Realism Invictus

You can turn off Separatism in the custom game options. Having said that espionage is the key to controlling Separatism, just like the real world.

I like this separatism idea. Really nice to know about espionage helps with that.The problem is the AI if all of them sooner or later collapse there is no point to continue playing my curent game. Just surviving means 100% win.
So it looks like the only solution now is to turn it of (for those who like challenge).

What about barbarian civs? Should I turn them off too? I read about problems or bugs there.
 
I suspect the biggest problem with separatism may be that it's boosted by city size, which means a country's biggest, core cities are disproportionally likely to secede. You can change that by setting self.iPopulation in the revolutions.py file to zero. (go to Realism Invictus\Assets\Python\Components to find that file, it can be opened with notepad). I don't play the mod that often, so I can't really tell what effect the change is having.

On another matter: does anyone else feel technology is progressing several steps too fast? For instance, I'm in the 13th century and already researching mercantilism. And I'm a bit of a laggard, others are researching labor specialisation or farming mechanization, or already have explosives and enlightenment. Gunpowder units are common. I had the same in my first game.
 
I like this separatism idea. Really nice to know about espionage helps with that.The problem is the AI if all of them sooner or later collapse there is no point to continue playing my curent game. Just surviving means 100% win.
So it looks like the only solution now is to turn it of (for those who like challenge).

What about barbarian civs? Should I turn them off too? I read about problems or bugs there.
The Barbarians have been fixed in the Hot Fixes which you only need to install Hot Fix 5. (Sadly the R.I. Maps are broken at the moment. So Don't install them yet.) The bug had to do with Separatism after all Barbarian Cities were defeated. As, if all Playable spots are used, then Separating Cities go to barbarians instead.
 
I got this to stop crashing by setting the .exe file to run as administrator and in compatibility mode.
 
Just wanted to point out that the download link to the manual in the first post from this thread still points to the 3.4 manual.

Congrats on the 3.5 release!
 
So excited about trying this I just got back into Civ IV after not playing for a few years and it's still my favorite Civ. Thanks for all the work!
 
thx for answers Jaded. Started new game with this hotfix files will see how it goes (like Colon advised I edited separatism from pop to 0 in revolutions.py file)) Anyone knows in what time exactly
barbarian cities can transform into civs? 945 BC there are at least 7 barb cities around and 0 new civs yet. It looks suspicious? maybe another bug? (barbarian civs are on)
 
Are all the barb cities on the same landmass? Think it'll only form civs out of barbs on the same landmass. I've definitely seen them pop up rather quickly in the lategame: some AI goes on a razing spree in another's lands, the land gets abandoned, barb cities spawn, a barb civ forms.

Seperatism results in silly situations, but barb civs aren't nearly as unbalanced or game-changing.
 
Hi. I have a question about the Seafarer trait. According to the in-game Civilopedia, the Seafarer trait is supposed to give a promotion called "Sailor Training" to ship units I build. However, my early sailing units don't appear to have any such promotion, at least none that I can see in game or using the Worldbuilder. Was the Sailor Training promotion removed from the Seafarer trait?

Also, one of the perks of the Sailor Training promotion, according to the Civilopedia, is supposed to be -1 terrain movement cost. I don't understand how that would work in coastal waters, which I'm assuming have a terrain movement cost of 1.
 
Are all the barb cities on the same landmass? Think it'll only form civs out of barbs on the same landmass. I've definitely seen them pop up rather quickly in the lategame: some AI goes on a razing spree in another's lands, the land gets abandoned, barb cities spawn, a barb civ forms.

Seperatism results in silly situations, but barb civs aren't nearly as unbalanced or game-changing.

Yes they were on the same landmass. Finally around 200 BC south china civ with chang kai chek emerged and he immidiatelly started to conquer the world. Now its 4 AD and he has 8 cities and second place on score list. He conquered France easily and now is kicking ass of Celts. Celts had 2x bigger score when south china apeared. In around 20 turns or sooner Celts will be crushed too.
 
Hi. I have a question about the Seafarer trait. According to the in-game Civilopedia, the Seafarer trait is supposed to give a promotion called "Sailor Training" to ship units I build. However, my early sailing units don't appear to have any such promotion, at least none that I can see in game or using the Worldbuilder. Was the Sailor Training promotion removed from the Seafarer trait?

Also, one of the perks of the Sailor Training promotion, according to the Civilopedia, is supposed to be -1 terrain movement cost. I don't understand how that would work in coastal waters, which I'm assuming have a terrain movement cost of 1.

Is it not there? I thought I saw it once. Maybe only some ship types are egligible for the promotion? Ocean tiles have 2 terrain movement cost, and not all ships ignore terrain movement costs. I like the trait just for the +1 free trade route.

Yes they were on the same landmass. Finally around 200 BC south china civ with chang kai chek emerged and he immidiatelly started to conquer the world. Now its 4 AD and he has 8 cities and second place on score list. He conquered France easily and now is kicking ass of Celts. Celts had 2x bigger score when south china apeared. In around 20 turns or sooner Celts will be crushed too.

Damn, it's nice to see a barb civ do so well! Later in the game they're typically backwards pushovers.
 
I recently discovered something interesting, that I'd like to share re revolutions.

My current game I made it a point to convert all my allies to my region then spam inquisitors and gift them away. The end result was a multi-polar world where both my allies and enemies were all very stable from having few religions in their cities. There were far less "unexpected" collapses of very large civilizations, however there were no "runaway civs." This got me thinking, perhaps if the cost to build inquisitors was lower the AI would actually build them and the end result would be revolutions + stable gameplay. Food for thought.

Thanks again for the new version. I love it!
 
I finally finished a game of Realism Invictus, this mod is wonderful. I certainly played Civ IV after it came out, and every couple of years I would dust it off and give it another try but I was never totally hooked on it. Well I am totally hooked on RI (like I was hooked on Civ II Back In The Day). Great job!!!

One question: Is it possible to use the "RI World Map Huge" map (the REALLY BIG one) when creating a Custom Game?
 
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Is it not there? I thought I saw it once. Maybe only some ship types are egligible for the promotion? Ocean tiles have 2 terrain movement cost, and not all ships ignore terrain movement costs. I like the trait just for the +1 free trade route.
No, it's not there. I checked the CIV4PromotionInfos file in my installation and saw that it has no unit types listed under <UnitCombats/>, meaning that the promotion applies to no units. I added all the sailing unit types in there. That fixed the problem.
 
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Multiple columns on the revolution tracker screen are sorting incorrectly - they are being treated as strings instead of numeric values, resulting in things like "1, 127, 15, 2, 37, 4" once the columns are sorted.

The cause of this seems to be that the function interfaceScreen() in Assets/Python/Components/Revolutions.py (lines 589-622) is adding columns 5-13 to the table using screen.setTableText() instead of screen.setTableInt() (Columns 1-4 and 14 are already using setTableInt(), and setTableText() should be correct for column 0 which contains the city name). Swapping out this function has resolved the issue for me.
 

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While running the Slavery civic, do all combats have an equal chance of capturing a slave? If so, what is the percentage chance? If not, what sorts of factors affect the percentage chance?
 
Can I make 77 civilizations (maximum) playable when creating my scenario? If there is a restriction, how can I disable it?
 
Can I capture enemy slaves when I'm the defender in a successful combat or only the attacker?
 
Can I capture enemy slaves when I'm the defender in a successful combat or only the attacker?
You can "create" a slave by winning a battle whether you attack or defend. You can "capture" an existing enemy slave only by moving on a tile with that slave.
 
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