Realism Invictus

I solved, now, for me, it is the perfect mod, I modified the decays in this file CIV4LeaderHeadInfos, I uploaded an old game, and now the diplomacy forgets after 100 rounds if I made war on leader's friend, or on a leader, and everything else. Now for me the mod is fantastic. 300 or 175 shifts to forget a declaration of war leader's friend, they seemed a little to me, now 43 seems to me a little more realistic. For the rest the mod is the best of all. bb.
this
MEMORY_GIVE_HELP 46 (if was 200) 78(if was (400)
MEMORY_REFUSED_HELP 24(if was 100) 46 (if was 200)
MEMORY_ACCEPT_DEMAND 12 was 50
MEMORY_REJECTED_DEMAND 43 was 175
MEMORY_ACCEPTED_RELIGION 81 was 500
MEMORY_DENIED_RELIGION 24 was 100
MEMORY_ACCEPTED_CIVIC 81 was 500
MEMORY_DENIED_CIVIC 24 was 100
MEMORY_ACCEPTED_JOIN_WAR 91 was 600
MEMORY_DENIED_JOIN_WAR 46 was 200
MEMORY_ACCEPTED_STOP_TRADING 81 was 600
MEMORY_DENIED_STOP_TRADING 24 was 100
MEMORY_MADE_DEMAND_RECENT 4 was 40
MEMORY_CANCELLED_OPEN_BORDERS 6 If was 10 - 12 if was 20
MEMORY_VOTED_AGAINST_US 5 was 20
MEMORY_VOTED_FOR_US 5 was 20
MEMORY_EVENT_BAD_TO_US 96 was 400
MEMORY_REMOVED_RELIGION_FROM_CITY 48 was 200
MEMORY_DECLARED_WAR 96 was 400
MEMORY_DECLARED_WAR_ON_FRIEND 43 was 175
MEMORY_HIRED_WAR_ALLY 48 was 200
MEMORY_NUKED_US 91 was 600
MEMORY_NUKED_FRIEND 66 if was 300 91 if was 600
MEMORY_RAZED_CITY 48 was 200
MEMORY_RAZED_HOLY_CITY 97 was 700
MEMORY_SPY_CAUGHT 24 was 100

with these changes now every 100 years without war or other you can be on good terms with an old enemy again, or if you continue a war against a leader, this will be as furious as before. now it seems that diplomacy is more dynamic, and you can design new allies in 100 years, if your ideas of expansion change over the centuries.
let's think about reality, after 50 years since the second world war, japan and USA are back on good terms, germany with france are friends again.
in my current game with Australia with the old values in 1860 I had -11 because I had DECLARED_WAR_ON_FRIEND during the game, now with the new values in 1860 is - 4, with shaka I razed the cityfor 200 years, with the new values I still have -24
 
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Hi There !

Really looking forward to play 3.5 !

However there's something weird with it, i installed the mod, following the instructions carefully, but it takes 4 minutes to load it... and when i start a scenario it crashes immediately.

What could be the reason of that ?

RI 3.4 (installer build) would start super fast and run seamlessly.
Also i noticed that RI 3.4 has a similar size compared to RI 3.5, however RI 3.5 folder holds 35K+ files while RI 3.4 only has 3K+ . Could this explain the issue partially ?

I have a W10-64bit modern rig, running the app, if that can help.

Thank you in advance.
 
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it takes 4 minutes to load it...

I can't help with the crash, but the SVN version always takes that long to load - that's pretty much an unavoidable feature of having access to the in-development version. If I remember correctly there are instructions on the forum for packing the art assets, which reduces the load time, but I haven't tried it myself.

edit: and thanks, Walter for looking into my bug; I was thrilled when I saw the "three Egypts" problem mentioned on sourceforge :)
 
Hi There !

Really looking forward to play 3.5 !

However there's something weird with it, i installed the mod, following the instructions carefully, but it takes 4 minutes to load it... and when i start a scenario it crashes immediately.

What could be the reason of that ?

RI 3.4 (installer build) would start super fast and run seamlessly.
Also i noticed that RI 3.4 has a similar size compared to RI 3.5, however RI 3.5 folder holds 35K+ files while RI 3.4 only has 3K+ . Could this explain the issue partially ?

I have a W1064bit modern rig, running on if that can help.

Thank you in advance.

As mentioned above, the load times are as expected for SVN (and even pretty quick, you must be running from an SSD!). As for the crash, this might be Civ 4 improper cache handling. Try starting through Play Now! first and see if it helps. If it runs once like that, you should be able to launch custom games after that as well.

I can't help with the crash, but the SVN version always takes that long to load - that's pretty much an unavoidable feature of having access to the in-development version. If I remember correctly there are instructions on the forum for packing the art assets, which reduces the load time, but I haven't tried it myself.

edit: and thanks, Walter for looking into my bug; I was thrilled when I saw the "three Egypts" problem mentioned on sourceforge

The funny thing is, I cannot replicate it now. I don't know if it's because I accidentally fixed it along the way. I will still implement the solution I had in mind, but if you run into it in the latest revisions, I'd appreciate the save game and a description of the actual conditions when it occurs.
 
An SSD indeed, thank you for the infos guys !

Managed to start a custom game successfully ! can i expect to reach modern era without turns above 4 minutes if i chose 8-10 civs ? (CPU is i5 4590, so not the craziest in single core perfs)

Best.
 
Riiiight. So we're still more or less on track to 3.5, but I've got sidetracked by adding a major thing that I always wanted to have in RI. I know I said "no major additions", but I never thought I'd actually manage to get this one to work. It pushes back the release somewhat, but I absolutely refuse not to have it now. :mischief:


HI Walter, what have you managed to work?? :eek:
 
I found some leaders to be very underwhelming on the huge World Map, and i swapped them with better ones (Isabella for Spain, Stalin for Russia, Bilquis for Arabia, Mutsuhito for Japan and Hatshepshut for Egypt) by editing the scenario world builder file.
I tried the SVN, but for some reason the leaderswaps i make in the WB file dont go through.
Can someone help me?
 
The recent "Double standard" update is great, adds so much to the immersion! Thank you very much for still working on RI and adding new features.
I have one question: is the "Civilizations now change their name and flag according to civics, era" part supposed to be fully workable at the moment? I noticed that Russia always remains "Russian Empire" (except being Soviet Union with Dictatorship and East Slavic tribes at the beginning). All others civilizations seem to work fine so far. Just in case - I know that custom, historical names are still mostly WIP, I talk about generic names - Republic, Kingdom, Federation etc.

Also if I understand it correct Religious Shock eliminates religion from nearby cities? I ask it because sometimes nearby cities/countries remain unaffected, and only faraway lands lose religion.
 
is there a way, to make war non-automatic to vassal states? I like the vassal system, I would like to leave them as they are, I would just like to change the fact that they go to war automatically with their master, is it possible? if anyone can tell me what to change. Thank you
 
Managed to start a custom game successfully ! can i expect to reach modern era without turns above 4 minutes if i chose 8-10 civs ? (CPU is i5 4590, so not the craziest in single core perfs)

Can't really tell. Mileage varies greatly for everybody. But I'd say these settings are reasonable and it should work well even in late game.

HI Walter, what have you managed to work??

I document everything thoroughly in SVN. If you're interested in RI progress, go read SVN logs. ;)

I tried the SVN, but for some reason the leaderswaps i make in the WB file dont go through.
Can someone help me?

I really don't understand your problem. Go through where? Could you please re-formulate it in a clearer way?

The recent "Double standard" update is great, adds so much to the immersion! Thank you very much for still working on RI and adding new features.
I have one question: is the "Civilizations now change their name and flag according to civics, era" part supposed to be fully workable at the moment? I noticed that Russia always remains "Russian Empire" (except being Soviet Union with Dictatorship and East Slavic tribes at the beginning). All others civilizations seem to work fine so far. Just in case - I know that custom, historical names are still mostly WIP, I talk about generic names - Republic, Kingdom, Federation etc.

It's a work in progress, as I'm moving through the list of civs. Russia (and Nguni and Rome) are currently a bit of an artifact as I tested stuff on them initially, so they already defer to custom rules, which, for them are almost completely absent at the moment. I'll reach them.

Also if I understand it correct Religious Shock eliminates religion from nearby cities? I ask it because sometimes nearby cities/countries remain unaffected, and only faraway lands lose religion.

Well, it should affect nearby cities. But I will not be too surprised if there is something wrong with the code. If you manage to produce a save where it behaves in a way that you feel is wrong, I will gladly have a look at it.

is there a way, to make war non-automatic to vassal states? I like the vassal system, I would like to leave them as they are, I would just like to change the fact that they go to war automatically with their master, is it possible? if anyone can tell me what to change. Thank you

Not that I know of, sorry.
 
It would be nice if the (aesthetic) rebel states were vulnerable to the anti-barbarian promotions. The value of those went right down when the barbarians started confederating into civs.

Thanks for the work, as always. I haven't seen multiples of the same civ again, but I haven't seen the same circumstances: on a large continent about three civs had conquered their rivals, then in the 19th century collapsed into anarchy (because they're bad at managing revolt risk, as you've explained) and over time there were multiple egypts with different leaders.
 
I noticed that in battle, the AI artillery is very advatageful compared to the player artillery, to balance the battle I THOUGHT TO MAKE THE CANNONS AND ARTILLERY with the ability to kill, and not only damage as now , i believe that solves the problem of automatic selection, which works only with AI versus player and not player versus AI, only that i dont know where change the value , if someone can tell me how to make them as all the other class exluding the conquest of the city. thx and sorry for my bad english, thx :)

everything ok, I changed the values of the siegeweapon. the new values of aircombatlimit are 40 where it was 20 and 25
, 50 where was 30 and 35. you can now use 40 gun batteries as AI does now. It's not a big change, but it makes siegeweapons much more useful.
 
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I have a doubt about the values of the walls, and castles in the city, the wiki says that the castle increases the defense of the city by 50%, but in the file buildinginfo, idefence is 0, I find nothing in that file that confirms that value of 50 %, while the palisades, which the guide says defense increased by 25%, idefence is 25. Same thing for the castle that has idefence 0, but in the wiki says that it increases defenses by 30%. I'm wrong, or that value is not idefence, or for wall and castle is iobsoletesafedefence that is 50 for wall and 30 for castle?
 
I have a doubt about the values of the walls, and castles in the city, the wiki says that the castle increases the defense of the city by 50%, but in the file buildinginfo, idefence is 0, I find nothing in that file that confirms that value of 50 %, while the palisades, which the guide says defense increased by 25%, idefence is 25. Same thing for the castle that has idefence 0, but in the wiki says that it increases defenses by 30%. I'm wrong, or that value is not idefence, or for wall and castle is iobsoletesafedefence that is 50 for wall and 30 for castle?

I can't remember exactly how it goes, but walls and castle are supposed to help only against pre-gundpowder units, so their having iobsoletedefence is correct. Maybe palisades should have that too, but since the building itself is obsoleted before that, it's a moot point.

As far as bombardment goes, the AI chooses the defender of a stack according to the same logic for both the human and AI player. It's just that the AI builds different kinds of stacks. Here's my observation of what sometimes happens when I've noticed I can't bombard AI stack any further: It has a few good units, and a bunch of irregular type cheap ones. Those good units have been bombarded to their max limit, BUT, they're still the best defender even in their wounded state and therefore the bombard button is greyed out.

On the other hand, if all your stack consists of roughly equally strong units, a new unit keeps getting selected as the defender and bombardment can continue.

This is actually a weird case of the AI's stupidity and inefficiency working to its advantage. :D
 
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Loving the new flags and dynamic naming, and I can't wait until they're all done.

One minor (cosmetic) thing that I'm not sure is a typo: Playing as Armenia (Huge World Map), at the game start the initial pop-up and early leaders keep calling me "Bedouin". My ancient history is a little rusty, but wikipedia tells me that bedouin refers to the desert peoples further south. Maybe we got lumped in with Arabia (who do refer to themselves as Bedouin in-game).

Clarification/update: Actually, while my civ name on the scoreboard is "Nairi Tribes", everywhere else (including tool-tipping my territory) I'm listed as "Bedouins".
 
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why in diplomacy I have no selectable alliances, it is only my problem, or alliances in the 50-civ world scenario are not implemented?
I am not talking about defensive pacts, but alliances
 
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Yes, it is possible but maybe you have it unchecked in the game mod options.
It would be nice to have defensive and/or non aggression pacts also.
In scenario,where find game mod option?
if I make a custom scenario, I can only select permanent alliances
 
I can not activate alliances even in the editor, I do not find how to do it, the only thing I have in the option is active permanent alliances, I am in the modern era, of the world huge scenario, and I have never had the alliance option, or defensive pact. Am I wrong? have civ 4 complete edition 3.19, and realism invictus 3.4. In the patch note I have read that defensive pact, they have been deactivated, but I have not read anything about alliances (non-permanent)
 
I can not activate alliances even in the editor, I do not find how to do it, the only thing I have in the option is active permanent alliances, I am in the modern era, of the world huge scenario, and I have never had the alliance option, or defensive pact. Am I wrong? have civ 4 complete edition 3.19, and realism invictus 3.4. In the patch note I have read that defensive pact, they have been deactivated, but I have not read anything about alliances (non-permanent)

You are right, it should be possible to establish aliances, or defensive pacts at least!
 
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