Hi everyone,
A few months ago, I tried out the Realism Invictus mod for BTS and absolutely fell in love with it. Since there is not terribly much in the way of gameplay discussions of the mod on the forums, I figured that I would try posting a gameplay walkthrough. It is my suspicion that several of the settings make the mod have a pretty steep learning curve and scare some people away. They’re not hard to adjust for, but if you play the game the way you play un-modded BTS the barbs will eat you in short order.
Disclaimers:
1) I am not a master Civver. I currently play on the Monarch level, but could probably move up to Emperor. I do not claim to have the best, or most optimal way to play the mod, but I do survive the initial barbarian onslaught more than 90% of the games I start, even if I’m in the middle of a landmass.
2) I have played this game ahead a little ways (just before 2000BC) to ensure that the start wasn’t isolated and would be interesting. I have paused the game now and am going to write out the events to there and turn this thread a little more interactive.
3) You WILL need a computer with a 64-bit operating system to run the mod. I actually pushed up my planned computer upgrade because of this. Playing small maps on a 4 year old 32-bit machine, I was able to get to 1000BC occasionally and past there once or twice before memory access failures caused a CTD.
4) If you don’t like long games, you may want to give this thread a pass. The mod was designed for ‘realistic’ settings which has as many turns as a marathon game, but there are 2 to 3 times as many techs, so you’re not clicking ‘end turn’ 50 times to get bronze working. The mod does have 3 faster settings and 1 slower setting, so it’s worth trying out even if you don’t like marathon, but I’ve never played them so I can’t give any advice how they’re tuned.
My goals for this thread are the following:
* Showcase the Realism Invictus mod
* Have at least one war in each era (ancient (depending on map), classical, medieval, renaissance, industrial, modern (if the game goes that far)). This is why I picked a large map over a standard sized one.
* Show how to deal with raging barbarians with fogbusters and defenders
* Show how to keep the economy from crashing early
* Have fun!
I picked the following settings for the game:
Tectonics, large, 60% landmass, wet. Monarch difficulty, no goodie huts, no random events. I normally play with them on, but it appears that the general consensus around these forums is that people don’t like them, so I turned them off. Tectonics generates interesting landmasses with plenty of chokepoints. IMO, It works very well with the mod.
Our leader is this fine fellow:
Nader Shah Afshar
RI has modified the leaderhead bonuses and given each leader a drawback as well. Nader is Militaristic, Charismatic, and Cruel. Militaristic and Charismatic are similar to BTS. Instead of being assigned Combat 1, your melee, mounted, gunpowder, and armor units are given several experience points to spend on their first promotion. Charismatic no longer gives straight happiness, but you can draw happiness from monuments which come fairly early. This is a big bonus, as you will shortly see. Additionally, you are given a modest +1 relations with all AIs and your units train faster. His drawback is mild, in that it merely counteracts the charismatic bonus to training.
He leads the Persians. In my opinion, the Persians are the easiest civ to learn the game with, which is of course why I selected them for this walkthrough. They have 3 ancient to classical era national units, including the immortals which are buildable with archery, require no resources, are modestly powerful, and can heal while marching. They also have a national elephant unit which is buildable without ivory, and their own cataphract (heavy cavalry) which is has some extra buffs compared to the standard cataphract. The immortals are the reason that I find the Persians are the perfect starter civ. They are able to build them almost immediately and they can either wage an early war or effectively defend against the raging barbarians. These units are counterbalanced by weaker-than-average axemen who have a malus against archers but a better bonus against melee and a chariot with a modest bonus against archers.
Without further ado, the start:
Looks reasonably good to me. Riverside corn will help push out workers and settlers once I control the immediate area. The clams are only modest until a fishing dock and lighthouse can get built, but I won’t turn them down. Also visible are pearls – an early commerce and classical era happiness resource. I have no good moves with the warrior to expose much of the map to the south, and I wouldn’t want to move off of the coast anyway. I move my warrior 1NW to ensure there isn’t another seafood resource, and finding nothing, settle in place.
A few months ago, I tried out the Realism Invictus mod for BTS and absolutely fell in love with it. Since there is not terribly much in the way of gameplay discussions of the mod on the forums, I figured that I would try posting a gameplay walkthrough. It is my suspicion that several of the settings make the mod have a pretty steep learning curve and scare some people away. They’re not hard to adjust for, but if you play the game the way you play un-modded BTS the barbs will eat you in short order.
Disclaimers:
1) I am not a master Civver. I currently play on the Monarch level, but could probably move up to Emperor. I do not claim to have the best, or most optimal way to play the mod, but I do survive the initial barbarian onslaught more than 90% of the games I start, even if I’m in the middle of a landmass.
2) I have played this game ahead a little ways (just before 2000BC) to ensure that the start wasn’t isolated and would be interesting. I have paused the game now and am going to write out the events to there and turn this thread a little more interactive.
3) You WILL need a computer with a 64-bit operating system to run the mod. I actually pushed up my planned computer upgrade because of this. Playing small maps on a 4 year old 32-bit machine, I was able to get to 1000BC occasionally and past there once or twice before memory access failures caused a CTD.
4) If you don’t like long games, you may want to give this thread a pass. The mod was designed for ‘realistic’ settings which has as many turns as a marathon game, but there are 2 to 3 times as many techs, so you’re not clicking ‘end turn’ 50 times to get bronze working. The mod does have 3 faster settings and 1 slower setting, so it’s worth trying out even if you don’t like marathon, but I’ve never played them so I can’t give any advice how they’re tuned.
My goals for this thread are the following:
* Showcase the Realism Invictus mod
* Have at least one war in each era (ancient (depending on map), classical, medieval, renaissance, industrial, modern (if the game goes that far)). This is why I picked a large map over a standard sized one.
* Show how to deal with raging barbarians with fogbusters and defenders
* Show how to keep the economy from crashing early
* Have fun!
I picked the following settings for the game:
Tectonics, large, 60% landmass, wet. Monarch difficulty, no goodie huts, no random events. I normally play with them on, but it appears that the general consensus around these forums is that people don’t like them, so I turned them off. Tectonics generates interesting landmasses with plenty of chokepoints. IMO, It works very well with the mod.
Our leader is this fine fellow:
Nader Shah Afshar
RI has modified the leaderhead bonuses and given each leader a drawback as well. Nader is Militaristic, Charismatic, and Cruel. Militaristic and Charismatic are similar to BTS. Instead of being assigned Combat 1, your melee, mounted, gunpowder, and armor units are given several experience points to spend on their first promotion. Charismatic no longer gives straight happiness, but you can draw happiness from monuments which come fairly early. This is a big bonus, as you will shortly see. Additionally, you are given a modest +1 relations with all AIs and your units train faster. His drawback is mild, in that it merely counteracts the charismatic bonus to training.
He leads the Persians. In my opinion, the Persians are the easiest civ to learn the game with, which is of course why I selected them for this walkthrough. They have 3 ancient to classical era national units, including the immortals which are buildable with archery, require no resources, are modestly powerful, and can heal while marching. They also have a national elephant unit which is buildable without ivory, and their own cataphract (heavy cavalry) which is has some extra buffs compared to the standard cataphract. The immortals are the reason that I find the Persians are the perfect starter civ. They are able to build them almost immediately and they can either wage an early war or effectively defend against the raging barbarians. These units are counterbalanced by weaker-than-average axemen who have a malus against archers but a better bonus against melee and a chariot with a modest bonus against archers.
Without further ado, the start:
Looks reasonably good to me. Riverside corn will help push out workers and settlers once I control the immediate area. The clams are only modest until a fishing dock and lighthouse can get built, but I won’t turn them down. Also visible are pearls – an early commerce and classical era happiness resource. I have no good moves with the warrior to expose much of the map to the south, and I wouldn’t want to move off of the coast anyway. I move my warrior 1NW to ensure there isn’t another seafood resource, and finding nothing, settle in place.