The point is to provide an improvement that has decent yields with religious backing but that gradually loses relative value as non-religious options become available. And Meditation is still a fair bit away from Mill Machinery. Personally I'd like it to become available with Writing or Alphabet, but I figured Meditation would be a better starting point for discussion since that's where the current Monastery becomes available.Y, What is the point of such monasteries if they can soon be replaced by windmills?
Why are monasteries in cities anyway?
Missionaries require temples instead
Adding a Monastary improvement (which is replaced by the Fortified Monastery for the celts, though the fortified version retains hill requirement)
- Unlocked with Meditation, or maybe Alphabet. I originally had Writing, but that feels too early
- Same placement rules as cottage
- +1
- +1
with Calendar
in fall from heaven mod one nation had perk who roll random traits after a certain number of turns. i wonder if it would be possible as an additional option to choose in the game to implement a trait roll every era....How would I go about changing a leader's traits? Is there an editor? I want to have a British seafaring and political leader. I know I can just click unrestricted leaders to get a leader with those two traits, but then all civilizations cities are named after the leaders original civilization instead of the one they are heading. I don't care if Spain is led by Thomas Jefferson, but I want to see Spanish city names....not Washington, New York, etc. So, i would just prefer to change an existing British leaders traits to what i prefer.
I have never heard of a nation where most of the people are monks living in monasteries. Civilization building monasteries instead of houses for people, mmm....mass celibacy
breakdown detail, I see the 8 value for trade, that is not the sum neither of (4,8+4,2) nor of (4,4+3,85).
detail tooltip, I see Base Commerce = 31 (as if the trade was 8), but the calculated value for
is 18,37, that doesn't come out starting from 31 (trade 8), nor 31,25 (trade 4,4+3,85=8,25), nor 32 (trade 4,8+4,2=9), but it comes out starting from a Base Commerce of 31,74 (that is trade 8,74).I'll note that, but the space there is pretty tight as it is, so no promises.*Is there any chance resource pandemic values can be added to the panel in the top right of the city screen, along with the happiness and health from resources?
Noted.* The pandemic chance tooltip in the city screen doesn't have a "+" in front of positive values, which is standard across all other positive values in the city screen tooltips.
Noted.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.
That's not an Archer thing, but an elusive bug that sometimes crops up in pedia in general, where many units are "offset" to be considered as replacing a unit of one tier higher. I ran into it a couple of times for other units too, but was never able to predictable reproduce it.Tangentially related, in the pedia, civ specific archers are listed as replacing composite bowman instead of the base archer.
Thanks, interesting info! The French having "named" systems replacing one another whereas other countries didn't, to my knowledge, gave the impression that they were more systematic - but I guess they were simply more creative with branding!The fact is that, quite independently of Griboval, in Europe from the Atlantic to the Urals, the caliber of guns was a multiple of a pound, while there were not so many values. As a result, the "caliber lines" at least partially overlapped in almost any pair of countries. At the same time, in the second half of the 18th century, the number of calibers decreased everywhere and the "sects" of "twos" (French, 2/4/8 pounds) and "threes" (3/6 British, Prussians, Russians) finally took shape in light artillery. Everyone had 12 and 24 pounds.
Another thing is that the weight of an artillery pound varied greatly depending on the country. However, it was possible to identify groups where he was extremely close. For example, the Russian artillery pound differed very little from the Dutch one – which is quite logical - and even less from the French one.
And this theory had little to do with practice before Griboval and Co. Because the gaps between the walls of the barrel and the core were still huge. As a result, the incompatibility was at the edges of the distribution – so, the Prussian core (the largest) no longer fit into the Saxon 12-pounder (it is the smallest).
However, at the same time, more "large-caliber" Prussians, of course, could use ammunition with a smaller caliber, just the efficiency of the gun and accuracy decreased. Moreover, as a last resort, it was possible to use projectiles with a difference of pounds – say, 8-pounders could, in principle, shoot 6-pound cores.
After Liechtenstein/Griboval, standards tightened, but not extremely. The Russians and the French did not interfere with using each other's ammunition when the calibers matched, for example.
Does this have something to do with Britain being far more navy-focused?British have
1. large calibers up to 42 pounds have been preserved
2. an atypical number of varieties of guns of the same caliber for the continent.
Packed and unpacked assets behave differently when it comes to memory usage, so even if I were to run the SVN version into the ground using autoplay, the data would be irrelevant for the release versions, and the release versions have autoplay disabled, so I'd have to produce a hybrid version to test them directly if I wanted to. But since there is nothing really to do about MAFs, and since they depend heavily on individual system's hardware, I'm not sure if there'd be any valuable data in that. At most I'd get a set of statistics of when I'd expect to get MAFs on my PC with a given release version.Once again, lots I'd like to participate in the conversation about here but I've been caught up with real life somewhat recently, though still have enjoyed reading along. A quick question in the meantime as it pertains to the discussion surrounding TheBirdMan's asking about the autoplay testing: can that be a reliable way to test for MAF errors, or would those have to be encountered in real play? I would think, on paper, that they would be viable for this, but truthfully I didn't even know that this existed until somewhat recently and always thought that Walter was resorting to his cryptic magic when referencing autoplay testing, not that it was a built-in feature of WorldBuilder accessible to the lowly laymen like me...![]()
That's a dangerous conspiracy, considering me competent!By the way, the monstrous Austrian bombard lying above under the cut has a rather direct relationship to the RI units. It is not difficult to notice that the "bombard" from EU4 is actually an ordinary mortar. If we fall into conspiracy theory and try to think well about the developers, you can assume that they have heard about "bombards-mortars" out of the corner of their ear. The nuance is that all kinds of "tsar cannons" / long bombards are actually not extreme archaic, but the third generation of European artillery. There was a "mortar-shaped" intermediate link between them and the "iron pots". The reasons for this are funny, but it won't be a very long, but rather boring explanation.
And yes, while I was limited to what models were out there, I deliberately chose the default one to be as archaic as I could without regressing to a pot-de-fer. Though there are also many flavour tubular bombards in RI, as it seems to have coexisted with long bombards at least partially; here's a picture from the HYW for instance, showing a long bombard at a time when there were definitely even pots-de-fer still going around:Indeed, techs for which more than one "or" prerequisite is known get a discount. That's a vanilla mechanic. Vanilla has some obscure research-related mechanics that are not generally known to most players. See here: https://forums.civfanatics.com/threads/technology-research-explained.146163/- I've noticed something very strange. Technologies that have the same nominal cost (same column in the tech tree) and both no displayed tech research bonus are displaying as needing a different number of turns to complete. For example, I have division of work shown as needing 9 turns and explosives shown as needing 11 turns. I think it's related to prerequisite techs in some way, because it's techs that don't have their immediate prerequisite tech researched that are displayed as needing more time: I have mercantilism (direct prerequisite linked with an arrow for division of work) but I don't have metallurgy (direct prerequisite for explosives, although it's also a prerequisite for division of work it's in the top-right corner of the tech box rather than linked with an arrow).
It is generally a productive idea, as techs are always clearly tagged with one or more flavours, but it would feel weird to use just cultural flavour for that if implemented. I'll ruminate.- What if the Creative trait gave a bonus to the tech research of some art-related techs? I think this could be an interesting way to boost some weak traits.
Thanks for sparking this discussion; it's unlikely I'll action anything pre-3.7 at this tempo, but I'm following.- I don't like the current balance of religious civics.
-- 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.
-- Pacifism is my go-to. I don't think it's poorly balanced, the low upkeep cost and the great people bonus is balanced out by severe military handicaps, so there are leaders and situations with which it should be avoided and where monasticism should be preferred. But its drawbacks, mostly punishing the waging of prolonged (especially offensive) wars, are manageable in a way the drawbacks of Civil Religion and Militancy are not. Unironically, Pacifism shines with Imperialistic leaders, because the Great General penalty is more than compensated by the bonus Imperialistic leaders get.
Yeah, I guess it is quite niche and underpowered as it is now.I mean the scientific work that gives +1 food to banana, citrus and sugar plantations.
That's a rather radical departure from the Civ 4 design philosophy where each combat is treated as an independent event. Not necessarily a taboo, but something that needs a lot of thought and theorycrafting so as not to have a slew of unintended balance consequences.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.
If units that defends could get a temporary debuff on first attacks after defending several times in the same turns (say -1 first attack after defending twice and -2 first attacks after defending four times), that could help a lot of the issues around cities that, despite their defensive bonus being reduced to 0%, are outrageously difficult to attack. The debuff would be gone the next turn.
I guess I'll need to re-animate his skeleton!I looked, and did notice that he is missing his left trapezius, though. Might be hard to hunt heads if his own isn't braced in place stably...![]()

Yeah, that's in the plans.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?
My own take on it was more or less what you pointed out. Militancy and Pacifism are special-purpose civics, with strong advantages and drawbacks, whereas Civil Religion and Monsticism are the two "default" civics - one cheap with marginal usefulness unless you invest into a later building (Monasticism) and one expensive with a generally useful bonus (Civil Religion).Looking at them again now, weighing them realistically against my various needs, I do think that some need to be reworked, and a few rebalancing acts might be in order. The problems are primarily that Civil Religion and Monasticism lack any real purpose. They aren't solving any problems or supporting a playstyle, whereas just about every other civic serves a specific purpose. Militancy and Pacifism are great in this regard, but suffer from having their drawbacks be universal while their benefits are mostly for cities that have your state religion, but religion spread in RI is a dice roll. There's no guarantee that you'll have enough cities with your state religion to justify applying the drawbacks across your entire empire.
From flavour standpoint, I basically positioned the four civics as a two-axis diagram (like the "lib-auth, econ left-right" one that's so beloved by teens on certain Internet boards) - the "Militancy" axis and the "State-Church separation" axis. Civil religion is the civic for State-Church integration, denoting high participation of clergy in running the state; Monasticism is the "Church left to its own devices and exists as a parallel structure" civic.My 2 cents at this point is to rework civil religion and monasticism. I'm not really sure what Civic Religion is as a gameplay concept, since it's essentially the essence of having a state religion in the first place. There's also no flavor reason why a civ has to choose between civil religion, monasticism, and militancy. The Civic Religion wikipedia entry is pretty sparse on anything before Rousseau coined the term in the 18th century, too.
Apart from the flavour reasons already stated by others, there is a gameplay/flavour reason I dislike the monastery as a potential improvement - as a building, it selectively impacts research and culture - whereas as a yield-generating improvement, you'll basically derive taxation and even manpower (even if the improvement generates no production, the food from it can be used to build levies), which makes monasteries - historically very economically segregated - too integrated into the general economy.If I'm allowed to spitball ideas, I'd suggest the changes below. I'm terrible at naming things so don't take the names seriously.
- Removing the Monastery building
- Why are monasteries in cities anyway?
- Missionaries require temples instead
- Adding a Monastary improvement (which is replaced by the Fortified Monastery for the celts, though the fortified version retains hill requirement)
Yeah, Judaism as one of the major religions in Civ 4 was a somewhat weird design decision in vanilla, given no civ in game ever ran it as a majority religion (with a probable very minor exception of early Ethiopia, but even then, I am not sure if it was adopted much past the elites and a minority of population), and a lot of mechanics (missionaries, monasteries - even the concept of building a temple in every city!) don't make a lot of sense for it. Aside from Judaism, all major religions have/had a monastic element to them - even Judaism might actually have, as the Qumran finds look a lot like a de facto monastic community.I come from a Jewish background and while monastaries proper were never really a thing in Judaism
Unlikely on my part.in fall from heaven mod one nation had perk who roll random traits after a certain number of turns. i wonder if it would be possible as an additional option to choose in the game to implement a trait roll every era....
Have you quoted it further, there'd be a part where I say I haven't updated the tooltips. I'm pretty sure at least some tooltips currently lie, maybe even all of them - updating those will be a chore for the next revision. Currently the only numbers I'm reasonably sure are reflecting the reality are the final ones for all commerce types in the upper left (not the tooltips for them though, these lie too).from the log of 5439 SVN revision:
"- Fractional commerce from trade routes is now always factored into the total commerce output of the city"
That is, in your opinion, the mass is exclusively the MAJORITY of the population? By the way, about 40+% of the adult male population is very little, or not at all?I have never heard of a nation where most of the people are monks living in monasteries.
You have just described Mongolia of the 19th century.Civilization building monasteries instead of houses for people, mmm....
as it seems to have coexisted with long bombards at least partially; here's a picture from the HYW for instance, showing a long bombard at a time when there were definitely even pots-de-fer still going around:
Yeah, this is just the golden era of long bombards.the Ottomans (Orban seems to have made long bombards for Mehmet) and Eastern Europeans.
To be honest, I haven't even started to really understand East Asian affairs, while I'm firmly stuck in India. And having found practically orders of ascetic warriors there, to his own considerable surpriseAlso, Far Eastern designs obviously follow their own evolutionary paths - but there I will freely admit I was even more limited by the available models. Early artillery there is generally modelled on Maritime Southeast Asian cetbangs (which are said to have closely followed contemporary Chinese designs) and lantakas (which are a bit anachronistic in presentation, as from what I understand, the carriage type shown in RI is a direct copy of European designs, and earlier lantakas would be mounted differently).
.which makes monasteries - historically very economically segregated - too integrated into the general economy.
I think 8% is betterI have a super idea, 1 first hit takes down exactly 10% of the opponent's HP. If the defensive archer has 3 first strikes, and the attacking unit has 1 first strike, then the attacker loses 20% hp even before the battle.
The percentages may be different at Walter's discretion
I wanted to beat some DPRK ass.
Is there an actual reason for the mod to not have a North Korean leader despite having a Southern one (Syngman Rhee)?I wanted to beat some DPRK ass.
I also find it curious, and admitedly a very good implementation, that both Greece and Rome have Byzantine leaders. although I indeed would have preferred them to be together on a separated CIV, the work already done is not bad![]()

yeah one of the best things about this mod is how names/flags change with civics lol, I love that. But still no Korean leader seems to have predilections to the well known cult of personality that characterizes the Kim'sIf you play as Korea and adopt the cult of personality and (or?) planned economy civics, you'll become the DPRK. I am not sure though if it's possible for a second Korea to secede from a democratic one and become communist, to create a situation similar to the real world's.![]()
Having 2 players as North and South Korea is indeed possible although I have never done it, I have very rarely played with repeated civs, only when doing random stuff in the WB.
must be fun

yeah one of the best things about this mod is how names/flags change with civics lol, I love that. But still no Korean leader seems to have predilections to the well known cult of personality that characterizes the Kim'sHaving 2 players as North and South Korea is indeed possible although I have never done it, I have very rarely played with repeated civs, only when doing random horsehocky in the WB.
I guess I'll just learn how to make my own leadersmust be fun
Also look at this, an aqueduct bridge between two islands!
View attachment 708238
Yes he is the right option for a DPRK leader, actually I never stopped to think about the others, for the entire time I have been thinking about playing as him lol.Kim Il Sung would be an interesting leader, I agree. As a matter of fact, I believe the "rule" for a leader's proximity to the present is that their political career has to have ended 20 years before the conventional end date of the game (2015), which would make Kim fit by literally just one year. I might have that slightly wrong, however. By the way, I had mentioned a while back adding Ronald Reagan as a leader for America, since there is currently no Cold War leadership representation for it, but there is, for instance, Konrad Adenauer for Germany and De Gaulle for France. Could I check back on this and see if this is likely to make it into 3.7?
to defend the land and sucessfully repelling the invasion, all because this MF already got Motherland's Call, I can see that happening.I know that vanilla mechanic, but, apart for animal husbandry, all RI requirements work as "AND" requirements (i. e. there are no optional requirements), and having the future tech costs all wrong when going more than one tech ahead in the tech tree is a significant issue, as it misleads the player when evaluating tech paths (and perhaps the AI too, I'm not sure).Indeed, techs for which more than one "or" prerequisite is known get a discount. That's a vanilla mechanic. Vanilla has some obscure research-related mechanics that are not generally known to most players. See here: https://forums.civfanatics.com/threads/technology-research-explained.146163/
I think that's not obvious from the bonuses given by civil religion.From flavour standpoint, I basically positioned the four civics as a two-axis diagram (like the "lib-auth, econ left-right" one that's so beloved by teens on certain Internet boards) - the "Militancy" axis and the "State-Church separation" axis. Civil religion is the civic for State-Church integration, denoting high participation of clergy in running the state; Monasticism is the "Church left to its own devices and exists as a parallel structure" civic.
I wouldn't call the building bonus niche, I'd rate it as similar to the +10% hammers from civil service, but in the end you'd pick up the civic much less because you like it and more because you can't effectively deal with the drawbacks from the other civics.Three unrelated and niche bonuses that don't build towards any unified end
Militancy is well designed overall, and I don't think that having to spread the religion to get the benefits is that much of an issue.Militancy: I think this is the best designed of all the state religion civics, and I've seen some AI civs use it to great effect. But it also strongly relies on you having your state religion actually spread throughout the empire, since the drawbacks apply universally. Though it becomes available around the time most religions have access to missionaries, so that helps, and the inquisitor helps control the unhappiness drawback, so it's probably fine. It just requires a lot of spreadwork beforehand or else it causes more harm than good.
If you really need the unit production, yeah it's not appropriate. But for defensive wars, I find the need to go into total war mode rather situational (it usually happens after having been too greedy having a too small standing army... I got punished for it once), and the overall amount of hammers spent on units is not that high usually. If you get +25% from resources (blast furnace + prime timber), the penalty is really only 20% (multiplicative). If you prioritize getting units out from your Heroic epic city with its +50% production on military units, the penalty is also less of a factor.Pacifism: Looks fine to me, but can't really say. I'm usually at war more often than not (and not always by my choice), so the war unhappiness and the military unit production malus make this civic a no-go for me in just about every circumstance.
https://forums.civfanatics.com/resources/deliverators-water-mod.16366/ enjoyEDIT: Yes, I think the aqueducts actually trailing from a source of rainwater is very cool! Also, what are you using for that water? It is much bluer than the teal color that RI's water currently has.
much thanks to this modder Deliverator for his work.https://forums.civfanatics.com/resources/deliverators-water-mod.16366/ enjoymuch thanks to this modder Deliverator for his work.
I didn't like much some terrain that came with RI, I wasn't a big fan of the original ones either, so I mixed the ones I liked the most. It might look a bit weird at first, but I got used to it and the world looks a lot more lively. I couldn't find a high definition texture for the rivers that had the same color as the coast/ocean (since the one in that mod is low quality, rivers look very out of place when placed in the field) so it kinda looks weird but ah, I don't mind. I was thinking about using an AI to enhance it, but I don't mind anymore so whatever.