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%.
No particularly thought provoking ideas. Mostly was thinking about two things:
- More niche bonuses. Right now most bonuses are just +% STR and +X First Strike/Chances. It would be nice if spearmen and pikemen provided a bonus against mounted units, etc. This helps alleviate the "aid outdoes stack penalties" problem, since it would reduce the general STR bonuses from melee and cavalry units, which are the cause of that problem, and add more situational aid, which you might not want in that particular stack.
- Units that provided unique bonuses. There's some of that at the moment, with national units that provide fear or inspiration, but there's a lot of room for national units or limited units that provide specific or interesting bonuses. For example, the Gulyay Gorod, instead of being a unit that defends strong itself, can be a unit that provides a defense bonus aid and immunity to first strikes aid. Helepolis, instead of having massive bonuses to city attack, can give units 5% collateral damage when attacking cities (if it's possible to limit it in that way--I don't think I've actually seen that before). I don't actually think these would be good examples to follow through on, but they're practical illustrations of what I mean.
Well, venting over. Now, real question : is it normal for the cultural influence to move so slowly ? Shouldn't two hundreds turns with every cultural building up and running be enough to at least secure the closest tiles to the city ?
Is it mandatory to go Artist / Culture Slider to have any hopes ?
If you get the chance, check out the new Carthaginean city the world builder, or with spies, to see what it has. AI is very good as using artists and great artists to push culture. It's very likely Elissa settled a great artist there. I usually see this happen once or twice a game.
What frustrated me the most is that as soon as I finished all those fights, another one came to ask for protection. I accepted, autostarting another war, and it seems that my dears vassals, now free of their ennemies, weren't eager to follow me in that one.
So they just all dropped their vows and I loosed all the tiles which were still culturally theirs. So many workers were exhausted on improwing them
It would certainly be nice if vassal civs considered the power ratio and threat of war when deciding whether or not to end the vassalage. Typically in my games there's a civ abandoning one master civ in favor of another every turn. Makes the whole system feel very inconsequential. But that's more a vanilla problem than RI, I think.
I removed Mado Karo Mieru as the title song to avoid streamers potentially having problems, for example.
Funnily enough, I recently put that back in for my local RI.

Or rather, I thought I did. But what I actually downloaded, from Christopher Tin's own website, were the "Rehearsal Instructions" for Mado. So when I started RI, the main menu soundtrack was an audio recording of Japanese rehearsal instructions
Been a busy few weeks and I haven't played RI in a bit, and I don't think I'm returning to my previous game. It was the first time I've hit the industrial era in a
long time, so I thought I'd share my thoughts. Bear in mind that my impressions might change with repeated play and these are just initial impressions ("initial" in that I may have deeper impressions
if I get to this stage again, which a poor bet

)
My most dominant thought throughout the late renaissance and the early industrial was that it felt like I had a lot of homework. Stuff I had to do for the sake of doing, not for the sake of gameplay or enjoyment. Although accessing new resources like clothes and steel, it largely felt like I was just playing a game of upkeep. I researched Bessemer Converter! Now I get to build the Foundry, something that's a slight improvement on the blast furnace. I researched Labor Movement! Now I get to build something that's a slight improvement on the Print Shop. I researched Civil Industry! Now I get to build something that's a slight improvement over the Trading Post. None of these upgrades make for interesting gameplay. Upgrading to the new building is just a chore.
In general, it felt like this stage of the game was largely just "do more of what you've been doing". Entering into the industrial gives you more happiness resources/buildings and more food with mechanized farms, but the gameplay is still the same, you're just hitting bigger numbers. There's nothing that really changes the shape of the game or makes you feel like you're entering into a new phase of history. Just art upgrades that cost hammers.
For comparison, earlier eras all have elements that will reshape the game or open up new avenues of play. Trade opening up in the mid/late ancient era, expanding your borders in classical, chopping down jungles, discovering gems and iron, initial wars of expansion, exploring the ocean and finding new continents/islands, being able to settle and trade across the ocean... All of these have an exciting element where they shape things about your gameplay that were previously unavailable.
But there isn't much of that in the later game. New resources like oil and bauxite are revealed, but they don't have the impact of earlier resources. Iron is revealed at a time where you might only have 5 cities with 5 population each, and getting +3

hammers to a tile or two in your empire is a big difference. And if it's not in your empire, it's probabyl in a place you can settle. That's interesting and fun! Bauxite is revealed at a time where you may have 15-20 cities with 15-20 population. The production bonuses from the tile and Foundry are more fun fact than interesting and fun. And if it's not in your empire, you have to go to war for it... which means the game will slow to a crawl with all the unit management and combat animations, and those are on top of the already lengthened time between turns.
I know that a lot of that is just the nature of Civ 4, but it feels like RI's content in the late game exaggerates what Civ4 introduced. The industrial is already a very long time period with more techs than any other era, and it has the least to offer for it. If that's unavoidable, then there's a big part of me that would rather do away with all the ceremony of upgrading buildings and incremental boosts and just automatically get access to the benefits so that I can concentrate my time and energy onto the aspects of the game that are more engaging.
For the sake of not turning this into a novel, here's what else I took notes on during the game, in plain, unelaborated note form:
- Consistent happiness too abundant
- Every happiness early on is a win
- Later on it’s an “oh that’s nice”
- happiness gain outweighs growth gain
- Buildings that provide happiness don’t obsolete until way after discontinued
- More buildings going obsolete earlier on and requiring replacements puts more pressure on building choices and priorities
- Feels like doing a Windows update rather than sustaining an empire
- Could be more interesting if there were more ephemeral happiness bonuses that vanished after an era or two, and fewere consistent sources of happiness, requiring constant look out for next sources of happiness
- Buildings like Bread and Circuses
- Temporary tradable resource generation (eg glasswork if glasswork only lasted 200 turns)
- Allows different civs to have the resource throughout the game
- Encourages more trade and diplomacy connections
- Resources that obsolete fast (like Whales, which currently aren’t worth it, but would be if there were much fewer happiness resources and knowledge that there would be more temp resource later).
Opportunity to remove the unhappiness/unhealthiness from era progression and instead obsolete baseline happiness resources as they become normalized by society through tech research.