Realism Invictus

I have a question about religion in the game: recently my Temple of Solomon became disabled.
Im in around 1750, no specific event has occured, suddenly i noticed a huge negative change in my gold per turn (-200gp).

The Religion Advisor screen shows Judaism have no Holy City, though i had one turn ealier in Nottingham. :confused:

Could your Holy City have migrated?
 
It could, but why, and where?

And the Religion screen clearly shows that Judaism have no Holy City, not in my or others territory, nowhere.
 
A curious fact: if we add all the replies of RI threads, would have the second largest CFC thread just below the Fall from Heaven II with 9,872 replies.

+ Warlords: Total Realism 2.3a = 1,161
+ Realism:The Third Resurrection = 1,168
+ Warlords: Total Realism Gold = 2,105
+ TOTAL REALISM 2.0 = 2,520
+ Total Realism 2.4 = 170
+ Realism Invictus = 2,140
TOTAL = 9264
 
Just a thought I had today that I wished to share. I envisioned what new possibilities are available after implementing the RevMod in the long run. Tying certain civs to certain world regions on the World maps: That way you don't have to have them start all at the beginning but wait till they either spawn from a Barbarian city (like Germany or Vikings) or break away from an existing civ. You could even code something like the Migration Period from 400 - 900: Just have a really hard Barbarian pressure at a certain time, give them settlers or disable city razing and then wait which new civs emerge from the chaos. That would be even more interesting than scripted civ births like in RFC. Same mechanism could be used to simulate the break up of large empires like Mongols: Allowing for easy conquering but make holding on the to empire hard.
 
It could, but why, and where?

And the Religion screen clearly shows that Judaism have no Holy City, not in my or others territory, nowhere.


Well, I've never played with Holy City migration turned on, but it is an option when you start a game. My understanding of it is.... If you found a religion but it's not the state religion, and it is the state religion of another civ... the holy city might eventually migrate to where it the religion is actually practiced most heavily. When this happens all religious wonders for the previous civ would be disabled. In other words, your Temple of Solomon would have gone poof.

Not sure if this is the case for you since I always turn that option off, but just a thought.
 
Just a thought I had today that I wished to share. I envisioned what new possibilities are available after implementing the RevMod in the long run. Tying certain civs to certain world regions on the World maps: That way you don't have to have them start all at the beginning but wait till they either spawn from a Barbarian city (like Germany or Vikings) or break away from an existing civ. You could even code something like the Migration Period from 400 - 900: Just have a really hard Barbarian pressure at a certain time, give them settlers or disable city razing and then wait which new civs emerge from the chaos. That would be even more interesting than scripted civ births like in RFC. Same mechanism could be used to simulate the break up of large empires like Mongols: Allowing for easy conquering but make holding on the to empire hard.

This is interesting. It reminds me of how hordes spawn in Rome Total War.
 
Well, I've never played with Holy City migration turned on, but it is an option when you start a game. My understanding of it is.... If you found a religion but it's not the state religion, and it is the state religion of another civ... the holy city might eventually migrate to where it the religion is actually practiced most heavily. When this happens all religious wonders for the previous civ would be disabled. In other words, your Temple of Solomon would have gone poof.

Not sure if this is the case for you since I always turn that option off, but just a thought.

I understand what you saying, but i see no reason why would my HC migrate to elsewhere.
Judaism is present in three civs: England(my civ), Egypt, and Persia. I have Monasticism, the two others went State Atheism. Religion is present in all my cities (~25) so the best place for the HC is my civ.
And as i have said before, the HC is gone, not relocated. In the Religion screen it shows: "none".

Another thought: it seems that i can past the turn in question without trouble, by luck. If the Holy City remains, i can play a few turns, but there always a chance the Temple of Solomon would gone disabled.
All i can do is saving the game before each end turn, and hoping the best...

(I forgot to mention, yes, i have HC migration enabled)
 
this is probably a bit of a noobish question? but is civ 4 multi-threaded?

will a dual or quad-core pc increase game speed any?
 
A curious fact: if we add all the replies of RI threads, would have the second largest CFC thread just below the Fall from Heaven II with 9,872 replies.

+ Warlords: Total Realism 2.3a = 1,161
+ Realism:The Third Resurrection = 1,168
+ Warlords: Total Realism Gold = 2,105
+ TOTAL REALISM 2.0 = 2,520
+ Total Realism 2.4 = 170
+ Realism Invictus = 2,140
TOTAL = 9264

This is not true at all, those numbers are only from here, the modpacks section
What about the subforums?
FFH 289.000, RFC 119.000, RoM 55.000, etc...
Total Realism subforum is "only" 4400, so all TR posts count arond 13.600
(even our Rhye's and Fall modmod, RFC Europe counts more than 23.000 posts)
So TR is rather small here on CFC - of course this is not surprising, as it's not your main site
 
This is not true at all, those numbers are only from here, the modpacks section
What about the subforums?
FFH 289.000, RFC 119.000, RoM 55.000, etc...
Total Realism is rather small here on CFC - of course this is not surprising, as this is not your main site

You're right. I expressed it badly. Mean: "Threads in Forum : Civ4 - Modpacks".
 
You're right. I expressed it badly. Mean: "Threads in Forum : Civ4 - Modpacks".

No prob
Having said that, in my eyes Realism Invictus/Total Realism is one of the very best mods for Civ IV
 
This mod is very nice, except one annoying part. Why can't you build cities on ice?:confused::(
Besides the fact that it can make large portions of the map unusable, there really should not be any reason why you should not be allowed to build a city on a coast next to two sources of fish or crab, especially if it's the only way you can get them. :mad:
Can anyone tell me how I can fix this myself, or better yet just add this to the next release of this mod or something?
Thanks.
 
This mod is very nice, except one annoying part. Why can't you build cities on ice?:confused::(
Besides the fact that it can make large portions of the map unusable, there really should not be any reason why you should not be allowed to build a city on a coast next to two sources of fish or crab, especially if it's the only way you can get them. :mad:
Can anyone tell me how I can fix this myself, or better yet just add this to the next release of this mod or something?
Thanks.

You can change that in Mods/Realism Invictus/Assets/XML/Terrain/Civ4TerrainInfos.xml. The parameter you're looking for is <bFound>. The reason we did that is simple - there are no cities there IRL. Even now, in XXI century, there are three cities in the world in continuous permafrost zone.
 
Where is the suggestion box ?
I hope I didn't propose this already, but there are two very nice mod components which might be interesting to get integrated into RI.
They are found here:
http://forums.civfanatics.com/showthread.php?t=359227&highlight=indierevolution

They are embedded in a RevDCM context, but I suppose they could stand alone as well.
  • [E/Im]migration of pouplation based on happiness and health
  • distribution of food and hammers across the whole nation based on a new set of civics.

I think especially the latter point could be very interesting for >>Realism<< Invictus. The one big hole left in Civ's gameplay system seems to be that all cities must be more or less self-sufficient. Something like Rome controlling egyptian cities merely for their food delivieries to the empire is not a relevant aspect so far in Civ4 - but it could become with the ideas in this mod component.

It was being left unfinished but is playable already and the described components seem to be working alright. Especially the food/hammer distribution would be something I would be much looking forward to besides revolutions, and I would guess others might feel the same way.

What do you think ?
 
The latter indeed sounds interesting, although it would take a lot of work to make it balanced and fun. The inability to redistribute food between cities always bugged me as well, but I don't particularly like how it is handled there as well.
 
Do you have any counter suggestions on how the redistribution would make more sense ?

I too think that it could be some work to integrate it sanely into any mod, as it effects a central component of the game.
 
My version of the mod is the one that got reposted on page 4 of the thread. I didn't find much Indie related in the python files - now that you asked.
I suspect much of it might be built into the dll but the sources are not contained in the package...
Maybe someone should get in touch with lemmy about this.
 
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