Realism Invictus

Map: Planet Generator

Map Settings: (Unlisted = default/recommended)
Large - 12 Civs
3 or 4 Continents
Temperature: Fresh (fewer deserts and jungle)

My Civ: Scandinavia - Christian IV (Industrial/Sea Faring/Poor Commander)

Game Settings: Monarch, No Tech Trading, No Random Events, No Barb Civs, No Revolutions, No Tech Brokering, No Tribal Villages, Holy City Migration, No Vassals, No Unit Cost Scaling, AI Plays to Win

TLDR: My economy simply gets outpaced so much by the AI that I cannot keep up anywhere aside from tech due to the tech diffusion/ahead of time penalty/per city research cost. I was thinking I would eventually get strong enough to just conquer/raze any powerful potential enemies, using diplomacy/religion to stay alive until I pull ahead later in the game.

My general strategy is to get 3-4 cities asap then 6 then 8 as my economy grows to support the maintenance and increased need for military. Go for Pyramids > GE > Library > Hurry Great Library with GE > GS > Science boost in capital. Use Scouts to fog bust, use Skirmishers and/or horsemen to beat back slaves/barbs. Get Autocracy and Barracks/Walls ASAP for a little extra happiness and maintenance reduction, eventually getting Slavery and 2 workers per city, working towards 4 per city in time to convert slave farms back to farms and mines to windmills when the time comes. I make friends with the most powerful neighboring civ by adopting whichever religion they have and of course through open borders and whatever diplomacy I can do, even making useless deals just to have + relations. I have noticed however, that when the other civs on my continent are eliminated, even with +15/16 friendly relations with my religion buddy they will always choose to attack me over navally invading someone else who they dislike. I will usually have an army strength around 30-60% weaker than the top 3-4 civs and 7-8 cities vs their 10-15 by the renaissance era as my economy can not afford anymore at that time (45-60% science once I get settled and build up throughout medieval depending on how much military I require). They heavily outproduce me obviously and have so much more total commerce that the "per city research increase" only seems to allow me to barely keep up with them rather than harm their research to a degree that I would consistently be the tech leader. Also I have open borders with everyone if possible, only closing them when they are the worst enemy of my religion buddy or if the top most important civs demand I close them, gotta keep the power houses as happy as possible.

Here is how I lose every game, religion buddy cleans up the other 1-2 civs on our continent with my help as I raze cities I can not afford to keep for extra money. Then no matter how positive and friendly our relations, and regardless of us having trade deals, open borders, mutual military struggles and the same religion since at least the classical era (we have been through so much together...) these bastards (looking at you Casimir III, Lenin, Suleiman I and others who I forget) still declare war on me the instant our other continental enemies are gone. Is this aggression due to the "AI Plays to Win" setting and their recognition that they are going for a conquest/domination victory thus nullifying my friendly relations in their petty AI brains? Should I declare war on them once I notice their army taking even a slight hit in a classical/medieval era war in order to sacrifice my ally/future enemy to slow them down? The only way I can defend myself as it stands is if it is one on one and I have an easy funnel to force their units into forts, maybe if I attack them despite being weaker I could burn a city or two while they try to get back in position to deal with me, followed by a quick peace assuming they even want that. My army and economy usually only starts to get significantly weaker than the top civs by the renaissance era since that is when they have begun feeling the effects of building up their 3-5 additional conquered cities. Oh also, I build cottages as much as I can but of course the increased need for food keeps me from base BTS levels of spam. I try to get at least 2 per city, more with cities focused on economy and access to plenty of food/grasslands of course.

I also pick civics based on boosting my economy usually.
Autocracy/Monarchy (would love to go republic for the senate but the extra maintenance is often hard to justify)
Civil Service + Colosseum, then Plutocracy + Hanseatic League
Slavery > Free Commoners (Maybe I could stick with Serfdom instead for commerce on farms?)
Pastoral Nomadism very early if I have the pastures for it > Merchant Families
Paganism for a while since I go for Pyramids, eventually moving on to ??? I don't know what to do with this one. Monasticism to spread religion to my cities + brief boost to commerce until cottages grow. Civil Religion seems obvious but high upkeep is nasty (Legislator trait next time?) I tend to go for Pacifism more often than not since I don't have a problem with military unit production speed but rather affording more units at all. Once a war is declared on me I have to switch out of pacifism to avoid extra unhappiness, wasting a turn and another if I want it back afterwards.

Hope I am not destroying your eyes with this wall of text, but I love this mod and have been playing it for around 2-3 weeks now, it may be my favorite mod for any game I have ever played and I would like to get a little better at Monarch since Prince is a cake walk. I am also wondering if I should edit the BTS GlobalDefines.xml to change the AI difficulty to Prince as a way to keep myself on Monarch but slightly decrease the advantage the AI has on Noble vs me on Monarch. Or would this just feel like the equivalent of turning the difficulty for myself back down to Prince?
To address your last question first, I wouldn't feel bad about changing the files to creating an AI you'd like to play; it's for enjoyment after all. Though, the file is in XML>GameInfo>CIV4HandicapInfo. I myself play on a custom difficulty that is a blend of all difficulties, where it scales better. If you're interested in the changes, I made it so that the AI starts off around monarch level, but scales so that by the end game they are around immortal level. I put a deity level research nerf on the player (me) and removed all AI starting bonuses.

Also, yes, reason why your great buddies are declaring war on you is because of the setting AI plays to win. I personally have it off because though at first it seems like a great option, in practice it ends up creating games like yours where diplomacy is meaningless. Also, I personally go a different route to science, if you are not familiar with the 'specialist economy' I highly recommend you look it up (it's a base game strategy). In essence, I usually beeline for shwedan paya (however you spell it) so that you can unlock all religion civics early on. I do this so that I can get free religion, which allows me to hire unlimited scientists. Make a super science city (SSC) with a crap ton of food and you will be technologically dominant. Usually this SSC will crap out so many great scientists that will only boost your science even more, and it's usually that my SSC is responsible for nearly 80% my of science until the industrial era. Going further with that, I'd recommend that you specialize cities, keep some cities as commercial where you spam cottages, keep other cities as industrial where you don't build any cottages. Again, this is a base game tactic that is pretty efficient. RI does a really good job at allowing small civs to keep pace with large civs in tech, and so to compensate for that you must build/take good cities only. Again, try and specialize them as I said above. This is a quick link I found if you are unfamiliar with the concept: https://www.civfanatics.com/civ4/st...to-city-specialization-and-land-improvements/.

However, atleast in my games on my difficulty, without fail, (perhaps due to my playstyle) I am never a dominant civ until the industrial era. But once the industrial era comes along, that is the time to capitalize. This is where city specialization becomes extremely important, and gaining as much raw resources as possible (I play on maps with the new world, so there is room to colonize). If yours has a new world, I'd consider making a colony and gaining as much raw resources as possible and capitulating smaller civs for raw resources. This is because with vassals, you can demand a lot of their resources without giving much (or any) in return, and these resources will fuel your industry by allowing you to build numerous steel mills, oil refineries, clothing, synthetic plants, etc. Off the top of my head, raw resources you want to prioritize are cotton, wool, dye, oil, coal, iron, copper, bauxite, sulfur, prime timber, limestone, the food for canned food (corn, crab, cattle, fish) and (for late game) gold. Reason you want these is A) allow for more manufactured resources you can in turn trade for more raw resources (or sell for GPT), but the main reason is B) the buildings that produce the manufactured resources; it allows you to hire more craftsmen and oftentimes gives you a free craftsmen. By the industrial era, your industrial cities can become absolute powerhouses by having them work a few farms, with the rest on craftsmen. It is in this portion of the game where you can truly dominate, because production is king, and the winner of wars is the one that can outproduce the enemy. But you also won't be falling behind in science due to your SSC. I should also mention, however, that atleast in my games, by industrial era, you want to have a few more science cities because your one will likely not cut it anymore.

With all of this said, keep in mind my advice comes heavily from my playstyle and my settings. Part of the reason I don't go for any aggressive maneuvers in the early game is because A) it's not as fun to me and B) I play on maps about the size of the built in RI huge world map, so naturally the scope of pre-industrial expansion is limited. Another big thing that my playstyle hinges on is the existence of the new world to colonize.

Everything I just said was advice for building an economy around the renaissance-industrial era, but what I love about RI is that each era is fairly distinct from one another, and one needs to be aware of different things for different eras. Especially warfare and diplomacy, those start to get really important in the industrial era I feel. If you'd like more of my tips (or tips from others) feel free to ask! I think it's safe to say that the people here love to talk about RI.
 
Last edited:
To address your last question first, I wouldn't feel bad about changing the files to creating an AI you'd like to play; it's for enjoyment after all. Though, the file is in XML>GameInfo>CIV4HandicapInfo. I myself play on a custom difficulty that is a blend of all difficulties, where it scales better. If you're interested in the changes, I made it so that the AI starts off around monarch level, but scales so that by the end game they are around immortal level. I put a deity level research nerf on the player (me) and removed all AI starting bonuses.

Also, yes, reason why your great buddies are declaring war on you is because of the setting AI plays to win. I personally have it off because though at first it seems like a great option, in practice it ends up creating games like yours where diplomacy is meaningless. Also, I personally go a different route to science, if you are not familiar with the 'specialist economy' I highly recommend you look it up (it's a base game strategy). In essence, I usually beeline for shwedan paya (however you spell it) so that you can unlock all religion civics early on. I do this so that I can get free religion, which allows me to hire unlimited scientists. Make a super science city (SSC) with a crap ton of food and you will be technologically dominant. Usually this SSC will crap out so many great scientists that will only boost your science even more, and it's usually that my SSC is responsible for nearly 80% my of science until the industrial era. Going further with that, I'd recommend that you specialize cities, keep some cities as commercial where you spam cottages, keep other cities as industrial where you don't build any cottages. Again, this is a base game tactic that is pretty efficient. RI does a really good job at allowing small civs to keep pace with large civs in tech, and so to compensate for that you must build/take good cities only. Again, try and specialize them as I said above. This is a quick link I found if you are unfamiliar with the concept: https://www.civfanatics.com/civ4/st...to-city-specialization-and-land-improvements/.

However, atleast in my games on my difficulty, without fail, (perhaps due to my playstyle) I am never a dominant civ until the industrial era. But once the industrial era comes along, that is the time to capitalize. This is where city specialization becomes extremely important, and gaining as much raw resources as possible (I play on maps with the new world, so there is room to colonize). If yours has a new world, I'd consider making a colony and gaining as much raw resources as possible and capitulating smaller civs for raw resources. This is because with vassals, you can demand a lot of their resources without giving much (or any) in return, and these resources will fuel your industry by allowing you to build numerous steel mills, oil refineries, clothing, synthetic plants, etc. Off the top of my head, raw resources you want to prioritize are cotton, wool, dye, oil, coal, iron, copper, bauxite, sulfur, prime timber, limestone, the food for canned food (corn, crab, cattle, fish) and (for late game) gold. Reason you want these is A) allow for more manufactured resources you can in turn trade for more raw resources (or sell for GPT), but the main reason is B) the buildings that produce the manufactured resources; it allows you to hire more craftsmen and oftentimes gives you a free craftsmen. By the industrial era, your industrial cities can become absolute powerhouses by having them work a few farms, with the rest on craftsmen. It is in this portion of the game where you can truly dominate, because production is king, and the winner of wars is the one that can outproduce the enemy. But you also won't be falling behind in science due to your SSC. I should also mention, however, that atleast in my games, by industrial era, you want to have a few more science cities because your one will likely not cut it anymore.

With all of this said, keep in mind my advice comes heavily from my playstyle and my settings. Part of the reason I don't go for any aggressive maneuvers in the early game is because A) it's not as fun to me and B) I play on maps about the size of the built in RI huge world map, so naturally the scope of pre-industrial expansion is limited. Another big thing that my playstyle hinges on is the existence of the new world to colonize.

Everything I just said was advice for building an economy around the renaissance-industrial era, but what I love about RI is that each era is fairly distinct from one another, and one needs to be aware of different things for different eras. Especially warfare and diplomacy, those start to get really important in the industrial era I feel. If you'd like more of my tips (or tips from others) feel free to ask! I think it's safe to say that the people here love to talk about RI.

I've only played a few games but does this strategy work even with the increasing units/science cost depending on the size of your army/empire? I found that idea/option really good to keep any civilization from steamrolling other civs, but it's giving me a hard time in my current game, and I'm playing on Noble: I'm playing now on the big earth map, I own more or less what's currently Russia and I'm the largest civ, but other civs are getting ahead of me in terms of techs and there are a couple of them which are a bit stronger than me in terms of military. It's a very fun game and very challenging, much more than what I was used to with other mods.
 
I've only played a few games but does this strategy work even with the increasing units/science cost depending on the size of your army/empire? I found that idea/option really good to keep any civilization from steamrolling other civs, but it's giving me a hard time in my current game, and I'm playing on Noble: I'm playing now on the big earth map, I own more or less what's currently Russia and I'm the largest civ, but other civs are getting ahead of me in terms of techs and there are a couple of them which are a bit stronger than me in terms of military. It's a very fun game and very challenging, much more than what I was used to with other mods.
Yeah it does, I have both the unit cost scaling and the tech malus per city thing enabled. This is why by industrial era once I have expanded a bit (to around 15-20 cities) I mention that one should probably make a couple more science cities to keep up. Though by then the commercial cities that I've built up by this point also contribute a considerable amount to my tech. The unit cost scaling is a great option IMO but it can easily be trumped by creating great industrial cities with the right national wonders and civics. For instance, by this time, I am usually able to have atleast two really sick production cities that are able to produce any unit I want in about two turns, this is with the fact that I have unit cost scaling on. I actually made it so that by the time the game got to the industrial era, units cost double than their normal values due to how many huge death stacks I and the AI was able to field. Still, even with this in my current game, I can produce any unit I want in 2-3 turns in my good production cities.

I find that when I have around 10 cities (this would be around renaissance), I usually only need one science city, and like the rest being split between industrial and commercial. But when I have 20+, I find that I need to start turning my (or captured) cities into science cities in order to keep with expansion. By this time, I usually stop making commercial cities and usually split them between science or industrial, as it seems to me that the utility of cottages (and thus commercial cities) starts to falter as trade routes become more and more of a larger factor in commerce. As a side note, I actually revamped free trade due to how ridiculously powerful it was. The 50% trade route bonus is absolutely insane and it makes it stupid to run anything else. If you're interested in those changes, let me know!

Oh and one more thing that I must strongly emphasize to really counteract the tech malus per city option: Only build and keep good cities. This means that you will probably have to raze many cities and liberate cities to vassals or create colonies so that you can still keep the raw resources.
 
Last edited:
To address your last question first, I wouldn't feel bad about changing the files to creating an AI you'd like to play; it's for enjoyment after all. Though, the file is in XML>GameInfo>CIV4HandicapInfo. I myself play on a custom difficulty that is a blend of all difficulties, where it scales better. If you're interested in the changes, I made it so that the AI starts off around monarch level, but scales so that by the end game they are around immortal level. I put a deity level research nerf on the player (me) and removed all AI starting bonuses.

Also, yes, reason why your great buddies are declaring war on you is because of the setting AI plays to win. I personally have it off because though at first it seems like a great option, in practice it ends up creating games like yours where diplomacy is meaningless. Also, I personally go a different route to science, if you are not familiar with the 'specialist economy' I highly recommend you look it up (it's a base game strategy). In essence, I usually beeline for shwedan paya (however you spell it) so that you can unlock all religion civics early on. I do this so that I can get free religion, which allows me to hire unlimited scientists. Make a super science city (SSC) with a crap ton of food and you will be technologically dominant. Usually this SSC will crap out so many great scientists that will only boost your science even more, and it's usually that my SSC is responsible for nearly 80% my of science until the industrial era. Going further with that, I'd recommend that you specialize cities, keep some cities as commercial where you spam cottages, keep other cities as industrial where you don't build any cottages. Again, this is a base game tactic that is pretty efficient. RI does a really good job at allowing small civs to keep pace with large civs in tech, and so to compensate for that you must build/take good cities only. Again, try and specialize them as I said above. This is a quick link I found if you are unfamiliar with the concept: https://www.civfanatics.com/civ4/st...to-city-specialization-and-land-improvements/.

However, atleast in my games on my difficulty, without fail, (perhaps due to my playstyle) I am never a dominant civ until the industrial era. But once the industrial era comes along, that is the time to capitalize. This is where city specialization becomes extremely important, and gaining as much raw resources as possible (I play on maps with the new world, so there is room to colonize). If yours has a new world, I'd consider making a colony and gaining as much raw resources as possible and capitulating smaller civs for raw resources. This is because with vassals, you can demand a lot of their resources without giving much (or any) in return, and these resources will fuel your industry by allowing you to build numerous steel mills, oil refineries, clothing, synthetic plants, etc. Off the top of my head, raw resources you want to prioritize are cotton, wool, dye, oil, coal, iron, copper, bauxite, sulfur, prime timber, limestone, the food for canned food (corn, crab, cattle, fish) and (for late game) gold. Reason you want these is A) allow for more manufactured resources you can in turn trade for more raw resources (or sell for GPT), but the main reason is B) the buildings that produce the manufactured resources; it allows you to hire more craftsmen and oftentimes gives you a free craftsmen. By the industrial era, your industrial cities can become absolute powerhouses by having them work a few farms, with the rest on craftsmen. It is in this portion of the game where you can truly dominate, because production is king, and the winner of wars is the one that can outproduce the enemy. But you also won't be falling behind in science due to your SSC. I should also mention, however, that atleast in my games, when you expand, by industrial era, you want to have a few more science cities because your one will likely not cut it anymore.

With all of this said, keep in mind my advice comes heavily from my playstyle and my settings. Part of the reason I don't go for any aggressive maneuvers in the early game is because A) it's not as fun to me and B) I play on maps about the size of the built in RI huge world map, so naturally the scope of pre-industrial expansion is limited. Another big thing that my playstyle hinges on is the existence of the new world to colonize.

Everything I just said was advice for building an economy up to the industrial era, but what I love about RI is that there is a lot of depth to warfare and diplomacy, and if you'd like more of my tips (and others) feel free to ask! I think it's safe to say that the people here love to talk about RI.
Thanks for the tips, I will try going for an SSC with the Shwedagon(?) Paya > Free Religion. Also going to enable vassals and try to get one or two in order to replicate that resource grab since I do not play with a new world (once I am more comfortable with RI maybe I will try it out). I have been wanting to make it to the Industrial Era in order to really see Craftsmen take off so hopefully this is the time. Also going to turn off AI plays to win since I have played 5-ish Monarch games with it on, curious to see the difference with friendly nations. Your difficulty scaling sounds interesting, if I ever get Monarch down I would probably try something like that, or as Colon said I could use the worldbuilder to up the difficulty, I wasn't aware of that option. Anyways, I will get back to anyone interested with the results, eventually.
 
Thanks for the tips, I will try going for an SSC with the Shwedagon(?) Paya > Free Religion. Also going to enable vassals and try to get one or two in order to replicate that resource grab since I do not play with a new world (once I am more comfortable with RI maybe I will try it out). I have been wanting to make it to the Industrial Era in order to really see Craftsmen take off so hopefully this is the time. Also going to turn off AI plays to win since I have played 5-ish Monarch games with it on, curious to see the difference with friendly nations. Your difficulty scaling sounds interesting, if I ever get Monarch down I would probably try something like that, or as Colon said I could use the worldbuilder to up the difficulty, I wasn't aware of that option. Anyways, I will get back to anyone interested with the results, eventually.
Yep! Keep us updated. The renaissance, industrial and modern era are my favorite. Industrial especially, that is where the world and game really starts to take form. The renaissance is great for the exploration that it entails with the new world and the resource grab and it essentially being a precursor the industrial. The modern is so fun because at this point, huge powers have had time to really gobble up their smaller neighbors and it essentially becomes a game of only 3-4 major factions, all with their modern military built up and ready.
 
I have been busy with my own ego-trip, so I havn't followed this thread for quite some time. However I think I have used my time well.

I found good use for some of my most "annoying" buildings, and I have made some small changes in which resources and how much of those some specific buildings consumes (remember I'm using the "consume" feature to - kind of - represent an upkeep for some buildings). Horses fx. - when you have a stable, that train new skilled mounted troops, then you need "new skilled" horses for those troops - so each stable consumes 1 horse. And as a result, you can't build stables in all your cities........

But much more later when I'm ready.

Think I will use my old thread here https://forums.civfanatics.com/thre...tus-ver-3-6-screenshots-from-my-games.681155/ for my posts to avoid spamming this (afterall I just saw Walter online, so he is still watching):.
 
Didn't this mod have an option in the world builder that allowed you to change the difficulty setting? I'm currently enjoying a save but I realised that I should have picked a higher difficulty.
Perhaps I was a bit unclear here. I'm asking whether it's possible to change the difficulty setting of an existing save (and not of a new game). I vaguely remember the world builder allowed you to do this, but perhaps I'm confusing RI with another mod in this. Other suggestions to raise the difficulty level are also welcome.
 
I have been busy with my own ego-trip, so I havn't followed this thread for quite some time. However I think I have used my time well.

I found good use for some of my most "annoying" buildings, and I have made some small changes in which resources and how much of those some specific buildings consumes (remember I'm using the "consume" feature to - kind of - represent an upkeep for some buildings). Horses fx. - when you have a stable, that train new skilled mounted troops, then you need "new skilled" horses for those troops - so each stable consumes 1 horse. And as a result, you can't build stables in all your cities........

But much more later when I'm ready.

Think I will use my old thread here https://forums.civfanatics.com/thre...tus-ver-3-6-screenshots-from-my-games.681155/ for my posts to avoid spamming this (afterall I just saw Walter online, so he is still watching):.
Hey, thanks for sharing. Actually I knew you liked to tinker with your RI in the same way I do, do you have documentation/list of all the changes you've made to your game? I'd love to know and see if there is anything cool that I might want to incorporate. I can share mine if you're also interested.
 
Hey, thanks for sharing. Actually I knew you liked to tinker with your RI in the same way I do, do you have documentation/list of all the changes you've made to your game? I'd love to know and see if there is anything cool that I might want to incorporate. I can share mine if you're also interested.
I do not an accurate and exhaustive documentation of my changes - but...

I do have full original copies of each R:I version since ver. 3.5 and I often take full copies of the actual R:I mod I'm playing. I'm also using Excel and Wordpad to take "notes" and make calculations. In other words: Yes I do think I know what I have been doing to reach this or that during the years. Or done when I had to realize, that something didn't work the way I wanted it.

I'm going to setup a new game - I'm a little tired to continue with my test-game, since I now know too much on how that map should be played. Then I'll do my best to provide some kind of documentation during the game. Besides you (and others) should write/ask/comment in that thread when-ever you/they have any questions/observations/comments/suggestions.

Does this sound reasonable?
 
Last edited:
I have another request that's probably weird: does anyone knowledgeable in python know how to disable the part of the revolution component that causes separatism to increase with being ahead in score or military power? I had a look in Revolutions.py and I suspect it's the code between lines 625 and 640 that regulates this, but I don't know what to do with it. (I don't know any python)
 
I have another request that's probably weird: does anyone knowledgeable in python know how to disable the part of the revolution component that causes separatism to increase with being ahead in score or military power? I had a look in Revolutions.py and I suspect it's the code between lines 625 and 640 that regulates this, but I don't know what to do with it. (I don't know any python)
It isn't that, that section is just working out what to display to the player. You want to change calculateRevModifier() - this will be defined in another file, but I'm not sure where.
 
I noticed a bug (or if not a very odd aesthetic choice) where the Asian "warrior" unit now consists of one Asian leading two Europeans. Maybe this has something to do with the unit name overhaul? Asian warriors still share the same name as the default warrior unit so maybe the default models got crossed in.
 

Attachments

  • wapanese.png
    wapanese.png
    5 MB · Views: 5,568
It isn't that, that section is just working out what to display to the player. You want to change calculateRevModifier() - this will be defined in another file, but I'm not sure where.
Would that normally be in another python file?
 
I noticed a bug (or if not a very odd aesthetic choice) where the Asian "warrior" unit now consists of one Asian leading two Europeans. Maybe this has something to do with the unit name overhaul? Asian warriors still share the same name as the default warrior unit so maybe the default models got crossed in.
Oof, no, that's a stupid mistake on my part that's likely to affect some other units as well. If I ever do an update, a fix for this will be included.

Would that normally be in another python file
To prevent a lot of further digging, it's in the dll. Specifically, the function is called from line 41 of the python file. The only way you can change it without messing with recompiling the dll is by modifying said line to read iGlobalModifer = pPlayer.getRevModifier() - pPlayer.getRevModifierPower(). Of course as others pointed out that will still leave the interface mentions of it to be dealt with.
 
Last edited:
A few things I realized today:
  • The upgrade cost reduction from "Massed Produced" doctrine stacks additively (as all things Civ do) with that from Progressive. This means a mass produced unit from a progressive leader upgrades for free forever.
  • The "one free unit per city" from the Motherland Calls wonder applies to vassal's declaration of war as well. So when Roosevelt declared war on me along with his 8 of vassals, I received 9 free conscripts in each of my 24 cities. If I wasn't worried about the impacts from war weariness and influence-driven war I could have sent a zombie hoard all the way to Washington.
  • I've always been iffy on the late game combat, particularly air units. However, the recent changes in interception chances and promotions have this in the best place its ever been. And the high mobility offered by railroads and late game improvements makes the positioning game very interesting.
 
I had something strange in my current game.

Next to my capital city, insurgent peasants emerged as barbarians that can't move. According to the civilopedia, insurgent peasants are units that can be produced and are then supposed to fight for my empire?



Or are insurgent peasants something like recollecting slaves that can be created depending on the civic?
 
A few things I realized today:
  • The upgrade cost reduction from "Massed Produced" doctrine stacks additively (as all things Civ do) with that from Progressive. This means a mass produced unit from a progressive leader upgrades for free forever.
  • The "one free unit per city" from the Motherland Calls wonder applies to vassal's declaration of war as well. So when Roosevelt declared war on me along with his 8 of vassals, I received 9 free conscripts in each of my 24 cities. If I wasn't worried about the impacts from war weariness and influence-driven war I could have sent a zombie hoard all the way to Washington.
  • I've always been iffy on the late game combat, particularly air units. However, the recent changes in interception chances and promotions have this in the best place its ever been. And the high mobility offered by railroads and late game improvements makes the positioning game very interesting.
1) That is freaking insane actually. Really powerful.
2) When conscripts are drafted, do the cities get a penalty and population reduction as they would if you drafted them normally?
I had something strange in my current game.

Next to my capital city, insurgent peasants emerged as barbarians that can't move. According to the civilopedia, insurgent peasants are units that can be produced and are then supposed to fight for my empire?



Or are insurgent peasants something like recollecting slaves that can be created depending on the civic?
I think its just a wrong entry in the civilopedia; these revolting peasants are just insurgents rising up and are not your friend.
 
I had something strange in my current game.

Next to my capital city, insurgent peasants emerged as barbarians that can't move. According to the civilopedia, insurgent peasants are units that can be produced and are then supposed to fight for my empire?



Or are insurgent peasants something like recollecting slaves that can be created depending on the civic?
Revolting peasants happen while running serfdom just as revolting slaves happen while running slavery. They are not to be confused with levies (or any variant thereof) which are 6 power upgrade from warband that are unlocked with Land Tenure (previously Peasant Servitude), the tech that gives you serfdom.

By chance are you running RI in a different language?
 
2) When conscripts are drafted, do the cities get a penalty and population reduction as they would if you drafted them normally?
I did not notice an angriness penalty nor a population reduction; I think they just spawned from the abyss. Surely I would have known if 9 pop disappeared??
 
Back
Top Bottom