Realism Invictus

Indeed the situation with early/late religions is intentional. Late religions are almost guaranteed to dominate - but their main drawback is exactly this, they come later. So you have to choose between having a religion early on (when it's most needed, since your happiness-increasing options are so few) or a more powerful one later. If Christianity did not end up the most widespread religion, it would be very weak, since it comes so late.
 
Indeed the situation with early/late religions is intentional. Late religions are almost guaranteed to dominate - but their main drawback is exactly this, they come later. So you have to choose between having a religion early on (when it's most needed, since your happiness-increasing options are so few) or a more powerful one later. If Christianity did not end up the most widespread religion, it would be very weak, since it comes so late.

In all the games I've played with the latest SVN versions Buddhism and Hinduism were the dominant religions. The AI aggressively expands its religion now and Hindusim being the earliest religion became the dominant.
 
You know something I was thinking that could be interesting in a civ game would be unique techs. So every civilization would have a unique tech or two giving them special advantages. and example for the united states could be The second great awaking, which would require theology for christianity and the great schism for orthodoxy, (and perhaps a later addition would be protestantism from the printing press?) any ways the second great awaking would give the US its own religion and its own religious city, The religion would be Nontrianitariansm.

just an idea to throw out there, I still think that unique techs for civs would be interesting.
 
Before going through the hassle of updating the svn, I will just go ahead and ask here: are the Earth maps back yet?

I never was good with subtlety... :rolleyes:
 
Hello RI team, first like always, Thank you for your awesome work in this mod, for me this is the best strategy game ever, and also thanks for being open to suggestions and your support. Second i want to tell you somethings that i noticed (revision 4302).


First and most important thing, the civilopedia has a huge error. The building that gives any kind of free citizen or specialist, those free citizen or specialist aren't mentioned in the pedia, affecting strategic planning. I have been very busy in this months and i couldnt play the svns but i always updated it and read the pedia searching major changes. That's why in my last message i said that planned economy wasn't worth it because i thought that you had eliminated free citizen in many late buildings. But the thing was that they aren't mentioned in the pedia.

The second thing is that i always said that "Ministry of Tourism" should be available earlier, but i never said any reason why, or any argument. Sorry for bringing this up again, and i won't do it again, but i want to explain why it should be available earlier.

First i will quote the definition of town square.

A town square is an open public space commonly found in the heart of a traditional town used for community gatherings. Other names for town square are civic center, city square, urban square, market square, public square, piazza, plaza, and town green.

Most town squares are hardscapes suitable for open markets, music concerts, political rallies, and other events that require firm ground

Wikipedia

As you can see, a city square is basically a open public space in the heart of a town. And that's why i think it doesn't need a advance tech for it's ministery. For a real life example, I live in a Latin American Town that was founded by spanish settlers. The Spanish, when they started the colonization (where i live is some of the first settlements) They brang with them a *"perfect city model"* and with it, they planned how to make the new cities from scratch. And what does the city square has to do with this? well they didn't exactly build the first city squares, they just left that public space in the city planning. So, it was like it was already builded.

If we think like that, It's better to call the ministery that do the city squares "Ministery of city Planning". Also other reason is like the square is one of the most basic and early available buildings in the game, The ministery also should be available early. If we thing that "the perfect city" model of the spanish is correct, The ministery of city planning should be available as early as Early Renaissaince. For me, maybe it's too early, but it is realistic. Maybe for game balance purposes, it could be available later, but no so late. Maybe Late Renaissaince or early Ind. era. And the last reason i can think is that having it with Globalization tech is almost useless as the winner of the game is probably decided when it is available.


Thanks for your support RI team, Keep the awesome work :D:D:goodjob::goodjob:

*PS: I said perfect city model, but it is ideal city model, more info in this link: http://en.wikipedia.org/wiki/Ideal_city
 
It's okay, I just DLd the mod again, so I'll probably have it in a couple of minutes

No need to download the mod, unless you want to play it.
I've got the unit file and the XML entries in hands.

Just PM me. Give me an e-mail to contact you and I will send what you need: file and XML.
 
Okay, I am having two problems...

Problem 1) I just updated the .svn again (I believe to revision 4304, idk) and I deleted the maps so I would know that it was the newest version. I still can't play the earth maps (except the Crusades map) with the mod, did I miss something? An important step?

Problem 2) Every time I update the .svn, I have to change all my settings (on the core game) back to normal and then when I load the mod I have to change the settings again and all the settings for the mod back to the way I had them as well. What is causing this?

If you could answer, I would be very appreciative. :)
 
Problem 2) Every time I update the .svn, I have to change all my settings (on the core game) back to normal and then when I load the mod I have to change the settings again and all the settings for the mod back to the way I had them as well. What is causing this?
Same here :) though i have maps old and new too
 
To all players using the SVN version.

I'm at that time cleaning-up all the unit folders and files. If you update your SVN, you won't be able to use your saved games. Take care of this !

Can you tell how much more cleanup there is coming?

I'd love to start a new game but would like savegame compatibility with later svn releases.

(or is the cleanup the last phase before the 3.2 release anyway and i might as well wait another X days? :mischief:)
 
Thank (and curse!) you for this incredibly enjoyable mod. Once again while playing civ I glance up from the screen to see that the sun is coming up, just like the old days, just one more turn!

I'm currently in the 1100s of a huge 3.2 earth scenario using the latest svn and have had no crashes or glitches. Looking forward to the full release of 3.2 with the completed civilopedia.

Have you given any thought to including an improved spy system, something like Superspy? http://forums.civfanatics.com/showpost.php?p=6373804&postcount=1

Once again thanks for the efforts.
 
Thank (and curse!) you for this incredibly enjoyable mod. Once again while playing civ I glance up from the screen to see that the sun is coming up, just like the old days, just one more turn!

I'm currently in the 1100s of a huge 3.2 earth scenario using the latest svn and have had no crashes or glitches. Looking forward to the full release of 3.2 with the completed civilopedia.

Have you given any thought to including an improved spy system, something like Superspy? http://forums.civfanatics.com/showpost.php?p=6373804&postcount=1

Once again thanks for the efforts.

Yes, definitely, but it remains to be seen as per when that will happen.

Can you tell how much more cleanup there is coming?

I'd love to start a new game but would like savegame compatibility with later svn releases.

(or is the cleanup the last phase before the 3.2 release anyway and i might as well wait another X days? :mischief:)

As a rule, you shouldn't update SVN mid-game unless it specifically addresses some issue you want to see fixed. It is just bad practice, even when it is savegame-compatible at the first glance. A game started in a particular revision better stay in that revision until it's finished. And yes, there will be quite a lot of cleanup still.

Okay, I am having two problems...

Problem 1) I just updated the .svn again (I believe to revision 4304, idk) and I deleted the maps so I would know that it was the newest version. I still can't play the earth maps (except the Crusades map) with the mod, did I miss something? An important step?

Are you trying to run "RI World Map (Huge/Large) 3.2"? Because these are the ones that are supposed to work.

Problem 2) Every time I update the .svn, I have to change all my settings (on the core game) back to normal and then when I load the mod I have to change the settings again and all the settings for the mod back to the way I had them as well. What is causing this?

If you could answer, I would be very appreciative. :)

Yep, that's... expected. I don't really know why that happens, but this is an unfortunate thing that often happens when switching between revisions.

Already found it you see... The Ballista Arrow effect still doesn't work though. There's no arrow flying through the air when the Balista shoots it... Think this might be a bug

I'll check it.

First and most important thing, the civilopedia has a huge error. The building that gives any kind of free citizen or specialist, those free citizen or specialist aren't mentioned in the pedia, affecting strategic planning. I have been very busy in this months and i couldnt play the svns but i always updated it and read the pedia searching major changes. That's why in my last message i said that planned economy wasn't worth it because i thought that you had eliminated free citizen in many late buildings. But the thing was that they aren't mentioned in the pedia.

Yep, that's among other things we're fixing pedia for.

You know something I was thinking that could be interesting in a civ game would be unique techs. So every civilization would have a unique tech or two giving them special advantages. and example for the united states could be The second great awaking, which would require theology for christianity and the great schism for orthodoxy, (and perhaps a later addition would be protestantism from the printing press?) any ways the second great awaking would give the US its own religion and its own religious city, The religion would be Nontrianitariansm.

just an idea to throw out there, I still think that unique techs for civs would be interesting.

Not considering this one at the moment; too much effort, especially if we want all of them to be voiced.
 
Can you tell how much more cleanup there is coming?

There are more than 3000 units in RI. :eek: Some are broken, some aren't used anymore, some are ugly, etc. More, we didn't do a cleaning up of the unit folders since.... 2007 !!! :eek: It must be done before 3.2.

More or less, I have already cleaned up 2500 of them. As you can read, I'm close to the end. It's a matter of days. Probably seven to ten days.

As Walter said, players should not update their SVN while in game. I strongly suggest to finish your current game before updating.
 
They don't even show up in the menu for scenario selection.

I will try to produce two updated maps this week end. You will then have to update your SVN.
If you still meet some problems, I suggest to erase your current RI and to reload it. Maybe something is broken...
 
There are more than 3000 units in RI. :eek: Some are broken, some aren't used anymore, some are ugly, etc. More, we didn't do a cleaning up of the unit folders since.... 2007 !!! :eek: It must be done before 3.2.

More or less, I have already cleaned up 2500 of them. As you can read, I'm close to the end. It's a matter of days. Probably seven to ten days.

As Walter said, players should not update their SVN while in game. I strongly suggest to finish your current game before updating.
Thank you fine sir..:wow: That's great news..thanks for cleaning the files!:hatsoff:
 
Hey, been a while since I have commented.

Having played quite a few games now with the mod and others I have come to the following conclusion. The bombard/artillery units are overpowered even scaled back on the collat. damage and the take away from the promotion system of all other units.

What in reality occurs is that tha AI units can be damaged greatly by small numbers of cannons/bombards/artillery ect. and then you can go in and get easy promotions to upgrade your troops and then they become better than the AIs because they dont use that tactic. This can only be offset, as is, by thje AI staying ahead in science but that kinda cheats for the AI then.

Every game so far that I do well in I create 2-4 stacks of mega- promoted troops. The AI never has this advantage. I think the the bombards take down city defenses way to fast in small numbers as well.

My thought is that the collat damage should be dialed down to a max of 2( through cannons) and 3 artillery, This will help the AI keep up and make your choice of promotions more meaningfull.I think the first unit under direct attack should be damaged at least up to 50% but then the collat should drop quickly.

This would really help navel combat for the AI as well as I easily cannon its fleets 4-5 times and with collat damage my ships mop up the rest. This happens because I save up my heavily promoted ship and they turn into super-units compared to what the AI has. The odds for a shore cannon to hit, much less damage large ships, should be really small.
If the collat damage is limited to 1 unit or 2 for later weapons then the AI will hold up much better. and you wont get cheap promotions as quickly.
Im hoping to mod my own game to test my theory but I wonted to see if anyone agrees or has noticed this pattern.
 
A quick bug report:

Even though I haven't researched Irrigation Systems, I can build a fort on a tile with Sugar and get the Sugar.

I am playing as the Mongols using SVN 4314.
 
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