Realism Invictus

A small stylistic error.Since it is known that transitions into new eras do not depend on time but on the level of development of the world there should be no such references as "XIX century" or "XV century"
(Yeah on Monarch you can have manufactories tech in early XIV-XV century)
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There is some Discord Realism Invictus channel to active talk?
 
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Is the "no ahead of time technology scaling" option bugged? For me, it seems to only turn off the icon next to the research bar without actually changing the technology research costs. I thought it might be a problem on my end but I tried resetting everything (short of reinstalling the whole game) and nothing helped. Specifically, I tried deleting custom assets, deleting the cache, uninstalling and reinstalling RI, and deleting the beyond the sword folder in my documents folder.
I'll check. Are you sure it has no effect on costs?
Any idea why the separatism advisor button doesn't appear to me? It is there, if I click where I guess it should be the screen opens and any information is displyed correctly; only the button is missing.
What version are you using? If it is a release version, which installer did you use and where did you download it from?
A small stylistic error.Since it is known that transitions into new eras do not depend on time but on the level of development of the world there should be no such references as "XIX century" or "XV century"
Same as Pedia, this text references real world history.
 
I'll check. Are you sure it has no effect on costs?
Thanks so much! That option will make a huge difference for my enjoyment of this mod as I tend to prioritize unrestricted gameplay over pure realism (I know that might be a bit at odds with a few parts of this mod, but I think I still like most aspects of it). Thanks for all of your hard work on this mod in general too. It's really special to find a mod with both a lot of added content and strong but not excessively bellicose (from my limited experience so far, hehe) AI!

I'm sure that it doesn't have an effect for me. I tried starting 2 new games, one with the option enabled and one without, and the tech costs for the first few Classical era techs were the same either way.

I guess it could be a problem only on my end though? I have the GOG version of Civilization 4 Complete (the BTS included with it does seem to be patched to 3.19), if that makes any difference. Also, I've installed a good number of other mods and I believe someone said that one of them messed up his other mods although I can't remember which one. I haven't noticed any problems with my other mods, but I can try reinstalling the game if it ends up being something to do with that.
 
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Maybe Corporations should work as Great Art?
Mean, instead spread like religion should give some passive resources? Ford Motor Company is Corporation..

Something in Style:
[Require Great Merchant]
Great Corporation - MacDonald, give +3 Potato Resource (you later can trade them for passive gold income)
Microsoft - Give +3 Microchips Resource
etc

In the modern era, we have the beginnings of globalism and it is easier to calm tempers and have relatively good relations when you exchange raw materials with others and free trade is promoted
 
wow. south china is much stronger than north china.
north china UU come very late, weak and quickly become useless.
Chu-ko-nu is like hybrid offensive and defensive unit make them useless in both,
come very late, the time they unlock people already have longbow
Iron pagoda is cavalry which have cover promote which only good when you attack archer which never leave the city which make them pointless
mean while south china, gun powder unit come early, cheap, very strong, very useful in longtime. UI very strong too

I don't get it. Isn't china supposed ancient to late medieval superpower irl? But they very unplayable until you unlock protectionism which boots their UI, then become little playable
 
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I don't know about China but I find Austronesia most annoying, they become superpower 2/3 of games if they are present on the map, same happens in Earth scenario.
Never saw France, Germany or America becoming strong. (both in random games or in Earth scenario)
 
I don't know about China but I find Austronesia most annoying, they become superpower 2/3 of games if they are present on the map, same happens in Earth scenario.
Never saw France, Germany or America becoming strong. (both in random games or in Earth scenario)
I argee with german, they little weak but france is pretty strong and america, I think, one of strongest civ if not the strongest
they all have unit to carry early, mid, late game.
france swordman have 1 first strike unique, german swordman have 30% vs melee combine (normal only have 25), 10% city defense. both of them have their gunpowder unit stronger than normal.
And america, America have irregular, minute man which is OP, start with drill 2, land tactic, +25% vs gunpowder. They are mongol of gunpowder age, just spam irregular, cheap, strong, very longevity. And after that they have galting gun, early machine gun, machine gun is game changer and they have that early. Their marine corp is useless, why, because by that time, they already won.
german is late game civ, they may weak early but strong later on.
france and america have UI available early (I don't know about earth map but if in random map, they have good start like france have wine nearbly, america have a lot of pasture, they all steamroll whole continent.

mean while china is just decline, weak early, all their strong point avaiable in medieval, but all are borderline useless and then just decline,
all their gunpowder have weaker stat than normal gun powder unit (line infantry, grenadier), survive renaissance is miracle, also no later era uu to carry the game.
 
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A very interesting topic, this about the purely military strength of the individual civilizations - but don't forget that the "strength" (traits) and religious holdings of the current leaders also matter quite a lot....

It's all this that makes "our" game so good - that "everything" counts and that you just can't focus on a single area to win a battle/a war/a game.
 
A very interesting topic, this about the purely military strength of the individual civilizations - but don't forget that the "strength" (traits) and religious holdings of the current leaders also matter quite a lot....

It's all this that makes "our" game so good - that "everything" counts and that you just can't focus on a single area to win a battle/a war/a game.
Ah, talking about religion.
Taoism. yes Taoism. No leader favorite Taoism except china.
Only china use it.
Pros: guaranteed religious wonder
Cons: you going become targeted by all other civ, no bonus gold, negetive diplomat
bonus is weak, I think weakest religious out there

China is weakest civ in the game. by large margin. maybe above non-playable civ a little
 
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I dont find anything about that in the manual so I ask here: Does the first type of road (that one which helps to connect Ressources) help to spread Religion?
 
I dont find anything about that in the manual so I ask here: Does the first type of road (that one which helps to connect Ressources) help to spread Religion?
Anything that provides trade routes (including cart paths) should help religion spread.
 
Ah, talking about religion.
Taoism. yes Taoism. No leader favorite Taoism except china.
Only china use it.
Pros: guaranteed religious wonder
Cons: you going become targeted by all other civ, no bonus gold, negetive diplomat
bonus is weak, I think weakest religious out there

China is weakest civ in the game. by large margin. maybe above non-playable civ a little
Taoism is designed to be used by civs with limited access to luxury resources - as it suggests right there in the civilopedia. You lose out on happiness from gold, silver, gems, and pearls but your temples give you a base +2 and the Chi Savant gives you another +1 so it seems well balanced to me. As for diplomacy, it's on you a bit to help your religion spread and convert a few neighbors.
 
Taoism is designed to be used by civs with limited access to luxury resources - as it suggests right there in the civilopedia. You lose out on happiness from gold, silver, gems, and pearls but your temples give you a base +2 and the Chi Savant gives you another +1 so it seems well balanced to me. As for diplomacy, it's on you a bit to help your religion spread and convert a few neighbors.
spread religion is not that easy.
unlike other religion, taosim need alchemy and astrology tech which unlock after paper
judaism need paper (unlock after guild)
hinduism need guild
budhism need calendar
other unlocked by their own tech.

So by the time you unlock taoism missionary all other already spread their religion, convert them is no easy task unless it is their leader favorite religion.
 
So my another rant about china.
Turn out not only their gunpowder units are weak
Their pre-gunpowder units are weak too
their axe-man, man-at arm only have 15% bonus city attack while most other civ have 25%
pikeman have 20% city defense, less than 25% of normal pikeman
Their horse archer, late horse archer weaker than korea, japan, mongol,... basical weaker than most of the civ that have late horse archer (china have 0-1 first strike, other have 1-2 first strike)
only units they have stronger than normal is chariot ,cataphract and knight (which only unlock if you choose certain civic and leader)
just wow.
I mean, china supposed to be roman level but they are just barbarian with canal, canal is not even strong, 2 canal is weaker than watermill and cottage.
 
Hi
did RL change the way trade routes work?
In my current game im on the top of a continent. My neighbor is egypt and the only way to have contact with the other civs is by passaging egypt.
Now egypt closed the borders but I can still trade with ressources with other civs and still have trade routes.
I dont know whether it was different in vanilla but in my memory I should not be able to trade resources or have trade routes to anyone else.
 
Hi Timothyy. Personally, I was a bit surprised when I saw your comments about Northern China weakness. But upon further reflection - yeah, unit-wise they are quite weak, sure. And I also don't remember AI Northern China being a major power in a lategame (in my games anyway). Maybe AI can't handle them all that well 🤔 Never thought about it.

However! I always found this civ OK when I played it myself. Their leader traits are nice, and the courhouses with pagan temples are good buildings. You brought up Romans, right? Well, if there were no balance changes I'm not aware of, a Chinese courthouse has the economic effect similar (but slightly better) to their unique barracks. Barracks are earlier and cheaper of course but courthouses give more specialist slots which is almost OP. Especially scientist, merchant and engineer slots - so useful. Also, their Courthouse has the synergy with their pagan temple, and these types of interplays are always great in this game, per my experience.

Canals - yeah, they are meh. But still, an ability to make production out of thin air that early in the game is useful. May save you on a bad start.

As for the units themselves - I mostly agree but not about all units. For example:
- Axeman - Their axemen are generally worse during city capturing combat, true. But in my experience, AI often uses swordsmen and spears as a city defender (and of course warbands/levies, a classic). VS these they are same as regular axemen. Also, chinese axemen are much-much better in open field and in city defense. Unless that got changed recently, of course. Correct me if I'm wrong - do they have 10% strength vs melee and 15% strength (not attack!) in cities? If they still have that, this unit may be used instead (or with) bowmen in city defense. Also, really useful vs something like Celtic / Greek / Aztec UU. I certainly remember a game where they saved me against aggressive Celtic neighbor (and that's no joke!)
- weaker horse archer - true. However, a weaker horse archer is better than no horse archer at all (I've always found civs with access to 5s HA more versatile in Classical Era than those with 5s horsemen)
- UU cavalry - 25% archery bonus increases their odds vs archers, primary city defender, correct. Which means - they have slightly better odds when dealing damage in city combat, compared to regular knights (and you do want to use cavalry for collateral damage on city defenders, so that's nice)
- Cho ko nu - yeah, pretty weak UU in my opinion (though collateral damage is always good). You can try that protective leader Chinese have, though. Archery tradition + free drill I + stacked XP from diff sources = slightly better unit. I tried that a couple of times - not as fun as protective Korea but still fun
And something you didn't mention - spears! Unless that got changed, of course 🤔 But if I remember correctly, English, German and Chinese have the best spears in the whole game. And that may be utilized in an early rush OR early defense. Really good, do not underestimate it.

But overall - South Chinese are much-much better, I'd agree. They are like top5, and Northern China is mid to weak (but not the weakest)
 
Sorry, quoting didn't work the first time. New here 😅
So my another rant about china.
Turn out not only their gunpowder units are weak
Their pre-gunpowder units are weak too
their axe-man, man-at arm only have 15% bonus city attack while most other civ have 25%
pikeman have 20% city defense, less than 25% of normal pikeman
Their horse archer, late horse archer weaker than korea, japan, mongol,... basical weaker than most of the civ that have late horse archer (china have 0-1 first strike, other have 1-2 first strike)
only units they have stronger than normal is chariot ,cataphract and knight (which only unlock if you choose certain civic and leader)
just wow.
I mean, china supposed to be roman level but they are just barbarian with canal, canal is not even strong, 2 canal is weaker than watermill and cottage.
 
Hi Timothyy. Personally, I was a bit surprised when I saw your comments about Northern China weakness. But upon further reflection - yeah, unit-wise they are quite weak, sure. And I also don't remember AI Northern China being a major power in a lategame (in my games anyway). Maybe AI can't handle them all that well 🤔 Never thought about it.

However! I always found this civ OK when I played it myself. Their leader traits are nice, and the courhouses with pagan temples are good buildings. You brought up Romans, right? Well, if there were no balance changes I'm not aware of, a Chinese courthouse has the economic effect similar (but slightly better) to their unique barracks. Barracks are earlier and cheaper of course but courthouses give more specialist slots which is almost OP. Especially scientist, merchant and engineer slots - so useful. Also, their Courthouse has the synergy with their pagan temple, and these types of interplays are always great in this game, per my experience.

Canals - yeah, they are meh. But still, an ability to make production out of thin air that early in the game is useful. May save you on a bad start.

As for the units themselves - I mostly agree but not about all units. For example:
- Axeman - Their axemen are generally worse during city capturing combat, true. But in my experience, AI often uses swordsmen and spears as a city defender (and of course warbands/levies, a classic). VS these they are same as regular axemen. Also, chinese axemen are much-much better in open field and in city defense. Unless that got changed recently, of course. Correct me if I'm wrong - do they have 10% strength vs melee and 15% strength (not attack!) in cities? If they still have that, this unit may be used instead (or with) bowmen in city defense. Also, really useful vs something like Celtic / Greek / Aztec UU. I certainly remember a game where they saved me against aggressive Celtic neighbor (and that's no joke!)
- weaker horse archer - true. However, a weaker horse archer is better than no horse archer at all (I've always found civs with access to 5s HA more versatile in Classical Era than those with 5s horsemen)
- UU cavalry - 25% archery bonus increases their odds vs archers, primary city defender, correct. Which means - they have slightly better odds when dealing damage in city combat, compared to regular knights (and you do want to use cavalry for collateral damage on city defenders, so that's nice)
- Cho ko nu - yeah, pretty weak UU in my opinion (though collateral damage is always good). You can try that protective leader Chinese have, though. Archery tradition + free drill I + stacked XP from diff sources = slightly better unit. I tried that a couple of times - not as fun as protective Korea but still fun
And something you didn't mention - spears! Unless that got changed, of course 🤔 But if I remember correctly, English, German and Chinese have the best spears in the whole game. And that may be utilized in an early rush OR early defense. Really good, do not underestimate it.

But overall - South Chinese are much-much better, I'd agree. They are like top5, and Northern China is mid to weak (but not the weakest)
-Yes their axeman have 10% melee but their man-at-arm do not. So in theory axeman is better at openfield and city defense but in practice who use them in that situation anyway?If open field, it skimisher job. If in city defense, have bowman and few skimisher that can kill enemies out right is better than have few axeman that do nothing inside city, waiting enemies attack.
-About spearman, chinese spearman actually good but spearman itself is odd unit. They only good at defense, accurately openfield defense, against charge cavalry unit. China have 25% bonus to warband and axeman. Like axeman above, it only good on paper cause if you meet axeman and warband on open field, skimisher will defense your unit, skimisher will kill them. So that bonus of chinese spearman actually is non-existent in practice 🤔.
- UU cavalry, you are not wrong but well, they are Unique Unit, they supposed to be strong not "nice". I mean, look at other civ UU, most of them can out right kill archer station in city. Mongol, south china, japan,.. those civ have unit that have same era (actually they all came earlier), they all overperform china. China UU actually good if they came earlier, even weaker, but they came too late, all other civ must have longbow already, that make them weak.
-- Cho ko nu, yeah, they weak, they came very late, need 3 more tech than longbow, why use them when you already have longbow? If you rush longbow, you can even found archer guild doctrine, which is one of strongest doctrine in the game. No reason cho-ko-nu need exist.
And another reason why their UU weak. upgrade them is totally not worth. Cho ko nu to grenadier, iron pagoda to cavalry - what the use of grenadier with bonus city defense and cavalry bonus archer in gunpowder era?

Actually I brought up Roman for more historic reason. Irl China was often viewed as the Roman of the east, except they do not fall, and currently world power, rival US. But in RI, their power are just equal non-playable civ, unlike their counterpart-Roman, which is superpower of early game and continue pretty strong later. China weak early, maybe playable medieval and then decline.
I admit their courthouse is pretty strong but need some wonders like Great library, cheomseongdae to pull off, which need some good start. But if I have good start I can win with any civ, no need for china.
And can you suggest me some civ weaker than china? I'm not played every civ but read through pretty much of them. No civ I find theoretical weaker than china (Maybe celtic)
 
Thank you for your thoughtful reply. It helped me understand that we evaluate strength of RI nations a bit differently, which is why we fundamentally disagree on China (as well as America and Celts, for example). I'll expand on that in the end but firstly want to address your other points (sorry for the long post ahead):
- "who use them in that situation anyway?" - me :D. But okay, to be serious - I agree, in most cases you don't want to use generic 5+25%(Att) axemen in city defense. Because that's impractical. But the Northern Chinese axeman is not generic! They effectively get 5+25%(Def) without any perks (since the primary city offender of that time is Melee, and they have 10% vs Melee). That is comparable with 4+50%(Def) of bowmen, and you get them 2-3 techs earlier! Also, these axemen have better chances against civs with some of the 5 strength Melee UUs - or vs axemen generally, including roman legionaries.
And the key thing I forgot to mention in previous reply is their ability to counter-attack. Meaning: A)if Chinese defends with just bowmen - they're good on defense but they can't use bowmen for counter-attacking the opponent; they need some time/resources to build an offensive B)if Chinese defends with bowmen+axemen – they can almost momentarily pick healed axemen for retaliation wave. Ultimately, that way you're saving a bit of production/time (for example, bulding 2 bowmen + 2 axemen instead of 4 bowmen)

- "spearman itself is odd unit. ... skimisher will defense your unit" - I generally agree, though I think you underestimate the power of early rush with spears. It works with most nations (just timely build 1-2 spears for protection/clearup and a bunch of freshmeat shortswords) but obviously better with Agg/Conq leaders, Persia and civs with strong spears/shortswords. Since Chinese spears are good and they have both Agg and Conq leaders, they are well suited for this. Better than, say, non-Conq Mongolian/Zulu/Russian/Polish/etc. (if I remember their bonuses correctly)
As for defense - what about stacks 10+ units high? :) You can build 10-15 skirmishers and 0 spears, sure. But I find it impractical since skirmishers are meh for any city warfare, while spears can be used there (as a last defender/clearup unit). So I'd say it is better to fortify your stack and use 4-6 skirmishers and cavalry units for attacks every couple of turns. And Chinese Spears are very useful when fortifying (and in City Defense, too)

P.S. just a note on defense as Chinese - they also have slightly stronger 3s Archers, weaker but present Horse Archers, and defensive 6s swords, right? I'd say that paints itself as an easier Classical defense in general. If you use combinations of Chinese units (archer, spear, axeman, horse archer, sword, recon/cavalry) right, you have a chance at defending from anybody pre-Medieval, including Celts/Greeks/Romans/Hindi/etc. And there are some production-saving capabilities for counter-attack as well, even if more difficult due to attacking stats

- on Chinese UUs in general - I agree, UUs should feel game-changing. The only counterpoint I have is that not every UU in this mod is busted. British Royal Marines is one of a kind that comes to mind - extremely powerful in its era, obliterating anything except some cavalry/recon UUs of its era (and those pose a threat only outside cities, useless on defense). But not every UU is like that, aren't they? Many are either situationally useful or simply underwhelming (like Northern Chinese). I wouldn't say Japanese Wako projects the same kind of power as Marines in its era, for example (and Wako is one of the stronger UUs)
But yeah, I'd definitely appreciate small buffs of all "weaker" UUs, including Northern Chinese.
P.S. City Defense Grenadiers are a meme, for sure :D but even that may become useful - when just captured a city and there's enemy army nearby, for example

- And the last one is a point about Courthouse and weaker/stronger civs in general. I consider economy bonuses in RI much more valuable than warfare ones (generally - unless war bonus resembles Royal Marines, Sreni Pattiyodaha, Jaguar or smth like that). And that's why I think Chinese is not the weakest civ. Their Pagan Temples and Courthouses make them "pass the test" for me. I totally disagree with a point that Great Library and Cheomseongdae are "required" for their courthouses to be useful. These Wonders are valuable, appreciated, desired - but not required. If anything, food and happiness resources are much more of a deal breaker if you want to use a bunch of specialists in all your cities. But the nice thing is that combo of Chinese paganism + courthouse boosts the existing growth, so that's partially resolved. And Chinese Courthouses work THROUGHOUT the game, compared to, say, Berber Baths or Roman Barracks. That's something
P.S. Canals can be useful in early game, too. A saver of a weaker-production spot. Not a lot of civs have that in their pocket

As for the Celts and Americans mentioned in the beginning of the post, I value them opposite to you. Meaning - I think Celts are kinda OP due to early&powerful UI, early&powerful UU + army compared to German/English roster. While Americans (for me personally) are one of the weaker nations due to majority of the bonuses being lategame-ish. Except some Nordic units and occasional Ranches, I guess. Other "weaker" ones... Well, it depends on the leaders, too 🤔 But generally, nations alone - German, French and Ethiopians all seem weak to me (exclusively due to their early game - I know they can & do bloom later). Berbers have early game bonuses but not for long (all Pagan temples get obsolete, & their UB is short-lived and only moderately impactful), so maybe them too. Something like that
 
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