Walter Hawkwood
RI Curator
Take it up with Ancient Egyptians: https://en.wikipedia.org/wiki/Epsilon_axe
Also do you guys ever use units that use food (say, Warband/Conscripts/Irregulars) when attacking a city? I like to use Levy's as cannon fodder when assaulting medieval cities as they somehow manage to weaken units defending, they're amazing.This week, I took a picture of a XVIII-XIX century (as labelled) British gun of a caliber comparable to these new RI "cannons", as it looked surprisingly like those, including the lack of dolphins.
ironically, the smaller one in the background with prominent dolphins is Ottoman
Casemate loos are an excellent feature that I'm surprised I never saw on other ships.
However, given the traditions of French shipbuilding, I am partly surprised that they did not use barbettes.
Not just what I have quoted here but.......Yes, there were no dolphins even on the vast majority of Western guns. First, a lyrical digression.
Dolphins, as you know, are needed in order to raise the cannon barrel. At the same time, the wooden carriages were fragile and wore out even just from prolonged firing. As a result, the "rearrangement" of the barrel to a spare carriage is a routine and very frequent procedure even for field guns (decent armies always carried additional "empty" carriages with them).
Siege guns are generally "lego". In preparation for shooting, they not only rearranged the trunnions into "combat" nests, but also changed the marching wheels to "combat" ones. At the same time, the "combat" wheels in the campaign worked as the wheels of the gun limber. Anyway, the barrel was clearly superfluous in such a procedure.


This is just specialist knowledge
. It's just a family tradition. My paternal relatives, as a rule, were big guys, and... There are wonderful courageous lines about this.You can make them when you have a weapon resource through trade but don't have the corresponding tech, for example getting gunpowder before you get the arquebuse tech. It's situational, but it can absolutely be useful, especially if you want to focus on other techs first but can get the resource through trade. You have a limit on how many you can make at once, but it's still better than nothing.Do any of you ever use foreign trained units? can they even be used?
It's a matter of timing. When first available, irregular units are strong, then they lose power and their utility drops, until the next irregular-line unit that makes them dangerous again.Also do you guys ever use units that use food (say, Warband/Conscripts/Irregulars) when attacking a city? I like to use Levy's as cannon fodder when assaulting medieval cities as they somehow manage to weaken units defending, they're amazing.
The scientific work? There are several "books of plants" there - do you mean Kitab-al Nabat?- Wouldn't it be nice if the book of plants also boosted wineries?
Added a note for the future.- It would be good if the absolute values for tile culture were shown in addition to the percentages.
How many times do I need to hunt them down?!- There are still several techs with half-point epidemic changes

Should be gone now.Early on, pastures can be boosted by Nomadism for quite a while before it becomes outclassed by farms. The gap is deliberate, so as not to overlap with the period of Nomadism viability.- I think the first upgrade to food production from pastures comes too late
Thanks, I revisited and did some more in-depth testing, and eliminated some superfluous code that was only making things worse.- Something is seriously bugged in the new selection of defensive units for bombardment
I'll think about it.- The villages and towns giving +1 epidemic to the nearest city is in my opinion way too punishing. While it incentivize not building only towns around a city (although I wouldn't really do that myself), it more importantly creates a strong incentive to just get rid of them. Having 4-5 towns around a city triples or quadruples its epidemic rate. Villages are arguably worse than hamlets in many situations because trading one gold for 1 epidemic point is usually not worth it. After the printing press it changes the equation somewhat, but small cities are usually best served by maximizing food outputs, and big cities where the happiness and health caps mean that you actually don't want exploited tiles to be on max food are already epidemic-limited.
With good farms, late-game cities can pump out population really quickly, especially while it's relatively low - a recently conquered city with low pop can rush a lot of stuff in a relatively small time.- Apart from being a "no upkeep" civics, is there any point to the "forced labour" civics? Is sacrificing population to build things faster really powerful at that stage of the game? I'm asking, because it looks ratherunattractive to my eyes. You lose a lot of health, happiness and epidemics, and while the forced work camp gives additional production and helps with the unhappiness, it also makes the epidemics situation even worse.
I know what you're talking about, but I'm reluctant to make defensive overcrowding more punishing. As best defenders are always picked first, debuffing them too hard can quickly result in paper-thin defences, as by the time the debuff is gone, so are the best defenders - and we can't consistently teach AI not to overcrowd.- The logistic penalty for cities is giving a big penalty for healing, but it's actually a lot weaker than probably intended. The 25% or 35% strength penalty is maybe thought of as very large, but fortified defensive units will easily get +100% and with a hill not rarely +150% or +200% bonuses. Because the 35% strength penalty is additive, going from +200% to +165% is actually not much of a problem, while all the support bonuses are easily activated. So with archer and recon unit support, this means first attacks. As a result, cities (on a hill especially) with 20-30 units inside are incredibly obnoxious to take, and the AIs may take dozens of turns to take such cities even if they themselves attack with massive stacks, because they keep evaluating (correctly) that a normal attack doesn't work. A civilization with a single city left reduced to size 5 or 6 because it can't even properly work its surrounding tiles can hold out for a ridiculous amount of time unless faced with a human player ready to throw wave after wave of attack. My proposal : add a penalty to first strikes to the highest levels of urban logistics penalty.
I don't recall us doing anything with that, if that's an issue then it's a vanilla one. Might indeed have something to do with rivers, as I recall blockades definitely disrupting trade routes over sea tiles.- And the trade route logic seems to not take into account blockades, or is very generous with river trade.
Yeah, I know what you're talking about, it is quite annoying. Also, AI pledging vassalage to someone on the other side of the world who can't consistently protect them in case their neighbour decides to eat them - I feel AI vassalage logic deserves a good detailed look at some point.- I don't know what's up with the AI giving itself as a voluntary vassal, and then breaking away 20 turns later without having lost any city (or its master having become weaker), but it's annoying. The breakaway message accusing of not having properly defended them is also annoying when that's clearly not the cause.
In many cases I have the opposite impression, that AI is overzealous when prioritising health-related buildings. I also feel they generally tend to overbuild militarily, but then again, that is largely a factor of accounting for a human player who may or may not have an aggressive playstyle - you're more of a turtle player (partly by necessity due to your preferred difficulty level), while a more aggressive player might leave with an opposite impression of AI not building enough units.- The AI is really stupid about handling health and city quality. I'm seeing a case where the AI has a size-5 city it has controlled for a very very long time that could easily be a size-10 or 12 city if the AI spent a little time building some health-boosting buildings and gathering some food to grow the city, instead of constantly pumping out worthless military units while tech and money-giving buildings are neglected. This is perhaps a case of the AI trying to "keep up" militarily, but in the process putting itself in a much weaker position.
If you as a player need to rely on those, your game has likely taken a bad turn. They are a means to arm a civ that can't normally make the units of that tier yet - say, your vassal, or even just a random civ that is fighting against your rival.Do any of you ever use foreign trained units? can they even be used? I have never, ever seen them on a gameAlso do you guys ever use units that use food (say, Warband/Conscripts/Irregulars) when attacking a city? I like to use Levy's as cannon fodder when assaulting medieval cities as they somehow manage to weaken units defending, they're amazing.
It must have been very convenient for the French to capture cannons that were already compatible with their ammunition calibres! Though I am actually not sure how universal Gribeauval system was at the time - did other European countries cast "Gribeauval-compatible" cannons at the time? I don't think other countries (save maybe for Britain) at the time had their own unified calibre systems, so it might have been a good idea to simply copy the French one.Yes, I suspect that this is a cannon from the time of Selim 3 or later, when the Turks began pouring European-style guns. In general, a separate humor is that Napoleon, during the Egyptian campaign, encountered modern guns of the French model, the production of which was organized by French engineers. But perhaps they have used dolphins very sporadically before. However, I am not very sure about this, and it is difficult to separate Turkish euro guns from captured ones.
I'll encourage this too. Villages/towns are already in competition with specialists, and specialists don't require you to invest turns to get the full benefit. Hamlets also lack the "prevent growth" options cities have, so you can't choose to prevent the hamlet from growing into a village unless you stop working it, at which point you effectively don't have a hamlet. I'm also not sure why they were given pandemic increases in the first place--were villages and towns seen as OP? Usually what I see is that people didn't care for them even before they got this penalty.I'll think about it.
In addition to absolute value of culture, could there be a way to see culture values on tiles outside of cultural borders? There have been times I founded a city only to discover that it's immediately 99% foreign culture, which led to problems. I've seen this happen with AI, too. In one game, it settled a city, and 5 or so turns later it revolted and joined my empire. Cheapest Settler I never had to build.Added a note for the future.
It must have been very convenient for the French to capture cannons that were already compatible with their ammunition calibres!
Though I am actually not sure how universal Gribeauval system was at the time - did other European countries cast "Gribeauval-compatible" cannons at the time?
I don't think other countries (save maybe for Britain) at the time had their own unified calibre systems, so it might have been a good idea to simply copy the French one.


I mean the scientific work that gives +1 food to banana, citrus and sugar plantations.The scientific work? There are several "books of plants" there - do you mean Kitab-al Nabat?
I guess I wish first attacks could be exhausted or limited in some way. All combat is sequential, but we can understand multiple attacking the same turn as representing not multiple units queuing like Brits, to attack one after the other, but multiple units assaulting at once.I know what you're talking about, but I'm reluctant to make defensive overcrowding more punishing. As best defenders are always picked first, debuffing them too hard can quickly result in paper-thin defences, as by the time the debuff is gone, so are the best defenders - and we can't consistently teach AI not to overcrowd.
The Zulu foot knight(9) looks like trash

Don't forget that these all have the unstated benefit of giving you +1 happiness from state religion, which is not available to paganism, free religion, or cult of personality. Walter, is it possible for the civic descriptions to be phrased as a bonus to those civics, rather than as a malus on paganism?-- Paganism is in a fine spot, and I suppose freedom of religion is fairly good (although the incentives to spread a lot of religions to get benefits from them all is completely illogical).
-- I'm not sure about the cult of personality, the unlimited spies and the happiness bonuses are good, but losing benefits of state religion is harsh and the civic doesn't even have a way to remove religions while taking penalty hits from them.
-- But I really don't like the balance of the remaining 4 civics. Militancy gives a huge scientific and cultural penalty. What I do is I switch into militancy after starting a golden age, purge all wrong religions with inquisitors, and switch back out of it afterwards. Spiritual leaders can make good use of it too. But I would never stay in it longer than required to purge wrong religions that create separatism issues. It's also illogical that militancy, which is themed around aggressively spreading the religion, can be prevented from training missionaries in cities that got built or captured too late to be able to get a monastery.
-- Monasticism allows to spread your religion without having a monastery, which is only ever useful because you can't build monasteries past a certain point of the game. Still, usually you can afford to build missionaries in your old cities and send them to the newer cities, so the civic is mostly carried by the +1 food bonus you can get from (standard) farms after getting a special building (and to a lesser degree, its culture boost). However this also causes a penalty to city maintenance... I think it needs some small nudge to be better.
-- Civil religion is terrible in my opinion. High upkeep costs. Unhappiness from wrong religions, without any tool to remove wrong religions. All that to get a 25% building construction bonus (which is usually less good than it sounds like because of resource bonuses) and a 25% spy points bonus? And a small boost to the productivity of priests, but that's really minor. Yes, buildings usually take the bulk of hammers, so boosting them is the most important production boost that one can get, but since a lot of cities reach naturally a point where they spend a lot of time transforming hammers into wealth, the benefit seem a lot more dubious.
from cottages is a small bonus that lasts at most 30 turns per cottage, if you build/have a cottage to benefit from it. +20% culture is nice, but cities have to already generate culture to benefit from it. Usable for border wars and conquered cities, but again, circumstantial usecases, and very limited effectiveness towards these usecases. Monastic Order is great, just comes pretty late relative to when Monasticism is unlocked. And building missionaries without a monastery is meh. For half the religions in the game, this bonus does nothing until the medieval ages, and by then they've probably already built monasteries anyway which makes the bonus redundant. And while it's helpful past the middle ages by allowing missionaries to be built after monasteries are discontinued due to Humanist Thought... Firstly, you still have monastaries from which to build them, since existing monastaries aren't obsolete, and secondly the whole discontinuation of monasteries at the onset of the rennaisance feels forced. I come from a Jewish background and while monastaries proper were never really a thing in Judaism (as far as I'm aware, at least), Shiur, which is a pretty close approximation for how monastaries serve in RI, is still a common place thing in Jewish communities. I won't speak for other religions, but this whole aspect needs reconsideration. It feels more like a statement on religion than a gameplay value. Anyway, Monasticism is still probably the religious civic I would most often go for, if only because I like founding Judism for that sweet trade route yield bonus, and having +1 happiness from that religion is useful, and it's the cheapest of the religous civics to maintain. But nothing that monasticism actually offers is of interest to me, just the lack of drawbacks relative to the others.
with Calendar
to monasteries, fortified monasteries.
to Priest
in cities with state religion
to monasteries, fortified monasteries
to fortified monasteries
to fortified monasteries
to monasteries, fortified monasteries.