily play offline for another year or a few. A rebrand doesn't really do these people a favour, since it'll be confusing to many what the situation with the updates is, links will be broken, and so on. I know it's not like you have to sell a product, so "brand recognition" is of no monetary value, but the recognition does help people when talking about the mod, recommending it to others, looking up information and media on it.... I really believe it'd be best to just accept the imperfect name, with an imperfect reference (although it likely still is the most "realistic" Civ4 mod by far!). Even with all the imperfection, it's one of, if not the most polished mod there is for Civ4 and people that know the mod treasure it just this way.
 
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I'm personally very invested in the "Realism Invictus" name. In youtube comments of a recent video by Suede I saw a lot of people mention it (and also defend it against a wrong allegation lumping it together with more kitchen sink mods), none of the usernames there I saw active on this forum. I think there's a large crowd of people (I belonged to it too until late 2022) that know the mod exists, and every once in a while remember that perhaps there was an update, go online, check and potentially download, and then happily play offline for another year or a few. A rebrand doesn't really do these people a favour, since it'll be confusing to many what the situation with the updates is, links will be broken, and so on. I know it's not like you have to sell a product, so "brand recognition" is of no monetary value, but the recognition does help people when talking about the mod, recommending it to others, looking up information and media on it.... I really believe it'd be best to just accept the imperfect name, with an imperfect reference (although it likely still is the most "realistic" Civ4 mod by far!). Even with all the imperfection, it's one of, if not the most polished mod there is for Civ4 and people that know the mod treasure it just this way.

Ah, yes, I know the video you're referencing and was one of the commentors. He's about to drop a diatribe against the whole concept of "content-heavy, overhaul" mods in Civ, with C2C as the posterchild. I do feel that that is extremely unjust to RI and the careful, deliberate selectivity and historical vision and gameplay balance/AI usability by which things are included here as opposed to a blithe and unconcerned "kitchen sink" approach. Though he's replied to me directly more than once (including a candid refusal to showcase RI specifically, due to the breadth and length of it ostensibly), I wish he would give this mod an honest try and not sell it short on such a superficial assumption that all content-heavy mods are culpable of not having a curated, precise and conscientiously limited scope. His criticisms of things in Civ overall are so holistically addressed by this mod that I think he is simply unaware of how pleasantly surprised he would be if he gave it an honest chance.

If my opinion is of any value, I kind of agree that "Realism Invictus/RI" is the name all of this dedicated community will continue to refer to it as, and the only one by which the casual audience aware of its existence will know it by anyway. I did enjoy the fun Latin exercise with other suggestions, but I would still just prefer "RI," myself.
 
Overall I like increasing pandemic rate from trade routes, but when all your trade routes are internal (such as at the start of the game, or with protectionism) it can lead to an echo chamber, where one of your cities has an ongoing pandemic, and your other cities now have +10 to the pandemic rate and likely get it too. Then you have two cities with an ongoing pandemic and another city with +20 pandemic rate. Maybe internal trade routes should only give +5 to the pandemic rate, representing a degree of local immunity?
Good point! Though epidemics that come in waves through the whole of your empire is not an unrealistic outcome, I'd like that to be more organic.
What do you think about turning some non-physical wonders into "projects"? There are very few of those in RI, but I guess those serve as a non-corporeal way to build something with hammers, but to then not exist in a location.
Also makes it immune to conquest, however, so there's that.
At this point I'm thankfully done with non-physical great wonders. Stuff that's constructed by great people is all purposefully local, whether it's the local culture from an artist, the local research from a scientist, or an actual factory from a merchant, which is an obvious building. What I was thinking of turning into projects at some point is the military stuff: doctrines and the traditions. They'd be much more organic as projects, and at some point I'll get to it, but it's a case of "not fixing what's not broken" - they do work ok as they are and it's quite a bit of effort investment to move them over.
It seems to break only on the huge earth map. Large earth map & random map scripts were fine. We did not test Deluge or Crusades however, will have to check those soonish.
Interesting, so it indeed sounds like that's a map size problem. Have you actually tried waiting for other players to finish loading without clicking anything?
Definitely better, thanks!
Better as in let's keep it this way or better as in it's in the right direction but let's reduce it further?
Many of FfH2's modmods, like MNAI, have some game options with challenge settings. One that I like a lot is "increasing difficulty". In MNAI, this raises the difficulty for all human players by 1 level every 75 turns (with a match in total taking about 400-550 on default speed IIRC, so significantly less than in RI). This is quite nice because it can allow you to start on a more even footing with the AI, allowing a bit more of a relaxed expansion, but then as the game progresses, cranks up their bonuses (and slightly reduces yours) so it remains more challenging than if you were just cruising on your same starting difficulty. I find that it helps the gameplay a lot, keeping it challenging as the game goes on without overwhelming you right at the start. Maybe this would be a good option to also have in RI, of course scaled differently regarding the turn interval.
Maybe at some point, yes.
The second idea I had is a sort of rubberbanding scripting for some AIs, a concept generally frowned upon a lot in gaming but that I think could have some merit here if consciously used and kept optional. Instead of gradually increasing the bonuses all AIs get and/or reducing yours, when the humans get too far ahead of the AIs, maintain the given difficulty but pick a couple select AIs and start giving them noteworthy bonuses. Besides production/food/commerce bonuses, this could include a great general rising up, a free tech ahead of everyone else (perhaps even ignoring some prereqs, or just gifting them alongside) being given to the AI, and so on. Could potentially be accompanied by a notification about some unexpected developments in that country far abroad. Ideally it would buff multiple civs over the course of a game, and the more distant, the better.
You could see this effect triggering as an acknowledgement that you reached the critical mass, and basically won, so here's a challenge to keep you on your toes and keep the game interesting for another quarter of the total turns. Keeping going all the way until the late game to actually reach a victory condition before anyone else should be far more interesting and entertaining this way.
Yeah, I've toyed with the idea of ascendant civilisations before. I'm still on a fence on whether this feels too inorganic to me, handing out a huge bonus out of the blue.
The comintern is a reall cool idea, and having a globally changing civic is amazing. Big respect for implementing this! Will this also function with diplomatic victories off?
Yes, because it doesn't have its own accompanying diplomatic victory vote.
Also, do you think you could add a game option to allow the UN even with diplomatic victory off? They can be quite interesting with all their effects, and losing all of that just because you don't want the anticlimactic "win the game" vote is always a bit sad. If the implementation is difficult, I know FfH2 has votes regardless of diplo options (there depending on the council civic), and the German BASE mod has UN without diplo as gameoption, although I am not sure if its code is public. I could personally do without the apostolic palace, since its votes are usually highly annoying and the religion-boundness of it makes the voting very uneven on top, but I guess it could have an option as well.
Maybe, though I don't know how needed this actually is. If someone turns diplo victory off, do they really miss having the UN?
I have to say, the buff to hot springs parks and nature preserves was a really great idea. I think if you want to buff the thermalbad, that's probably best done via bonuses from later buildings, such as +yield from a clinic and tech(s) like medical science, and of course the tourist resort (if you ever get that + a thermalbad within the same latitude!).

It mainly suffers from lack of building places, though.
While I may spread those out, I'm not sure it's needed all that much, exactly for the reason you point out - it's a very rare improvement, so even a full bonus might be pretty inconsequential civ-wide.
Ideally, civs are able to build their unique terrain improvement somewhere near their starting area, at least once. It doesn't have to be in the starting tile's fat cross if you decide to settle there, but at least in some place you can realistically settle within the first 100 turns. For pretty much every civ, this holds true - barring Germany. On the huge world map, there is exactly one hot spring in Europe: Within the fat cross of Paris. Now in the face of history, this might provide for some laughs, but I think it's not ideal. In my opinion, the south of Germany would do well with at least one such hot spring, so that a German player can make use of their national improvement without having to exterminate the French or colonise Iceland first. The Europe map has a similar issue, there are some hot springs near eastern czechia and further east, but that's again a location likely contested and arguably a bit far from either of the two Germany players' starts.
Yeah, I hear you. I'll add one or two more.
Huge world map: Transoxiania shows a distinct lack of plantation resources near their starting area and a fair bit beyond that even, this is much nicer for them on the Europe map. Also, I think the Celtic starting location is very, very sad, with almost no resources and a lot of weak tundra.
Celtic start is an island, which is in and of itself a huge asset. I remember actually nerfing them to prevent them from overperforming each time.
Europe map: Hemp is a lot more crucial now than before shipyards needed naval supplies to construct, so it needs to also be a lot more common all over the map. Right now I believe there are 13 sources, the majority of which are in the far east.
True, I'll check.
I'd like to refer back to my comparison of the three lategame labour civics: https://forums.civfanatics.com/threads/realism-invictus.411799/post-16737368
I also described my local edits (+1 craftsman hammer from civic, +1 mine & quarry hammer, cash rushing) that I reapply every update to this day, but even with them I find myself basically never using forced labour. But I think it has a purpose at least now.
As you can see, I did buff the labour camp a bit recently. The mines and quarries I'll probably add in as well.
In the newest update, I saw you made Democracy reduce maintenance from number of cities instead of from distance to capital. I would argue to undo this change, as Democracy was already the best government with all its highly beneficial effects, and now it took the one selling point of the authoritarian governments as well. Number of cities is nearly always going to be a much, much more important part of your maintenance expenses than distance to capital, so that was the biggest benefit that autocracy, monarchy and dictatorship could give, and the only reason to even remotely consider one of the three over democracy. Furthermore, having all 4 of these civics have the same effect on maintenance (of 7 in total) loses some diversity between them. I personally always thought it was really cool, for example, to mix-and-match between these different minus-25%-maintenance-from-X governments and merchant families and state property and their respective -25% and -75% to distance. (Both of which are also cool and should be kept!)
This is from a general drive towards making late-game governments more attractive. I will buff Dictatorship further though, probably simply by raising its maintenance bonus - what I don't want to see is a would be late-game world conqueror being forced into Confederation, this just feels thematically wrong.
The AI doesn't know to transport workers to improve island tiles within the BFC of a city on a different landmass. (Reference example, the copper within Carthage's capital fat cross on the huge earth map) Do you think they can be taught to move workers via a transport for such cases with reasonable ease, or is this unreasonably much work? (With AI code, this would not surprise me at all)
Hm, the code should be there already, and should be working. I think I saw it work. If I have time before the release, I'll run some tests.
I'm personally very invested
but I would still just prefer "RI," myself.
Ugh, you guys are no fun. All right, the name stays.
 
At this point I'm thankfully done with non-physical great wonders. Stuff that's constructed by great people is all purposefully local, whether it's the local culture from an artist, the local research from a scientist, or an actual factory from a merchant, which is an obvious building. What I was thinking of turning into projects at some point is the military stuff: doctrines and the traditions. They'd be much more organic as projects, and at some point I'll get to it, but it's a case of "not fixing what's not broken" - they do work ok as they are and it's quite a bit of effort investment to move them over.
Makes sense!

Interesting, so it indeed sounds like that's a map size problem. Have you actually tried waiting for other players to finish loading without clicking anything?
Yeah, it didn't seem to load in at all even after 5+ minutes. Nothing else takes remotely as long, including having the slower computer host. But I will try to investigate more and report back.

Better as in let's keep it this way or better as in it's in the right direction but let's reduce it further?
I might have fallen for a bit of an illusion, because I was comparing the SVN audio on my laptop to the audio from a few versions back on my desktop (which I update less frequently due to multiplayer), and it sounded fine on the laptop but sounds quite loud still after copying the file over. I'll have to test it with a concurrent voice chat and give you feedback on a good percentage reduction.

Yeah, I've toyed with the idea of ascendant civilisations before. I'm still on a fence on whether this feels too inorganic to me, handing out a huge bonus out of the blue.
Oh it might be very inorganic! But I think when it depends on a default-off game option that you consciously choose for the challenge, the player using it is fully aware and fine with that.

Yes, because it doesn't have its own accompanying diplomatic victory vote.
Nice!

Maybe, though I don't know how needed this actually is. If someone turns diplo victory off, do they really miss having the UN?
I can only speak for myself, of course - I never miss the apostolic palace because all it does is bully people (go to war, transfer city, blah), but the UN actually has some nice resolutions. But you know, in the grand scope of things, it's really not high on what I would consider a priority. I'd probably use the UN without diplo if possible, but faced with the choice I'm always going to have diplo victory and UN both off rather than diplo victory and UN both on, so it's not a particularly important matter.

While I may spread those out, I'm not sure it's needed all that much, exactly for the reason you point out - it's a very rare improvement, so even a full bonus might be pretty inconsequential civ-wide.
Yeah, for sure. I think the main aspect of handing out +yield bonuses to rare improvements as the game goes on is so that they remain sensible on their location at least, so you don't run into the situation where you'd rather have a town on a hot spring or a farm on a pasture resource.

Yeah, I hear you. I'll add one or two more.
True, I'll check.
Awesome, thanks! :)

Celtic start is an island, which is in and of itself a huge asset. I remember actually nerfing them to prevent them from overperforming each time.
That it is, yeah, but compare it to the English just south, they have grassland rather than tundra and don't lose tiles to peaks either.

As you can see, I did buff the labour camp a bit recently. The mines and quarries I'll probably add in as well.
That actually went past me, my bad. However I think a big issue with forced labour is how much of a step back it is when it comes around, compared to working class/labour union. Those also get their "second level" effects globally from a 1 time limited building, while forced labour has to painstakingly level up each city with the labour camp much later. So I think the labour camp itself like it was in the last release version was actually a fine building, it's the civic itself that provides too low of a baseline.
Edit: I checked and at least for me the labour camp in the current SVN seems to have the exact same stats as in the release version.

This is from a general drive towards making late-game governments more attractive. I will buff Dictatorship further though, probably simply by raising its maintenance bonus - what I don't want to see is a would be late-game world conqueror being forced into Confederation, this just feels thematically wrong.
Fully hear you here, I just think that Democracy was already the best late-game government including for world conquest. You either get lots of happiness in all cities via a centralised constitution (that'll cost dictatorship a lot of garrison expenditures to reach), or a head-start via a free specialist and an easier time integrating your conquests (more culture and less separatism) from federal constitution. Constitutional Monarchy on top of Monarchy's -25% city number maintenance and no downsides just about made it competitive (even if I'd still try to go for Democracy eventually in most cases), and Dictatorship... it has some usage for extreme cases of war weariness like after an extensive nuclear exchange (I had this situation exactly once so far) when you really want to keep some cities working with your 15+ units of garrison, but in a more general context I think it has fallen further behind Monarchy now.

Ugh, you guys are no fun. All right, the name stays.
I'm admittedly happy, but you're making me feel guilty about it! :P
 
Free religion civic unlocks representatives that spread religion. However it's impossible to make them until religious communities. The problem is that for one and a half era the build window is cluttered with greyed out units impossible to build. Maybe unlock the representatives with the same tech as communities?
Upon further inspection, this isn't a great idea - they clutter the tech a lot, as each of them is a separate unit. I may look for a different way of handling this.
Don't shoot the messenger - he may be innocent.
Most often, he isn't, in my experience! :mischief: I ran countless hands-off test games recently (and not-so-recently), and in exactly none was Orthodoxy founded. So I fully suspect that's something you did.
Edit: I checked and at least for me the labour camp in the current SVN seems to have the exact same stats as in the release version.
My bad, I made the change, but haven't uploaded it yet at the time I wrote this. Made it into the recent SVN update I just uploaded.
I'm admittedly happy, but you're making me feel guilty about it! :P
You should all feel very guilty for stifling my creativity! :lol:
This makes me suspect he had a new background graphic in mind which is now going to be discarded on the basis of retaining the name...
Oh no, the logo and everything is still getting so redone... It has looked the same for way too long. And no, I haven't started on this yet; as I mentioned before, since I'm aiming for the early release, these weeks I was trying to wrap up everything with significant gameplay/balance implications. I am mostly done with that though, and fully intend to concentrate on the artwork and UI/UX later this month and in November.
 
a concept generally frowned upon a lot in gaming
People hate to know the AI has to cheat to be at their level, I don't blame them but I plea for understanding that this is for the best. I support rubberbanding as long as it's optional for those that are against it, so you have the right approach in my opinion! :)

Regarding changing RI name, I guess people are right about it, I wouldn't mind it being changed but I see the reasons to disagree. They are right, if there's a mod here that tries it's best to stay down to earth it's certainly this.

Walt you've done an amazing job at keeping things as realistic as possible and everything on RI feels as historically correct as it can afford to be, don't let limitations take credit from you, the mod deserves its name :worship: not out of stubborness, but recognition.

If you do feel though that this change would serve to refresh it's image, or to enhance it representing "The New RI", then hey I support it. The same denomation can get stale and for a developer that's understandable, we all look forward to see our projects grow and change, but I insistt that if this change is done to validate what it stands for then nah leave it as it is. Anyway this seems to be already settled, so my opinion doesn't add much anyway besides my commentary on it.

I wish he would give this mod an honest try and not sell it short on such a superficial assumption that all content-heavy mods are culpable of not having a curated, precise and conscientiously limited scope. His criticisms of things in Civ overall are so holistically addressed by this mod that I think he is simply unaware of how pleasantly surprised he would be if he gave it an honest chance.
He seems to carry the same opinion most people I've shown the mod have, too complex for them. That's alright, but judging RI as just another heavy-content mod is unfair.

Come on when I saw all the stuff RI had I went euphoric! :lol: but playing it was what really made me happy about it, getting to feel how well crafted and designed it's gameplay was is what kept me playing it, coming here into the forums to discuss the decisions taken in its development and the choices behind new flavors, buildings, techs, etc, made me value the enormous effort behind it.

I guess this is a good lesson to learn, it's not what you feel in the moment but rather, what you will experience in the future, that's what matters the most.

But this opinion against RI seems to be more of a minority than anything, most people in other forums or webpages support RI and always recommend it, I've posted about it in other places and people who got to try it loved it, many here that aren't on this forum also do. In my experience, biased as it might be, RI is regarded as CIV4's best mod regarding what could be a definitive version or new expansion to the base game.
 
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Most often, he isn't, in my experience! :mischief: I ran countless hands-off test games recently (and not-so-recently), and in exactly none was Orthodoxy founded. So I fully suspect that's something you did.
In "Realism" following libs are marked with a red !:
Realism
>Assets
>>Assets\Config
>>Assets\XML

in >>"Assets\Config" following files are marked with a red !:
Init.Release.xml. This is where I first tried to enable Autoplay. This file has been changed back to default.

In > >"Assets\XML" the following files are marked with a red !:
GlobalDefinesAlt.xml. The file has been added:
<!-- Minimum distance between cities, should not be reduced to less than 4.-->
<Define>
<DefineName>MIN_CITY_RANGE</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<!-- End of Change made due to my very big maps -->
This change will stand.

All other libraries/files have a green checkmark.


If this is due to something I did, it was done in "Realism Invictus" - not in "Realism". So maybe we havn't 100% watertight shutters between "Realism" and "Realism Invictus", because Orthodoxy works in the latter as I want it to. Then it would proberly not be something you could reproduce as you - most likely - do not have orthodoxy active anywhere in any (test)version.


Fortunately, it's not a bug that worries me. I've simply reported it as I think I should.
 
RI is amazing. My friends and I now have over 5,300 hours playing Realism Invictus and we're looking forward to the new update. Thanks to everyone involved with the work here.

I probably should not admit it, but I have a question\. We usually play RI on giant maps with RI_PerfectMongoose_v332 as the map generator. But even after this time I don't really understand the difference in the parameter of Mountains between "Absolute Height" and "Neighbor Slope" Can anyone enlighten me? I realize this is a map question and not strictly a RI question but all my searches in the forum have not found an explanation and it is included and all...
 
People hate to know the AI has to cheat to be at their level, I don't blame them but I plea for understanding that this is for the best. I support rubberbanding as long as it's optional for those that are against it, so you have the right approach in my opinion! :)
I never got this, TBH. Do people play games to prove they're better than AI? AI doesn't play a game the same way we do, it is just there to facilitate players' entertainment - and AI should be equipped to achieve that, rather than play "fair", for almost any definition of "fair". The only "fairness" that has a significant impact on player enjoyment is if the rules are transparent, well-explained and consistently applied - and none of that implies they should be the same for the AI and the players.
Walt you've done an amazing job at keeping things as realistic as possible and everything on RI feels as historically correct as it can afford to be, don't let limitations take credit from you, the mod deserves its name :worship: not out of stubborness, but recognition.
No, I absolutely did not nor I ever wanted to. This is a game mod, not a scientific simulation of the world. There's a subset of people who'd argue for anything to be included into RI, whatever its impact on gameplay or complexity, under the banner of it being "realistic". I had a guy here once who seriously argued I couldn't be claiming to have "Realism" without rewriting the game to get rid of turns entirely, as real life doesn't have turns! :lol:
If you do feel though that this change would serve to refresh it's image, or to enhance it representing "The New RI", then hey I support it. The same denomation can get stale and for a developer that's understandable, we all look forward to see our projects grow and change, but I insistt that if this change is done to validate what it stands for then nah leave it as it is. Anyway this seems to be already settled, so my opinion doesn't add much anyway besides my commentary on it.
I make it my principle to change the logo / start menu image / something similarly major visually at least every other version, for a very practical reason. This way, when people post screenshots or videos, I can easily tell at a glance which version they're using.
All other libraries/files have a green checkmark.
You also mentioned using a custom map script. Not sure how custom that one is, but theoretically there might be impact. As for the interplay between "Realism/Realism Invictus", theoretically, it shouldn't be happening, but I never really explored if that's the case. One other thing that comes to my mind is that "Choose Any Religion" game option is off by default and can't be chosen (for obvious gameplay reasons of them being vastly unequal based on when they're founded) in RI, but as you switched from an older version, your game options might have gotten a bit confused. You can check in the WorldBuilder whether you have it on.
I probably should not admit it, but I have a question\. We usually play RI on giant maps with RI_PerfectMongoose_v332 as the map generator. But even after this time I don't really understand the difference in the parameter of Mountains between "Absolute Height" and "Neighbor Slope" Can anyone enlighten me? I realize this is a map question and not strictly a RI question but all my searches in the forum have not found an explanation and it is included and all...
From my somewhat limited understanding of the workings of that script:

To create the map, the script first generates a "height map" and messes with it in various ways, including meteor impacts, simulated plate tectonics etc (unlike, say, vanilla Fractal, which simply uses, well, fractals, to shape the continents). The options deal with how the script is "translating" the height map to the real map, specifically how you place mountains - by an absolute "elevation" of the tile on the height map, or by its height difference to neighboring tiles.
 
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