Здравствуйте, обновление по моду идут? Или 3.57 является последней? Спасибо за ответ.
3.57 is the latest currently released version. The development still continues, so there will be more releases.
Hmm still crashing even with process lasso thing. Maybe I done it wrong? Is there a step by step guide somewhere?
Otherwise I give up if I can't play past 200-300 turns.
Crashing after 200-300 turns at standard RI speed is definitely not normal, lasso or not. What are your system specs?
- As a suggestion for the new update, could we have variable anarchy ranges for revolutions between civic changes? I was just reminded that this was on a range in Civ 3, and this actually makes more sense both in historical terms and in modelling a sense of strategic risk when changing civics, especially since many of the civic trees model natural progressions which otherwise don't present much of a strategic crossroads in choosing to change, and merely one turn of anarchy (unless playing with the spiritual trait), or more if changing multiple civics at once, guaranteed, feels too concretely prescient to represent the uncertainties entailed in changing the structures of government concomitant with what changing the fabric of government or society would entail in real terms. Possibly this could scale with city maintenance the same way that civic maintenance is calculated? I also don't know how difficult this would be to program, but if it wouldn't require a great effort in programming, I'd suggest something along these lines, if possible.
From my experience, AIs change civics more often than players. As your suggestion amounts to lengthening the anarchy time (as it is currently 1 turn per civic change, one can't really do shorter than that), I fear it will disproportionately disadvantage the AI.
- Very dumb question, sorry... how do I check the current build of the mod? I don't recall updating it, but ever since the toned-down barbarians were mentioned, mine have been a night and day difference in ease. They were initially very difficult, and now are hardly more than a mild nuissance. I liked the former scenario better. If I simply select "raging barbs," will it be equivalent? I might have installed 3.57 but can't find this confirmed anywhere in-game.
Never felt the need to implement, so there is no immediate method to check from within the mod. The easiest is to find the installer you've used.
To answer your question, yes, the difference is "Raging Barbarians" was on by default and now it is not. So yes, it's as easy as turning it back on.
- And a bug report: I can upload the save if necessary, but my monasteries are still showing a 10% science bonus in the city screen even when I am not running their respective religions as a state religion. Furthermore, it doesn't add up to the total shown for research modifiers, so it's only a minor thing, but this looks like an error.
As this doesn't affect actual gameplay and lies within the cursed realm of UI, I will have a look but can't guarantee any results.
This was probably already answered a lot, but I couldn't find anything with a simple search so help me out please: how to unlock non-playable nations and can you actually play with them without crashes?
Answered before me; to elaborate a bit, civs in Derivative_CIV4CivilizationInfos.xml are designed to be able to play as normal, and as such enabling them should lead to no errors, though the amount of content for them is much less than for any stock playable civ. Civs in OtherCivs_CIV4CivilizationInfos.xml exist for specific scenario purposes and shouldn't be made playable.
1. Crash issue persists. I am currently using Process Lasso with advanced rule: "Trim Virtual Memory" when working set of memory is >825 MB, with 1 sec duration. But the game still crashes a lot. Huge World Map in the 1775 crashes every 20 turns or so, to the point I've dropped it. Save file is over 5 MB. Europe map in 1750 (3.5 MB save file) crashes occasionally as well, maybe every 50 turns or so. I've noticed that info screen in particular can be very crash-prone.
I've actually been wanting to remove the Huge World Map altogether, but there are always "I love the map and don't care that I won't be able to reach industrial era" people around to dissuade me. I should simply add a disclaimer at its start to warn players they likely won't be able to complete a full game on it.
2. Inquisition diplomacy penalties are way too severe. It's the 18th century and many empires still have the -15 relationship modifier for removing their religions, which I did in the early middle ages. I've decided to increase the memory decay rate 5 times. Will see if this gets better.
Pardon my nosiness, but what exactly was the purpose of going around and removing other peoples' religions? What did you want to achieve?
3. Pasture food resources are terrible! Especially pigs. Pastures scale very badly, and they provide increased epidemics chance, which is far more important than health (I usually don't have any issues with health, but epidemics can be a threat, especially in the middle ages).
I feel you're far too focused on the late game. Resources aren't meant to be equally valuable all throughout the game, and animals are designed to be more valuable early on. TBH, there are definitely some legit situations where one could prefer to farm over pigs in the late game, and I'm perfectly fine with that.
4. Doom stacks are still strong. I've got zerged by a country which just made 40 irregulars, and thrown them onto my 20-man protected city. Meh, feels kinda cheap. 35% power reduction is still not enough imo. But I guess increasing this value will cripple AI a bit too much?
I generally don't like the "git gud" type post, but from what you've described I got a feeling that if what you're saying was true, the defensive stack was really suboptimal. To confirm my feeling, I did an experiment:
https://imgur.com/a/2RG6cOf. 20 units contemporary to Irregulars (mid-Renaissance) representing roughly the composition I'd use to defend a city, attacked by 40 irregulars. Everything else assumed to be the worst-case scenario for the defender - flatland city with no defenses, a leader with a trait negatively impacting military units (note that the negative trait on the attacker side doesn't matter as it subtracts first strike chances, which Irregulars wouldn't get anyway), and no pre-bombardment of the attacking stack by the cannons (which one would normally be able to do since a stack of irregular would normally take at least one turn to get into position for attacking a city). While they did take some losses, the defenders held convincingly. I actually replicated that several times and none of the cases resulted in the city being taken.
5. Shwedagon Paya is kinda useless. I've tried to do a very early Cult of Personality, and it was... okay I guess? Speaking of Cult of Personality, it kinda needs some propaganda units that remove religions. Running Free Religion very early is pointless since you can't build religious communities - maybe those should be tied only to civic, not tech?
Yeah, it's kinda situational. Though locking into Cult of Personality early on, especially with a Charismatic leader, is a niche but legit strategy.
6. Tech cost scaling with city count seems too steep. Mostly for the AI. In my Giant Earth game, I've united the entire South America, had 30 cities, and the only one who was constantly ahead of me tech-wise was Indonesia, which had 2 (!) cities, and did nothing other than just sit on their island. Whereas major powers in Old World, which had similar amount of territories, were way behind. Imo it punishes expansion way too much, I'll try reducing it and see how it fares. While player can benefit from expanding later on, it punishes AI too much while rewarding "doing nothing" from it's part.
I feel the precise balance here is a matter of personal taste, but generally speaking, I have no problem with smaller AIs being more advanced than larger ones. Also from what you wrote, it might be an Earth map-specific issue, as the general the density of cities there is usually much higher than in a comparable random map. Admittedly I don't care for the scenario balance as much as I do for random maps, but I'll see if I should tone it down in that specific case. I wouldn't know as I didn't launch the world map scenarios in quite a while.
7. Cultures decay way too slowly. I've conquered a barbarian city in Classical era, and in the 1750 it is still 10% Barbarian, resulting in 1 unhappiness. Idk, seems absurd? From my understanding, this is designed for the Revolutions module, but since Revolutions in general don't work that well for Civ, maybe it should be tweaked? I'd tweak that myself, but have no idea where to look.
Culture doesn't decay. Why exactly does having a persistent disgruntled national minority seem absurd?
1: I had an event that gave a buff to my Autobahns, something about having great engineers. Unfortunately it fired when I was playing Korea, in the early Industrial Era, so it wasn't appropriate at all.
I'll check.
2: Although inflation has been taken out, there is still at least one event that interacts with it, the one where you can choose to pay a lump sum of cash to reduce inflation.
Why does everyone think the inflation has been taken out? It's another one of those persistent beliefs that I don't feel are founded in anything in the actual RI.