Realism Invictus

I come across barbaric cities quite often most of the time on the least explored corners of the map. Polar regions are a pretty good spot to find them, but also islands which are unavailable to civs.
So I got the idea that given enough time those cities could convert to civs. You got several minor civs in the mod, which are no use in games except on the Earth scenario.

I dont know if this is possible but I thought I´ll throw it out there and see what comes of it.

On a different note. Can ranged siege units get XP other than the amount they get via the city they´re build in?

It is possible. Rise of Mankind is doing exactly that. Barbarians grow into minors and minors grow to full civs after a while.
I dunno how it is done, though, as I didn't take a look at the mod's mechanics and really don't know where I would have to start.
But now that I pointed out that it works, maybe you can find out the how.
 
It is possible. Rise of Mankind is doing exactly that. Barbarians grow into minors and minors grow to full civs after a while.
I dunno how it is done, though, as I didn't take a look at the mod's mechanics and really don't know where I would have to start.
But now that I pointed out that it works, maybe you can find out the how.

They use the Revolutions mod. This will as the RI team said be implemented in the next version of RI.
 
Hi all,

Sorry if I missed this on an earlier thread, but is there a way to turn off the option of choosing which religion is founded when you research a technology that discovers a religion? I played up to 3200 BC and the first religion founded was Christianity. I'd rather have the religions discovered in the correct order since being able to discover the best spreading religion first makes the very slow spreading religions a huge disadvantage.

Stephen
 
Hi all,

Sorry if I missed this on an earlier thread, but is there a way to turn off the option of choosing which religion is founded when you research a technology that discovers a religion? I played up to 3200 BC and the first religion founded was Christianity. I'd rather have the religions discovered in the correct order since being able to discover the best spreading religion first makes the very slow spreading religions a huge disadvantage.

Stephen

If you find it first - no. If you found Christianity first - it is because the other earlier religions had already been found. If you do not want a religion you have found first - just ignore it.
 
Hi all,

Sorry if I missed this on an earlier thread, but is there a way to turn off the option of choosing which religion is founded when you research a technology that discovers a religion? I played up to 3200 BC and the first religion founded was Christianity. I'd rather have the religions discovered in the correct order since being able to discover the best spreading religion first makes the very slow spreading religions a huge disadvantage.

Stephen

Actually it is supposed to be always off, with no way to turn it on. How did you manage to have it on in your game?
 
Just curious but what do you fine folks have cooking for 3.2?

May I humbly make a suggestion?

Currently there are only two(three if you count the US) playable civilizations in the Americas. If I were looking for representation of Native American civilizations, I'd suggest the following additions for playable civs:

-Iroquois: A good civ to help fill in North America. If you develop them into a playable civ that could help you in the long run with possible scenarios, such as an American Revolution or French and Indian War scenario.

-Cahokians/Mississippians: These guys were heavily influenced by Mesoamerican culture, but had their own unique culture as well. They lasted afew hundred years. Alternately you could have the Cherokee, as they descended from the Mississippian culture.

-Lakota: If your adding in native american civilizations I think the Lakota, representing one of the most well known planes tribes, is a great choice.

-Mayans: I know they are present as a minor civ already with some flavor units, but I think making them playable would be a good idea personally.

-Maphuche: The last native people/nation to be conquered, the Maphuche would help give the Incans competition on the world map.

As far as old world civs go, you already have a good lineup, you could add in an additional asian civ, but other than that I see things as pretty good right now.
 
For 3.2 our main goal is to implement new functionality, not new content. I'm not sure we'll get any more playable civ in that version.

Its cool, you guys have a plan in mind for your mod, I'm not suggesting you change that. I just thought I'd add food for thought for the future is all.

How does your team feel about the representation of new world civs in the mod?
 
Well, I can't say that I feel strongly either way. For me, the most "problematic" region for accurate representation currently is Southeastern Asia. I'd add at least a couple more playable civs to that region. As far as native Americans are concerned, Mayans have the best chance to ever make it to playable status. Mound builders would be cool, but I'm afraid we'll never have enough material to make an interesting civ out of them.
 
I want to share some of my explorations in attempt to reduce number of units in the game by changing some key code.

A couple things that may help here are adding more static (0 move) garrison units, and adding more building prereqs.

The AI quickly starts building offensive units in new cities, but we can slow them down by forcing them to build 1 or 2 buildings first. The Germans in WW2 didn't recruit very many soldiers from conquered territories like France and (parts of) the USSR. Sure there was that Cossack regiment used on the eastern front, and some 2nd line battalions used garrison France, but not a whole lot of offensive potential. The Romans raised few (non civil war temporary) legions from outside of Romanized cities (cities which had achieved citizen status). The reason was these troops were not particularly loyal to Rome, and after enough revolts where the "Roman" auxiliary troops joined the local in rebellion, a policy of stationing these units far away from where they were raised was implemented. Unit loyalty is a neat mod feature going along with rebellions, but is complex. For now it's much simpler to just add some prereqs like having a barracks AND some culture type building (or a lumber mill, since the AI rarely builds those now). Something along those lines. Make those buildings non-conquerable, and there you have it, at least some delay before combat units can be built!

Another thing that may work is to make the static garrisons very powerful, but give them a large city defense malus. In civIII the AI would compare the summation of attack vs defense factors to it's target. In civIV there is no more separate attack/defense, so we have to use the bonuses to get the effect. We can have a 6 combat strength archer with 0 moves and -50% city defense (+ the normal archer bonuses so the actual defense is the same). They would have to be national units so the AI doesn't build hordes of them, but then is unable to attack!
 
Hi all,

Sorry if I missed this on an earlier thread, but is there a way to turn off the option of choosing which religion is founded when you research a technology that discovers a religion? I played up to 3200 BC and the first religion founded was Christianity. I'd rather have the religions discovered in the correct order since being able to discover the best spreading religion first makes the very slow spreading religions a huge disadvantage.

Stephen

Actually it is supposed to be always off, with no way to turn it on. How did you manage to have it on in your game?

I have no idea. I was playing the mod, custom game and around 3200 BC Christianity was founded in a far away land. No other religions had been founded yet. I found this quite disturbing since it spreads so quickly that it could be founded so soon. If anyone can help me troubleshoot this so that I can start a new game where this doesn't happen it'd be appreciated. I really like the mod, but this would make it much less enjoyable for me.
 
A couple things that may help here are adding more static (0 move) garrison units, and adding more building prereqs.

The AI quickly starts building offensive units in new cities, but we can slow them down by forcing them to build 1 or 2 buildings first. The Germans in WW2 didn't recruit very many soldiers from conquered territories like France and (parts of) the USSR. Sure there was that Cossack regiment used on the eastern front, and some 2nd line battalions used garrison France, but not a whole lot of offensive potential. The Romans raised few (non civil war temporary) legions from outside of Romanized cities (cities which had achieved citizen status). The reason was these troops were not particularly loyal to Rome, and after enough revolts where the "Roman" auxiliary troops joined the local in rebellion, a policy of stationing these units far away from where they were raised was implemented. Unit loyalty is a neat mod feature going along with rebellions, but is complex. For now it's much simpler to just add some prereqs like having a barracks AND some culture type building (or a lumber mill, since the AI rarely builds those now). Something along those lines. Make those buildings non-conquerable, and there you have it, at least some delay before combat units can be built!

Another thing that may work is to make the static garrisons very powerful, but give them a large city defense malus. In civIII the AI would compare the summation of attack vs defense factors to it's target. In civIV there is no more separate attack/defense, so we have to use the bonuses to get the effect. We can have a 6 combat strength archer with 0 moves and -50% city defense (+ the normal archer bonuses so the actual defense is the same). They would have to be national units so the AI doesn't build hordes of them, but then is unable to attack!

Hm, some interesting ideas there. We will consider them. Actually, in Civ4 you can almost directly influence AI preference for a unit, via the relevant XML field.

I have no idea. I was playing the mod, custom game and around 3200 BC Christianity was founded in a far away land. No other religions had been founded yet. I found this quite disturbing since it spreads so quickly that it could be founded so soon. If anyone can help me troubleshoot this so that I can start a new game where this doesn't happen it'd be appreciated. I really like the mod, but this would make it much less enjoyable for me.

OK, we will see how that could happen.
 
I have no idea. I was playing the mod, custom game and around 3200 BC Christianity was founded in a far away land. No other religions had been founded yet. I found this quite disturbing since it spreads so quickly that it could be founded so soon. If anyone can help me troubleshoot this so that I can start a new game where this doesn't happen it'd be appreciated. I really like the mod, but this would make it much less enjoyable for me.

Oh yes that's strange. The "Pick Any Religion" setting defaults to off and isn't visible as an option; it's meant to prevent people from switching it on. It sounds like it got switched on somehow and now it is stuck that way.

I have an idea though. Make sure you've exited out of the game, and then find the "Realism Invictus.ini" file in the "Beyond the Sword\Mods\Realism Invictus" directory. Open it up in notepad or somesuch.

Find the ForceGameOptions setting:
Code:
; Read Game options from XML, not .ini
ForceGameOptions = 0

Switch it on:
Code:
; Read Game options from XML, not .ini
ForceGameOptions = 1

Now try starting up a new Realism Invictus game and then check your game settings to see if the "Pick Any Religion" setting is still on.

-Josh
 
Can someone tell me how the difficulty settings work for multiplayer game? We played one game where I had monarch difficulty while my friend had noble, was balanced and we pretty much won it. Then we tried a game with me having emperor and him having monarch and the AI just toasted us. We had researched writing while they had almost every tech from the first era and a few from classical times.

Does the difficulty level only hinder the player or does it give the AI some bonuses?
 
Oh yes that's strange. The "Pick Any Religion" setting defaults to off and isn't visible as an option; it's meant to prevent people from switching it on. It sounds like it got switched on somehow and now it is stuck that way.

I have an idea though. Make sure you've exited out of the game, and then find the "Realism Invictus.ini" file in the "Beyond the Sword\Mods\Realism Invictus" directory. Open it up in notepad or somesuch.

Find the ForceGameOptions setting:
Code:
; Read Game options from XML, not .ini
ForceGameOptions = 0

Switch it on:
Code:
; Read Game options from XML, not .ini
ForceGameOptions = 1

Now try starting up a new Realism Invictus game and then check your game settings to see if the "Pick Any Religion" setting is still on.

-Josh

Thanks this is very helpful. Since the option is not visible in game, where I can check to see if it is actually on or not. I'd like to see if it's actually on in the game where Christianity was founded first or if some other anomaly occurred....
 
Can someone tell me how the difficulty settings work for multiplayer game? We played one game where I had monarch difficulty while my friend had noble, was balanced and we pretty much won it. Then we tried a game with me having emperor and him having monarch and the AI just toasted us. We had researched writing while they had almost every tech from the first era and a few from classical times.

Does the difficulty level only hinder the player or does it give the AI some bonuses?

From Noble onwards, AI gets quite significant bonuses, both in vanilla, and in our mod. Monarch is a very significant step in overall difficulty from Noble.

Thanks this is very helpful. Since the option is not visible in game, where I can check to see if it is actually on or not. I'd like to see if it's actually on in the game where Christianity was founded first or if some other anomaly occurred....

If it were not on, it would just not be possible for Christianity to be founded first, at least since Judaism is on its direct research path, and it would be founded before Christianity.

One more thing to look at: I already learned that a game behaving weirdly can be a symptom of something in CustomAssets conflicting with RI. Try to clear your CustomAssets if there is something there.
 
I have a question about religion in the game: recently my Temple of Solomon became disabled.
Im in around 1750, no specific event has occured, suddenly i noticed a huge negative change in my gold per turn (-200gp).

The Religion Advisor screen shows Judaism have no Holy City, though i had one turn ealier in Nottingham. :confused:
 
If it were not on, it would just not be possible for Christianity to be founded first, at least since Judaism is on its direct research path, and it would be founded before Christianity.

One more thing to look at: I already learned that a game behaving weirdly can be a symptom of something in CustomAssets conflicting with RI. Try to clear your CustomAssets if there is something there.

Good thought. Nothing in my CustomAssets though other than empty folders. I'll try a reinstall of Realism Invictus just to be safe as well.
 
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