Realism Invictus

What do you guys use recon units the most for? yeah sure they serve a lot for dealing with revolting peasants or slaves, but what about war? Do you even use them? if any of you do use them for things such as holding positions or beating down a weakened stack defending a city, I wonder what other units you stack the recons with, or if you directly just get a whole stack full of recon units :mischief:

Id like to know some good strats for these guys:smoke:I usually got them as glorified medics (lol) or with the promotion forward observers to keep my stacks on touch with the battlefield
 
How am I supposed to do that when such a mission costs hundreds of spy points and when my spy can't last 5 turns in enemy territory? And the cost of doing such counter-espionage missions on all the civs that I suspect might be doing spy missions would consume nearly all my spy points production. To only get partial protection, and if I understand what the tips about the system say, spending the points in any mission (and so also in a counter-espionage mission) would also reduce my h2h spy points, reducing the costs for the enemy to do spying missions in my cities? I might as well keep the spying points to get view on their research state and on their cities, that information is at least helpful and doesn't require me to add an entire micro-routine for doubtful benefits.

I don't know what's happening behind the scenes, but from what I can see when playing, the spy system looks completely rigged against the player, at least at the difficulty I'm playing in. To be sure, I'm not really putting gold into the spy slider, but I'm assuming that if I have almost enough spy points against a civ to be able to see its city, the head-to-head spy points spending is not a sufficient explanation.

It's a trade-off decision that you have to make. If you prefer to play a warmongering style, you will be exposed to sabotage. If you don't invest in spying early on, the other civs will eventually overtake you and you will find yourself in your current situation trying to catch up.

The trade-off is also in which civics you choose. You can choose a civic that reduces war weariness and boosts production, or you can choose a civic that boosts happiness but slows production, or you can choose a civic that improves espionage and reduces happiness. It's your choice.

Spying is harder to stop in the earlier game, as it should be. After all, Sun Tzu wrote a whole book about it! In my own game, I will choose a civic that gives me some protection against spying as I'm usually averse to choosing civics that involve slavery to boost production. Also, a successful counter-espionage lasts for 75 turns, so that's a pretty decent period of time.

The other thing to do is look at the different cities in the civilization you want to spy on. The cost is different for each city; try to find the city with the cheapest counter-espionage and go for that one. In the late game, you can use aircraft to fly your spies to closer allied cities and then have your spies trek from there.
 
What do you guys use recon units the most for? yeah sure they serve a lot for dealing with revolting peasants or slaves, but what about war? Do you even use them? if any of you do use them for things such as holding positions or beating down a weakened stack defending a city, I wonder what other units you stack the recons with, or if you directly just get a whole stack full of recon units :mischief:

Id like to know some good strats for these guys:smoke:I usually got them as glorified medics (lol) or with the promotion forward observers to keep my stacks on touch with the battlefield

Usually I upgrade them to ridiculous amount of first strikes and some hill combat bonus, then I use them for escorting my stacks when I attack the enemy, planning my path on hills (by that time my attack stack has plenty of squishy city assault troops (crusaders, foot knights or grenadiers), losing them all to a relentless AI counterstrike feels sad), thats for renaissance-industrial times. Ancient times they are mostly defensive troops to pick apart AI stacks especially on hill terrain, open fields I stick with cavalry in that case, though its a bit riskier. Ancient-classic times skirmishers, while bad at defending cities they are competent to engage enemy from forts of cities. Medieval times - they tend to take a back seat for some time and just "support". And that feels really realistic.


Just one more thing. I REALLY appreciate attention to visual detail in Realism Invictus. Portuguese Regiment of Navy has an industrial-era reskin, that's just awesome! Even a derivative civ gets some serious attention. I always stop when enter industrial era to check visual switch from Luis XIV-type infantry and cuirassiers to napoleonic-type cav and infantry. Love it! Thank you very much Walter.
 
Usually I upgrade them to ridiculous amount of first strikes and some hill combat bonus, then I use them for escorting my stacks when I attack the enemy, planning my path on hills (by that time my attack stack has plenty of squishy city assault troops (crusaders, foot knights or grenadiers), losing them all to a relentless AI counterstrike feels sad), thats for renaissance-industrial times. Ancient times they are mostly defensive troops to pick apart AI stacks especially on hill terrain, open fields I stick with cavalry in that case, though its a bit riskier. Ancient-classic times skirmishers, while bad at defending cities they are competent to engage enemy from forts of cities. Medieval times - they tend to take a back seat for some time and just "support". And that feels really realistic.


Just one more thing. I REALLY appreciate attention to visual detail in Realism Invictus. Portuguese Regiment of Navy has an industrial-era reskin, that's just awesome! Even a derivative civ gets some serious attention. I always stop when enter industrial era to check visual switch from Luis XIV-type infantry and cuirassiers to napoleonic-type cav and infantry. Love it! Thank you very much Walter.
I see we follow same strategies for those boys, I always get the Skirmisher tradition as soon as I get a general, that along all promotions of drill plus mobility and recon aid at max is amazing, they become unstoppable at that point, but the path to become such a strong military force is a hard one. I usually use some good mounted units to weaken enemies so they can end them easily, otherwise it's just sending them straight to the slaughterhouse.:hammer2:.

About the details... A lot of people mention it when talking about the mod for a good reason and yes, that's one of the few things that bothered me the most in the OG civ 4. I was pretty happy when I saw that some units in BTS changed according to who you were playing as, but still those changes weren't as many as to please me in the long term :twitch:. That is, as dumb as it may sound to some, my favorite part of this mod. The visual attention to detail is one of the things I value the most and this mod doesn't disappoint on that approach. the Line Infantry and the British Royal Marines do too (curiously now we found out those two are related because of the female sounds lol). I believe other units from late renaissance do too (which makes sense). Irregulars do not (which also makes sense since conscripts will take over them soon).

If I could say my opinion, visually my favorite units are the trench infantry by how many changes they receive, almost every nation has one and I can't help but love the damn thing :clap:. One thing I dislike (yet I must accept, as it makes sense) is that now only America has the cool B2 stealth bomber, everyone else just uses a boring modern bomber (except for Ukrainians and Russians, those got amazing models but still, the otherworldly-looking B2 is cooler).

There are some things here and there that I would change for my personal tastes, but that aside (since it's all about me), to all the people who worked on the models and textures of this mod here's a cute smilie for you all champs: :hatsoff:
 
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- The "gain culture through combat" system needs some rethinking. I had a big battle near one of my cities, where I lost 5 or 6 units and killed over 20 enemy units. Despite this, enemy culture grew to 4-5% of the tiles where most of the fighting happened.
- I got attacked by the 1st power in the game, and I'm quite sure that the AI is badly overestimating the strength contribution of its vassal. On the official power ratings, that vassal is one third of my military power, but with largely outdated units, 1/10th seems more accurate... I had to slaughter three invading armies and to take three-quarters of the vassal's cities for the AI to be ready to give me something instead of asking me to give something for peace.
- After some battles, the AI became open to discussions, and as a condition for peace, it didn't ask me to give it some of the cities closest to it (we don't have a direct border because of a desert) or to give some cities to its vassal, but instead asked for one of my top 5 cities, which is located very far away from the border... Very strange.

What do you guys use recon units the most for? yeah sure they serve a lot for dealing with revolting peasants or slaves, but what about war? Do you even use them? if any of you do use them for things such as holding positions or beating down a weakened stack defending a city, I wonder what other units you stack the recons with, or if you directly just get a whole stack full of recon units :mischief:

Id like to know some good strats for these guys:smoke:I usually got them as glorified medics (lol) or with the promotion forward observers to keep my stacks on touch with the battlefield
The support modifier recon units give is extremely good, so getting three recon units per stack is highly recommended when launching attacks.

In antiquity and classical, skirmishers are extremely good at fighting as long as it's not in cities or on flat. You can also use them as raiding units, but better send those that don't have too much XP. Skirmishers have a very high potential to get a massive amount of XP.

In the medieval era, they are weak so their use is limited outside of giving support and finishing off wounded enemies. Since they have good mobility, you can have some of them in one stack, attack with units in that stack, then move them to the next stack to attack with the same support bonus. If you can avoid triggering the next logistics level it's better, but in my experience, it's better to have some logistics penalty and get the support bonus than to have no logistics penalty and no support bonus.

I can't comment on recon units in later ages, as I have not played much Renaissance and not at all the remaining eras. But the explorers look very solid too.
 
- The "gain culture through combat" system needs some rethinking. I had a big battle near one of my cities, where I lost 5 or 6 units and killed over 20 enemy units. Despite this, enemy culture grew to 4-5% of the tiles where most of the fighting happened.
:wow:wow this is bad, such thing has never happened to me thankfully. I support you on this, that's far from realistic.

The support modifier recon units give is extremely good, so getting three recon units per stack is highly recommended when launching attacks.

In antiquity and classical, skirmishers are extremely good at fighting as long as it's not in cities or on flat. You can also use them as raiding units, but better send those that don't have too much XP. Skirmishers have a very high potential to get a massive amount of XP.

In the medieval era, they are weak so their use is limited outside of giving support and finishing off wounded enemies. Since they have good mobility, you can have some of them in one stack, attack with units in that stack, then move them to the next stack to attack with the same support bonus. If you can avoid triggering the next logistics level it's better, but in my experience, it's better to have some logistics penalty and get the support bonus than to have no logistics penalty and no support bonus.

I can't comment on recon units in later ages, as I have not played much Renaissance and not at all the remaining eras. But the explorers look very solid too.
Yes recon aid is one of the best in the mod, I will usually have those units just for that alone.

I never thought about sacrificing some pity 5% strength for some nice bonuses, I really like to keep my stacks under the limit, but maybe I should give it a go next time I raid a city.

Those units bring more variety to my armies and open some good options to proceed on the tide of war. I can't speak much for explorers as I, no pun intended, use them mostly for explore and let tell me you, with the right promotions (drill ftw:bowdown:) those boys tear trough barbarian units effortlessly, you might need some siege units for advanced barbarian settlements though. The light infantry is the one I have the most experience with so far, they come with some amazing terrain attack bonuses and they do well in combat so it's a must have for me. Dunno about the remaining ones but they seem to fall on the same league as the light infantry...:yumyum:that serves me right.

It seems those tips will come handy, thanks friend:)
 
Fellas I have been playing on the EarthEvolution3 map script and it's ridiculously fun:lol:yet I would love to have access to a script with a huge size option, just as the ones around for BTS. I don't know if a version specifically tailored for Realism Invictus exists (like the large sized script that comes with the mod). Can anyone provide a download for this if it exists?:crazyeye: I believe the original scripts won't work due to the many changes RI makes.

What I ask for is to know if something like the earth huge scenario exists in the form of a custom game script, but without the barbarian or native civs, letting me use as many players I want and whatever nation/leader I wish to represent.
 
This is true of most resources, though. Farms on Copper, Elephants, and Prime Timber provide +1 Hammer even with a farm, Citrus provides +1 Food and +1 Commerce even with a farm, etc. It doesn't make sense to single out animal resources for the above reason. If the goal is to prevent that early game bonus from lasting into the late game, maybe the bonus could come from Subsistence Economy instead of being innate, and thus disappearing when you progress to other civics. Personally I think the status quo is fine. So what if a source of cattle improves the yield of a farm. That enriches gameplay in my eyes, not detracts from it. It's nice to have options in how I use my land rather than having improvements be dictated by the map generator.
And unfortunately that is true of other resources as well. Many of their native improvements do already get reasonable buffs from techs though, so it is less acute, but I sometimes see AI farming copper etc.
And for what it's worth, I always build the appropriate improvement for a given tile, so my gameplay lines up with what you're both suggesting. I just don't think it's something that needs to be enforced or penalized by the game itself.
AI doesn't. It is pretty good at calculating optimal yields and rather bad at valuing resources. So relevant improvements should stay competitive with farms when it comes to yields.
Well, it allows you to unconditionally demand resources (even if the vassal only has one of those resources) and provides points towards domination victory. And do vassal cities count towards tech increase costs? And demanding specific religions/civics of them builds better relations that can carry later into the game. I think the benefits are fair for the cost, as a way to grow your empire while incurring fewer costs for getting big (no distance maintenance, I think, and no tech increase costs), but not no costs for getting big.

If a civ doesn't demand tribute from their vassals, that's on them, not the vassalage system.
It is all good and well, but a vassal being a drain on your economy rather than the other way round simply feels wrong.
Hey Walter, found major problem, Portuguese Regiment of Navy special unit has female sounds too :)
Same animations, so that has already been fixed.
Just one more thing. I REALLY appreciate attention to visual detail in Realism Invictus. Portuguese Regiment of Navy has an industrial-era reskin, that's just awesome! Even a derivative civ gets some serious attention. I always stop when enter industrial era to check visual switch from Luis XIV-type infantry and cuirassiers to napoleonic-type cav and infantry. Love it! Thank you very much Walter.
About the details... A lot of people mention it when talking about the mod for a good reason and yes, that's one of the few things that bothered me the most in the OG civ 4. I was pretty happy when I saw that some units in BTS changed according to who you were playing as, but still those changes weren't as many as to please me in the long term :twitch:. That is, as dumb as it may sound to some, my favorite part of this mod. The visual attention to detail is one of the things I value the most and this mod doesn't disappoint on that approach. the Line Infantry and the British Royal Marines do too (curiously now we found out those two are related because of the female sounds lol). I believe other units from late renaissance do too (which makes sense). Irregulars do not (which also makes sense since conscripts will take over them soon).

If I could say my opinion, visually my favorite units are the trench infantry by how many changes they receive, almost every nation has one and I can't help but love the damn thing :clap:. One thing I dislike (yet I must accept, as it makes sense) is that now only America has the cool B2 stealth bomber, everyone else just uses a boring modern bomber (except for Ukrainians and Russians, those got amazing models but still, the otherworldly-looking B2 is cooler).

There are some things here and there that I would change for my personal tastes, but that aside (since it's all about me), to all the people who worked on the models and textures of this mod here's a cute smilie for you all champs: :hatsoff:
Thanks for the kind words. Lack of visual diversity is what first prompted me to engage with Civ 4 modding a long time ago (in another galaxy), and tinkering with visual stuff is still my favourite RI-related pastime. Also, as a minor aside, China has its own stealth bomber.
- The "gain culture through combat" system needs some rethinking. I had a big battle near one of my cities, where I lost 5 or 6 units and killed over 20 enemy units. Despite this, enemy culture grew to 4-5% of the tiles where most of the fighting happened.
From what you're describing it is working pretty much as intended. So long as you keep winning, it shouldn't go above that, and it's a pretty harmless amount. There are diminishing returns for the combat winner, so you won't ever totally wipe someone's culture from the tile by combat alone, but it will stay under 10%.
- I got attacked by the 1st power in the game, and I'm quite sure that the AI is badly overestimating the strength contribution of its vassal. On the official power ratings, that vassal is one third of my military power, but with largely outdated units, 1/10th seems more accurate... I had to slaughter three invading armies and to take three-quarters of the vassal's cities for the AI to be ready to give me something instead of asking me to give something for peace.
Subjectively, I also feel that there probably should be more of a difference in power values between technological levels. Currently, they are roughly equal to strength, but there should probably be an additional multiplier. It does require some tedious adjustment and testing.
- After some battles, the AI became open to discussions, and as a condition for peace, it didn't ask me to give it some of the cities closest to it (we don't have a direct border because of a desert) or to give some cities to its vassal, but instead asked for one of my top 5 cities, which is located very far away from the border... Very strange.
Well, TBH it's not a bad plan, as all your culture in that city gets wipe out if you give it away voluntarily. Even if they lose it afterwards, forcing you to give one of your core cities away is a good way to cripple you. Unrelatedly, can I ask you to share the main "pain points" on espionage UX - what would you like to see reported to the players better, and equally importantly, how and where?
 
It stands for "Big Fat Cross," so the 20 workable tiles surrounding each city. In the case of these improvements, that can overlap and apply to any city having it within that radius.
Ok then! That probably explains why I seldom (or never) "feel" anything special is happening to those socalled "Nearby Cities" when I build certain wonders. Thx for that info!
 
Interestingly, this matches my own anecdotal evidence. I see no reason for this too, as while their designated unique improvement is rather situational, their unique building means they also get more food from farms, which should on paper be a powerful bonus. Their "camelry" not requiring horses should also be adding to their robustness. And yet.
I suspect that some of the "problem" may be hidden somewhere in <LeaderHeadInfo>, because some Leaders often do quite well, while others rarely do.


In addition, I just remembered an answer I got back on Feb 8, 2022 - I don't know if it is still "applicable".
Never saw a dominant Rome myself, but generally speaking this is a rather complicated issue. As it stands right now (and I'd rather it wasn't so, but it is), lots of people play the World Maps predominantly or even exclusively, and the performance of civs on those should be balanced against that on random maps. This means, for instance, that England with its island start on the World Maps is inherently overpowered there, and as a result might be underwhelming on random maps. Conversely, for instance Rome, starting in an incredibly cramped position on the World Maps is probably a tad overpowered as a result on random maps as part of the World Maps balancing over time. France is a mystery to me actually - with a great unit set and a situational but good improvement, I have no idea why AI usually plays them so poorly.
 
Subjectively, I also feel that there probably should be more of a difference in power values between technological levels. Currently, they are roughly equal to strength, but there should probably be an additional multiplier. It does require some tedious adjustment and testing.
Yes, tech level also feels undervalued. And as was mentioned by someone earlier, hammer output should be accounted for too. Anyway, I have a plan to do a big revision on how power rating is computed, and to also do some diplomatic adjustments (I want to tweak different values and decay rates, and also to create a diplomatic penalty for converting foreign cities). Then I'll do a big test for strength gain like for my previous AI tweaks.

One thing I'm not sure of yet is if there should only be one power rating evaluator. I've been considering having two, with the more accurate one requiring to be above a certain spying threshold.

From what you're describing it is working pretty much as intended. So long as you keep winning, it shouldn't go above that, and it's a pretty harmless amount. There are diminishing returns for the combat winner, so you won't ever totally wipe someone's culture from the tile by combat alone, but it will stay under 10%.
The pretty harmless amount still triggers some separatism. To me it looks as if after the Teutoburg forest battle, the surrounding region got a few % roman. Or if the Volga region became a few % german after Stalingrad.

On the other hand, even with the benefit of combat culture, newly conquered cities tend to be culturally pressured very strongly. I have been thinking about changes that could allow after a conquest to keep the surrounding tiles of cities workable for say 100 turns even if culturally outnumbered...

Between the benefit of getting rid of the next city so that the first conquest actually gets enough tiles available, and how much easier it is to keep conquering after the enemy's main army got wiped out to be able to take the first one, there is quite a strong incentive to completely wipe out a civ once you got the ball rolling, although you may not want to actually keep the cities for maintenance and stability reasons.

Well, TBH it's not a bad plan, as all your culture in that city gets wipe out if you give it away voluntarily. Even if they lose it afterwards, forcing you to give one of your core cities away is a good way to cripple you.
The culture really disappears even if it's given in a peace treaty? I guess I'm never going to give a single city away... Better lose it militarily.

Yeah, that would have damaged me, but it seems very bizarre. Asking me to give away cities to its vassal, which is my neighbour, would have felt much more natural to me.
Unrelatedly, can I ask you to share the main "pain points" on espionage UX - what would you like to see reported to the players better, and equally importantly, how and where?
I'll have to think it over.
 
Does anyone have some experience to share involving majorly peaceful gameplay? So far, the games I've been able to win were based on having at least one major war per era, which amounts to going from a war to beelining to the next age military and filling the tech gap by conquering cities then in the late game trying to get a space victory or settling for a time victory (every time I realise I'll get a time victory instead of Domination or something else I promise myself I'll disable time victory in the next game, but I always forget it) having made sure your sovereignty won't be in serious threat in the final years. Someone has already complained here that the game is rigged in favour of aggressive gameplay, but I thought it would at least be possible, in principle, to get through without initiating conflict. I did get a space victory as Japan and AI left me alone during basically the whole game, though I did a huge invasion of China just to get that Imperial Japan thrill, but I don't think it mattered much to my victory in the end. In general, however, it seems to me that the only way most AI will "respect" you is to win great wars on a relatively frequent basis.
Anyways, I asked for some advice for playing as the Indians, got some very useful input from Walter, applied it and did establish myself very well up to early Renaissance (there were still some close calls in late Classical, but it ended alright). I wanted to be peaceful, but did always have some skirmishers, cavalry and a couple city-conquering units ready because experience has told me that once a civ declares war on you, it won't quiet down until you conquer some of their cities. I had to do that with China and the Turks, and ended up with a not very historical Indian empire that stretched northwards and into mainland China, but that's ok. I was going for a cultural victory, and everything was going well, until somewhere in the Industrial Era seven civs declared war on me almost at the same time, and unlike The White Stripes, a seven-nation army could indeed hold me back. I tried to fight off the invaders, but was at a certain point overwhelmed. Nothing like that had ever happened to me before in the aggressive games, so I think that "respect" mechanics is real, and when AI sees you're just minding your own business, they start picking on you. What has your experience been with minding-your-own-business policy?
P.S.: I do realise that from a historical perspective, civilisations that did not have a standing army or permanent warrior class were often dangerously susceptible to aggression, so I'm not exactly complaining about the fact that the game favours aggressive gameplay. I'm just asking for advice. The mod is awesome and honestly I couldn't bring myself to actually complain about any of it.
P.P.S.: I completely agree with the compliments people are making to the visual work in RI. It is outstanding and completely changes the experience.
 
Mostly peaceful gameplay (in my games) happens when you have a lot of civs who have vassaled to you. I usually play on a huge map with 35 civilizations, so most civs will be missing at least one vital resource, slowing down early aggressive AIs. The early game involves mostly border disputes as stronger civs will absorb weaker civs. I usually put research into the track that will lead to the ability to vassal. At the same time, I will build a strong enough military to be defensive. To do that, I try to get Great Generals and then stack my military so that the Great General does mass promotions to the stack.

I haven't use my Great Generals to build doctrines; instead, I keep some Great Generals to act as healers for my stacks. I will have two stacks that I use in adjacent tiles when attacking, and have a Great General in each one. First, the Great Generals (and medics, I think)) don't count towards the logistics total for the stack, and second, Great Generals also add healing to adjacent tiles giving a boost to both its own stack and the neighboring stack.

The resource constraint of a huge map with 35 civs prevents the AI civs from building large stacks of doom, making the world a little more peaceful. When one eventually comes my way, I hope to have a defensive stack that can destroy the advancing stack, which would cripple that aggressive civ for a long time. By the time the world has developed enough to have superpowers, the vassal tech will have been discovered and the powerful civs will have formed blocs of aligned civs that keep enemy civs from attacking the whole vassalage.

Finally, I keep an eye on the trade relationships of my vassals to ensure that they only trade with other vassals. I make them cancel trades with civs that are either unfriendly to me or civs that are vassaled to an enemy. This further builds the diplomacy between my vassals that will hopefully keep them in my sphere.
 
Guys a bit of an embarrassing question, but I managed to live without it somehow.
WHEN exactly fortify bonus kicks in? Its a bit unclear to me does it happen after your unit spent a turn fortified or just after you told it "fortify" and hit end turn button?
To put it simply, say my unit travels and will be attacked on AI turn, does it make any difference if I "fortify" it before hitting end turn or its pointless, unless attack comes a turn later?
 
Once again, too much to reply to, but much that is interesting to read!

Yes, tech level also feels undervalued. And as was mentioned by someone earlier, hammer output should be accounted for too. Anyway, I have a plan to do a big revision on how power rating is computed, and to also do some diplomatic adjustments (I want to tweak different values and decay rates, and also to create a diplomatic penalty for converting foreign cities). Then I'll do a big test for strength gain like for my previous AI tweaks.

Technically, this already does exist with the "Show Demographics" threshold, but that is the initial rung and a very low bar to clear. I think implementing a secondary tier that requires a more serious investment in espionage would be quite interesting! It makes historical sense and would help mitigate ridiculous and senseless wars between not even remotely neighboring belligerents based solely on a power metric that doesn't factor things like distance into the equation, and tying this to espionage would indirectly tether it to things like distance, as the allocated amount is itself likely to be a function of things itself indirectly influenced by distance, such as relations modifiers. I have no idea how feasible that would be to implement, but if you can figure something workable out, that could be paradigm shifting potentially.

The pretty harmless amount still triggers some separatism. To me it looks as if after the Teutoburg forest battle, the surrounding region got a few % roman. Or if the Volga region became a few % german after Stalingrad.

Personally, I actually like this mechanic strongly. Even your cited examples are immersive and plausible to me, as we indeed remember those places for the great battles fought there to this day, but only to the small extent that the names are remembered ("... from this day, to the ending of the world, but we in it shall be remembered" - and so they are over 600 years later), and a would-be conqueror would certainly harken back to such historical battles were their enemies outright conquered. I think of it as a "prestige from battle" mechanism that ties a cultural identity to the land it fought on, scaling with the magnitude of the engagement, with the sweetly added touch that it also mitigates some of the arbitrary function of the way that borders work in Civ IV's culture mechanic, as you mention later on in your post. The combat victors might not have ended up winning the war or even conquering the land, but they will be at least known of and remembered for a long time if major bloodshed occurred there at their behest. In sheer gameplay terms too, it can help cement usable borders in partial wars, and ensure that mature and well-developed cities respect their new masters enough to be profitable (especially since, as you may not have found out, the unhappiness from foreign culture remains in RI even if you wipe out the target civ entirely).

The culture really disappears even if it's given in a peace treaty? I guess I'm never going to give a single city away... Better lose it militarily.

I believe your culture actually gets replaced with theirs! Abandon and retake with all of this investment in buildings sacrificed, try to defend and potentially lose but keep my (sometimes strong) cultural presence, or cede in peace and give both to the enemy while keeping my forces are all pretty costly decisions in my experience...


Before commenting on some minor things, I do also want to echo as well that I love the attention to detail in all of the modeling in the mod. (Not only the scope and breadth of it, but the artistic consistency, as it all looks cohesive and not dissonant when combined together.) Really, I don't think there's any game that can compete in the same league with the scale of this mod in endeavoring to artistically depict human history. The fact that it feels and plays satisfyingly as a pure strategy game underneath really puts RI in a league of its own!

Some quick thoughts from my recent China game (which unfortunately crashed because of the recently reported intercept freeze :( ... though I was in a solidly winning position, so I'll call it a win. :lol:):

- The icon for the Chinese Chu XP-0 fighter is of a USAAF P-47, and even has the latter's insignia! The actual animated plane looks correct, but the icon (or "button" as I have seen it referred to elsewhere in this thread) should be replaced with something that isn't obviously American.

- The whole machine gun line seems to lack the Guerilla promotion line entirely. Is this intentional, and if so, is that for balance or historical reasons? They are the first of their upgrade path, and a massively influential introduction when they arrive, so I could completely see that being by design, but want to ensure that it is not an oversight. As it is now, their only "hard counter" in their era is the early tank, and making them invincible on hills (where tanks already have a penalty in forests) might upset that balance too much. I just am having trouble conceptualizing why they wouldn't be able to have this ability historically. Is it their relative immobility? I mean, firing downhill is a lot easier, though that itself is already reflected in the defensive bonus for being on a hill, but I don't see why a machine gun crew couldn't be specialized to operate there. Just wanted to bring some attention to that in case it was overlooked.

- The animation for the air superiority mission is the same as that for air striking with the fighter. Couldn't you substitute it for the default "dogfight" one used for bomber interception? (I know that it's not a dogfight if it's an interception, but it still reflects aerial combat rather than bombing the ground.)

- I noticed that the Kingdom of Jerusalem in the Crusades scenario has iron and horses without any active trades or connections to either improved resource. Was this given to them as a buff?
 
Guys a bit of an embarrassing question, but I managed to live without it somehow.
WHEN exactly fortify bonus kicks in? Its a bit unclear to me does it happen after your unit spent a turn fortified or just after you told it "fortify" and hit end turn button?
To put it simply, say my unit travels and will be attacked on AI turn, does it make any difference if I "fortify" it before hitting end turn or its pointless, unless attack comes a turn later?

It has to have been given the "fortify" mission the turn prior, then on the next one it will accrue +5% per turn until a maximum of 25%, but if it still has available :move: and you give it the order, if the AI attacks it after you end your turn, it'll have the initial +5%.
 
And unfortunately that is true of other resources as well. Many of their native improvements do already get reasonable buffs from techs though, so it is less acute, but I sometimes see AI farming copper etc

AI doesn't. It is pretty good at calculating optimal yields and rather bad at valuing resources. So relevant improvements should stay competitive with farms when it comes to yields.
I've seen the AI do that too. It irks me in terms of imperfect presentation, but doesn't really strike me as problematic in terms of power or gameplay. When food is the most important resource to gain from tiles, and tiles are the only source of food (you can use citizens to get hammers, commerce, and culture, but not food), it makes strategic sense to employ every tile as a food tile.

As for pasture resources, maybe I missed it, but what's the argument against buffing them throughout the tech tree? You asked earlier about buffing them more, and honestly, I don't see a problem with that. Early game they're powerhouses because of Pastoral Nomadism, but by the time you adopt Serfdom, they're outclassed by basic, resource-less farms, with the farm providing 1 food more. A cattle pasture might provide 2 hammers whereas the farm provides none, but those hammers are worth less than one food, since that food pushes you further towards an extra citizen that will yield more than 2 hammers, and could also be used for commerce, espionage, or culture if needed. And pasture resources are so ubiquitous in the game that you're unlikely to need it for the resource itself.

If we want the pasture to remain relevant, it needs to either match a basic farm for food, or have a non-food resource yield that makes it competitive with a citizen assignment. Personally, I don't see any issue with pastures hitting Pastoral Nomadism levels of food production by the end of the middle ages even without running the civic.

It is all good and well, but a vassal being a drain on your economy rather than the other way round simply feels wrong.
Were you thinking of making vassals free to have or replacing maintenance with some other drawback? I think vassalism is too good to have for free, but maybe there's a more balanced option than maintenance.

Guys a bit of an embarrassing question, but I managed to live without it somehow.
WHEN exactly fortify bonus kicks in? Its a bit unclear to me does it happen after your unit spent a turn fortified or just after you told it "fortify" and hit end turn button?
To put it simply, say my unit travels and will be attacked on AI turn, does it make any difference if I "fortify" it before hitting end turn or its pointless, unless attack comes a turn later?
Unit classes that can get fortify bonuses (melee, ranged, recon, and gunpowder, I think. Cavalry and, I'm pretty sure, siege units don't get it, and I don't usually play far enough into a game to know whether tanks/aircraft get it) automatically get a fortify bonus whenever they spend a turn without moving. You don't even have to select the "Fortify" action, that button is just a convenience to remind you it'll happen. A unit from these classes given instructions to heal, wait, or sentry will still get fortify bonuses.

If the unit moved that turn, it will not get a fortify bonus. On the first turn they spend not moving, they get a 5% bonus. The bonus increases by 5% each turn up to a max of 25%, so on the second turn it's 10%, third turn 15%, etc. Moving literally means moving from one tile to another. Taking an action while staying in place won't disrupt the fortify bonus. So if you have a unit with 25% fortify, and it attacks a unit in an enemy stack, and stays in the same tile since there are more enemy units in that stack, it'll retain the fortify bonus since it never actually left the original tile.
 
If the unit moved that turn, it will not get a fortify bonus. On the first turn they spend not moving, they get a 5% bonus. The bonus increases by 5% each turn up to a max of 25%, so on the second turn it's 10%, third turn 15%, etc. Moving literally means moving from one tile to another. Taking an action while staying in place won't disrupt the fortify bonus. So if you have a unit with 25% fortify, and it attacks a unit in an enemy stack, and stays in the same tile since there are more enemy units in that stack, it'll retain the fortify bonus since it never actually left the original tile.

A careful player wouldn't neglect to select it, but you do actually have to select either "Fortify" or "Heal" for the bonus to take effect. Leaving a unit standing there without doing anything is kind of a rookie mistake if it is eligible for it in the first place, but simply not moving it does not trigger the fortify bonus on its own. Cavalry (except for China's Iron Pagoda) is ineligible, and I believe siege is across the board, but "Sentry" is not something that qualifies for generating it just because the otherwise qualifying unit didn't move, for instance.
 
One thing I'm not sure of yet is if there should only be one power rating evaluator. I've been considering having two, with the more accurate one requiring to be above a certain spying threshold.
The idea that's been thrown around in the past is to separate power level into offensive power and defensive power, so a civ with a lot of defense might be seen as a poor target to attack, but not as a threat that will likely attack you.
 
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