Realism Invictus

Is there a way to add usa to just large world map? Its smaller so. I would do it my self, dont want to bother you. Just dont know how :D
 
To Walter and the entire RI team:

First of all, my deepest thanks for your excellent work, your insanely brilliant mod, and your consistently patient and generous interaction with us punters.

RI transforms Civ4 from a pretty good game to a Force of Extraordinary Magnitude – immersive and richly detailed, offering amazing depth and variety. I know you guys labor long and hard to get the filigree touches and baroque details just right, and as an enormously happy recipient of that effort, I say, again: Kudos and Huzzah!

And the Crusades scenario – C’est magnifique! The map a la Velletri or Walsperger is SUCH a fantastic idea – something I’ve been trying to do in a board game design for some time now.

A Diadochi scenario? That would be too much fun - I might perish from sheer happiness.

Hopefully you won’t hold out on publishing that until you have version 3.2 ready to go. :)

My only comment/suggestion on the future of the game is one you’ve probably heard before but I don’t recall seeing discussed on this board.

I’d like to talk to you for a moment about ... Walls.

Walls are, I think, the most unloved buildings in the game, and most human players completely forgo building them in the vast majority of their cities with little or no ill effects. And this is tragic because it is a complete inversion of ALL of human history. One might say the City could never have existed without Walls. More than merely forms of defense, they defined the political and economic boundaries of the territory, and the gates therein were used for tolls and taxes even before currency existed.

As great as RI is, so long as Civs can neglect this fundamental aspect of communal infrastructure, I can’t help but feel that something is missing.

Some mods I’ve seen have given Walls a +2 Culture or some other useful feature that make them a sensible early build, especially right after conquering a city.

Something I’ve thought (I’m not a modder so I have no idea how hard this might be) is if building Walls could ensure that the owner of the city had guaranteed political control of the 8 adjacent spaces regardless of Cultures in those spaces. Admittedly, the alien cultures would and should have negative impact on happiness, but this one feature alone would make building city walls as soon as possible much more logical and imperative.

If this feature could be added, then it might also make the Fortification upgrade more useful as well – since Forts prevent any other development in their space, I never build them except to create Canals. As the game stands, Forts have no impact on political boundaries, which belies their actual raison d'etre IRL.

As I’ve read here many times, I’m aware that you already have future goals in mind for the mod (Viva la Revolution!), but I hope that my thoughts here will be of use to you as you do.

Thanks again and have an outrageously good 2012!
 
And the Crusades scenario – C’est magnifique! The map a la Velletri or Walsperger is SUCH a fantastic idea – something I’ve been trying to do in a board game design for some time now.

It's based on Hereford Mappa Mundi, to be precise. The map itself is not ours, BTW, it was created here on CFC by Antaine (used with his permission, of course).

A Diadochi scenario? That would be too much fun - I might perish from sheer happiness.

Hopefully you won’t hold out on publishing that until you have version 3.2 ready to go. :)

We'll think about it. The next version might come earlier than next Christmas... :)

My only comment/suggestion on the future of the game is one you’ve probably heard before but I don’t recall seeing discussed on this board.

I’d like to talk to you for a moment about ... Walls.

Walls are, I think, the most unloved buildings in the game, and most human players completely forgo building them in the vast majority of their cities with little or no ill effects. And this is tragic because it is a complete inversion of ALL of human history. One might say the City could never have existed without Walls. More than merely forms of defense, they defined the political and economic boundaries of the territory, and the gates therein were used for tolls and taxes even before currency existed.

As great as RI is, so long as Civs can neglect this fundamental aspect of communal infrastructure, I can’t help but feel that something is missing.

Some mods I’ve seen have given Walls a +2 Culture or some other useful feature that make them a sensible early build, especially right after conquering a city.

Something I’ve thought (I’m not a modder so I have no idea how hard this might be) is if building Walls could ensure that the owner of the city had guaranteed political control of the 8 adjacent spaces regardless of Cultures in those spaces. Admittedly, the alien cultures would and should have negative impact on happiness, but this one feature alone would make building city walls as soon as possible much more logical and imperative.

If this feature could be added, then it might also make the Fortification upgrade more useful as well – since Forts prevent any other development in their space, I never build them except to create Canals. As the game stands, Forts have no impact on political boundaries, which belies their actual raison d'etre IRL.

As I’ve read here many times, I’m aware that you already have future goals in mind for the mod (Viva la Revolution!), but I hope that my thoughts here will be of use to you as you do.

Hm, food for thought indeed. One thing to keep in mind when giving walls additional abilities is that they go obsolete eventually, and if those are good, we don't want players to lose them.
 
To Walter and the entire RI team:

First of all, my deepest thanks for your excellent work, your insanely brilliant mod, and your consistently patient and generous interaction with us punters.

RI transforms Civ4 from a pretty good game to a Force of Extraordinary Magnitude – immersive and richly detailed, offering amazing depth and variety. I know you guys labor long and hard to get the filigree touches and baroque details just right, and as an enormously happy recipient of that effort, I say, again: Kudos and Huzzah!

And the Crusades scenario – C’est magnifique! The map a la Velletri or Walsperger is SUCH a fantastic idea – something I’ve been trying to do in a board game design for some time now.

A Diadochi scenario? That would be too much fun - I might perish from sheer happiness.

Hopefully you won’t hold out on publishing that until you have version 3.2 ready to go. :)

My only comment/suggestion on the future of the game is one you’ve probably heard before but I don’t recall seeing discussed on this board.

Thanks. It took us time to try to have a nicely balanced mod, without massive bugs. We are also proud of this "The Crusades" scenario. We didn't want to use a classical map but a "vision" of the world as it was thought by the Ancients.

The Diadochi scenario is one among others on our possible list. I like this era of our world history. Nevertheless, like many other scenarii, it won't be possible to create it soon without some new component. So, don't be hurry. :cry:

I’d like to talk to you for a moment about ... Walls.

Walls are, I think, the most unloved buildings in the game, and most human players completely forgo building them in the vast majority of their cities with little or no ill effects. And this is tragic because it is a complete inversion of ALL of human history. One might say the City could never have existed without Walls. More than merely forms of defense, they defined the political and economic boundaries of the territory, and the gates therein were used for tolls and taxes even before currency existed.

As great as RI is, so long as Civs can neglect this fundamental aspect of communal infrastructure, I can’t help but feel that something is missing.

Some mods I’ve seen have given Walls a +2 Culture or some other useful feature that make them a sensible early build, especially right after conquering a city.

Something I’ve thought (I’m not a modder so I have no idea how hard this might be) is if building Walls could ensure that the owner of the city had guaranteed political control of the 8 adjacent spaces regardless of Cultures in those spaces. Admittedly, the alien cultures would and should have negative impact on happiness, but this one feature alone would make building city walls as soon as possible much more logical and imperative.

If this feature could be added, then it might also make the Fortification upgrade more useful as well – since Forts prevent any other development in their space, I never build them except to create Canals. As the game stands, Forts have no impact on political boundaries, which belies their actual raison d'etre IRL.

As I’ve read here many times, I’m aware that you already have future goals in mind for the mod (Viva la Revolution!), but I hope that my thoughts here will be of use to you as you do.

Thanks again and have an outrageously good 2012!

Good analysis. I agree with you about the Walls. This building is one of the most important in an ancient city (with the Temple, the Palace and a meeting place - Agora, forum, ...).
During the Renaissance era, Fortifications were also very important in term of military power and prestige.

We know we have to do something there but we still hesitate. We have various solutions. Let's wait a bit. We will find a good wolution in the end. :)
 
Well instead of a culture bonus for the walls you could simply reduce the defence bonus a city gets because of its size&culture.

And as schimatic religions go, you could make it that if a civ doesn't control the Holy city of its state religion it can go schimatic, albeit with a massive diplo penalty with the proper civ.
 
It's based on Hereford Mappa Mundi, to be precise. The map itself is not ours, BTW, it was created here on CFC by Antaine (used with his permission, of course).

Ah - that's nice. I really love that map - can I select it for use in a random campaign using RI?

One thing to keep in mind when giving walls additional abilities is that they go obsolete eventually, and if those are good, we don't want players to lose them.

Interesting. Perhaps a later building could have the same function - I would really like something to secure those 8 spaces. It's very annoying to conquer a city and find that half of the adjacent spaces suddenly belong to some other Civ you weren't even at war with!

Thanks for the reply!
 
My error, I was looking at Landmass type not Maps on the drop down menus. There are many Maps to choose from. That's what you get when you play tired and you're just a month or so away from being 60. :p

Everything is in the right place. I've been a tester for Rise of Mankind by Zappara, A New Dawn by Afforess and C2C by StrategyOnly for the last 4+ years.

Because of those mentioned Mods I've become very accustomed to having Jungle tiles be more productive. As they all have employed a form of Vincentz Jungle Camp Modmod over the years. Going back to the vanilla Civ IV usage for jungle tiles is like a step backwards for me. But as I stated it is your Mod and you've made it to fit your ideas. It is I who must adapt or not play.

I was trying to give some feedback as Cruel had asked for my impression of the mod. He didn't ask me to only give good impressions, but what stood out for me.

If I've offended you in anyway that was not my intent. Unfortunately my statements have generated unwelcome backlash. So I will retire from your thread to not further anger the over emotional that do post here.

You have fine Mod. Good Luck to you and may it flourish.

JosEPh :)

Ohh JosEPH, please don't do this. :(

I have followed your comments, always very interesting and I think making constructive criticism.

Sometimes we seem a little irreducible but not how it works. We just like to have strong arguments for our efforts going in the right direction.

I really hope you keep doing part of RI community, and we have the plesure of can view a number of arguments (positive or not) for this mod keep moving forward. ;)
 
I’d like to talk to you for a moment about ... Walls.

Walls are, I think, the most unloved buildings in the game, and most human players completely forgo building them in the vast majority of their cities with little or no ill effects. And this is tragic because it is a complete inversion of ALL of human history. One might say the City could never have existed without Walls. More than merely forms of defense, they defined the political and economic boundaries of the territory, and the gates therein were used for tolls and taxes even before currency existed.

As great as RI is, so long as Civs can neglect this fundamental aspect of communal infrastructure, I can’t help but feel that something is missing.

Some mods I’ve seen have given Walls a +2 Culture or some other useful feature that make them a sensible early build, especially right after conquering a city.

Something I’ve thought (I’m not a modder so I have no idea how hard this might be) is if building Walls could ensure that the owner of the city had guaranteed political control of the 8 adjacent spaces regardless of Cultures in those spaces. Admittedly, the alien cultures would and should have negative impact on happiness, but this one feature alone would make building city walls as soon as possible much more logical and imperative.

If this feature could be added, then it might also make the Fortification upgrade more useful as well – since Forts prevent any other development in their space, I never build them except to create Canals. As the game stands, Forts have no impact on political boundaries, which belies their actual raison d'etre IRL.

As I’ve read here many times, I’m aware that you already have future goals in mind for the mod (Viva la Revolution!), but I hope that my thoughts here will be of use to you as you do.

Thanks again and have an outrageously good 2012!

Hm... On this topic, I think it would be a good idea to maybe change city garrison promotions to be orientated towards walls. Perhaps changing the promotion to give the bonuses only towards walled cities, or maybe changing it to give just a fraction of the bonus to cities without walls. Urban combat, on the other hand, should remain as is, considering its nature.

I do really agree with coinflip here. It wouldn't be a stretch to say that every great ancient city was a walled city (but I'm wondering if I'm accurate saying that). Maybe a bonus from trade routes would be realistic, or a walls requirement to build many other buildings.

Just my two cents. ;)
 
Urban combat, on the other hand, should remain as is, considering its nature.

Hm, I thought about this. I consider the ability to gain troops with both 3* city raider + 2* urban combat somewhat of an exploit for the human player. See, the problem is that the AI rarely saves/dedicates special units for special tasks. It has often large armies (now both foot soldiers, cavalry and siege units) but seldom does specify their use. The human player instead can build up a special city conquering force which in the end no city garrison can resist. At least thats what I do, because its such a formidable strategy. Wars are not won in battles outside of cities but in city taking. I would opt that at least city raider and urban combat promotions become mutually exclusive. As a combo they're just too good.
 
An issue:

Looking the diplomatic status with the Zulu it says "Our mutual military struggle brings us close together", but we aren't at war with anyone. Also, if I demand them any amount as tribute, they refuse ever lot of times but never appear the message indication "you made us an arrogant demand" as in the other civs appear. This only occur with the Zulu.

Screenshot below

:thanx:
 

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Dear Modmakers,

I took a look if this was adressed in the Manual or in your own development forum but since it wasnt here I go: In which ways does the new option AI plays to win influence gameplay? Do you have any experiences about this? How did you implement this? Whats the difference to the AI was working before? Did you add certain AI strategies etc.?
 
An issue:

Looking the diplomatic status with the Zulu it says "Our mutual military struggle brings us close together", but we aren't at war with anyone.


As long as you were allies in a war once the bonus remains. If you are allies in a second war the bonus becomes +4 etc...
Its the way the diplomacy in Civ 4 works. The bonus/penalties are calculated since the start of the game.
 
Dear Modmakers,

I took a look if this was adressed in the Manual or in your own development forum but since it wasnt here I go: In which ways does the new option AI plays to win influence gameplay? Do you have any experiences about this? How did you implement this? Whats the difference to the AI was working before? Did you add certain AI strategies etc.?

That isn't even our own feature. It is a feature of BetterAI that we just enabled in this version. What it does is it makes AI aware of different ways to win. Any given AI player will then choose a desired victory and will pursue it - stuff you need for a military or a cultural victory is very different. Also, AI will be more aware of others close to winning, and will actively work to bring them down. This feature influences only AI behaviour.
 
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