After more than two months of development we proudly present:
Veni Vedi Vici
Forum thread: http://forums.civfanatics.com/showthread.php?t=173492
One of the greatest Mods ever has finally been released. Including more than 50 new units, new Mod Components, new ideas developed from scratch, rewritten and extended most of other known mod Components according to the suggestions of our fans and our analysis of a more balanced game play.
This Mod takes Civ4 a step further. Our philosophy for this mod is easy and straight forward: We empathize on three stages:
1) Game Balance, Unit Balance, tactical balance between all available Civs
2) Realism: Archers shall not destroy Tanks. More realistic warfare and strategically depth by using the advantages of your units to counter the enemy.
3) Fun: This is why we are here, right?
We have extensively modified the Game play according to realistic Warfare, Politics, AI decisions, Trade, exclusive religion mod, realistic raze city, unit-counter-strategies and much more.
---------------------------------------------------------
Patch 2.0.2 - released
- patch include all changes prior to 2.0.1
- saved games from version 2.0.1 is compatible with 2.0.2 version
- Updated worldmap
- XML strategy bugs resolved
- Fixed more XML indent problems
- Solved bug, when holy city for non-state religions was appeared and then disappeared in next turn
- When holy city disappear, then also the shrine for this religion is geting destroyed
- Introducing a new World map with 3 existing cities for each civ ( StartYear= 3250 BC, everyone starts with FISHING, WHEEL and AGRICULTURE)
- Demolution troops can now raze a city
- Crusaders need from now a Temple instead of Cathedral to get built
---------------------------------------------------------
Info about the coming Patch 2.0.1 - released
Emergency Fix:
- Thanks to the excellent work of the team, all the unneccessary hooks in the DLL have been removed which leads to 50-75% Game performance on the Total Realism World Map.
Major fixes:
Minor fixes:
---------------------------------------------------------
What happened since Realism 1.09
Some of the major new features:
Land Transporters
We forgot to mention this. We got a WW2 land transporter to transport 3 infantry units to the front lines. There is a better Humvee for the Modern age that has better defense, more moves and more cargo. Try to find behind the enemy lines, do a Blitzkrieg or just send produced units faster to the front lines...Also the Whippet WW1 Tanks now have a horde promotion. Have 5 of them in one stack fighting together....
Military Generals
You are waiting for the Expansion to be able having real general sin the battle field? Why are you waiting? Here they are. Take care of your units with higher promotion, the higher their promotion is you have highter chances to obtain an additional real general that can fight on the battle field and give the units in the stack combat promotion. This gereral can also rush wonders.
We have at this time two different generals. The one that is being generated in the cities as great person, who can build academies etc. and this battle field general. Both will be merged in one unit in the next release.
Different approach to Assassins:
- No more negative population (minimum after attack is half of previous (or 1))
- No more negative culture (minimum is half of previous) - need more complex algorithm based on culture level etc...)
- reduced occupation timer (was too high for experienced assassins)
- Halved success and survival chance when targeted civ has "Police state" civic
Different Time line:
You won't see the years but a general era. e.g. Ancient Era etc. The problem with WHEN something is founded is no longer one.
Slavery civic good or bad?
If you accept Slavery during warfare you might capture the enemy units and turn them into your slaves. Slaves work for you as workers or can be sacrified to rush a production. However be aware, that having the slavery civic could come to uprisings in your empire, where you would never expect it...Spartacus is calling
Mercenaries at your service
It is now possible to hire mercenaries in times of desperation. Press Alt-M and get to their Menu and be aware the more experienced a mercenary gets the more expensive he will be.
Religion Mod:
So far not published anywhere else is our Religion Mod that makes Religions more realistic.
Since Judaism, one of the oldest religions, was a tribal religion (PC we call it in this mod dominant religion) it acts a bit differently in this mod.
Once a player founded Judaism and converts to Judaism, he becomes the protector of this faith. Judaism can ONLY spread inside the own countries borders. And it doesn’t allow any other religion being spread in the Jewish cities. Only exception is the Jewish holy city which can have, like Jerusalem, other religions. The AI knows how it works and won’t waste one missionary outside the border. Since this puts the player into a tougher situation and probably more pressure from outside, Jewish temples provide +15% more trade routes.
The other improvement is that holy cities in general can disappear if the Player doesn’t convert into that religion. Let say you found Zoroastrianism and you get the holy city. If you don’t convert your state religion to that religion, you would loose the holy city in 10 turns. After 15 turns the holy city might appear again in a random city that A) has that religion and B) has the biggest population among those cities. Independent from civilization the holy city might even spawn in your neighbors borders who do more appreciate that religion. The respawn of a holy city also happens if the holy city had been razed. There is only one exception to the dominant religions like Judaism. Their holy city is the only holy city they like to have. The civic free religions plays also a big part. It tolerates other holy cities and acts as it had the state religion of all those religions.
This mod makes it harder to collect all religions and holy cities for yourself. Diversity and distribution of the religions among all civs will be the result.
Raze a city shorter than razing a cottage?
Not anymore. From now if you or AI try to raze a city it happens like in real. The Population and buildings get decimated each turn until the city is no more. Only small cities of 3 get instantly destroyed. This way you get some time sending troops to rescue your fallen cities.
I would like to thank the whole team for their time, effort and all the hunger and hygiene problems we went through despite – some of us - being even married.
I would like also to thank all of these modders, who have helped indirectly with their unit or mod component:
Never mind, Rabbit White, Snafusmith, C.Roland, Ploeperpengel, Notarzt, Chalid, sharick, AlazkanAssassin, RogerBacon, Cafegio, ComG, baal_isidro, seZereth, Hunter, LittleRedPoint, heroes182, Expositus, Von Zeppelin, Robo Magic Man, nautil, Lucky4life, Mumin, krowtrobot, Zuul, Aranor, Hell's Angel, villo, Tremo, TheLopez, Snaitf, 12monkeys, Frontbrecher, Bhruic, SupremeOverlord, Stone-D, Thalassicus, Optimizer, Master Lexx, Mylon, Patricius, naf4ever, abbamouse, Sevo, Willowmound and TheFourGuardian, Niust
Total Realism 2.0 Team:
Houman “Houmie” – Team Leader, XML developer and responsible for Soundtrack
Christian “Israfil” – Project Website Admin and responsible for release and distribution
Joe “Nightravn” – Map Editor and Graphics Artist and responsible for timeline balance
Peter “Mexico” – Python Developer and responsible for installation scripts
Paul “Phatlip” – SDK Developer and responsible to stay up and work 24/7 on the mod
“12Monkey” as Freelacer – External SDK and Python solutions
Have you found a bug? Then report it please!
Total Realism 2.0
Rewrite the History of the World
Veni Vedi Vici
(I came, I saw, I conquered)
Gaius Julius Caesar - October 2, 48 BC
Forum thread: http://forums.civfanatics.com/showthread.php?t=173492
One of the greatest Mods ever has finally been released. Including more than 50 new units, new Mod Components, new ideas developed from scratch, rewritten and extended most of other known mod Components according to the suggestions of our fans and our analysis of a more balanced game play.
This Mod takes Civ4 a step further. Our philosophy for this mod is easy and straight forward: We empathize on three stages:
1) Game Balance, Unit Balance, tactical balance between all available Civs
2) Realism: Archers shall not destroy Tanks. More realistic warfare and strategically depth by using the advantages of your units to counter the enemy.
3) Fun: This is why we are here, right?
We have extensively modified the Game play according to realistic Warfare, Politics, AI decisions, Trade, exclusive religion mod, realistic raze city, unit-counter-strategies and much more.
---------------------------------------------------------
Patch 2.0.2 - released
- patch include all changes prior to 2.0.1
- saved games from version 2.0.1 is compatible with 2.0.2 version
- Updated worldmap
- XML strategy bugs resolved
- Fixed more XML indent problems
- Solved bug, when holy city for non-state religions was appeared and then disappeared in next turn
- When holy city disappear, then also the shrine for this religion is geting destroyed
- Introducing a new World map with 3 existing cities for each civ ( StartYear= 3250 BC, everyone starts with FISHING, WHEEL and AGRICULTURE)
- Demolution troops can now raze a city
- Crusaders need from now a Temple instead of Cathedral to get built
---------------------------------------------------------
Info about the coming Patch 2.0.1 - released
Emergency Fix:
- Thanks to the excellent work of the team, all the unneccessary hooks in the DLL have been removed which leads to 50-75% Game performance on the Total Realism World Map.
Major fixes:
Spoiler :
Minor fixes:
Spoiler :
---------------------------------------------------------
What happened since Realism 1.09
Spoiler :
Some of the major new features:
Land Transporters
We forgot to mention this. We got a WW2 land transporter to transport 3 infantry units to the front lines. There is a better Humvee for the Modern age that has better defense, more moves and more cargo. Try to find behind the enemy lines, do a Blitzkrieg or just send produced units faster to the front lines...Also the Whippet WW1 Tanks now have a horde promotion. Have 5 of them in one stack fighting together....
Military Generals
You are waiting for the Expansion to be able having real general sin the battle field? Why are you waiting? Here they are. Take care of your units with higher promotion, the higher their promotion is you have highter chances to obtain an additional real general that can fight on the battle field and give the units in the stack combat promotion. This gereral can also rush wonders.
We have at this time two different generals. The one that is being generated in the cities as great person, who can build academies etc. and this battle field general. Both will be merged in one unit in the next release.
Different approach to Assassins:
- No more negative population (minimum after attack is half of previous (or 1))
- No more negative culture (minimum is half of previous) - need more complex algorithm based on culture level etc...)
- reduced occupation timer (was too high for experienced assassins)
- Halved success and survival chance when targeted civ has "Police state" civic
Different Time line:
You won't see the years but a general era. e.g. Ancient Era etc. The problem with WHEN something is founded is no longer one.
Slavery civic good or bad?
If you accept Slavery during warfare you might capture the enemy units and turn them into your slaves. Slaves work for you as workers or can be sacrified to rush a production. However be aware, that having the slavery civic could come to uprisings in your empire, where you would never expect it...Spartacus is calling
Mercenaries at your service
It is now possible to hire mercenaries in times of desperation. Press Alt-M and get to their Menu and be aware the more experienced a mercenary gets the more expensive he will be.
Religion Mod:
So far not published anywhere else is our Religion Mod that makes Religions more realistic.
Since Judaism, one of the oldest religions, was a tribal religion (PC we call it in this mod dominant religion) it acts a bit differently in this mod.
Once a player founded Judaism and converts to Judaism, he becomes the protector of this faith. Judaism can ONLY spread inside the own countries borders. And it doesn’t allow any other religion being spread in the Jewish cities. Only exception is the Jewish holy city which can have, like Jerusalem, other religions. The AI knows how it works and won’t waste one missionary outside the border. Since this puts the player into a tougher situation and probably more pressure from outside, Jewish temples provide +15% more trade routes.
The other improvement is that holy cities in general can disappear if the Player doesn’t convert into that religion. Let say you found Zoroastrianism and you get the holy city. If you don’t convert your state religion to that religion, you would loose the holy city in 10 turns. After 15 turns the holy city might appear again in a random city that A) has that religion and B) has the biggest population among those cities. Independent from civilization the holy city might even spawn in your neighbors borders who do more appreciate that religion. The respawn of a holy city also happens if the holy city had been razed. There is only one exception to the dominant religions like Judaism. Their holy city is the only holy city they like to have. The civic free religions plays also a big part. It tolerates other holy cities and acts as it had the state religion of all those religions.
This mod makes it harder to collect all religions and holy cities for yourself. Diversity and distribution of the religions among all civs will be the result.
Raze a city shorter than razing a cottage?
Not anymore. From now if you or AI try to raze a city it happens like in real. The Population and buildings get decimated each turn until the city is no more. Only small cities of 3 get instantly destroyed. This way you get some time sending troops to rescue your fallen cities.
I would like to thank the whole team for their time, effort and all the hunger and hygiene problems we went through despite – some of us - being even married.
I would like also to thank all of these modders, who have helped indirectly with their unit or mod component:
Never mind, Rabbit White, Snafusmith, C.Roland, Ploeperpengel, Notarzt, Chalid, sharick, AlazkanAssassin, RogerBacon, Cafegio, ComG, baal_isidro, seZereth, Hunter, LittleRedPoint, heroes182, Expositus, Von Zeppelin, Robo Magic Man, nautil, Lucky4life, Mumin, krowtrobot, Zuul, Aranor, Hell's Angel, villo, Tremo, TheLopez, Snaitf, 12monkeys, Frontbrecher, Bhruic, SupremeOverlord, Stone-D, Thalassicus, Optimizer, Master Lexx, Mylon, Patricius, naf4ever, abbamouse, Sevo, Willowmound and TheFourGuardian, Niust
Total Realism 2.0 Team:
Houman “Houmie” – Team Leader, XML developer and responsible for Soundtrack
Christian “Israfil” – Project Website Admin and responsible for release and distribution
Joe “Nightravn” – Map Editor and Graphics Artist and responsible for timeline balance
Peter “Mexico” – Python Developer and responsible for installation scripts
Paul “Phatlip” – SDK Developer and responsible to stay up and work 24/7 on the mod
“12Monkey” as Freelacer – External SDK and Python solutions
Have you found a bug? Then report it please!