There are, however, several "oak" options without changing the mechanics and radically shaking up the balance. For example, in reality, for a very long time there was a specific class of weapons for shooting from a stop. For example, the familiar field crossbow (the so–called "one-pound") is only one of the common varieties. The second is a "two–pound" crossbow weighing 13-15 kg, specifically for fortress shooting. At the same time, crossbowmen generally received a much more serious bonus in fortresses than is "generally accepted". For there were things in the fortresses that dramatically accelerated loading. In general, it looked like this (in the picture, by the way, a two-pound crossbow).
If I understand your suggestion properly, it's about introducing a separate lineup of defensive city-only units?
I very much doubt however that I was the only person that was misled by it at some point. When playing, the player is not constantly cross-checking if game tooltips are wrong or not.
Removing the "OR prerequisite" tech bonus might also be just what's needed to slow down the pace of tech research, since apparently it speeds up nearly all techs in the game, and since it looks like tech generally advance too quickly.
Which is exactly what I'm alluding to - if a player not constantly cross-checking doesn't notice something during normal gameplay (and if not a single person reports that they did notice it for literal decades), doesn't that mean it's a rather insignificant issue?
I'm not even sure that it's that particular effect. In the same link, there's a lot of other modifiers in play, like the slight cost reduction for all civs that already know the tech (a sort of vanilla "proto-tech-transfer".
All of that is not to say I won't be looking into it. I'll have a look and if there's something obvious, I'll probably change/fix that.
I don't know how you came to the "no more than 5%" conclusion. When it's first available, you only have libraries that give % science (and I suppose a great work of science or two, but most cities won't have it) and it's about 8%. Because science deals with huge amounts of commerce, a few percents are very significant. Once you get universities and observatories, it's about 6%. My proposal taking away 1 science from select specialists and buildings would yield a 3-5% penalty from a rough estimate in my current game, depending on how many scientist specialists are used. By discouraging the use of scientist specialists, it would also subtly reduce great scientists.
Realistically, you'll have at least 1 of great scientific works / an academy at that point (maybe some science-boosting wonders as well), and it will be in a city that will be contributing most to your research, maybe as high as half total. I can run some hands-off tests but I am quite sure a real civ at that point in game would be much less affected that the just-library scenario you've outlined.
I think it's also quite problematic that militancy's penalty become smaller and smaller as time goes on, so that the civic is at its worse in the historical period where it was most prevalent and effective. I think it would be more adapted for it to start smaller and become more and more significant (although no higher than the current penalty) as you get into late renaissance and industrial times.
I'd say, for Europe, the "most prevalent" era was the mid-late Renaissance (30-years war, 80-years war, French Wars of Religion, English Civil War period); one
could interpret this as the Crusades-era civic, but a lot of its actual effects, such as mass Inquisitions, are a later historical development. For the Islamic world, it's mostly even later, roughly starting with the advent of Wahhabism, so XVIII century onwards.
Many entries are empty, have content that was originally meant for something completely different, or outdated content.
I was thinking of making new entries for the leader traits.
Ah ok, at least when it comes to empty entries, it's likely the German translation. I think the guy who did the translation in the first place didn't bother with Pedia texts. I think the original English pedia is in a relatively decent shape.
Huh. It happens all the time for archers for me, no trouble reproducing it. Is there anything on my end I can check that might be helpful to share?
I can't think of a way you could provide any meaningful help, but this does prompt me to take a closer look. Maybe see if it's reproducibly all the time for archers in your case and if it occurs for any other unit classes.
When you get to Priesthood you can finally get that +1 happiness, but you got to pay big for it (and the civic itself doesn't help compensate for that cost) and at a time when money is scarce. It's not until Meditation that you can finally get the happiness as a standard fact of life. I feel that making civs wait that long is too big a nerf, especially when the initial nerf was intended to prevent double dipping religion happiness with paganism benefits, and not to prevent dipping into religion at all. Maybe the Meditation tech can still be a requirement for building missionaries without monasteries.
I'm not sure "pay big" at the time when it first becomes available is accurate. Civic upkeep can pick up quite a bit by late medieval but IIRC it's almost nonexistent early on, regardless of the actual civics.
I'm not well educated on monasteries in general, but wasn't it common for them to sell produce and perform services? That's the impression I have of western monasteries, with maybe eastern monasteries being the fully detached model. And if one way or another that's not a factor in RI, why do fortified monasteries offer exactly that bonus?

With FMs already in the game, the precedent is already set.
Well, what monasteries certainly didn't do was they didn't directly contribute to state activities, by paying taxes, providing manpower and such, and to me it feels an important distinction. The Celtic FMs are a relatively special case and are closely modelled on Ireland specifically, where monasteries held very considerable power and often acted as independent actors in politics. Irish monasteries had something quite uniquein the form of "permeable monasticism", where people could move both in and, more importantly, out of monastic structure at any stage in life, unlike elsewhere where getting into a monastery was basically a permanent deal. That, and the outsized economic role of abbeys, basically led to a very special status of monasteries in Ireland, more or less on par with traditional feudal lords.
Obviously I'm bias, but I think Judaism makes sense in the game. While the list of historical powers with a majority Jewish population is short for sure, we've done a good job of being relevant and impactful across other nations (for better or for worse). There may well be an alternate universe where it becomes a common religion among historical powers, much like in how some Civ games it's a common state religion and in others it has no presence whatsoever.
I agree, but such a Judaism that became a common religion among historical powers would probably look much differently from the one IRL - at the very least, it would probably, by necessity, have been a missionary religion. Which is a good reason to keep some "generic" common traits for religions in-game that they might lack IRL (missionaries, monasteries etc).
Though "temple in every city" is certainly a Jewish trademark, and in all corners of the world. My uncle once had a chance to visit a Jewish temple in India and had interesting stories to share about it (though I can't remember them, sadly).
Well, synagogues aren't exactly temples, are they? From what I know about Judaism, it is very particular about only having one Temple at a time (at most, obviously, since for the last almost 2000 years there are none). Synagogues aren't treated as temples. But that's semantics of course.
Though, Walter, on this subject, reducing separatism from unhealth might be in order. When a new city (or even an existing one) has unhealth from jungle or flood plains it can become unruly. While it makes sense that they would be unhappy about the the filth, in practice what happens is the city rebels, and then the new civ's city has even worse health since it loses whatever passive health benefits it got from the origin empire (like fish and other global modifiers). And it doesn't really make sense for unhealth to directly affect separatism. If that's desired, then excessive unhealth should probably add unhappiness, and contribute to separatism through that.
Unhappiness from unhealth feels wrong to me. The systems were always distinct and without any direct interaction. I am more ambivalent on separatism bits, as I don't have an opinion on separatism balance. I guess separatism from unhealth can go.
- Does anyone else feel that the the availability period of baroque and later great artworks is quite short? Even with many civs, great artists are usually not produced in that great numbers (although the AI also seem to prefer settling artists as great artists rather than making the great works of art, I'm not sure why). Baroque art being interrupted by Nationalism hurts. Of course, techs being researched quickly make this more palpable.
Well, the way I see it, the works from different art eras are all roughly similar, so it isn't really important whether a particular era lasts long or not - unlike scientific works, they never go obsolete, so the only concern at any given time is having enough of those for GAs to build - and therefore the more eras there are and the quicker they change, the better. So I can't see why it "hurts".
The game has no representation whatsoever of "tile population" so it's not possible to get a solution that's satisfactory in all situations, but the scenario you outline would be better represented by some sort of armed revolt, much like we have with slavery and servage, rather than by the officials ruling the city wanting to leave the civilization that's ensuring their military protection against the unhappy local population and providing them with all sort of key trade goods.
I always thought that "tile culture" was the shorthand for "tile population".
Perhaps the separatism modifier given by soldiers should be made dependent on the city's population. I think that's a change that's elegant in its simplicity that would improve many situations, not just new cities.
I think an even easier change would be to forbid cities under 5 to rise up on their own (only to tag along), in the same vein as cities under 5 don't lose pop to epidemics. Would be easy to remember too.
Also, whoever made the model of the Fekete Sereg deserves a medal for the details, not only it represents the iconic variety of the army (showcasing 3 different types of soldiers) but also, one of em has a firearm that looks like a hand cannon

I would have preferred a cooler looking gun (considering the already present arquebusier got a nicer and bigger gun) but I guess that's the more accurate portrayal they could go for.
Thanks, I consulted quite a lot of sources when I worked on it, for an authentic look. The guns correspond to the ones I saw in the illustrations; they would normally be fired from a pavise, but unfortunately I don't have a corresponding animation I could use, so the guy just hauls the pavise with him.
Under the theory you give as a justification, the american colonies of England would all have revolted in the 1600s to join the native indians, because there wasn't 200K english soldiers guarding each colony...
And they actually did in the early days! Some of the early colonies, after running into initial troubles, would go over to live with the natives. That's probably what happened to Roanoke. The main reason why it didn't happened more is due to the native societies themselves collapsing and dying out due to devastating epidemics.
@pecheneg, I enthusiatically enjoy reading these erudite and niche historical "footnotes" from you!
So do I, and I must confess that I sometimes intentionally "feed" you a topic to have your comments on it.
Considering how clunky the system is, I'd probably be better turning it off completely.
As did I - remember, it is off by default!
City Conquering
I feel that conquered cities are too functional. In the past, after conquering several cities I usually had to enter a reconstruction period to let the conquered cities come into use as I build them back up. This led to a very organic rhythm of alternatively growing the empire then maturing the empire and things felt pretty balanced. This time, the new cities were up and running right away. The surviving buildings gave enough happiness that there wasn't the typical starvation period where the population plummets, so instead of having the city reduce to 4 citizens, two of which are too angry to cooperate, I would have a fully cooperative 6 or more citizens off the bat. And having the walls be able to rebuild right away turned each conquered city into an immediate bastion. Usually I really have to invest in defending a conquered city but I didn't feel that this time, just stuck some irregulars there and moved on. There wasn't much to deter me, or others, from just conquering all we wanted.
In reply to this and further discussion below it: what if we'd be more selective on what building types likely get destroyed and what don't? It could both reduce the frustration of conquering a wasteland and still necessitate substantial investment.
I know, I know, the elephant in the room is the AI (not) being able to use these bonuses effectively. But I think that's a problem that ought to be addressed directly at this point. I know that's a big ask, but I think that's something the stack system, with it's ubiquitious influence, needs. Though if the bonuses line up with the ways AI uses those units already, maybe it's not as big of a problem as imagined.
Well, if that's a request to me, then I will readily confess that I am unable to address the stack AI on my own. I simply do not have enough skills and knowledge to do so, and by a rather large margin. I'd love to, but I simply can't.
Non-Forest Skirmishers
I brought this up before but I don't think anyone responded to it. Desert-based civs (and some others) have skirmishers that don't get any forest bonuses. While I like the flavor, in practice it amounts to them not being able to use forests for defense while most other civs and barbarians can. Can their skirmishers get at least a +25% bonus to attacking in forests? That's not enough to make the +50% defense go away entirely, but it makes the attack feasible. Or alternatively, maybe forest skirmishers should only get forest bonuses while the other skirmishers get hill bonuses, or something like that. I know non-forest skirmishers are currently cheaper, but being able to make 7 skirmishers for the prices of 6 doesn't balance against not being able to deal with enemy stacks sitting on forests while those enemy stacks can deal with yours sitting in forests.
I didn't address them specifically yet, but I do remember this.
Agreed. However, espionage has always been problematic ever since vanilla. Trying to streamline it effectively in a major mod like RI is a royal PITA.
Very true. As a later-added system, I feel it wasn't really all that well thought-out in vanilla.
If you are interested, over in the mods forums, there is a mod-comp called Super Spies. If you have a bit of modding skills, you should be able to merge it in and have a bit of fun. Also, if your interested, Platy has some excellent python mod comps that could make your game more enjoyable should you wish. I highly recommend you take a look.
Is Super Spies any good balance-wise? Should I take a closer look at it?
Here I might be able to offer something more concrete than merely my subjective preference or mere anecdotal experience. On the note of the latter, I will mention briefly though that I did test modifying this and played several entire games with much more punishing stack aid penalties (primarily, reducing first strikes from Tier III and upwards, so that especially overcrowded, classic SoDs were totally uncompetitive against medium stacks which consequently had to be more specialized. Interestingly, the AI seemed perfectly conscious of where to cap these, and was generally more fond of more scattered and smaller stacks. Whether it's directly "aware" of the penalties or not, Karadoc's AI seemed to know how to work with it appropriately in light of the user modification.
What are the specific values that you used?
But doesn't that defeat the point of them being specialized, as the same argument applies to these when an enemy is in a desert? They both have 2 movement cost, and often have to be traversed (deserts being no exception with Totestra's love of Earth-like large central deserts).
Deserts are both generally less common and more importantly less likely to have around your cities than forest most of the time (as one would likely avoid settling in a desert, given options), so I understand how these are not an equal
Visual variant for a Hungarian Bowman (4)
Noted.
Hm... Could you gradually lay out the functions as mod components? I would be very grateful. People often make great mechanics in their mods. After which they leave and... And the new generation can only look at the mysterious artifacts left by the ancient masters with a hungry look. Thinking about how cool it might look to combine the work that has ALREADY been done.
I must mention here that RI already includes a lot of Platy's python stuff. Even the current separatism implementation is very very loosely based on his original component (though it's so much of a Ship of Theseus at this point, I'm not sure any original code remains).