Realism Invictus

Hi,
Love the mod and have been playing it for years. I do have a question concerning the latest version.
I usually go for a cultural victory but when I received my first Great Artist I noticed the option of using him to add cultural points to a city was removed. I just wanted to know if it is still possible to win a cultural victory, how many cultural points are required to achieve legendary status, and what new strategies I should look into.
Thanks.
 
Spanish Minerias have a small chance of discovering gold/silver/gems. However, since they're replacing Precious Mines, they can only be built on tiles that already contain one of those resources.

At SVN 4929.
 
When I try to open the .exe download, I get the following error:

"C:\[...]\Realism Invictus 3.25 (2014-03-03) Setup (Full).exe

File system error (-1073741819)"

I am running Windows 10 in 64-bit. I tried re-downloading it and reopening it and it had the same error. I also tried running as administrator, which also did not work.
 
When I try to open the .exe download, I get the following error:

"C:\[...]\Realism Invictus 3.25 (2014-03-03) Setup (Full).exe

File system error (-1073741819)"

I am running Windows 10 in 64-bit. I tried re-downloading it and reopening it and it had the same error. I also tried running as administrator, which also did not work.
 
When I try to open the .exe download, I get the following error:

"C:\[...]\Realism Invictus 3.25 (2014-03-03) Setup (Full).exe

File system error (-1073741819)"

I am running Windows 10 in 64-bit. I tried re-downloading it and reopening it and it had the same error. I also tried running as administrator, which also did not work.
Googled and found this thread about that error. One of the suggestions was turning off all sound (see the link for more details).
 
Hi, I've realized that many of the AI cities, even their capitals are very small compared to mine in the classical era. As a result, their empires start to become backwards even at the high difficulty levels.

Then I tested, what happens if you turn off population sacrifice for hurry production for slavery (which I never ever use anyways). It resulted in a somewhat better empire management by AI.
 
Hi, I've realized that many of the AI cities, even their capitals are very small compared to mine in the classical era. As a result, their empires start to become backwards even at the high difficulty levels.

Then I tested, what happens if you turn off population sacrifice for hurry production for slavery (which I never ever use anyways). It resulted in a somewhat better empire management by AI.

oh, that is surprising compared to my experience. I usually play Immortal and AI capital and most cities are much bigger than mine as I have an epidemic every now and than reducing my population even when I don't usually "sacrifice" my people. The only AI that have small population is the one that has been at war (and losing it) for a while
 
The civics have been cleverly grouped into religious, economic, labour, government, and legal. I really like this concept. I am really impressed with how you chose to represent the religious civics and incorporate cult of personality and what you did with Theocracy and Militancy. However, I have noticed some inconsistencies with the government and legal civics.........

A while back I did some work on a modmod that had some similar ideas in it:
C5SCmBg.jpg


It adds a Power Civic Type. Basically, Government determines the head of government. Legal determines how to the state relates to its subjects/citizens. And Power determines the dominant socio-economic class. Federalism has been moved to the Legal type allowing for such things as a Federal Dictatorship.

I looked into disallowing certain combinations of civics but that isn't possible, you can only encourage combinations with building that require both civics.
 
Playing again after taking the summer off. The implementation of the scaled production cost increase for each unit is a FANTASTIC change. Thanks!
 
Playing again after taking the summer off. The implementation of the scaled production cost increase for each unit is a FANTASTIC change. Thanks!

100% agree. There's been a lot of small, but very nice tweaks in the last while.
 
I'll bypass all the cool new stuff in the latest snv version (and there's a lot of it, well done!), and simply suggest that something needs to be modified with naval barbarians. They spam a lot of ships, mostly triremes. It's great that one can at least build triremes without bronze, but they are incredibly slow. I've built 15 before 1000AD and lost all of them. I even made one a General hoping to gain some advantage, because here's the major problem: the large number of spawns of relatively strong units would be rough, but endurable. So would the extremely slow train times for naval units without bronze. But naval units get no xp bonuses vs barbarians, so even my trireme with four stars plus 10 percent vs sea units was killed by a plain old vanilla trireme...after the other 4 vesells in his stack died in the previous 50 turns. It's incredibly frustrating to lose unit after unit vs a countless spawn of longships. Can sea vessels please have barbarian bonuses like land units?

Thank you! :)
 
^^
Agree with kiwi on this one. Especially if your playing any type of water based map and RB checked ( yes, i'm psychotic that way).
 
Playing on last svn, last changes slightly help in balance, (I love both: increased costs of same units, plains and rivers change), but not with runaway civs.
Holy religion building is still op (now playing large emperor map, it makes 50 g and it is only early medieval era), also runaway civ build often most of the world wonders.
Maybe, if every next world wonder would cost more? (is it possible?)
 
Looks like my civics screen as well, but I still not in credits?:mischief:
 
for some reason armenia's pagan temple gives a bonus to egypt's unique monument, obelisk. don't see that being too useful
 
for some reason armenia's pagan temple gives a bonus to egypt's unique monument, obelisk. don't see that being too useful

Quick question since loading up the game takes forever with the SVN. Are you viewing it when playing as Egypt, or Armenia? I think that if you're viewing bonuses granted by something in civilopedia, it always shows them from the point of view of the civ you're playing, even if it didn't actually apply.
 
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