1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Realism Invictus

Discussion in 'Civ4 - Modpacks' started by Walter Hawkwood, Feb 13, 2011.

  1. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    156
    IIRC it's 20% flat.
     
  2. terian1980

    terian1980 Chieftain

    Joined:
    Jan 11, 2014
    Messages:
    15
    Can I make 77 civilizations (maximum) playable when creating my scenario? If there is a restriction, how can I disable it?
     
  3. AbuHab

    AbuHab Warlord

    Joined:
    Feb 22, 2004
    Messages:
    198
    Can I capture enemy slaves when I'm the defender in a successful combat or only the attacker?
     
  4. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    156
    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.
     
  5. ThirdOrbital

    ThirdOrbital Chieftain

    Joined:
    Mar 15, 2019
    Messages:
    4
    Does anyone else think there is design space for a recon unit in between skirmishers and explorers? Early game, skirmishers are so good (particularly at barbarian and slave revolt control) that I tend to make quite a few, but they really start to languish as the other unit classes pass them by. Melee class gets axemen, swordsmen, heavy swordsmen, man-at-arms, even foot knights. Mounted units go from from horsemen to cataphracts to improved horsemen to mounted knights. Other trees have similar examples. Meanwhile, its roughly 80 techs between Weapon Smithing and Shipyards, and a dramatic Strength 4 > Strength 8 upgrade.

    I think there is plenty of room for a Strength 6 recon unit somewhere in between there. Currently, the New World civs have this niche filled by Eagle Warriors, Hornet Throwers, and Chasquis. These civilizations likely evolved their fast, light, skirmishing units due to a lack of horses in their environment. Perhaps these special units would need to be tweaked slightly if everyone had an similar niche filled. However, if I'm an Aztec and I have horses I can still thwart history and build chariots. But if I'm an Egyptian and I have no horses, I don't have a light double movement alternative.

    Thoughts? Is this weakness of "Old World" civs an intentional design feature?
     
  6. Zap0

    Zap0 Chieftain

    Joined:
    Feb 2, 2020
    Messages:
    35
    I've often thought about a middle ages recon unit too and haven't really come to a conclusion. The thing is just that the strength 4 skirmisher is so powerful a unit, it dominates classical era combat. I wonder if the skirm doesn't ought to be nerfed by either taking it down to 3 strength, removing the extra move or taking away the terrain attack effects. Not having a medieval equivalent lets you use most of the unit diversity in that era without having to worry too much, until somebody techs shipyards anyway.

    So, there may well be space for another recon unit in there, but I'm not sure I want one there.
     
  7. ThirdOrbital

    ThirdOrbital Chieftain

    Joined:
    Mar 15, 2019
    Messages:
    4
    Interesting, do you find that the explorer is that powerful? Light infantry are extremely strong, perhaps overly so, but in the age of bombards and arquebusiers I've never found myself overly concerned about explorers. Unit diversity in general is a great point, but I've found that the per-unit scaling costs forces at least a somewhat balanced composition.

    I could see toning down the skirmisher slightly if there was an upgraded version in the middle ages. Again, my main concern is that middle era in which a lack of mounted units can be positively crippling.
     
  8. Colon

    Colon King

    Joined:
    Sep 25, 2001
    Messages:
    756
    What's that cheery song that plays in the American diplomacy screen? think I recognize it from somewhere, Band of Brothers or The Pacific perhaps.
     
  9. Zap0

    Zap0 Chieftain

    Joined:
    Feb 2, 2020
    Messages:
    35
    The weird thing is explorers should be as oppressive to medieval stacks as skirms are to classical and light infantry to renaissance ones, but they aren't. Is it because they are so close to light infantry, or because at that point more people are going to have counters out (more civs with access to horses than in the classical)? I dunno. One of the things that always bothers me is that the different skirms don't all have forest/hills attack, some got useless things like deserts or tundra or swamp instead for flavor - making those civs a lot worse in classical field combat!

    That said, the lack of horses is not too big a handicap imo. Horses have two uses: ramming them into enemy stacks to cause collateral and attacking stacks in the field. That makes them primarily a defensive unit able to clear units sieging your cities, something recons can also do (well, except in the late middle ages). They also excel at slave/serf suppression, but again, so do skirms, and classical skirmishers don't fare as badly against str6 serfs as they do against str8+ late medieval units.
    So yeah, there's definitely a hole a medieval skirmisher could fill, but I don't think it's too bad, and it does provide us with a bit of change on the battlefield over the ages. I'm against moving the explorer down to an earlier tech as it'd likely be too oppressive - as it stands you at least need to unlock the feudal aristocracy units and buy into the renaissance age penalties to unlock them, a recon unit at an earlier time would need to be weaker than str8.
     
  10. Revolutionist_8

    Revolutionist_8 Prince

    Joined:
    Jan 30, 2016
    Messages:
    456
    Location:
    Hungary, Earth, M.W. Galaxy
    I had 7 bombards in two separate stacks next to a city I was besieging, yet only 2 could bombard the defenders. Could someone please explain this to me? Thank you!
     
  11. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    156
    You can bombard only up to a certain percent of hit points. But the game thinks that a bombarded damaged unit is still the strongest. Kill it and you may be able to bombard again.
     
  12. Revolutionist_8

    Revolutionist_8 Prince

    Joined:
    Jan 30, 2016
    Messages:
    456
    Location:
    Hungary, Earth, M.W. Galaxy
    Ah, I see, that explains it then, thank you my friend! :)
     
  13. Soupy Delicious

    Soupy Delicious Warlord

    Joined:
    Jul 31, 2017
    Messages:
    106
    Gender:
    Male
    There's the epidemic modifier which you can see on your city screen in the top left. Its seperate to health, and is effected by tiles like swamps & not having Wells/aquaducts.
     
    Last edited: May 23, 2020
  14. meril1994

    meril1994 Chieftain

    Joined:
    May 30, 2020
    Messages:
    1
    Gender:
    Male
    Hi! I found one little issue with this mod. I know, it's because I'm noob and I didn't notice. But, glasswork requires potters workshop. But, it becomes uncontinued with glassblowing tech. I had no idea potter's worshop is important and I didn't build any. This made impossible to build Notre Dam :cringe: (nor glassblowing). Is there more other traps like that?
     
  15. 2popbulb

    2popbulb Chieftain

    Joined:
    Apr 29, 2018
    Messages:
    78
    Gender:
    Male
    I find that annoying too. But my problem is that I build 3 potter's workshops early and because of that I cannot build glasswork anywhere else. I have to build it in those 3 cities.
     
  16. Soupy Delicious

    Soupy Delicious Warlord

    Joined:
    Jul 31, 2017
    Messages:
    106
    Gender:
    Male
    Think about it like these cities had a history in pottery, and became specialised.
     
  17. Thirteen 1355

    Thirteen 1355 Chieftain

    Joined:
    Aug 5, 2019
    Messages:
    15
    Gender:
    Male
    I got a question about this mod. As a Civ player, I've finished a Marathon run of both Prince Civ5 and Civ6. However, now I'm looking for the best possible way to experience a Civ game. I've not played Civ4 yet, as I'm constantly wondering if I should go with the original game or a mod straight away. I wanted to know if Realism Invictus is seen as 'better' than Civ4, and whether or not it's more difficult than the main Civ4 (therefore encouraging a regular Civ4 play first).
     
  18. [Y]

    [Y] Warlord

    Joined:
    Jul 14, 2010
    Messages:
    119
    RI fans will definitely say that it is better, but it has a significantly steeper learning curve. I would recommend playing a few games of vanilla Civ 4 to learn the basic game mechanics (they are very different from Civ 5 or Civ 6) and then moving to RI.

    You don't need to spend too much time in vanilla since RI changes a lot and adds a lot, but the vanilla experience is crucial to understanding the basic of economy/research/combat in a fairly simple environment.
     
    sazhdapec likes this.
  19. Soupy Delicious

    Soupy Delicious Warlord

    Joined:
    Jul 31, 2017
    Messages:
    106
    Gender:
    Male
    Yeah, honestly I was in exactly the same boat. Actually I was really torn about it. For me, I played a little bit of K-MOD, which is a 'under-the-hood' kind of true to-original-mod, and then gave in and went full send on RI.

    And for me? RI is the best Civ experience I've ever played. At first I was overwhelmed and unconvinced that with all the choice presented, it could all be balanced and meaningfully implemented, but damn was I surprised. Yeah RI is incredible.
     
    sazhdapec likes this.
  20. BCheek

    BCheek Warlord

    Joined:
    Nov 24, 2019
    Messages:
    159
    Couple things I noticed and want to mention.

    1. If you build the Statue of Zeus and get the free temples, once the temples go obsolete they disappear from your cities and you're unable to build Imperial Cult. The temples should be permanent. Personally I don't think pagan temples should go obsolete if you are running Paganism.
    2. Pottery Workshop doesn't need to go obsolete, simply deactivating it once a Glassworks is built would be much better. Then you can't get into a position where you can't build Glasswork or Notre Dame if you neglect to build a Pottery Workshop. Still not sure I like the idea of limiting where Notre Dame can be built so early on by tying it to the Pottery Workshop building. Perhaps just have Pottery Workshop go obsolete and you can build glassworks anywhere?
    3. Great Scientific Works should be limited to 1 per era, per city. If that's not possible I would consider removing the % bonus in favor of some other benefit. This is currently the single greatest cause of wonder whoring and runaways civs. You stack a couple of those in a city and you can out tech everyone in a very short amount of time.
     
    Last edited: Jun 12, 2020

Share This Page