Realism Invictus

It's ridiculous how it works, hell you can even get the damn base game cheaper than some of these DLCs!!!

That's exactly the point : the base game is cheap and/or with a big sales ( :love: Steam and it's -90%) so you think "why the hell not, it's only a couple bucks !".
Then you have a game that's unfinished but perhaps it's still fun, or at least promising. So you take one or two DLC that are recommanded as "mandatory".
And boom, they got you.


If you have debug mode on, you can check what UNITAI that particular bombard is using.

I'm unfamiliar with that, I only use debug mod to "soft-reset" the movement of some troups when I did something really stupid because of fatigue (like making a boat start to sail without putting the units it was supposed to carry in it first...).
But I will try to take a look. It's in the "Edit Unit" button, I guess ?

Oh god, please no. Can you imagine how many sneaky unprovoked wars we'd be having all the time?

*looks at the news*
Walter, my man, I have some bad things that I have to tell you...

(Seriously, I've saw South Park episode where the plot made more sense that the current world politics. If it was a game of R:I, I would be the first one to scream that the AI is broken and is behaving like a mad gorilla).

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.

*put my brush down*
I feel targeted.
 
Fixed scenarios like that offer no replayability to me; it's like rewatching a movie several times. I'd much rather watch several different ones, thank you.
Went back to page 682 to read on the aristocratic stuff, found this.
To me, world maps have a huge appeal: They start with a known setting, but then develop uniquely each time from there. Comparing it to a movie, I would say it's like a movie where the first 2 minutes and much of the cast are the same, but anything that happens after is new each time - not interesting for everyone, but I find it quite interesting. Also it has a higher roleplay factor for me to say try conquer Rome as Carthage on the world map compared to doing so on a random map.

I think I play about 1 world map game for every 2 random map games, so consider me a big fan :P
My only gripe with it is that you gain nothing from releasing colonies (Civ 4 vanilla problem), so the USA never come into existence. Could be interesting if you were allowed to switch to a released colony like you can become the Angels or Infernals in Fall from Heaven 2.

And I wish Europe were a bit bigger (disproportionally) like in RfC's world map for Civ3. Projection realism be damned, it's just so much better for gameplay. :D

Btw, being able to switch starting leader in scenarios is so cool! I used to modify the file all the time for this, but more often than not forgot to adjust the coastal trade for seafaring leaders...

Now on the aristocratic families, I looked into the svn changelog to see some more details. One thing that came to mind, should cattle treks not also benefit from the pasture-buffing families?
 
And I wish Europe were a bit bigger (disproportionally) like in RfC's world map for Civ3. Projection realism be damned, it's just so much better for gameplay. :D

That would alleviate a lot of the border-gore and make the region generally more playable and enjoyable, agreed for my part. The world map is something I want to like more than I find myself able to, but the biggest hangup for me is the dissonance of city names identifying actually real places, and then being in the wrong spots on the map (oftentimes only somewhat wrong spot, which makes it worse) for being called said city. It's not as bad in some regions which have several pre-set barbarian cities (and the flexible leader-based names for most cities which change with conquest or even upon era changes nowadays is very cool), but this does more to harm the immersion of it being the real world for me than the actual geography resembling it provides. The concept of a fixed scenario with variable outcomes is something interesting to me as well, and also the guarantee that your civ will be in its natural "habitat" with plausible neighbors is a relief (as the lack of this is the only significant drawback of random maps in my opinion; thematically having "Greeks in the jungle" or worse, a civ that specifically depends on a certain climate or resources to realize its advantages, and then not having it anywhere), though knowing in advance where things are blunts a major pillar of the game in exploring and expanding into an initially unknown world, and I find that element a major source of the fun, all else aside.
 
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.
Thesis: Had the imperial court treated the Gothic foederati as potential provincials rather than outsiders, the West could have evolved into a federative Romano‑Germanic commonwealth—and Justinian, by restraining his reconquest, might have preserved the unity needed to resist later threats.

Not even 20 years before the official collapse of the Western Empire, Rome was still able to manage such a feat. I think that is a testimony to Rome to rally so many Germanic tribes. After all, many of the Germans (probably not the Vandals...) did not view themselves as replacing Rome. They viewed themselves more as continuing the idea of Rome, quite similar to how the United States is often viewed as an idea. Though we get the occasional viewpoint of that the United States is not an idea (but a nation, speaking in a philosophical sense)...and I believe that is what happened with Olympius; he rejected the idea of Rome or very least refused to expand it to include the Visigoths who were more than willing to become Romans, they just wanted to be treated properly. Let's not forget the Visigoths originally came in as refugees, not conquerors. The Senate wanted to accept Alaric's terms, which shows me that the fear of a Germanic takeover may have been overblown by Olympius (which to your point, he may have genuinely feared, but again, I think he was misguided as the Senate was opposed to his view).

Many of the intellectuals in the Eastern Roman Empire never considered Western Rome falling, still considering Italia a provincia and Odoacer and later Theodoric as "our patricius". They all viewed the various Germanic tribes inhabiting former Western Roman territory as a continuation. After all, Odoacer paid tribute to Constantinople even when they had no reason to, only to be Roman and the German leaders styled themselves as continuation of Roman rule (as many of the administrative tasks were done by "former" Roman officials.

Interestingly, when Odoacer sent the regalia to Zeno, Zeno accepted it and made him viceroy of Italy, ruling Italy on behalf of Rome. It wouldn't be until Justinian that this whole arrangement and idea of the Germans continuing Rome all broke down. Justinian's quest to restore Rome ironically destroyed the idea of Rome. This is where we see the definitive and absolute shift away from the idea of Rome to Rome being a nation of a specific religion (perhaps the Slavs converting to the faith of Rome is why they were assimilated at that later date?). Anyways, Justinian's viewpoint was informed from his upbringing in the countryside where religion was the paramount identity of the state and absolutely rejected the Arianism faith of the Germans. Justinian’s reign marks the moment when imperial resources were deployed aggressively to impose doctrinal unity. (Ascension of Justinian being often the definitive start of the Medieval Age, where religion would be the most important and this would not generally change until the Peace of Westphalia). This was in strong contrast to the urban intellectual's views of what meant to be Roman, where religion didn't necessarily determine if you were Roman. Basically, his court was in favor of practical pluralism, while Justinian wanted imperial absolutism. With Justinian's rejection of practical pluralism, this would start the shift of power away from the Emperor of Constantinople to the Pope in Rome as Pope would increasingly have much more sway over the Germans compared to the Roman Emperor (many other factors led to this shift too, but I view this as the start).

So, what does this all mean? Even with Romulus being disposed, Western Rome did not "fall" in the views of Constantinople. It wouldn't be until Justinian's reign that view would shift. I think that Justinian could have increased Rome's power and influence over the Germans with minimal conquests (now this may be hard due to Justinian's background, but let's assume he listens to his court).

This would be my ideal conquest list: Take all the lands of the Vandals (including Sardinia and Corsica), Sicily (and maybe Naples) from the Ostrogoths, Balearic islands and Gibraltar from the Visigoths, and maybe reclaim Ceuta from whomever. Then I would stop. I would have secured the breadbaskets of the Mediterranean Sea (and also reclaim Crimea to control the grain out of Ukraine, thereby greatly supplementing the grain supply). This would have given Justinian absolute leverage over the Germans with so much food, Germans trade with him for his grain in exchange for raw resources and concessions. Keep the tribute system going and expand it. I'll get into that later.

List form:
Justinian’s limited objectives:
• Vandal Africa (incl. Sardinia & Corsica)
• Sicily (+ Naples as forward base)
• Balearic Isles & Gibraltar (from Visigoths)
• Ceuta & Bosporus / Crimea grain corridor

[Basically, Justinian chooses this limited naval policing in Africa/Sicily and foregoes the protracted Gothic War; the treasury therefore retains c. 3‑4 million solidi and 100 000 veteran troops over twenty years that would have served him very well in the East].

To smooth things over diplomatically with the Ostrogoths and Visigoths, proclaim that the Vandals were punished for wanton destruction of Rome over a century ago (Vandals were the death blow of the Romans; the word vandalism comes from the word Vandals, to give you an idea of their lust for wanton destruction compared to the other Germans) and for their persecution of Nicene Christians but in his grace, Justinian would spare the Visigoths and Ostrogoths.

The taking of minimal land from the Ostrogoths and Visigoths should not ruffle their feathers too much and they'll be intimidated by Belisarius' glorious conquest of the aforementioned regions. Intimidation works as long you don't get mired in an endless war...like historical Justinian's mistake, but here we avoid that fate and take minimal land from them. Looking at Justinian's conquest in my version we see that he can maintain this with a strong navy and marine force. While he can keep his armies focused on the Sassanids. This allows his army to not get overstretched and allow him to invest in a navy and marine force that can rapidly support his newly acquired territories at a high cost efficiency. We can look at the domino effect of this where the Arab conquests of Roman territories fail or much smaller in scale, which we can get into later.

Let's look back at further concessions from the Visigoths and Ostrogoths (and other Germanic tribes) he can get. This requires playing up that they are still Romans and he is their "Emperor". This can be slowly done over time where if they need food assistance b/c of bad harvests or they need money to fight rebellious lords or finance war, Justinian can grant food aid from his overflowing, multiple breadbaskets and he'll have the money since his treasury is not squandered. A concession can be that they adopt the Nicene faith (or take baby steps to it over time, such as having them appoint a local bishop of the Nicene faith), or they send forces to Justinian to help with his wars against the Sassanids, etc.

Overtime, just as the East was doing in the West before it "fell", Eastern merchants can resume their investments in manufactories in the West where labor and land was cheap, this is due to increasing stability in the West and respect for the Emperor (perhaps these manufactories would be off limits in the wars b/w the Germans, kinda like how churches were to an extent.). Lastly, Justinian and future Emperors could grant titles to the Germanic leaders, like Keeper of the Roman faith in Hispania to the Visigoths, etc in exchange for concessions. All this will deepen diplomatic, financial, religious, and military ties with the West and East.

These sort of ties would have come really in handy when the Arabs begin their conquests. Emperor Heraclius could call on the Germans to aid in the defense of Rome as "fellow Romans". This most certainly would have blocked Arab conquests of the Romans or keep losses to minimal that could be reversed. The Arabs may have focused their attentions further East of Persia if facing such united resistance from the Romans.

Additional note: Lastly, consider that over taxation for the Gothic War physically weakened the Roman people as this lead to increasing malnutrition which weakened their immune systems and made them more susceptible to the plague. Also, consider if the treasury was not depleted, he could have helped mitigate the plague too.

Speculation time:
Given this timeline, historians would not see the fall of the West, but an evolution of the West.

Some possible domino effects of all on the grand scheme of things: Without the seats of the archbishops of the Nicene faith (Christian) faith being intact from Arab conquests, religious authority is never separated from the Emperor. Since the Germans are acknowledged as Romans of the West, they may possibly get involved in conflicts involving claims on the throne of Constantinople (though hard to predict when this may occur). On the other hand, German leaders or nobles may will their land to the Emperor of Constantinople (just as was historically done with the Church) and through this mechanism Constantinople regains direct control over lands in the West over time. Eastern Rome may even withstand the incursion of Slavs in the 8th-9th century and even the Turks later on with the Western halve being even more so integrated back with the East by that point.

With that all said, would Rome regain England with this setup, I think that would be a stretch, though it could be possible that once the Visigoths and Ostrogoths were reintegrated back into Rome over the centuries, this system could spread to Franks and Burgundians and eventually into England. The ideal situation would be this ever tightening system of tribute would expand across Europe as more and more tribes seek to be under the blessing of Roman rule, which would at a certain point make Rome seem eternal.

All this would greatly soften the "Dark Ages" at least in the Mediterranean region. Though, I do wonder with the weakened influence of the Church, how would that play out in the British Isles, Scandinavia, Germania, Poland, etc. In our timeline, Irish monks preserved Roman knowledge and kept the "light" on. Would Northern and Eastern Europe be less developed in this timeline during the Middle Ages without the Church? Those regions may have stronger presence of paganism. How far would Christianity spread, not just to the nobles but the commoners without the Church as we know it? The Mediterranean region would continue being the center of power, which may mean that Europe does not end up colonizing the world (no Ottomans). And if England is less developed, do we even have an industrial revolution? Does Poland and Hungary developed enough to withstand the Mongols? It all depends on much the Romans can make use of this "system" I envisioned over the centuries, millennia. So many dominos to consider.

Justinian, in his quest to restore Rome in his vision of a pure Rome, ultimately was folly and doomed the Romans. All because he wanted the city of Rome back. 😭

TLDR: Had Constantinople continued the fifth‑century practice of recognizing Gothic kings as imperial lieutenants—while limiting direct reconquest to Africa and key islands—the Byzantine state might have entered the 540s with a healthier treasury and intact Italian taxation. That reserve, in turn, could have funded larger frontier armies when plague, Persians, and Arabs struck in succession. The result would not be a Roman ‘renaissance’ in the modern sense, but a stronger, more federated Mediterranean commonwealth in which Gothic, Roman, and even Slavic elites all competed for imperial favor; whereas, the reconquest‑and‑overstretch model of historical Justinian failed.
 
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Also it has a higher roleplay factor for me to say try conquer Rome as Carthage on the world map compared to doing so on a random map.
As someone who almost exclusively plays Carthage and does so on random maps, conquering Rome feels good and tasty every. single. time.
 
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:
Good idea :lol:

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.
No worries 😉, it was all meant in good jest.
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.
Hmmm, I understand why you may not want to expand the timeline, but it is quite sad to have the timeline end with the rise of Putin. Though, if you ever want to keep Realism update, please keep in mind about what I said about the drones 🐝
A side note, drones may be the end of the Western style of warfare. Western warfare became dominant with Alexander the Great's conquests. We may return to the Eastern style of warfare (asymmetrical) being dominant. Doesn't this kind of warfare cause civilizational collapse (think Bronze Age collapse or rapid conquests of horse archers of agrarian societies)?
Cossacks are half of Ukraine's roster! Their unique Renaissance-unit is unique for basically not being quite cossack! :lol:
Ah, I may have misunderstood the purpose of UU. I thought UUs may have been tied to that civilization's most famous type of soldier or something which had me confused for the choices for some other UUs. So, UUs are more about to help a country shine in a moment of time and UUs are not baseline troops even if famous, but specialy organized troops?
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
Oh nice. I have vague memories of Civ III, my first civ game and I do recall that map scenario in the game. I like it very much!
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!
Indeed, I really like how different unit types fluctuate when they are dominate. Very realistic in history and has helped me understand why on a granule level how conflicts change, mobility vs static, symmetrical vs asymmetrical, etc.

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.
It's sad for me, I'm so dominant, but I can't stop my current trajectory. I'm fearful of letting others catch up in the tech tree and I can't really change my country as the core of my country is fully maximized to take advantage of those kemet farms with Mehmed being agrarian. Also, I'm rellying on my advance armies to help me not get bogged in wars.

Though, if I lower my research, I could afford to conquer more cities that are outside of these floodplains and perhaps get them developed to take advantage of the next eras. A lot of blood is coming
Good luck with that ;)
😱
WHAT? Care to explain? I knew nothing about this :shifty:
It arose from my discussion with him about how to help smaller nations to still pack a punch, basically playing tall (especially since Civ really award big nations). He brought up that he was working on noble families being part of the feudal aristocracy civic and he is fleshing out the Medieval era and how the noble families will help smaller nations. I think this is really great as I wouldn't have been able to take advantage of this without making sacrifices.


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.
Total War seems to figure out a "healthy" dlc policy and how to keep both types of their fans content, the historical vs fantasy crowd, by having two separate teams for that. I think paradox and firaxis need to be inspired by Total War.
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:
Drones and drone warfare probably would be the biggest update 🐝 Though it would take a lot to make sure it was done correctly. I think Walter right now is going back and fleshing out the different eras, which is great. Basically, the drone update would be fleshing out the modern era (or would it be Future Era given Civ Iv's 2005 perspective)
And I wish Europe were a bit bigger (disproportionally) like in RfC's world map for Civ3. Projection realism be damned, it's just so much better for gameplay. :D
I would like a version of that. Just spitballing here, would it be possible in the current Earth map, to make the tiles of Europe supercharged, like special European tiles, for example a forest gives 5 hammers? This could simulate having more land to work with without actually having to change the map size?
Now on the aristocratic families, I looked into the svn changelog to see some more details. One thing that came to mind, should cattle treks not also benefit from the pasture-buffing families?
Ah, where can I find those notes, quite curious how this actually all works
 
I would like a version of that. Just spitballing here, would it be possible in the current Earth map, to make the tiles of Europe supercharged, like special European tiles, for example a forest gives 5 hammers? This could simulate having more land to work with without actually having to change the map size?
I think it's actually better to flat out have more tiles. More cities, more room to maneuvre, more space to control and contest.

Here's a screenshot of RfC's World map from the civ 3 editor, at 25% zoom level and grid activated for scale. It shows the size of Europe in relation to much of Africa and America. While this is not completely true to reality, it's still close enough to feel immersive and does a ton for the gameplay experience. Sure, you'll still often see a civ like the Netherlands or Portugual squeezed into obscurity, but all in all Europe is a very interesting place with many strong contenders.

1752115418855.png



Now if only tiles were rotated the same way in Civ4 as they are in Civ3, I would certainly attempt to re-create this. Although I am not sure about the size - it's 170x170 in Civ3 sizes (mostly equal to the largest vanilla random map size in Civ3 and less than a quarter of the maximum definable scenario or modded random map size (362x362)) and fits a bit more than 200 cities. Would this equal "huge" in Civ4? (Although this does not mean there are 170 * 170 tiles due to the interesting coordinate layout, basically a tile straight below another tile (diagonal corners touching) are offset by +/- 2, same sideways. Going by tile edge (NW/NE/SE/SW) changes both x and y coordinate by 1 each. Certain coordinates don't exist at all.)
 
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Drones and drone warfare probably would be the biggest update 🐝 Though it would take a lot to make sure it was done correctly. I think Walter right now is going back and fleshing out the different eras, which is great. Basically, the drone update would be fleshing out the modern era (or would it be Future Era given Civ Iv's 2005 perspective)
Hmmm, I understand why you may not want to expand the timeline, but it is quite sad to have the timeline end with the rise of Putin. Though, if you ever want to keep Realism update, please keep in mind about what I said about the drones 🐝
A side note, drones may be the end of the Western style of warfare. Western warfare became dominant with Alexander the Great's conquests. We may return to the Eastern style of warfare (asymmetrical) being dominant. Doesn't this kind of warfare cause civilizational collapse (think Bronze Age collapse or rapid conquests of horse archers of agrarian societies)?
By and large, when the technology allowing you to make guided missiles is first discovered, the player already begins to dominate battles. These missiles are very cheap to produce, and they are harder to intercept because their evasion rate is high, while early anti-aircraft weapons and aircraft have a low interception rate. When I played with my brother, we were the only ones making these missiles, but his economy was more powerful than mine, which didn't stop me from producing a large number of them. Do we need drones with low production costs? There's an old and proven method for this: nuclear war!
 
By and large, when the technology allowing you to make guided missiles is first discovered, the player already begins to dominate battles. These missiles are very cheap to produce, and they are harder to intercept because their evasion rate is high, while early anti-aircraft weapons and aircraft have a low interception rate. When I played with my brother, we were the only ones making these missiles, but his economy was more powerful than mine, which didn't stop me from producing a large number of them. Do we need drones with low production costs? There's an old and proven method for this: nuclear war!
Yeah I was thinking about those missiles, that's why the drone update would be hard to pull of well. Making sure to expand the counters, etc. Bring on the nukes! :nuke:
 
I'm unfamiliar with that, I only use debug mod to "soft-reset" the movement of some troups when I did something really stupid because of fatigue (like making a boat start to sail without putting the units it was supposed to carry in it first...).
But I will try to take a look. It's in the "Edit Unit" button, I guess ?
You're talking about WorldBuilder. I'm talking about using debug mode in-game; it provides a lot of additional information, like the unit info in this screenshot:
1752125732235.png

*looks at the news*
Walter, my man, I have some bad things that I have to tell you...

(Seriously, I've saw South Park episode where the plot made more sense that the current world politics. If it was a game of R:I, I would be the first one to scream that the AI is broken and is behaving like a mad gorilla).
I mean, it's easy to be frustrated by the here and now, but (and the somewhat betrayed expectation of that is likely a major cause of said frustration) the real world post-WW2 is remarkably stable and peaceful. War was the norm for the majority of human history. The time any specific state spent at peace was usually far below 50%; there was, for instance, exactly one Roman emperor under whom Rome didn't have a war going on. While certain areas like parts of the Middle East (not even the whole of it; most of Arabian peninsula hasn't seen a war for generations now) still have this dynamic going on, a world where peace is the norm and war is the deviation and seen as something exceptional is a rather unheard of thing, historically, and Civ games capture that well. There is always an expectation in Civ that a war might start at any time, and without all that much reason for it.
And I wish Europe were a bit bigger (disproportionally) like in RfC's world map for Civ3. Projection realism be damned, it's just so much better for gameplay. :D
I will let you all in on a big secret: it already is. Both World Maps already have outsized Europe compared to its real proportions.
1752126160559.png

Here's an overlay of real Eurasia and Africa, showing that Asia was somewhat compressed, whereas Europe is far bigger than IRL. And note that the real-world overlay used is Mercator, which already outsizes Europe.
A side note, drones may be the end of the Western style of warfare. Western warfare became dominant with Alexander the Great's conquests. We may return to the Eastern style of warfare (asymmetrical) being dominant. Doesn't this kind of warfare cause civilizational collapse (think Bronze Age collapse or rapid conquests of horse archers of agrarian societies)?
I see zero evidence of that. If anything, the Western style of warfare was dead since the advent of tanks and aviation, turning all major militaries into "cavalry-based" Eastern-style forces, and post-WW2 developments (man-portable missiles being the chief one) are trying to bring it back. So far, mass drone warfare in Ukraine has shown the exact opposite - a regression to Western-style warfare, which, in the modern era, was epitomised by WW1. WW1 was essentially Hellenic-style warfare on a different scale; Verdun would be strategically very familiar to Hellenic generals, if on a much grander scale, obviously - whose "formation" would break first? Who would run out of fresh infantry first?
Ah, I may have misunderstood the purpose of UU. I thought UUs may have been tied to that civilization's most famous type of soldier or something which had me confused for the choices for some other UUs. So, UUs are more about to help a country shine in a moment of time and UUs are not baseline troops even if famous, but specialy organized troops?
National Units (NUs) are specifically not UUs in the vanilla sense. Vanilla UUs were stronger replacements of specific units, and those are still there, but too many to count for any playable civ. NUs are units that exist outside the established upgrade lines, something that's "additional" to the regular roster. Those don't replace anything.
Total War seems to figure out a "healthy" dlc policy and how to keep both types of their fans content, the historical vs fantasy crowd, by having two separate teams for that. I think paradox and firaxis need to be inspired by Total War.
As an aside, I find it a great idea how this was specifically a game setting in Troy: Total War. How fantasy do you want your interpretation of the events to be? Was a "minotaur" an actual giant monster with a bull's head? An epic hero using a bull's skull as a helmet decoration, able to go alone against formations of lesser opponents Homer-style? Or simply a bigger-than-average warlord from Crete using culturally significant bull symbolism and leading a unit of Cretans? One could play the game as anything between ancient Greek-themed Warhammer Fantasy Battles and a relatively accurate Bronze Age warfare simulator.
 
And I wish Europe were a bit bigger (disproportionally) like in RfC's world map for Civ3.

Yeah that would indeed be cool, for gameplay values. I saw further down in the replies that Walter said it already is bigger than it should, but... Could it be moar ?

And by playing it a lot longer this time than usual, if I would changes others things, I think my goto list would be :
- Reducing the number of ressources : even with "only" 12 cities I'm drowning in every kind of ressources available, except for a few strategic one. I know that I'm quite low on the level difficulty scale, and that influences my base hapiness, but seeing that I have around 10 health and hapiness surplue in my bigger cities is a bit weird. Between that and how hard it has become to stay ahead in Tech due to the way the scaling works in a big empire, it gives very little incensitive to expands. A shame for the age of exploration.

- Reworking how the barbarian/primal Civ are behaving. I understand they are here only as "placeholders" to prevents some Civ from overdevelopping before finding gunpowders units, but some IA wasted a lot of time, money and troups trying to conquers them pre-colonialism. Perhaps making it impossible for them to be declared war uppon before some Renaissance Tech would help ?
Obviously my favorite solution would be to replace them with even more real AI civ, but I think it's a hardcoded problem and that the HWM already hits the max number of Civ or something like that ^^

- Perhaps reworking the islands, too, but I have no clue how. The current situation is good, with single tiles islands that have a few islands/rocky islands tiles around them, but still it makes for really poor cities. I've explored most of the islands near Madagascar, or on the west side of Africa, and I saw not a single spot where I would settle for any other reason than a purely strategical one (having a harbor somewhere far from my territory, and later an airport probably).

Seeing the Civ III map that was linked makes me wanna try something... Perhaps in 10 or 20 years :lol:

the dissonance of city names identifying actually real places, and then being in the wrong spots on the map (oftentimes only somewhat wrong spot, which makes it worse) for being called said city.

I saw someone on this forum that was editing the name in worldbuilder manually. Must be teddious but I guess it's the only sensible solution. You would need to be REALLY good in history and geography for that, though...
A biggest grip of mine is with how the new Civ from the Separatism option are spawning : it was very cool to see Venise in my game, but it was nowhere near Italia and the city where it happened wasn't renamed Venise.

But again, as cool as it was if the name of the cities/civ were true to their real-world counterpart, I have not a single clue of how that could be done in this mod. I'm not even sure it could be.

though knowing in advance where things are blunts a major pillar of the game in exploring and expanding into an initially unknown world

True. I was a bit uneasy sending my ships towards America for the first time, as it didn't make much sense at that point and was only justified by "Well, I know there are Civ out there and a big continent full of new ressources".
Pretty sure I wouldn't have done it like that on a random map where I had no garantee that there was indeed something there.

Basically, the drone update would be fleshing out the modern era (or would it be Future Era given Civ Iv's 2005 perspective)

Sounds like a DLC to me :satan:

You're talking about WorldBuilder. I'm talking about using debug mode in-game; it provides a lot of additional information, like the unit info in this screenshot:

Oh, I was afraid it was something like that. Then I have no idea how to activate it, or if it's even possible during an already-launched game, sorry :sad:

the real world post-WW2 is remarkably stable and peaceful. War was the norm for the majority of human history.

Good point. I guess being born post the end of USSR and the last big wars on european soil has made me more sensible to today's situation.
Perhaps someone that endured the cold war is less phazed by all the screaming and posturing that we see on the daily on the news, a kind of "been there, done that" feeling.

As an aside, I find it a great idea how this was specifically a game setting in Troy: Total War. How fantasy do you want your interpretation of the events to be? Was a "minotaur" an actual giant monster with a bull's head? An epic hero using a bull's skull as a helmet decoration, able to go alone against formations of lesser opponents Homer-style? Or simply a bigger-than-average warlord from Crete using culturally significant bull symbolism and leading a unit of Cretans? One could play the game as anything between ancient Greek-themed Warhammer Fantasy Battles and a relatively accurate Bronze Age warfare simulator.

I never played this one, seems like a really cool option !

Edit : Can I be a nooby again and ask a question about a mecanism that I'm pretty sure is Vanilla ? It has been more than 15 years that I last used the Bombardment option, and I was wondering if the base strenght of the unit bombarding has any impact on the damage.

For exemple, would a Bombard with a lot of promotions/stackaid do more damage than a bombard with only the basic Strenght 6 and nothing else ?
In another way of phrasing it : is the 20% damage the target would suffers calculate with the strenght of the bombarding unit, or is it a % of the target's HP ?
 
I will let you all in on a big secret: it already is. Both World Maps already have outsized Europe compared to its real proportions.
Right - I revisited the maps thoroughly and would say that the size ratios on the large map seem pretty good on a revisit. I think the lesser area pre-settled by natives is also an advantage it has over the huge map. Sadly the AI doesn't seem very apt at forceful colonisation, and pretty much always leaves the easy picking of Australia for the humans to do.
However to me it feels like on the huge map (which isn't too bad space-wise, just has those awfully long turn times) Europe is a bit vertically compressed, the ratio seems somewhat off. For example Iberia is pretty squareish IRL, but on the huge world map it is considerably wider than tall, giving it a rectangular appearance.
- Reducing the number of ressources : even with "only" 12 cities I'm drowning in every kind of ressources available, except for a few strategic one. I know that I'm quite low on the level difficulty scale, and that influences my base hapiness, but seeing that I have around 10 health and hapiness surplue in my bigger cities is a bit weird. Between that and how hard it has become to stay ahead in Tech due to the way the scaling works in a big empire, it gives very little incensitive to expands. A shame for the age of exploration.
I think 12 is a lot of cities for that map, looks like you colonised or conquered quite effectively. One thing that (yeah, I know, again) Civ 3 has that is quite good for such pre-made scenarios are bonus resources, resources that are neither needed for any construction, nor give happiness, nor are they even tradeable - all they do is increase a certain tile's yield. This is quite useful to buff certain locations on the map to make them be able to do more with less land. For example, a grassland or plains tile in western Europe has probably yielded more harvests and/or production across history than a grassland or plains tile in southern Siberia. But just being extra food/hammer/commerce, this doesn't also come with extra happiness (or health in the case of Civ4), so while it allows a city to grow even further and produce more, luxuries and happiness resources are still needed to make use of this. (Or thinking it in reverse, all this surplus can actually be made useful in this part of the world). Under vanilla Civ4 rules, each grassland, plains, etc. tile is just as productive in any part of the world, which favours areas with a lot of land for many improved tile working cities. So these resources are needed to actually make the more cramped locations competitive, but then you also get all the side effects such as massive availability or high health/happy bonuses. The map has lots of resources you'll only find in further away corners and will either have to trade for, or colonise. I think it might just be the case that the city is lacking the food to make use of it in your case. All in all I think the resource situation is quite good on the maps, even though there are some interesting differences. For example, in the large map, there is a uranium source in Scandinavia but not in Germany, on the huge map, there is one in Germany but none in Scandinavia. Also uranium: On the large map, North America has 4 sources, on the huge map, only 2. Particularly the changed power plant mechanics should make the acquisition of ever more coal & uranium an important target in the later game. Which of the two maps are you playing, and what civ?

Agree on the tech scaling disincentivising further colonial activities - not sure what best to do about this. The mechanic as a whole is definitely important for the game to keep runaway civs in check. Should the scaling only start to hit once the cities grow beyond some significance? E.g. a city at =<4 pop adding no penalty to the scaling, a city between 5 and 13 adding 10 to 90% of a full city worth of penalty, and a city 14+ adding the standard penalty..? (Idea being that a city doesn't jump from being a non-issue to a full hindrance just because of just slipping past the threshold.) Numbers randomly selected from thin air.

- Reworking how the barbarian/primal Civ are behaving. I understand they are here only as "placeholders" to prevents some Civ from overdevelopping before finding gunpowders units, but some IA wasted a lot of time, money and troups trying to conquers them pre-colonialism. Perhaps making it impossible for them to be declared war uppon before some Renaissance Tech would help ?
Obviously my favorite solution would be to replace them with even more real AI civ, but I think it's a hardcoded problem and that the HWM already hits the max number of Civ or something like that ^^
I think the pre-placed civs are a really cool idea and unique mechanic. But I agree the AIs are quite incompetent at handling them. I often see Tribal Forts with basically all promotions. :rolleyes:
If they knew not to engage the barbarians or native civ cities with tribal forts (instead produce culture and get the city barbs that way, or tech up and overwhelm them), but would more aggressively go for the native cities without tribal forts, that would be great.

- Perhaps reworking the islands, too, but I have no clue how. The current situation is good, with single tiles islands that have a few islands/rocky islands tiles around them, but still it makes for really poor cities. I've explored most of the islands near Madagascar, or on the west side of Africa, and I saw not a single spot where I would settle for any other reason than a purely strategical one (having a harbor somewhere far from my territory, and later an airport probably).
I think these islands can be nice for trade or as strategic bases, but they of course really eat into your bank via maintenance and tech speed. Lacking production they also take forever to get going, usually via lots of cash-rushed buildings. Now ministries help getting some buildings up if you settle those islands very late, but much of the time you'll end up building the buildings before then anyway. I'm thinking: Perhaps cities should get an increased hammer on the city tile after some later techs? Like one from administration, one from imperialism, and maybe more. Could even double those additions for Legislator leaders.

Talking so much about colonies, this reminds me of this idea I had over a year ago. Sadly my understanding of C++ and the game code isn't really sufficient at this point in time, but maybe Walter or Takofloppa find it interesting enough to give it a shot :D Really a shame how the French can colonise Indochina but the game considers it not a colony. :crazyeye:

Edit: Lest I forget to ask, why is the huge map centered on Taiwan? :D
 
I attempted to tinker with the Huge World Map and convert all the "tribal" civs into barbarians. Seems pretty straightforward enough: open the file with Notepad++, replace all references to each tribal civ with the barbarians. UnitOwner, CityOwner, Player##Culture, TeamReveal, team list and actual civ details.
Even moved up the remaining civs in the team list as I worried that having "open" teams in the middle of the list might create problems.
Then ran the file in Map-Checker v1.6 ( https://forums.civfanatics.com/threads/tool-civ4-bts-map-validator.698338/ ) and it checks out as valid.
And yet...
1752178519148.png

Compared to valid, functioning scenarios and I can't see any functional difference. Not the first time I tinker with scenarios, first time I can't get it to even load.
Anyone has any idea or suggestions?
 

Attachments

I attempted to tinker with the Huge World Map and convert all the "tribal" civs into barbarians. Seems pretty straightforward enough: open the file with Notepad++, replace all references to each tribal civ with the barbarians. UnitOwner, CityOwner, Player##Culture, TeamReveal, team list and actual civ details.
Even moved up the remaining civs in the team list as I worried that having "open" teams in the middle of the list might create problems.
Then ran the file in Map-Checker v1.6 ( https://forums.civfanatics.com/threads/tool-civ4-bts-map-validator.698338/ ) and it checks out as valid.
And yet...
View attachment 736707
Compared to valid, functioning scenarios and I can't see any functional difference. Not the first time I tinker with scenarios, first time I can't get it to even load.
Anyone has any idea or suggestions?
check if cityowner is team 77 as well as player and teamreveal, I verified that it should be like this. I'll give you an example.
CityOwner=77, (Barbarian)
CityName=Aleut
CityPopulation=1
Player77Culture=40, (Barbarian)

the city culture part is missing, maybe you used chatgpt? chatgpt, it doesn't work with maps, if it's not just that there will be a wrong match, in my europe plus, in addition to enlarging Europe
i did exactly what you want to do,
 

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  • Screenshot 2025-07-10 225702.png
    Screenshot 2025-07-10 225702.png
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Last edited:
check if cityowner is team 77 as well as player and teamreveal, I verified that it should be like this. I'll give you an example.
CityOwner=77, (Barbarian)
CityName=Aleut
CityPopulation=1
Player77Culture=40, (Barbarian)

the city culture part is missing, maybe you used chatgpt? chatgpt, it doesn't work with maps, if it's not just that there will be a wrong match, in my europe plus, in addition to enlarging Europe
i did exactly what you want to do,
No chatgpt, all natural hand typing!
Hmm no culture on tile - the game doesn't assign territory - breaks on loading?
OK, I'll do a city check , add missing culture, and we'll see what happens.
Thanks!
 
No chatgpt, all natural hand typing!
Hmm no culture on tile - the game doesn't assign territory - breaks on loading?
OK, I'll do a city check , add missing culture, and we'll see what happens.
Thanks!

I don't think that's it, see if you skipped any begin units or cities
 
I think 12 is a lot of cities for that map, looks like you colonised or conquered quite effectively. One thing that (yeah, I know, again) Civ 3 has that is quite good for such pre-made scenarios are bonus resources, resources that are neither needed for any construction, nor give happiness, nor are they even tradeable - all they do is increase a certain tile's yield. This is quite useful to buff certain locations on the map to make them be able to do more with less land. For example, a grassland or plains tile in western Europe has probably yielded more harvests and/or production across history than a grassland or plains tile in southern Siberia. But just being extra food/hammer/commerce, this doesn't also come with extra happiness (or health in the case of Civ4), so while it allows a city to grow even further and produce more, luxuries and happiness resources are still needed to make use of this. (Or thinking it in reverse, all this surplus can actually be made useful in this part of the world). Under vanilla Civ4 rules, each grassland, plains, etc. tile is just as productive in any part of the world, which favours areas with a lot of land for many improved tile working cities. So these resources are needed to actually make the more cramped locations competitive, but then you also get all the side effects such as massive availability or high health/happy bonuses. The map has lots of resources you'll only find in further away corners and will either have to trade for, or colonise. I think it might just be the case that the city is lacking the food to make use of it in your case. All in all I think the resource situation is quite good on the maps, even though there are some interesting differences. For example, in the large map, there is a uranium source in Scandinavia but not in Germany, on the huge map, there is one in Germany but none in Scandinavia. Also uranium: On the large map, North America has 4 sources, on the huge map, only 2. Particularly the changed power plant mechanics should make the acquisition of ever more coal & uranium an important target in the later game. Which of the two maps are you playing, and what civ?
Oh please please, that would be so cool to have those "temporary" resources in realism. This would empires be tall! We would have to work out the map logic where to place them in random worlds, but in Earth it would be relatively easy! Also, could be done for the Triassic map!!!!
 
I found an error on the hugemapworld, I don't know if it was intentional. The cities of Mvemba a Nzinga produce 500 culture per turn, while those of other civilizations produce 40/45 per turn. Is there a reason, or is it a mistake?
 
I looked below on the Levee question but didn’t see an answer. Are they supposed to require a river in the fat cross or to be on the river itself? The latter is the current functionality, which seems redundant.
 
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