Nope, I will not allow any realism in my mod!
Nope, I will not allow any realism in my mod!
I don't believe there were any changes recently that might have caused that. The likeliest explanation is a quirk of a specific map script - are you using one that you didn't normally use before?I've tried a few games recently and I've been seeing forests and jungles show up on resource tiles on which they shouldn't (or historically haven't) spawned. This includes forests on silver, salt, and corn (it spread onto the latter as a forest growth event, if it matters) and jungle on copper. Particularly annoying is the copper was on the hill and there is no visual cue for the jungle. Until I settled it, sent workers to build a mine, and saw the "requires aqueduct" message, I had no idea it was there.
Are these intentional? If not, has anyone else seen this happen? It might be entirely on my end due to local changes, but I can't think of anything I've done that would engage with this (other than altering totestra's map forest and jungle spawn temps).
Nope. Using my RI_Totestra spin off, and in only adjusts the land quantity and temp-based terrain feature chance.I don't believe there were any changes recently that might have caused that. The likeliest explanation is a quirk of a specific map script - are you using one that you didn't normally use before?
I've tried a few games recently and I've been seeing forests and jungles show up on resource tiles on which they shouldn't (or historically haven't) spawned. This includes forests on silver, salt, and corn (it spread onto the latter as a forest growth event, if it matters) and jungle on copper. Particularly annoying is the copper was on the hill and there is no visual cue for the jungle. Until I settled it, sent workers to build a mine, and saw the "requires aqueduct" message, I had no idea it was there.
Are these intentional? If not, has anyone else seen this happen? It might be entirely on my end due to local changes, but I can't think of anything I've done that would engage with this (other than altering totestra's map forest and jungle spawn temps).

Weird, as I'm currently playtesting on Totestra myself, and don't see anything of the kind.Nope. Using my RI_Totestra spin off, and in only adjusts the land quantity and temp-based terrain feature chance.
Works on my side both ways (Priesthood -> Incense and back).- The hyperlink in Pedia from Priesthood to incense is broken and leads to a blank page.
Thanks, I'll check.- For some reason, in this game, I was receiving a tech transfer bonus without an active trade route with or even geographic knowledge of any cities of the civ from whom I was getting it via open borders. It's possible that I was misunderstanding something, but I wanted to mention it in case this was a legitimate bug. I've attached the relevant save. The tech in question is Iron Working, and I was receiving this from (if I remember correctly) the Arabians, who had met me via a galley, but whose land was still unknown to me, and none of my cities had trade routes with his, nor did any other civ I had open borders with know this tech.
In its current shape, it's definitely not modelled after the Flavian Amphitheatre, but rather on more modest arenas that were a staple of even small Roman towns. The specific design, I'd say, comes from a very well-preserved arena in Nîmes, which is used to this day. I agree that the distinctive round shape is the Roman "trademark", but conceptually, gathering spaces for public entertainment were definitely a thing. I am not treating arenas as specifically gladiatorial - and nor did even Romans themselves, actually - while gladiator fights were the most popular spectator sports, just as in the modern age, arenas were multi-purpose entertainment facilities, used for all kinds of purposes.- This is something that I halfway suspect having already mentioned, but in my opinion, the arena would be better represented by a more humble structure, or might even be due for a conceptual redesign altogether. To me, it feels visually out of place as a building ideally constructed in every major city in essentially being a visual clone of the Flavian Amphitheater in Rome (which already is its own wonder, after all) and too grandiose and magnificent for what these historically often were outside of "wonder" scale buildings in major imperial capitals. Also, I find it a bit jarring to see a giant "bowl" in every major city which is by far the most conspicuous building among all of the others, until all the way to Show Business in effectively the XX Century, when such arenas were seldom if at all used to a meaningful degree past the classical era in real history. While the Romans had other similar-looking arenas, perhaps it could be tuned down a bit visually, and maybe the current default should be a distinctive building for them, and the default for other civs appear less overtly Greco-Roman. The flavor variant for the East Asian civs looks nice, but is that also not a "fantasy" building in the first place, since as far as I know, commercialized combat as a spectator sport for mass public entertainment wasn't something that was even done in the same sense outside of Rome? As such, it feels a bit shoehorned to me, but I don't know what would serve as a good catch-all "entertainment building" in its absence.
Good point. And I'll probably do that - but to counter, from looking at the default ancient spy model, it was always my understanding that they were supposed to be the same female spy from modern age, just crossdressing and wearing a fake beard and moustache - because, you know, ancient times and women's rights. Take a look at the animations - the idle pose is exactly the same as the modern spy (and not very... masculine). So the Asian version is just keeping the good ancient trend alive, and is actually a guy crossdressing as a female. But yes, let's teach him the pretend female voice - after all, his female colleagues can muster a convincingly male one!- East Asian spies have regular male voices in sharing the default speech of regular units, although they are depicted as women. The existing vanilla sound asset for modern spies (who are also women, in game) would probably be a better substitute. If I recall correctly, it is simply a female "Mmm?"
I see your point, but same as with mountains/hills, I am not sure I'd be able to.- City Ruins lack a "Terrain Feature" page in Pedia. I may have also mentioned this one before, but as they provide a 25% combat bonus and are an overlay which gets removed with other improvements' construction, it might be worthwhile to have this information accessible there, if easily done.
I kind of feel bad for writing that, but only kind of - if this situation occurs, this is entirely player's fault as there's nothing unavoidable about it. You set the building queue, you set the research. And yes, I sometimes get hit by this one too, but my own reaction is usually "oh, yeah, silly me". So this is definitely not a big priority to "fix" for me.- If one is constructing a building obsoleted by another building while also researching the technology unlocking the latter, all existing progress in the former is lost, which can be quite frustrating. In this case, I was constructing a public well in a particularly hammer-poor city which was also beset by a lot of epidemic chance which I was trying to mitigate, and without realizing it, unlocked aqueducts with Water Pump and unwittingly lost all of my invested production in the well, which was nearing completion and at this point had taken upwards of 30 turns. Would it be possible to implement the "fail gold" mechanic for wonders to buildings that are obsoleted by the availability of their upgrades, so that all previous investment of the construction isn't outright wasted? Failing that, perhaps both buildings should remain available, and the former only become obsoleted once the upgrade is already constructed, so as to prevent this situation?
I even put that into the revision description. VERY save-incompatible. Several new arrays per player should mess up the checksum something fierce.5558/5559 broke my save game
Weird. They're fine on my side; can any other SVN user check theirs? I suspect the issue is on your side, somehow:Shock Troop (Armenia) seems to be missing textures (and look fabulous in hot pink, "I say if you're going into combat -- clash!").
The hyperlink in Pedia from Priesthood to incense is broken and leads to a blank page.
Works on my side both ways (Priesthood -> Incense and back).
Oooh, now I can reproduce it! Indeed, right-clicking causes the blank page in question. I'll see what I can do.For what it's worth, it seems to occur mainly when right-clicking from the Tech tree to access the Civilopedia, while I haven't seen this happen yet when navigating within the Civilopedia itself.
I even put that into the revision description. VERY save-incompatible. Several new arrays per player should mess up the checksum something fierce.
Weird. They're fine on my side; can any other SVN user check theirs? I suspect the issue is on your side, somehow:
Hi, looking for a bit of advice on fighting a nuclear power? In my game, the AI ignored the superpower from the start and, after millennia of in-fighting, nobody weaker than me remains but the superpower was unchallenged and now they have Tactical Nukes, Improvised MBTs (42), Mechanized Infantry (28). I have Shock Troops (20) and Conscripts (16). I'm quite close to Anti-Tank Infantry. But 500+ turns away from Tactical Nukes.
Once I get AT, I might have a shot at relieving them of their Uranium through brute force. But as it is now, even when I take a city from them, they nuke the city or nuke my armies in their territory, and it liquefies all my guys. I have spies in their cities, but there isn't any way I can sabotage/detonate their tactical nuke units or anything, right? Additionally, when this guy is dropping nukes on my armies in his own territory, is there a penalty to his approval or something that I can take advantage of? I'm imagining his own citizens might be a little upset seeing their towns and farms blown up or becoming neighbours to some nuclear fallout at the hands if their own state? I'm curious if that comes up through war weariness or something somehow and I can invite attrition that way.
Just curious if anybody has thoughts. I'm thankful for any advice and thanks also for the mod :]
Yes, will be fixed in 3.81, out soon.After the latest update, I’ve noticed that technological discoveries are being reached much earlier than before. As a result, at the beginning of the 1900s I’m already researching the Apollo Program. I’m playing in single-player mode against 15 opponents on the RI_PLANET_GENERATOR map.
Yes, will be fixed in 3.81, out soon.
On that topic, today's SVN is the tentative 3.81 unless anything major is discovered during the next couple of days.