Was assuming that was the intent but didn’t show up in build list of city meeting that description.I think you can build a Levee even if the river isn't right near the city. Having it in the "big cross" is enough (if my memory is good, and it has been years since I last saw that part so I may be mistaking).
The fresh water component is a way to gives the health bonus to cities that are close to rivers without having it directly on an adjacent tiles.
Also, if your city is on a hill, being a source of fresh water means that tiles next to it can be irrigated. Especially useful if you have a lot of flat land next to the city with no way of being irrigated until you build a levee to ‘transport’ the water over the hills.Was assuming that was the intent but didn’t show up in build list of city meeting that description.
Doesn't sound like anything resulting from any changes on my side TBH - or if it does it's linked to something apparently unrelated.That sounds really exciting! Aristocracy is one of the civics I never use, so I'm eager to see if this changes my habits. Though it might be a while before I update SVN. On revision 5487 I can exit a game to the main menu without a crash, but on more recent ones it crashes consistently, so I'm sticking to 5487 until I take the time to investigate.![]()
Good. I wanted them to be a strictly auxiliary unit. Napoleonic era is really the age of line infantry + artillery historically. Previously, AI tended to overbuild light infantry and fielded stacks that would have 50% light infantry or so, felt very jarring.Light Infantry feel pretty weak. It's great that they have 2 movement, but lacking meaningful attack bonuses, and being weaker than Line Infantry and Cuirassiers, pretty much delegates them to being moderately anti-irregular units, but without the means to actually target irregulars. While they can get to places fast, they aren't equipped to accomplish much once getting there. They can be quick to respond to an army showing up at a city, but have a significant malus to fighting in cities (-40%. Even cuirassiers only get -25% in cities). While the Skirmisher exists at a time when their terrain bonuses define warfare, battles in the time of light infantry are largely in open fields. Not many forests remaining at this point. They're like inept cuirassiers, and the only incentive I have to build them is to circumvent my increasing cuirassier build times.
I am open to reviewing the aid in general. Fits quite well into the overall philosophy of revisiting the older RI elements.Is it intentional design that while Assault Aid was a prominent aid bonus in ancient/classical/medeival eras, it's largely absent later on in the game? The only units providing it in Rennaisance and later are city assault units, which I don't want to include in stacks meant to combat outside of cities. Ironically, the units that I do want to put in stacks fighting outside of cities, Irregulars, Line Infantry, etc, have aid bonuses for cities and fortified warfare (defensive bonuses, and first strikes to benefit from frotifications). I wonder if this is in part why I feel that Light Infantry are weak--skirmishers regularly got +12% strength from melee units in their stacks that Light Infantry aren't getting. Though checking things now, as I'm writing this, I do realize that Grenadiers are more general purpose than Axemen were in ancient era, so I think this point falls more towards me learning how to play the era and utilize my units properly.
Why not a new promo line instead? And I am actually quite open to boosting the number of targets on the base units too. It is a decent additional way to introduce asymmetry into combat.The cannon line of units feels pretty underwhelming. Siege units are useful in the early game to bring down city the heavy city defenses, but with gunpowder units those city defenses are less present. It's still good to have bombards/cannons/etc to bring down the remaining culture defenses, but their field utility is very limited when only hitting single targets. The AI often has 50+ units in a stack (or 200 in my case), so dealing 15% damage to one of those units is not worth the supply/logistics penalties. Especially when the aid bonus they give is narrow in application. With first strikes cancelling each other out, having recon aid, siege aid, and ranged aid all provide first strikes feels moot, like there isn't actually any aid being given at all. At least assault aid lets the bigger unit hit harder. It's better to have cavalry, as their aid provides a direct strength bonus and their collateral damage hits 2 units, not one. And they typically have a comparitive strength that allows them to survive, especially with pikeman losing their cavalry bonus when upgraded. It would be nice if the Barrage promotions allowed you to hit more targets instead of deal a bit of extra damage to the single target.
Oh, it actually has then! Rev 5483. Boy, was rev 5477 long ago... It was actually before the latest installer version!I'm still on 5477, due to my in-progress game, so perhaps it's already resolved on the newer revision.
The problem with giving promos to units is that it indirectly makes units that upgrade TO that class worse, as they don't get those. Therefore, in RI it's mostly reserved for units that nothing upgrades to (like NUs).I'll very briefly note that [Y]'s idea about decoupling the explorative and conventional military capabilities of the Explorer feels warranted and like a satisfying solution, if my opinion is worth anything. Giving them Hit and Run so as to be able to move quickly in rough terrain (often prominent in a New World) would make them feel special and valuable in the role of exploring, where (without routes) you would otherwise need to pay a high opportunity cost for this in the form of Guerilla or Woodsmen II and above units which have much greater military viability. From a realism standpoint, their being small parties with much more manageable logistical considerations makes plenty of sense to explain the swifter movement, even if footbound.
See below.Why does Levee provide a source of fresh water?Cities on rivers already do.
Were you late to the party? Privateers now have a global limit so if somebody else already built all (either several somebodies, or somebody kept building and losing them actively), you won't be able to.I have Explored global trade. Why cant I build privateers?
This. This is absolutely the correct answer. A bit niche use case, but it's not the main effect of the levee anyway.Also, if your city is on a hill, being a source of fresh water means that tiles next to it can be irrigated. Especially useful if you have a lot of flat land next to the city with no way of being irrigated until you build a levee to ‘transport’ the water over the hills.
Oh, it actually has then! Rev 5483. Boy, was rev 5477 long ago... It was actually before the latest installer version!
It's a weird one. I want to test it at some point and see if I can identify which changed file(s) correlate to the crashing.Doesn't sound like anything resulting from any changes on my side TBH - or if it does it's linked to something apparently unrelated.
Things are looking good then. AI builds some of them but they aren't the basis of stacks, in the way recon units once were.Good. I wanted them to be a strictly auxiliary unit. Napoleonic era is really the age of line infantry + artillery historically. Previously, AI tended to overbuild light infantry and fielded stacks that would have 50% light infantry or so, felt very jarring.
Ooh, that opens up a lot of possibilities.I am open to reviewing the aid in general. Fits quite well into the overall philosophy of revisiting the older RI elements.
Because my strategy these days is to sugar up my pitches with the version that requires the least amount of effort on your part to implement.Why not a new promo line instead?
Absolutely. I feel like that's how they used to work way back when, but maybe I'm misremembering.And I am actually quite open to boosting the number of targets on the base units too. It is a decent additional way to introduce asymmetry into combat.
Yeah, I had that realization a few minutes after I made my post. What if they hadThe problem with giving promos to units is that it indirectly makes units that upgrade TO that class worse, as they don't get those. Therefore, in RI it's mostly reserved for units that nothing upgrades to (like NUs).
bIgnoreTerrainCost
toggled on, though? That way it's also unique to explorers, and doesn't pass on to Light Infantry later in the age.Well, next release version will probably be 4.0 - it's the 20th anniversary this year, and I was thinking about a bit of rebranding in conjunction with the anniversary edition. I wanted to ditch the "Realism" in the name for almost as long as it has been there, both for giving people skewed expectations of what the mod is really about, and due to the awful Latin/English mix in the name. I'm thinking of a fully Latin name for the anniversary edition instead; my current lead candidate is "Invictus: Iter Æternum" (with the added bonus of a cool ligature).4.0 will be out before I manage to finish that game![]()
I am torn between encouraging you and stopping you right there for the fear of drowning in suggestions.Ooh, that opens up a lot of possibilities.
Wouldn't that feel awful to lose when upgrading to light infantry then? It's probably best to just enable it for all units further down the line as well. Would make lots of sense on later mountain infantries too.Yeah, I had that realization a few minutes after I made my post. What if they hadbIgnoreTerrainCost
toggled on, though? That way it's also unique to explorers, and doesn't pass on to Light Infantry later in the age.
Invictus: Iter Æternum sounds good, but the ligature would make it harder to find the game. A bit harder to google for (unless someone has something to copy/paste), and if I'm making a verbal recommendation to someone, I'd have to tell them "It's called Invictus: Iter Æternum. The last word has the combined A and E character. Yeah, like the one in Æther. No I don't know the keyboard shortcut for that."Well, next release version will probably be 4.0 - it's the 20th anniversary this year, and I was thinking about a bit of rebranding in conjunction with the anniversary edition. I wanted to ditch the "Realism" in the name for almost as long as it has been there, both for giving people skewed expectations of what the mod is really about, and due to the awful Latin/English mix in the name. I'm thinking of a fully Latin name for the anniversary edition instead; my current lead candidate is "Invictus: Iter Æternum" (with the added bonus of a cool ligature).
Like the ones I had typed up for the last post and then decided I was getting ahead of myself?I am torn between encouraging you and stopping you right there for the fear of drowning in suggestions.![]()
Yeah, making it a mainstay is sensible. Combined with the idea of revisiting aid, they could be made to have even lessWouldn't that feel awful to lose when upgrading to light infantry then? It's probably best to just enable it for all units further down the line as well. Would make lots of sense on later mountain infantries too.
Me too)Ooh, that opens up a lot of possibilities
Oh of course it would be Aeternum for everything but the logos in-game - anywhere with actual typed characters will be "Iter Aeternum"; I can't be bothered to copy-paste the Æ character myself every time I type the name. But the ligature would look good on the logo.Invictus: Iter Æternum sounds good, but the ligature would make it harder to find the game. A bit harder to google for (unless someone has something to copy/paste), and if I'm making a verbal recommendation to someone, I'd have to tell them "It's called Invictus: Iter Æternum. The last word has the combined A and E character. Yeah, like the one in Æther. No I don't know the keyboard shortcut for that."
Nah, I mean put the ideas out there. I just don't want to see a 5-page discussion on whether some specific value should be 5 or 7%.Like the ones I had typed up for the last post and then decided I was getting ahead of myself?![]()
I don't think I'm up to reworking the actual mechanics, though, at least not in any major way - so the aid itself will still be tied to base strength. I haven't even looked at how it's all coded in the DLL yet, it might be far too complex for me to mess around with.Combined with the idea of revisiting aid, they could be made to have even less, but provide more powerful aid bonuses, emphasizing their role as a support unit acting on the sidelines. It would be even more interesting if the various recon promotions could be passed on to the units they're aiding in some form.
my current lead candidate is "Invictus: Iter Æternum" (with the added bonus of a cool ligature).
By the way, when a player unlocks the Axemen, they are the most powerful units in the game. They can kill (ancient) archers in the city with a chance of more than 90%. I would slightly reduce their bonus when attacking a city to +10-15% for their different variations. It's all about finding the right balance.
I think this is not the best idea, because the name Realism Invictus is so established at this point. Whether that's this forum, with this massive thread, the mod's own subforum or mod mentions in countless other threads, or also outside, in youtube videos and comments or discussions on other websites like reddit. "Realism Invictus" really is one of the most well known Civ4 mods and known for its great quality. And even if you think the "realism" part might cause wrong expectations, I think it actually frankly still is the most "realistic" mod of all Civ4 mods. If you want to move from the name a bit, I would do it via a subtitle, such as "Realism Invictus: Title", but the recognition and credit the original name has are just too much to give away.Well, next release version will probably be 4.0 - it's the 20th anniversary this year, and I was thinking about a bit of rebranding in conjunction with the anniversary edition. I wanted to ditch the "Realism" in the name for almost as long as it has been there, both for giving people skewed expectations of what the mod is really about, and due to the awful Latin/English mix in the name. I'm thinking of a fully Latin name for the anniversary edition instead; my current lead candidate is "Invictus: Iter Æternum" (with the added bonus of a cool ligature)
I think aid often alleviates logistical penalties a fair bit, or even out-compensates for them. Which makes the logistical system less impactful - so removing the aid system would help make logistical penalties worse. Alternatively, aid could also be made dependent on not exceeding the logistics cap [by too much] to achieve the same effect while also keeping the aid in place for optimal, small army combinations. Not sure what is best.I am open to reviewing the aid in general. Fits quite well into the overall philosophy of revisiting the older RI elements.
Play with Aggressive AI option ON. I think this option is a must have that you be ON by default. You will get just right about of wars.I'm playing the penultimate svn version, everything seems ok, the only thing is that there are very few wars, in the last two hundred years, no wars, if not something very short negligible. I don't know if this depends on the alliances, or if it's a particular case
I think aid often alleviates logistical penalties a fair bit, or even out-compensates for them.
Ahnarras, I just want the new units to be stronger than the old ones.
I agree with this.I think this is not the best idea, because the name Realism Invictus is so established at this point
It's only in Denmark and Norway we have all 3 letters Æ, Ø and Å as completely "independent" letters. æ/Æ can be written with ALT + 145/146 if needed.The last word has the combined A and E character. Yeah, like the one in Æther. No I don't know the keyboard shortcut for that."
+I think aid often alleviates logistical penalties a fair bit, or even out-compensates for them.
It's only in Denmark and Norway we have all 3 letters Æ, Ø and Å as completely "independent" letters. æ/Æ can be written with ALT + 145/146 if needed.