Realism Invictus

I play strictly multiplayer. Do you know how hard it is to convince other people to install SVN and all that junk just to play a game? That's why the stable release is needed.

Also, SVN version doesn't work for me properly, takes ages to load and stuff. I'm waiting on the release.
Well, using the SVN is rather straight forward, if used daily it takes seconds to finish. Heck I did not update for several weeks, and it only took 20-30 mins tops. To each their own I suppose.:coffee:
 
I believe they can make a release that packages up all those little graphic files that make the SVN versions too big and slow to be worth playing.

You can do it yourself! :lol: Just follow the instructions on the realism-invictus forum.

Sure it'll take like 20 minutes every time you want to update to a different version with different graphics, but hey, most of us work right? Just set it to pack right before you leave... :goodjob:

After that the game starting process is superfast.


(Though I can understand the perspective of people who don't do mods being asked to download three things and following a lot of instructions not wanting to bother. I personally find it worthwhile, I know others don't.)
 
So I finally bit the bullet and installed the SVN version. Now I'm a bit lost if the SVN client has worked as it should, as I was getting a "Operation failed" message sometime after SVN commit. The mod runs (after 20mins of startup) so maybe there are just some files missing.

My Realism folder has 98811 files in 6990 folders right now, if that helps
 
So I finally bit the bullet and installed the SVN version. Now I'm a bit lost if the SVN client has worked as it should, as I was getting a "Operation failed" message sometime after SVN commit. The mod runs (after 20mins of startup) so maybe there are just some files missing.

My Realism folder has 98811 files in 6990 folders right now, if that helps
In Realism folder, right button, Try TortoiseSVN > Clean Up next TortoiseSVN > SVN Update (not commit)

Looks like you have twice the needed files. Probably a folder inside another.
 
Hi!
I am finally trying to get the svn thing to work.
Heard about "pack your art asset" to get startup faster, but finds no working link on how to get it done.. Anyone can help me?? and do I need it?
How does turtoise svn work?? Now I got one version, how and when do I update to newer versions?
How do I know in advance if they are savegame compatible?
 
Hi!
I am finally trying to get the svn thing to work.
Heard about "pack your art asset" to get startup faster, but finds no working link on how to get it done.. Anyone can help me?? and do I need it?
How does turtoise svn work?? Now I got one version, how and when do I update to newer versions?
How do I know in advance if they are savegame compatible?

You can update by right clicking the folder and clicking 'update'. If you click 'Show Log', you can see the changelog before updating. If it's a minor update it might not break your savegame, but assume that it does.

See here for packing art assets:
http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=885
 
Alright got the snv mod folder cleaned up and running. Just one more thing, the mod doesn't save the settings. Everytime I start it I find that it reset itself to minimum display settings (low res, etc). Although I adjust the options ingame, next time I launch BTS or the mod its on low res again.
 
Alright got the snv mod folder cleaned up and running. Just one more thing, the mod doesn't save the settings. Everytime I start it I find that it reset itself to minimum display settings (low res, etc). Although I adjust the options ingame, next time I launch BTS or the mod its on low res again.

Create a separate shortcut to directly run the mod by adding mod="Realism" to the end of the destination path. Be sure to have a space before the word mod.
 
Have done that already, still resets

Make sure that your mods folder is writable in windows. It probably won't be by default and thus any changes you make won't actually be saved. (At least that is how I solved the problem for myself in the past, worth a try.)
 
Hello RI Team. First thanks for this awesome mod! :D I have a problem in the SVN 4377. I want to know why the motherland calls wonder and the draft funtion doesn't work in the modern era.

Thanks for your support. :goodjob:

EDIT: Sorry i meant to say that draft funtion and the motherland wonder doesn't work in the future era.
 

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Hello RI Team. First thanks for this awesome mod! :D I have a problem in the SVN 4377. I want to know why the motherland calls wonder and the draft funtion doesn't work in the modern era.

Thanks for your support. :goodjob:

I have checked the XML. Logically it should work as this wonder is never obsolete. (Note: it may change sooner).

As a side note, the picture shows that you were in future era. I have to check this as it may be the problem.
 
I have checked the XML. Logically it should work as this wonder is never obsolete. (Note: it may change sooner).

As a side note, the picture shows that you were in future era. I have to check this as it may be the problem.

Yes, sorry. I meant to say that it doesnt work in the future era but i don't understand why in that pic says modern era. I had just reasearched the first future tech.
 
Still battling the graphic reset. Which bugges me more than the 20 min loadtime for some reason. But I got 2 or 3 hours of play in and I have to say the SVN feels much better than 3.1 even if its just surface stuff I've discovered so far.
I noticed that the Australasian and Roman unit flag looks very similar. I've played a game with the Romans and started next to the Australasians and a had quite a hard time distinguishing my troops from theirs.
 
Some civics, especially Labor Union behave quite odd.

With hired labor workers were paid and their work was voluntary. Apart from their right to leave their job they had little rights to protect them.
The fact that work was voluntary was kind of a sham since their wasn't really an alternative. As a result the workers started to have strikes, revolt,
and sabotage their employers.

Eventually workers managed to form unions and we enter the Labor Union. Here, rather then riot and cause rucuss, workers can negotiate benefits
with their employer so that both sides are happy.

Ironically, the benefits the workers wanted actually benefited the employer in the long run. Most of the welfare benefits we have today were actually invented by a german steel industry.
(see krupp welfare system). By giving workers free education, free healthcare, and weekends off he saved money by reducing turnover, having more skilled workers.

Now lets look at the LAbor Union/ welfare in invictus...

+4 health, -4% pandemics chance- Ok, you got the general populace able to get health care. this works.
- happiness to empires without welfare- Did you know canada has free healthcare along with most western states. Most americans could care less.
-1 unhappiness in 4 largest cities- Here is where you lost me. Welfare, and unions were attempts to alleviate unhappiness caused by hired labor.
Here were somehow assuming that workers under hired labor 'don't know any better' and don't start to get mad until you start to fix it. Really, FIRST the workers got mad, THEN welfare and unions were created. I have no clue how the system creates unhappiness.
-10% production, -10% commerce See the Krupp welfare system. As an aspiring economist I have to debunk this myth that somehow when you give workers welfare and rights they become less productive then before. I can see the -10% commerce, since these benefits are expensive to the state, but -10% production is...just...wrong.
  • Preventitive Helathcare- Workers are able to get checkups and thus do not get sick. A healthy worker is a productive worker.
  • Free education means an increase in skilled workers. Skilled workers are more productive then unskilled labor.
  • The invention of the workweek, and sane hours- Ensure a sane, stable worker capable of organizing his life, and getting proper sleep. An alert, happy worker is less likely to make mistakes. A well-rested worker is more productive then a overworked worker.
  • Fair Wages- Paying workers enough money to go on vacation, feed their families, and even enjoy themselves. By paying more money you are able to choose from a larger pool of skilled workers as opposed to taking whoever is desperate enough. You are also ensuring that this worker isn't preoccupied with trivial things like will my child starve, will I have a home. Instead they can give their full attention to the work place.
Again all of these ideas were first created by a capitalist running the largest steel industry in europe because they made good economical sense.

I'm changing it a bit in my game. The tricky part is how social garuntees are kind of separate, but not separate, since its the social garuntees that really benefit productivity and growth.
 
Some civics, especially Labor Union behave quite odd.

With hired labor workers were paid and their work was voluntary. Apart from their right to leave their job they had little rights to protect them.
The fact that work was voluntary was kind of a sham since their wasn't really an alternative. As a result the workers started to have strikes, revolt,
and sabotage their employers.

Eventually workers managed to form unions and we enter the Labor Union. Here, rather then riot and cause rucuss, workers can negotiate benefits
with their employer so that both sides are happy.

Ironically, the benefits the workers wanted actually benefited the employer in the long run. Most of the welfare benefits we have today were actually invented by a german steel industry.
(see krupp welfare system). By giving workers free education, free healthcare, and weekends off he saved money by reducing turnover, having more skilled workers.

Now lets look at the LAbor Union/ welfare in invictus...

All right, I will try to explain our logic here.

+4 health, -4% pandemics chance- Ok, you got the general populace able to get health care. this works.
- happiness to empires without welfare- Did you know canada has free healthcare along with most western states. Most americans could care less.

Though I don't live in USA, I very much doubt that labor unions are illegal in contemporary US. Most current industrialized nations can be described as having "Labor Union" civic. What you are describing falls rather under "Welfare State" category. Lack of unions actually was a major source of violence in XIX century - which basically ensured that labor unions are currently legal almost everywhere.

-1 unhappiness in 4 largest cities- Here is where you lost me. Welfare, and unions were attempts to alleviate unhappiness caused by hired labor.
Here were somehow assuming that workers under hired labor 'don't know any better' and don't start to get mad until you start to fix it. Really, FIRST the workers got mad, THEN welfare and unions were created. I have no clue how the system creates unhappiness.

Here, I think, you just misunderstood. -1 unhappiness = +1 happiness. Which basically says that largest cities (those with highest concentration of working class folks) are happier once you adopt labor unions.

-10% production, -10% commerce See the Krupp welfare system. As an aspiring economist I have to debunk this myth that somehow when you give workers welfare and rights they become less productive then before. I can see the -10% commerce, since these benefits are expensive to the state, but -10% production is...just...wrong.

Basically it boils down to the limits on maximum workhours per week and bans on child labor. When considered as an alternative to slave-like labor conditions, regulated work relations are certainly less productive per individual laborer.

  • Preventitive Helathcare- Workers are able to get checkups and thus do not get sick. A healthy worker is a productive worker.
  • Free education means an increase in skilled workers. Skilled workers are more productive then unskilled labor.
  • The invention of the workweek, and sane hours- Ensure a sane, stable worker capable of organizing his life, and getting proper sleep. An alert, happy worker is less likely to make mistakes. A well-rested worker is more productive then a overworked worker.
  • Fair Wages- Paying workers enough money to go on vacation, feed their families, and even enjoy themselves. By paying more money you are able to choose from a larger pool of skilled workers as opposed to taking whoever is desperate enough. You are also ensuring that this worker isn't preoccupied with trivial things like will my child starve, will I have a home. Instead they can give their full attention to the work place.
Again all of these ideas were first created by a capitalist running the largest steel industry in europe because they made good economical sense.

And basically that is what it will boil down to for a player in our mod as well. Despite some direct penalties, this civic will eventually result in a better productivity and economical benefits through a happier society. Which is exactly what one has to see about this civic: immediate losses are offset and then outweighed by delayed benefits.

I'm changing it a bit in my game. The tricky part is how social garuntees are kind of separate, but not separate, since its the social garuntees that really benefit productivity and growth.

That part is basically there as a technical limitation - there is only so much one can do through direct civic effects. Also, a civic becoming more beneficial as your society advances also feels right to me.
 
Some civics, especially Labor Union behave quite odd.

With hired labor workers were paid and their work was voluntary. Apart from their right to leave their job they had little rights to protect them.
The fact that work was voluntary was kind of a sham since their wasn't really an alternative. As a result the workers started to have strikes, revolt,
and sabotage their employers.

Eventually workers managed to form unions and we enter the Labor Union. Here, rather then riot and cause rucuss, workers can negotiate benefits
with their employer so that both sides are happy.

Ironically, the benefits the workers wanted actually benefited the employer in the long run. Most of the welfare benefits we have today were actually invented by a german steel industry.
(see krupp welfare system). By giving workers free education, free healthcare, and weekends off he saved money by reducing turnover, having more skilled workers.

Now lets look at the LAbor Union/ welfare in invictus...

+4 health, -4% pandemics chance- Ok, you got the general populace able to get health care. this works.
- happiness to empires without welfare- Did you know canada has free healthcare along with most western states. Most americans could care less.
-1 unhappiness in 4 largest cities- Here is where you lost me. Welfare, and unions were attempts to alleviate unhappiness caused by hired labor.
Here were somehow assuming that workers under hired labor 'don't know any better' and don't start to get mad until you start to fix it. Really, FIRST the workers got mad, THEN welfare and unions were created. I have no clue how the system creates unhappiness.
-10% production, -10% commerce See the Krupp welfare system. As an aspiring economist I have to debunk this myth that somehow when you give workers welfare and rights they become less productive then before. I can see the -10% commerce, since these benefits are expensive to the state, but -10% production is...just...wrong.
  • Preventitive Helathcare- Workers are able to get checkups and thus do not get sick. A healthy worker is a productive worker.
  • Free education means an increase in skilled workers. Skilled workers are more productive then unskilled labor.
  • The invention of the workweek, and sane hours- Ensure a sane, stable worker capable of organizing his life, and getting proper sleep. An alert, happy worker is less likely to make mistakes. A well-rested worker is more productive then a overworked worker.
  • Fair Wages- Paying workers enough money to go on vacation, feed their families, and even enjoy themselves. By paying more money you are able to choose from a larger pool of skilled workers as opposed to taking whoever is desperate enough. You are also ensuring that this worker isn't preoccupied with trivial things like will my child starve, will I have a home. Instead they can give their full attention to the work place.
Again all of these ideas were first created by a capitalist running the largest steel industry in europe because they made good economical sense.

I'm changing it a bit in my game. The tricky part is how social garuntees are kind of separate, but not separate, since its the social garuntees that really benefit productivity and growth.

Just wanted to say that I would emphatically disagree that real life effects of welfare state and labor unions which are described here actually exist. I don't want to start an argument about this as any kind of political debate is hardly appropriate here. I just wanted to say that I would prefer to see the mod as politically neutral as possible. Which should mean that "leftist" civics shouldn't be clearly better than "rightist" ones and vice versa.
 
Just wanted to say that I would emphatically disagree that real life effects of welfare state and labor unions which are described here actually exist. I don't want to start an argument about this as any kind of political debate is hardly appropriate here. I just wanted to say that I would prefer to see the mod as politically neutral as possible. Which should mean that "leftist" civics shouldn't be clearly better than "rightist" ones and vice versa.

While I would like to believe they mostly are, as we try to maintain a philosophy where in every era a player has several more or less balanced civics to choose from, I would like to make a counterargument from gameplay point of view. One would argue that with passage of time (that is, significant periods of time, as in millenia and centuries), on average, the policy of developed countries grows more leftist. And from gameplay point of view, it makes sense that later civics should be better than earlier ones - otherwise, players feel no sense of accomplishment when they reach them. Combine these two trends, and you get a trend - even if you have discarded all political bias - that later leftist civics will be somewhat better than earlier rightist.
 
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