why'd y'all nerf the potency of the infrastructure and building improvements like libaries, universities, granaries, forges, etc.? It's at the point where it seems that it's almost unreasonable to ever build any libaries, forges, etc. because you could make more money on your investment just by building armies and invading your neighbors just for the people
While I don't expect that to go over especially well, I am sincerely curious how something like that would turn out if you were to try it in earnest and share the results here! It might work somewhat well in the very early game, but I suspect you'll hit a really low growth-ceiling before much time elapses, vertically and horizontally.
Civ 4 (and so also RI) is a game about economy. It's about generating commerce so you can generate more research so you can build more advanced units so that you can conquer more cities so that you generate more hammers so that you can build even more units so that you can conquer even more cities so that you can generate even more commerce so that you can generate even more research so that you can generate even more advanced units so that you can yada yada yada. It's a game about economy and maximizing the yield and impact of that economy.
Though you are a much stronger player than I am, your argument also applies to the long-term gains which investment in the frontloaded early economic advantage can give you. The settled gold may be relatively insignificant and underwhelming taken on its own by the latter half of the game, but if it financed the military edge needed to conquer an early neighbor, then ultimately the yield from that conquest throughout the rest of the game isn't irrelevant as a factor. I'm not saying that they're necessarily better or worse than anything else, specifically, but that it seems that your contention about the cyclical nature of what ought to be sought seems not to be accounting for the indirect output from what you can achieve with the early yields, in an economic rather than accounting sense.
It really sounds like you just want to be playing vanilla Civ4? You can't really expect to be able to apply vanilla strats in a total conversion mod as intricate as this. Also, who cares about the rank at the end, what matters is the fun during the match!
It seems this way to me too, for whatever it's worth. Considering that my games in vanilla took about 5ish hours, and my games in RI take about 50ish hours, I think one should temper their expectations accordingly...
Probably most of us would agree that there's nothing fundamentally wrong with vanilla as a standalone game anyway, but the design philosophy is just simply different and much more small and streamlined in scope. For those who want to feel and experience the grand sweep of history more thoroughly and immersively without altogether erasing the parameters of the game's core mechanics and abstractions, there is no better option!
By the way...
And besides that, don't neglect the food! The +1 food from a merchant is far better than the +1 hammer from the scientist, since it not only raises the growth cap of a city, but can also speed up the growth throughout the entire game or let it work a less food-yielding but more hammer or commerce heavy tile.
This! Considering that the free +1

distributes across all the mouths being fed, you can effectively divide your population into this number and then subtract it from the per capita food cost for each citizen, which makes
all tiles "exchange rate" vis-a-vis

better.
I noticed that there are some land/sea unit promotions for air interception. How do these rates of like 15% interact with the air evasion system now that the rates have been changed to the hundreds?
I'm simply taking a guess and may be misunderstanding something, myself, but since the formula for interception is "Intercept - Evade" and that the values for each increase successively as aircraft upgrade, if fighters of the same generation are fighting each other, the effective percentage being worked with will be 50% by default (Biplanes, though, are an exception with 30% default interception chance among themselves for whatever reason), even though each value climbs by generation. So, among contemporary aircraft, the 15% margin modifying a default 50% is rather significant.
Among dogfights between classes of fighters, it can either make no difference (as with the WW2 era "Fighter" with 120% interception and the (sub-sonic, debut) Jet Fighter having 160% evade by default, where obviously an additional 15% does not bridge the gap* - though, with the subsonics facing their upgrades, the stats are 210% interception vs. 220% evade, meaning that the promotion makes interception possible in the first place.
*Shouldn't the unlikely but not impossible ability to intercept apply to WW2 fighters vs. subsonic jets, as well? IIRC there were a handful of downed Me-262s from P-51s in 1945, and while that isn't particularly significant in the twilight hours of WW2 in real life, it does speak to the hypothetical possibility in a way that might be better modeled in-game.
I think it shouldn't. Otherwise you'll reach a point in the later game where only spiritual civs or those in a golden age or with the Christo Redentor can ever change civics anymore. I could definitely see there being a downside to anarchy with separatistic cities, but with espionage points fixed at 0, the player has no real agency in fighting separatism short of massive unit stacks everywhere. (Since even with native culture, larger cities will have some degree of separatism due to a) size, b) trade route or older owner culture and c) religions. Usually, espionage can be used to target separatism, by dedicating a pop slot to an informant or using the commerce slider, but during anarchy even the permanent ones like taverns and jails are zero'd.
Yes, I agree here as well. I want it to feel tough and weighty, but not a guaranteed, massive setback. I once fought a massive civil war and reconquered the defecting empire, but it would be better if the punishment for this came at the expense of the concessionary events and such, or at least for the player to be equipped with
something to combat a huge spike in separatism besides an impossibly large stack in each city at the time of a civic change.
(Here is, by the way, a good use case for settled Great Spies, as their output of raw

not tied to conversion from

can really help hold down an unruly and prime city, even if this isn't practical for the point about large empires in the late game, overall.)
If all unstable cities trigger the events that prompt you to choose lenient governor and the likes, that's already a solid detriment. But in my experience, only one of these can trigger per turn and I am not sure how long the backlog lasts. After a recent 3 turn anarchy I am sure I got about 6 such events on the following turns although I had more than 10 separatistic cities during the anarchy phase.
Perhaps secession itself could be somehow made to be delayed until
after the anarchy period ends, that way you can at least leverage your

slider at that point to combat the high revolt risk, while also having to take the hits from the concessionary events (but still being able to feasibly change civics in the first place)?
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As I realize that we're closing in on release, a few cosmetic observations if they're of any value, and a quick question about an existing mechanic:
- Robert the Bruce looks a bit odd. His eyes look "off" somehow (almost flesh-colored in low-contrast with his face, and not quite looking in the same direction from what I can tell) and his cheekbones are incredibly bulbous while his temples and cheeks are quite sunken in, though at the same time his neck is rather thick in a way which suggests that he is not gaunt enough to warrant this.
- Though this is something I'd mentioned before, will we have the plastic red fishing buoys removed from the nets of pre-modern fishing boats before the official release? The look really anachronistic as it is.
- Also, the medieval era fishing boat "hut" icon to indicate that the tile is being worked is also anachronistically of a XIX century cutter, with slender hull and little freeboard and a lateen sail. It's not as glaring as the above in my opinion, but would it possible to have something more appropriate to the medieval era shown for this? Even in renaissance, this kind of vessel wouldn't look appropriate in the first half of the era, so maybe making a cutoff at Naval Engineering (when similar-looking sloops show up) be a cutoff point?
- Does the XP cap from barbarians apply to the unit's own individual combat experience against barbarians, or just the max XP threshold they happen to have before fighting one? I thought that that was how it worked, but I had a somewhat highly promoted unit which was unable to gain any XP from a barbarian which I don't believe had ever fought any (slaves, serfs or otherwise) and it made me question whether the limit is actually a ceiling set against their XP overall, or if it indeed does account for that unit's actual XP gained from fighting barbarians. It could be that this unit already had and I simply forgot about it, but would like to know.