The "18 civ limit" on Custom Games for Islands is not a limit to the civs themselves, if you choose more than 18 civs, you get two giant continents instead of islands. Doesn't matter how big of a map you choose.
Ah, I see. That's the limitation of the generator itself it seems. Anyway, I wouldn't really recommend to put too many civs on one map - it can mess with the map generators in many ways.
For example, Slavery seems to be highly crippled. As for an institution that has been around for 5000 years I see no reason why I would want to hinder my civilization with such. I'm curious as to the reasoning of making workers 25% less productive? On top of the revolts that occur almost every other turn, it seems hard to justify the civic for a +1 food? Perhaps granting hammers for mines or plantations and removing the worker penalty would help.
Firstly, one food makes quite a lot of difference, IMO. Secondly, in earlier eras, when the revolting units are quite weak, the revolts are actually more of a free XP source than a penalty, especially if you have some cavalry with anti-barbarian promos. But I can see how this particular mechanic might be annoying, and we mean to change it somewhat.
Second, the civic Agrarianism has potential but if you can only build a pasture on a site of horses, cows, and sheep it seems a huge penalty since I can build a farm anywhere -- i can build five times more farm than the few selected spots for a pasture? Having the ability to build a pasture anywhere, even with a lower bonus would make the Civic somewhat more usable. Maybe there is something going on behind the scene I do not understand, but why would I choose the Civic when my numerous farms are penalized for the 1 cow pasture I could build?
When early on your cities work 3-4 tiles each, a boosted pasture can make a world of difference. If all of your cities have at least one animal resource, I believe early on Nomadism is no-brainer. It becomes progressively less useful with passage of time, as it should be.
On a different note, on multiplayer games have you found that the slot one player (always the host unless you play pitboss) is unevenly picked on? Playing mostly multiplayer games and me always hosting the game I am relegated to slot one (assuming we don't use pitboss) and it seems like I am unfairly picked on in the game -- with barbarian invasions, bad events, and just plain vindictive AI. Perhaps its just my imagination.
I don't have any hard data on it, but if it is so, all the more reason to use pitboss! It has no real drawbacks.
Tried to play the Huge World Map but after 200 turns the game was already churning for minutes at the start of each turn -- I am running a 8 gig 64 bit I7 and was surprised by this degradation of performance so early on. Is that normal?
Yep. Huge world map is only intended for people who are very good at waiting. I personally hardly ever play it.
And finally I find cannon in the game crippled as well. Certainly if I field 20 cannons and park it around a city firing relentlessly, I should be able to do more than 20% damage to the garrisoned army? My reference was in relation to bombards as I have yet to get to stronger units, but it just seems to be silly that my bombardments would be limited to 20% damage?
Just like IRL, this amount of bombards isn't really practical. They are supposed to be cumbersome, expensive and not really effective, until better artillery arrives later. But anyway, artillery is a purely support unit, your trusty infantry and cavalry (and tanks later) should do the main bulk of fighting and killing.
Just my observations so far -- I love the flavor of all the civs. Oh by the way, my players are yearning for North American Indian civs to play. Just had to add that!
This well might happen in future.
I really like point 1. and 2. but point 3. not so much. I will try to explain in example, why i think it isn't good mechanism: Early renaissance era. One player is able to build ocean sailing ships but is still unable to build ocean sailing troop transport. He discovers another player on faraway continent. That player instantly declares war and have a benefit of full tech transfer for almost no consequences.
Players get tech bonus for conquering cities, so in some way it reflect adapting technology through war. Maybe add more situation when player receive tech bonus for example when one of your unit kills enemy unit you get few (10 or 15) research points in a technology known by your enemy. When your unit is pillaging, apart from gold, you get few research points (number of points is determined by era).
Good thinking and thanks for pointing out the non-obvious flaws. Maybe we'll handle it this way.
Have you ever considered adding an option that would prevent certain civs from founding religions that have no, or very little historical basis in that country? For example, European civs can't found eastern religions, but they can found Solar Cult, Christianity, Judaism. Spain could also found Islam. Scandinavia can't found Judaism.
Undoubtedly, it would leave some civs, like the Mayans and Aztecs with only being able to found 1 religion (Solar Cult), but the vast majority of civs would be able to found at least 3 religions. It would also prevent some civs from founding a ridiculous amount of random religions. It could add an interesting element to world maps, so when you finally explore eastern Asia people follow different religions.
Not really. I feel it would be too unbalancing from gameplay point of view.
Maybe more "Unique religions" like what middle-eastern and Mediterranean civs have for solar cult? I'm drawing a blank on what any of them would be atm, but that's because my meager historical knowledge is kinda west-centric... I know, shame on me....

anyway, I'm sure there's enough various religious sub-groups in Asia and America to fill them in..
Well... In case of Solar Cult we were really lucky to have such a generic name and icon. I was thinking of implementing some advanced flavor polytheistic religions in Hinduism slot, but I see no elegant way of handling it from name/icon point of view. It would be strange to have Hellenic paganism represented by Aum symbol, for instance.
I am curious as to the strategy for the use of the Republic civic? The technology required to obtain it comes so late that the player will have no doubt more than 6 cities? It carries among other determinants with a +35% increase to the cost of city maintenance -- not a savings but a penalty!?! All of this for +1 happiness? Reading up on the Senate it is an okay building but is it worth losing that much gold a turn?
Republic is good for you when you are in confined quarters or don't really want to expand quickly - it's for "vertical" growth rather than "horizontal". If you want to grab more land quicker, Despotism is your best friend. And since that's how most players play all the time (I am guilty of overexpanding too often myself), Despotism seems to be the "human player civic".
We might want to think of more incentive for early "vertical" growth...
Always wondered what the Favored civic or religion really does for a civilization? So if I am playing the Japanese and I gain Buddhism how is that better than let's say Christianity for that culture?
Nothing. It is purely there for AI. Oh, running another AI's favorite civic will give you a relations bonus. But other than that, nothing.
I have a passion for playing civilizations that used the oceans to build massive empires. One of the problems with Civilization IV is coastal cities and island cities are gutted without any appreciable ways of creating hammers to make anything. Have you ever thought of adding a civic such as Agrarianism but for the sea? I was thinking of one called "Maritime Powers" that would allow the construction of a specialized harbor that's benefit was +1 hammers to all coastal zones.
Coastal cities have more commerce as a rule, while inland cities have more production. I think it's fairly balanced.
you should add this to RI:
http://forums.civfanatics.com/showthread.php?t=439060
thanks these options like double agent and bigger promotion spy tree make game more.. realistic
We might want to handle espionage differently in future. We're not 100% sure of direction we want to take.
and my little dream its economic victory - computer check how many gold u gain via trade routes. if u have more then world 50% gold global trade, you win. or if u have more then 50% of world`s hammers per turn..? ( it mean all civ`s count togheter have less gold via trade then you)
or or.. scientific victory, first who reach "future tech 1" win..?
Spaceship race is already kinda scientific victory - first to research certain techs will likely win. Anyway, I am not really one of people "playing to win". I don't think I've ever formally won even one game of Civ 4...
Hi,
I've been playing RI_svn in multiplayer for a long time with no issues at all. Me and two friends play regularly across a number of versions. We use Hamachi.
I updated to v4771 and installed the mod for my girlfriend on her PC, right next to my PC in our living room. We both have RI_svn v4771 and hamachi, and managed to get a game playing across the same internet connection with no problems at all.
My two other friends that I play with all the time then updated to RI_svn v4771 and checked they could connect to each other. They can.
The problems all start when all 4 players try to connect. Any given two of us can connect but after that if another player connects they get a failed to connect pop-up saying check the firewall settings? That includes the 3 players that play all the time. Even if I take my girlfriend off Hamachin we now can't connect more than 2 players?
Any ideas what might be causing this? We've all tried turning off our firewalls too, and we have the same message popping up.
I think Hamachi has gotten pretty terrible at connecting several players recently. Try handling this through pitboss and see if it works better for you.
My big overall wish for the religion system would be to have a "schism" mechanism so that, say, Christianity could be split into Catholic/Protestant/Orthodox, Islam into Shia/Sunni, etc.
These schismatic religions could perhaps have a random event triggered by a certain technology spawn them (much like the way they work in RFC: DOC) with buildings being replaced, etc.
Although I'm pretty sure I've said this on this thread somewhere like a year and a half ago
Yep, and I told you then that it is in our plans. It still is.
So I have been playing a new game for the last week and I am having a devil of a time trying to find copper. Either the RI maps do not distribute copper enough or there is just too much dependency on the metal.
I am also without iron, but do have horses and Prime Timber. Of course one cannot build a Bronze factory without copper and that limits most of my starting units.
First, I think it is ridiculous that War Canoes require bronze. They should only need Prime Timber, perhaps with copper and iron giving a bonus to its production.
Second, I think most units should have two resources that are needed as an "or" rather than predicated on only 1 resource.
Well, lacking a strategic resource should
hurt. Copper is one of those resources that you should really want to have. And such resources are usually designed to spawn so that there is a tangible deficit of them. Horses are another of those resources. Iron is actually easier to get, but that's because if you're out of iron, you can say that you've already lost - and also because historically, iron working was actually much more geographically accessible than bronze working - iron is found much easier on Earth than copper and tin.
But... I am a beginner, I know how to add things to CIV4ArtDefines XML files, have them appear in game, so on and so forth. But some things are well beyond my skill level. I can copy a good deal of things from your XML files, which I can find easily by entering the assets folder.
Except for one thing... when I go into the art folder I just see "Movies". I am sure there is an obvious method here that either I overlooked in the modding tutorials or something along those lines.
I've spent the last month hunting down quite a bit of material around here for my purposes, and I have enough to do quite a lot with, but many of the older files have been taken down or expired in some way or another and I am pretty sure the only way to get them is to sneak them out of a mod already using them that is still being updated. For example, the ethnic great people nifs that Seasnake uploaded are no longer there. I've managed to get a few of them, like the Andean Merchant, but others have eluded me (or been outdated and incompatible with the current version of BTS- I have a modern Asian great spy who makes the game crash).
The problem is almost all of these mods (not just yours, but I am asking you because you seem to have the best set, expanding on the BUG mod substancially) use installers rather than zip files which makes it easy to insert on the computer but is giving me fits pillaging like the frenzied barbarian I am. So basically... won't you help me make off with your women and horses gentlemen? How do I get at your delicious art meats? Sorry for my loathsome greeness, and again, if this is something already answered elsewhere and I overlooked it/it didn't show up in my search results I apologize.
Someone has already answered this one for you. Most big mods pack their assets into fpk files. You can unpack those with Pakbuild that you can find here in CFC downloads section. Our mod is no different in this aspect from even Civ 4 itself.
So I went through and enabled all the civilizations. A tremendous amount of work went into locking down the non-playable cultures.
I had to play with settlers too, as well as some of the starting cultural buildings.
I found that most were playable right from the start, with just a few anomalies such as odd looking troop art.
To be honest, I love playing the North American Indians!!! They have a completely different feel to the game. They start out not being able to build a worker until much later in the game, but you can build a hunter gatherer that creates a hunting camp that lasts for 20 turns or so. I did change it so that after it is exhausted, you can build another one in its place, but the worker still dies in the process.
I sort of understand why you locked down so many incredibly cool cultures, but then again maybe a switch or an option to turn them on or off would be better.
Can't wait to start a new game tonight; playing the Crusader Kingdoms this time around!
Yeah, we might have an option to unlock some civs we don't consider finished in the next version, mainly derivative civs like Finland or Mughals.
Hello RI, i wanted to ask you for what is electricity needed now after factory bonuses were moved to craftsman?
Thanks for making the best game ever!
Yann already answered this one above, but in short - right now for nothing. We lack one more component that will allow us to use electricity as we intended it with the new craftsman system.
I am sure you already gave the answer somehwere on the forum but it is hard to find ( alot of confusing and different information out there about this mod) Are you going to implement Revolutions ? I feel like this is the only missing part of this magnificent mod.
Yes.
Hello, folks.
I'm a big fan of RI, but I'm posting here for another reason. I uninstalled Civ a few days ago and I'm trying to install it again. Vanilla and warlords work fine, but BTS simply won't install. It CTDs a little after I click "install". I have win7 64 bits Professional. I follwed everything they say in the related support thread, asked for help there but no one answered. The disk itself is flawless. If you guys could send me a private message with a link or anything, I'd be deeply thankful. Sorry for posting it here, but I didn't know where else to post and I trust the RI fans and team. Thank you all in advance.
Really no idea, sorry. Have you tried running the installer in various compatibility modes?
I know this has been mentioned by others in the past, but playing random maps copper is quite rare which is unfortunate since it is a requirement for so many things in RI. Horses are often hard to come by as well.
Yes, see my answer above. This is by design. It is this way so that there are always some civs that end up with horses and/or copper and some that don't.
how about add mod "unit trade" ?
it ll be more realistic
and "fixed border" ?
Maybe, in future.
And while we're at it: have you ever thought of implementing the option 'military units start fortified' ? It can be really convenient to not have to put newly produced units to sleep every turn if multiple cities are producing simultaneously. Just in case you are interested

I saw this first in RoM, but there it's applied to all units, not just military.
Haven't really given it thought, but we might.
Hey guys, I love the mod so far, I just have a question:
I noticed that you can have up to 62 AI, how well does the game handle it, and would all 62 AI fit properly on a Giant map?
Well, I wouldn't recommend it, at least because I don't think any random map generator could put enough resources for 62 civs even on a Giant map. Also, you'd likely end up with a game that would quite quickly have very long turn wait times. Other than that, there is
technically nothing that prevents you from doing that.
It's common to find landlocked cities that still have water tiles at the edge of their radius. Unfortunately, such cities cannot build fishing docks, lighthouses, or any other buildings that would improve those tiles. Similarly, cities that are not on a river cannot build levees, but often have tiles within their radius that would benefit from a levee.
I propose the location restrictions be lifted from Fishing Docks, Lighthouses, Levees, and any other buildings that only improve tiles within the city radius (possibly Industrial Shipyards?). Pros: some city locations will be more viable, including marginal choices sometimes made by the A.I.s. Cons: truly landlocked cities will be able to build useless buildings, cluttering the interface and possibly leading to A.I.s building them. (I think this won't happen, provided the A.I. is using the "Net Effect" calculations to decide what to build.)
Ideally, the game would allow these buildings if and only if they would improve a tile in the city radius, but I suspect that can't be done or would take too much effort. Current buildings seem to be available only based on whether a city is adjacent to a coast tile or to a river. Being adjacent to a fresh-water lake doesn't allow fishing docks etc. to be built but probably should, since large lakes are quite often generated by some map scripts. This may actually be possible, since lake cities can build ships, if I remember correctly.
A related suggestion: harbors should be buildable in cities by rivers. Consider historical examples like London (inland a fair distance on the Thames), Memphis along the Nile, or classical Athens' harbor at Piraeus. The latter example suggests that cities with any water tiles in their radius should be able to build a harbor, but harbors for river cities (and lake cities if possible) is a convenient quick fix.
Currently coastal cities get big bonuses to trade routes, to the point that I seriously consider restarting if my capital isn't on a coast. The long term effects of having an extra trade route (or three, if you mange to build the Great Lighthouse) are pretty impressive. Bonuses to trade route income from harbors and customs houses are also quite significant. (Cumulative +125% to foreign trade routes.) Is there any reason why customs houses should not be buildable in non-coastal cities?
I can't say that I like your suggestion. Historically, coastlines were kinda big deal. If you look how human population was spread throughout most of history, you'll see that about 90% of humanity lived on or near the coasts. Even now if you look at the population density map of, say, USA, you'll notice that both coasts have much higher population density (and are much more economically advanced) than inland regions.
Playing as Egypt, I was destroying Arabia, and had just whittled down their capital's defense to a measly 1%, and was preparing to go for the kill. Russia was coming down with a small stack to the Suez Canal area, but who cares. Russia declares war, I get my defenses bolstered and moving towards their stack...
And then notice my Arabian invasion force has been teleported out of Arabia, meaning I have to spend 4 turns just getting back into range of the city.
This is still classical era, no vassals or defense pacts or any of those shenanigans going on. Still at war with Arabia, no peace out via event or anything. Not expecting another civ's wardec on me to take me out of my other enemy's territory.
Can't say I've ever run into anything like this.
is there umm some path to 3.25 version?
I don't really understand your question.