I mean, your suggestion essentially boils down to 1-tile fresh water lake - which is already in-game.![]()
Is this just to make sure that when hovering over the tile it says "lake"? It feels like the base game already has what you want (single tile water body providing a source of freshwater), but now you're compromising on those wants in order to have something but that's also distinct, when you can just have those single tile water bodies.Hmmmm. I might have to allow troops to move onto this kind of tiles afterall. Just to make the difference between the two options for a small lake more pronounced. Whether it will be ugly or fun to watch a battle over this tile - time will tell.
AI Civs start with archery on monarch difficulty and above, so maybe you're just experiencing that? It's not a very strong tech (I typically don't research it until after researching Architecture and want to build walls), so I don't think it would be fit for a second tier tech.Really like the new tech tree! A minor tweak could be to move Archery one step later, on the same level as Sailing/AH/Road Bilding/Early Metal Working. In most of my World Map games, seems to rush it.
Not at all yesI don't have any trouble with unhapiness since middle-classical, as most of my cities are either stuck in growth due to lack of food or growing extremely slowly, and I've managed to build a few Wonders and collects enough hapiness ressources to have no reason to switch civics so far. But I'm pretty sure we dont play at the same game, like, at all
I don't specialize cities nor do I focus on great people generation, even though I know it's one of the goto strategy to win higher difficulty. But it's just not the way I like to play, I much rather prefer balancing between mines & towns and only building farms when absolutly mandatory. I also play on a low difficulty, prefer to turtle myself in than playing conquest and am quite the isolationnist.
Basically "Let me have my fun in my corner" type of gamer. I find it more relaxing that way ^^
I'm certain that the game would look REALLY different if I ever go up in difficulty : I will have to spend more time building units, probably won't be able to reach the World Wonders, and even my basic hapiness will be lower.
It's almost two differents games, at that point !
Looks crazy indeed ! If only now the revolting Civ would be able to spawn as their real world historical counterpart, at least on the scenarios map that simulated real world.
Having the Doge of Venise spawn near Turkey felt a bit weird![]()
Great! I'm definitely checking it thenOh, there's lots of new stuff in there... Wonder-wise, just recently, two wonders were reworked (in one case, into a completely new thing), and a third one is on the way (maybe even today).
I like this idea but it's going to make it easier to conquer in early ages, don't you think?Reducing their strength, bumping their city attack bonus (minorly, just to compensate), and unlocking them earlier might put them at the right stage to make an impact during the game's actual bronze age.
Yes that would be pretty cool, what events do we have related to peaks? I remember some but not entirely.It would make sense to me if a peak would transform like an extinct volcano, with an event in a lake, as happens in reality
Smartmap do give you a lot of single-tiles of coastal water - I'm not so sure about the RI Planet_generator - mostly because I can't remember - but also because it doesn't matter for me as I only use those map-generators to make a startmap I can "work" with as I want. My maps are all "handmade" and that "job" often takes 10-12-14 days before I'm satisfied. This "strange" feeling I have for my maps - that they have to look nice (call it beautiful - that might be a better word) is also the reason why I want to have both the original CoastalWalterTile and the new Freshwater Lake. They look different - they have different yields - and the features have a lot of settings the terrain doesn't have - it's "just" to find a good mix.the generated maps don't have single tile water bodies.
Nothing RI ever changed. Probably a vanilla thing, probably stemming from the fact that Wonders are being competed for, so the game "activates" it at the beginning of the game turn (not an educated opinion, just a guess).World Wonder GP kicks in the moment it's built. Why not the turn after as for any regular building?
Sounds reasonable.There are quite a few culture buildings after Sculpture. Does Imperial Cult really need the additional? I think 1 :happiness: would be enough because it's very low cost (as it should be)
With the archer nerf to 2 str, I think Archery is where it reasonably should be. As for the roads, I don't really see that myself; usually AI prioritizes improvements and only starts buildings the roads (all over the place indeed) afterwards.A minor tweak could be to move Archery one step later, on the same level as Sailing/AH/Road Bilding/Early Metal Working. In most of my World Map games, seems to rush it. In addition, AI seems to builds Roads all over the place, instead of improvements...so they lack behind fast.
That's a common misconception. The ancient world was extremely interconnected. Even as far back as before the official game start, there is evidence of long-range goods exchange over many hundred miles, and once the civilization proper kicks in, so does the trade - post-4000 BC, trade networks become truly expansive. Old Kingdom Egypt, for instance, imported lapis lazuli mined in what is contemporary Afghanistan. I feel Civ 4 trade networks provide a reasonably good approximation of history, even if they defy the popular expectation.IMO foreign trade is possible to early. I propose again to delay trade on rivers to Sailing and trade on coast to Ship Building. In my current game as Poland, after Sailing, I can trade with half of discovered (far away) Civs already. This seems not very realistic for ancient era.
Maybe. But generally, they are cheap for a good reason. You are supposed to have a lot of them - and that definitely goes for the per unit increase. Irregulars should normally form the bulk of your army.Warband (first Irregulars) are too cheap with 48for a 4
unit. I think a cost increase would be good + more % (maybe 5) for each additional unit.
I mean, while you are technically true that volcanogenic lakes are a thing, I don't believe any notable ones formed during the recorded human history. All the well-known ones are at least 10000 years old, usually much more.It would make sense to me if a peak would transform like an extinct volcano, with an event in a lake, as happens in reality
Happens to the best of us.... Is being hammered by romans knights for the few last hours a good enough excuse for my lack of brain ? Completly forgot about the fact that there already are lake in the game.
I can't even use the excuse that I never see them in the desert, I've settled an african city next to one !![]()
I don't know; I have to digest this one properly. The balance implications need to be considered. Also, my previous statement on them was far too Euro- and China-centric, and it was not quite as universal as I made it sound. Many other places, such as the Eastern Mediterranean, never saw prominent battle axe use.@Walter Hawkwood, what would you think about making Axemen 4and moving them to Bronze Working? You've said before that they practically "defined the Bronze Age as we know it", yet in the game they typically aren't unlocked until the very end of the bronze age, and often not until a civ has already reached classical era tech (in my games, at least. I'm curious whether others experience the same).
Reducing their strength, bumping their city attack bonus (minorly, just to compensate), and unlocking them earlier might put them at the right stage to make an impact during the game's actual bronze age.
In addition to Y's answer, then remember that Archery was invented 10.000 years or so before this game starts (4.000 BC), so move the archery one step later????A minor tweak could be to move Archery one step later
Nice ideaIMO foreign trade is possible to early. I propose again to delay trade on rivers to Sailing and trade on coast to Ship Building. In my current game as Poland, after Sailing, I can trade with half of discovered (far away) Civs already. This seems not very realistic for ancient era.
Not necessarily. 5 -> 4 strength is a bigger nerf than it looks. They'll still carve their way through Archers (too easily, I think, but things can be adjusted), but less effectively than now. And irregulars and spearman would stand a better chance against them when defending. To depends on how a city is defended.I like this idea but it's going to make it easier to conquer in early ages, don't you think?
I don't know; I have to digest this one properly. The balance implications need to be considered. Also, my previous statement on them was far too Euro- and China-centric, and it was not quite as universal as I made it sound. Many other places, such as the Eastern Mediterranean, never saw prominent battle axe use.
What about Sailing allowing only resource trade? Not trade routes and techtransfer?That's a common misconception. The ancient world was extremely interconnected. Even as far back as before the official game start, there is evidence of long-range goods exchange over many hundred miles, and once the civilization proper kicks in, so does the trade - post-4000 BC, trade networks become truly expansive. Old Kingdom Egypt, for instance, imported lapis lazuli mined in what is contemporary Afghanistan. I feel Civ 4 trade networks provide a reasonably good approximation of history, even if they defy the popular expectation.
Again, why? Transfer of ideas happened much easier than transfer of bulk goods - for instance, writing has only been separately invented 2 or 3 times IRL, everyone else got it "through tech transfer". And separating trade routes from resource trade is just weird - if one can transport strategic quantities of ores or stone, other goods should definitely be possible too.What about Sailing allowing only resource trade? Not trade routes and techtransfer?
I agree with your historical arguments, but strictly from a gameplay perspective—even though RI is an amazing mod—it still has its practical limitations. We need to consider how things are reflected in gameplay, since not everything can be replicated exactly as it happened in real life.Again, why? Transfer of ideas happened much easier than transfer of bulk goods - for instance, writing has only been separately invented 2 or 3 times IRL, everyone else got it "through tech transfer". And separating trade routes from resource trade is just weird - if one can transport strategic quantities of ores or stone, other goods should definitely be possible too.
There is an option to turn off dynamic city naming when you start a game.Currently, when playing, after conquering a barbarian city, the city's name immediately changes to a name from the leader's city list. Is that intended? If it is intended, is it possible to disable it?
Besides liking having the city name remain as it was (unless there is a strong reason for it to switch away, such as a historical renaming), it's kind of upsetting when I plan to raze the city, and the pop up asks if I want to raze a city from my own leader's city list.
To be completely honest with you, I was considering this myself at some point. While delaying it substantially is out of question from the realism PoV, delaying it by a single tech might make sense.I agree with your historical arguments, but strictly from a gameplay perspective—even though RI is an amazing mod—it still has its practical limitations. We need to consider how things are reflected in gameplay, since not everything can be replicated exactly as it happened in real life.
From a gameplay standpoint, it would give an additional “flavour ” to the game if cities were first connected by rivers, and later by sea after researching a more advanced technology. To balance this, we could increase the tech transfer rate.
Well, it being lower was the point. The tech prices were adjusted accordingly.By the way, I really like the new tech transfer system, but I think the early-game transfer rate is a bit too low. I’ve modified it to +20%/+20% (instead of the default +20%/+10%).
Vassals are wonky indeed, and looking at their behaviour is on my to-do list, but no promises, as all this code is original K-Mod, so I don't know what I'll find there.I’m not sure if this is a bug or an intended feature, but I've had my vassals try and break free at weird times. The executive summary is that 2 of my vassals came to me at different points and said "You aren't strong enough to protect us, what are you going to do about it?" when I was the most powerful empire in the game (although both during war).
No easy way, you'll have to dig in python for that.Currently, when playing, after conquering a barbarian city, the city's name immediately changes to a name from the leader's city list. Is that intended? If it is intended, is it possible to disable it?
Besides liking having the city name remain as it was (unless there is a strong reason for it to switch away, such as a historical renaming), it's kind of upsetting when I plan to raze the city, and the pop up asks if I want to raze a city from my own leader's city list.
You know, you're right. I think it got to where it is when other techs were moving around, but it is supposed to be a somewhat later tech. And Big Ben specifically should be moved from it.Don't you think that the constitutional monarchy and Big Ben should be postponed for a later period? The renaissance has just begun, and already such political changes.
We don't really know what it looked like at all. Uppsala Temple would be more appropriate specifically for the Nordics, but neither suggestion really has anything to do with the "Sculpture" tech. I would love to replace it with a historical example, especially given that we know that giant carved idols were definitely a thing, and there definitely were some that would have been considered "wonders" at the time, but unfortunately all historical evidence seems to be thoroughly erased after Christianisation. I could still go with Uppsala, as Adam of Bremen says it "contained statues of Thor, Wotan and Frikko", so I can represent that visually with three carved idols, but of course that would leave us without the iconic wooden temple. Anyway, this has given me some ideas...Another suggestion about early miracles. To replace the statue of Odin with a large pagan complex on the shores of the Baltic Sea is the Arkona Temple city.
The size is only used for World Maps and it's intentional that it's more punishing, as those are more resource-dense than a typical random map and as such the relative value of a single city is higher.I’m looking for advice regarding city and colony maintenance costs. Logically, as map size increases, the maintenance cost per city tends to decrease. For example, the Giant map size only has 25% city and 25% colony maintenance costs, as defined in the CivWorldInfo file. However, the Special map size (used in the World Map Scenario), despite being even larger than Giant, has significantly higher maintenance values—60% for cities and 30% for colonies.
Was this done intentionally to make the AI more inclined to create colonies out of distant cities?
I’m asking because I’m trying to determine the best settings for my own maps, which are mid-sized—between the Giant and Special sizes (around 6,500–7,000 land tiles). In my CivWorldInfo settings, I mostly follow the Special map profile, but I’ve reduced the city and colony maintenance values to 25% each.
My main question is: Does lowering city maintenance costs from 60% to 25% discourage the AI from forming colonies?
Oh, really? I only checked the very first technologies (their cost was not changed), so I thought the rest of the technologies is unchanged as wellWell, it being lower was the point. The tech prices were adjusted accordingly.