Version 2.8 discussion

You could always have Democratic communism, maybe how it should have been in the first place. Its a shame it never really was tried properly.

It may be worth looking at the Presidential civic as when it has been used it has often led to terrible corruption and other problems - "Half the faculty at Yale Law describes the American Presidential system as one of this country's most dangerous exports"

How about Intelligent Democracy in the transhuman era - only the top 20% intelligent people vote, or just the 'educational elites'.
 
Well, when I first built a BTR80, it has 7 movement points! Apparently, it being DOMAIN_SEA made it receive all the "+ moves for sea units" from techs as well as the circumnavigation bonus I had gotten earlier. I'm pretty sure this is not intended, as I was able to move troops an absurdly long distance overland, and attack my enemies waaaaaaaay deep in their own territory -- with the new Warlords, it made warmongering all too easy in the late industrial era!
Ok, that can be fixed. The real question with this experiment is that does the AI use this unit at all for transporting land units...

i read: - "Changed: Fort increases defense by 50% (was 25%) ie. now as much as Forest" but i would vote that a Fort should be far more than a forest, and therefore vote for a 75%-100% increase. Forts mean easy ammunition and water/food access and therefore are greatly more defensive than forests. i could see how as the more modern the eras get, the less defensive a fort really is. :please:
You do realize that plot with hill+forest+fort will have 125% defense bonus which already makes it very difficult to attack that plot successfully. With Bunker or Command Center the defense bonus is even bigger! Give few defensive bonuses (promotions) for units and you got plots that can't be conquered without great efforts...

Wait a minute, while looking through the changes, I noticed something weird. Most siege units can be captured?!?!
THey are not workers, and it really doesn't even make an iota of sense!

Can someone explain this to me? It makes less sense than playing with Revolutions.
Wait, Cities grow slower? What the heck? I'm not liking this at all. Seriously, 10 food or so to grow? Sense it makes none. 5 would make more sense. Unless I'm missing something here. I like having 30+ Pop cities.

Also, since when does Communist equal no money? Seriously, -60% money? The Soviet Union wasn't that bad at it's worst!
Why siege units shouldn't be capturable? That was the Finnish way during Winter War... we captured russian artillery and then used it against them... sounds realistic to me. Besides those siege units defend themselves before you capture them so you might actually be unsuccessfull in the attempt.

Cities still grow quite fast - nothing to worry about. And cities do grow huge still, that hasn't changed but they'll grow slower which affects game balance in a positive way.

There was a python modcomp in the modcomponets forum a few pages back for a lawyer unit that could do that. (Hint, Hint Zappara.)
Oh, had forgotten that one. Downloaded it but didn't try it.

Zappara here are my suggested changes to 2.8 (They are all purely aesthetic)
Yup yup - I did read your suggestion, just haven't had time to write answers to all the posts. I'll add those changes to v2.8. I just started on new job last week and I've been busy with real life stuff all this week...
 
Sorry to butt in again, but I went back to the original intent of this mod: "This mod is my attempt to make historically more accurate gaming experience for Civ 4". When I look at all of the new things added in each era, including what's available to you at the very beginning, I get a sense that a historically accurate game is probably not the same thing as a historically accurate challenging game. On most levels, esp. below Emperor, vanilla BtS is not hard. But when I saw the civfanatics making/requesting mods right out of the gate to have more units, more gold, more science, more resources, more everything - in the name of "historically accuracy", then that becomes a different purpose for the game - away from historical inaccuracies for the sake of game balance. I just it fascinating reading all of these requests - seems some civers just love to see more things in the game regardless how it effects the whole. Just my .01
 
I'm going try to avoid a political debate here. (Okay, I'm not.)

The Only time Communism could ever work would be when we have perfect people. So, Communism should be moved into the Transhuman Era, IMO, as that would be the only time one could re-engineer people to never complain, never be greedy. Of course the downside is stagnation. If no one is greedy, no one innovates.

I believe this whole thornbush is why Zappara has really avoided taking a side on Communism.

Of course, we could just decide that Communism is not feasible, remove it from the civic choices, and accept that Soviet Russia wasn't so much communist as it was Fascist.

And on the subject of our esteemed* congressmen (and women. This comment is for those of us in the USA.), let's just say that power corrupts. She isn't a communist. No one is really communist.

*<Sarcasm/>

Hear, hear!
 
You could always have Democratic communism, maybe how it should have been in the first place. Its a shame it never really was tried properly.

It may be worth looking at the Presidential civic as when it has been used it has often led to terrible corruption and other problems - "Half the faculty at Yale Law describes the American Presidential system as one of this country's most dangerous exports"

How about Intelligent Democracy in the transhuman era - only the top 20% intelligent people vote, or just the 'educational elites'.

And a nice demonstration of the proposition that intelligence and ignorance are not mutually exclusive...
 
I'm just wondering Zap if your planing to add a new world map in 2.8 with all the resources, like lead shrimp geothermal and methane ice. I noticed the maps in the previous version didn't have any of the up to date resources. The map with 28 civs was pretty good to play on. Keep up the great work, to me this mod is like civ 4.5!!
 
You do realize that plot with hill+forest+fort will have 125% defense bonus which already makes it very difficult to attack that plot successfully. With Bunker or Command Center the defense bonus is even bigger! Give few defensive bonuses (promotions) for units and you got plots that can't be conquered without great efforts...

I approve this admittedly frightening prospect... however i think forts are mostly non used unless an AI unit just happens to end their turn in one. sometimes in some techtonic like maps you have a valley gap between two mountain ranges and i for one think that would be a logical stop gap - a 125% defensive bonus is worthy. a castle built, and for those in europe must agree, on the right cliff face on the right elevation exists today... so i have no problem with the 125 effect! strategically, one can always just pass by a fort that is too hard to take.

in a more modern age, a fortified mountain structure the likes of which we imagine in North Korea must be similar. maybe the Rock of Gibraltar has a similar fear factor too?

[hey, on a side note is there a world wonder for The Maginot Line? i realize historically it failed in strategy and politics but it just seems so apt to being a wonder... technically it was formidable and may have had a chance to be a 125% enhanced fort system :scan: ]

<><>

i am taking Afforess advice and moving the fort complaining to the RevDCM folks; curious, which thread over there is best for this type of spout? i spent last night bogged down looking for the right space to mention changes... could i get a link? :goodjob:
 
apologies if this is obvious -- is there a www link for the RoM civopedia? in other words if i want to review or think of something is there a posted place, a wiki, that has all the RoM stuff in one spot? a website like romciv.org?

a thousand rifles and a hundred barrels of whiskey to the first tribe that can offer me this link! ;)
 
apologies if this is obvious -- is there a www link for the RoM civopedia? in other words if i want to review or think of something is there a posted place, a wiki, that has all the RoM stuff in one spot? a website like romciv.org?

a thousand rifles and a hundred barrels of whiskey to the first tribe that can offer me this link! ;)

There isn't any place like that, that I know of.

i am taking Afforess advice and moving the fort complaining to the RevDCM folks; curious, which thread over there is best for this type of spout? i spent last night bogged down looking for the right space to mention changes... could i get a link

Just open a new thread in the RevDCM forum, with a snarky name.
 
I'm not a fan of Forts for any reason because the AI is completly brain-dead about them - they build forts directly next to their cities and leave them empty, allowing me to easily occupy them and mass troops/assault their city from a fortified position they built.

Fact of the matter is that in Civ, because forts/units have no zones of control requiring combat to pass (ala Medieval 2 or Total War empires) that most real combat seems to take place either attacking a city, or stuffing incoming troops headed for a city - neither of these things provide forts with any real use.

I find that having Forts in the game at all is just another thing that tilts the game in the player's favor, because you can use them, the AI cannot.
 
I'm not a fan of Forts for any reason because the AI is completly brain-dead about them - they build forts directly next to their cities and leave them empty, allowing me to easily occupy them and mass troops/assault their city from a fortified position they built.

Fact of the matter is that in Civ, because forts/units have no zones of control requiring combat to pass (ala Medieval 2 or Total War empires) that most real combat seems to take place either attacking a city, or stuffing incoming troops headed for a city - neither of these things provide forts with any real use.

I find that having Forts in the game at all is just another thing that tilts the game in the player's favor, because you can use them, the AI cannot.

Part of the reason that the AI builds forts rather than any other improvement near their cities is that they provide more stuff (hammers, food, gold or combination there of) than other initial improvements do. This seems to be a problem in RoM only. It also goes away eventually, I don't put my workers on automatic with leave forest and existing improvements until the modern age or until I have all my cities improved the way I like because of this fort spamming.

IE in RoM forts are about production and resources more than they are about warfare :(
 
Sadly enough I've seen the AI do this in regular civ and Fall Further (where forts do nothing also, not even canals or hook up resources.)
 
I'm going try to avoid a political debate here. (Okay, I'm not.)

The Only time Communism could ever work would be when we have perfect people. So, Communism should be moved into the Transhuman Era, IMO, as that would be the only time one could re-engineer people to never complain, never be greedy. Of course the downside is stagnation. If no one is greedy, no one innovates.

I believe this whole thornbush is why Zappara has really avoided taking a side on Communism.

Of course, we could just decide that Communism is not feasible, remove it from the civic choices, and accept that Soviet Russia wasn't so much communist as it was Fascist.

And on the subject of our esteemed* congressmen (and women. This comment is for those of us in the USA.), let's just say that power corrupts. She isn't a communist. No one is really communist.

*<Sarcasm/>

I don't really want to wade into some crazy political debate.

Nonetheless, given that I've been reading Lenin and Marx for the past couple of weeks, I figured I could put my two cents in. Communism is not necessarily the same as Socialism. At some points in time the terms were interchangeable, and sadly I don't know enough about the historical circumstances to comment knowledgeably about this, but it seems to me that they may not be the same thing. Stalin's vision of Communism was of a totalitarian brand, while Lenin's brand of democratic socialism was either democratic, or at least in favor of limited anarchism. The main point for Lenin, and it seems to me Marx as well, was to have the control of the means of production in the hands of the workers. For Lenin, in many of his 1917 writings, he suggests an number of possibilities for an ideal socialism. Primary among these is some sort of community based election process. Another primary element he suggested was that all workers of either gender be trained to bear arms so that they would not be beholden to the interests of capital-based professional armies. Thirdly, he was against WWI as he saw it as the rich (well, not the rich, but the bourgeoisie capitalists) of every country on both sides fighting over colonial territories. So he was avowedly anti-imperialist. Indeed, he argued that the independence of Finland was an ideal model and applauded their democratic socialist undertakings. Here we can see how Lenin's Marxist inspired politics is quite different from Stalin's or Mao's.

Regardless, it seems to me that ideal socialism necessitates a certain amount of infrastructure. Marx seemed to be saying that nothing produces like Capitalism. But once that work is done socialism, for Marx, is the next logical step in the liberative politics of the enlightenment. Most countries in Europe, even with the shift to the right since the 80s, are heavily influenced by the democratic socialist and labour movements of the 19th and early 20th centuries. The Russian revolution, and Lenin, were inspired by movements happening all over Europe to restructure the movement of capital and the means of production into a more egalitarian regime. The Paris Commune, though ultimately unsuccessful, inspired the Russian revolution (much like the French Revolution inspired all subsequent democratic revolutions--see Statue of Liberty).

Anyway, in game terms, I don't know how to think about this except in shorthand. Communism like Stalin and Mao is more totalitarian, Social Democracy can be only partial, like in Europe today, or far more radical, like in the early days of the revolution. But these differences could be accounted for by different threads of the civics screen. I've not really yet come to a firm understanding of how choices are made for the civics tree. Some make sense to me, and with others I am still trying to figure it out. Then, we also get into the problem of different ideas about what the crux of Communism or Marxism is, or their effects. Take for example, Aijaz Ahmad, who in his In Theory argues that the poor showing of Communism since WWII in competition with Capitalism was partly because of that competition and the direct efforts of Western capitalist countries to make sure communism didn't work. That competition effected the Communist bloc by making it shift away from its principles in order to stay afloat. *shrug* His argument is convincing, but I'm not sure. I do think that Marx's ideas being a failure is wrong, however much we may tend towards thinking that Communism itself is a failure. I just wonder how much our own political tendencies cloud the way we think about Marx and those inspired by him.

Anyway... this is all just really rambly. I just thought I'd throw it out there and see what people think. I don't really have any ideas myself about this in relation to civ... sooo... um. take it however one wants. Sorry if it is off topic.
 
Sadly enough I've seen the AI do this in regular civ and Fall Further (where forts do nothing also, not even canals or hook up resources.)
I thought you could use forts to hook up resources?

I'm going try to avoid a political debate here. (Okay, I'm not.)

The Only time Communism could ever work would be when we have perfect people. So, Communism should be moved into the Transhuman Era, IMO, as that would be the only time one could re-engineer people to never complain, never be greedy. Of course the downside is stagnation. If no one is greedy, no one innovates.

I believe this whole thornbush is why Zappara has really avoided taking a side on Communism.

Of course, we could just decide that Communism is not feasible, remove it from the civic choices, and accept that Soviet Russia wasn't so much communist as it was Fascist.

And on the subject of our esteemed* congressmen (and women. This comment is for those of us in the USA.), let's just say that power corrupts. She isn't a communist. No one is really communist.

*<Sarcasm/>
:agree:
 
I still see the AI place a fort over a resource. Doesn't matter if it's in the cities Fat X or not. As long as it's in their cultural border. And its not for defensive purposes but for commerce mostly with some production. The Ai will leave large sections of tiles unimproved if there is a fort nearby too. When if they would build a city their production, commerce etc would be stronger. But no they build a fort and leave the area underdeveloped or not at all.

So I guess I'm saying that forts to me are AI inhibitors, the same as the Slavery Civic. Both could be eliminated and I wouldn't cry over it. In fact I'd probably cheer.

JosEPh
 
There's an easy way to fix forts. Make them the way they are in vanilla BTS, with no commerce modifier. That way the AI doesn't value them and only places them on resources outside the city cross. Problem solved.
 
Sadly enough I've seen the AI do this in regular civ and Fall Further (where forts do nothing also, not even canals or hook up resources.)

we don't have this problem in Orbis ;)
 
I don't have this problem in my version of Fall Further, either (because I removed Forts. :P Which reminds me to do the same for RoM...)
 
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