Realism Invictus

Is "anti-clerical" really an accurate negative trait for Akhenaton? True, he strongly objected to the Egyptian priests, to put it mildly. But he rejected the pagan religion (which aren't represented in Civ as religions at all, mechanically) and forced everyone to follow his new monotheist religion instead, which came with its own priests and clerics and was - at the time - the closest thing in the world to a religion in the Civ 4 sense. That sounds like a closer match for fanatical than anti-clerical.

Mechanically, anti-clerical also really doesn't mesh well with spiritual, one of his other traits.
 
Is "anti-clerical" really an accurate negative trait for Akhenaton? True, he strongly objected to the Egyptian priests, to put it mildly. But he rejected the pagan religion (which aren't represented in Civ as religions at all, mechanically) and forced everyone to follow his new monotheist religion instead, which came with its own priests and clerics and was - at the time - the closest thing in the world to a religion in the Civ 4 sense. That sounds like a closer match for fanatical than anti-clerical.

Mechanically, anti-clerical also really doesn't mesh well with spiritual, one of his other traits.

That's a good point, especially since he instituted what is already deliberately modeled in the game as a major religion: solar cult. It could be an issue of combinatorics with Akhenaten though; maybe he would have the exact traits as another leader if anti-clerical was subbed out and a shuffle effect would be created. There's also the issue of the sun being integral to paganism in many societies which were still otherwise inclusively polytheistic, like Phoebus Apollo in the Greek pantheon or Huitzilopochtli with the Aztecs. Where the intentional line between miscellaneous paganism and deliberate solar cult is drawn isn't entirely clear to me, since running paganism isn't dissonant with a state religion in the game, so "exclusivity" shouldn't really be the reason...

I was similarly confused why Theodore Roosevelt's favorite civic is Free Market, since he's well-known for being a trust-buster. I think a more appropriate favorite civic for him would be environmentalism, due to his conservationism and program of creating national parks.
 
I was similarly confused why Theodore Roosevelt's favorite civic is Free Market, since he's well-known for being a trust-buster.
I think most people recognise that the government interviening in the market to prevent monopolies is a key feature of a functioning free market.
 
i swap between slavery and serfdom and under slavery I could build a farm on this tile and now I can't, no idea why - beacuse it was desert?
e3GxrzQ.jpg
 
i swap between slavery and serfdom and under slavery I could build a farm on this tile and now I can't, no idea why - beacuse it was desert?
e3GxrzQ.jpg
I think you can build farms in tiles with scrub, but of course building a farm removes scrub, so you're stuck with that slave farm for the rest of history!
 
Are saves from 3.55 meant to compatible for 3.57? I installed the latest version from (what I assume to be) 3.55, but I get a CTD when I try to load an old save. (Also, how do you see what version you're in? I think I was in 3.55 but I'm not absolutely sure).

On another note: @Walter Hawkwood, could you use French translations? I had been filling up missing translations in the text files with Google Translate, so I could practice my French reading in-game material. It's not everything I've translated into French, but it is a fair amount.
 
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I think most people recognise that the government interviening in the market to prevent monopolies is a key feature of a functioning free market.

In game terms, I always thought of it as "laissez faire," (which obviously would mostly lack this) but since it shares a successive alternative early on with Mercantilism (which it's often better than anyway), and then State Property (which is situational, though I haven't played with it in RI yet), the dichotomy doesn't really represent regulations as an alternative civic, and the tech which unlocks it is "market regulation" if I recall, anyway.

Still, though, isn't this a very modern, almost contemporary reality? Equating Free Market when it becomes available with a modern regulated economy overlooks all of the tumult of capitalism's early triumph, which was seldom bridled with any kind of significant regulation in a contemporary sense until long after it had defined the economic landscape in places where it was the de facto modus operandi.

The game's timeline is supposed to end with the Cold War, and it wouldn't have been until the late 19th century that major regulatory legislation went into effect, like the Sherman Antitrust Act of 1890 in the United States, at the same time that market capitalism really began to gain traction outside of the Atlantic states, with places like Meiji Japan's Zaibatsu conscientiously resisting this, for one example. On the other hand, market economics as a cogent theory is a product of the late 18th century, with proponents running up to the present day (indeed, resurgent even in the 1980s in many places, nominally the game's end), so this is a rather large gap for a major difference in concept to be occurring within the same civic.

Earlier in this thread, there was discussion about the overlap between economic and labor civics. I would actually argue that the regulations you're mentioning are more aptly applied to Labor Union or Welfare State than Free Market, and the former is probably a better candidate for TR's favorite civic, for what little that matters to the mod.
 
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I was thinking about goods produced, such as motor vehicles, pharmaceuticals, fuel, basically, later stage derived resources. It hit me that it would be great if each nation or maybe each grouping of nations could have their distinctive variety of produced good. For example when English build Vauxhall, they wouldn't produce motor vehicles, but rather Rolls Royce or Aston Martins or whatever that could be exported to other countries for happiness. Additionally, some civs exports could generate built in improvements in units, for example importing Japanese motor vehicles, could give flanking promotion or something similar.
Same with furniture and clothing, maybe Swedish could produce IKEA Furniture, each nation could produce it's own consumer goods etc, so that while I could build my own civilization flavor of each specific resource, I could also import other nations and export my own. Additionally, I don't know if it's possible, but maybe importing other natural gas could decrease maintenance in my cities by 1% or such similar number or give a single hammer boost.
There issue of "decaying" resources. For example, elephants lose function in later stages, but could allow building of Zoos that while decrease health, give happiness boost. Horses could give hippodromes that give commerce. Also hemp has so many modern industrial applications that it should be processed into something useful, such as biofuel or textiles or something similar.
I imagine it's a lot of work, but I think it could give a nice late game boost and add additional flavor.
 
I was thinking about goods produced, such as motor vehicles, pharmaceuticals, fuel, basically, later stage derived resources. It hit me that it would be great if each nation or maybe each grouping of nations could have their distinctive variety of produced good.

I have had (still have actually) something like this rumbling in my head for some time.


But I also know, that Walter "demands" good reasons just to consider changes like this - I do remember some of his questions/comments (fx. back on page 415 about using Highways as a new route for all and not just for the germans):
Why exactly?
what would that accomplish, gameplay- or flavour-wise?
I'm just not sure the end effect justifies the effort
Have to admit, that all above are reasonable questions/views.


My wish is that each and every bonus becomes so valuable, that a civ is ready to go to war if it really are in needs of it and can't get it by trade.


Fundamentally an improvement shouldn't give anything but access to the associated bonus. That bonus has to be ....needed..... in one (or more different) specific workshop(s), where the bonus is consumed and - eventually - a new bonus produced in "a number", These new bonuses should also be used ...... eventually even a third or fourth time when a "reasonable" production-line is "available". As we already have for some bonus.

My reason for suggesting all this is not simply to put extra on. But for all bonuses to be used for its purpose. And not just to make more-or-less useless farms/what-ever. I want to "force" the human/AI to take active "meassures" when a ressource is used up.


Next step - plan for testing.

Edit: Test postponed. I found info on how-to add new buildings in the section for graphics modpacks, but nothing on new bonuses/ressources. So I'll wait for next official release of R:I and takes this up later (if needed).

Spoiler :


1: Start some tests made on present game I'm playing... it's suitable for the ancient, classical and medieval eras.
Guess if I export/save some "key-turns" in WB, then I should be able to reload those turns in WB even after adding new bonuses/buildings and make the needed tests......

2: Start with timber.
New bonus "Tree_Trunks" should be much more common than Prime_Timber. Improvement_Camp_Timber should require Feature_Forest.
Guess a new building - could be Timber_Yard or Lumber_Camp could be used side-by-side with the Carpenter in the tech-tree.
Lumber_Camps should use Bonus_Tree_trunks to produce new Bonus_Lumber (find a better name). 1 Bonus_Tree_Trunk gives 5 (or more?) Bonus_Lumber.
Carpenters should use Bonus_Prime_Timber to produce new Bonus_Prime_Timber_(something good name). 1 Bonus_Prime_Timber gives 2 (or more?) Bonus_(something good name).
Bonus_Tree_Trunks, Bonus_Lumber and/or Bonus_Prime_Timber is required alone or in combination for any building except those, that can be made without use of "manufactured timber" (always available, not a bonus).

It might also be worth testing the values of <PrereqAndBonuses/> and <PrereqOrBonuses/> in the unit files for higher levels of naval- and siege-units - and maybe other places too.

3: Problems (they will surely come faster than expected) - contact Walter :old:

4: If I totally fail - abandon this test :sad:

5: If successfull after all? Stop testing and wait :confused: - no need to do a lot of changes before "one" knows what's with the next release :thumbsup:.





Edit 19.Aug 2022:

I just made a new little test to see how far I could go with socalled "converter-buildings".


I tried to make a BronzeForge (Bronze_Smith) to consume 1 copper (standard value) and produce 3 copper and 3 bronze. And it worked(!). All the extra ressources were available for trade.

So it is possible to enable existing buildings to produce what-ever I want them to do (as long as the bonus exist in the game). No need for a new tree-bonus - Prime_Timber is enough, no need for a new building - the Carpenter can produce what-ever type of wood I would like.

That would make my "wish" much easier to do when I think I'm ready to go on. Just I still have to learn how to add a new bonus-type into the game...............
 
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If Barbarians can get mounted riders without a source of horses, why can't I?😩
 
:deadhorse:
 
Now we are at horses. I'll bring my old crooked horse back to the market - hopefully it can be sold there this time :help:


The canals - not forts, but real canals like the Panama- or Suez-canal with proper functionality and graphic. Last time we had it up here was on page 418..

Seems like a modder have found a practical way to solve the movements of both ships and landunits, that also seems to be realistic - take a look here: https://forums.civfanatics.com/threads/canals-mod-component.634143/ , However the graphic part is not existing.

So some graphic work is still needed - but if the canals is limited to 1 tile from the sea (or lake(!)) - as Samson wrote it might be and that I can confirm is so - then.... I say the Chineese Canal as we have it already could partly be used as master- just 2 or 3 times as wide and with no crossings and no sharp 90°angles (30° - 45°angles or soft bends would be perfect I think - afterall the canal can only be 1 or 2 tiles). And maybe an graphic-option, so a river can end into a canal - think that could look nice too - but this is not a strong wish.........

I know there are a few other different graphic solutions on canals already. There is even made a canal with a railroadbridge. Use this link to see more. https://forums.civfanatics.com/sear...&c[child_nodes]=1&c[nodes][0]=172&o=relevance
 
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I've not seen anyone mention this, but in my games the AI doesn't build any seige units at all. I don't know how to correct this. In previous versions of RI the AI would build seige units but now, nothing.

One more thing I noticed is that the AI regularly chooses the desert upgrade for units when there are no/few deserts nearby. If the AI was restricted to the combat upgrade line it would probably be much stronger.
 
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One more thing I noticed is that the AI regularly chooses the desert upgrade for units when there are no/few deserts to be nearby.
SO TRUE. Before desert upgrades AI spammed forest upgrades, if there is land tactics on a unit AI chooses barb upgrades.
If the AI was restricted to the combat upgrade line it would probably be much stronger.
I'd go one step further. If AI made upgrades solely on a unit type it could become even stronger. I mean only city garrison and drill to city defenders (no guerilla for plain cities), combat for general infantry, city raider for shock troops, flanking 3 for mounted units, camouflage for recon units.
 
I actually had a recent game where the AI appropriately used desert promotions on some of their units when our border was a large desert and it made dealing with them challenging. I haven't seen it favored in general, though.

By the way, has anyone else noticed that the parentheses unit tags for category aren't showing up anymore? The last time I updated the SVN, they were working, but now they seem to have disappeared. I like the culture-specific names for units but it's handy to be able to see in parentheses what category it is.
 
I have had (still have actually) something like this rumbling in my head for some time.


But I also know, that Walter "demands" good reasons just to consider changes like this - I do remember some of his questions/comments (fx. back on page 415 about using Highways as a new route for all and not just for the germans):



Have to admit, that all above are reasonable questions/views.


My wish is that each and every bonus becomes so valuable, that a civ is ready to go to war if it really are in needs of it and can't get it by trade.


Fundamentally an improvement shouldn't give anything but access to the associated bonus. That bonus has to be ....needed..... in one (or more different) specific workshop(s), where the bonus is consumed and - eventually - a new bonus produced in "a number", These new bonuses should also be used ...... eventually even a third or fourth time when a "reasonable" production-line is "available". As we already have for some bonus.

My reason for suggesting all this is not simply to put extra on. But for all bonuses to be used for its purpose. And not just to make more-or-less useless farms/what-ever. I want to "force" the human/AI to take active "meassures" when a ressource is used up.


Next step - plan for testing.

Edit: Test postponed. I found info on how-to add new buildings in the section for graphics modpacks, but nothing on new bonuses/ressources. So I'll wait for next official release of R:I and takes this up later (if needed).

Spoiler :


1: Start some tests made on present game I'm playing... it's suitable for the ancient, classical and medieval eras.
Guess if I export/save some "key-turns" in WB, then I should be able to reload those turns in WB even after adding new bonuses/buildings and make the needed tests......

2: Start with timber.
New bonus "Tree_Trunks" should be much more common than Prime_Timber. Improvement_Camp_Timber should require Feature_Forest.
Guess a new building - could be Timber_Yard or Lumber_Camp could be used side-by-side with the Carpenter in the tech-tree.
Lumber_Camps should use Bonus_Tree_trunks to produce new Bonus_Lumber (find a better name). 1 Bonus_Tree_Trunk gives 5 (or more?) Bonus_Lumber.
Carpenters should use Bonus_Prime_Timber to produce new Bonus_Prime_Timber_(something good name). 1 Bonus_Prime_Timber gives 2 (or more?) Bonus_(something good name).
Bonus_Tree_Trunks, Bonus_Lumber and/or Bonus_Prime_Timber is required alone or in combination for any building except those, that can be made without use of "manufactured timber" (always available, not a bonus).

It might also be worth testing the values of <PrereqAndBonuses/> and <PrereqOrBonuses/> in the unit files for higher levels of naval- and siege-units - and maybe other places too.

3: Problems (they will surely come faster than expected) - contact Walter :old:

4: If I totally fail - abandon this test :sad:

5: If successfull after all? Stop testing and wait :confused: - no need to do a lot of changes before "one" knows what's with the next release :thumbsup:.
Could you point me where the files for modding resources are? I'm not quite good at programming, but I'd like to give it a try.
As for need for different resources, I'd like to add that it simply follows real world. Lot of countries build cars, firearms or export natural gas, yet even though they build cars, they still import other cars, other firearms etc. I think it would increase immersion level
 
revision 5358 irome ww1 infantry "Regia Fanteria" no art in the game
 

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how it is possible to steal tech from AI where your spy has no such option but the computer does steal the tech from me - I got such info ?
 
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