Realism Invictus

Hi, I am delighted to see that there have been a lot of changes in regard to programming recently. That encourages me to make a few proposal which I have been thinking over for a long time:

1) Introduction of something like <BonusYieldChanges> that gives extra :food: :hammers: or :commerce:, if the city is connected to certain resources. Why would it be beneficial? Well, the small cities in the earlier game benefit more from Extra Yields than extra percentages: Let's assume the Forge gives +1 free Craftsman, +1 :hammers: for Iron, and +1 :hammers: for Copper. That makes a total of +3 :hammers: bonus and will make the Forge a very solid early game building. You may even want to have it in a newly founded city. However +3 :hammers: will start to feel insignificant as the game progresses and your cities start growing. At some point you will want to upgrade to the Blast Furnace, which gives for example +10% :hammers: for copper, iron and coal each.

(I consider an early building like a Forge as a small workshop which produces more or less constant material and a middle and late game buildings like blast furnaces as settled industries that grow as the population grows. Therefore a constant bonus makes more sense in early game and a percentage bonus makes more sense later on IMHO. Therefore the suggestion above.)

2) Similarly <BonusCommerceChanges> can be beneficial.

One alternative usage of <BonusYieldChanges> <BonusCommerceChanges> might the pagan temples: If some of them gets a +1 :hammers: or :science: bonus from one or two resources, this might encourage trade of resources between civilizations in the ancient times.

3) Analogous to the already existing <BonusYieldModifiers>, the <BonusCommerceModifiers> can also be implemented. I've always dreamt of something like "Library gets +10% :science: with papers".
 
And another set of thoughts and ideas.
1) Why does hunter-gatherer camp (available to barbs and minor civs) improvement transform into a weaker land worked improvement?
2) The craftsman (as a specialist to use - free craftsmen are great) is weak except when used by an industrious leader. With the recent buff to a siege workshop engineers appear earlier, generate GP points and give more hammers than craftsmen until medieval (workshop and sawmill). And even then it's only three hammers which is a simple desert hill mine without bonuses which is a horrible tile to work. But a mine have a chance to generate a resource whereas a craftsman gives no bonuses.
3) Hinduism is kinda weak, specifically the special effect of Vijay Stambha.
4) Why is there a cap of 4 aid promotions or detriments (GlobalDefinesAlt)?
5) With the recent change of the health and epidemic system I suggest to increase the number of turns a city is immune to epidemics from 4 to 10 (GlobalDefinesAlt).
6) Revamp slash and burn farm again: make it forest only. Effects of an improvement: removes a forest (without bonus hammers) and gives a tile two food, after several turns (10-20 on a realistic speed) becomes an empty tile. The current slash and burn farm rename to a jungle garden and keep all the effects.
7) Revamp a warehouse: make it +1:food: +1:hammers: +1:commerce:.
8) Monument building is being obsolete too fast. I often skip it (and the sculpture tech with it) and build a city square instead.
9) Remove free wins on lower difficulties to protect tribal forts on world maps.
10) Is it possible to add some crutches to AI like:
- never build units and buildings that would be completed in more than X turns;
- build additional units when raging barbarians is on?
11) And a bunch of ideas to improve the World Map Huge:
Spoiler :
World Map (Huge) changes for better gameplay
- Change some leaders
- Chinese empire: Qin Shi Huang or Wen of Sui
reason: Cao Cao has weak traits with bad synergy, proposed leaders have synergy with UUs and great productive traits
- Japanese empire: Oda Nobunaga
reason: great synergy with geography and UUs
- Spanish empire: Alfonso X though I'm not sure
reason: no place for an expansionist trait
- French empire: no one in particular
reason: Charles de Gaulle has weak traits in general
- Choson empire: no one in particular
reason: there is a discrepancy in the scenario file: the leader type is Taejo Wang Geon but the leader name is Sejong Taewang
- Persian empire: Reza Shah or Darius I
reason: much better traits
- Aztec empire: no one in particular
reason: there is a discrepancy in the scenario file: the leader name is Montezuma but in Civilopedia the name is Moctezuma II. I don't like Montezuma: traits are weak in general and this leader has bad synergy with the civ and geography.
- Incan empire: Pachacuti
reason: Tupac Inca has bad synergy with geography. Why is there no leader with expansionist to buff UUs?
- Turkish empire: Mustafa Kemal Ataturk
reason: much better traits
- Armenian empire: no one in particular
reason: there is a typo in civilopedia: Tiridates III reigned BC instead of AD. I don't like current Tigranes II because of expansionist.
- Austronesian empire: Parameswara
reason: insane synergy with geography
- Transoxianan empire: Demetrius I of Bactria or Ulugh Beg
reason: two extremes: the first one has very powerful military but no productive bonuses, the second one is very powerful marco leader with weak military
- Nerf Dutch starting place: in all games this civ is performing too well often founding many religions
- Though I know that technically Paris, Berlin and Beijing are not coastal cities but they are quite close to the sea so for a civ game they are quite coastal. I think it's possible to move corresponding starting locations to the sealine.
- French: from X:16 Y:64 to X:15 Y:64
- German: from X:26 Y:68 to X:26 Y:69
- Chinese: from X:96 Y:62 to X:97 Y:61
- Move wheat from X:95 Y:62 to X:96 Y:61
- Move Transoxianan starting location from X:64 Y:59 to X:64 Y:58
- Move wheat from X:65 Y:60 to X:63 Y:59
- Change Transoxianan starting mede warriors' behaviour from explore to city defense
- Change Austronesian starting sunda warriors' behaviour from settle to city defense
- Move Lahore barb city from X:67 Y:55 to X:69 Y:55
- Remove Lycia barb city on X:37 Y:54 or move it to X:38 Y:55 are replace a tribal fort with an archer
- Move Ulchs barb city from X:110 Y:73 to X:109 Y:73
- Add a flood plains feature on the following tiles: X:32 Y:11, X:31 Y:16, X:30 Y:17, X:29 Y:17
- Add a forest feature on the following tiles: X:43 Y:41, X:41 Y:49, X:43 Y:50
- Add an Oporto barb city on X:7 Y:58: savage archer, barbarian camp, monument, palisade
- Move Nubian capital city Napata from X:37 Y:39 to X:38 Y:40
 
And another set of thoughts and ideas.
3) Hinduism is kinda weak, specifically the special effect of Vijay Stambha.
I don't think it's weak overall (gurus can be very useful) and the special building is great, but Vijay Stambha's secondary effect really is useless. (+1P to Unemployed citizen). I think it's a leftover from when they were just Citizens and came free with many buildings like Mayor's office.
6) Revamp slash and burn farm again: make it forest only. Effects of an improvement: removes a forest (without bonus hammers) and gives a tile two food, after several turns (10-20 on a realistic speed) becomes an empty tile. The current slash and burn farm rename to a jungle garden and keep all the effects.
You know, I think they actually can't become empty tiles, an improvement can (at least without additional coding) only turn into another improvement. Which probably explains the "land worked" tiles existence too. BTW: Your suggestion scares me. AI would probably get rid of all forests this way, since they don't have another improvement use until lumbermills. In the case of the big if of this becoming implemented I suggest boosting forest respawn rate.
7) Revamp a warehouse: make it +1:food: +1:hammers: +1:commerce:.
I think that's a bit too good. I've found warehouse to be a useful building on jungle cities after the latest health changes. Maybe delay its obsolence a bit instead?

Since we're now on-topic for World Map ideas, there's a minor matter that's been bugging me a bit (and forgive me if it's been implemented already, I haven't played the WorldMap in months): The Spanish unique improvement Mineria is useless to them in the World Map (at least without significant conquests). Maybe just one tile of silver or gold on the Iberian peninsula? Yeah, I know it's already one of the best starting locations.

Also, definitely second nerfing the Dutch. Or maybe it's their special uber-palace that needs a bit of a nerf. I've found the Israeli to also found many religions sometimes, and they have the same building.
 
I don't think it's weak overall (gurus can be very useful) and the special building is great, but Vijay Stambha's secondary effect really is useless. (+1P to Unemployed citizen). I think it's a leftover from when they were just Citizens and came free with many buildings like Mayor's office.

What is the special building?

You know, I think they actually can't become empty tiles, an improvement can (at least without additional coding) only turn into another improvement. Which probably explains the "land worked" tiles existence too. BTW: Your suggestion scares me. AI would probably get rid of all forests this way, since they don't have another improvement use until lumbermills. In the case of the big if of this becoming implemented I suggest boosting forest respawn rate.

Okay, then it should become a regular farm then.
To estimate what will happen we could compare with the number of AI generated depleted land tiles in the old days.
Boosting features growth rate is my dream :crazyeye:.

Since we're now on-topic for World Map ideas, there's a minor matter that's been bugging me a bit (and forgive me if it's been implemented already, I haven't played the WorldMap in months): The Spanish unique improvement Mineria is useless to them in the World Map (at least without significant conquests). Maybe just one tile of silver or gold on the Iberian peninsula? Yeah, I know it's already one of the best starting locations.

Yeah, noticed that too.

Also, definitely second nerfing the Dutch. Or maybe it's their special uber-palace that needs a bit of a nerf. I've found the Israeli to also found many religions sometimes, and they have the same building.

But what about Portuguese? They are not as competitive as these two. I think mostly because of their inferior starting place.
 
The special building, I meant the other building constructed with the Greath Prophet, the one that gives +1 happy and +1 health.

As for the Portuguese... IIRC they don't have the special palace that Israel and Netherlands do. (It grants ridiculous science bonuses.) I can't be sure since I converted most of the derivative and minor civilizations into playable civs with their own unique improvements for fun a long time ago, and I fixed the Palace into a regular palace, so I don't remember and can't check for myself. They also used to get things like "local copper resources" or something like that as a building so they didn't need to connect to resources to build stuff.
 
The special building, I meant the other building constructed with the Greath Prophet, the one that gives +1 happy and +1 health.
.
Its pretty useful - its effectively an extra population in every city on the continent. Its a significant benefit, especially if you have a lot of food resources to support more specialists or don't have luxuries/the techs to exploit your luxuries.
 
Playing the most recent SVN (5067); leaderheads are blank images only in the diplomacy screen, civilopedia, and the popup at the start of a new game. The svn log noted that leaderhead aspect ratios were changed, so I'd bet that's causing the problem (that, or it didn't update correctly for me).
 
And another set of thoughts and ideas.
1) Why does hunter-gatherer camp (available to barbs and minor civs) improvement transform into a weaker land worked improvement?

It transforms to an absence of improvement basically. It disappears after a while and has to be rebuilt.

2) The craftsman (as a specialist to use - free craftsmen are great) is weak except when used by an industrious leader. With the recent buff to a siege workshop engineers appear earlier, generate GP points and give more hammers than craftsmen until medieval (workshop and sawmill). And even then it's only three hammers which is a simple desert hill mine without bonuses which is a horrible tile to work. But a mine have a chance to generate a resource whereas a craftsman gives no bonuses.

That's very intentional. Think of a craftsman as a tile instead of a specialist - as long as your city has better tiles, you don't need them. They really start to shine in Industrial era, when their production is boosted further and you have many buildings that provide craftsman slots. They are basically a way of converting food to production in your cities late in game (and earlier for cities that have no or few production tiles, but produce a lot of food and can support decent population).

3) Hinduism is kinda weak, specifically the special effect of Vijay Stambha.

Hinduism is probably the strongest religion currently. Not only it is one of the first three (which is the biggest advantage a religion in Civ 4 can have) to be founded, but unlike the other two, it also comes with a tech that is not completely useless. It is therefore stronger than any other religion save maybe for Taoism.

4) Why is there a cap of 4 aid promotions or detriments (GlobalDefinesAlt)?

I really don't know. I went through our backlog and didn't find anything meaningful regarding this. I'll ask the guy who put it there.

5) With the recent change of the health and epidemic system I suggest to increase the number of turns a city is immune to epidemics from 4 to 10 (GlobalDefinesAlt).

Yeah, not a bad idea.

6) Revamp slash and burn farm again: make it forest only. Effects of an improvement: removes a forest (without bonus hammers) and gives a tile two food, after several turns (10-20 on a realistic speed) becomes an empty tile. The current slash and burn farm rename to a jungle garden and keep all the effects.

Why? What would this add to the game?

7) Revamp a warehouse: make it +1:food: +1:hammers: +1:commerce:.

Again, why? I agree that it's a bit useless right now, but if it is to be changed, it shouldn't just provide a flat bonus.

8) Monument building is being obsolete too fast. I often skip it (and the sculpture tech with it) and build a city square instead.

Yes it is. On the other hand, it is the best thing you can build for culture very early on, if you really need it.

9) Remove free wins on lower difficulties to protect tribal forts on world maps.

Why? If a player who is aware of this exploit chooses a lower difficulty to go specifically for barbarian forts, why should I be stopping him? It's a kind of thing that can't be invoked by chance - you have to consciously attack a unit that is theoretically too tough to kill. You might have just as well removed it in WorldBuilder.

10) Is it possible to add some crutches to AI like:
- never build units and buildings that would be completed in more than X turns;
- build additional units when raging barbarians is on?

I am considering some, yes.

11) And a bunch of ideas to improve the World Map Huge:
World Map (Huge) changes for better gameplay
- Change some leaders
- Chinese empire: Qin Shi Huang or Wen of Sui
reason: Cao Cao has weak traits with bad synergy, proposed leaders have synergy with UUs and great productive traits
- Japanese empire: Oda Nobunaga
reason: great synergy with geography and UUs
- Spanish empire: Alfonso X though I'm not sure
reason: no place for an expansionist trait
- French empire: no one in particular
reason: Charles de Gaulle has weak traits in general

Sometimes weaker leaders are intentionally placed on civs with stronger starting spots. For instance, France with Napoleon would just end up killing off everyone else in Europe early on or get itself destroyed in process. Been there, done that.

- Choson empire: no one in particular
reason: there is a discrepancy in the scenario file: the leader type is Taejo Wang Geon but the leader name is Sejong Taewang

Should have already been fixed in the last revision.

- Persian empire: Reza Shah or Darius I
reason: much better traits

One thing I don't want to see again is Persia being #1 in all games, as was the case several years ago.

- Aztec empire: no one in particular
reason: there is a discrepancy in the scenario file: the leader name is Montezuma but in Civilopedia the name is Moctezuma II. I don't like Montezuma: traits are weak in general and this leader has bad synergy with the civ and geography.

Those are different spellings for the same name. And Aztecs are basically isolated enough for the leader not to matter.

- Incan empire: Pachacuti
reason: Tupac Inca has bad synergy with geography. Why is there no leader with expansionist to buff UUs?
- Turkish empire: Mustafa Kemal Ataturk
reason: much better traits
- Armenian empire: no one in particular
reason: there is a typo in civilopedia: Tiridates III reigned BC instead of AD. I don't like current Tigranes II because of expansionist.

Maybe this one. I don't like Armenia overexpanding as well.

- Austronesian empire: Parameswara
reason: insane synergy with geography

Again, why do we need an insane synergy? For that civ to dominate all the time?

- Transoxianan empire: Demetrius I of Bactria or Ulugh Beg
reason: two extremes: the first one has very powerful military but no productive bonuses, the second one is very powerful marco leader with weak military
- Nerf Dutch starting place: in all games this civ is performing too well often founding many religions

Yeah, I am thinking of nerfing Dutch as well. They tend to overperform (at least more so than Israel or Portugal).

- Though I know that technically Paris, Berlin and Beijing are not coastal cities but they are quite close to the sea so for a civ game they are quite coastal. I think it's possible to move corresponding starting locations to the sealine.
- French: from X:16 Y:64 to X:15 Y:64
- German: from X:26 Y:68 to X:26 Y:69
- Chinese: from X:96 Y:62 to X:97 Y:61

Why exactly should they be moved if they are not coastal? What's the reason to make them coastal? It's not as if any of those civs is in no position to found themselves a port.

- Move wheat from X:95 Y:62 to X:96 Y:61
- Move Transoxianan starting location from X:64 Y:59 to X:64 Y:58
- Move wheat from X:65 Y:60 to X:63 Y:59
- Change Transoxianan starting mede warriors' behaviour from explore to city defense
- Change Austronesian starting sunda warriors' behaviour from settle to city defense

Thanks, well noted on unit AIs. Will fix.

Playing the most recent SVN (5067); leaderheads are blank images only in the diplomacy screen, civilopedia, and the popup at the start of a new game. The svn log noted that leaderhead aspect ratios were changed, so I'd bet that's causing the problem (that, or it didn't update correctly for me).

That's troubling. It works perfectly well on my side. Could you please make sure the files are there in Realism/Assets/Art/Leaderheads? Also, could you please supply the resolution you're playing at and, if possible a screenshot of the problem? Same goes for everyone else who has this. Argh, I hate stuff I can't reproduce myself!

Same here. Blank leaderheads.

Please try providing me some more info as well! Also, anyone who HAS leaders working, please report too. I need to know if the error occurs with everyone, or with some people.
 
Leaderheads are working for me, so it's not for everyone.
I'm really not sure if this makes the problem worse or better, as it's probably a lot harder to fix it this way...
 
It's possible that in my end it's because I accidentally committed the cardinal sin: updated svn in the middle of a game.

I'll try a new one today and posts results.
 
It transforms to an absence of improvement basically. It disappears after a while and has to be rebuilt.

Why is it done this way? It's not that AI can manage improvements properly.

Hinduism is probably the strongest religion currently. Not only it is one of the first three (which is the biggest advantage a religion in Civ 4 can have) to be founded, but unlike the other two, it also comes with a tech that is not completely useless. It is therefore stronger than any other religion save maybe for Taoism.

Okay, but what about an almost useless secondary effect of Vijay Stambha?

Why? What would this add to the game?

When you put it that way... Mostly because it's more realistic but without the painstaking micromanagement the improvement demanded in the old days. And if one day chopping forests will be moved further in the tech tree there could be a decision to make: to remove forest now to have more food or to wait and get hammers from chopping. Plus it's a quick defensive measure against barbs.

Again, why? I agree that it's a bit useless right now, but if it is to be changed, it shouldn't just provide a flat bonus.

To make it useful. First, to justify its fairly quick obsolescence. Second, such a flat bonus to the three main stats is unique. Third, earliest warehouses were used to store food so at least a food bonus is logical.

Yes it is. On the other hand, it is the best thing you can build for culture very early on, if you really need it.

Let me disagree: the best culture building of the era is a storyteller circle.

Why? If a player who is aware of this exploit chooses a lower difficulty to go specifically for barbarian forts, why should I be stopping him? It's a kind of thing that can't be invoked by chance - you have to consciously attack a unit that is theoretically too tough to kill. You might have just as well removed it in WorldBuilder.

I wasn't meaning the players but the AI. And it just attacks things. The default difficulty for the AI is noble that means it has two free wins which can translate into two free tribal fort defeats. And I guess increasing the difficulty for the AI has much more consequences than removing free wins.

Sometimes weaker leaders are intentionally placed on civs with stronger starting spots. For instance, France with Napoleon would just end up killing off everyone else in Europe early on or get itself destroyed in process. Been there, done that.

Hmm... Well, I admit that using weaker leaders is easier than nerfing starting places. It's just it's much more fun to play a synergistic leader in restrictive conditions, for example Oda Nobunaga as Japanese or Umar ibn al-Khattab as Arabs.

Should have already been fixed in the last revision.

Nope, it's still there.
Spoiler :

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6688274a8f03f90a610712d0eb40a02c.png



Why exactly should they be moved if they are not coastal? What's the reason to make them coastal? It's not as if any of those civs is in no position to found themselves a port.

First, to buff them. In my experience none of these civs perform well in the long run. Second, it's only one tile away from coast, and it's possible for a player to move a settler to the sealine but the AI wouldn't do that. This creates an unnecessary disadvantage for the AI.

And you didn't share your opinion on moving, removing and adding barb cities. Let me explain myself here.
1) Moving Transoxianan starting place and moving Lahore (now Harappan) barb city optimizes the usage of tiles in that area when placing cities.
2) Lycia barb city stops historical expansion of Greeks preventing them from colonizing Asia Minor and Cyprus.
3) Moving Ulchs barb city is an optimization of the usage of tiles and resources there.
4) Adding flood plains on these tiles makes them usable because otherwise there are no improvements to place there, not even a watermill.
5) Adding a forest to Arabs improves their weak starting point a bit, adding forests to Judea is an attempt to delay their powerful 5 exp melee armies.
6) Adding an Oporto barb city gives a place for Portuguese (hopefully) or Spain to expand, that city can work several resource tiles, and AI never settles there.
7) Moving Napata is an attempt to optimize the usage of tiles in that area, namely an oasis on X:39 Y:41, a river hill on X:40 Y:39 etc.
8) And one other thing I forgot to write: swap X:54 Y:43 and X:55 Y:44 tiles: a place for a dream city of modern era on X:54 Y:43.
 
Started a new game. Leaderheads still blank. The large portrait in civilopedia is missing, on the diplomacy screen it's just black, the small pictures on the leader list of a civilization are there.

Resolution is 1920 x 1080. There is a .dds file for each leader in art/assets/leaderheads. A single file for each leader, are there supposed to be two?
 
Hi! I played Realism Invictus some years ago and I just LOVED it. Unfortunately I could never escape increasing MAF errors the longer I played and I don't ever think I ever got much further than the renaissance era for the huge world map before crashes began to occur on every single turn making it impossible to continue (I was using Win7 64bit home back then, but it still happened). However I recently have played a lot of the Caveman2Cosmos mod. They solved the MAF errors they had, and they even make note of this in their development notes! I never experience MAF with their mod despite it is insanely huge and I play it for a looong time. I actually have never finished a Caveman2Cosmos game because of the huge world map, snail speed and all the stuff you can do in that mod.

I was just wondering whether you have fixed the MAF errors? If so I'd very much like to revisit Realism Invictus, I was so fond of it back then, and I figure a lot has improved over time (you guys are an amazing bunch of people for doing this, but you already know that ;)).

Additional info: I am running Windows 10 64bit home with 16GB ram and a nvidia 690gtx.
 
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There are new versions with new stuff added literally almost every week. They just happen to be SVN versions with unpacked art assets.
 
Same here. Blank leaderheads.

Hmm... Did the latest update fix those? Hopefully it did, even though I don't have any ideas on why the thing I did matterd, and even more so why it mattered selectively.

Why is it done this way? It's not that AI can manage improvements properly.

So that the primitives' territory remains unimproved. Major civs capturing their cities won't be able to make use of their improvements for long anyway, as those will disappear. The quality of AI management here is of rather small concern to me, as the hunter-gatherer destiny on the World Map is to be conquered eventually anyway. I guess I could take away their ability to improve terrain altogether, but this gives them at least something to do.

Okay, but what about an almost useless secondary effect of Vijay Stambha?

Yeah, I guess I'll update it. To something not too powerful. :)

When you put it that way... Mostly because it's more realistic but without the painstaking micromanagement the improvement demanded in the old days. And if one day chopping forests will be moved further in the tech tree there could be a decision to make: to remove forest now to have more food or to wait and get hammers from chopping. Plus it's a quick defensive measure against barbs.

I don't like temporary food. This basically means that a city will likely starve later, and it definitely means more micromanagement, since one has to keep in mind that a tile bonus is going to expire.

To make it useful. First, to justify its fairly quick obsolescence. Second, such a flat bonus to the three main stats is unique. Third, earliest warehouses were used to store food so at least a food bonus is logical.

Fixed bonuses promote horizontal expansion. They basically mean that each city you found is guaranteed to provide at least that. Horizontal expansion around the first techs is something I don't feel like promoting. But yeah, rest assured that I don't like how it currently is as well, and I'm trying to think of a more integrated use for this building.

Let me disagree: the best culture building of the era is a storyteller circle.

Well, yeah. Actually, there's an interesting thought. Why not remove the culture from it? Gives other culture-providing buildings a chance to shine, while it still remains useful and becomes even more focused.

I wasn't meaning the players but the AI. And it just attacks things. The default difficulty for the AI is noble that means it has two free wins which can translate into two free tribal fort defeats. And I guess increasing the difficulty for the AI has much more consequences than removing free wins.

Yeah, I guess it makes sense.

Hmm... Well, I admit that using weaker leaders is easier than nerfing starting places. It's just it's much more fun to play a synergistic leader in restrictive conditions, for example Oda Nobunaga as Japanese or Umar ibn al-Khattab as Arabs.

And of course when nerfing the starting spot I then keep getting players advocating giving a civ X resource Y because it's there IRL... Truth be said, it works this way: I run lots of hands-off tests and see if I am satisfied or not with overall performance of the civ. If I am satisfied, I rarely touch it. If not, then it's time for a buff or a nerf. As of right now, the only civ in my opinion that seriously needs a buff is Mayans, mostly because they have to survive with aggressive Aztecs at their doorstep. Maybe Germans too, but their main problem is being attacked from all sides and not enough places to expand, which is a function of simple geography, so I don't really know how to give them more staying power.

Nope, it's still there.
Spoiler :

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6688274a8f03f90a610712d0eb40a02c.png


I could swear I remembered fixing them... Well, I'll fix them in the next revision.

First, to buff them. In my experience none of these civs perform well in the long run. Second, it's only one tile away from coast, and it's possible for a player to move a settler to the sealine but the AI wouldn't do that. This creates an unnecessary disadvantage for the AI.

Well, Paris having a harbor doesn't sit well with me. I understand that a coastal start is a kind of buff, but... As for Chinese, I'm actually considering moving their capital further inland, because it isn't Beijing (except for Mao, but he isn't the leader on World Maps). North China should be more land-focused anyway.

And you didn't share your opinion on moving, removing and adding barb cities. Let me explain myself here.
1) Moving Transoxianan starting place and moving Lahore (now Harappan) barb city optimizes the usage of tiles in that area when placing cities.

I'm not sure what exactly is more optimal in their new locations.

2) Lycia barb city stops historical expansion of Greeks preventing them from colonizing Asia Minor and Cyprus.

Yeah, I guess you're right about this one. Though it might just give that space to Armenia as well, but it definitely provides Israel less opportunity for early military expansion.

3) Moving Ulchs barb city is an optimization of the usage of tiles and resources there.

Well, in this case I can see your justification, but them being where they are actually serves a different purpose - that city ensures no barbarian city spawns on nearby Sakhalin island. If it is moved as you suggest, I think that will become a possibility. In many cases barbarian (and minor civ) cities are where they are to discourage additional barbarian city spawning.

4) Adding flood plains on these tiles makes them usable because otherwise there are no improvements to place there, not even a watermill.

I don't have a feeling that all places on the World Map should be good for founding cities. There are some that are rather bad, and intentionally so. Actually, South Africa already cheats a bit, since it has gems without jungle, accessible very early on. But generally, I don't want big cities there - with all those shinies, I don't want to see Zulus as a technological powerhouse.

5) Adding a forest to Arabs improves their weak starting point a bit, adding forests to Judea is an attempt to delay their powerful 5 exp melee armies.

I don't understand your point about Judea. As for Arabs, OK.

6) Adding an Oporto barb city gives a place for Portuguese (hopefully) or Spain to expand, that city can work several resource tiles, and AI never settles there.

Portugal isn't designed to expand. Israel and Netherlands too, but they get lucky in this much more often. Of the three, Portugal actually functions closest to what was intended.

7) Moving Napata is an attempt to optimize the usage of tiles in that area, namely an oasis on X:39 Y:41, a river hill on X:40 Y:39 etc.

I think it would put unnecessary pressure on Egypt.

8) And one other thing I forgot to write: swap X:54 Y:43 and X:55 Y:44 tiles: a place for a dream city of modern era on X:54 Y:43.

Well, Qatar IRL is on the intended tile. :)

Started a new game. Leaderheads still blank. The large portrait in civilopedia is missing, on the diplomacy screen it's just black, the small pictures on the leader list of a civilization are there.

Resolution is 1920 x 1080. There is a .dds file for each leader in art/assets/leaderheads. A single file for each leader, are there supposed to be two?

No, one. What is most puzzling for me is that you use the same resolution as myself. I was prepared to admit that, for example, a different aspect ratio for some players could be a source of errors, but I really don't have an idea now. Anyway, even without having an idea, I've attempted a fix. Do they work in the latest revision?

Hi! I played Realism Invictus some years ago and I just LOVED it. Unfortunately I could never escape increasing MAF errors the longer I played and I don't ever think I ever got much further than the renaissance era for the huge world map before crashes began to occur on every single turn making it impossible to continue (I was using Win7 64bit home back then, but it still happened). However I recently have played a lot of the Caveman2Cosmos mod. They solved the MAF errors they had, and they even make note of this in their development notes! I never experience MAF with their mod despite it is insanely huge and I play it for a looong time. I actually have never finished a Caveman2Cosmos game because of the huge world map, snail speed and all the stuff you can do in that mod.

I was just wondering whether you have fixed the MAF errors? If so I'd very much like to revisit Realism Invictus, I was so fond of it back then, and I figure a lot has improved over time (you guys are an amazing bunch of people for doing this, but you already know that ;)).

Additional info: I am running Windows 10 64bit home with 16GB ram and a nvidia 690gtx.

I always suggested people to play something other than the huge world map, since it requires far too much from poor Civ 4 engine. Anyway, you can try since we kind of implemented the same fix - when you start getting MAFs, try turning on Graphical Paging in options (it is off by default, since it isn't good for overall stability).

@PKSRoman The update post has the name "Realism Invictus 3.3 (full version) 2016-10-05". It's release date is december 2015, but the date in the name is october 2016, so I guess october 2016 must be the newest version, right?

https://forums.civfanatics.com/resources/realism-invictus-3-3-full-version.24604/

Nope, we didn't release a new version last year. I think it was a technical fix to something in the installer. We haven't had a major release for one and a half years.[/QUOTE]
 
Thank you for answering, Walter Hawkwood! :) I should go with the SVN then I guess :)
 
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