Realism Invictus

Loading a 3.57 game I just started a couple days ago, and the black terrain is back.

I've tried reloading the game and rebooting my computer, and quitting or not opening Steam (which I think was the source of the problem last time?). EDIT: I've also tried new games and they have the same problem.

Anyway, excited for 3.6!
 
Just in case anybody is having problems with the installer: I had to run it as an admin because Windows (in its infinite wisdom) decided to make the installer silently fail otherwise, leaving behind an invisible window.
 
Started a new game with the official build, still in the early medieval but some initial thoughts:
  • Organized buildings in the city screen is brilliant and well worth the update in and of itself.
  • Totestra continues to give great maps, now with savannas working as intended.
  • Barbarian settling seems to be more stable now.
  • Potential bug: I am playing as South China, and there happens to be a "regular" Chinese civ as well. Apparently we chose similar civics, because both of our empires had the same name and the same flag (I think it may have been Qin Empire? I can't quite remember.) I got a bit of a start seeing his army outside my land waving my flag.
  • The tech tree appears to be more flexible in the early game. Stonecutting without metal working and priesthood without philosophy jump out at me. It will be interesting to test the implications of this.
As always, brilliant work Walter. If ever you change your policy re: donations I'd love to buy you a virtual beer. Cheers everyone and happy holidays!
 
Hey, it took me far too long to try out this great mod for real after briefly using it every couple of years, but in 3.57 I finally finished a game.

And now I see the 3.6 update! Sounds good all in all, I just have one question/complaint: I really like the 0 A.D. music in the ancient age, it gives a really distinct feeling to starting a new game with this mod compared to the rather boring vanilla soundtrack. I still have the files at hand from 3.57, what do I need to do to keep the music in Ancient age?

Likewise maybe, the modern era sounds so depressing (Quintillus once called Civ 4's modern soundtrack the "John Adams depressionscape", which I can only agree to), and as a long time Civ 3 fan, I really think the upbeat music and feeling from Civ 3 would really make the modern era more enjoyable. What do you think about replacing or adding to the modern era music?
 
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Likewise maybe, the modern era sounds so depressing (Quintillus once called Civ 4's modern soundtrack the "John Adams depressionscape"
Glad I didn't got that far, I also really hate that music 😬
 
I'd like to say a quick thanks for the upscaled unit models in the Pedia. Looks a lot better and you can appreciate the plethora of unique visual detail on every individual unit quite a bit better. It is also a quite conspicuous way in which 3.6 stands out as a new version.

EDIT: On second thought, this might not have been changed at all, but I spent so much time in low-resolution windowed mode in the Pedia recently that I think I became unaccustomed to how it normally is.
 
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Starting a few games as Ragnar, and each time I have a different capital city name. I can't find what the rationale is. Is it a minor bug? Decision for historiocity? It cycles between several city names that are much lower in the Viking civ list in vanilla Civ 4.
 
I'd like to ask about the change to separation by reducing the war weariness effect from 100% to10%. Note that I'm still playing a game on the prior release and haven't installed the new one yet.

Is this a workaround to change the AI behavior? I ask because I have had no problems managing separation due to war weariness. I simply manage my war engagements and strive to end wars if war weariness gets too high. Is lowering the effect of war weariness a kluge for the AI or could the AI war behavior have been trained to try to end wars if the weariness gets too high under the prior scheme?

I personally would not like an approach that rewards endless wars by simply reducing the costs of ongoing wars (i.e., revolting and breakaway cities). I feel that dropping the war weariness impact from 100% to 10% simply encourages the AI to sustain long wars because the harmful effects have been taken away. I would have preferred an approach that encourages the growth of spy specialists, civics that reduce war weariness directly or indirectly (e.g., priests), buildings that increase the cultural value of cities, and finally, making peace with the enemy if war weariness grows too high. I fear that the last item has been neglected as an approach.
 
Some of the AttackSubmarines are a little bit different from some of the others.

The xlm for some contains these lines:
<SpecialCargo>SPECIALUNIT_MISSILE</SpecialCargo>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<iCargo>1</iCargo>

And for others these lines:
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>1</iCargo>

Now, according to the Civilopedia (AttackSubmarines, all classes), the AttackSubmarines isn't armed with missiles and they get +25% attack towards other submarines. Still some (Kilo- and Scorpene-class) are actually armed with missiles and they also get the +25% attack advantage vs. other submarines.

I'm not sure if any would be bothered due to this in a game - so just take it as a little info.
 
I'd like to ask about the change to separation by reducing the war weariness effect from 100% to10%. Note that I'm still playing a game on the prior release and haven't installed the new one yet.

Is this a workaround to change the AI behavior? I ask because I have had no problems managing separation due to war weariness. I simply manage my war engagements and strive to end wars if war weariness gets too high. Is lowering the effect of war weariness a kluge for the AI or could the AI war behavior have been trained to try to end wars if the weariness gets too high under the prior scheme?

I personally would not like an approach that rewards endless wars by simply reducing the costs of ongoing wars (i.e., revolting and breakaway cities). I feel that dropping the war weariness impact from 100% to 10% simply encourages the AI to sustain long wars because the harmful effects have been taken away. I would have preferred an approach that encourages the growth of spy specialists, civics that reduce war weariness directly or indirectly (e.g., priests), buildings that increase the cultural value of cities, and finally, making peace with the enemy if war weariness grows too high. I fear that the last item has been neglected as an approach.

This was my suggestion (see the second post on page 448). While it's more likely than not that you are a stronger player than me, I'm curious what difficulty this is at. I personally think it would be a terrible idea to revert this change, because WW is already a major separatism issue via unhappiness. Separatism management strictly from espionage also ignores the positive stability threshold factor one receives via happiness, while global WW is still relevant, especially later in the game when single war declarations also entail a multiplication of the global number from vassals and allies.

Just my thoughts of course, but I personally disagree and fail to see how it's not still significantly at play. In your experience with the SVN (or the last official one), are long, protracted wars never punished?
 
This was my suggestion (see the second post on page 448). While it's more likely than not that you are a stronger player than me, I'm curious what difficulty this is at. I personally think it would be a terrible idea to revert this change, because WW is already a major separatism issue via unhappiness. Separatism management strictly from espionage also ignores the positive stability threshold factor one receives via happiness, while global WW is still relevant, especially later in the game when single war declarations also entail a multiplication of the global number from vassals and allies.

Just my thoughts of course, but I personally disagree and fail to see how it's not still significantly at play. In your experience with the SVN (or the last official one), are long, protracted wars never punished?
First, I'm probably not a stronger player than you, I only started playing this game two years ago.

Second, I'm playing at the Noble level. In my current game, I'm leading in points but was leading in my prior game and lost by an AI cultural victory.

I'm playing on a huge map with 35 civs.

I was thinking about this some more last night. It seems that there is a penalty for starting a war ("You attacked our friend.") but no penalty for keeping a war going indefinitely. It seemed to me that if an aggressive AI civ felt pressure to end a war due to high war weariness and then attacked the same civ again when the WW levels dropped, that would add another -1 to the relations with other civs friendly to the war target. One long, continuous, ongoing war will not cause the civs friendly to the war opponent to change their relations over time.

If an aggressive civ was determined to wage repeated wars on a single enemy, over time their relationships with other civs will deteriorate, their trading opportunities will decline, they might even have some vassals that cancel their vassalage.

I'd like to know more about the impact of war weariness on happiness. I wasn't aware of a direct relationship. I haven't noticed my unhappiness levels increasing due to war, but then I haven't really looked and I don't try to start too many wars. Can you tell me if there is a formula that ties war weariness with unhappiness?

In my current game, I focused on establishing friendly relationships, only going to war in the early game to expand my cultural boundaries or take out particular neighboring enemy civs. Otherwise, I build up a large vassal network that keeps others from attacking me. I focus on building up the cultural values of conquered cities so that they don't revolt, and I try to keep the gap between maximum happiness and unhappiness large, so I have a buffer if a trade partner cancels a deal or I move to the next technical age. IOW, I don't keep my cities at the limits of their happiness and/or health values. This gives me room when war weariness begins to grow.

This is why I asked if dropping the impact of war weariness from 100% to 10% was a kluge just to keep AI civs from fracturing after prolonged wars, or if there was a better to keep large aggressive AI civs from keeping wars going for 50+ turns, such as offering a peace treaty when WW reaches a certain level, and relying on negative relationship changes with other civs due to repeated shorter wars.
 
shouldn't the order of destroying the tile be reversed? in the sense that it is easier to destroy the road or railroad than the cities and factories, and the hindered movement would reflect the better realism of the war situation
 
I run protectionism and i still can have foreign trade routes (In Description it says "No foreign trade Routes")

Screenshot_4.jpg

Screenshot_5.jpg

and in next turn, it swap trade routes again:
Screenshot_8.jpg


here is save file:
https://www.sendspace.com/file/l8q69v
 
I've been playing quite a lot of RI over the holidays and I'm sure now that I'm seeing significantly fewer barbarians than I used to. I play with Raging Barbarians on and Barbarian Unification off, so I used to see tons well into the game. In the current version, even when barbarian cities are thriving and large areas remain uncolonised, I have seen very few large barbarian invasions (excluding the event-spawned ones) and the trickle of individual units dries up in the early classical era. Barbarians seen to behave about the same earlier on; I usually see a civ or two die to them in the ancient era.
I rather liked that Raging Barbarians meant you had to (a) garrison every improvement, (b) build a wall of units on your border, or (c) build the Great Wall. If possible I'd appreciate it if the old behaviour could be restored.
I remember that there was a bug fix to barbarians a while ago - IIRC barbarians were not blocked from spawning in sight of other barbarians, but should have been. @Walter Hawkwood if this could be the cause, could you experiment with un-fixing this when Raging Barbarians is active?
 
I've been playing quite a lot of RI over the holidays and I'm sure now that I'm seeing significantly fewer barbarians than I used to. I play with Raging Barbarians on and Barbarian Unification off, so I used to see tons well into the game. In the current version, even when barbarian cities are thriving and large areas remain uncolonised, I have seen very few large barbarian invasions (excluding the event-spawned ones) and the trickle of individual units dries up in the early classical era. Barbarians seen to behave about the same earlier on; I usually see a civ or two die to them in the ancient era.
I rather liked that Raging Barbarians meant you had to (a) garrison every improvement, (b) build a wall of units on your border, or (c) build the Great Wall. If possible I'd appreciate it if the old behaviour could be restored.
I remember that there was a bug fix to barbarians a while ago - IIRC barbarians were not blocked from spawning in sight of other barbarians, but should have been. @Walter Hawkwood if this could be the cause, could you experiment with un-fixing this when Raging Barbarians is active?

I agree with you on this, although ideally I think it should be about somewhere in the middle between how it is now and the former raging. That you have to treat them as a serious threat and not just keep a tab on them as an annoyance makes the early game more fun and engaging, but having to garrison nearly every improvement goes a bit too far with that. It would be really cool if it were possible to "ramp up" the intensity of barbarian spawning to increase once you reach the classical era (or concomitant with the changes to sovereignty definition). But, seeing as how we're already at 3.6, that's not an earnest suggestion.

So, even raging barbarians are mild now? My first game on 3.6 has them with raging turned off, because I thought it was announced some time ago that the default intensity was to be increased somewhat. There were plenty of animals but only a few proper units that I saw.
 
Hey, again thankx for new version of the game! Great work. But alas, I tried to play with my friend over IP connection and it does not work. We tried to turn off firewall and virus protection and still we can not join each other games. Anyone has same problems or a solution?
 
I agree with you on this, although ideally I think it should be about somewhere in the middle between how it is now and the former raging. That you have to treat them as a serious threat and not just keep a tab on them as an annoyance makes the early game more fun and engaging, but having to garrison nearly every improvement goes a bit too far with that. It would be really cool if it were possible to "ramp up" the intensity of barbarian spawning to increase once you reach the classical era (or concomitant with the changes to sovereignty definition). But, seeing as how we're already at 3.6, that's not an earnest suggestion.

So, even raging barbarians are mild now? My first game on 3.6 has them with raging turned off, because I thought it was announced some time ago that the default intensity was to be increased somewhat. There were plenty of animals but only a few proper units that I saw.
The intensity seems about the same in the early game, but drops off sharply. I think the same has happened to pirates, although that's always been very variable based on the geography of your game.
 
Hey, again thankx for new version of the game! Great work. But alas, I tried to play with my friend over IP connection and it does not work. We tried to turn off firewall and virus protection and still we can not join each other games. Anyone has same problems or a solution?
I would try over a VPN - I use a NordVPN service but a free one like Hamachi should be fine.
 
I've been playing quite a lot of RI over the holidays and I'm sure now that I'm seeing significantly fewer barbarians than I used to. I play with Raging Barbarians on and Barbarian Unification off, so I used to see tons well into the game. In the current version, even when barbarian cities are thriving and large areas remain uncolonised, I have seen very few large barbarian invasions (excluding the event-spawned ones) and the trickle of individual units dries up in the early classical era. Barbarians seen to behave about the same earlier on; I usually see a civ or two die to them in the ancient era.
I rather liked that Raging Barbarians meant you had to (a) garrison every improvement, (b) build a wall of units on your border, or (c) build the Great Wall. If possible I'd appreciate it if the old behaviour could be restored.
I remember that there was a bug fix to barbarians a while ago - IIRC barbarians were not blocked from spawning in sight of other barbarians, but should have been. @Walter Hawkwood if this could be the cause, could you experiment with un-fixing this when Raging Barbarians is active?
Rather than un-fixing it, a better solution may be to just increase the spawn rate. That's also something we can all modify in our local XML files, too, without needing it to be addressed by an RI release.

If you specifically want that behavior, where barbarians can spawn in line of sight of other barbarians, it may be best to look for a mod that does it and apply that over RI.
 
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