Well, I did it by accident – I just wanted to tell a funny story about the Burgundian spyAll right, now you've definitely convinced me that I want to redo some of the knights. I think I found some suitable victims.
Nah, this one has nothing to do with updates AFAIK. I usually get it when I try launching RI while I already have something in fullscreen mode running. Try updating and launching again.The errors are getting more exciting! It seems weird that this could be from fixing the inquisitor details, but I don't really know how the game works.
Reverting back to the last version does seem to fix it.
Sorry for nagging!
Wow, weird. Thanks for the help, it's working properly for me now.Nah, this one has nothing to do with updates AFAIK. I usually get it when I try launching RI while I already have something in fullscreen mode running. Try updating and launching again.
Another vote to show Arquebusiers some love. There's even a unique gameplay mechanic of the "foreign trained Arquebusier" which I think is just great - black powder feels like it should be a big deal and civs without it should be looking to trade for it at an exorbitant markup. In reality I don't really start to feel the "pinch" until flintlock musket.
- Arquebusiers. I can't really find a use to them or atleast I seldom recruit them. On paper they are pretty nice. A bit late to be running around with 8 Strength when Spearman got theirs an almost an era before, but the attack modifiers make it useable. The problem is, that these guys share a cost-slot with Crossbowmen and Longbows. With Civs with Longbows you almost have no reason to get them instead of Longbows. Longbows are the superior defender in cities, forts and hills with an extra First Strike and it is the only thing that keeps cities safe against stacks with high numbers of city attackers. +35%-50% Attack against Melee and Charge Mounted Units makes getting Arquebusiers are not quite as important. The problem still exists with crossbowmen: You usually have an era full of crossbowmen recruited to defend stacks or cities and when you unlock Arquebusiers you have a +200% cost penalty or get rid of the crossbowmen, which would be extremely expensive production wise. Arquebusiers are also not terrible useful in actual combat; They cant really take cities, as Longbows still shred them like they shred Men-at-arms and melee units in a city are usually not the biggest problem. And field battles or battles from a fort still heavily favor cavalry protected by Archers. You could break the enemies Archer defense with them and then slaughter them, though you would need many, but that would prevent you from raising enough Archers to defend your own stack. Thus I almost never recruit these guys, but continue to shove Spearman, improved Cav, Levy and Men-at-Arms down the AIs throat, until I get to Flintlock Muskets. This is unfortunate because there are so many nice National Units and history wise I am skipping from late medieval warfare straight almost to Napoleonic warfare, about 300 years :-(Maybe make them cheaper than Longbows (currently they are even more expensive) which would fit wonderfully with history, as Arquebusiers being easily trained and effective opposed to the life long training required for Longbowmen. So while any Longbowmen are not necessarily worse than these guys, you should be able to bring a boatload more Arquebusiers than Longbowmen to a battle which would be the incentive to recruit them instead. Give Pike and Shot the viability and supremacy it had in our timeline!
Another vote to show Arquebusiers some love. There's even a unique gameplay mechanic of the "foreign trained Arquebusier" which I think is just great - black powder feels like it should be a big deal and civs without it should be looking to trade for it at an exorbitant markup. In reality I don't really start to feel the "pinch" until flintlock musket.
(...)
Was also going to post here before reading your list to ask if anyone plays with tech trades on? I like the concept of tech transfer and think it is more realistic, but I find it too passive and uninteractive, while tech trades are a lot more engaging. Might be willing to sacrifice some realism and go back to it, but wanted to see if anyone else plays with them already.
Perhaps they could have a bonus to attack vs melee and mounted, but a malus to defense, to emphasize how they should be defended by pikemen? Maybe a higher base strength but a malus to cities (attack and defense)? I guess my problem is they are worse than longbows at defending, worse than man-at-arms at attacking, not mobile, not cheap enough to spam... what are they supposed to be good at?This is true in my experience as well. (That "foreign-trained" mechanic in particular is brilliant.) I share the sense that arquebusiers themselves feel a little underwhelming, but historically speaking, it seems correct to me. Gunpowder's arrival in the western world didn't seem to immediately revolutionize warfare altogether or displace heavy melee units from their predominant status until centuries later, often fighting in tandem with them for quite a while during that transition. Its primary utility of siege is already well-represented by the bombard and the nullification of walls and castles (and it's interesting to think, for example, that Henry V made heavy use of bombards in his campaign in the early 15th century, while his army itself was composed of knights, longbows, men-at-arms, and so forth). I don't think arquebusiers should have an easy time up against well-garrisoned cities of medieval units. Do you think they should be made more viable in an all-purpose role?
I hope I get a hundred replies telling me that I'm a moron and pointing out a bunch of new ways to play that I haven't thought of yet.Interesting choices on the traits... I have a feeling you're going to get some hard passes from people though.
While I won't be as thorough or exhaustive as your interesting read, I'd say my favorites align pretty closely with yours, though I think you're undervaluing creative and especially philosophical! Creative is still significant when it comes to early border friction (which can be a big deal when control of key resources is at stake), and building up towards the first pop happens on turn 1 of founding a city, while the other ways to spread culture would take longer than the full 40, most likely, before they even go into effect. The resistance against having your territory contract throughout the game is pretty big, IMO. I'd say creative is up there on my list of favorites. The only other one I'd seriously disagree with you on is administrator, because you're not weighing in the production bonus for other health buildings, some of which (aqueduct and public works, especially) are quite expense investments, and critical for industrializing. Agree on humanist being the worst, for exactly the reasons you describe. If there was some other way to get golden ages besides burning great people for a high opportunity cost, I think it would be much stronger.
I agree. Back to at least Civ3 my whole style was to be a total pushover and give in to any request in the hopes of making strong allies that I could continuously trade techs back and forth with. Taking that out completely was the biggest thing to get used to in RI, but I won't be going back now. I especially like how you have to be careful who you sign open borders with now, and I do find myself making strategic choices based on who is researching what and where I think I can get that sweet sweet 40% transfer bonus.Tried one game, because it was such a pivotal part of the original game (along with whipping), entire strategies revolved around those mechanics.
I missed it, gave you something to do during otherwise uneventful turns (and considerable diplomatic leverage obviously).
But I felt it detracted from the intention of this mod, so switched it back off..
Tried one game, because it was such a pivotal part of the original game (along with whipping), entire strategies revolved around those mechanics.
I missed it, gave you something to do during otherwise uneventful turns (and considerable diplomatic leverage obviously).
But I felt it detracted from the intention of this mod, so switched it back off..
Perhaps they could have a bonus to attack vs melee and mounted, but a malus to defense, to emphasize how they should be defended by pikemen? Maybe a higher base strength but a malus to cities (attack and defense)? I guess my problem is they are worse than longbows at defending, worse than man-at-arms at attacking, not mobile, not cheap enough to spam... what are they supposed to be good at?
I hope I get a hundred replies telling me that I'm a moron and pointing out a bunch of new ways to play that I haven't thought of yet.![]()
An interesting point re: administrator - I've long felt that the trait-specific bonuses to building production were kind of a wash, and didn't even include them in my descriptions above. You get a faster granary, I get a faster barracks, the other guy gets a faster library - most cities want all three so isn't the difference marginal? Maybe I should pay closer attention to that.
I agree. Back to at least Civ3 my whole style was to be a total pushover and give in to any request in the hopes of making strong allies that I could continuously trade techs back and forth with. Taking that out completely was the biggest thing to get used to in RI, but I won't be going back now. I especially like how you have to be careful who you sign open borders with now, and I do find myself making strategic choices based on who is researching what and where I think I can get that sweet sweet 40% transfer bonus.
I think you've nailed it. I have only ever found nukes to be effective as a last-ditch effort when you are about to lose the game for some other reason. They can buy you another few dozen turns but you better have your own endgame in sight. The question of what constitutes a "successful" nuclear campaign is the subject of quite a few Cold War era debates but thankfully we don't have a way to verify it's realistic applications.Also, could I get a show of hands on anyone who's ever waged nuclear war successfully? It seems almost entirely incompatible with playing with revolutions on. In a recent game, I tried a gambit where I nuked the world 3 turns before time victory would trigger, in hopes that I could wipe everyone's score to nothing and jump to the lead myself, but my revolt risk became 100% in every city after the one turn of rioting, so my entire empire seceded, but if I had done it 2 turns before, it likely would have worked. Granted, the civic selection I was running had plenty of positive WW modifiers, but I'm curious if anyone has managed to use more than say, an individual nuke, and get away with it, especially if playing with revolutions.
I like the concept of them in the game and they are immensely powerful, but they are also almost unusable (even in defense) because of the WW ramifications. It makes complete sense that they are diplomatic suicide, but your own empire shouldn't necessarily fall apart internally just because you use them, IMO. I think this is just another symptom of the direct separatism from WW being a problem, since WW already generates unhappiness which makes additional separatism from it somewhat superfluous.
I think you've nailed it. I have only ever found nukes to be effective as a last-ditch effort when you are about to lose the game for some other reason. They can buy you another few dozen turns but you better have your own endgame in sight. The question of what constitutes a "successful" nuclear campaign is the subject of quite a few Cold War era debates but thankfully we don't have a way to verify it's realistic applications.
I do wish that the math behind war weariness was more transparent but I generally find it manageable through the use of spy specialists and dedicating some portion of the economy to espionage during long campaigns.