Realism Invictus

Hi,

I'm back for a new game as Mansa Musa of Malinese on Monarch difficulty (World Map Large) with current SVN.

Everything working smoothly and game experience is pretty much awesome!

A small bug I've encountered:

Organized religion civics gives me - 25% on military units (same as Pacifism which I had enabled before). I realized it only because I've checked hammer production in a city. Is this intended?
 
Hi,

I'm back for a new game as Mansa Musa of Malinese on Monarch difficulty (World Map Large) with current SVN.

Everything working smoothly and game experience is pretty much awesome!

A small bug I've encountered:

Organized religion civics gives me - 25% on military units (same as Pacifism which I had enabled before). I realized it only because I've checked hammer production in a city. Is this intended?
I'm pretty sure it's an epidemic in a city. Please check that.
 
- This is a purely aesthetic suggestion, but it is somewhat immersion-damaging to me that "chopping a forest" or "clearing a jungle" in game terms completely deforests that tile, and whatever following improvement gets built there is completely bereft of trees whatsoever. In gameplay terms, it makes plenty of sense, and having trees and "non-tree" tiles immediately distinguishable at a glance is nice, but what a forest represents in the game as a terrain feature is a true old-growth forest, which is dark and scary and generally at odds with more than marginal human settlement and economic activity, so, it makes sense that in the game it is incompatible with cities and improvements (aside from lumbermills and forest preserves, of course), but even where most of the old growth forest in the densely inhabited temperate regions of the earth has been largely removed (just as it would over the course of a game), trees and even replanted forests (and indeed, the sometimes substantial remnants of the original forest) are still abundant and numerous alongside all the same things improvements represent, though simply not concentrated in the same way, and they exist alongside us unobtrusively unlike an actual thick forest. As it is, towards the midgame onward, your once forested landscape becomes totally bare with grass or the rocky hilltops surrounding whatever manmade structures you build in their stead, which doesn't look true to life even in a simplistic way. Perhaps some simple tree graphics could be added to the cottage line of improvements among others, so that you have light tree vegetation visible in your empire in its desired state of deforestation, or, maybe most improvements could instead be allowed to be built within the tile? This is possible in World Builder already, and the increased improvement construction time with forests since 3.6 alongside the rather meager return of immediate hammers early on would remove the incentive to chop the forest if building the improvement was the objective in the first place. (The actual number of trees even decreases in World Builder when you do this, even though the forest itself remains in place!) Indeed, I think the "improvement removes forests" as a vanilla mechanic primarily exists because the immediate hammers you gain from chopping are considerable (not for any other reason), and they're not in this mod. And speaking of farms, earlier on there was a problem with visually distinguishing regular versus mechanized farms. It seems strange to me that the mechanized farms completely lack trees, since tree lines are essential to modern farms, and failure to use them resulted in major problems as seen in the Dust Bowl on the 1930s, so maybe graphically representing them there as well would be a good idea?
I've mentioned elsewhere how I dislike the AI's tendency to completely clear cut the land, making things visually very flat and uninteresting. Generally though I like the balance mechanic of how clearing the forest or savannah sacrifices production yield for gold or hammers. Perhaps an easier solution would be to allow workers to re-plant forests with some sufficiently advanced technology? I think later Civ games allow this, with some behind-the-scenes designation of "new growth" to prevent a constant cycle of planting and chopping, but honestly the chopping yields are so pitiful in this game that it's probably not worth the maintenance cost of the units even if someone were to attempt to exploit this.

- I've consistently observed that cities which have industrial shipyards, when building a workboat, produce like 3 or 4 of them for some reason. This was one of the few that I consistently observed so right now I don't have a specific and reproducible example, but I'm pretty sure that's the scenario in each case.
I believe this happens any time that you have enough hammers to fully complete multiple of what you're working on. It's just particularly easy to achieve this when building late game workboats, particularly if you had significant overflow from your previous project. In rare cases I've built multiple irregulars in one turn for example.

- I've mentioned it before and Walter said that this was a vanilla behavior, but Fishing is supposed to unlock routes via rivers for resource connection, but this seems to function without that technology in numerous examples of mine. Maybe removing that description from the tech would be an easy way to avoid confusion, since (until I recognized that it would plausibly occur again) this has affected my opening tech path, and might be a source of confusion for others as well.
IIRC, rivers (and maybe even coastlines) that are 100% within your cultural borders are freely accessible, and fishing/sailing allows these routes to extend through tiles you don't control. If this is correct a simple wording change on the tech is all that would be needed.
 
- This is a purely aesthetic suggestion, but it is somewhat immersion-damaging to me that "chopping a forest" or "clearing a jungle" in game terms completely deforests that tile, and whatever following improvement gets built there is completely bereft of trees whatsoever. In gameplay terms, it makes plenty of sense, and having trees and "non-tree" tiles immediately distinguishable at a glance is nice, but what a forest represents in the game as a terrain feature is a true old-growth forest, which is dark and scary and generally at odds with more than marginal human settlement and economic activity, so, it makes sense that in the game it is incompatible with cities and improvements (aside from lumbermills and forest preserves, of course), but even where most of the old growth forest in the densely inhabited temperate regions of the earth has been largely removed (just as it would over the course of a game), trees and even replanted forests (and indeed, the sometimes substantial remnants of the original forest) are still abundant and numerous alongside all the same things improvements represent, though simply not concentrated in the same way, and they exist alongside us unobtrusively unlike an actual thick forest. As it is, towards the midgame onward, your once forested landscape becomes totally bare with grass or the rocky hilltops surrounding whatever manmade structures you build in their stead, which doesn't look true to life even in a simplistic way. Perhaps some simple tree graphics could be added to the cottage line of improvements among others, so that you have light tree vegetation visible in your empire in its desired state of deforestation, or, maybe most improvements could instead be allowed to be built within the tile? This is possible in World Builder already, and the increased improvement construction time with forests since 3.6 alongside the rather meager return of immediate hammers early on would remove the incentive to chop the forest if building the improvement was the objective in the first place. (The actual number of trees even decreases in World Builder when you do this, even though the forest itself remains in place!) Indeed, I think the "improvement removes forests" as a vanilla mechanic primarily exists because the immediate hammers you gain from chopping are considerable (not for any other reason), and they're not in this mod. And speaking of farms, earlier on there was a problem with visually distinguishing regular versus mechanized farms. It seems strange to me that the mechanized farms completely lack trees, since tree lines are essential to modern farms, and failure to use them resulted in major problems as seen in the Dust Bowl on the 1930s, so maybe graphically representing them there as well would be a good idea?
I have worked with this in my spinn-off for a couple of years(!) by now, therefore it can't "surprise" any that I have a few comments here. However, I am still more or less out of business for 2½ weeks now due to a new left knee (was operated on Jan 10). It has annoyed me for a long time and then.... Well then the hospital got a cancellation - I only got ½ day to make a decision....

Well, what about deforestation. I have come to the conclusion that the primary reason is that the AI (and the human) has too little to do at the start. Therefore, I have moved both the lumber- and watermills quite up much earlier in the Tech-tree - but at the same time reduced the "value" of these improvements to almost a minimum. The full benefit has then only been obtained "at the usual time". The AI seems to jump on board - at least I don't think my "maps" look quite so boring anymore.....

But of course - I have made many other changes among other things, increasing the growth of forests (speed trees, savanna and scrub spreads (and of course adding the possibility that workers can remove this scrub again)).

, so.......
 
IIRC, rivers (and maybe even coastlines) that are 100% within your cultural borders are freely accessible, and fishing/sailing allows these routes to extend through tiles you don't control. If this is correct a simple wording change on the tech is all that would be needed.
There are still leftover bugs in the code from vanilla that cause behavior to deviate from how it was intended.

This might be what is happening.

The underlying issue has been fixed in AdvCiv and porting this fix to other mods should be possible.
 
I have worked with this in my spinn-off for a couple of years(!) by now, therefore it can't "surprise" any that I have a few comments here. However, I am still more or less out of business for 2½ weeks now due to a new left knee (was operated on Jan 10). It has annoyed me for a long time and then.... Well then the hospital got a cancellation - I only got ½ day to make a decision....

Well, what about deforestation. I have come to the conclusion that the primary reason is that the AI (and the human) has too little to do at the start. Therefore, I have moved both the lumber- and watermills quite up much earlier in the Tech-tree - but at the same time reduced the "value" of these improvements to almost a minimum. The full benefit has then only been obtained "at the usual time". The AI seems to jump on board - at least I don't think my "maps" look quite so boring anymore.....

But of course - I have made many other changes among other things, increasing the growth of forests (speed trees, savanna and scrub spreads (and of course adding the possibility that workers can remove this scrub again)).

, so.......
As usual I like the direction you are thinking... but it feels a bit jarring to have mechanization in the ancient era. Perhaps a new improvement is in order, a firewood camp or something, that would eventually be outclassed by sawmills later in the slave farms > farms > mechanized farms model. Am I crazy or didn't the Greeks use to have a unique water wheel improvement? Maybe the asset is even still around somewhere.
 
it feels a bit jarring to have mechanization in the ancient era.
Sure it does.

I havn't directly found any lumbermill from the Classical or early Medieval era, but "something" tells me, that there "must" have been a place somewhere between the spot huge trees were cut down and the place where it have been used. A place, where the the logs have been split or "sawn up". We have the Carpenters in the cities....... but was all the "dirty" work done here? I do not think so. Therefore.....I moved the lumbermill to the Classical Era and "stripped" the productionbonus to a minimum. Various bonuses are added later as time goes by and people get more skilled.

As for watermill - both the Greeks and the Romans had watermills. Perhaps not that effective, but still better than nothing..... So again: Classical era.
 
Sure it does.

I havn't directly found any lumbermill from the Classical or early Medieval era, but "something" tells me, that there "must" have been a place somewhere between the spot huge trees were cut down and the place where it have been used. A place, where the the logs have been split or "sawn up". We have the Carpenters in the cities....... but was all the "dirty" work done here? I do not think so. Therefore.....I moved the lumbermill to the Classical Era and "stripped" the productionbonus to a minimum. Various bonuses are added later as time goes by and people get more skilled.

As for watermill - both the Greeks and the Romans had watermills. Perhaps not that effective, but still better than nothing..... So again: Classical era.
Yes, that makes sense. I was mostly referring to the visual aspect - I wish there were a more primitive looking "wood processing center" rather than simply moving the sawmill we get at guilds forward. But I think I'll try it your way and see how it strikes me.
 
I'm pretty sure it's an epidemic in a city. Please check that.
Yeah, that would be a possibility, too.

Actually, it was Confederation civics giving -25% on military production. Did not realize this until now. Good change as it would be too overpowered compared to Autocracy.
 
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I have a question regarding tech Transfer.

In this example the guilds have normal costs of 1400.
In addition to this costs we get +40% tech transfer and 100% ahead of time costs.
Im curious why the tech transfer leads to a more expensive tech.
Isnt it the bonus I get from other civs whom I have open borders with?
 

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Greetings everyone!

I am just overwelmed with this mod!
After more than 20 years playing civilization, I was not expecting to still be downloading mods and playing CIV IV by 2024! And what a mod RI is! I dont know how I have been missing this!
A huge thank to all that contributed in any shape or form to this modification; and an equal praize to those still runing the show.

I have some noob questions, I would be delighted if some one out there can help me out.
1. Holy Shrines are not providing the gold per turn. Is it working as intended?

2. Are there more historical scenarios available? From Classical, Rennaissance, Medievel or World Wars eras?
I am a huge fun of 1500 AD GEM scenario, but it lacks historicity, balance and complexity that AND and RI has.
I there a way to easily tweed GEM scenarios to make them able to play on RI?

3. How do minor civilizations work? I mean, I would love to play with Portugal in any map (besides RI World map Huge Scenario and RI Crusades Scenario)
Can we tweek things to be able to play Portugal on any custom map?


Thank you in advance for your help!!
 
1. Holy Shrines are not providing the gold per turn. Is it working as intended?

2. Are there more historical scenarios available? From Classical, Rennaissance, Medievel or World Wars eras?
I am a huge fun of 1500 AD GEM scenario, but it lacks historicity, balance and complexity that AND and RI has.
I there a way to easily tweed GEM scenarios to make them able to play on RI?

3. How do minor civilizations work? I mean, I would love to play with Portugal in any map (besides RI World map Huge Scenario and RI Crusades Scenario)
Can we tweek things to be able to play Portugal on any custom map?
Hi Master_calhau! Enjoy the game :)

1) Are you playing release version or SVN? In SVN there was a change lately regarding religious shrines in https://sourceforge.net/p/civ4mods/code/5385/

> Religious shrines will provide income based on the world % of a given religion instead of a fixed 5 gold. Exact amount based on the world size, but rule of a thumb is you'll get 5 gold around 12-15%, less with less and more with more

2) As far as I know, there only exist those from "Scenario" section. But should be moddable of course.

3) Interesting question. I'm also interested in playing with minor civilizations :)
 
I have a question regarding tech Transfer.

In this example the guilds have normal costs of 1400.
In addition to this costs we get +40% tech transfer and 100% ahead of time costs.
Im curious why the tech transfer leads to a more expensive tech.
Isnt it the bonus I get from other civs whom I have open borders with?
I guess it's pure math:

1400 * 1.6 = 2240

(100% - 40%)
 
3. How do minor civilizations work? I mean, I would love to play with Portugal in any map (besides RI World map Huge Scenario and RI Crusades Scenario)
Can we tweek things to be able to play Portugal on any custom map?
3) Interesting question. I'm also interested in playing with minor civilizations



Spoiler How to make a minor civ playable :

<CivilizationInfo>
<Type>CIVILIZATION_PORTUGAL</Type>
<Description>TXT_KEY_CIV_PORTUGAL_DESC</Description>

<!-- Change all 3 values below to 1 -->
<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable>
<bDerivative>1</bDerivative>

<Cities>
<City>TXT_KEY_CITY_NAME_LISBON</City>
<City>TXT_KEY_CITY_NAME_OPORTO</City>
<City>TXT_KEY_CITY_NAME_GUIMARAES</City>
<City>TXT_KEY_CITY_NAME_COIMBRA</City>
<City>TXT_KEY_CITY_NAME_EVORA</City>
<City>TXT_KEY_CITY_NAME_LAGOS</City>
<City>TXT_KEY_CITY_NAME_BRAGA</City>
<City>TXT_KEY_CITY_NAME_LEIRIA</City>
<City>TXT_KEY_CITY_NAME_FARO</City>
<City>TXT_KEY_CITY_NAME_SANTAREM</City>
<City>TXT_KEY_CITY_NAME_BRAGANZA</City>
<City>TXT_KEY_CITY_NAME_SAGRES</City>
<City>TXT_KEY_CITY_NAME_AVEIRO</City>
<City>TXT_KEY_CITY_NAME_VISEU</City>
<City>TXT_KEY_CITY_NAME_TOMAR</City>
<City>TXT_KEY_CITY_NAME_CINTRA</City>
<City>TXT_KEY_CITY_NAME_PORTALEGRE</City>
<City>TXT_KEY_CITY_NAME_ABRANTES</City>
<City>TXT_KEY_CITY_NAME_GUARDA</City>
<City>TXT_KEY_CITY_NAME_CHAVES</City>
<City>TXT_KEY_CITY_NAME_ELVAS</City>
<City>TXT_KEY_CITY_NAME_COVILHA</City>
<City>TXT_KEY_CITY_NAME_SILVES</City>
<City>TXT_KEY_CITY_NAME_VILA_REAL</City>
<City>TXT_KEY_CITY_NAME_TAVIRA</City>
<City>TXT_KEY_CITY_NAME_LEIXOES</City>
<City>TXT_KEY_CITY_NAME_SETUBAL</City>
<City>TXT_KEY_CITY_NAME_BEJA</City>
<City>TXT_KEY_CITY_NAME_SOURE</City>
<City>TXT_KEY_CITY_NAME_LAMEGO</City>
<City>TXT_KEY_CITY_NAME_PALMELA</City>
<City>TXT_KEY_CITY_NAME_SERPA</City>
<City>TXT_KEY_CITY_NAME_SINES</City>
<City>TXT_KEY_CITY_NAME_ALMADA</City>
<City>TXT_KEY_CITY_NAME_ESTREMOZ</City>
<City>TXT_KEY_CITY_NAME_ALCACER_DO_SAL</City>
<City>TXT_KEY_CITY_NAME_MERTOLA</City>
<City>TXT_KEY_CITY_NAME_MIRANDA_DO_DOURO</City>
<City>TXT_KEY_CITY_NAME_ANGRA_DO_HEROISMO</City>
<City>TXT_KEY_CITY_NAME_BAHIA</City>
<City>TXT_KEY_CITY_NAME_RIO_DE_JANEIRO</City>
<City>TXT_KEY_CITY_NAME_SAO_PAOLO</City>
<City>TXT_KEY_CITY_NAME_LUANDA</City>
<City>TXT_KEY_CITY_NAME_GOA</City>
<City>TXT_KEY_CITY_NAME_MACAO</City>
<!-- More citynames can be added here - just remember you can't be sure you always get what you want if you have "Dynamic Names" ON -->
</Cities>
<Buildings>
<!-- As a starting point, nations cannot build any BUILDINGCLASS_ types with this value <BuildingType>NONE</BuildingType>.
Steal or borrow what you think you are missing from the neighbors of the nation you want to change - use e.g. Spain, France, Italy, Berbers etc. buildings here."
Remember you can only have ONE <BuildingType>BUILDING_ per <BuildingClassType>BUILDINGCLASS_.

Same goes for military units further down. -->

<Building>
<BuildingClassType>BUILDINGCLASS_CUSTOM_HOUSE</BuildingClassType>
<BuildingType>BUILDING_PORTUGAL_FEITORIA</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClassType>
<BuildingType>BUILDING_SPAIN_TEMPLE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_BATH</BuildingClassType>
<BuildingType>BUILDING_BATH_EUROPE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_HERMITAGE</BuildingClassType>
<BuildingType>BUILDING_BELEM_TOWER</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_NATIONAL_EPIC</BuildingClassType>
<BuildingType>BUILDING_NATIONAL_EPIC_PORTUGAL</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_MT_RUSHMORE</BuildingClassType>
<BuildingType>BUILDING_MT_RUSHMORE_PORTUGAL</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SOLAR_CULT_TEMPLE</BuildingClassType>
<BuildingType>BUILDING_SOLAR_CULT_TEMPLE_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SOLAR_CULT_CATHEDRAL</BuildingClassType>
<BuildingType>BUILDING_SOLAR_CULT_CATHEDRAL_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SOLAR_CULT_MONASTERY</BuildingClassType>
<BuildingType>BUILDING_SOLAR_CULT_MONASTERY_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SOLAR_CULT_SHRINE</BuildingClassType>
<BuildingType>BUILDING_SOLAR_CULT_SHRINE_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_HOLY_PLACE_SOLAR_CULT</BuildingClassType>
<BuildingType>BUILDING_HOLY_PLACE_SOLAR_CULT_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_GREAT_TEMPLE_SOLAR_CULT</BuildingClassType>
<BuildingType>BUILDING_GREAT_TEMPLE_SOLAR_CULT_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SOLAR_CULT_COMMUNITIES</BuildingClassType>
<BuildingType>BUILDING_SOLAR_CULT_COMMUNITIES_MEDITERRANEAN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_GONDESHAPUR</BuildingClassType>
<BuildingType>BUILDING_ASKLEPIEION</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LOCAL_BRONZE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LOCAL_HORSES</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LOCAL_IRON</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_BARBARIAN_CAMP</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_GREAT_GENERAL</UnitClassType>
<UnitType>UNIT_GREAT_GENERAL_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MERCHANT</UnitClassType>
<UnitType>UNIT_MERCHANT_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PROPHET</UnitClassType>
<UnitType>UNIT_PROPHET_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ENGINEER</UnitClassType>
<UnitType>UNIT_ENGINEER_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ARTIST</UnitClassType>
<UnitType>UNIT_ARTIST_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SCIENTIST</UnitClassType>
<UnitType>UNIT_SCIENTIST_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GREAT_SPY</UnitClassType>
<UnitType>UNIT_GREAT_SPY_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SOLAR_CULT_MISSIONARY</UnitClassType>
<UnitType>UNIT_SOLAR_CULT_MISSIONARY_MEDITERRANEAN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SOLAR_CULT_REPRESENTATIVE</UnitClassType>
<UnitType>UNIT_SOLAR_CULT_REPRESENTATIVE_MEDITERRANEAN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_INQUISITOR_SOLAR_CULT</UnitClassType>
<UnitType>UNIT_INQUISITOR_SOLAR_CULT_MEDITERRANEAN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WORKER</UnitClassType>
<UnitType>UNIT_WORKER_PORTUGAL</UnitType>

<!-- OBS-OBS-OBS: Remember to chech the worker unit in the ....XML\Units\CIV4UnitInfos.xml file
In this case it's the entries for <Class>UNITCLASS_WORKER</Class>; <Type>UNIT_WORKER_PORTUGAL</Type> you need to chech.
There might be restrictions/changes in relation to workers from other nations (there might be changes in other units too -
but........ -->


</Unit>
<Unit>
<UnitClassType>UNITCLASS_SKIRMISHER</UnitClassType>
<UnitType>UNIT_SKIRMISHER_PORTUGAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PORTUGAL_ONLY_2</UnitClassType>
<UnitType>UNIT_PORTUGAL_MARINES</UnitType>
</Unit>

.....

</Units>
<FreeUnitClasses>
<FreeUnitClass>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
</FreeUnitClasses>
<FreeBuildingClasses>
<FreeBuildingClass>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bFreeBuildingClass>1</bFreeBuildingClass>
</FreeBuildingClass>
</FreeBuildingClasses>
<FreeTechs/>
<DisableTechs>
<DisableTech>
<TechType>TECH_GREAT_SCHISM</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
</DisableTechs>
<InitialCivics>
<CivicType>CIVIC_DESPOTISM</CivicType>
<CivicType>CIVIC_RULEOFFEAR</CivicType>
<CivicType>CIVIC_TRIBALISM</CivicType>
<CivicType>CIVIC_DECENTRALIZATION</CivicType>
<CivicType>CIVIC_PAGANISM</CivicType>
</InitialCivics>
<Leaders>
<Leader>
<LeaderName>LEADER_JOAO</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
<DerivativeCivs>
<DerivativeCiv>
<CivilizationType>CIVILIZATION_BRAZIL</CivilizationType>
<MinEraType>ERA_ANCIENT</MinEraType>
<iWeight>100</iWeight>
</DerivativeCiv>
</DerivativeCivs>
<CivilizationSelectionSound>AS3D_PORTUGAL_SELECT</CivilizationSelectionSound>
<CivilizationActionSound>AS3D_PORTUGAL_ORDER</CivilizationActionSound>
</CivilizationInfo>



I have not posted the full file for Portugal here - you have to insert what you think you need in the gamefile - and correct your errors :crazyeye: - small mistakes are very common for me when I do this......
I hope I havn't forgot anything vital here.


P.s.: Remember to make a copy of the origianal file(s) before you start...... just in case.
 
I have a question regarding tech Transfer.

In this example the guilds have normal costs of 1400.
In addition to this costs we get +40% tech transfer and 100% ahead of time costs.
Im curious why the tech transfer leads to a more expensive tech.
Isnt it the bonus I get from other civs whom I have open borders with?
I guess it's pure math:

1400 * 1.6 = 2240

(100% - 40%)

Just to clarify, the tech costs 100% more from being ahead of time, but each of your beakers is 40% more effective due to tech transfer. The former is bad for you but the latter is good. I guess the wording on the technology card is a little confusing in that respect.
 
Sure it does.

I havn't directly found any lumbermill from the Classical or early Medieval era, but "something" tells me, that there "must" have been a place somewhere between the spot huge trees were cut down and the place where it have been used. A place, where the the logs have been split or "sawn up". We have the Carpenters in the cities....... but was all the "dirty" work done here? I do not think so. Therefore.....I moved the lumbermill to the Classical Era and "stripped" the productionbonus to a minimum. Various bonuses are added later as time goes by and people get more skilled.

As for watermill - both the Greeks and the Romans had watermills. Perhaps not that effective, but still better than nothing..... So again: Classical era.
Update here: more testing is needed of course but so far I am enjoying the classical era lumber & watermills; tweaking yields makes balance seem ok and it is having the desired impact of leaving more old growth forests intact in AI lands. I think I might keep this as standard.
 
Update here: more testing is needed of course but so far I am enjoying the classical era lumber & watermills; tweaking yields makes balance seem ok and it is having the desired impact of leaving more old growth forests intact in AI lands. I think I might keep this as standard.

That's an interesting idea, but to my mind, the relatively significant existing hammer output from forests in the first place is what is supposed to represent this sort of small-scale forestry activity prior to concerted and organized lumbermills, so I don't see the point in representing that as a building (just as, honestly, I don't see the point of other incredibly local small-scale buildings like taverns, which would exist in even hamlets in-game). Conversely, if one is going to mod it anyway, I think an interesting concept would be to increase the hammer output from lumbermills, leave them at Guilds, and then cause them to eventually deplete the forest the way that slash and burn farms used to work, since in medieval Europe this was certainly a phenomenon.

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Another quick question I forget to mention above: why is the medieval technology "Algebra and Geometry" titled such, when the classical "Mathematics" represents geometry already (historically, and even directly in-game by unlocking Euclid's Elements). Arithmetic and zero-figuring existed well-before this, so it seems that this technology is supposed to signify higher mathematics in the form of geometry, while algebra itself is a later development from Al-Jazir in the actual medieval period. Why not simply title the medieval tech "Algebra" and either leave Mathematics as is or retitle it directly to "Geometry" alone?
 
How can i add or remove civs in a map/game? Asking cause i'm thinking of making a map for RI.
 
That's an interesting idea, but to my mind, the relatively significant existing hammer output from forests in the first place is what is supposed to represent this sort of small-scale forestry activity prior to concerted and organized lumbermills, so I don't see the point in representing that as a building (just as, honestly, I don't see the point of other incredibly local small-scale buildings like taverns, which would exist in even hamlets in-game). Conversely, if one is going to mod it anyway, I think an interesting concept would be to increase the hammer output from lumbermills, leave them at Guilds, and then cause them to eventually deplete the forest the way that slash and burn farms used to work, since in medieval Europe this was certainly a phenomenon.
Don't look at this limited part as something, that exclusively is related to production (hammers).

For example, I did it - properly for the same reason that ThirdOrbital first wrote about it - because the map very fast looked a little too boring with fields everywhere.....

I "had to see" if I could change that. And I could. Just take a look at some of the screenshots I made from my test-games on page 2 and/or 3 here: https://forums.civfanatics.com/threads/r-i-my-personal-spin-off.683863/page-2
 
Maybe I'm wrong, I've been playing this mod since version 3.3 or maybe even earlier, I think that since 3.4 the mod has become easier, and it's just my feeling or someone who's been playing it for a long time like me thinks the same thing, I don't know, it seems like there are fewer naval attacks, and nations produce fewer troops, which makes the game easier in the final stages. I'm redownloading 3.4 to see if it's a feeling or just how it is
 
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