Joij21
🔥It's Joever!🔥
We gonna get opium, chocolate, rubber, and tea this Christmas?
Also could use some coca plants too. HO!HO!HO!
Also could use some coca plants too. HO!HO!HO!


like a slideshow? Or just a picture? Both could be rather simple, hell even throwing up a mix of footage from the NASA should work.could be replaced with photographs or artwork of (e.g.) the Mercury, Gemini and Apollo missions.

Yep, even if it was that important I think it's too much effort syncing it for something that really isn't worth it anywayI don't care too much about in-game years or when particular techs happen (within reason) since I don't treat Civ as a simulation of our timeline, although I kind of liked when these first techs were a bit more expensive so I could enjoy that wild world slightly longer - but it's something I will probably just somehow adjust for myself when I find these modifiers.

Depends the player I guess.Technically he wasn't too inaccurate, just somewhat low-quality. It was basically this guy:
I swear I've seen this guy in the game before... he looks oddly familiar and I don't mean it because of the knights.
knights with different armors and weapons besides some texture changes?
would be interested in seeing a picture of the inspiration for this one please.Just checked the farm situation in the latest SVN, they look really good now, especially on grasslands - well visible and not too "watery".


Pretty far from default settings, but at least it's not a custom 100500x100500 size, so I could actually run a hands-off and test myself replicating your exact settings. I don't generally measure tech progress through Islam (as it's very dependent on particular leaders' favourites), but here's from my first hands-off test:
Pretty reasonable I'd say. By my own metrics, the tech progress at turns 1000, 1250 and 1500 was almost ideal. Of course it's n=1, as giant maps take freaking forever to autorun. Also, as I previously mentioned, I am not quite sure if AI autoplay doesn't skew the results one way or the other, but I don't really have any other way of generating a decent number of runs with different options.Spoiler big screenshot :
All in-game text uses system fonts, so there is really no way to affect text sharpness. Given you are on Linux my bet would be on system-side changes to rendering.Are there ways to change the text sharpness? Sometimes it looks a bit blurry around the edges.
No.We gonna get opium, chocolate, rubber, and tea this Christmas?
Also could use some coca plants too. HO!HO!HO!![]()
Which is why we have different speeds! To each their own.I personally liked the pace I had in my recent up to date SVN game, in fact for a second I was like "did I broke something?" and looked into what speed I had set (0.5) and was surprised.
Celtic medieval swordsman, AKA the unit that had 3 variants for 10 years, yet 2 of those were never properly referenced in XML.I swear I've seen this guy in the game before... he looks oddly familiar and I don't mean it because of the knights.
In an ideal world where I have infinite time to do that to every unit? Of course. In reality, I have lots of other sub-par units to work on still.Ever thought about mixing them? A more high quality version of the old one accompained by these heavily armoured new ones, would probably be hard to bring to life sure, but if it could be done... would you agree?knights with different armors and weapons besides some texture changes?
Looking up actual sources on how they're supposed to look.Side question, but what prompted the redesign of the spanish knights? They used to have a more unique design but now they use the same model as the hungarians with some texture work. Yes I do feel this is more fitting, historically correct and certainly more pleasant to look at, but I wonder why. I assume they got the Celtic treatment too?would be interested in seeing a picture of the inspiration for this one please.
You are harping, my friend.Not to harp, but what about a tree line for industrial farms
We've discussed that already a couple of times; I don't feel like doing those, as I feel the scale difference required with regular forests (at least 3x) would be far too jarring.I have a really big monitor at home. If I play on a laptop, I keep it much closer to default.A fully serious question, since I always reset this from the default value from each new official install back to 50: do you yourself really play on such a high FOV value? While I like the expansiveness of the screen, I feel that this angle makes granular detail "farther away" and therefore harder to see, and the game a little less easily played for that reason.
I do modify my map script to add more land tile, but probably not enough to be a big impact.Pretty far from default settings, but at least it's not a custom 100500x100500 size, so I could actually run a hands-off and test myself replicating your exact settings
I typically use Islam because there's a global announcement when someone founds the religion. Other medieval techs might be reached first, but I wouldn't know. When someone founds Isalm, I get to say "what? already!?"I don't generally measure tech progress through Islam (as it's very dependent on particular leaders' favourites), but here's from my first hands-off test
Was it a recently settled barb city?I'll play a few more games until medieval era on my settings to see if my results are consistent, and then play a few games on the normal settings to compare and see if my local setup is consistently drifted. What settings do you normally test on?Pretty reasonable I'd say. By my own metrics, the tech progress at turns 1000, 1250 and 1500 was almost ideal. Of course it's n=1, as giant maps take freaking forever to autorun. Also, as I previously mentioned, I am not quite sure if AI autoplay doesn't skew the results one way or the other, but I don't really have any other way of generating a decent number of runs with different options.
For what it's worth, I was very happy with the previous ancient era research rates, with 10ish turns for tier 1 techs and the later shift date for classical techs decreased costs. I'm not sure the +100% cost for classical era techs has an effect anymore. If you beeline for a classical tech from turn 1, would the research even complete before the tech rate changes? If not, then the tech rate changes while the tech is being researched, and the researcher effectively gets refunded the extra science invested. I'll give this a test and see what happens.Given how I relatively recently made early techs cheaper, I'd say it's pretty par the course. Definitely not something to balance other techs against, as they will all be relatively more expensive.
Nah, just the worst start on the whole map, and very early on reduced to one city, which wasn't even their capital.Your situation looks much more normal than mine, at least as far as religion founding dates... But Hungary still being in the classical era in 1442 AD caught me off guard.Was it a recently settled barb city?
See, I don't even start looking at the tech pacing until late medieval era. I find the first 1000 turns far too variable and dependent on lots of factors to draw conclusions from. From 1000 onwards, the general pace is usually much more even between different games.I'll play a few more games until medieval era on my settings to see if my results are consistent, and then play a few games on the normal settings to compare and see if my local setup is consistently drifted. What settings do you normally test on?
Ultimately, it's a matter of personal taste; I believe I laid out the general considerations for shortening the ancient era already.For what it's worth, I was very happy with the previous ancient era research rates, with 10ish turns for tier 1 techs and the later shift date for classical techs decreased costs. I'm not sure the +100% cost for classical era techs has an effect anymore. If you beeline for a classical tech from turn 1, would the research even complete before the tech rate changes? If not, then the tech rate changes while the tech is being researched, and the researcher effectively gets refunded the extra science invested. I'll give this a test and see what happens.
I believed you did too, but actually going back and looking at the last 10 or so pages, and trying to find it with the search, I haven't found much of an overarching philosophy. Not requesting a rehash, just providing an explanation as to why I might be clueless about those generalizations.Ultimately, it's a matter of personal taste; I believe I laid out the general considerations for shortening the ancient era already.
Because there are enough resources as it is. It's a game, not a simulator of everything in the world.Why is there only coffee for plantation? Why no chocolate for Aztecs?
You are harping, my friend.We've discussed that already a couple of times; I don't feel like doing those, as I feel the scale difference required with regular forests (at least 3x) would be far too jarring.

EDIT: Also, this was something mentioned a while back (I believe on the eve of 3.7's official release last year) but several of the leaders' in-game music is synced to the wrong culture still (one of Hungary's is still that of Malis/Sahelians, for instance). Correcting all of these in a short span of time may be too much of an ask, but I am also reiterating that as a cosmetic feature of previously stated importance in case it's any matter of priority for 3.8, and could spare some time to help sort that out if desired.
Why is there only coffee for plantation? Why no chocolate for Aztecs?
I believed you did too, but actually going back and looking at the last 10 or so pages, and trying to find it with the search, I haven't found much of an overarching philosophy. Not requesting a rehash, just providing an explanation as to why I might be clueless about those generalizations.
and yeah, it's personal taste. But now it also often feels like I'm playing with an advanced start but with more tedium involved, and I'm tempted to say that if the ancient era is so uninteresting to people, they probably should play with an advanced start, and leave the ancient era experience as it was for those of us that enjoyed it was it was.
!!!Choose Proton-GE as a runner in Bottles preferences.Are there ways to change the text sharpness? Sometimes it looks a bit blurry around the edges.
Thanks, fixed.1) Navigation tech costs less than its counterparts.
Already found and fixed, but not uploaded yet. Still, thanks.2) Emplaced cannon civilopedia entry is broken.
Most of them (including the example you show) are actually old and were always like that - but since they are now up for closer scrutiny, I'll fix that.3) Some of newly introduced motorized infantry variants in civilopedia have hollow wheels: USA, Korea, Finland, Germany, Hungary, Middle East, Scandinavia, Spain. USA, for example:
Thanks, more comments on strategy entries always welcome, as those need to be updated by hand for any changes.4) Strategy entries of light horsemen state incorrectly that they provide mobility aid.
5) Not a bug but due to my OCD drives me crazy: Feudal Monarchy provides one of everything (or 10%) but 2!!!
OK, I'll change this one!There were no changes specific to that. But I have a suspicion of what's going on. The old behaviour might have been a bug, but mechanically it's actually preferential.One another thing.
Let's imagine a situation: a wonder enabled a civic and a player switched to it. Then this wonder is lost. The next turn the player is automatically "moved" to a default civic.
I have a strong feeling that some time ago the behaviour was different. The civic stayed.
So I have a question: was something changed in this regard semi-recently or am I just delusional?
Just as an update, I'm working on it, but I haven't found as much time as I hoped, so it's a WIP. I'll upload the file here once I'm done - I take it I'm at very little risk of any updates of yours colliding with those particular entries until then. If you need me to hurry up, just say so however, I'm sure I can rearrange some plans and get a focused session in.Yes, thank you, that'll make my life a bit easier.

and research a 120
-cost tech in 10 turns.
. So if you have a 9
city at the start and research a 100
tech without any modifiers active, it'll take you exactly 10 turns, and each of those turns you'll generate 10
, with no indication anywhere in the UI of why that happens.Would be great to have sometime next week, preferably earlier rather than later, as I'd like to have the test installer version out by the next weekend.Just as an update, I'm working on it, but I haven't found as much time as I hoped, so it's a WIP. I'll upload the file here once I'm done - I take it I'm at very little risk of any updates of yours colliding with those particular entries until then. If you need me to hurry up, just say so however, I'm sure I can rearrange some plans and get a focused session in.
This should tell you how boring a person I am in real life - with how much of my spare time I pour into RI.By the way, when I hit that SVN update button and see this massive, massive list of entries that are updated, added, deleted... I'm so impressed how you manage to do this all by yourself. The amount of work that goes into this really isn't seen as much when you just use the installer and have it all done behind the scenes, but seeing each of the files and knowing the work that goes into not only updating the very models/graphics, but also fixing/adjusting all the file paths in the data... daunting.
Your mod is so well-designed that it could be bought by Ubisoft or another major game company.This should tell you how boring a person I am in real life - with how much of my spare time I pour into RI.
And ruined!Your mod is so well-designed that it could be bought by Ubisoft or another major game company.

While I agree with the above and am in any case also not the one curating the mod, wouldn't this technically be something you'd ascribe to Maya rather than Aztecs anyway?
OMG! This is mind blowingOk, this is one of those cases where I actually feel dumb for not knowing this, but even more angry at the person who did that originally, as there is literally zero communication on this vanilla feature from the UI. Apparently, you get a 20% bonus towards research speed for every "or" prerequisite for a tech you have. This is at least somewhat well known, and I was like "ok, we literally only have a couple of those techs with alternative prerequisites in RI, so this barely concerns us". Wrong. Apparently, if a tech has one "or" prerequisite, it still counts, as the "or" tech is used to draw the freaking arrow in the tech tree. So when you are researching almost any given tech (except for the very first ones), you are getting a 20% bonus that is not communicated in any way shape or form by the game. It's simply that you generate 10and research a 120
-cost tech in 10 turns.
After testing the fix for that (see below), I also found another gem of vanilla code - apparently, the amount of research you generate per turn also always gets an invisible +1. So if you have a 9
city at the start and research a 100
tech without any modifiers active, it'll take you exactly 10 turns, and each of those turns you'll generate 10
, with no indication anywhere in the UI of why that happens.
Amazing work, vanilla UI guys.
What was done now is that every "or" prerequisite past the first will provide the bonus. And the invisible +1 research is obviously gone (or rather gone in all the cases where any research is being generated; I don't want to accidentally cause a divide by zero anywhere).
And of course, this means more tech speed rebalancing. Yaaaaaay.
Thanks @RezerCuid for helping me pinpoint the original issue.
Would be great to have sometime next week, preferably earlier rather than later, as I'd like to have the test installer version out by the next weekend.
This should tell you how boring a person I am in real life - with how much of my spare time I pour into RI.