Realism Invictus

Anyone here has some experience with the scenarios ?

I've been playing random maps almost exclusively so far.

Been thinking about my next game, I might try Europe or Crusades...?
 
Identified the following minor typo: when encountering Kobdo Kunctai of the Mongols, she says that she would punish people by making them eat steak without utensils (a reference I'm not really understanding, honestly) and then follows that with "Is not it better to have my friendship that this humiliation?" That should be "than." This may not even matter at all but I thought you might want to know little tiny things like that as I encounter them.

Typo noted. As for the quote, these are the covenants she imposed on defeated Oirats (language unedited):

The codes included:
  • Crests of helmets must not exceed two fingers long
  • Eat meat without a knife
  • Do not call your Ger (Yurt) an Ordon (Palace)
  • Do not call airag but tsegee
  • Sit upon your knees before khans

Out of them all, the only one that got rejected was the one regarding the knives. I guess that was a big deal for them (more so than kneeling to the khans, for instance), and the quote underscores that. One also should remember though that by some accounts, while a strong leader, Mandukhai was actually quite insane - so that might be another explanation. :lol:

Hi there!
After years playing this great mod I've decided to do my own scenarios, like American Civil War, and others.
But I'm completely lost at this point, so i'd like to ask: which tools do I need for editing the map? Since I'd like to use RI scripts, units and so, do I need anything more or specific for RI?. There are some tutorial about vanilla, but Do you know any specific tutorial for RI too?
Thanks on advance :)

I don't think there's anything specific to RI you should know - the WorldBuilder is there and should have everything you need. If you have any particular questions, ask.

On the topic of the City Square, I'm not particularly happy with that building either - mainly because unlocking it disables your ability to build new Monuments, which are much cheaper (60 :hammers: iirc instead of 100+) and have the same main effect, that being the +1:culture: to pop your first border in a new city. Making it available to build alongside it's upgrade like the Blast Furnace may be an option, but I can see it being silly to have one of the cheapest buildings in the game available for a long time. Maybe finally disable it with the clock tower.

Yes, this might be reasonable. I agree with the fact that the use cases are currently somewhat different, but I'd also argue that in most cases monument simply becomes redundant when you can build a theatre for a comparable production amount.

The Monument and the City Square just have different use cases. The Monument is primarily an option to pop the second ring for small, newly founded cities. The City Square is something you put in larger, established cities to multiply existing :culture: output and benefit from the :gp: bonus.

So what are the options? Making it a building line Monument -> City Square -> Clock Tower, or making it Monument -> Clock Tower with the City Square separate. Could shuffle around the +:culture: from the City Square to the clock tower, adjust :hammers: costs a bit - but then the City Square would look awkward, being a cheap building with small bonuses.

Since the Clock Tower was used for (commercial) coordination, assigning a small :commerce: bonus (5-10%?) to it instead may be an option. That would put it in the City Square category of "makes established city a bit better, not good for new city".

Here you bring up another notion that I also agree with - City Squares currently have a weird use case. That should be something that every city wants to have, at least eventually, while in reality, it ends up being useless for most of your cities (most cities never produce enough GP points to merit a bonus, and culture is only really relevant for the frontier ones). This feels frustrating and should probably change. Bonuses to other buildings might work, but I am wary of handing out too many - flat bonuses might be rather unbalancing. I'll give it some thought - probably take away the flat ones that are already there and give to the city square "line" (if clocks are indeed to be treated as their upgrades).

I cannot belive but it works.
I found simple solution to black water :D
Find how to enable cheats. ( easy tutorials so i do not repeat )
Press lambda, and write: graphics.togglewater
Press enter.

Interesting. Can't test it myself as I can't reproduce the issue on my side, but will suggest trying next time anyone runs into it.

After more careful play of my own and continuing to read through this whole thread (on page 261 now), some new ideas have come to mind; some of my own, and others being the relayed suggestions of others which seemed to be received favorably at the time, but don't seem to have made it in the current rendition of the mod. I wholeheartedly respect the position of Walter not to undertake any kind of overhaul or fundamental mechanical change, so in each case I've tried to temper the suggestion with that in mind, endeavoring to work within the framework already enabled by the game's engine. Some are simply minor tweaks or aesthetic changes, but a few would be a bit more involved if still (by my sincere if still non-programmer assumption) something easily workable within the purview of the existing mechanics. If some of these are excessive, I don't mean to be inconsiderate or blithe towards the desire not to undertake any ambitious changes, but suspect some of these might be interesting and simple enough to be worth suggesting. Once again, many thanks for such a high-quality game experience that I get to enjoy for free.

Thanks for a trip down the memory lane! To preface, most of the stuff there wasn't implemented for some particular reason, not simply forgotten about. In many cases the reason being "requires a lot of coding" - and while I did get better over time (starting at zero any improvement is substantial :lol:), I am nowhere near good enough to implement major stuff on my own. While, as you correctly mentioned, I am on record as liking most of these ideas, this is purely hypothetical as in "I'd love if a wizard came by and did this". I'll go over them one by one below. Also, a suggestion to you - from what I can gather, you're playing a release version. Since you're being so thorough in your feedback, I feel it would actually be great if you set yourself up with an SVN version. I end up implementing lots of balance changes and stuff over there that might take a year to make it into another release. There's already half a year of incremental changes and fixes there compared to the latest release version, and I was rather active during that time...

- Would it be possible to make early oceangoing vessels take damage for each turn they are in ocean and outside of their civ's cultural borders, and eventually sink? In Civ3, there was a risk of sinking for wooden ships, and from both a realism and gameplay standpoint, it's somewhat disappointing and uninteresting that early transoceanic ships in the age of sail are guaranteed safe passage and indefinite tenure out at sea, when these early voyages were in history quite dangerous and seldom completed unscathed; furthermore, I think it would add to the fun of exploration as the player in the game, as you seek to circumnavigate the world, or find other civs, or explore the coastline of the new world: imagine instead of just building one caravel which is guaranteed (outside of war, or privateers from someone much more advanced) to accomplish all of this for you at no additional risk or expense, you have to send out multiple voyages to scout out and get an idea on the resources and good city spots of the new world are in a terra map, and face the risk of losing settlers and other valuable units as you begin colonizing. I think that this would be a relatively simple change to enhance gameplay quite a bit, and make this area of play more historically plausible and exciting. The way I propose this to be done is to inflict variable collateral damage to ships of a certain class (and I'm thinking for simplicity's sake, to restrict this only to the age of sail, perhaps even only the pre High Seas Warfare classes, as later ships are obviously far more reliable), only, to enable a total destruction once strength reaches zero, if possible. (AI pathfinding with planned invasions should be irrelevant as well, if later sailing ships are excluded from this, I would think.) I don't know if that's obtainable via the collateral damage mechanic, but it seemed like a first-blush way to accomplish this simply. I vaguely recall mentioning something about this a while back, so if apologies if I'm repeating myself in any way.

Think of the poor AI. That would require teaching it a major new concept and actually creating a decision mechanism to evaluate the risks and rewards involved. It's not just beyond me, it's far beyond me.

- Is tech transfer currently tied to active trade routes, or is it still simply a function of having open borders diplomatically? This was discussed a while back, and Walter said that this was the intention for the system and ought to be implemented eventually, but AFAIK it still does not function this way.

If we were designing the tech transfer system from the ground up at this point, that (and actual distance) would probably be an approach we'd take. Note that this is not a royal "we", as I was never directly involved in setting up this system, so even figuring out its workings would take quite some effort for me.

- There was also talk about a more passive espionage system than in BtS. Was there any previous development here that was shelved and could be added back in? Even simply codes for new mission types?

There was some very very long time ago (pre-BtS I'd reckon), so while there might be some legacy code in there, I am not even sure if it would work at all, much less do meaningfully useful stuff.

- Someone had mentioned the nuclear arms race being represented exclusively by ICMBs as somewhat disingenuous to history, since, obviously, their first (and only, in war) use was in being dropped as a bomb from a conventional aircraft, making rocketry and all of the industry, technology, and infrastructure (silos) associated with that superfluous to the actual historical arms race. Walter had actually responded at the time that he concurred with the argument and that it would actually be quite workable within the existing "world wonder unit" system, but that there wouldn't be a unit to represent this effectively. I suggest reskinning the guided missile (one-use, per being a disposable unit and functionally a world wonder) and making it (unlike later tactical nukes or ICBMs, which are naturally supposed to be superior) vulnerable to fighter interception, as this seems to be a workable way to include it in such a way that it is more true to an authentic representation of the weapon while also being an interesting gameplay feature which would affect play meaningfully and isn't just a bell and whistle.

I actually did want to add Enola Gay as a world unit, but ran into a purely technical limitation - I couldn't make a decently animated nuclear bomber (at best it was an epic, but not particularly realistic nuclear kamikaze plane). But this one I might actually revisit, with more practical experience in unit making (the new Gulyay-Gorod recently uploaded to SVN took me an inordinate amount of effort, but is something I'm genuinely proud of, for instance).

- Another idea someone had mentioned was refugees, and Walter had said that he concurred that this is a very important aspect of history which sadly just isn't modeled by Civilization IV's game mechanics. I believe I may have found a way that they could be, at least theoretically! In the same way that captured slaves use the unit functionality of the great engineer in hurrying production, albeit significantly scaled-down, this made me wonder if an analogous unit, "the refugee," could similarly apply a scaled-down function of the great artist's culture bomb, to instantly install foreign nationality in the nearest cities it finds! Their odds of spawning could be something similar to partisans when attacking a city, or a random "revolt" vis a vis slaves/serfs, if razed, perhaps, and they could use the same pathfinding logic as slaves in serfs in seeking the nearest city to "attack" by joining it. This foreign culture would then constitute a problem for the host city in the form of instability from separatism, and unhappiness for "resenting foreign rule," (and also represent social problems like the racism and xenophobia of the native population against the minorities) those latter two already being written into the game in the form of foreign culture within the city. (This would also rudimentarily model cultural diasporas in such a way that the interior of every civ isn't curiously 100% homogenous, and make contentious border regions more naturally diffused than simply a dichotomous distribution of outputs.) In gameplay terms, I think this could add a considerable layer of depth and a lot of fun for something which appears to me to have the building blocks for it already there.

IDW component actually does some of that in a passive way - a contentious region will now naturally have a mix of cultures if enough combat took place there. Anything more major would be too ambitious to me at this point.

- This would just be a matter of flavor, but would you consider verbally titling/labeling the tech eras next to their cool individual icons? For instance, "high medieval" for the crusader shield, and so forth.

Screen real estate. It's usually a pretty long name, and while I play with a rather big resolution, I know most players don't. I was very surprised recently by a complaint from someone who was playing at 1024x768 (and claiming their monitor couldn't do any better). The best I can probably do is put it into the tooltip.

- Epidemics in my games always seem to be local and don't seem to be spreading a long trade routes to other cities. Isn't that how they are supposed to function? Also, I think epidemics as a whole could be buffed a little bit, to be more deadly in some cases. They usually are just a few turns and a few population unit deaths, but something like the Black Death should be capable of, in the span of 5-10 turns, reducing all of your cities by a third of their population or more. Neglecting health infrastructure or overexpanding vertically is punished by them, and they are more than a nuissance, but more like a thorn in the side rather than a truly seismic disaster as they sometimes were. Would implementing any changes to severity within the existing mechanical functionality be difficult, and do you agree with this reasoning?

I do agree that epidemics are currently very local, and could be much more devastating in real history. But I am rather averse to putting something that punishing into RI. I'd imagine most players wouldn't be thrilled to lose half of their population. And mechanically speaking, the epidemics currently spread through trade routes, which, while realistic in and of itself, in Civ 4 means that instead of spreading to neighboring cities, they usually go to the most remote (and preferably foreign) ones. And putting additional distance-based checks, while not beyond my skill, would likely have a really major performance impact.

- Someone mentioned being disappointed by army sizes not meaningfully corresponding to population sizes, such that small empires can still afford to field considerable armies, etc., but their main gripe was that manpower itself wasn't really represented by any population loss from battlefield deaths, or required to train units. I don't really mind that personally in this game, since "hammers" can be taken to represent fighting age men as a resource, too, and the time to train units could loosely represent this ability to be replenished, notwithstanding that the relative number of men in a military unit is necessarily much smaller than a whole population unit of the city, but where I think a tweak could be made and that this poster had a point, is with force limits. As it is now, we have the base unit support by default, and then thereafter it is an additional free unit for every 0.24*population, but going beyond this is always only one additional gold per turn... The value of a single commerce equating the support of a unit facilitated by, say, an entire 4 population city, is simply not reasonably on par, to my mind, and furthermore, the relative value of one single unit of commerce diminishes substantially as the game progresses. This does mean that low population civs aren't really hindered much by their dearth of manpower in fielding a sizeable army, perhaps even comparable to that of a much larger civ, comfortably. Historically speaking, overall population and fieldable manpower do of course have a high P value, where greater concentrations of fighting-age men being in the professional army at any one time being somewhat rare and usually the result of an especially martial society, not one merely marginally wealthier than it is populous. I think this phenomenon could be more faithfully represented by the game. If I could suggest something simple, how about approximately doubling the free support value WRT population, and also doubling unit cost in excess of this? I mentioned something about simply doubling unit cost and Walter said that then the AI wouldn't know it was overspending, but could we circumvent this by altering the values for free support, so that it knows what it should be aiming for with unit build? I also think this would combine quite nicely with scaling unit costs to prevent snowballing, which I suspect would be the next source of reluctance beyond any potential AI unit-build complications.

This is already in RI. Almost your exact suggestion when compared to vanilla. We toyed with having a more in-depth manpower system, but eventually scrapped it both for the effort it'd require to implement, and because the underlying gameplay would actually encourage snowballing - the bigger you are, the easier it is to get bigger.

- The shortswordsman is a little overpowered, I think. Perhaps (especially given its title) make it require a strategic metal, or increase its hammer cost? It's a quite reliable, cheap, and easily-spammed unit. I think in scenarios where one doesn't have copper or iron, they simply fare too well to be lacking weapons made from these, or are otherwise disingenuous to this lack by wielding "shortswords" anyway. Something just seems kind of wrong about that, when you would otherwise have to rely on archers and militia. Was this a matter of balance so that if you don't have these resources, you're in a virtually unwinnable position if you get attacked by someone who does?

No place in the world completely lacks access to metals. Strategic copper and iron resources are simply ores in large enough quantities to support major centralised smithing operations to outfit big armies with quality weapons and armour. A shortswordsman is armed with whatever their village smith could conjure - it will likely still be metal to an extent (though "shortswordsmen" for some civs don't visually use metal weaponry), just poorer quality and likely not enough for any major body armour elements. Many other units not directly requiring metal resources (such as some militias, horsemen and all of the archery line) visually have metal elements in their gear. And yes, it's very much a matter of balance, both defensively (if you don't have copper/iron you don't get overrun) and offensively (if you can output lots of food early on, poorly equipped human waves are a solid alternative to well-equipped small armies).

have come to the conclusion that the tech tree has a bloat problem. While more engaging in the start and very end of the game, the industrial-era military techs in particular are slog. Thematically, I don't think many of them are important enough to be included, making getting through them boring and confusing.

The tech tree being so tightly connected to itself also paradoxically makes science victories less fun to play, as it reduces tech tree from a series of choices to merely an obstacle to overcome. Because to get all the space parts, you basically need every tech in the game, so deciding which tech to research matters way less. And while some prereqs are good and necessary, the fact that you need almost every military tech before you can start science stuff might on one level be accurate, it doesn't make for as good gameplay, at least in the Civ context.

Related to this, because the techs are so numerous, I don't have much difficult choices in my building queus. I can build faster than I tech for my established cities, so I run research way more than I ever did in unmodded Civ. This also eliminates a vector of player choice.

I can provide a list of techs I consider excessive. I could do the same for connections, but that would take longer.

Thanks for the feedback; this has provoked me to share some of my thoughts on the matter, but tl;dr to that is: I won't be cutting the tech tree down; I certainly won't object to a modmod that does it, but my overall views on what RI is are probably significantly different from yours.

Now to the long part. A necessary preface: the views here are my own, and I don't consider them to be anything more than that - other players and indeed content creators might (and should) have very different views from mine, and I am completely fine with that. But given how this is, in essence, my mod at this point in time (and even before I became a one-man team, I was responsible for most content design decisions), and its design is driven by my views, I thought it would be good for people to understand how certain decisions were taken.

Firstly, all (or at least most) of RI is, strictly speaking, bloat. It adds huge quantities of stuff, and none if it is strictly necessary, as Civ 4 in the vanilla state is perfectly playable. What - in my view - makes it different from a kitchen-sink approach to a mod is that the elements of "bloat" to be introduced were curated with a specific concept in mind. In the manual's preface, I describe this at length, but in condensed form it's: to deliver a distinctive "realistic" feel through a combination of all the elements - gameplay, visual, etc. Realistic not in a sense of underlying mechanics - RI is not a simulator of reality, but rather a game mod - but in a sense of emotional, if you will, attachment to "historic" process you shape when playing. To me, it meant making certain design decisions. Tech tree design is one of those - industrial era was deliberately created with twice more techs in mind, to convey a feeling of technological progress radically speeding up; just as medieval era has fewer but relatively (obviously later techs are more expensive than earlier, but in my experience, it takes much more time to research a medieval tech than an industrial one, given when one is upon reaching those eras) more expensive techs, to convey a more "static" world view (while the concept of "dark ages" is more cultural myth than fact, the post-classical world does appear to have developed at a steadier pace for a while).

Likewise, for me, the interconnectedness of the tech tree is important. I fully understand that it limits the breadth of one's strategic decisions, to my overall "look and feel" outlook it's important that someone isn't able to build, say, planes, while still having sailing ships as the best available navy. Indeed, the tech progress in RI is more "even" than in vanilla and most civ-like games, and that, again, was an intentional design decision. While I understand what you're saying when it comes to pursuing certain victory strategies, that's a perfect illustration of how one's overall vision impacts those things: I don't care about winning the game. I don't think I've ever played more than a couple of Civ 4 games, both vanilla and modded, to a victory. And I know that for a lot of people, this is a very important part of the game. But since it isn't for me, this simply failed to influence my design decisions. I always preferred a more choose-your-own-adventure approach that is central to, say, Paradox grand strategy games.

That said, I do feel a certain responsibility to accommodate other players who might have very different outlooks - to an extent. Hence such a lot of stuff that can be toggled to customize one's experience. But redesigning major parts of the game is somewhat beyond the scope of that - and here I'm encouraged by the fact that Civ 4 is very accessible in terms of modding. If someone happens to like RI but dislikes certain aspects of it, they can always make their own adjustments, either purely for domestic use, or even putting it out for everyone else as a modmod. I feel I've always been fairly helpful to people wanting to make their own adjustments even if they don't suit my own taste.

P.S. That doesn't mean everything is set in stone. I also feel there's not enough building going on in the industrial era, so I might up the costs of most non-production related buildings and wonders quite radically. But the numbers of techs and their interconnectedness are very much to my taste as they are now, thank you very much. :)
 
Typo noted. As for the quote, these are the covenants she imposed on defeated Oirats (language unedited):



Out of them all, the only one that got rejected was the one regarding the knives. I guess that was a big deal for them (more so than kneeling to the khans, for instance), and the quote underscores that. One also should remember though that by some accounts, while a strong leader, Mandukhai was actually quite insane - so that might be another explanation. :lol:

Interesting tidbit. My first thought was that it was a reference to a movie or longstanding easter egg elsewhere which I wasn't privy to.

By the way, I appreciate how thoroughly this mod represents Central Asia - I don't have more than a passing sketch familiarity with its history and culture, but it does seem to be particularly underrepresented in the historical consciousness of the English-speaking world, at least. I find it cool that we have not only Mongols, but Bactrians, Afghans, and other Altaic flavors nicely spiced in to various major civs. :)

Thanks for a trip down the memory lane! To preface, most of the stuff there wasn't implemented for some particular reason, not simply forgotten about. In many cases the reason being "requires a lot of coding" - and while I did get better over time (starting at zero any improvement is substantial :lol:), I am nowhere near good enough to implement major stuff on my own. While, as you correctly mentioned, I am on record as liking most of these ideas, this is purely hypothetical as in "I'd love if a wizard came by and did this". I'll go over them one by one below. Also, a suggestion to you - from what I can gather, you're playing a release version. Since you're being so thorough in your feedback, I feel it would actually be great if you set yourself up with an SVN version. I end up implementing lots of balance changes and stuff over there that might take a year to make it into another release. There's already half a year of incremental changes and fixes there compared to the latest release version, and I was rather active during that time...

Well, thank you for taking the time to reply carefully to all of my feedback. I consider myself fortunate that you keep up with discussion on this after so many years, and, even while it's effectively a complete package, still discuss balance revisions and other minor things of that nature. This is one of if not my all-time favorite game and what this mod adds to it makes it truly incredible (ironically, my other favorite games are the Paradox ones you've included content from anyway, so I feel somewhat like I'm playing some kind of syncretic form of all of them lol), so reading through this mega-thread has been a worthwhile investment to me, so far.

And sure, I'd be happy to playtest the SVN. How do I go about doing that? Someone referenced a link halfway into this thread, but I didn't click on it (since that was pre-3.3 and likely wouldn't take me to the right page, anyway), and will I need a separate install? Also, is there a changelog of current revisions I can read beforehand, so I know what to look for while I'm playing?

Think of the poor AI. That would require teaching it a major new concept and actually creating a decision mechanism to evaluate the risks and rewards involved. It's not just beyond me, it's far beyond me.

If AI limitation is the only major concern here, might I suggest simply implementing this anyway and seeing if that even matters? The 6 range of most ships, with a variable collateral damage inflicted of, say, a range of 0-20% per turn, would give each ship a guaranteed range of 30 water tiles, which should be completely sufficient outside of huge maps. If they make it to the new world or can unload their troops in time yet it only remains a one-way trip and they have to reconstruct their ships, I don't see this as an issue, given how significant naval expenditures were in early modern times. If the AI doesn't even know that its ships are being damaged with respect to pathfinding and they can make it with them to their intended destinations anyway, then is this even an issue?

If we were designing the tech transfer system from the ground up at this point, that (and actual distance) would probably be an approach we'd take. Note that this is not a royal "we", as I was never directly involved in setting up this system, so even figuring out its workings would take quite some effort for me.

Gotcha, understood. Were there ever any changes made to it since it was originally implemented, since this was discussed?


There was some very very long time ago (pre-BtS I'd reckon), so while there might be some legacy code in there, I am not even sure if it would work at all, much less do meaningfully useful stuff.

Completely get it. Just thought I'd ask. :) Fortunately the espionage system is already pretty good, just a bit micro intensive. The only major complaint I would have is significantly nerfing the support city revolt mission since that is a rather cheap exploit, but AFAIK this was already done.


I actually did want to add Enola Gay as a world unit, but ran into a purely technical limitation - I couldn't make a decently animated nuclear bomber (at best it was an epic, but not particularly realistic nuclear kamikaze plane). But this one I might actually revisit, with more practical experience in unit making (the new Gulyay-Gorod recently uploaded to SVN took me an inordinate amount of effort, but is something I'm genuinely proud of, for instance).

Am I missing something? The Enola Gay was a B-29, which is already nicely modeled in the game. Why not just use that and add some unit-specific marking? :confused:

And yay, that will be a lot of fun, if added. The nuclear race is a tense and exciting part of the modern era, and not only making it more historically authentic, but also tiering it so that there are more categories of nuke will "enrich" the experience, too.

EDIT: Okay, I thought the B-29 was already in the game, but I just loaded it up and checked, and I guess it's not.

And my current game is as Russia, and I remarked at length on that sprite for the Gulyay-Gorod and even showed someone else I was so impressed. I honestly didn't even know that it existed historically, but the model looks particularly great.

IDW component actually does some of that in a passive way - a contentious region will now naturally have a mix of cultures if enough combat took place there. Anything more major would be too ambitious to me at this point.

Ok, this one I thought was probably going to be considered too ambitious, but considered the idea too good not to pitch, since it does seem entirely workable. The combat culture does generate a similar feel quite well, already.

Screen real estate. It's usually a pretty long name, and while I play with a rather big resolution, I know most players don't. I was very surprised recently by a complaint from someone who was playing at 1024x768 (and claiming their monitor couldn't do any better). The best I can probably do is put it into the tooltip.

Ok, that makes sense. By the way, did you design all of those icons yourself? They look really clean and nice: simple and uncluttered, conveying an easily recognized image from the era without being distracting.

I do agree that epidemics are currently very local, and could be much more devastating in real history. But I am rather averse to putting something that punishing into RI. I'd imagine most players wouldn't be thrilled to lose half of their population. And mechanically speaking, the epidemics currently spread through trade routes, which, while realistic in and of itself, in Civ 4 means that instead of spreading to neighboring cities, they usually go to the most remote (and preferably foreign) ones. And putting additional distance-based checks, while not beyond my skill, would likely have a really major performance impact.

Oh, okay. I actually didn't think that they could spread to distant trade routes, and was somehow thinking that they would be the adjacent cities, by default. Is there a mechanical basis for what determines how long they last? Usually, it's about 2-4 turns most of the time, but I'm unsure if healthier or smaller cities recover faster, for instance.

This is already in RI. Almost your exact suggestion when compared to vanilla. We toyed with having a more in-depth manpower system, but eventually scrapped it both for the effort it'd require to implement, and because the underlying gameplay would actually encourage snowballing - the bigger you are, the easier it is to get bigger.

Oh, cool. Nice to hear! That's pretty much exactly the extent to which I think it would have fallen short otherwise (for what this game is macroscopically), especially with militia being trained with food, as well.

I'd still posit maybe increasing the scaling costs of capital ships in the industrial age onwards, as it still seems a little too insignificant, but you have your reasons for not doing this, as you had said before.

EDIT: I loaded up my current game to check, and it appears that my unit costs aren't working this way...

I have 146 total population in my empire, 139 units, free support for 29 units out of this, and am paying 208 GPT in unit maintenance. The approximate 2 GPT/unit seems to make sense, but the free support doesn't appear to have been changed.

No place in the world completely lacks access to metals. Strategic copper and iron resources are simply ores in large enough quantities to support major centralised smithing operations to outfit big armies with quality weapons and armour. A shortswordsman is armed with whatever their village smith could conjure - it will likely still be metal to an extent (though "shortswordsmen" for some civs don't visually use metal weaponry), just poorer quality and likely not enough for any major body armour elements. Many other units not directly requiring metal resources (such as some militias, horsemen and all of the archery line) visually have metal elements in their gear. And yes, it's very much a matter of balance, both defensively (if you don't have copper/iron you don't get overrun) and offensively (if you can output lots of food early on, poorly equipped human waves are a solid alternative to well-equipped small armies).

Ok, that makes sense. I suppose against proper axemen, as melee units, shortswords would fare terrible, anyway.


Regarding the tech tree, I'm curious what is meant by "interconnectedness." The tree in BtS also had several seemingly irrelevant prerequisite techs, and it's not like you can't beeline or choose distinct branches to research, now. I also really like the density of the industrial era techs. I hadn't thought that that was meant to convey a sense of exploding technological progress, but it certainly does, on second thought. I find it much more engaging and interesting than the original, and I'm not sure why someone else wouldn't.

Spoiler :
And on the note of technology, the many comments having to do with incorporating features and trends of the contemporary world and being met with the response that the game's "spiritual" timeline ended with the Cold War in the late 80s, always remind me of this song, which, somehow feels like an appropriate epilogue to the game and the span of human history up to its point. Leaves you with an open-ended sense of decadent irresolution, at the objective end of a very definite historical era. :)

Sanctuary - Future Tense - YouTube
 

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I have a problem in making RI rebalanced by my way. And i m looking for help. I added possibility to add great generals to cities, but i see that AI dont do that. Even I noticed once that AI have 2 great generals in a city but as a simple units ( not join )...
 
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Hi first of all thank you for this great mod, Ive been hooked ever since. But I seems to not be able to build any Longbowmen as South Chinese Civ. I have all the required techs, I have archery range. I can build Asian Crossbowman but not any Longbowman? (Playing in World Map huge scenario).
 
By the way, I appreciate how thoroughly this mod represents Central Asia - I don't have more than a passing sketch familiarity with its history and culture, but it does seem to be particularly underrepresented in the historical consciousness of the English-speaking world, at least. I find it cool that we have not only Mongols, but Bactrians, Afghans, and other Altaic flavors nicely spiced in to various major civs. :)

That's one of the "strategic goals" of RI - showcasing stuff that's obscure or underrepresented, at least in the Western cultural field.

And sure, I'd be happy to playtest the SVN. How do I go about doing that? Someone referenced a link halfway into this thread, but I didn't click on it (since that was pre-3.3 and likely wouldn't take me to the right page, anyway), and will I need a separate install? Also, is there a changelog of current revisions I can read beforehand, so I know what to look for while I'm playing?

The first post of this thread has detailed instructions. Just keep some things in mind:

1) SVN assets are unpacked, which means they take really long to load. Give the mod 10-15 minutes after you press the button.
2) Remember (or record) the SVN revision number of a particular game you started and never update SVN for an ongoing game unless specifically requested by me (such as if I made a hotfix for a problem you reported in a save-game compatible manner).
3) The mod folder should be called simply "Realism" - this is done so that one can have both a release and an SVN version simultaneously.

The changelog can be found here: https://sourceforge.net/p/civ4mods/code/HEAD/log/

Everything from "Housekeeping update 1" is after the last release.

If AI limitation is the only major concern here, might I suggest simply implementing this anyway and seeing if that even matters? The 6 range of most ships, with a variable collateral damage inflicted of, say, a range of 0-20% per turn, would give each ship a guaranteed range of 30 water tiles, which should be completely sufficient outside of huge maps. If they make it to the new world or can unload their troops in time yet it only remains a one-way trip and they have to reconstruct their ships, I don't see this as an issue, given how significant naval expenditures were in early modern times. If the AI doesn't even know that its ships are being damaged with respect to pathfinding and they can make it with them to their intended destinations anyway, then is this even an issue?

It's not the only major concern obviously - it will take quite a lot of effort to implement, which means that I'm doubly reluctant to get started. And I foresee a rather different situation than what you describing - from what I know of AI, once their ships get damaged, they will, in their current mindset, simply stop them where they are so that they can heal. You can imagine how well that will go for them.

Were there ever any changes made to it since it was originally implemented, since this was discussed?

Mostly numerical value tweaks, including a hefty bonus to one's vassals for leeching techs off their overlords.

Am I missing something? The Enola Gay was a B-29, which is already nicely modeled in the game. Why not just use that and add some unit-specific marking? :confused:

And yay, that will be a lot of fun, if added. The nuclear race is a tense and exciting part of the modern era, and not only making it more historically authentic, but also tiering it so that there are more categories of nuke will "enrich" the experience, too.

Yep, the model's not a problem, it's the animations - we have no vanilla way of displaying an animation of a plane dropping an atomic bomb.

And my current game is as Russia, and I remarked at length on that sprite for the Gulyay-Gorod and even showed someone else I was so impressed. I honestly didn't even know that it existed historically, but the model looks particularly great.

Heh, making it a Russian NU is actually a little disingenuous - various versions of that were a military staple all over Eastern Europe, with at least all Western and Eastern Slavic peoples making extensive use of them (Russians, Ukrainians, Poles, Czechs etc).

By the way, did you design all of those icons yourself? They look really clean and nice: simple and uncluttered, conveying an easily recognized image from the era without being distracting.

Well, "design" is a bit of a strong word - I almost never draw something from scratch. Rather I usually trawl the web for free clipart and such and post-process it. Sites like this one help a lot: https://game-icons.net/

Is there a mechanical basis for what determines how long they last? Usually, it's about 2-4 turns most of the time, but I'm unsure if healthier or smaller cities recover faster, for instance.

50% chance to end each turn, simple as that.

EDIT: I loaded up my current game to check, and it appears that my unit costs aren't working this way...

I have 146 total population in my empire, 139 units, free support for 29 units out of this, and am paying 208 GPT in unit maintenance. The approximate 2 GPT/unit seems to make sense, but the free support doesn't appear to have been changed.

I'll have to doublecheck then. I remember increasing free support, though I am not actually sure if it's tied to population in any way.

Regarding the tech tree, I'm curious what is meant by "interconnectedness." The tree in BtS also had several seemingly irrelevant prerequisite techs, and it's not like you can't beeline or choose distinct branches to research, now. I also really like the density of the industrial era techs. I hadn't thought that that was meant to convey a sense of exploding technological progress, but it certainly does, on second thought. I find it much more engaging and interesting than the original, and I'm not sure why someone else wouldn't.

Well, I did make a conscious effort to introduce more prerequisites in bits of the tech tree where I felt one could get far too ahead without investing elsewhere.

I have a problem in making RI rebalanced by my way. And i m looking for help. I added possibility to add great generals to cities, but i see that AI dont do that. Even I noticed once that AI have 2 great generals in a city but as a simple units ( not join )...

RI has additional AI logic where they can keep some generals around to build the doctrines they want. You are probably seeing those "banked" generals, where AI sees more value in keeping them around. You can probably play around with AI weights for stuff to get them more eager to settle.

Hi first of all thank you for this great mod, Ive been hooked ever since. But I seems to not be able to build any Longbowmen as South Chinese Civ. I have all the required techs, I have archery range. I can build Asian Crossbowman but not any Longbowman? (Playing in World Map huge scenario).

Civs in RI usually have access to either crossbows or longbows, not both. South Chinese have crossbows. They also have Firelancers, so they in particular should be well-off without longbows anyway.
 
RI has additional AI logic where they can keep some generals around to build the doctrines they want. You are probably seeing those "banked" generals, where AI sees more value in keeping them around. You can probably play around with AI weights for stuff to get them more eager to settle.

I have no idea where I can change AI weight for joining great general to city, but I make sth different and... it works properly for the AI with other doctrines! ;D
I have a plan to make it up to 12 - so its even better, because I'm a huge fan of early aggression, so with barbaic genereals, in the classical era I can stack up even to 17 GG in my capital. ( in other mods and Vanilla AI stacks up their GG too with ease ).

upload_2022-5-22_13-53-42.png

But there is one disadvantage of this solution:
upload_2022-5-22_14-11-54.png
In the building's list they will stack up too. Anyone have any idea how to make visible only last one?
 
You can make it an upgradeable building chain - the second one would give 2 specialists, etc. Just look up how other upgradeable chains are handled.
And i tried it. But it doesnt work. Check second screen I have there forge and blast furnace together
 
Yep, the model's not a problem, it's the animations - we have no vanilla way of displaying an animation of a plane dropping an atomic bomb.
I do not know if it helps, but there are other mods that have such a model. Rise of Mankind A New Dawn I think has one.
 
Thanks for the instructions on the SVN. I'm still doing my let's play in the 3.57 release, but once I finish my current unrecorded game, I'll happily begin playtesting. (By the way, it appears you can check the release version in-game by going into interface options.) Also thank you for the feedback on those specifics.

A couple more questions:

It might be an anomaly map, but I'm noticing that coal is still too scarce. It is a useful resource mid-game, and absolutely vital for the industrial era onwards. In the save I uploaded, there are only 5 instances of coal on the map, meaning that there is fewer than one resource per civ in play, which makes it quite unlikely ever to be tradable, and a coin toss on whether or not each natively has it. I understand that strategic resources confer special and powerful benefits and are not supposed to be a given, but in this case I think it is actually game-ending not to have, or be able to conquer, which I think is a little too steep, especially when coal, as such was not a particularly rare resource during the industrial era IRL, even if still valuable and not ubiquitous. In this game, I had to launch an overseas invasion, taking a coastal city and then another inland which had coal in its BFC, just to gain access to it, and I didn't even get the outlying tile many turns into running as much culture in that city as feasibly possible, so two more abortive invasions followed, aiming to sack the city which prevents me from acquiring it, all the while the rest of the world is industrializing and I'm falling behind infrastructurally as I'm nearing the modern age in technology... On the one hand, it's fun that you have to anticipate this handicap and reroute your play to circumvent it, but on the other, when it's so prohibitively difficult with game-ending ramifications if you don't, it goes a little too far IMO. Would it be possible to buff the "preference" for coal in map placements, maybe at the expense of something like fertile soil which takes up a "bonus slot" but doesn't constitute a gameplay consequence nearly so vital? Or, possibly add a wonder which causes you to "discover" coal in the city which builds it, to model a possible alternative (much as with the wonder which does this for oil)? I was using the RI map script and didn't make any changes which should have affected this, like resource abundance or number of civs. Thoughts from anyone else on this are requested, too, since this might just be a one-off in this case.

I think that the great works of science are still slightly too powerful. 40% really can be enormous, especially when synergistically stacked modifiers in a super capital can make the research threshold of a single city rather enormous already. Their eventual expiration and "one per city" cap are good counters, I think, but maybe dropping to 30% would incentivize a more careful decision with respect to a cottage-vs-specialist economy dilemma, which still seems to favor the latter rather heavily. It's just been my observation in several recent games that a single great work discovered seems to be enough to launch someone into an outright tech lead in spite of structural backwardness, otherwise, which might be overrepresenting their effect in real life. Furthermore on the note of balancing decision making, they do seem to overwhelmingly make scientists the best specialist to run, when it would probably be more fun if other specialists could be made more lucrative by nerfing the effect from the GS or buffing the others outright. From reading this thread, this one seems to have gone back and forth, but do you presently feel that the balance here is in a good place?

I am not requesting that Walter or anyone do this for me, but is it theoretically possible to code the huge Earth scenario to include separatism, even if seceding cities simply become "barbarian state" per the cap on number of civs already being at the ceiling at the game start? That scenario is fun, and I would love to see something relatively like history play out with all of the flavor units and geographic influences on the game outcome represented by the actual earth, but also feel that the revolution aspect of the game is such an enriching part of it, that its just too hollow to play without it, intentionally. If it's something that could be done with some careful tampering, I'd like to try it, but if that would be a fool's errand then I'll just leave it be. Would like to know, however.
 
Thanks for the instructions on the SVN. I'm still doing my let's play in the 3.57 release, but once I finish my current unrecorded game, I'll happily begin playtesting. (By the way, it appears you can check the release version in-game by going into interface options.) Also thank you for the feedback on those specifics.

A couple more questions:

[...] Thoughts from anyone else on this are requested, too, since this might just be a one-off in this case.

Certainly not a one-off, in every game I've played there were one or more civs that lacked coal, I plan early wars to get my hands on it myself, I like I do for copper/iron, sulphur too.

It is strictly speaking not the coal itself you need, it is steel - and that requires both iron and coal.

Without it, your best units will be irregulars, explorers and gunboats iirc.

I do feel this is working as intended [to keep some civs stuck in the pre-industrial level of tech idk. ?], though maybe not to everyone's liking.

Having lots of civs on a random map exacerbates the problem as copper and iron are preferred strategic resources near any starting position, so simply removing a few civs might solve your problem, not sure.

On some few occasions a random event makes coal appear - but you cannot really count on that.

It is not that coal is always rare as such, in my current game, normal map with two civs less default, there are 9 coal and only 6 iron, 9 copper, still 2-3 civs lack iron, coal or both.
 
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I do not know if it helps, but there are other mods that have such a model. Rise of Mankind A New Dawn I think has one.

It doesn't. Thanks for everyone's good intentions, but I feel I already know specifically what I need to do to get this implemented, no further input needed.

By the way, it appears you can check the release version in-game by going into interface options.

Release version is simply a number I update by hand. SVN revision cannot be checked in-game, as it's not strictly intrinsic to the mod. TortoiseSVN displays the number when you update, and if you don't want to update, you can use the "Show Log" option on the "Realism" folder.

It might be an anomaly map, but I'm noticing that coal is still too scarce. It is a useful resource mid-game, and absolutely vital for the industrial era onwards. In the save I uploaded, there are only 5 instances of coal on the map, meaning that there is fewer than one resource per civ in play, which makes it quite unlikely ever to be tradable, and a coin toss on whether or not each natively has it. I understand that strategic resources confer special and powerful benefits and are not supposed to be a given, but in this case I think it is actually game-ending not to have, or be able to conquer, which I think is a little too steep, especially when coal, as such was not a particularly rare resource during the industrial era IRL, even if still valuable and not ubiquitous. In this game, I had to launch an overseas invasion, taking a coastal city and then another inland which had coal in its BFC, just to gain access to it, and I didn't even get the outlying tile many turns into running as much culture in that city as feasibly possible, so two more abortive invasions followed, aiming to sack the city which prevents me from acquiring it, all the while the rest of the world is industrializing and I'm falling behind infrastructurally as I'm nearing the modern age in technology... On the one hand, it's fun that you have to anticipate this handicap and reroute your play to circumvent it, but on the other, when it's so prohibitively difficult with game-ending ramifications if you don't, it goes a little too far IMO. Would it be possible to buff the "preference" for coal in map placements, maybe at the expense of something like fertile soil which takes up a "bonus slot" but doesn't constitute a gameplay consequence nearly so vital? Or, possibly add a wonder which causes you to "discover" coal in the city which builds it, to model a possible alternative (much as with the wonder which does this for oil)? I was using the RI map script and didn't make any changes which should have affected this, like resource abundance or number of civs. Thoughts from anyone else on this are requested, too, since this might just be a one-off in this case.

That's an intentional design decision - of all strategic resources, coal has the longest window from when it's revealed to when it really starts being needed. And generally, it's set to appear in a sufficient quantity, just not weighted to starting locations. It's a good catalyst for expansion, military or colonial, if you discover you have none. It's obviously possible to achieve any distribution of resources by tweaking the map scripts long enough, including totally fair distributions - but I feel it will detract from the gameplay rather than add to it. Also, for the extremely unfortunate, there's a steel-providing wonder to beeline to, which is specifically designed for situations where you absolutely cannot get any coal.

I think that the great works of science are still slightly too powerful. 40% really can be enormous, especially when synergistically stacked modifiers in a super capital can make the research threshold of a single city rather enormous already. Their eventual expiration and "one per city" cap are good counters, I think, but maybe dropping to 30% would incentivize a more careful decision with respect to a cottage-vs-specialist economy dilemma, which still seems to favor the latter rather heavily. It's just been my observation in several recent games that a single great work discovered seems to be enough to launch someone into an outright tech lead in spite of structural backwardness, otherwise, which might be overrepresenting their effect in real life. Furthermore on the note of balancing decision making, they do seem to overwhelmingly make scientists the best specialist to run, when it would probably be more fun if other specialists could be made more lucrative by nerfing the effect from the GS or buffing the others outright. From reading this thread, this one seems to have gone back and forth, but do you presently feel that the balance here is in a good place?

I honestly don't know. Focusing on scientists does still seem to be a powerful strategy, and AI understands and makes good use of it. But RI has quite a few rubber-banding measures in place, so I suspect if I nerf it, the disparity in techs will become almost nonexistent across the world. Right now, in my own experience, it's more or less where I want it, where there's usually a group of civs in the tech lead - not one civ running away and leading by a whole era. And "cottage vs specialist" is a false dichotomy in RI at this point I feel. While it was specifically designed as such in vanilla, the balance - again, intentionally - tends to swing to and fro during the tech progress in RI, and intentionally lands firmly on the specialist side of things by late game.

I am not requesting that Walter or anyone do this for me, but is it theoretically possible to code the huge Earth scenario to include separatism, even if seceding cities simply become "barbarian state" per the cap on number of civs already being at the ceiling at the game start? That scenario is fun, and I would love to see something relatively like history play out with all of the flavor units and geographic influences on the game outcome represented by the actual earth, but also feel that the revolution aspect of the game is such an enriching part of it, that its just too hollow to play without it, intentionally. If it's something that could be done with some careful tampering, I'd like to try it, but if that would be a fool's errand then I'll just leave it be. Would like to know, however.

It's as simple as changing a line in a file, but it's extremely ill-advised. Not only you'll get barbarian superstates, but these will eat up all the remaining free slots, and break the system for the remainder of the game. Also, as it has a multiplicative performance footprint, it will run really really slow.
 
It doesn't. Thanks for everyone's good intentions, but I feel I already know specifically what I need to do to get this implemented, no further input needed.

Hey Walter, I hope you really find a way of implementing a non-suicidal nuclear bomber, since I have so many nice unit models both in terms of ships and planes that would make that an awesome thing! At present they
are suicidal, probably not too unrealistic given the background of how nuclear war strategy looked before the ICBN and SSBN- era :D
 
A few things I want to share with you all:

It's actually a little "fun" to see how the land changes over the years after I raised the growth-rate for forrest, savanna, jungle, scrubs and swamps - and added ability for all workers to chop down the scrubs.

The AI handles this without problems - so Walter...... wouldn't that be an idea for your next release? You have already the code needed................


As for the gold_panning site. It starts large, then "develops" to small, then for a short time it's a "panning_site_depleted" tile. And then.... it develops to a village?!?! Wouldn't simple depleted_land be a more suitable "improvement" to "develop" it to??

And BTW. Unique improvements...... can they be "unique" for more than just one nation in case those nations have workers able to construct them? I say, humans.have had (gready?) feelings for gold at least the last 6.000 years, so washing gold out of a river or something like that must have been done by many others than only the Sahelians. I don't want to spread each-and-everything out to all nations (as I have done with Highways/Autobahn) - but 3, 4 or 5 more nations....... that gives more sense (at least for me :rolleyes: ).......
 
I'll be going away for a couple of weeks so expect little to no communication and almost certainly no SVN updates from me during that period.

Hey Walter, I hope you really find a way of implementing a non-suicidal nuclear bomber, since I have so many nice unit models both in terms of ships and planes that would make that an awesome thing! At present they
are suicidal, probably not too unrealistic given the background of how nuclear war strategy looked before the ICBN and SSBN- era :D

It will require some SDK changes: https://forums.civfanatics.com/resources/ww2-style-a-bomb-unit-mod-v1-1.17769/

Haven't tried it yet (and see above, will not for a while), but seems totally feasible.

A few things I want to share with you all:

It's actually a little "fun" to see how the land changes over the years after I raised the growth-rate for forrest, savanna, jungle, scrubs and swamps - and added ability for all workers to chop down the scrubs.

The AI handles this without problems - so Walter...... wouldn't that be an idea for your next release? You have already the code needed................

Eh, sure. It doesn't have a major gameplay effect either way. I don't think swamps tend to grow IRL though - they are more of a climate feature, depending on local humidity and elevation.

As for the gold_panning site. It starts large, then "develops" to small, then for a short time it's a "panning_site_depleted" tile. And then.... it develops to a village?!?! Wouldn't simple depleted_land be a more suitable "improvement" to "develop" it to??

Then the most logical gameplay decision would be to abandon that tile and never work it after the first stage, which is exactly what AI would do too. Having a good improvement at the end provides a meaningful incentive to keep working the tile, and also has Mali keep their high commerce output even after the sites are depleted.

And BTW. Unique improvements...... can they be "unique" for more than just one nation in case those nations have workers able to construct them? I say, humans.have had (gready?) feelings for gold at least the last 6.000 years, so washing gold out of a river or something like that must have been done by many others than only the Sahelians. I don't want to spread each-and-everything out to all nations (as I have done with Highways/Autobahn) - but 3, 4 or 5 more nations....... that gives more sense (at least for me :rolleyes: ).......

I mean... Everything can be given to everyone - any unit, building, or improvement. And the same argument as you did for panning sites can be made for almost anything in-game - after all, all civilizations are human and all humans are theoretically capable of anything other humans did (legions, stock exchanges, ranches etc). But I don't see any gameplay reasons for that, nor any other compelling reasons. This just makes the gameplay experience less unique for everyone. I'd rather have less stuff than more, if it serves no purpose.

Take this particular case, for example - all civs already have a way of making river tiles provide commerce, which is through hamlets. So if adding panning sites to several civs, one can either:
1) Make them more powerful than hamlets (which is the case right now, as that's a unique improvement and supposed to be better) - but then we just went and buffed several civilizations. What do we do to balance that, take away their own unique improvements? And then we just have one improvement replace the other.
2) Make them on par with hamlets. Now we have two different commerce-producing improvements that don't really bring meaningful strategic diversity, as (if properly balanced) the difference between them is too nuanced to matter one way or the other.
3) Nerf it so that it is worse than hamlets, and then it simply doesn't get built.
In all of the above cases, the number of real choices a player has didn't change, but we went and made everyone more alike than before.

To put it another way, I don't feel there's not enough of anything at this point in RI development (with very very few exceptions - but to illustrate, I added literally zero new flavour units/buildings/anything after the 3.57 release). Maybe a bit too much of some stuff, which I will try to clean out before the next release (and the recent lengthy discussion around clock towers is a very good case in point) - but my main focus at this stage is making sure that everything that is there is balanced, works as intended, looks good and adds something meaningful to the gameplay (or at least looks really good if not :)). People wanting more stuff should probably make their own modmods for that.
 
Hmmm. When the gold_panning_site finally turns into a village, then I expect it will develop to a town. Isn't that correct? If "Yes", then turning them into Depleted_Land for a start wouldn't do any change - except delaying the development somewhat. And that the AI maybe - maybe - would be more interested to make a watermill on that place when that becomes possible.

But - and that is important - your 3). Are you writing that the AI will NOT destroy the depleted_land and then build something else??? If so - then you are right. It wouldn't work as I suppose it will. And a new text has to be written for this "improvement".


Please note this too: I simply loves long games and big maps. And I have changed many parts of the xml-code, so life can't exist (nearly) or grow without being close to water (oceans/fresh lakes/rivers). Even grassland only gives 1 food unless close to water or without a ressource or developed. All other landtiles gives 0 (zero).

So I'm well aware of the fact, that some of my suggestions wouldn't work in faster games or on smaller maps as I hope they could do with my preferred settings. But I still think some of my ideas/questions might be usefull - somehow.
 
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