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 Feedback Playthrough Realism Invictus Warlord 
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Trainee

Joined: 1 Jun 2008, o 20:07
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Post Feedback Playthrough Realism Invictus Warlord
Dear Invictus-crew,

After a recent playthrough with the English I have some comments, bug reports and ideas for improvement that I wish to share. At the end I had a glorious Great British empire possessing South America, West Africa and Australia plus a few vassal states so I got to explore a lot of stuff in-game! As always, the only thing ruining the experience of empire growing is to invetably end up in a long, major and unwanted bloody war with another huge world empire (you know, complete surprise attack by a stack too big to even count), but, hey, that's Civ!

The other major players this time around were oddly enough Persia (the great conqueror), Mali (my mortal enemy for a long while until friendship blossomed to again break out into even bloodier war), Choson (master of Asia) and Hungary (master of wonders). I'm glad that Dravidia and Greece didn't become major players this time around as they practically always do. A h-ck of a fun game! The best all-time game, however, would be another game as the English where the empire was just on the verge of being the first nation to get Nuclear Weapons at the last save game and keeping the world under its thumb... good times that will one day be continued! So, comments:

- Cost: The Stock Exchange may not be expensive enough for the amazing bonus that it provides (+65% for the English)! It is only somewhat more expensive than the Market (+20%) and the Grocer (+15%).

- Cost: On the other hand, the Custom House is too expensive even if it gives +100% foreign trade in the target city only. The current price is actually higher than that for the most useful National Wonders which provide national benefits. It usually ends up being the last thing I build because of the daunting cost, which isn't right. In comparison, the Tax Collector for example does the same job much cheaper, so this really seems unbalanced.

- Bug: The technology Absolutism does not have the correct read-out upon discovering it. It should say "I am the state." This also goes for a few other techs that I missed to write down.

- Economic: According to the Economy screen the Slave Market and Nemeton continue to bring income even long after they have expired; this should be corrected!

- Civic: The Dictatorship would very much benefit from a healthy -5 % Maintenance Cost from Palace Distance bonus. Historical dictatorships work less well than other civics with worse services and economy, but perhaps have greater security and less personal freedom. That Maintenance Cost reduction simulates not more money but worse services at a lower price and would make it possible to barely run a huge Dictatorship which isn't viable in-game right now. After all, a conquering empire isn't supposed to run Representation or other peace-oriented civics forever!

- Civic: Most civics have a lot of bonuses to offer and there should be some carrots also for Dictatorship (in addition to a lot of free units) as provided by Buildings. Therefore, I also suggest giving all Police Stations a +2 Spy Point (just like Taverns) if ran with Dictatorship, a very fitting bonus!

IDEAS FOR TOTAL REALISM IMPROVEMENTS:
- DIPLOMACY: It would be great if these diplomatic options were available (probably beyond the scope of your programming capabilities): Demand safe passage (i.e. a unilateral Open Borders deal)

- GREAT GENERAL: Allow Great Generals to attach to and lead ships and planes also! I want my Francis Drake Pirate Ship unit! Barbarians seem to do it with their named pirate ships.

- WIKIPEDIA: Add some text about Inflation to the Wikipedia. Mine ran rampant and I would really have wanted to know more about how to combat it and the reasons (and actual formulas) behind it.

- WIKIPEDIA: Add info about the fact that Tax Collectors and Government Official (this is the correct spelling; it's wrong in the game) may also use Caravel, Great Ship and Sloop for transportation (it's not obvious in the Civipedia). The idea behind Mercantilism is among other things to profit through colonial trade and cheap transportation of Tax Collectors and Government Officials go a long way towards establishing this (in addition to the various toll and trade buildings) - it should be clear!

- RELIGION: The disappearance of the ability to build Missionaries and their equivalents always catches me completely off-guard. Religious pilgrimage and saving souls still occurred and occur to less civilized populations around the world even after the Enlightenment, and it's still important in modern days. I would like for there to be some options to continue with religious matters even in modern days although on a smaller scale, in other ways than to merely be able to build the always available Inquisitor unit, and there are currently no options whatsoever in-game. To be able to remove religions, but do nothing else seems unbalanced and unrealistic. One cannot build Missionaries and such to introduce the state religion into one's new cities, which I find to be a severely lacking ability, since this gives access to some very important culture-producing Buildings in the target city. This lack is a true drawback, and one cannot be expected to build a legion of missionaries in advance for future use before their production capability expires! A few suggestions come to mind:

1) allow the Great Prophet to do a Pilgrimage Journey! This journey simulates the massive religious travels of the home Civilization. Otherwise in modern days, the Great Prophet that still pop up has little function in-game (and using him as a Specialist is extremely boring) and this would correct that. The pilgrimage should specifically take place to the Holy city of the state religion, whether it be in one's own possession or not (and let's hope you have those Open Borders ready). The Bonus would then depend on the distance to said city, and consist of three factors:

a) a random low chance for additional and temporary Happiness throughout individual cities in the empire (say, +1 Happy for 20 turns at the lowest game speed just like a Golden Age),
b) a small random chance for some additional Culture in individual cities (a specific sum, but much smaller than that for the Great Artist, for example +500 culture) and, importantly,
c) the free spreading of the state religion in 1 or 2 random cities of the empire that do not already have the affected state religion (i.e. roll for all cities).

2) With the disappearance of Missionaries and such, introduce a weaker inferior version of the Pilgrim. The Pilgrim unit may only introduce the state Religion in the cities and villages of minor, non-playable Civilizations (Atlantic Tribes, Aboriginals, that Jerusalem tribe etc.). Think scruffy, bearded and rough missionaries in the Canadian wilderness for example. This would simulate real life history well, plus give a much needed mechanism for improving the political relationships with such minor civilizations! Furthermore, the Pilgrim should be able to introduce the state religion in one's own cities of course and maybe even to Barbarian cities. There should also be a building associated with being able to produce the unit of course, perhaps simply the same one as for the older Missionary unit, and the unit could be more expensive than the respective Missionary to simulate the weakening of religious ideas with the Enlightenment. Actually a later and larger religious building, or even a World Wonder or National Wonder, would be better for specifically allowing this unit. This unit signifies that the end of religious warfare is largerly over since one can no longer introduce the state religion with equal, civilized opponents, but allows for some welcome cooperation with minor tribes and the eternal extension of one's own empire.

3) Maybe also introduce a Televangelist unit with the Radio tech. It would function just like my idea for the Great Prophet Pilgrimage, but only provide very small financial benefits with established pilgrimage. It would simply serve as a poor man's Diaspora Merchant with lesser abilities and benefits.

4) Better yet, also in modern times, there should be a Red Cross Unit for Christian states, a Red Crescent unit for Muslim states etc. What the unit does is it establishes a Red Cross Station in the target city which provides +1 Health. The Red Cross unit also requires a Red Cross Station building to build it in the first place, a building that should come somewhat later into game (with some humanitarian tech) after the ability to build Missionaries has been lost. The mechanism is reminiscent of the Mayor's Office which enables the building of Government Officials which then can produce new Mayor's Offices in another city, plus the building has a welcome but small benefit, particularly in war zones (i.e. Health). In other words, the Red Cross Station can either be built by every city individually, or be spread to poorer areas through the use of a Red Cross unit built in a larger metropolis - just like in real life.

- MILITARY: A promotion that specifically negates the Fear ability would be desired. For example, something further down the road called Steely Resolve or Iron Nerves. Perhaps limited only to troops lead by a Great General. This would be of significant help trying to bring down those very powerful barbarian forts by veteran soldiers in older times.

- CONSTRUCTION: Perhaps a way of making Workers into veterans. If possible, one XP gained by every couple of dozens of Improvements completed (only to the actual completing unit, not helpers). Workers could have their own promotions: expert at building Roads, expert at building Mines, Expert at Cottages and so on, each of which somewhat reduces construction time for that field. All that hard toil over the centuries should lead to something and a workforce specialization is nice!

CONSTRUCTION: A better construction unit in modern times called Construction Crew, Engineer Corps or the like, which takes over the role of the Worker unit and is slightly more efficient. The Construction Crew would also be able to build the five new Improvements below, which traditional Workers cannot do.

CONSTRUCTION: More terrain Improvements are needed for variability and utility. The number of different roads is good already. However, these would be great:

1) the ability to build a bridge improvement on an Ocean tile of 1 tile length only over very long time. Since it's difficult to get a Worker to do that, perhaps a Work Boat (or a Engineer Boat unit, a modern successor to the Work Boat unit that actually could enter Ocean tiles) could build it instead (in addition of course to being able to produce the usual Fish, Clam, Whale boats etc.). The bridge building could use graphics like the Golden Gate Bridge or somesuch. This would be useful for connecting Sweden to Denmark, England to France etc., which has been done in real life, so that land units could traverse between these areas just as in modern real life plus it would look great! Bridged Ocean tiles would of course still be fully traversible by all Naval units as usual.

2) a Radar Outpost improvement outside of one's Cultural Borders, but not in enemy lands of course, for a few tiles enhanced Visibility (but perhaps in Limited numbers only as same as National Units) would be great. This should be possible to add since Roads, for example, can be built outside of Cultural Borders. This was particularly important during the Cold War era - to know where the enemy is and where they are coming from.

3) An Airfield improvement within Cultural Borders, or perhaps even in free international land tiles, which simply allows for all aircraft to land, refuel and depart from there instead of having to always land in cities or Carriers. It, like Radar Outpost, could be allowed to be contructed within one's own empire as well as in Neutral lands (imagine and empty Pacific island tile). The Airfield could also store nuclear missiles unless one also want a contructible Silo improvement specifically for this (but keeping nukes stored and ready in Neutral International waters just seems wrong - that's what moving, stealthy, nuclear submarines are for).

4) A method for removing ice both on land and water if that's not yet available. It would create new transport routes, for example, from Norway through north of Russia to Alaska, and give a feeling of slightly expanding one's empire. It would also give incentive to build bases to control the new waterways.

5) the ability to build a Bunker improvment (perhaps at most two only) in Neutral lands, which will serve as an advance troop deploy in international waters, spot for reserve units and other strategic forces.

OTHER NOTES:
- Civ Total Realism is a superb mod & the only way I ever play Civ!! No reason to even touch the most recent ridiculous iteration of Civ, but one should keep the eyes open for Beyond Earth of course.

- Gotta love the Fortress Battery; it has good defense and they also return devasting fire! The way to limit their production in-game is excellent, so they will only be focused in key cities. I've had brutal and desperate artillery duels saving the empire using these more times than I can count. Take it, enemy, take it! :lol

- I encountered a badly damaged Hian the From Buccaneer in the Bay of Canada... he obviously had had his fun and I put him out of his misery, just hilarious! Didn't stop me from encountering the legendary and unique Santa Anna armored Caravel of the Spanish on every single continent on the planet however, heh!

Granted, I've note read through the thousands of posts the last years, but hopefully some of this feedback is new and can be of use. Thanks for all the great Civ-work!

/ Peter Masterman :-D


22 Oct 2014, o 06:04
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Joined: 12 Jul 2007, o 09:23
Posts: 2967
Post Re: Feedback Playthrough Realism Invictus Warlord
Hi!

Thanks for taking your time to write such a detailed report. I'll try to address some of your points below.

Masterman wrote:
After a recent playthrough with the English I have some comments, bug reports and ideas for improvement that I wish to share. At the end I had a glorious Great British empire possessing South America, West Africa and Australia plus a few vassal states so I got to explore a lot of stuff in-game! As always, the only thing ruining the experience of empire growing is to invetably end up in a long, major and unwanted bloody war with another huge world empire (you know, complete surprise attack by a stack too big to even count), but, hey, that's Civ!


Firstly, I would very much like to know if you're playing an official release or SVN. Currently they provide vastly different gameplay experiences.

Quote:
- Cost: The Stock Exchange may not be expensive enough for the amazing bonus that it provides (+65% for the English)! It is only somewhat more expensive than the Market (+20%) and the Grocer (+15%).


Well, it's a unique building for a reason. But I agree that it should be nerfed down, since we nerfed down basic financial buildings and forgot to do the same to this unique.

Quote:
- Cost: On the other hand, the Custom House is too expensive even if it gives +100% foreign trade in the target city only. The current price is actually higher than that for the most useful National Wonders which provide national benefits. It usually ends up being the last thing I build because of the daunting cost, which isn't right. In comparison, the Tax Collector for example does the same job much cheaper, so this really seems unbalanced.


Agreed again, that was my feeling as well. I think I'll see to it that it becomes cheaper.

Quote:
- Bug: The technology Absolutism does not have the correct read-out upon discovering it. It should say "I am the state." This also goes for a few other techs that I missed to write down.


Thanks, noted and fixed for this one. Bear in mind though, that we don't have recorded voice quotes for ALL the techs we have, unfortunately. Yet, if you find and report more, it will be great.

Quote:
- Economic: According to the Economy screen the Slave Market and Nemeton continue to bring income even long after they have expired; this should be corrected!


I think this is just a bug of the economy screen; in truth they don't. Still, worth looking into.

Quote:
- Civic: The Dictatorship would very much benefit from a healthy -5 % Maintenance Cost from Palace Distance bonus. Historical dictatorships work less well than other civics with worse services and economy, but perhaps have greater security and less personal freedom. That Maintenance Cost reduction simulates not more money but worse services at a lower price and would make it possible to barely run a huge Dictatorship which isn't viable in-game right now. After all, a conquering empire isn't supposed to run Representation or other peace-oriented civics forever!


I think the greater security is well-represented by happiness from military units. But yes, balancing civics is always an issue.

Quote:
- Civic: Most civics have a lot of bonuses to offer and there should be some carrots also for Dictatorship (in addition to a lot of free units) as provided by Buildings. Therefore, I also suggest giving all Police Stations a +2 Spy Point (just like Taverns) if ran with Dictatorship, a very fitting bonus!


Nice idea.

Quote:
- DIPLOMACY: It would be great if these diplomatic options were available (probably beyond the scope of your programming capabilities): Demand safe passage (i.e. a unilateral Open Borders deal)


Not exactly beyond SCOPE, but we have a very limited resource of our coder's time and thus currently we use him only for those coding-heavy tasks that are absolutely essential. And yes, you've guessed well, this requires a lot of coding.

Quote:
- GREAT GENERAL: Allow Great Generals to attach to and lead ships and planes also! I want my Francis Drake Pirate Ship unit! Barbarians seem to do it with their named pirate ships.


The main deal here is to make AI understand and use it. Unfortunately, that is also a very coding-heavy task. We have a policy of not adding human-only features to RI.

Quote:
- WIKIPEDIA: Add some text about Inflation to the Wikipedia. Mine ran rampant and I would really have wanted to know more about how to combat it and the reasons (and actual formulas) behind it.


I don't think there are any real factors affecting it. It is just a variable that increases over time - as it was in vanilla Civ 4. It is among my long-standing wishes to do something interesting to inflation by adding lots of factors to it, and when it happens we'll be sure to indicate that in Pedia.

Quote:
- WIKIPEDIA: Add info about the fact that Tax Collectors and Government Official (this is the correct spelling; it's wrong in the game) may also use Caravel, Great Ship and Sloop for transportation (it's not obvious in the Civipedia). The idea behind Mercantilism is among other things to profit through colonial trade and cheap transportation of Tax Collectors and Government Officials go a long way towards establishing this (in addition to the various toll and trade buildings) - it should be clear!


Well, it is indicated in those ships' screens, but I agree, mentioning it for the units themselves is also a good idea.

Quote:
- RELIGION: The disappearance of the ability to build Missionaries and their equivalents always catches me completely off-guard. Religious pilgrimage and saving souls still occurred and occur to less civilized populations around the world even after the Enlightenment, and it's still important in modern days. I would like for there to be some options to continue with religious matters even in modern days although on a smaller scale, in other ways than to merely be able to build the always available Inquisitor unit, and there are currently no options whatsoever in-game. To be able to remove religions, but do nothing else seems unbalanced and unrealistic. One cannot build Missionaries and such to introduce the state religion into one's new cities, which I find to be a severely lacking ability, since this gives access to some very important culture-producing Buildings in the target city.


Once again, I would very much like to know what version are you using. There are several ways to continue spreading your religion even in modern era:

1) Your existing monasteries don't disappear. You can still build missionaries in the cities that had them.
2) With Monasticism civic, you can go and build missionaries anywhere and any time.
3) With Free Religion, you can use religious representatives to do the same, and for every religion you have.

Quote:
1) allow the Great Prophet to do a Pilgrimage Journey! This journey simulates the massive religious travels of the home Civilization. Otherwise in modern days, the Great Prophet that still pop up has little function in-game (and using him as a Specialist is extremely boring) and this would correct that. The pilgrimage should specifically take place to the Holy city of the state religion, whether it be in one's own possession or not (and let's hope you have those Open Borders ready). The Bonus would then depend on the distance to said city, and consist of three factors:

a) a random low chance for additional and temporary Happiness throughout individual cities in the empire (say, +1 Happy for 20 turns at the lowest game speed just like a Golden Age),
b) a small random chance for some additional Culture in individual cities (a specific sum, but much smaller than that for the Great Artist, for example +500 culture) and, importantly,
c) the free spreading of the state religion in 1 or 2 random cities of the empire that do not already have the affected state religion (i.e. roll for all cities).


Well, prophets are useless in modern era more or less by design. I'm not sure if we want to add more stuff to them.

Quote:
2) With the disappearance of Missionaries and such, introduce a weaker inferior version of the Pilgrim. The Pilgrim unit may only introduce the state Religion in the cities and villages of minor, non-playable Civilizations (Atlantic Tribes, Aboriginals, that Jerusalem tribe etc.). Think scruffy, bearded and rough missionaries in the Canadian wilderness for example. This would simulate real life history well, plus give a much needed mechanism for improving the political relationships with such minor civilizations! Furthermore, the Pilgrim should be able to introduce the state religion in one's own cities of course and maybe even to Barbarian cities. There should also be a building associated with being able to produce the unit of course, perhaps simply the same one as for the older Missionary unit, and the unit could be more expensive than the respective Missionary to simulate the weakening of religious ideas with the Enlightenment. Actually a later and larger religious building, or even a World Wonder or National Wonder, would be better for specifically allowing this unit. This unit signifies that the end of religious warfare is largerly over since one can no longer introduce the state religion with equal, civilized opponents, but allows for some welcome cooperation with minor tribes and the eternal extension of one's own empire.


Again, we already have those under Free Religion.

Quote:
3) Maybe also introduce a Televangelist unit with the Radio tech. It would function just like my idea for the Great Prophet Pilgrimage, but only provide very small financial benefits with established pilgrimage. It would simply serve as a poor man's Diaspora Merchant with lesser abilities and benefits.

4) Better yet, also in modern times, there should be a Red Cross Unit for Christian states, a Red Crescent unit for Muslim states etc. What the unit does is it establishes a Red Cross Station in the target city which provides +1 Health. The Red Cross unit also requires a Red Cross Station building to build it in the first place, a building that should come somewhat later into game (with some humanitarian tech) after the ability to build Missionaries has been lost. The mechanism is reminiscent of the Mayor's Office which enables the building of Government Officials which then can produce new Mayor's Offices in another city, plus the building has a welcome but small benefit, particularly in war zones (i.e. Health). In other words, the Red Cross Station can either be built by every city individually, or be spread to poorer areas through the use of a Red Cross unit built in a larger metropolis - just like in real life.


Something like that is in the works. Not exactly the way you describe it, but we plan to overhaul modern medicine quite a lot.

Quote:
- MILITARY: A promotion that specifically negates the Fear ability would be desired. For example, something further down the road called Steely Resolve or Iron Nerves. Perhaps limited only to troops lead by a Great General. This would be of significant help trying to bring down those very powerful barbarian forts by veteran soldiers in older times.


It already exists and is called "Drill". Give your units one more first strike and it effectively cancels out Fear. A promotion that specifically counters only that one malus would actually be weaker, since Drill is also useful in a lot of other situations. It is my feeling that many players underestimate the true usefulness of first strikes.

Quote:
- CONSTRUCTION: Perhaps a way of making Workers into veterans. If possible, one XP gained by every couple of dozens of Improvements completed (only to the actual completing unit, not helpers). Workers could have their own promotions: expert at building Roads, expert at building Mines, Expert at Cottages and so on, each of which somewhat reduces construction time for that field. All that hard toil over the centuries should lead to something and a workforce specialization is nice!


We considered that, but once again, it would take an awful lot of effort to make AI understand how to use that properly.

Quote:
CONSTRUCTION: A better construction unit in modern times called Construction Crew, Engineer Corps or the like, which takes over the role of the Worker unit and is slightly more efficient. The Construction Crew would also be able to build the five new Improvements below, which traditional Workers cannot do.


Well, since workers get regular bonuses from techs, I am not sure why we would need to have a separate unit for that. Modern workers are already more efficient than ancient ones.

Quote:
CONSTRUCTION: More terrain Improvements are needed for variability and utility. The number of different roads is good already. However, these would be great:

1) the ability to build a bridge improvement on an Ocean tile of 1 tile length only over very long time. Since it's difficult to get a Worker to do that, perhaps a Work Boat (or a Engineer Boat unit, a modern successor to the Work Boat unit that actually could enter Ocean tiles) could build it instead (in addition of course to being able to produce the usual Fish, Clam, Whale boats etc.). The bridge building could use graphics like the Golden Gate Bridge or somesuch. This would be useful for connecting Sweden to Denmark, England to France etc., which has been done in real life, so that land units could traverse between these areas just as in modern real life plus it would look great! Bridged Ocean tiles would of course still be fully traversible by all Naval units as usual.


Yeah, I gave that some thought, but unfortunately that would require a lot of coding to both execute and teach AI how to use.

Quote:
2) a Radar Outpost improvement outside of one's Cultural Borders, but not in enemy lands of course, for a few tiles enhanced Visibility (but perhaps in Limited numbers only as same as National Units) would be great. This should be possible to add since Roads, for example, can be built outside of Cultural Borders. This was particularly important during the Cold War era - to know where the enemy is and where they are coming from.


A purely gameplay concern is that, by the time of Radar tech, there are usually almost no tiles left in the world that are not within someone's borders. And you can't build improvements within other civ's borders and still have them under your control. So that improvement would be virtually useless unfortunately.

Quote:
3) An Airfield improvement within Cultural Borders, or perhaps even in free international land tiles, which simply allows for all aircraft to land, refuel and depart from there instead of having to always land in cities or Carriers. It, like Radar Outpost, could be allowed to be contructed within one's own empire as well as in Neutral lands (imagine and empty Pacific island tile). The Airfield could also store nuclear missiles unless one also want a contructible Silo improvement specifically for this (but keeping nukes stored and ready in Neutral International waters just seems wrong - that's what moving, stealthy, nuclear submarines are for).


I think you already can use forts for that.

Quote:
4) A method for removing ice both on land and water if that's not yet available. It would create new transport routes, for example, from Norway through north of Russia to Alaska, and give a feeling of slightly expanding one's empire. It would also give incentive to build bases to control the new waterways.


IIRC we have ice breaking capability for modern ships. But it was added long ago, and I haven't used it in ages. Might be broken right now for all I know...

Quote:
5) the ability to build a Bunker improvment (perhaps at most two only) in Neutral lands, which will serve as an advance troop deploy in international waters, spot for reserve units and other strategic forces.


Again, you can use forts for that.

Thanks again for your comments and I hope you have many more enjoyable games of RI!


25 Oct 2014, o 02:04
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Post Re: Feedback Playthrough Realism Invictus Warlord
I can confirm the icebreaking feature still works. As I recall from my last play-through that made it to the modern era, it's only available to destroyers, and it requires a number of turns for them to complete the task.


26 Oct 2014, o 09:05
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Post Re: Feedback Playthrough Realism Invictus Warlord
Nice! It was added literally YEARS ago, I think before I joined the mod team. It was one of my secret fears that it no longer worked, as I never used it in my actual games.


27 Oct 2014, o 00:31
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Post Re: Feedback Playthrough Realism Invictus Warlord
My pleasure to report stuff, I wish upon continued improvement of this already superb mod and also want to take the opportunity to thank you for the enhanced game experience that this mod provides. :-) The Vanilla game seems only too bleak and empty in comparison. While I'm not very active in this forum (and don't really know about how to conduct my messages or the smilies either: I'll have to just reply without quotes this time around) I surely do appreciate all the work your team has put into this product!

I haven't upgraded any games in a while - being happily busy with work and life - and therefore used the version that was lying around on my laptop, namely Civ 4-Beyond the Sword Civ Version 319, Save Version 302, Build version 3.1.9.0 (14th of May 2009) w/ mod Realism Invictus 3.1 (2011-12-23) ; all very official stuff. I used the included: Realism Invictus World Map (Large), which had 26 playable civs (incl. recent additions such as the Dravidian and Ethiopian). I should also point out that I have played this current game only to the year 1592 AD so far, meaning that I haven't tested/enjoyed the later technologies yet. Yeah, it's probably time to upgrade, heh!

It's good to nerf some economic buildings, although not by much since economic problems are all to common already as it is :-) For example, building a rapidly expansive empire of conquest will very soon push down Science to 0 % just to survive until one can improve cities, subjugate the populations and secure the peace. This is ok, and means there will be periodic wars and peace periods, which is reasonable. Actually, I've often found that it's absolutely necessary to be the leader of a major religion in the world with the religious World and National Wonders to get the necessary income to wage a larger war. Then again, I've not always ran an economically optimal empire so I guess it all does balance out in the end (I'm more culture- and, well, religion-oriented).

Ok, I'll write down more missing tech read-outs next game I run through (which won't be happening any time soon!).

You know, I always suspected that the Economy Screen was wrong in reporting the Slave Market and Nemeton since I certainly didn't feel that "extra income" in any way!

Yes: the happiness-military units connection for Dictatorship is indeed important, but I've found it completely impossible to run a Dictatorship with even a modicum of success. Which is sad, since I prefer to be a hard-line leader and occasional tyrant. I don't know how the AI Civs can pull it off. The problem was mainly economical and due to Maintenance costs, which even the proposed -5% would alleviate a lot. I'm soon forced to change to other civics, although less desirable in wartime, and the impact on the economy is just humongous.

Cool, looking forward to seeing the +2 Spy Points from Police Stations in my Dictatorship-games!

Yes, I assumed programming Unilateral Border deals to be a time-consuming task. It sounded like a time-consuming task, although it would represent the real world very well: the ability to at least temporarily station military units in somebody else's terrain even though you don't have Open Borders signed. For example, the USA has troops everywhere, but the armies of other nations are certainly not stationed in the USA. Allowing foreign military presence in your own country should be beneficial diplomatically. I sometimes miss direct Technology swapping, although the Open Borders mechanics compensates for these effects rather well. But I would rather not have Open Borders with everyone for practical reasons and since I don't want to feed the others all my good techs.

Yes, I have understood your police to implement only changes that the AI Civs know how to use. However, I personally don't fully agree with it since the AI Civs are very prone to cheating anyway in ways that we have no ways to counter. An extreme example was in my last game: I was vaging a large war in West Africa against a somewhat inferior opponent. He had huge stacks of catapults, heavy horse archers, hunters and primitive musketmen. It looked like I could win this, but suddenly, in one turn, every single one of the units in those stacks were upgraded by the AI Civ! He suddenly had artillery, rifle-slinging cavalry and riflemen instead... the upgrade cost of that would have been, according to my calculations, at least 5000 gold, and I knew from recent statistical reports that he (Mansa Musa) certainly wasn't that rich. Pure cheating IMO! Although I'm still happy to report that through artillery duels and a tricky sneak attack by veteran units in his back I did break those stacks completely and now have a veteran army ready to invade him instead! The point, though, is that there could be a few abilities that well simulate reality accessible to human Players even if the AI Civs do not use such abilities optimally. Sometimes it also seems as if an AI Civ shouldn't be able to handle his economy at all given the fact that he has so d-mn many military units and a lack of economic city improvements - and yet he still makes it while just pushing out new technologies as if there was no tomorrow. In other words, since they're cheating we should be able to at least play optimally using every trick in the official rules book.

Oh, I'd love for a more complex take on the matter of Inflation in the mod! I'm guessing you also will add some new City Buildings to alleviate and balance such issues, which will be great - the ability to combat Inflation even in minute amounts, yay!

You mentioned that: your existing monasteries don't disappear. You can still build missionaries in the cities that had them.

But that exactly is the point, I CANNOT build any more missionaries in any way whatsoever. It's very weird, as I still have all the buildings and civics needed to do so, but the option is simply not accesible any more. Still, the Inquisitors and Christian Cathedral are available though. Maybe it's just a bug in all my games. I just checked in in the save game and it says: Christian Monastery (Obsolete) in the cities of my game, and the Missionary is therefore greyed out and cannot be built. This happened in my last game also: as I approached more modern times all missionary-building possibilities disappeared alltogether.

You also mentioned: With Monasticism civic, you can go and build missionaries anywhere and any time.

Yes, and I usually use this ability vigorously, although it's not longer possible either - very weird. Maybe I'm just missing something important.

Well, prophets are useless in modern era more or less by design. I'm not sure if we want to add more stuff to them.

I understand that you wish to minimize the effect of modern day Prophets, but surely religious leaders still pop up now and then around the world strongly influencing their nations. Perhaps the in-game effects now are sufficient for that.

Very nice that you will enhance the effects of modern medicine! This will help make modern times really feel like modern times, plus give us more things to build which is always a plus.

Ah, I had missed the fear-negating effect of the Drill promotion - great! I that case no more such fixes are needed. And you're correct in that Players tend to underestimate the use for First Strikes (instead prefering strength) - I've started to see the great benefits of this ability quite recently only.

Understood about Worker Veterans. Still, it would be nice to have a veeeery slow XP for Workers system in place. Even if the AI Civs couldn't use this optimally they would still benefit from having a few Workers betters at certain tasks than others. And it's not really a major problem since the AI generally seems to be able to plan and build all of those improvements better than most human players anyway.

Actually, regarding building Bridges on Ocean tiles, there is one easy fix for how to teach the AI to do that: place a hidden (for the eyes of a Player that is) new resource in all Ocean or Sea tiles which are located between two land tiles in all official maps - in particular the World maps! There aren't actually that many such tiles as one would think (it could probably be included into seeding new maps as well). Then a Bridge Improvement with the road ability could be built ONLY on those resources. The AI Civ would know to build improvements on those resource squares - since they build improvements on every possible type of resource squares automatically anyway - and would do so whenever having the tech and within its Cultural border limits (as would the human player). The AI Civ, which always keeps calculating transport routes will be able to include the finished bridge tile in its road network and will transport troops through it as well.

While it is true that most tiles in modern times will be within somebody's borders it's not true of isolated islands etc. in international waters where a radar station, and why not a Fort, would be absolutely perfect in terms of intel gathering.

Ah, right, Forts can now also serve as Airfields along the new ability to use these as sea ports - got it!

Oh, the ice-breaking capability probably works but I just have never had the opportunity to use that modern ships to try it out!

Great, Forts can be built in Neutral lands to serve as an advance troop deploy in international waters, spot for reserve units and other strategic forces. No fixes needed!

Keep up the good work!

/ Peter Masterman :-D


30 Oct 2014, o 09:51
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