Realism Invictus

Fully understand that sentiment. I think it depends heavily on the map setup, though. If you have a "new world" continent for example, the explore and expand parts stretch well into renaissance if not far beyond.
True. I don't usually play with New World, though. I don't like the colonialist vibe it gives off, that anyone living in that space must be of a barbaric society not worth considering a civilization. I also tend to play with pangaeas, in which case there isn't a continent to explore or settle in the first place.
I still feel that Civ 4 does much better at the 4X gameplay even in lategame than, say, Stellaris, which two hours in is basically only "exterminate" since everything has been explored and expanded into already.
Mhmm. I haven't played many of Paradox's games, but those that I have all felt like grind machines [that wanted me to buy their DLC].

But if you have to constantly work on just maintaining a certain happiness level, how are you ever reaching the high population, late renaissance+ cities? Can't do that if stuck on repeating the acquisition of a lower happiness number over and over.
There can still be enough sources of happiness to allow that level of expansion. My idea was more that it still requires active effort on the player's part to get ahold of them, either by settling them, trading, going to war, building a wonder that generates them, using a great person to generate them, etc. Cities should still be able to grow big, there could just be more fragility associated with getting to those sizes.
 
and cossacks, for whom it's their gimmick (they are kind of the "bring your own gun" units).
So cool!:D
the Huge World Map is prolific with terrible borders
Hell on earth.
(this requires quite a strong army to deter the AI)
It surely requires a good balance between culture, wonders and units. Something which I am unable to reach.
Maybe there's validity in what I say
Yeah there's always that ;) maybe your ideas are revolutionary and I'm looking down on them just because of how foreign they seem to me.
I'm suggesting was a pressure of not just failing to expand but actively regressing if you fail to regularly find new sources of happiness.
Oh I get it now, this is very interesting to think about. Devolution right? Like a crisis... How do you figure this would work in the game? This sounds like a very good idea but I can't imagine it. It would be very fun to see a highly advanced society slowly revert into a minor power with an outdated lifestyle because of the own player actions. You can already do that ingame, but it's not well understated or varied enough to feel like an actual mechanic. Sometimes it feels like the only thing that can beat you is the strongest enemy civs, when in reality, it's nobody but your own failure to succeed.
I play on a slightly modified Immortal (AI Civs start without workers, AI Civs have less bonus against barbs, and fewer barbs spawn). The scarcity of happiness, and the challenge and reward of earning each happiness you get, are part of what makes the gameplay fun for me.
Ah I see then, I agree, you must be a very good player to still have such an opinion when you already know how tough managing happiness in high difficulty can be... And I haven't played in Immortal yet!!
Well, at some point it was my outlet from the effort and time-consuming career; at this point in my life it's still tough at times, but I can definitely afford myself more leisure than in my youth. Getting older has its perks if you bother getting wiser along the way! :egypt:
Good to know! :mischief: I'm sure you're right about that last statement. But how did something like developing a mod, which takes a lot of effort, managed to turn into an exciting activity instead of feeling like a shore? Many mods are abandoned by their authors simply because they eventually lose motivation, but it doesn't seem like you have ever done so, maybe you have indeed done so in the past, yet you're still here kicking.
Also, from what I understand, you can subscribe to getting SVN notes by email.
hmmhh I should look into it... Maybe someone else knows
The old medium cavalry was a terribly generic "European medieval unit" with some reds thrown on. It was boring, uninspired and a placeholder, and I'm glad to be rid of it. So no, it's not coming back.
Wow I never thought I'd feel bad for a 3d model, but I must agree, it was very generic. Maybe I just have lame tastes... :lol:
I have access to download statistics over the years, and I know the user base penetration stats for donation-driven monetisation (from which I can arrive at $ per user). So it's really quite a simple matter of multiplying one by the other. Obviously not very accurate and gives you one-two orders of magnitude margin of error, but even the generous upper margin gives me very underwhelming results that would at best allow me to have a pint each week.
That explains it all then, still very interesting.
 
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Mhmm. I haven't played many of Paradox's games, but those that I have all felt like grind machines [that wanted me to buy their DLC].
HOI4 sadly follows that trend. Why charge 10-20 dollars for something that should have already been in the game? :shake:
True. I don't usually play with New World, though. I don't like the colonialist vibe it gives off, that anyone living in that space must be of a barbaric society not worth considering a civilization. I also tend to play with pangaeas, in which case there isn't a continent to explore or settle in the first place.
Ah yeah it's weird, but the way I see it that kind of script is made to feel like a race to colonize the new continent. It's meant to give those colonialist vibes, and I like the variety on that. Sometimes you just wanna explore around big maps with huts and make the best out of those explorers before they become outdated without worrying about stepping on an island completely settled by an isolated player. Oh yeah also, if you play with revolutions and raging barbarians I think they can become actual players if you give them enough time :crazyeye: I haven't seen it happen in New World (as I haven't played since 2024 :lol:) but I remember seeing plenty of barbarians civs in the unexplored continent, therefore it should be possible.
 
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I feel that's an oversimplification / too modern take on things. The amount of bigotry towards "barbarians" was roughly constant throughout the entire Roman timeline, and that was one of the major drivers for the latinisation of the population - people in the provinces who wanted to advance in life had to take up Latin (or Greek in the East) cultural mannerisms. The problem with this approach, obviously, is that it cannot rapidly accommodate rapid change in social makeup. So it did indeed create a lot of internal tension with integrating a large number of new peoples, but even then, examples like Stilicho don't actually allow us to properly gauge how much of the rejection was driven by bigotry - and how much in his case by being objectively bad at what he did. If anything, his example is a hallmark of how high someone with Germanic origins could reach in the West despite their origins.
I see your example of Eastern Rome assimilating the slavs over the centuries is very valid, I see a crucial episode of where anti-German bias doomed the Western Rome (and let's not forget originally Eastern Rome treated the Visigoths horribly too):

In the early 5th century, the Western Roman Empire faced severe threats both internally and from external groups. At this time, the emperor was Honorius, who reigned from 395 to 423 CE. Known for his weakness and heavy reliance on advisors, Honorius ruled mostly from Ravenna, a city chosen for its strategic defensibility rather than its connection to the empire’s heart in Rome. Meanwhile, the Visigothic king Alaric, a formidable military leader, sought to secure a stable future for his people through negotiation rather than destruction.

Before the Sack of Rome in 410 CE, Alaric made repeated attempts to come to terms with the Roman authorities. One of his most significant peace proposals included a request for subsidies in gold and grain to support his followers, an official Roman military command (the rank of magister militum), and the right to settle his people on lands within the empire, potentially in Italy or Gaul. These demands were moderate and pragmatic, reflecting Alaric’s desire to integrate the Visigoths into Roman society as federated allies rather than to destroy the empire’s core.

The Roman Senate, deeply aware of the city’s vulnerability and suffering, strongly supported accepting Alaric’s terms. At the time, Rome was experiencing severe famine as a result of the ongoing siege, and morale among the population had plummeted. Many senators believed that agreeing to Alaric’s demands was a reasonable price to pay to avoid the devastation of the city and the loss of countless lives.

However, ultimate power did not rest with the Senate but with Emperor Honorius. The emperor was heavily influenced by his principal advisor and general, Flavius Olympius. Olympius harbored strong anti-Germanic sentiments and distrusted so-called "barbarians" profoundly. Guided by these biases, he persuaded Honorius to reject Alaric’s peace offer, arguing that granting a military command and settlement rights to a Gothic leader would undermine Roman sovereignty and dishonor the empire’s traditions.

With negotiations finally broken off, Alaric resumed his siege of Rome. On August 24, 410 CE, the Visigoths entered and sacked the city. This catastrophic event marked the first time in nearly 800 years that Rome had fallen to a foreign enemy, delivering a profound psychological blow to the Roman world and signaling the accelerating decline of the Western Roman Empire.
I think it's safe to say that "classic" Civ in its design peaked in Civ 4.
Very safe to say. I would go further, that while Civ IV is peak Civ, Realism is peak Civ IV
That's a good point. I could never really get into the Civ 5+ style of things. I think it's safe to say that "classic" Civ in its design peaked in Civ 4.
The 1 UPT being so weird is also a side effect of the reduced scale. 1 UPT on Civ3 sized maps would work a lot better than 1 UPT on Civ 5-7 sized maps. (Though ideally you need even more tiles, far more probably.) Had such great hope for hexes vs squares and how the latter favour diagonal movement, but in the end hex-movement is just weird in its own way, with "straight" movement in some directions being more equal to a snaking pattern.

I'm actually thinking back... I remember one of my bigger gripes when starting to play Civ 4 was how the "traits" were no longer a civilisation thing, but now attached to leaders. Never liked this focus on persons over the more grand and abstract civilisations when it came to this stuff. It's undoubtedly good for gameplay, though, allowing this great mix and match of civs and (leader-) traits.
This is why I appreciate Realism so much, adding flavor to all the civilizations. No easy feat for sure!
My biggest gripe with Civ V was the 1 UPT. I always played with mods that allow me to stack. To me Civ V already felt too much like a gameboard compared to Civ IV, but I still enjoyed for what it was. I did appreciate its stunning graphics. While Civ VI, the graphics really turned me off and it went to far for me in the gameboard style. From what I heard, Civ VII only continues this trend.
None that I know of. The fundamental problem (or rather one of the problems) with World Maps is as you described - trying to squeeze a dozen of civs into a rather small part of the map.

I saw that reported before (by you?), so that should be much better in the recent SVN revisions. From what I see in hands-offs, AI consistently includes more siege units in their city attack stacks.
The siege issue was originally reported by me for my Triassic game.
Glad that improvements have been made on it already 😄 Makes me wonder how different my game would have gone :think:
The funny thing all the whining and crying over "this isn't Civ" because of changes to the gameplay in Civ 7 -- gameplay changes that have become de rigueur since Civ 3 -- apply as much to Realism Invictus as it does to Civ VII.
Banish the heretic. Civ IV is pure civ. Realism is the very purity of Civ IV. :trouble:
Don't get me wrong though, I had plenty of enjoyable games on Civ V 😉
Or perhaps the Jurassic (Triassic ?) map ? Does it have the same problem as the world map, or are the Civ starting position more spaced out (and is the map overloaded in ressources too, or normal amount ?)
I've been enjoying my Triassic game. I think there's more room for civs to spread out but at the same time harder for a situation where one civ just gets very large. Basically, they all have rivals to contend with. At least from playthrough, I needed the extra resources to trade for some luxury resources to keep my 20+ pop cities happy (and I'm in Medieval times!!!). So, you won't have access to all the resources, even with 20+ cities. Give it a try! Quite fun! Maybe Walter should make a scenario for the Triassic era...
Now that you say it, I may have already spoken of that point a few weeks earlier, my bad !
Don't feel bad! I reported it too where there where 1000 years wars over one city.


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.


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.

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.


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 :lol:



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 :lol:)

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: 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.
Interesting, though in my Medieval Triassic Egyptian sprawling empire where I have many 20+ pop cities in medieval times, my cities are LITERALLY hanging on by luxury resources, with a few I have from trade. Though, I realize that is probably an extreme example given my empire, I imagine many players have cities that don't approach those numbers, so managing their happiness is much easier. Any potential solutions I think of, makes me thing how the AI will handle it? For example, civ changes in theory should actually cause much more disruption since you are literally changing how the nation and society are run, but AI would collapse itself with that mechanic. Maybe factories and similar buildings should add unhappiness since historically the movement of people from the countryside to the cites was very stressful. Huge increase in anxiety is reported in diaries.
Really puts you into perspective what being the leader of a nation feels like today doesn't it?
Doubly so with AI, robotics, and biotechnology all coming to a head now. How industries will be revolutionized, but society as well. We'll have many growing pains for sure. I think world leaders should play a game of civ iv realism to help prepare themselves.

Oh I get it now, this is very interesting to think about. Devolution right? Like a crisis... How do you figure this would work in the game? This sounds like a very good idea but I can't imagine it. It would be very fun to see a highly advanced society slowly revert into a minor power with an outdated lifestyle because of the own player actions. You can already do that ingame, but it's not well understated or varied enough to feel like an actual mechanic. Sometimes it feels like the only thing that can beat you is the strongest enemy civs, when in reality, it's nobody but your own failure to succeed.
I think this is why I like Realism so much, each era requires different mastery. In the military sense, what unit types dominates continuously fluctuates. Even non military affairs in how to run your country changes. For example, my Egyptian empire in Triassic is a behemoth. However, I am about to enter the renaissance, but my empire very much runs as a classical empire. Very reliant on a large priest class that lives off my huge farm surplus. I couldn't even adopt feudal aristocracy since I needed plutocracy to keep my budget from collapsing. I wonder if my society will delvolve in the later eras?

Interestingly, Walter working on adding noble families for feudal aristocracy has me very excited. I think the more the eras are fleshed out the better. Where one empire has a really good setup in one era may not fare so well in the next.
 
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Also, I've been thinking that now that Civ IV has been out so long, the tech tree is starting to get outdated :lmao:It's been about 20 years? I hate to say it, but it is time to add the next military shift. For too long, have we grown to comfortable in maxing out at the end with our tanks, jet planes, and aircraft carriers. We are use to having mobility. We are use to industrialized symmetrical warfare that came about due to industrialization. What the last two years have shown us that we are now entering the age of the DRONE. Asymmetrical warfare is being industrialized before our very eyes, which will change everything.

I have a few proposals in keeping this game up to date with our world 😁

1) Introduce drones as a unit. Air, ground, and sea drones, which can be further categorized as anti tank drones, anti infantry drones, anti ship drones, anti air drones, etc. Drones are cheap and receive huge attack bonuses against their counter. They are basically the modern "skirmisher".. Anti air will be even more important. Whoever can destroy each other's anti air first.
2) Drone Warfare as a doctrine that gives a boost to drone units
3) Buildings such as drone factories, to build advance drones or/and boost drone production? Though, I also really like the idea of having many of the drones being built as "irregulars" to simulate the low barrier for nations to have a drone force.
4) Advance resource such as fiber optics and drones. Fiber optics needed for certain types of drones. Drones can be trades to nations without to simulate supplying those nations with drones.
5) Introduce "modern" propeller planes that have a bonus in intercepting drones compared to jet planes. Jet planes have a reduced bonus in interception due to being too fast.
6) Give Ukraine unique drone unit that doesn't require drone factories to simulate the workshops of Ukraine and very very cheap to produce and hits hard. Ukraine also gains unique building: Drone workshops, which speeds up the production of drones and very cheap to build. (though I question why Ukraine doesn't have Cossacks as a unique unit, 😭) After all, Ukraine has ushered in this new age of warfare and they are the leaders in it.
7) Drones can carry out many of the same missions of planes. More advance drones can have long range and devastate cities deep behind enemy lines
8) Expect wars of mobility to become a thing of the past. Expect static lines. Except death struggles as each side blow up all the achievements of the modern era (think arm factories, tanks, airports, etc) to smithereens.
Ironically, the whole point of the modern era to max out your production in order to build your tanks and ships will be kinda flipped on its head with drones able to take them and the factory, which seems to be happening to our world as well. End game civ is now very dynamic with drones
9) Welcome to the Age of the Drone. Buzz Buzz 🐝
10) Ironic how as we as a species, are number one weakness are basically bees...maybe a foreshadowing...

I believe to keep Realism well realistic; we have to make sure the tech tree stays up to date. While not advocating to put every scientific discovery into the tech tree, it is clear that drone warfare is one of big next leaps in our history of civilization and this game is after all Civilization. Walter, we depend on you to train us gamers in drone warfare on a societal, civilizational level.:spear:

Happy upcoming 20th anniversary Civ IV, the world is passing you by, but if we (Walter) has anything to say about it, you won't be left behind 😿
 
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You would, but that's okay. Your goal was the iron, right? Atiq taking territory makes Carthage a bad city and takes your iron. Tebessa taking territory makes Atiq a bad city and lets you have the iron.

True, I didn't think about the Iron when I made that comment. I guess I just didn't understood how the Culture worked and believed that my Iron Mine would be okay (as well as the other one in the Alps). But they were not :lol:

It doesn't go away (unless the civ in question is eradicated, I think). On top of the other buildings of the era, Carthage also had +4:culture: from the capital being generated every turn from turn 1. It takes a while to undo that.

Do you have the setting active where winning a battle transfers some culture from the loser to the winner?

Even eradicating a Civ doesn't work : I conquerred the Ethiopians, taken their last city, they have disappeared from the scoreboard, I've got the alert message of their demise.
Still Qwara, the taken city, is in hot water because it has more than 35% axoumite population.

But perhaps this has something to do with me having the Separatism activated : I saw multiple time a Civ being destroyed than making it's come-back a few centuries later due to a revolt.
With that, it makes sense that the culture doesn't disappear as it can still have an use later in the game.

And yes, I've got the "winning battle gives culture" activated, too. I noticed it having influence many times, usually making a tile switch from their original owner towards their neighbors.
But it's never enough to make it "mine", it's only a drop in the big pool of culture needed, even when you run 30-40+ units in a bloody battle.

Which is fine, I find. It's a little gimmicky bonus, it shouldn't be the main way to earn culture. Just as having some part of a Tech discovered when taking a city is another perk of warfare.
It's only my own fault that I didn't understood the importance on Culture of that map earlier and never invested what needed to be to secure all those borders culturally.

Dang, now I have to start a new game :crazyeye:

the Huge World Map is prolific with terrible borders

True. All those capitals cities so close to each other, you can see how that never was supposed to be a thing.
Also, I think the overpopulation and crampiness of the map play a huge part. I try to have the big cross free for a single city, but AI clearly doesn't mind, and almost every city on the map as like half their territory eaten by the next city created.
For culture, that also means that most of the tiles are eating the cultural output of both cities !

HOI4 sadly follows that trend. Why charge 10-20 dollars for something that should have already been in the game? :shake:

It's becoming harder and harder to find strategy or gestion games that doesn't come half-baked and hoping that you will invest thrice the price of the game in DLC just to have what should have been baseline.
Then you can go up to 10x the price of the game before having every little civilisations/units...

I'm a big fan of Warhammer (the tabletop game) and was quite excited for Warhammer Total War, but the number of DLC... And dividing the world map in three part just to be able to sell three "different" games...

Just imagine if you could only Continents on R:I, and if you ever wants a Pangea or Archipaelagos maps, you have to repay the full price. Madness.
I used to buy every strategy game that interested me on day 1. Now I'm always waiting 5-8 years before buying a new one, just to have a decent price on the complete edition.
Hard to stay hyped so long...
 
I'm a big fan of Warhammer (the tabletop game) and was quite excited for Warhammer Total War, but the number of DLC... And dividing the world map in three part just to be able to sell three "different" games...
Now to be fair, Warhammer factions are very unique to each other and requires a lot of balancing. So, I can see why they split it up into three games. Though, you can make your argument about some of the dlc, but still, I think we are paying for the amount of effort into each faction (up to a certain point)? Though, your point about dlcs with strategy games is completely understandable. I don't think any other genre of games suffers from dlcs as much as strategy games do sadly
 
Now to be fair, Warhammer factions are very unique to each other and requires a lot of balancing. So, I can see why they split it up into three games. Though, you can make your argument about some of the dlc, but still, I think we are paying for the amount of effort into each faction (up to a certain point)? Though, your point about dlcs with strategy games is completely understandable. I don't think any other genre of games suffers from dlcs as much as strategy games do sadly

All of this is unfortunately agreeable, but still ironically makes the quality of Civ IV as a platform and RI as a belabored project endeavoring to optimize it shine quite brightly and show the latent worth of it for what it is against the modern industry. I've come to see the age in a lot of the 2000s-era games I grew up on and nostalgically love, but zooming out onto the globe view and seeing the clean, concise unit or resource counters affixed against the quiet backdrop of space and the muted noise of all of the other information in the game silently there, trade, religion or culture filters glossily displayed cleanly against a confined planet in whatever filter the player desires, and the supple, easily-clickable interplay between the UI and the highly interactable world it relates to alongside the rich and immersive gameplay and aesthetic is just in a league unto itself for something like this sold out of the box. RI improves upon the base game heartily, but the pliable and inherently excellent core of what any mod is given to work with I don't think is bested by any strategy game out there.
 
But how did something like developing a mod, which takes a lot of effort, managed to turn into an exciting activity instead of feeling like a shore? Many mods are abandoned by their authors simply because they eventually lose motivation, but it doesn't seem like you have ever done so, maybe you have indeed done so in the past, yet you're still here kicking.
That's the thing I mentioned earlier, it doesn't turn into a chore (normally) because I only do what I like doing. I could never have done that if I had any kind of external goals or motivation; eventually even if the thing I hated doing turned out to take 20% of time, that 20% of time would annoy me enough to give up on everything else.

Also, the scope of RI is such that I get lots of different activities to pick and choose from. Do I want to do some programming today? Or maybe paint some toy soldiers? Or maybe crunch some numbers? Or fix some visual bugs for that instant dopamine boost when seeing before/after results? Or trawl the web for some obscure historical references? There may be a day when I'll grow bored of RI yet, but that day is still far off.
hmmhh I should look into it... Maybe someone else knows
Found it: https://sourceforge.net/p/civ4mods/mailman/
Wow I never thought I'd feel bad for a 3d model, but I must agree, it was very generic. Maybe I just have lame tastes... :lol:
I never retire a model, however old and/or bad, without replacing it with something else. You get some nice new chevauchee in return!
HOI4 sadly follows that trend. Why charge 10-20 dollars for something that should have already been in the game? :shake:
I've been a Paradox fan since the original Europa Universalis release (got the physical disc from an actual physical market stall - that's how old I am). Sometime this year, I came to a realization I no longer like Paradox Games, and their DLC policy is largely to blame. It's not even the prices (I could afford it if I wanted to; I do own all of EU4 for instance), but the DLC-driven model creates a perverse impetus to regularly release something "DLC-worthy", which often means superfluous at best and breaking existing balance and mechanics usually. It's not even that DLCs themselves are the culprit - even Civ 4 had them! - but the specific development model where the game is supposed to have dozens of dlcs during its lifecycle, and it influences all the design decisions. Interestingly, though I'm far from defending rather predatory EA practices when it comes to the Total War series, their approach to DLC seems somehow "healthier". I don't have to relearn the game from zero if I come back to it after several years; that's exactly the case with HOI4 and Stellaris - I keep telling myself "one of these days" I'll revisit them, but with whole mechanics totally replaced over the years, I simply cannot bring myself to go back.
Even eradicating a Civ doesn't work : I conquerred the Ethiopians, taken their last city, they have disappeared from the scoreboard, I've got the alert message of their demise.
Still Qwara, the taken city, is in hot water because it has more than 35% axoumite population.

But perhaps this has something to do with me having the Separatism activated : I saw multiple time a Civ being destroyed than making it's come-back a few centuries later due to a revolt.
With that, it makes sense that the culture doesn't disappear as it can still have an use later in the game.
They stay even with separatism off; it never made sense to me why conquering the last city in the middle of nowhere would make all these large national minorities elsewhere just disappear.
But it's never enough to make it "mine", it's only a drop in the big pool of culture needed, even when you run 30-40+ units in a bloody battle.
IDW has diminishing returns; it'll never go over a certain percentage. It's a good way to establish a "starting point" for your conquests, but you'll still have to work on your culture afterwards. "An empire can be conquered from horseback, but it cannot be ruled from horseback".
 
In an other mod there was a little fist in the score Board. It appears when a KI was preparing for war.
Would it be possible to implemented this in RI too?
 
The Roman Senate, deeply aware of the city’s vulnerability and suffering, strongly supported accepting Alaric’s terms. At the time, Rome was experiencing severe famine as a result of the ongoing siege, and morale among the population had plummeted. Many senators believed that agreeing to Alaric’s demands was a reasonable price to pay to avoid the devastation of the city and the loss of countless lives.

However, ultimate power did not rest with the Senate but with Emperor Honorius. The emperor was heavily influenced by his principal advisor and general, Flavius Olympius. Olympius harbored strong anti-Germanic sentiments and distrusted so-called "barbarians" profoundly. Guided by these biases, he persuaded Honorius to reject Alaric’s peace offer, arguing that granting a military command and settlement rights to a Gothic leader would undermine Roman sovereignty and dishonor the empire’s traditions.
That reminds me of the very enjoyable Attila: Total War, where the obligatory starting step if beginning as the Western Rome is to kill off Honorius as soon as humanely possible. :lol:

But in his defence, his anti-Germanic sentiments didn't come out of the blue either. Piling the blame on Olympius is all good and well, but we have to remember that Stilicho (whom I already mentioned), a man of Germanic origins, vastly dominated Western Roman political life in Honorius' early reign (Stilicho even ended up forcing his daughter on Honorius; judging by the fact that the marriage apparently was never consummated, that wasn't an amicable matrimony), so the fear of "Germanic takeover" wasn't exactly unwarranted.
With negotiations finally broken off, Alaric resumed his siege of Rome. On August 24, 410 CE, the Visigoths entered and sacked the city. This catastrophic event marked the first time in nearly 800 years that Rome had fallen to a foreign enemy, delivering a profound psychological blow to the Roman world and signaling the accelerating decline of the Western Roman Empire.
And that didn't have to be the end of the story either. As I said before, nobody took the idea of the "Fall of Rome" seriously at the time. And the Western Empire still had enough steam as a political entity after that to repel a Hunnic invasion.
Banish the heretic. Civ IV is pure civ. Realism is the very purity of Civ IV. :trouble:
Oi! Watch where you point this club. :nono: Having a dissenting opinion is not a crime here, whether one agrees or disagrees with the person in question. Sorry if I sound abrupt, but I'm seeing a real decline in people's ability to disagree in a civil manner, especially in the last decade, and I would much rather not have that here.
Also, I've been thinking that now that Civ IV has been out so long, the tech tree is starting to get outdated :lmao:It's been about 20 years? I hate to say it, but it is time to add the next military shift. For too long, have we grown to comfortable in maxing out at the end with our tanks, jet planes, and aircraft carriers. We are use to having mobility. We are use to industrialized symmetrical warfare that came about due to industrialization. What the last two years have shown us that we are now entering the age of the DRONE. Asymmetrical warfare is being industrialized before our very eyes, which will change everything.
RI has a very definite time frame that ends with the XXth century. Otherwise, the tech tree should have been updated long ago and lots of new concepts would be introduced in a way that's fundamentally game-changing. Social networks, global mobile coverage, wearable tech etc etc etc. UCAVs are in RI already, but the heavy strike ones, like Reaper, as they are a tech with the XXth-century origins. Basically, think of RI as the mod that ends with the DotCom crash, or with the 9/11, or with Putin coming to power in Russia - somewhere there, timeline-wise.
(though I question why Ukraine doesn't have Cossacks as a unique unit, 😭)
Cossacks are half of Ukraine's roster! Their unique Renaissance-unit is unique for basically not being quite cossack! :lol:
In an other mod there was a little fist in the score Board. It appears when a KI was preparing for war.
Would it be possible to implemented this in RI too?
It's been in RI for as long as I can remember.
 
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RI has a very definite time frame that ends with the XXth century. Otherwise, the tech tree should have been updated long ago and lots of new concepts introduced in a way that's fundamentally game-changing. Social network, global mobile coverage, wearable tech etc etc etc. UCAVs are in RI already, but the heavy strike ones, like Reaper, as they are a tech with the XXth-century origins. Basically, think of RI as the mod that ends with the DotCom crash, or with the 9/11, or with Putin coming to power in Russia - somewhere there.
Funnily enough, Civ7 is in even worse state in this department than RI - tech tree in the last era ends there around 1970, which fuels a lot of speculations about the fourth era coming somewhere in the future (pretty surely as part of some big DLC).
 
It was a pretty perfect map for the ancient/classical era, as all those problems weren't so obvious, but the more I advance in it, the more I find it lacking. I'm drowning in ressources making trade and expanding feeling a lot less valuable, I'm starting to seriously lag behind in Tech because of the scaling with my numbers of cities (whereas some of the leading Civ scientific-wise have only 2 cities and are doing better than me !) and the culture wars are... ugh.

Now I'm really curious about the size of the map : disregarding MAF, is there any playable world map that goes beyond Huge ? I know random map have an even bigger size possible (Giant, I think ?), do someone knows if there was ever a Giant World Map created for R:I ? It's kinda sad to see most european countries being stuck at 1-3 cities in the Renaissance only because there is no room. I know I could always try the Large Europe Map, but I'm nearing the point where I can sails the 7 seas and I'm pretty sure I would hate loosing that late discovery feeling on a map encompassing only Europe :p
to solve this problem, i created a map identical to the huge map world, but with europe 1/3 bigger, it's an idea i took from civ 3, we know that the proportions we see on the maps are different from reality anyway. For the gameplay it's perfect, now i'm importing it on 3.72, because i made it for 3.5, it's also slightly bigger 218 x 95, so to compensate for the atlantic ocean and the distance from the new world, for the rest it's perfect, i removed to lighten almost all the minor civilizations replacing them with normal barbarians. In america all the cities are of a single indigenous civilization. in red the europe of the huge map. original.
on the other hand in reality africa is much bigger than the former soviet union, just to give an example
 

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Hafenguy said:
In an other mod there was a little fist in the score Board. It appears when a KI was preparing for war.
Would it be possible to implemented this in RI too?

It's been in RI for as long as I can remember.
I miss this too. Have been looking in the advisor/scoreboard options but can’t find it. So what letter do I need to add there?

Edit: It’s M in other mod. The M is actually in scoreboard option in RI too, but the fist do not appear.

Edit 2: when I hover over the letters, all have an explanation but not M.
 
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True. All those capitals cities so close to each other, you can see how that never was supposed to be a thing.
Also, I think the overpopulation and crampiness of the map play a huge part. I try to have the big cross free for a single city, but AI clearly doesn't mind, and almost every city on the map as like half their territory eaten by the next city created.
For culture, that also means that most of the tiles are eating the cultural output of both cities !
One of my personal tweaks is to increase the minimum city distance to 3 (default is 2).
I'd do 4 but then European civs would have no space at all to place cities, ensures mostly uncontested "fat cross" territory for each city.
 
One of my personal tweaks is to increase the minimum city distance to 3 (default is 2).
I'd do 4 but then European civs would have no space at all to place cities, ensures mostly uncontested "fat cross" territory for each city.

That's not a bad idea ! But I guess being able to share tiles (on a map that isn't as overcrowded as the HWM) has it's own strategics values, so I will probably not try to play with the files (as this game is during for months now and will probably be the only time I will be crazy enough to play a game as big as that :lol: )

As for my cultural trouble, I may have found another culprit. I was so focused on winning the never-ending wars the AI throws at me that I overlooked some Civics, and, you may have guess it, I was running at -20% :culture:
I switched to Monasticism last turn and the 40% in difference should do the trick.

Quick question : what's the difference between a building affecting "all cities" and "in empire" ? Like the central bureaucray, which has one wording for the health bonus and another one for epidemics reduction, for exemple.
I knew about the difference between "all cities" and "on the continent" but I hadn't encountered the "in empire" so far. I think.

Also two remarks : entering an era where more and more building are giving % of bonus, seeing the decimals in the "actual effect" tooltip is pretty great.
A shame that not all bonuses does it. For exemple the +:7money:doesn't seems to behave like that.
Yes, I just discovered the Printing Press and saw that the +5% difference from the City Square was displayed in full for the :culture: (+1,65 in the city) but the bonus gold was rounded up.
Perhaps it has something to do with the fact that gold is typically a bonus you see on tiles (contrary to income :gold:)

Second : any reason why an AI would NOT bombard an army siegeing it's city ? I'm sitting near a roman city, it has a bombard inside it, but Cesar just doesn't fire it.
It's new, as he was firing each fricking turn during the last war, and it did fire once when my ships came too close to his harbor. But now that I've put all my stacks around the city, he just doesn't fire it anymore.
Seems weird to me, as hurting my units while I'm taking down his defense would help him a lot, and I don't think there is any risk for his own bombard to be wounded in return ?

(I don't remember to say it everytime as there is so many helpful people around here, but thanks a lot for all the tips and insights !)
 
I've been enjoying my Triassic game. I think there's more room for civs to spread out but at the same time harder for a situation where one civ just gets very large. Basically, they all have rivals to contend with. At least from playthrough, I needed the extra resources to trade for some luxury resources to keep my 20+ pop cities happy (and I'm in Medieval times!!!). So, you won't have access to all the resources, even with 20+ cities. Give it a try! Quite fun! Maybe Walter should make a scenario for the Triassic era...
yeah, exploring the south is one of the coolest things I ever did in a CIV scenario. It's mostly empty (or at least it was for me) and full of barbarians, I had a lot of fun going there.
Doubly so with AI, robotics, and biotechnology all coming to a head now. How industries will be revolutionized, but society as well. We'll have many growing pains for sure. I think world leaders should play a game of civ iv realism to help prepare themselves.
In deity please :lol: Were living very interesting times, I have no doubt of that.
I think this is why I like Realism so much, each era requires different mastery.
Indeed, RI has the best combat in any 4x I've played, it's very fun and it's slow evolution through the game makes you feel like you're making an advancement. I just love how varied everything is... even the nations themselves have big differences, and the UUs are sooo unique! There's even a mounted one that gets defense bonuses... crazy!
However, I am about to enter the renaissance, but my empire very much runs as a classical empire. Very reliant on a large priest class that lives off my huge farm surplus. I couldn't even adopt feudal aristocracy since I needed plutocracy to keep my budget from collapsing.
I know how that goes, and it's hellish, when you're pretty far in techs but you've done so little to keep things in place it all gets out of control pretty quickly. In that case I would recommend to avoid going to the next era until you feel like you're ready, renaissance ain't easy specially if you're looking forward being the first to get gunpowder and the bonus sea movement.
I wonder if my society will delvolve in the later eras?
Good luck with that ;)
Walter working on adding noble families for feudal aristocracy has me very excited
WHAT? Care to explain? I knew nothing about this :shifty:
Also, the scope of RI is such that I get lots of different activities to pick and choose from. Do I want to do some programming today? Or maybe paint some toy soldiers? Or maybe crunch some numbers? Or fix some visual bugs for that instant dopamine boost when seeing before/after results? Or trawl the web for some obscure historical references? There may be a day when I'll grow bored of RI yet, but that day is still far off.
Sounds like a lot of fun :mischief: I like that last part specially, it's hard to understand how much time I have dedicated just to look around more info about the stuff we have in RI in the most obscure things, I've gotten myself into 20 year old pages just for some bits of information and all of that just because some flavor unit looked cool as hell and I felt unsatisfied with what the pedia said (not to say it's bad, just that I want MORE)... What a lovely mod.

Nice to hear you enjoy working in unit graphics so much, I wished I also had the same passion... maybe it's something that grows on you? I dunno, I'm still too green in that regard
I've been a Paradox fan since the original Europa Universalis release
Geez what a vet, I agree with all you said and I'm aware of the big influence EU had over RI :D good ideas from an excellent game series. I got HOI4 because I was in great love with HOI2 Darkest Hour when I played it and wanted to give it a try to a newer installment... I wasn't disappointed at first because I really liked the game, or at least tried to because I saved for months for it, but then I gave a try to the DLCs. Completely ruined it for me, it feels like something is missing, and not in the sense of other games which have DLC like CIV4 like you said, because base CIV4 felt like it had enough content, in fact, that's the CIV4 I fell in love with. Also you're very very very damn right in the part that you said it affects the design of the game, and this hasn't gotten only into strategy games, but also most other genres too! From racing to fighting to FPS and the list goes on...

I can see the appeal, and I think it's alright to like this kind of games, it might be exciting to see all the new stuff being announced and getting to play it and I definitely felt the same at first before these "service" games became sort of mainstream, but after the novelty wears off once the first few DLC/updates (or whatever) are released it quickly starts to become annoying. It's just not my kind of thing... back when I was a kid I thought of DLCs like something cool you would get to experience after having played the game for countless of hours and still craved for more. Also, I know how bullfeathers looks, and those HOI4 DLCs are some of the worst I've seen EVER. So much good content gatekeeped behind one big paywall.
I never retire a model, however old and/or bad, without replacing it with something else. You get some nice new chevauchee in return!
GREAT! ;) then now I know very well what to expect in the future if it's going to be just as good as these new units. I'm definitely going to have a lot of fun with this new unit and going from Cataphract to Knights will be awesome with the Brits. Also, it's pretty nice I now have a reason to play with Henry (conqueror trait FTW!) once I reach the medieval era.

Talking about retiring models, have you thought about adding the Italian cold war infantry as a replacement for the current semi-modern infantry? I remember telling you about it but I really don't remember well what you said, might just have been uninterested. Is there a problem with it or something?
Excellent! And there's also an archive! Who knows what crazy things lie in those logs, maybe I'll even find some info about those modern armoured cars that were available in the old versions :smoke:Thanks Walt. I'll subscribe ASAP.

It's always good to have a wide open window to the past.
RI has a very definite time frame that ends with the XXth century. Otherwise, the tech tree should have been updated long ago and lots of new concepts would be introduced in a way that's fundamentally game-changing. Social networks, global mobile coverage, wearable tech etc etc etc. UCAVs are in RI already, but the heavy strike ones, like Reaper, as they are a tech with the XXth-century origins. Basically, think of RI as the mod that ends with the DotCom crash, or with the 9/11, or with Putin coming to power in Russia - somewhere there, timeline-wise.
Isn't RI tech tree meant to stop at the year 2000? Personally I'd rather have it end there as I'm a particularly big fan of it, and well they say history is what we already know, not what is still being written (or something like that). Even if so much has changed in these two decades I don't think it is enough to be a big contribution. Which makes me wonder, if you were to indeed update the tech tree to have new 21th century techs... how would that be? Just curious :crazyeye:
Then you can go up to 10x the price of the game before having every little civilisations/units...
It's ridiculous how it works, hell you can even get the damn base game cheaper than some of these DLCs!!! I saw HOI4 for 12 dollars once and went nuts with that. I paid full price for that and felt like being backstabbed. It's definitely a very entertaining game WITH the DLC, but I won't support such a predatory design. At least I can still enjoy those old games that don't fall for the same model :o and hell even some new games reject this stuff, good devs.
Hard to stay hyped so long...
Hard to stay hyped for new games for me, it's just not the same anymore... Maybe I'm just getting old, but it's not very fun anymore, very rarely does a new game excite me as it did some years ago, and I'm talking about more than just strategy games. I don't feel sad about it, at the end of the day I still enjoy my fav games and I have certainly been having a blast with RI since I met it in 2024. But it does like something is wrong.
I miss this too. Have been looking in the advisor/scoreboard options but can’t find it. So what letter do I need to add there?
:lol: I didn't even knew that icon meant the AI was preparing for war hahaha! I always wanted to know... good to know now!:worship:
 
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I've been a Paradox fan since the original Europa Universalis release (got the physical disc from an actual physical market stall - that's how old I am). Sometime this year, I came to a realization I no longer like Paradox Games, and their DLC policy is largely to blame. It's not even the prices (I could afford it if I wanted to; I do own all of EU4 for instance), but the DLC-driven model creates a perverse impetus to regularly release something "DLC-worthy", which often means superfluous at best and breaking existing balance and mechanics usually. It's not even that DLCs themselves are the culprit - even Civ 4 had them! - but the specific development model where the game is supposed to have dozens of dlcs during its lifecycle, and it influences all the design decisions. Interestingly, though I'm far from defending rather predatory EA practices when it comes to the Total War series, their approach to DLC seems somehow "healthier". I don't have to relearn the game from zero if I come back to it after several years; that's exactly the case with HOI4 and Stellaris - I keep telling myself "one of these days" I'll revisit them, but with whole mechanics totally replaced over the years, I simply cannot bring myself to go back.

My second favorite game of all time, narrowly behind Civ IV (though for sure in hindsight pushed slightly farther afield by RI), is Europa Universalis III. :) I played that one many long evenings and afternoons throughout the entire 2010s, and found its historical immersion enthralling, but (unlike RI), these days it feels "played out" to me now, and I have trouble going back to it. The historical immersion and atmosphere were almost unreal, and I could really lose sight of the fact that I was playing a game when in the thick of it. I proudly own a boxed copy, myself.

It's a shame Paradox became what it did.

It's been in RI for as long as I can remember.

I do believe that this one is conspicuously absent, actually. I knew of it as a BUG feature and was aware that it isn't the case in RI. I think this paradigm is actually a boon to gameplay, however, as it's fairly cheap and gamey to know for sure when someone is definitely planning an attack. That's not something open face in the card game of diplomacy in real life, and the clues from relations, power ratios, and leader personalities (which are otherwise conspicuous and cleanly presented) make it more fun to guess at, in my opinion, than when you can hard-game it from knowing for sure.
 
I miss this too. Have been looking in the advisor/scoreboard options but can’t find it. So what letter do I need to add there?
OK, it turns out that some time ago (12 years to be precise :mischief: ), K-Mod disabled this particular bit of BUG mod. I went and reenabled it now, so this should be back in the next SVN.
Quick question : what's the difference between a building affecting "all cities" and "in empire" ? Like the central bureaucray, which has one wording for the health bonus and another one for epidemics reduction, for exemple.
I knew about the difference between "all cities" and "on the continent" but I hadn't encountered the "in empire" so far. I think.
Just some old clumsy wording, thanks for pointing out. Changed to "all cities".
Also two remarks : entering an era where more and more building are giving % of bonus, seeing the decimals in the "actual effect" tooltip is pretty great.
A shame that not all bonuses does it. For exemple the +:7money:doesn't seems to behave like that.
It's a real pain to make the engine stomach decimals. But I actually believed that commerce from buildings already did that when I made commerce from trade routes decimal. If I find willpower to make commerce from buildings fractional too, I'll get to it.
Second : any reason why an AI would NOT bombard an army siegeing it's city ? I'm sitting near a roman city, it has a bombard inside it, but Cesar just doesn't fire it.
It's new, as he was firing each fricking turn during the last war, and it did fire once when my ships came too close to his harbor. But now that I've put all my stacks around the city, he just doesn't fire it anymore.
Seems weird to me, as hurting my units while I'm taking down his defense would help him a lot, and I don't think there is any risk for his own bombard to be wounded in return ?
Wouldn't be able to tell at a glance. Unit behaviour is quite complicated, and it took a lot of effort to bring the ranged units to the point where they currently are already. If you have debug mode on, you can check what UNITAI that particular bombard is using.
In deity please :lol: Were living very interesting times, I have no doubt of that.
Oh god, please no. Can you imagine how many sneaky unprovoked wars we'd be having all the time?
WHAT? Care to explain? I knew nothing about this :shifty:
Looks like somebody missed the memo! I posted about it a while ago, currently it's page 682 - and obviously in the change notes. At this point, almost everything about the new system is in place, including all civ-uniques. BTW, full disclosure, the base concept is shamelessly stolen from Old World.
Sounds like a lot of fun :mischief: I like that last part specially, it's hard to understand how much time I have dedicated just to look around more info about the stuff we have in RI in the most obscure things, I've gotten myself into 20 year old pages just for some bits of information and all of that just because some flavor unit looked cool as hell and I felt unsatisfied with what the pedia said (not to say it's bad, just that I want MORE)... What a lovely mod.
Bah! 20-year-old pages! More like publications and monographs. Just now, when coming up with a good pedia article for Jochi Ulus, I had to fish the relevant figures out of a monograph on slavery in medieval Europe.
Nice to hear you enjoy working in unit graphics so much, I wished I also had the same passion... maybe it's something that grows on you? I dunno, I'm still too green in that regard
I guess I just like it. If it were not for Civ 4, I'd probably be painting physical models (and soon run out of shelf space at home). I find it very soothing.
Talking about retiring models, have you thought about adding the Italian cold war infantry as a replacement for the current semi-modern infantry? I remember telling you about it but I really don't remember well what you said, might just have been uninterested. Is there a problem with it or something?
I simply forgot about it. I'll put it in.
Excellent! And there's also an archive! Who knows what crazy things lie in those logs, maybe I'll even find some info about those modern armoured cars that were available in the old versions :smoke:Thanks Walt. I'll subscribe ASAP.
Beware that their total length should now be approaching that of War and Peace.
Isn't RI tech tree meant to stop at the year 2000? Personally I'd rather have it end there as I'm a particularly big fan of it, and well they say history is what we already know, not what is still being written (or something like that). Even if so much has changed in these two decades I don't think it is enough to be a big contribution. Which makes me wonder, if you were to indeed update the tech tree to have new 21th century techs... how would that be? Just curious :crazyeye:
It is, and that's exactly what I wrote. As for what I would have done were it not, I frankly haven't given it much thought. A lot, that's for sure, as the world has changed quite dramatically during the first quarter of XXI century.
It's a shame Paradox became what it did.
Indeed. I guess it works for them money-wise, as they keep sticking to that strategy, but I'm not sure if I'll be buying any of their future stuff (well, maybe EU5...)
I do believe that this one is conspicuously absent, actually. I knew of it as a BUG feature and was aware that it isn't the case in RI. I think this paradigm is actually a boon to gameplay, however, as it's fairly cheap and gamey to know for sure when someone is definitely planning an attack. That's not something open face in the card game of diplomacy in real life, and the clues from relations, power ratios, and leader personalities (which are otherwise conspicuous and cleanly presented) make it more fun to guess at, in my opinion, than when you can hard-game it from knowing for sure.
As with all BUG stuff, it doesn't provide any new information you wouldn't be able to get otherwise. It just saves you clicking through leaders' diplomacy to find out. Anyway, it's toggleable, so those who don't want it back can easily turn it off.
 
Yeah it's basically the "whe have enough on our hands right now" hover text (aka WHEOORN) for asking them to declare war on a third party.

----

Is it deliberate that the Cold Wars US marines don't have any attack bonuses? The WW1, WW2 and modern versions each do, so it stands out a bit.
 
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