OK guys, time for another round of answering your questions.
So my guess is that the game take more time now to load graphical feature. Could be a bit anticlimatix to have to create a duel map each time i want to play your mod, before i'm able to go back to my real game :/
That's graphical paging at work. It is now off by default and you can turn it on at your own discretion.
Thanks. High time I remembered to correct that.
edit2: I got a Memory Allocation Error on turn 1... odd. My computer is well above what should be needed. Back to the official release, heh.
Graphical paging at work, again. You can update the SVN to latest version, make sure it is off in game options, and you should be able to play normally.
Two more little graphic bug :
- was making a carth path, on tree tile. First did no problem, the connexion with the second was good, but when i make the third, the second one (in the middle) transformed in a red dot. Alt/tab did resolved the bug.
- was looking in the city scree, press escape to go out, and i was back on the map... but i still had the city screen on. Meaning i could move units or give order to worker, but i had the two blue rectangle on each side with the city info. Alt/tab corrected the bug, but the game crashed a few seconds later.
...aaand likely graphical paging at it again. This is basically an emergency measure meant to stop memory allocation CTDs, but when you're not suffering from it, it is best to keep it off.
Problem is this.... it crashes when fun starts....



Please find a way to fix that maf problem that really devastates such a perfect achievement.
(i got a relative strong pc with 1 gb dedicated vram -quad core - and 4 dd3 gb ram so the hardware is not the problem... as long as my saves reach 4 mb the game starts to crash and that hearts



!!!)
i got 64 bit windows 7 as os ..... Please i beg you help us to finish our attaimpts .... its so unfair to play a game for weeks and suddenly all our effort ...puffffff!!!!
thanks in advance!!!!!
Hm... It seems that MAF problems of 32 bit systems started when save size hit 1 Mb, and for 64 bit systems they start at 4x that... I guess that makes it basically inevitable. If you are using SVN, try graphical paging and see if it helps you avoid those. Otherwise, wait for 3.3 where it will be included. Oh, and one more thing you can do is play random maps. Even huge random maps in my experience rarely get past 2 Mb size.
I would say, horses are powerfull enough in military direction. And if your civs uses pastoral nomadism they give nice hammers and food too. Also - cows and other animals can be used to crop fields too.
Yep, I realize that the role of animals in agriculture is probably not reflected adequately enough, but for now it is as good as it's going to get. We simply don't have enough small things to tweak at the early period of the game - any bonus we assign will really be huge at that stage.
- The infoscreen over a salt resource shows that it requires Stonecutting, but in fact it is enabled now by Pottery with building the Salt Pit only.
Technically it is true what it says there. You can build salt pits from Pottery, but your cities will benefit from salt only if you have Stonecutting. We used to have this with many resources, but it was confusing to people, so we removed it. Will probably remove this one too.
- Skirmisher units dont have to require Woodworking, as previous must have tech Bronze Working already has Woodworking as a prerequisite.
I guess so. Isn't really a bug, but a redundancy. Quite boring to fix (have to go through many XML entries for that), but I'll probably get to it sometime.
[Y];13936293 said:
Just upgraded to SVN a few days ago and have played a few games. And met a really frustrating feature/bug.
Should each open border grant +1 (or thereabouts) culture to a city? It's happened in several games I played (and I play with max civs, so 33 at the moments) and either my cities or another civ's cities got insane culture boosts from open borders. This has had a negative impact in both situations.
Only for civs that have positive or friendly relations to you. In current SVN this has been further nerfed to only civs that are friendly. I feel that now it isn't overpowered anymore.
- Greek Pagan Temple Temenos gives 1

to Egyptian Obelisk. Is this intended?
That's just a small terminological inconsistency. The default building of monument class was called "obelisk" instead of "monument". Everything worked well despite that, but since people were getting excited about it, I fixed that.
- Meditation requires Mysticism although previous tech Philosophy already requires it too
Removed the dependency.
[Y];13948604 said:
Even with packing art assets, the SVN version of the game still takes 5+ minutes to load. Is that expected behavior?
Have you, by chance, forgotten to actually remove the loose files you packed? If so, the game will still start slow.
[Y];13950816 said:
Anyway... thought/suggestion for an ancient era world wonder:
Tel: Basically, representing the rebuilding (over time) of the city on top of itself, leading to it becoming a hill.
Bonuses could include the tile becoming a hill, +1 trade route, and +2 to Great Merchant.
Ancient era is already kinda packed with wonders; besides, we don't currently have XML tags with these precise effects.
I disagree. While river tiles are definitely better one doesn't have to place a city near a river to gain the bonuses exept to build the aforementioned levee. I'll try to explain again. First the city near a river (or any source of fresh water) receives only a little bonus of 2

while fresh water in real life is crucial for a city to grow considerably. Second the city on a river doesn't receive any trade bonuses while I'm pretty sure in real life the riverside city would be much more favourable than the one at some distance.
I hear your position, and it has some merit. I am not sure if gameplay would actually benefit from raising the importance of rivers, but we might do something about it. We're currently discussing it internally.
And some additional issues in 3.25 I'd like to discuss.
1) Why is it so frequent even possible when my spies are caught on CIV A territory when they are moving through CIV A to mess up with CIV B?
That's vanilla Civ 4 behaviour. We didn't change anything there (nor do I know how to, really).
2) Is there a way to know which building is created by a ministry so I don't waste my sabotage building mission? (espoinage)
3) Holy places (the ones that receive

for cities) are so very powerful. A little nerf plz?
Yep, some kind of nerf is definitely en route.
4) Supercarrier promotion is not available to carriers.
Strange, will check. Should be available.
5) How do bombers earn experience? Why not like artillery when bombing health points?
We didn't modify air units in any fundamental way. Perhaps we'll do so in future.
6) Why is it possible to upgrade 20

infantry to 24

semi-modern infantry when 28

mechanized infantry is available but it's not possible to upgrade 24

semi-modern infantry to 28

modern infantry when 32

IFV is available.
That's a technical quirk of how upgrading in Civ 4 works. If you can upgrade a unit to two different ones, you will have that option. If only one upgrade "path" is available, the unit will be able to upgrade to only the best unit available. Mechanized infantry doesn't upgrade to Modern infantry, therefore Semi-Modern infantry is considered a separate upgrade path from Mechanized infantry. OTOH, Modern Infantry upgrades to IFV, so it's a single upgrade path.
7) Is this model (shock troops) correct? Magazine all right? What gun is this?
Yep, it's correct. It is
MP-18 if my memory serves me right. In many modifications it had the magazine on the side. As a side note, other shock troops are also armed with era-approrpiate, though often rare weapons, such as
Chauchat and
Fedorov Avtomat.
8) What is the purpose of gunboat ships? Can't imagine how I'd use them.
It's the only ship of the era that doesn't require any resources to be built, and also the cheapest one. It has no place in battle against heavier ships of the era of course, but it has quite a few uses. It can be quite cost-effective as barbarian-beater, it can be a stopgap measure for those without coal or steel (usually not the human player by the time it is researched

) and it is able to upgrade to small but toothy torpedo boat later on.
9) AI leaves a lot of cool units in the rear. For example, it would protect all cities (even the ones that are far away from the front) with 3 riflemen when fighting the main battle with outdated fusiliers. Can't it calculate that's not necessary?
Well, nobody says AI is brilliant. We try to improve it, but it is still bound to be quite underwhelming compared to a decent human player.
10) AI civs have low income in the trade table. When I try to sell another civ the resource I can see that they would pay me more if they had more income.
So I thought that maybe it's a good idea to limit fund allocation to research/culture/espionage with civics like it was done in civ2-civ3.
This is not a bad idea, though we'll see how hard it is to implement.
11) Another idea to counter the everlasting expansion. A chain of very expensive buildings (or projects so they can't be hurried) that become available with techs and after completion give the city tile

or

. So instead of building expensive military or inefficient research/wealth/culture there is an option to improve the existing tiles rather than to conquer more tiles.
Well... Do you really trust AI to decide whenever is one or the other appropriate? Or will it lead to an even more misguided AI? We try to not add anything with potential to further screw up the AI ability.
The civics have been cleverly grouped into religious, economic, labour, government, and legal. I really like this concept. I am really impressed with how you chose to represent the religious civics and incorporate cult of personality and what you did with Theocracy and Militancy. However, I have noticed some inconsistencies with the government and legal civics. I have a few issues, one of which is with Despotism and Dictatorship and also with the way Federalism and Representation are represented.
I always find myself using Despotism right up until when Federalism/Representation is available, but I always think at that point I should be switching to Dictatorship, not Representative Federalism since the needs of my empire hasn't changed. I'm still a large imperialistic, militant power, usually with a strict religious civic and a Dictatorship would be appear to be the more logical, sophisticated extension of that. Specifically a Federalist Dictatorship. I think that Federalism and Representation, should be represented a different way because the way the civics are at the moment allows some odd combinations and also a lack of some possible combinations for example:
You cannot have: A Federal Democracy, Dictatorship, Monarchy, Theocracy.
* These should be possibilities.
You can have: A Representative Dictatorship, Despot.
* These should not be possible.
Representation is not compatible with every government civic. It is only compatible with Monarchy, Republic, Democracy, Theocracy. Perhaps some new buildings could be created to represent it's effects, such as a "House of Commons" for a Monarchy and a "House of Representatives" for a Democracy, Republic, and Theocracy. Representation would not be compatible with several legal civics; Plutocracy, Feudal Aristocracy, and Rule of Fear.
Well, adequately formulating civics took a lot of effort and the job is still not 100% finished. I am also not totally happy with how we currently have those, but I'd like to offer some counter-thoughts.
1) Representation already makes most sense under Democracy, as it enables Parliament. I was thinking of introducing additional penalties under some civic combos, but hasn't gotten there yet.
2) An example of Representative Dictatorship:
First French Empire is best represented by this civic combo. Representative Despotism is trickier of course, but those civics' timeframes of relevance barely overlap. Representation can be thought to be compatible with Feudal Aristocracy for example through the institution of
Estates General. It was definitely a representative assembly and yet also definitely a feudal structure. Same can be said about early British parliament.
3) Nevertheless, I agree that some of the choices are suboptimal. For example, currently Federalism is a direct upgrade to Democracy, and is thus somewhat redundant.
I also think that the Legal Civics are quite good up until Social Justice. I think Social Justice could be absorbed into two separate civics. You have two competing systems of Social Justice - The Soviet-Style Collectivism system of social justice/equality based off of political expediency, with no actual legal protection to individuals and then you have the Western Supreme Court System of alienable rights and freedoms to individuals based off of the courts' rulings from interpreting their Constitutions, Bill of Rights, Charter of Rights etc. though an English Common Law system.
But it already is!

We already have separate Social Justice and Collectivism civics.
I suggest getting rid of Social Justice as a civic and creating some sort of court system. Perhaps "Common Law" which would originate quite early on, but would receive additional buildings such as a "Supreme Court" and aspects of Social Justice could find it's way there when "Common Law" is combined with the proper Government Civics. Common Law would be a good alternative to "Civil Service," which is "Civil Law." Civil Service could also receive a Supreme Court building. Most of the world still uses Civil Law today, not Common Law.
Supreme Court should not be able to be built with Common Law or Civil Service while running the following Government Civics because the Leader assumes judicial authority:
Despotism
Dictatorship
Theocracy
The only potential issue I see is that you could not run a Democratic or Republic Federalist Common Law, or Civic Law system, which is a bit problematic to me. For this reason I think it would be best to represent Federalism the same sort of why as I have suggested for Representation, but only allow it to be represented through the following Government Civics: Democracy, Republic, Dictatorship, and Theocracy by building a "Parliament" building. Federalism is actually more of a legal civic, because it's not a form of government it's a legal way to govern. Federalism is compatible with every government civic that's currently available, except Despotism - It would lack the legislation and bureaucracy necessary for a Federalist form of governance. Federalism would also be compatible with most legal civics.
It is an intriguing suggestion. I know too little about the evolution of legal practices to comment right now, but I will be sure to do some research. What current "legal" civic category represents is rather the nature of power that the state enjoys over its citizens - where the power comes from. Is it derived from force of arms, or from tradition, or from the collective voice of the people (etc...)? "Legal" in the sense of what is the legal basis of power for the state, or the answer to "Why the people from
"Government" civic category rule over us?".
If you have any additional thoughts, or some of these ideas peak your interest let me know. I'd like to discuss them a bit further and perhaps refine them a little more. If I have any new ideas I'll bring them up in a 2nd post.
Always willing to discuss more. As mentioned above, I don't consider our civics perfect yet.
Another thing. Perhaps this is a difference in North American/European definitions, but to me you have named a Republic a Democracy and a Democracy a Republic. The major difference between the two is that a Republic has a Constitution and often a Bill or Rights, or Charter of Rights that grants unalienable rights to individuals that the government cannot revoke. A Democracy does not do this. Ancient Greece was a pure Democracy where the majority ruled, but there was no protection of unalienable rights to individuals. With the will of the majority anything could be possible legally. With a Republic many things are off limits unless you amend the Constitution, which is nearly impossible.
Yeah, I guess it is a terminological difference. In RI it is basically used to separate
Classical Republic from
modern democracy. It may very well be that in American legal practice, the two have precise definitions - but not being a US lawyer, I am not aware of them. They are used in our mod in their historiographical sense, rather than in modern legal one.
It would be nice when browsing civics if you listed under each option not only it's base effects, but it's additional effects when it's related buildings are built, so people playing the game can make a more informed decision of what civic to choose instead of having to refer to the Sevopedia and look up all of these buildings, for example:
Despotism
-Base effects
Enlightened Absolutism
- what other civic is required
- building effects
Mandate of Heaven
- what other civic is required
- building effects
It definitely would be. Truth be said, those buildings are also a rather clumsy attempt at creating civic synergies, and an even better way to implement them would be to just have civic synergies as gameplay effects. We considered such a system for a while, but unless we get our hands on more coding people, we just don't have enough time/resources.
Two other small things: Armenian Gruz infantry (part of the man-at-arms upgrade tree) cannot be upgraded to a handgunner, or even a fusilier. I only had a chance to play as these guys, so I can't speak for other civs. I could see the reason to not upgrade them to a handgunner, since a mixture of gunpowder and melee units were still pretty conventional during certain time periods, but surely you should be able to upgrade them to a fusilier.
If you're playing SVN, Man-at-arms line upgrades to Grenadiers (and later units), not regular infantry.
I understand why bronze working is required before you can switch to Despotism. It makes sense, however I find on higher difficulties this limits you to 1 or 2 cities for quite a long time early on. That makes it a bit of a grind for awhile. I don't oppose bronze working as a requirement. I agree with that. I would just like to be able to build another city, or a larger army before that point.
Well, higher difficulties are higher for a reason - they place more restrictions on players. I, for example, consciously choose not to play at the highest difficulty level that I can be successful at, but rather 1-2 lower, to be able to cut down on micromanagement and reduce the luck element (including frustratingly bad luck).
[Y];13977221 said:
Civopedia misinformation: The history of Fekete Sereg says it starts with "Mercenary" and "Drill I", but it starts with "Mercenary" and "Leadership".
Fixed.
Japanese Traditional Fishing for Islands privides 1 food and 1 commerce.
Civopedia states 1 hammers and 1 commerce.
You probably looked wrong. At Traditional Fishing pedia page, you probably hovered over Island feature rather than improvement itself, and saw the bonuses Islands provide.
Hi,
Love the mod and have been playing it for years. I do have a question concerning the latest version.
I usually go for a cultural victory but when I received my first Great Artist I noticed the option of using him to add cultural points to a city was removed. I just wanted to know if it is still possible to win a cultural victory, how many cultural points are required to achieve legendary status, and what new strategies I should look into.
Thanks.
[Y];13991691 said:
Spanish Minerias have a small chance of discovering gold/silver/gems. However, since they're replacing Precious Mines, they can only be built on tiles that already contain one of those resources.
At SVN 4929.
Yep. No detrimental effects on the gameplay, but might be annoying to look at. I guess I'll remove it.
A while back I did some work on a modmod that had some similar ideas in it:
http://i.imgur.com/C5SCmBg.jpg?1
It adds a Power Civic Type. Basically, Government determines the head of government. Legal determines how to the state relates to its subjects/citizens. And Power determines the dominant socio-economic class. Federalism has been moved to the Legal type allowing for such things as a Federal Dictatorship.
I looked into disallowing certain combinations of civics but that isn't possible, you can only encourage combinations with building that require both civics.
Yep, you can't as of now. I think your mod is kinda cool, but to me the relation of state to subjects is inseparable from dominant socio-economic class. I think this category only enhances potential for impossible matches, which, as highlighted in discussion above, are already present in some sense in RI now (one that hasn't been mentioned yet is Theocratic Free Religion, for instance

).
I'd love to see a "social justice" civic with pros and cons (and, for the record, I hate the movement personally but I will not deny the effect it has had on the countries it is prevalent in.)
Or is this the "old school" definition? (egalitarianism)
We have had a "Social Justice" civic for years now.
And think more MLK than SJW. After all, the scope of our mod ends at 1985.
Playing again after taking the summer off. The implementation of the scaled production cost increase for each unit is a FANTASTIC change. Thanks!
I would like to attract attention of all SVN players to the fact that we need feedback on those recent features. Do they need adjustment? What is their impact on balance, from your perspective? Etc. Go on, we thrive on your feedback!
I'll bypass all the cool new stuff in the latest snv version (and there's a lot of it, well done!), and simply suggest that something needs to be modified with naval barbarians. They spam a lot of ships, mostly triremes. It's great that one can at least build triremes without bronze, but they are incredibly slow. I've built 15 before 1000AD and lost all of them. I even made one a General hoping to gain some advantage, because here's the major problem: the large number of spawns of relatively strong units would be rough, but endurable. So would the extremely slow train times for naval units without bronze. But naval units get no xp bonuses vs barbarians, so even my trireme with four stars plus 10 percent vs sea units was killed by a plain old vanilla trireme...after the other 4 vesells in his stack died in the previous 50 turns. It's incredibly frustrating to lose unit after unit vs a countless spawn of longships. Can sea vessels please have barbarian bonuses like land units?
Thank you!
Actually, I agree. Pirate Hunter promo line has long been needed. We will probably implement that soon.
Looks like my civics screen as well, but I still not in credits?
Mostly because this is not a screenshot from our mod. We don't use your civic screen.
Anyway, we still use lots of your other stuff, and your absence from our credits is inexcusable. There'll be a special thanks to you there in 3.3 version.
for some reason armenia's pagan temple gives a bonus to egypt's unique monument, obelisk. don't see that being too useful
See above. This is just a terminological quirk. I'll fix it anyway, so that people don't get worked up about it anymore.