Mexico
TR senior programmer
Here will be posted info about latest version avaliable:
Latest Version for vanilla civ (needed patch 1.61) - no longer supported:
Total Realism 2.1.3
can be downloaded:
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112
Install instructions:
1. Download both files (TotalRealism-Setup-2.1.exe and TotalRealism-patch-2.1.3.exe)
2. Run basic setup: TotalRealism-Setup-2.1.exe
3. Run patch setup: TotalRealism-patch-2.1.3.exe
installation is automatic (no need to specify installation folder)
Total Realism for Warlords 2.3 was released!!!
Latest version for Warlords:
Total Realism for Warlords 2.3 Gold
Incompatible with saved games from 2.2
Installer will detect proper Warlords patch version, but settings can be overwritten in custom mode install
Download link:
http://downloads.sourceforge.net/civ4mods/TotalRealism_for_Warlords-Gold-2.3a-Setup.exe
Install instructions:
1. Download installer (must click on link, right-click and save-as not working because link is pointing to download script!)
2. Run installer
3. Play and enjoy
Changelog:
Changes for 2.3 Release - 17.05.2008
- Too many new units to be listed here....
- Too many buildings to be listed here....
Graphical improvements:
- better look
- more realistic models
- reduced memory usage for graohics
Functionality update (in short):
- modified resource conversion system
- Siege units overhaul:
Catapults, Trebuchets and Bombards now have strength 1, but get large bonuses when attacking cities - boosting their strength to 5, 7 and 9 respectively. They should be now useless when attacking in field and defending (note that Korean Hwacha retains field combat capability).
Siege units now cannot capture cities.
- Inquisitor have more AI value now, especially if state religion is also favorite religion
- Assigned proper AIs to some religious units (like Dastur and Diaspora Merchant) - now AI will be much more likely to use them properly.
- Pyramids wonder now gives 2 happiness to pagan temples instead of civic choices, made cheaper. Still no expiration, as its only effect (pagan temples) has a naturally short life span in the game.
- New wonder: Karl Marx's Das Kapital. Requires Market Regulation, allows all Economy civics (in effect, only the last two, as all others should be known by then), generates Great Merchant.
- The other aztec guy (not Montezuma) is now Agricultural instead of Organized (re-read his biography - he's the "father" of aztec farming).
- Peace-loving leaders should be more peaceful towards their friends now, and some psychotic bastards can now backstab even their closest friends.
- All non-vanilla leaders have gotten unique first contact greetings (might do some other unique diplomatic quotes too, but as there are generic counterparts for everything else, this can wait).
- Slavic archer finally gets a button denoting that he IS an archer now, not a slinger.
- Crucible steel as pre-requisite to arquebus.
- Update Civics:
- Slavery moved to mining. +1 gold with mines, quarries and plantations.
- Serfdom: special building Windmill is now: +1 both health and happy face but no more gold.
- Caste System: also -10% research now.
- Lower religion spread rates by 20%.
- research a very bit fastest in classical era.
- Trait "equality" upgraded. (+25% GP instead of +25%)
- Slave Market moved to Mining (as Slavery is now available with Mining)
- Medieval techs made 10% more cheaper.
- obsoleted buildings are not displayed (but still can generate culture etc...)
- wonders (national or world) is still visible
- updated Holy shrine loose/respawn interval to 20/10 turns (was 75/20)
- Tribalism and Slavery gain +1 happiness from Storyteller and Pagan Temple, respectively (to compensate overall lower happiness early on).
- Guilds Economy civic now provides more yields from plantations, wineries (1 more commerce each) and workshops (+1 food).
- Some crucial techs now provide negative happiness (to combat happiness gain later in game) as people become more demanding. Code of Laws, City Rights, Critical Thought, Civil Liberties, Globalization. Happiness levels in all eras need to be tested for good balance now.
- Torpedoes promo is now more dangerous to capital ships (part of a moderate naval overhaul planned for the next few submissions).
- Escorts and destroyers now have a bonus vs light ships.
- AI should value some industrial buildings crucial to its defense (firearms, steel, artillery) more and try to build them earlier.
- Lowered by 5% the probability to build units for all leaders. Might ease burden AIs put on their economy with excessive militaries.
- Arenas no longer give extra happiness with dye.
- Potter Workshops will now be obsolete with arrival of Glassworks, which can be now built in every city with Market.
- Lowered gold bonus of Market and, especially, Grocer (Persian Apothecary is now +5% gold more than ordinary Grocer).
- Jeweller can now be built in every city, gives happiness from Gems, Gold, Silver, but no bonus gold (see below).
- Forge no longer gives the above happiness boni, production boni now tied to the appropriate resources (+10% from copper, +10% from iron), obsolete with Crucible Steel.
- New building: Blast Furnace, with Crucible Steel, production bonus +20% from iron, +10% from coal, obsolete with Mass-Produced Steel (replaced by Steel Mill, that now gives +25% production and +15% more with power). Some wonder prerequisites now updated due to Forge becoming obsolete so early.
- Mob Justice no longer limited to 15 turns, by popular demand.
- Universal Suffrage wonder now requires Social Justice civic.
- Gas Plant now requires Natural Gas to be built.
- Despotism now has distance maintenance penalty and no longer a manpower bonus.
- Medieval techs now 10% cheaper
- New promotion line: Patrols I, II and III. Makes up for an obvious lack of anti-light cavalry promos. Same logic as anti-cavalry promos, both now available with combat/drill I, like anti-melee and anti-archery.
- Removed withdrawal chances from scout aid both for game logic reasons (infantry with retreat chance) and to fix the reported levelup bug.
- Cost of strike fighter is now lower than that of stealth fighter (yet still higher than that of jet fighter)
- New resource, amber. Spawns in seas, most stats resemble these of pearls (except for latitudes); also solved a minor display bug with gamefont files that persisted since last version. Amber still needs to be added to the World Map
- Completely removed Informant
- Goody huts can now once more give a random cheap tech or (new) a militia unit (both chances relatively low).
- Three new wonders, each dependent on a particular civic for its benefits:
- Colosseum, requires Slavery, grants +1 happiness from Arenas and Slave Markets.
- Hanseatic League, requires Guild Monopoly, gives +2 gold per specialist.
- Big Ben, requires Parliamentarism, gives +1 happiness and +25% GPp nationwide.
- Rebalancing the game.
- Civic rebalance: happiness from military units moved from Monarchy to Dictatorship, Monarchy yields two happiness from Palaces and one from City Squares, no more additional commerce from mills.
- Plutocracy no longer increases unit cost by +1 gold, but decreases culture by 25%.
- Tribalism no longer gives +1 happiness with Storyteller.
- Pacifism once again increases gold cost per unit (as in vanilla civ)
- Warehouse provides 1 gold instead of 1 production, obsolete with Trade (for balancing early game economy), less cheap.
- All leaders will now be 2-3 times more reluctant to ask for help in wars and to stop trading with their enemies (as per popular demand).
- Military losses/successes will now be twice more valued by AI when deciding peace, should help wars end easier.
- All buildings made 25% more expensive.
- Unlimited national wonders per city (should have implemented simultaneously with ministries).
- Maximum number of trade routes per city raised from 8 to 12.
- Religions should generally spread slower, and distance should have twice the impact on spread chance (should result in more local religion spreads, as opposed to "quantum leaps").
- Vassals may now revolt if their master loses a war.
- Removed unhappiness from Code of Laws (to compensate for removed bonus with Tribalism).
- Nerfed up Oligarchy to be a viable option to Monarchy. +25% distance maintenance instead of +50%, and +50% Great General appearance.
- Rebalanced UBs of several civs:
- Mali Mint now unique market instead of forge (since forge goes obsolete); gives +1 happiness from gold and silver, and +5% gold compared to ordinary market.
- Persian Apothecary doesn't give health with wine, but lowers pandemic chance by 3%
- Korean Seowon gives +5% more research.
- Arabian Madrassa gives +1 happiness from state religion.
- Distilleries now output a new resource: alcohol. Three kinds of distilleries, with inputs of sugar, wine and wheat (should probably add one for rice)
- Axed printing shop (a kinda pointless wonder - if every civ gets to build it and get the resources it provides, it might as well not be there at all).
- Removed monetary costs from all military buildings; increased their construction costs by 50%.
- Arquebusiers more vulnerable to heavy cavalry attacks. All fusiliers and grenadiers now dependent on sulfur, instead of arsenal. Riflemen and later units now only require firearms.
- Total Realism specific hints will now be displayed at startup instead of vanilla ones.
- Dastur now produces 200 culture (forgot to increase while increasing overall culture thresholds a while ago).
- Some NUs nerfed up to be as intimidating as others (Mobile Guard +1 strength, Conquistador now has +50% vs archery and melee, Spartan Hoplite +5% vs melee).
- Kogge now carries 3 units.
- Religion spread from distance reduction half as severe as before (still 50% more than vanilla; last setting resulted in almost no spread at all).
- Warehouse now again gives +1 hammer instead of +1 gold, obsolete with Metal Casting.
- Slightly increased inflation.
- Gave Taoist temples +1 happiness, to compensate lack of happiness from many resources.
- Implemented the changes that allow a religion to negate the bonus from a specific resource.
- Implemented a code that gave each era -1 happiness (was previously handled by techs; appropriate techs reverted). BUGGED.
- Arsenal no longer requires Barracks (why was it so in the first place?)
- National Value: Power now displays its abilities correctly.
- Baths now obsolete with Medicine, their bonus was equally split between Clinics and Hospitals (with the exception of Hammam that doesn't go obsolete).
- Caste System no longer gives a free specialist and lowers research. Instead, it gives +1 happiness and +10% to all production (all with state religion, but Caste Societies cannot function without some religious basis) and -50% GPp.
- Pacifism toned down to provide "only" 150% GPp.
- Religion spread rate tweaks: Islam and Taoism somewhat faster, Hinduism slower (spread rates now more or less correspond to the time a particular religion becomes available).
Latest Version for vanilla civ (needed patch 1.61) - no longer supported:
Total Realism 2.1.3
can be downloaded:
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112
Install instructions:
1. Download both files (TotalRealism-Setup-2.1.exe and TotalRealism-patch-2.1.3.exe)
2. Run basic setup: TotalRealism-Setup-2.1.exe
3. Run patch setup: TotalRealism-patch-2.1.3.exe
installation is automatic (no need to specify installation folder)
Total Realism for Warlords 2.3 was released!!!
Latest version for Warlords:
Total Realism for Warlords 2.3 Gold
Incompatible with saved games from 2.2
Installer will detect proper Warlords patch version, but settings can be overwritten in custom mode install
Download link:
http://downloads.sourceforge.net/civ4mods/TotalRealism_for_Warlords-Gold-2.3a-Setup.exe
Install instructions:
1. Download installer (must click on link, right-click and save-as not working because link is pointing to download script!)
2. Run installer
3. Play and enjoy
Changelog:
Spoiler :
Changes for 2.3 Release - 17.05.2008
- Too many new units to be listed here....
- Too many buildings to be listed here....
Graphical improvements:
- better look
- more realistic models
- reduced memory usage for graohics
Functionality update (in short):
- modified resource conversion system
- Siege units overhaul:
Catapults, Trebuchets and Bombards now have strength 1, but get large bonuses when attacking cities - boosting their strength to 5, 7 and 9 respectively. They should be now useless when attacking in field and defending (note that Korean Hwacha retains field combat capability).
Siege units now cannot capture cities.
- Inquisitor have more AI value now, especially if state religion is also favorite religion
- Assigned proper AIs to some religious units (like Dastur and Diaspora Merchant) - now AI will be much more likely to use them properly.
- Pyramids wonder now gives 2 happiness to pagan temples instead of civic choices, made cheaper. Still no expiration, as its only effect (pagan temples) has a naturally short life span in the game.
- New wonder: Karl Marx's Das Kapital. Requires Market Regulation, allows all Economy civics (in effect, only the last two, as all others should be known by then), generates Great Merchant.
- The other aztec guy (not Montezuma) is now Agricultural instead of Organized (re-read his biography - he's the "father" of aztec farming).
- Peace-loving leaders should be more peaceful towards their friends now, and some psychotic bastards can now backstab even their closest friends.
- All non-vanilla leaders have gotten unique first contact greetings (might do some other unique diplomatic quotes too, but as there are generic counterparts for everything else, this can wait).
- Slavic archer finally gets a button denoting that he IS an archer now, not a slinger.
- Crucible steel as pre-requisite to arquebus.
- Update Civics:
- Slavery moved to mining. +1 gold with mines, quarries and plantations.
- Serfdom: special building Windmill is now: +1 both health and happy face but no more gold.
- Caste System: also -10% research now.
- Lower religion spread rates by 20%.
- research a very bit fastest in classical era.
- Trait "equality" upgraded. (+25% GP instead of +25%)
- Slave Market moved to Mining (as Slavery is now available with Mining)
- Medieval techs made 10% more cheaper.
- obsoleted buildings are not displayed (but still can generate culture etc...)
- wonders (national or world) is still visible
- updated Holy shrine loose/respawn interval to 20/10 turns (was 75/20)
- Tribalism and Slavery gain +1 happiness from Storyteller and Pagan Temple, respectively (to compensate overall lower happiness early on).
- Guilds Economy civic now provides more yields from plantations, wineries (1 more commerce each) and workshops (+1 food).
- Some crucial techs now provide negative happiness (to combat happiness gain later in game) as people become more demanding. Code of Laws, City Rights, Critical Thought, Civil Liberties, Globalization. Happiness levels in all eras need to be tested for good balance now.
- Torpedoes promo is now more dangerous to capital ships (part of a moderate naval overhaul planned for the next few submissions).
- Escorts and destroyers now have a bonus vs light ships.
- AI should value some industrial buildings crucial to its defense (firearms, steel, artillery) more and try to build them earlier.
- Lowered by 5% the probability to build units for all leaders. Might ease burden AIs put on their economy with excessive militaries.
- Arenas no longer give extra happiness with dye.
- Potter Workshops will now be obsolete with arrival of Glassworks, which can be now built in every city with Market.
- Lowered gold bonus of Market and, especially, Grocer (Persian Apothecary is now +5% gold more than ordinary Grocer).
- Jeweller can now be built in every city, gives happiness from Gems, Gold, Silver, but no bonus gold (see below).
- Forge no longer gives the above happiness boni, production boni now tied to the appropriate resources (+10% from copper, +10% from iron), obsolete with Crucible Steel.
- New building: Blast Furnace, with Crucible Steel, production bonus +20% from iron, +10% from coal, obsolete with Mass-Produced Steel (replaced by Steel Mill, that now gives +25% production and +15% more with power). Some wonder prerequisites now updated due to Forge becoming obsolete so early.
- Mob Justice no longer limited to 15 turns, by popular demand.
- Universal Suffrage wonder now requires Social Justice civic.
- Gas Plant now requires Natural Gas to be built.
- Despotism now has distance maintenance penalty and no longer a manpower bonus.
- Medieval techs now 10% cheaper
- New promotion line: Patrols I, II and III. Makes up for an obvious lack of anti-light cavalry promos. Same logic as anti-cavalry promos, both now available with combat/drill I, like anti-melee and anti-archery.
- Removed withdrawal chances from scout aid both for game logic reasons (infantry with retreat chance) and to fix the reported levelup bug.
- Cost of strike fighter is now lower than that of stealth fighter (yet still higher than that of jet fighter)
- New resource, amber. Spawns in seas, most stats resemble these of pearls (except for latitudes); also solved a minor display bug with gamefont files that persisted since last version. Amber still needs to be added to the World Map
- Completely removed Informant
- Goody huts can now once more give a random cheap tech or (new) a militia unit (both chances relatively low).
- Three new wonders, each dependent on a particular civic for its benefits:
- Colosseum, requires Slavery, grants +1 happiness from Arenas and Slave Markets.
- Hanseatic League, requires Guild Monopoly, gives +2 gold per specialist.
- Big Ben, requires Parliamentarism, gives +1 happiness and +25% GPp nationwide.
- Rebalancing the game.
- Civic rebalance: happiness from military units moved from Monarchy to Dictatorship, Monarchy yields two happiness from Palaces and one from City Squares, no more additional commerce from mills.
- Plutocracy no longer increases unit cost by +1 gold, but decreases culture by 25%.
- Tribalism no longer gives +1 happiness with Storyteller.
- Pacifism once again increases gold cost per unit (as in vanilla civ)
- Warehouse provides 1 gold instead of 1 production, obsolete with Trade (for balancing early game economy), less cheap.
- All leaders will now be 2-3 times more reluctant to ask for help in wars and to stop trading with their enemies (as per popular demand).
- Military losses/successes will now be twice more valued by AI when deciding peace, should help wars end easier.
- All buildings made 25% more expensive.
- Unlimited national wonders per city (should have implemented simultaneously with ministries).
- Maximum number of trade routes per city raised from 8 to 12.
- Religions should generally spread slower, and distance should have twice the impact on spread chance (should result in more local religion spreads, as opposed to "quantum leaps").
- Vassals may now revolt if their master loses a war.
- Removed unhappiness from Code of Laws (to compensate for removed bonus with Tribalism).
- Nerfed up Oligarchy to be a viable option to Monarchy. +25% distance maintenance instead of +50%, and +50% Great General appearance.
- Rebalanced UBs of several civs:
- Mali Mint now unique market instead of forge (since forge goes obsolete); gives +1 happiness from gold and silver, and +5% gold compared to ordinary market.
- Persian Apothecary doesn't give health with wine, but lowers pandemic chance by 3%
- Korean Seowon gives +5% more research.
- Arabian Madrassa gives +1 happiness from state religion.
- Distilleries now output a new resource: alcohol. Three kinds of distilleries, with inputs of sugar, wine and wheat (should probably add one for rice)
- Axed printing shop (a kinda pointless wonder - if every civ gets to build it and get the resources it provides, it might as well not be there at all).
- Removed monetary costs from all military buildings; increased their construction costs by 50%.
- Arquebusiers more vulnerable to heavy cavalry attacks. All fusiliers and grenadiers now dependent on sulfur, instead of arsenal. Riflemen and later units now only require firearms.
- Total Realism specific hints will now be displayed at startup instead of vanilla ones.
- Dastur now produces 200 culture (forgot to increase while increasing overall culture thresholds a while ago).
- Some NUs nerfed up to be as intimidating as others (Mobile Guard +1 strength, Conquistador now has +50% vs archery and melee, Spartan Hoplite +5% vs melee).
- Kogge now carries 3 units.
- Religion spread from distance reduction half as severe as before (still 50% more than vanilla; last setting resulted in almost no spread at all).
- Warehouse now again gives +1 hammer instead of +1 gold, obsolete with Metal Casting.
- Slightly increased inflation.
- Gave Taoist temples +1 happiness, to compensate lack of happiness from many resources.
- Implemented the changes that allow a religion to negate the bonus from a specific resource.
- Implemented a code that gave each era -1 happiness (was previously handled by techs; appropriate techs reverted). BUGGED.
- Arsenal no longer requires Barracks (why was it so in the first place?)
- National Value: Power now displays its abilities correctly.
- Baths now obsolete with Medicine, their bonus was equally split between Clinics and Hospitals (with the exception of Hammam that doesn't go obsolete).
- Caste System no longer gives a free specialist and lowers research. Instead, it gives +1 happiness and +10% to all production (all with state religion, but Caste Societies cannot function without some religious basis) and -50% GPp.
- Pacifism toned down to provide "only" 150% GPp.
- Religion spread rate tweaks: Islam and Taoism somewhat faster, Hinduism slower (spread rates now more or less correspond to the time a particular religion becomes available).