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Realism Invictus

That's exactly how it works, though. Fishing unlocks trade by river, and Sailing unlocks trade by coast. With some play styles that might not be a noticeable delay, since by the time you found your first city or two you've already unlocked both of those techs. But there are other play styles where it's much more felt. I tend to rush 2 Settlers right away at the start of every game, and trust me, I feel every turn that passes by until both of those techs are unlocked. The flavor is very alive. Both Fishing and Sailing are early on my research list for this reason.



The world-wide research pace can vary a lot between game to game. I've had some games where the AI gets miles ahead fast and I end up just dropping from that game. I've also had games where the AI seemed to be very slow to research. It's hard to evaluate and figure out just how well tuned the research rates are, and which game elements are most responsible for deviations from the ideal rate.

Another thing to consider is that AIs don't always research in the most balanced of ways. Sometimes they will spike hard in a certain direction while ignoring other "core" techs for a long time. I've had games where civs would only research Alphabet or Mining while others are entering the medieval era. And these civs would be leaders on the scoreboard and significant world powers, not the lagging civs that are struggling to survive. So sometimes it can seem like the same AI civ is highly advanced and highly lagging, since one second it's researching a tech bordering the medieval and the next they're researching bronze working. But overall they're balanced out.

I've considered bringing this up, since it's weird to see, and maybe leaders are prioritizing their preferred techs too much. But it doesn't seem to be holding them back, so I figured why interrupt--if it's working for the AI, it's working! I've actually caught myself doing the same more and more.
Very interesting post! I’ve tested multiple games, and to be honest, I haven’t noticed much unpredictability in the pace of research from game to game. It’s been fairly stable overall, naturally depending on map and game settings. Before the recent changes to the tech transfer rate, I was typically seeing Islam founded between the 300s and 500s, and Christianity between the 400s and 600s. (Strangely, Christianity almost always came later than Islam.) So overall, technological progress tended to lag slightly behind the historical timeline.
What really surprised me was learning how the “AI Plays to Win” option (which I always have enabled) can influence tech progression—actually making it more consistent and predictable. I never would have guessed that without Walter pointing it out! 😆 I now believe that having “AI Plays to Win” enabled is the main reason I see less variation in tech development across my games. It also allows me to clearly observe how even small changes in map or game settings can impact the pace of tech transfer.
So, just to clarify—my tech transfer rate was set at 25%/25% before changes to tech transfer. But even if it is lowered now, the research pace has noticeably increased: in my recent games, both Islam and Christianity were founded between the 200s and 300s. That timing isn’t a problem in itself, as it’s fairly close to the historical timeline, but I’m concerned that further increases to the tech transfer rate could make technological advancement too fast. With a 20%/20% setup, the rate eventually jumps to 40%/40% after discovering Scientific Method, which might be excessive. I think lowering it to 16%/16%, resulting in 32%/32% later on, would be more balanced. Not exactly round numbers—but it feels like the right adjustment. 😉
 
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, I added a trigger to GlobalDefinesAlt in this SVN revision for your sake; you can now turn this off (set to 0) without messing with the code.
I just want to take a moment to thanks this amazing community we have playing this mod. On every, and I mean EVERY other online gaming community I've played on for the last 10 years, trying to even suggest that I'm playing suboptimal (or no-meta) and that I'm okay with staying in lower difficulty would have me flamed and taunted to oblivion. Here ? Your answer is amical and supporting.

Thanks you :love:
How did I miss this brilliant opportunity to tell you to git gud? :lol: In all seriousness though, I always treated RI as more of an RPG experience - you're role-playing a civilization. Therefore, I always put flavour first and foremost. While I like a bit of challenge, I never play to be challenged.
That made me think : when you were tuning and balancing your mod, did you have a specific difficulty level in mind ?
I'm asking more precisely in regard due to hapiness/health bonuses, as those tends to be reduced the more you up in difficulty.
Mostly the one I play at, which is Monarch. But I try to have a reasonable regard of both higher and lower difficulties. I feel most people play from Noble to Emperor, and Monarch is more or less in the middle of that range.
But the more we discuss the huge world map, the more I understand how different it seems to be compared to a randomly generated map of the same size. I've only minded the "bigger & more Civ" till now, but I realize now that there is also a lot of other tuning done. I didn't even realize that city maintenance could be different from one map to another !
Huge World Map (and all other scenarios for that measure) is strictly secondary to me when it comes to content and balancing. I consider the real RI experience to be first and foremost the random maps.
When we talk about separatism its to get revolutions right?
Yes.
 
Very interesting post! I’ve tested multiple games, and to be honest, I haven’t noticed much unpredictability in the pace of research from game to game. It’s been fairly stable overall, naturally depending on map and game settings. Before the recent changes to the tech transfer rate, I was typically seeing Islam founded between the 300s and 500s, and Christianity between the 400s and 600s. (Strangely, Christianity almost always came later than Islam.) So overall, technological progress tended to lag slightly behind the historical timeline.
What really surprised me was learning how the “AI Plays to Win” option (which I always have enabled) can influence tech progression—actually making it more consistent and predictable. I never would have guessed that without Walter pointing it out! 😆 I now believe that having “AI Plays to Win” enabled is the main reason I see less variation in tech development across my games. It also allows me to clearly observe how even small changes in map or game settings can impact the pace of tech transfer.
So, just to clarify—my tech transfer rate was set at 25%/25% before changes to tech transfer. But even if it is lowered now, the research pace has noticeably increased: in my recent games, both Islam and Christianity were founded between the 200s and 300s. That timing isn’t a problem in itself, as it’s fairly close to the historical timeline, but I’m concerned that further increases to the tech transfer rate could make technological advancement too fast. With a 20%/20% setup, the rate eventually jumps to 40%/40% after discovering Scientific Method, which might be excessive. I think lowering it to 16%/16%, resulting in 32%/32% later on, would be more balanced. Not exactly round numbers—but it feels like the right adjustment. 😉
Thanks for all the experimenting! It's interesting to see others experiences. I never playwith "AI Plays to Win", so that explains a lot about our game differences. :P

You know, I added a trigger to GlobalDefinesAlt in this SVN revision for your sake; you can now turn this off (set to 0) without messing with the code.
Thanks Walter! I appreciate it.

How did I miss this brilliant opportunity to tell you to git gud? :lol: In all seriousness though, I always treated RI as more of an RPG experience - you're role-playing a civilization. Therefore, I always put flavour first and foremost. While I like a bit of challenge, I never play to be challenged.
For some it's an RPG experience, for others it's a survival horror game.:lol: With the occasional jumpscare dip into Five Nights at Freddy's, replacing animatronics with doomstacks...
 
Hello everyone, I am in a conundrum. I am wondering if I should continue my game or stop? Basically, I feel like I'm near unstoppable, but I wonder if there are future challenges that may put me in a spin. I have attached screenshots and my saved game file to help in understanding my situation. I greatly appreciate everyone's opinions. Thank you.

I am playing as Egypt on the Triassic World map and the year is 1106 AD. My dominion stretches across the whole Pangaea (going West to East). Researching the last medieval tech. I have conquered the Sahelians, Arabs, Zulus, and Turks. Currently, conquering the Greeks. I have 27 cities and score is 1455. Nearest rival has 9 cites and and 650 or you include vassals 749. Top rivals are slowly expanding, but I hit the point of where I can expand very fast now. Now, normally the separatism modifiers and economic costs for my position should be slowing me down, but I semi unexpectedly subverted both..

Background: I planned this playstyle, but I'm pretty shocked how well it worked: I'm playing as Mehmet, he's an Agrarian and Progressive leader. Agrarian leader with kemet farms on flood plains, allow my cities to get very large and I (intentionally) control all the flood plains in the desert so I have many huge cities. The way I fund this empire is by adopting Judaism. I have many trade routes that bring in a ton of money and that my financial capital (top money city, also my holy city) brings in over 220 gold! How? We'll Egypt has the Obelisk which allows it to have an extra priest. I focused on priests as my specialists and was able to get many great prophets and had them join my finance capital as super specialists. And, now I'm running Theocracy and many of my cities have 8 or more priests. Basically, pumping out great prophets and joining my finance holy capital.
From Sacerdotal Palace and Civil religion, my priests have extra hammers and money bonus. Normally, flood plain cities wouldn't be that productive but b/c of my priests (and Kemet farms) they are pretty productive and wealthy.
With all this money and since my leader is progressive (reducing upgrade costs by half), it is very easy to upgrade my military despite the number of units.
Lastly, Egypt has a pretty good line of unique troops from Ancient to Medieval; I used them to their fullest extent. I have a ton of slaves that allowed me to connect my Empire with paved roads, this allowed me to respond to threats quickly but mainly allowed me to intervene in other nations war to prevent rising powers from getting to strong.

Now, how does this empire subvert the whole separatism mechanic? I have over 300% separatism bonus against me. We'll, even though my economy is pretty good, I am normally losing over 100-200 gold per turn b/c I have to spend a bit on espionage and garrisoning troops. However, b/c of Judaism, I simply send my diaspora merchants to run trade missions. With multiple large cities, I continuously pump out these merchants. Now, I can only have 4. The good part is if I recruit them on the western part of my empire and send them on a 3 turn journey to a friendly ai city, I get over 200 gold b/c that city is technically far from capital but not from my actual border. Lastly, my trading partner shares the same religion as me and is very friendly, so no worries about trade breaking down.

Second, b/c of my flood plain cities high production combined with high food, it allows me to pump out levy troops (or cheap recon units) and garrison my trouble cities. Some of my trouble cities have 10 units keeping order. My unit upkeep cost is astronomically high, but b/c of my economic strategy, I can handle and keep researching intensely (I am most advance in my game)

This allows me to basically subvert separatism, it doesn't matter how bad it gets. I can literally throw money and men at the problem with relative ease. I do wonder how long this can keep going?

Things I wonder that may spell doom for my Theocratic empire. The last separatism event I experienced was the Bronze Age collapse (which raised separatism). I'm wondering if there are future events like that. I was expecting one after each era? Haven't received anything for the Classical era ending. I thought I would see one once hitting the halfway point in Medieval. So, I am anticipating another change like this that would potentially wreck my delicate balancing act.

Another thing I realize that by industrial/modern era, other specialists besides priests will be more worthwhile and towns will be very valuable. I'm kinda stuck with my Theocratic and Civil religion, so my civilization will become quite antiquated. My plan to help cushion that is that my conquest of the Zulus granted me a lot of cotton, so I'm hoping all those future clothe factories boost my economy further. And, I'll probably end up with plenty of coal and oil, so I'll be building a lot of factories and power plants.

So, I am anticipating a rougher time in Rennaissance and Industrial era, at least with my economy becoming outdated, but I feel like I'm so far ahead, that it wouldn't matter by that point? Maybe the Afghans and Filipinos may get strong as they are starting to gain steam, but I may be too far to do anything about it. Zulus and Incas may get strong, but I can intervene to prevent that. A possible fear is when defense pacts become a thing and everyone makes a defense pact against me, so any war I do triggers a global war? If my core armies get wiped, I can't really replace them as most of my military is garrisoning. I may switch away from slavery when I no longer need paved roads being built, which would free up troops. Though, famous gladiators are great for newly conquered cities ;)

Worse case scenario (once I can do this), I become a dictatorship, collectivism, planned economy, and force labor (and build the associated wonders) and go on a genocidal military rampage. With my huge populations, I could recruit a world ending army at the point in one turn?

TLDR: Using the strengths of Mehmet, Egypt, and Judaism, I have subverted separatism and I am now an economic and military powerhouse. I'm I unstoppable or will it all come crumbling down b/c of future separatism events or economy becoming outdated?

P.S I was pretty lucky in my early wars. Using the unique Egyptian chariot, I snuffed out the Sahelians barely (In fact, their former capital is now my finance/holy city). Then, Spain tried to do a spoil war on me while I was sieging the Greek capital (it took me 2000 years to restart my war with the Greeks lol), I barely saved my capital and chased their army west and barely killing it in time (In time? Yes, the Spaniards inadvertently saved my fledging empire. The Incas declared war on me shortly after and would've taken half of my empire if Spain didn't bring my army there.) I also intervened in wars against Incas (supplying war resources to Brazil to keep them busy) and France to prevent them from becoming peer challengers.

-Maybe diaspora merchants should be tweaked where trade bonus is related to how far they are from any of your cities, not just capital? They are my final, most critical piece holding my whole empire together and in my setup, it's easy money.
 

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I would like to present an article on inequality in ancient times, maybe it will help to develop this modification.
The collapse of ancient powers is usually attributed to pestilence, invasions or pride. But it might also be worth looking at the economic reckoning and how power seized wealth from the many for the benefit of the few - and what happened when those differences became too deep, writes Peter FRANKOPAN

At the beginning of the first millennium, two great empires cast long shadows over the world. Rome, encompassing the Mediterranean like a bronze ring, stretched from the rainy hills of Britain to the sandy lands of Syria. In the East, meanwhile, the Han Dynasty ruled a vast expanse of rice fields and river valleys, coordinating taxation and administration from Changan (today's Xian). Geographically and culturally distant, these empires are often portrayed as twin pillars of early imperial statehood - sophisticated, resilient and, for a time, durable.
But great powers are not just about borders and battles. They are an architecture of resource exploitation, labor and loyalty. I read with great interest a fascinating study published in Nature Communications. Its authors are two historians whose work I hold in high regard - Guido Alfani and Walter Scheidel - supported by Cambridge PhD student Michele Bolla. The article compares income inequality in the Roman Empire and the Chinese Empire under the Han Dynasty. The study revealed that beneath the majestic facades of Roman marble and Chinese palaces were structures of staggering economic inequality, the consequences of which are still being felt.

The authors posed two seemingly simple questions: how different were these two ancient superpowers in terms of inequality of wealth distribution, and why does it matter?

The conclusions are surprising. Contrary to the assumption that the early imperial states operated similarly in economic terms, during the first and second centuries - roughly the heyday of the two superpowers - the Han Empire was much more unequal than the Roman Empire. The differences were not only in the distribution of wealth among the elite, but also in the structure and intent of the system of government itself.
To determine this, the authors went beyond traditional “social tables” (which divide society into groups according to wealth and status) and took a more nuanced approach. They took into account not only inequalities within regions (e.g., rich elites versus poor farmers in Gaul or Gansu), but also between them. This approach led to an extremely important conclusion: inequality is not just about the distribution of wealth within a single city or province, but also about the way imperial systems accumulate privileges, or their deficiencies, over vast geographic areas.

The Roman state relied heavily on cooperation with local elites. Officials and the mighty governed cities and collected taxes, and in return enjoyed high status and relative autonomy. This created a model of dispersed power: resources went to the capital, of course, but the Roman system redistributed much of it to military spending, infrastructure and pragmatic support for the provinces. It was an empire based on accommodation.
The Han Dynasty operated differently. The emperors, deeply distrustful of regional power centers and the concept of autonomy, forced wealthy families to settle in the central province of Sila. The bureaucratic apparatus was extensive and centralized, with officials building their position directly through the court. While this created a strong administrative core, it also resulted in an exodus of talent and wealth from the province. Public spending was concentrated near the capital; fewer soldiers were deployed in border areas (and thus required less tax money).

The result? Much greater social divisions. In Sili, per capita income exceeded three times the subsistence level, which meant that the province was much richer than others. The authors of the work in question introduced the so-called inequality extraction coefficient, which shows how much of the possible surplus is actually captured by the elite. For the Han Empire, this coefficient reached 80 percent, which was significantly higher than in Rome, where it was 69 percent.

The Aztec Empire, which served as a benchmark, achieved an even more extreme result: 89 percent. This was dictated by long-term efforts at territorial expansion, military conquest and subjugation of the peoples living in the Valley of Mexico: there is no more effective way to achieve these goals than to seize local resources and wealth
Why should we care about all this?
Inequality.jpg

First of all, because inequality is not just a moral or economic problem. As the authors argue, it's also a political issue: high levels of extraction correlate with the fragility of the system.

Just as some Aztec leaders saw the arrival of the Spaniards in the 1620s as an opportunity to free themselves from the overwhelming demands coming from the capital (Tenochtitlán), regions of the Han Empire plunged into rebellion when environmental disasters led to famine. The famous Red Eyebrow Uprising of the 1st century AD. - one of the largest peasant uprisings in history - did not come from nowhere. Such revolts show that overly centralized systems have a hard time weathering the storm.
Income.jpg

Rome, though it can hardly be called egalitarian, was better prepared for uprisings. Military redistribution strengthened loyalty on the borders, and the fact that regional elites had a stake in the system meant that they benefited from peace and had much to lose in the event of unrest. The center of the empire may have dominated, but its strength was in its muscles, not its brains. Durability came from the strength of those muscles, and fragility came from centralization.
The study brilliantly demonstrates that inequality is not a by-product of empire, but its central pillar. Empires are often described in terms of conquest or administration. Or should the focus rather be on how empires determine who eats, who pays and who serves?

The echoes of these problems in our time are disturbing. Just look at the economic map of the United Kingdom, where London and the southeast enjoy prosperity unmatched by the north of the country. Or at the United States, where debates about federal redistribution are reminiscent of past tensions between the center and the periphery. The notion of a “geography of discontent” - often used to describe the political effects of economic divergence - could just as well apply to the Han Empire as to modern England.

There are also deeper lessons to be learned from the study. Inequality is often presented as a static condition, a point on a graph. Meanwhile, it is a dynamic, systemic and historical phenomenon. It reflects decisions - conscious or not - about the structure of societies. And as with the Han and Roman empires, modern states must reckon with the political consequences of their wealth distribution choices.


History is not a distant mirror, but a lens through which we look at the present to better understand the forces shaping our world.

The fall of ancient powers is usually attributed to pestilence, invasions or pride. But it might also be worth looking at the economic reckoning and how power seized wealth from the many for the benefit of the few - and what happened when those differences became too deep.

Today we live in an era of growing inequality, recurring questions about the legitimacy of the state and growing discontent.

Reading this study is not only an opportunity to learn about two ancient worlds. It's also a reminder that the fate of empires - both past and present - can depend not only on military strength or administrative efficiency, but also on how rulers distribute the burdens and benefits of power.

All of this is extremely interesting from the perspective of my work as well, both because I analyze similar structures and because I spend most of my time studying their resilience and assessing their vulnerability - present and future.

It's hard to find a better starting point than a careful look into the past.

Peter Frankopan
 
Hello everyone, I am in a conundrum. I am wondering if I should continue my game or stop? Basically, I feel like I'm near unstoppable, but I wonder if there are future challenges that may put me in a spin. I have attached screenshots and my saved game file to help in understanding my situation. I greatly appreciate everyone's opinions. Thank you.
Nah, you're golden. It's generally far easier to maintain the lead than to obtain it. You can play ahead to see more stuff, and there might be curveballs here and there, but overall, there won't be any existential threats for you, unless you get extremely lax.
Things I wonder that may spell doom for my Theocratic empire. The last separatism event I experienced was the Bronze Age collapse (which raised separatism). I'm wondering if there are future events like that. I was expecting one after each era? Haven't received anything for the Classical era ending. I thought I would see one once hitting the halfway point in Medieval. So, I am anticipating another change like this that would potentially wreck my delicate balancing act.
I wouldn't say doom, but there will be separatism increases up ahead, yes. They're tied to global tech eras, not your personal ones, though (unless you're ahead of the current one by two - then you "propel" the world forward), so it's less predictable when precisely they'll arrive. But I don't think it'll be anything you can't realistically deal with.
So, I am anticipating a rougher time in Rennaissance and Industrial era, at least with my economy becoming outdated, but I feel like I'm so far ahead, that it wouldn't matter by that point? Maybe the Afghans and Filipinos may get strong as they are starting to gain steam, but I may be too far to do anything about it. Zulus and Incas may get strong, but I can intervene to prevent that. A possible fear is when defense pacts become a thing and everyone makes a defense pact against me, so any war I do triggers a global war? If my core armies get wiped, I can't really replace them as most of my military is garrisoning. I may switch away from slavery when I no longer need paved roads being built, which would free up troops. Though, famous gladiators are great for newly conquered cities ;)
A lead of 2x means you're unlikely to be threatened going forward - you can either call it a day or quietly "tend the garden" as the world develops, but yeah, you've won.
P.S I was pretty lucky in my early wars. Using the unique Egyptian chariot, I snuffed out the Sahelians barely (In fact, their former capital is now my finance/holy city). Then, Spain tried to do a spoil war on me while I was sieging the Greek capital (it took me 2000 years to restart my war with the Greeks lol), I barely saved my capital and chased their army west and barely killing it in time (In time? Yes, the Spaniards inadvertently saved my fledging empire. The Incas declared war on me shortly after and would've taken half of my empire if Spain didn't bring my army there.) I also intervened in wars against Incas (supplying war resources to Brazil to keep them busy) and France to prevent them from becoming peer challengers.
I always treated Egypt as the "tutorial civ" - I always recommend it to newcomers to get the hang of all the mechanics, as it's very "front-loaded" and a bit OP, especially in the right starting conditions.
-Maybe diaspora merchants should be tweaked where trade bonus is related to how far they are from any of your cities, not just capital? They are my final, most critical piece holding my whole empire together and in my setup, it's easy money.
It'll be quite computationally heavy, unless we opt to not provide the players the feedback on the actual lump sums they get (it'll have to loop through all your cities and calculate distances to them every time we need to know the payout amount. Maybe they should be nerfed or limited in some other way, though. Or maybe not - you found a fun strategy that works well, why take it away?
I would like to present an article on inequality in ancient times, maybe it will help to develop this modification.
That is a strange piece, but sure, I'll bite.
The collapse of ancient powers is usually attributed to pestilence, invasions or pride. But it might also be worth looking at the economic reckoning and how power seized wealth from the many for the benefit of the few - and what happened when those differences became too deep, writes Peter FRANKOPAN
Having read the article, I have to ask Peter - so what happened? It's never spelt out. The authors make some observations, draw some (very questionable) parallels, and call it a day.
The conclusions are surprising. Contrary to the assumption that the early imperial states operated similarly in economic terms, during the first and second centuries - roughly the heyday of the two superpowers - the Han Empire was much more unequal than the Roman Empire. The differences were not only in the distribution of wealth among the elite, but also in the structure and intent of the system of government itself.
The conclusions aren't surprising in the slightest. While it's nice to see figures for that, it is a no-brainer that China was much more centralised than Rome. One can just look at the geographic origins of various Roman emperors to get the picture of how interconnected and "distributed" the Roman Empire was. And from the point of economic geography, it's also easy to see that China has a single "heartland" that would, even without any extractive practices, vastly outpace everything else when it comes to economic development, whereas Rome incorporated several highly developed regions remote from the original metropolis (Egypt, Asia Minor, etc).
The result? Much greater social divisions. In Sili, per capita income exceeded three times the subsistence level, which meant that the province was much richer than others. The authors of the work in question introduced the so-called inequality extraction coefficient, which shows how much of the possible surplus is actually captured by the elite. For the Han Empire, this coefficient reached 80 percent, which was significantly higher than in Rome, where it was 69 percent.
The methodology is highly questionable too. What is the "50% poorest"? Do slaves (who have no property and thus have no income) count? If they are not counted, it greatly skews the picture in Roman favour, as slavery was much more prevalent in Rome than in Han China (not to say it didn't exist there, but the extents are not comparable - at most, 5% of Han population was enslaved, whereas for Rome the total figure is at least twice higher, but we know that for instance in Roman Italy, about 30% of population was slaves). If they are counted, I highly doubt the resulting figures. Not to mention 1 AD Rome is vastly different from 300 AD Rome, with wealth concentrating highly over time, so it's also very important which "Rome" we're talking about - the Rome of land grants to veterans, with prevalence of small farming households, or the Rome of latifundia, with prevalence of super-estates.
The Aztec Empire, which served as a benchmark, achieved an even more extreme result: 89 percent. This was dictated by long-term efforts at territorial expansion, military conquest and subjugation of the peoples living in the Valley of Mexico: there is no more effective way to achieve these goals than to seize local resources and wealth
One significant thing to point out on this "benchmark" is that by the Spanish arrival, the Aztec "empire" (the Triple Alliance) has barely existed for several generations - most of its expansion was done 50 years before the Spanish. Comparing it to Rome and China is highly unfair - it can probably be compared to late Roman republic or the end of the Qin dynasty (where China was basically united for a single generation) - in both those cases, there was a much higher "extractive factor" than when the empires were already established, and as a consequence, a much higher degree of local resistance (Mithridates had no drearth of anti-Roman allies, and of course the Han dynasty appears, and quite violently, from the collapse of Qin state that was very much caused by undue oppression).
Rome, though it can hardly be called egalitarian, was better prepared for uprisings. Military redistribution strengthened loyalty on the borders, and the fact that regional elites had a stake in the system meant that they benefited from peace and had much to lose in the event of unrest. The center of the empire may have dominated, but its strength was in its muscles, not its brains. Durability came from the strength of those muscles, and fragility came from centralization.
And of course, this is why the Roman Empire still stands to this day. No? At least they outlasted their oppressive Chinese counterparts? Well, kind of - they did outlast specifically Han, but by the time of the fall of Rome, China was already on its way to reunification, and basically persists as a single entity to this day, with intermissions. The Roman Empire essentially "delegated itself out of existence" - it was exactly its decentralised nature and reliance on provinces that ultimately spelt its demise.

I also would highly doubt the claim that Rome was "better prepared for uprisings" - it's just that the nature of the more threatening ones was different. Unlike contemporary Rome, Han China didn't experience powerful pretenders rising in remote provinces. Where China had the Yellow Turban rebellion, Rome had the Crisis of the Third Century and the like. To say one was "better prepared for uprisings" sounds like a hollow claim to me.
The echoes of these problems in our time are disturbing. Just look at the economic map of the United Kingdom, where London and the southeast enjoy prosperity unmatched by the north of the country. Or at the United States, where debates about federal redistribution are reminiscent of past tensions between the center and the periphery. The notion of a “geography of discontent” - often used to describe the political effects of economic divergence - could just as well apply to the Han Empire as to modern England.
This is, and pardon my language, a completely bullfeathers analogy. In a service- and non-tangible-goods-based economy, the wealth inequality has a completely different cause than in a classical empire. California doesn't extract resources from the Midwest; it simply generates a lot of value - and likewise, I highly doubt anyone will say that Kent plunders Northuberland... The parallels drawn here are disingenuous at best and most probably deliberately manipulative.
Today we live in an era of growing inequality, recurring questions about the legitimacy of the state and growing discontent.
And this is where any hope that this is a serious piece is dashed mercilessly. A tip: when you see any academic regurgitate the "era of growing inequality" slogan, please scrutinise everything they say with lots of vigour. This statement is nothing more than a political slogan and has no roots in reality. World inequality has been relatively stable since the beginning of the 20th century, and has actually been steadily declining over the last several decades. Unless, of course, the authors are from the 19th century, which was indeed "an era of growing inequality", and how. Some reading for the curious: https://wir2022.wid.world/chapter-2/
 
I'll also put in my 5 cents, let the AI explore ALL the ancient technologies, and >50% of the technologies of its era before moving on to the Middle Ages. ALL classical technologies, and >50% of medieval technologies for the transition to renaissance.
It will be more balanced.

I dunno, I kinda like the way it is now, with some AI aiming far in the tree for a specific tech depending of their leader (and I will admit I sometime do the same :lol: )
Perhaps try having the "AI plays to win" option ON as it apparently tends to correct that problem, if it's bothering you ?

How did I miss this brilliant opportunity to tell you to git gud? :lol:

Used to play competitive in online MMO a decade ago. Even manage to win a realm-first title on WoW during the Lich King expansion. But now, a decade later...

Spoiler :


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In all seriousness though, I always treated RI as more of an RPG experience - you're role-playing a civilization. Therefore, I always put flavour first and foremost. While I like a bit of challenge, I never play to be challenged.

It's funny, I play in the same way nowadays. It wasn't like that when I started on Civ III twenty years ago, where I would always try to min/max and go higher in difficulty or adding more opponents.
But nowadays I'm just rolling with the flow.

"Oh, Civlopedia says Ramesses II has no favorite religion ? Well let's just skip founding one, despite the huge bonuses it could gives me, and go for a pagan run while trying to build the pyramids/sphinx".
It's another way of enjoy the game, but it often doesn't go well with high difficulty and insane bonus to AI science/production :hammer2:


Mostly the one I play at, which is Monarch.

Hmm, good to know ! Perhaps I will try one, on a random map, in the futur, just to see how hard of a step-up it is.

Huge World Map (and all other scenarios for that measure) is strictly secondary to me when it comes to content and balancing. I consider the real RI experience to be first and foremost the random maps.

Yup, I know ! And even I, despite being quite fond of the World Map idea, am starting to see how it isn't really ideal at Civ 4 scale. Currently in a war with Rome, and seeing that the whole italian empire is only 2 cities wide is a bit disappointing.
I guess it would make more sense playing on an Europe map, but then you are lacking all the "Age of Discovery" and "World War II" flavors.

However, b/c of Judaism, I simply send my diaspora merchants to run trade missions. With multiple large cities, I continuously pump out these merchants. Now, I can only have 4. The good part is if I recruit them on the western part of my empire and send them on a 3 turn journey to a friendly ai city, I get over 200 gold b/c that city is technically far from capital but not from my actual border.

That may be something that could be work on. Great Marchand are supposed to earn gold because of their successful travels to a far and mysterious foreign land, coming back with rare and exotic stuff to sell.
I'm not sure how possible it would be, but making the gold generation depending on the distance between your closest city and the end of their journey would be more realistic (and would also prevent the "kinda-abuse" you are experiencing).

The last separatism event I experienced was the Bronze Age collapse (which raised separatism). I'm wondering if there are future events like that. I was expecting one after each era? Haven't received anything for the Classical era ending. I thought I would see one once hitting the halfway point in Medieval. So, I am anticipating another change like this that would potentially wreck my delicate balancing act.

Don't worry, another one is coming your way as you will moves into Renaissance. I won't spoil it for you, but the Age of Discovery hit HARD on separatism.
There is a revolting city alert every 5 turns at most in my current game, and even my own cities are in trouble and in needs of micro-management to be kept in check.

Another thing I realize that by industrial/modern era, other specialists besides priests will be more worthwhile and towns will be very valuable.

Yeah you are playing one of the most ideal combo for the middle-age, but it will slowly be catch up by others strategies as you advance into the Renaissance.
Your big advance will still means a lot, but I would continue to play it for a bit, just to see if you can keep your waste empire under your control despite what's coming for you.

Edit : Seems Walter answered you while I was writing, so, in doubt, trust the boss, not the noob (me :lol: )
 
* There are quite a few culture buildings after Sculpture. Does Imperial Cult really need the additional :culture:? I think 1 :happiness: would be enough because it's very low cost (as it should be)

Sounds reasonable.
Just done above to my spinn-off as I agree with Zoob and Walter.

In addition - because I do believe (I might be exaggerating a bit here) - that most if not all autocratic leaders/regimes "loves" to have "something" their followers can recognize and reflect on, I have made IC "free" for all types of religious civics.
EDIT: not "free for all" but more like "free" of all...... all civics will do.
Spoiler Imperial Cult - not without prereq religious civics :

Civ4ScreenShot0352.JPG

 
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Another thing which came to my mind from previous games:

* Further limit the number of NUs

Right now, it is possible to build 4 (very strong, yet affordable) Greek Homoioi in the Ancient Era in total. I suggest the make them (and other NUs) more valuable by limiting their number to 2.
 
I was thinking—rather than applying a static increase, why not have population contribute to separatism as a percentage-based factor in each city?
For example, we could use a formula like:
(Population - 4) × 2%
So, a city with a population of 20 would have its separatism increased by (20 - 4) × 2% = 32%.
This way, population alone wouldn’t generate separatism if everything is stable. But when problems arise, the size of the city would amplify separatist pressure, which feels more realistic and dynamic.
 
1) I decided to make local crafts in my empire. 10% of 10 production = +1 for science and culture, but in my city +25% for science, but local crafts don't take it into account. (It should be +1.25 to science)
It's the same with science, culture and commerce
Is this a bug or a feature?

2) Only scientific buildings are inaccessible to tribes. They can build a shipyard, a powder mill, brick kiln, but not a university
What's the logic here?
 
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