Realism Invictus

This mod is unplayable, as soon as you take the lead and establish your civ EVERYONE and I mean EVERYONE declares war on you no matter what difficulty and it is impossible to fend off all the doomstacks. I've trialled games over and over again, same result. Not fun at all. Terrible diplomacy mechanics, not worth investing time or effort into this mod.
upload_2020-6-30_16-35-46.png
 
Last edited:
This mod is unplayable, as soon as you take the lead and establish your civ EVERYONE and I mean EVERYONE declares war on you no matter what difficulty and it is impossible to fend off all the doomstacks. I've trialled games over and over again, same result. Not fun at all. Terrible diplomacy mechanics, not worth investing time or effort into this mod.
It's funny because what you describe is one of the reasons why this mod is so good:).
 
This mod is unplayable, as soon as you take the lead and establish your civ EVERYONE and I mean EVERYONE declares war on you no matter what difficulty and it is impossible to fend off all the doomstacks. I've trialled games over and over again, same result. Not fun at all. Terrible diplomacy mechanics, not worth investing time or effort into this mod.
View attachment 561267

Your army is not large enough in porportion to your neighbours. On the leaderboard you'll see a set of numbers by each civ. If that number is below 1.0 you have a lower power rating. In my experience anything equal to or below 0.8 is significant and likely to trigger your neighbours into attacking you.

You may also need to consider preemptively crippling or conquering some of your neighbours before they become too strong. This can be done by instigating conflict between them and another civ, espionage, or outright invading them as that may be your only practical option depending on the circumstances.

I also make it a habit to clear all of the trees surrounding my cities to remove the defensive bonus any attacker or slave rebellion would receive when seiging my cities.

Its a great mod but there is a learning curve since the AI is smarter and more aggressive than vanilla.
 
But everything has a cost. If you've been going full scientist specialists, enough so that you're getting all these great scientists, then you're sacrificing in other departments. Im currently in a game where my neighbour, Poland, is yonks ahead of everyone else scientifically, but my culture is more powerful. Powerful enough to start having influence over him if I full specc'd it.

Yes, everything does have a cost, but in my experience certain strategies are far superior than others.

Science and military are by far the two most beneficial factors and they complement eachother. If you out-tech everyone and have a large advanced military then culture becomes irrelevant to the point that its only a mild annoyance rather than a legitimate threat. You can just invade your neighbor and remove their cultural influence.

Also if you're far enough ahead in tech you're able to build nearly every single wonder anyway.
 
Yes, everything does have a cost, but in my experience certain strategies are far superior than others.

Science and military are by far the two most beneficial factors and they complement eachother. If you out-tech everyone and have a large advanced military then culture becomes irrelevant to the point that its only a mild annoyance rather than a legitimate threat. You can just invade your neighbor and remove their cultural influence.

Also if you're far enough ahead in tech you're able to build nearly every single wonder anyway.

Well that's true in real life as well! ;P
In my current game (emperor) my neighbor was the superpower of the game who had a more technologically advanced navy and army, so instead of going to war against him I pushed culture and messed with him via espionage. I managed to separate some of his cities to form another nation, and he's losing cultural influence between our border cities.

True if he was a human player he could just send the army in, but humans are boring when they play games. They don't play realistically, they cheese things.
 
I want to improve the performance of BarbCiv in world map scenario, and find the mechanism of how it grants techs in BarbCiv file:
for iTech in xrange(gc.getNumTechInfos()):
if pTeam.isHasTech(iTech): continue
if pPlayer.canEverResearch(iTech):
iCost = pTeam.getResearchCost(iTech)
if gc.getTeam(gc.getBARBARIAN_TEAM()).isHasTech(iTech):
pTeam.changeResearchProgress(iTech, iCost - pTeam.getResearchProgress(iTech), iPlayer)
continue
for iTeamX in xrange(gc.getMAX_CIV_TEAMS()):
pTeamX = gc.getTeam(iTeamX)
if pTeamX.isAlive() and pTeamX.isHasTech(iTech):
iChange = min((self.iTechPercent * iCost / 100), (iCost - pTeam.getResearchProgress(iTech)))
pTeam.changeResearchProgress(iTech, iChange, iPlayer)
I have studied this for a long time and still can't understand. Can anyone explain it simply? If I want BarbCiv gets tech more quickly, how to modify?
 
Hi, can I use the Civ4 Complete Edition from Steam with your mod?
 
I want to improve the performance of BarbCiv in world map scenario, and find the mechanism of how it grants techs in BarbCiv file:
for iTech in xrange(gc.getNumTechInfos()):
if pTeam.isHasTech(iTech): continue
if pPlayer.canEverResearch(iTech):
iCost = pTeam.getResearchCost(iTech)
if gc.getTeam(gc.getBARBARIAN_TEAM()).isHasTech(iTech):
pTeam.changeResearchProgress(iTech, iCost - pTeam.getResearchProgress(iTech), iPlayer)
continue
for iTeamX in xrange(gc.getMAX_CIV_TEAMS()):
pTeamX = gc.getTeam(iTeamX)
if pTeamX.isAlive() and pTeamX.isHasTech(iTech):
iChange = min((self.iTechPercent * iCost / 100), (iCost - pTeam.getResearchProgress(iTech)))
pTeam.changeResearchProgress(iTech, iChange, iPlayer)
I have studied this for a long time and still can't understand. Can anyone explain it simply? If I want BarbCiv gets tech more quickly, how to modify?

I just manually boost their techs in the world builder when I need to ;P
 
All this time I thought that revolutions would be the silver bullet this game needs to curtail runaway civs, but actually it feels like the scoreboard modifier has just as much impact without crippling the AI.

I noticed that raging barbarians is off by default now, is that intentional?
 
All this time I thought that revolutions would be the silver bullet this game needs to curtail runaway civs, but actually it feels like the scoreboard modifier has just as much impact without crippling the AI.

I noticed that raging barbarians is off by default now, is that intentional?

Separatism absolutely messes up them runaway civs. It helps you more than it helps them. The scoreboard modifier is doesn't matter, and the way the RI devs justified it works for me: "If this seems counter-intuitive to you, outside of gameplay reasons this can be interpreted as lack of viable external enemies that would otherwise create a pressure for greater solidarity in the society. In the absence of external existential threats, internal problems come to the fore, among which the grievances of national minorities." - RI Manual.

I mean yeah, first world problems innit
 
The last clause of the attached notice appears to state that religion now generates twice as much separatism. I don't understand what that means. When I look at my separatism report, I see no effect from religion.
 

Attachments

  • RI Screenshot.jpg
    RI Screenshot.jpg
    89.6 KB · Views: 152
The last clause of the attached notice appears to state that religion now generates twice as much separatism. I don't understand what that means. When I look at my separatism report, I see no effect from religion.
Foreign religion when you don't run free religion.
 
Really want to btfo a secular neighbor? Run militancy and crank up your espionage on them before changing their civic to militancy. Next simultaneously instigate unhappiness and poison the water in susceptible cities with high separatism. Then invade them and/or the separatists.
 
Really want to btfo a secular neighbor? Run militancy and crank up your espionage on them before changing their civic to militancy. Next simultaneously instigate unhappiness and poison the water in susceptible cities with high separatism. Then invade them and/or the separatists.
Yeah it's a little too op right now... but the mod is finished and it's up to mod-modders to tune this ****
 
After I press 'end turn' the game crashes. It's reproducible.

If it happens every time, on the same end turn, I can't help ya.

I would crash on end turn every now and then, I assume because of that Civ 4 engine limitation, but it rarely happened. I haven't played a match on Hotfix 6 or 7 yet, so I dunno. I'll leave it to the professionals ;)
 
After I press 'end turn' the game crashes. It's reproducible.
I have had this happen on SVN versions, but not since the last few hot fixes. It you havent downloaded them, I'd recommend it, but they likely aren't save game compatible. Link is here: https://sourceforge.net/p/civ4mods/activity/?page=0&limit=100#5d1be9bd3241d20552cbeecc

What I've done to "fix" these crashes myself is enter world builder mode and edit the game options. Disable random events, barbarian civs, revolutions, etc. Then see if you can properly end the turn. If so, save then edit the options back to your original settings. This has worked for me 99% of the time.

As separate topics - the literature tech to build library and Great Library should require architecture as a prerequisite as should the Parthenon.

Hagia Sophia would also be a cool ww. I believe it was included in vanilla civ 4, but have been playing this mod for so long I don't remember if that was actually the case or not.
 
Last edited:
Hi, I desired a scenario where you can play all civilizations to their strengths, with all of them in the map.

So I created this "large" scenario (instead of it being huge, like I remember the old worldmaps have been). So this is my RIAC-Map: Realism:Invictus, All Civilizations.

This is a large, resource-heavy map that, like the name says, includes ALL available civilizations. It is ONLY large, meaning that on most computers, you should be able to play a long time before running into issues, unlike the previous huge world maps.

All civilizations start with at least one city. Most with two. All civilizations were provided with around 1000-1200 hammers worth of city infrastructure and technology, but mostly just infrastructure. Additional balance is provided through improvements and starting money.

It features a main continent that contains all Old-World player civilizations. This landmass is intended to be difficult to explore early on, so you might only meet your closest neighbors at first, and probably their neighbors once you manage to open some borders. There are several smaller continents, two of which contain the American player civilizations. Another rich one is completely unsettled, most easy to reach for England, Spain, France, Carthage and America... but other nations also get their shots if they put their mind into it. There are also some other landmasses and islands to be settled by everyone else.

Civ4ScreenShot0138.JPG

Spoiler Featured Civs :
Americans (Polk): Start on your own continent that provides you with all resources you need. You are isolated from the rest of the world through the early game, but you start with an extra Wagon Train, a laborer and 4 Classial techs to help you along further (although this can hinder your very early gameplay, sorry for that). Make sure to focus on your technological progress. Either found your own religion or stay pagan until the age of discoveries.

Arabians (Rashid): Start in the desert with three cities and quite dangerous neighbors. Oases can't provide unlimited sustenance for your growing cities, so conquest into rival territories is unavoidable. Your counter-clockwise neighbors are Berbers, India, Turks, Transoxiana and Ethiopia. [Note: the desert seems to be more of a handicap]

Armenians (Tigranes): You start landlocked between France, Rome, Ethiopia, Transoxiania, Persia and Poland. Your three cities are less developed than your neighbors, but you also start with two Chariots.

Austronesia (Paramesawaran: Start off your empire on the largest island of the archipelago that holds several valuable resource hotspots. You also get two outrigger ships right at the start for early coastal explorations, and meeting many other civilizations early on.

Azteks (Tlacalel): You start on the Mesomerican Continent together with the Inka and Maya. Your first cities are in the Eastern Swamps, which are still abundant with resources.

Berbers (Abdelkader): Start in the desert with three cities. Oases can't provide unlimited sustenance for your growing cities. You can expand into Ethiopia, Arabia, India, Mali or Nguni territories, but remember that your position provides early and easy access to both the mediterranean and the Atlancific Ocean and early colony islands are not off the table. You get an advantage with regards to Slavery early on, so better capitalize on it. [Note: the desert seems to be more of a handicap]

Carthaginians (Hayreddin): Start on your secluded desert peninsula, and with an already established colony on your very own small plains continent which also holds enough dye. Barring a naval invasion, you can grow fat on trade in the early game. Egypt, Rome and Greece are nearby.

Celts (Brian Boru: You start in a fertile forested area. For access to the ocean, you have to fight through Germany, Vikings or Russia; or you may be interested in expanding into Poland, Persia and Hungary.

Chinese (Wu of Han): Start in a fertile river basin where you will have to soon compete with your neighbors: Southern China and Mongolia. Japan, Turks and Dravidia might weigh in a bit later.

Dravidians (Kulothonga): Start in a fertile grassland area with many resources. You may want to settle nearby islands off the coast as well, one of them the much marveled Pepper Island, nicely suited for you. Beware the Chinese, Turks, Arabians, Indians and probably even Austronesians who might try to grab your land.

Egyptians (Ramesses): You have a comparatively secure starting location and may finish the (already half-built) Pyramids before facing down possible invasions. Just across the mediterraniean sea, Carthage and Rome wait for you.

English (Elisabeth): Start your naval power with two cities on the British Isles, protected by reefs. To get luxuries, you will probably have to settle on the main continent. Your first rivals may be Vikings, Germany and Spain.

Ethiopia (Mentewab): You are settling the hills of a river valley, surrounded by Rome, Armenia, Persia, Transoxiania, Arabia and Berbers, of which Armenia is definitely the closest neighnor, and likely to be trouble. More coffee not in your settled area, can be found to the southeast.

France (Louis IX): Start in the fertile grassland forests south of Spain and Poland. The wine that you crave can be found with your neighbors: the Armenians to the East and Greece and Rome to the south.

Germans (Otto I): You start with two distant cities at the lake-riddled northeast of the continent. To face the threats that are posed by England, Vikings, Celts, Polish and Spanish, you better first consolidate.

Greeks (Themistocles): Your two cities are ready to either expand into the rich French plains or colonize the Spartan hinterland first. You will also face Rome; and likely the naval powers of Spain and Carthage, eventually.

Hungarians (Bela IV): You start landlocked in a forested plains terrain. Surrounded by Celts, Russia, Mongolia, Turks, Transoxianians and Persia, you will likely have to conquer some of them, or be conquered.

Inca (Pachacuti): You start on the Mesomerican Continent together with the Maya and Aztecs. The richdoms of the land are distributed in the cold hills near your cities. You have more place than the other mesoamericans, but beware of Barbarians.

India (Ashoka): Start in a fertile grassland/jungle area with many resources. You might need to fend off Arabians, Berbers and Dravidians, possibly even the Turks.

Japanese (Tokugawa Ieyasu): Start your naval power at the Japanese sea, a cold northern bay riddled with islands. While you start with only one city, a still mobile settler is tucked away in a Kobune transport to sail wherever you need it! Upon expansion, you will likely first clash with Vikings, Mongols, Southern Chinese and Chinese.

Koreans (Gojong): You start in a moderate climate with more space to expand than many other civilizations. Additionally, your neighbors are just the Southern Chinese and the Austronesians who seem not too inclined to expand quickly into your territories. The only downside here is that resources are less packed here for Korea.

Malinese (Sundiata Keita): You start in a fertile Savanna with lots of rivers and many resources, surrounded by Egypt, Nguni and Berbers. Start as with a society of pastoral nomads, then go into the goldwashing industry.

Maya (Xoc): You start on the Mesomerican Continent together with the Inka and Aztecs. Your cities lie in the vastest jungle of the world, which is still abundant with resources. You WILL want to explore the benefits of Animism.

Mongolians (Genghis): Your starting city has already a Ger built and a still mobile settler. You start in the shadow of a mountain range where Turks and Hungarians live on one side, and the Chinese on the other. Horses are to be found in both directions.

Nguni (Dingane): Live a glorious pastoral nomadic lifestyle thanks to numerous wildlife resources. Your not-too-close neighbors are Berbers and Malinese.

Persian (Cyrus): You start landlocked in a desert/plains terrain and closely surrounded by Armenia, Poland, Celts, Hungary and Ethiopia. To harness the Commercial Plantations, you will likely have to conquer your final neighbor: Transoxiania.

Polish (Jadwiga): You start landlocked in a forested grassland terrain. You are certain to encounter Spain, France, Armenia, Persia and Celts first.

Romans (Trajan): You start in a fertile plains close to Greeks, French, Armenians and Ethiopians. Egypt and Carthage are just across the mediterranean sea, as well. You get an advantage with regards to Slavery early on, so better capitalize on it.

Russians (Alexis): Starting in a snowed-in forested area close to the northern seas, you will face off Celts, Vikings, Mongolians and Hungarians.

Scandinavians/Vikings (Ragnar): Start your naval power with two cities on a cold peninsula, surrounded by maritime resources. Your first rivals may be England, Germany, Russia and Japan.

South Chinese (Xiao of Qin): Start at the coast of a fertile river basin where you will have to compete with China and Japan. You may also decide to colonize a fertile empty coastline where you will eventually clash against Korea.

Spanish (Alfonso): Start at a rich coast. Your first rivals are likely Germany, Poland and France. First build a strong land nation, later explore the oceans.

Transoxianians (Timur): You start landlocked in desert/plains terrain and surrounded by Persia, Hungary, Turks, Arabia and Ethiopia. To harness the Silk Road UI, you will likely have to conquer some of them. You get an advantage with regards to Slavery early on, so better capitalize on it.

Turkish (Alp Arslan): You start landlocked and surrounded by Transoxiania, Hungary, Mongolians, Chinese and Arabia and will likely have to conquer some of them. You get an advantage with regards to Slavery early on, so better capitalize on it. [Note: the desert seems to be more of a handicap; might need more pasture potential?]

Barbarians: You don't play them, I guess, but they have a few starting cities, too. In some cases, you can capture them early to spare a settler, but are they worth it?


The map (v.0.22) is pre-balanced for most if not all civilizations. Leaders have all kinds of traits, but if you can think of a better way to balance them (and their national strengths), don't hesitate to notify me. Or use the world builder or switch the leaderhead in the scenario file.

I have not playtested it with all the civilizations yet, so there might still be issues. When playing, I noticed very different outcomes with regards to which civilizations are on top of the scoreboard. With the standard "noble" handicap however, I found it easy to take an early lead with any player I chose, even including the isolated Americans.

--------
If it's not clear, the scenario fits into the "Saves\WorldBuilder\" folder and can then be selected from Single Player -> Play a Scenario. (At least, that works for me, but if you know another or even better way, feel free to correct me)
 

Attachments

Last edited:
Back
Top Bottom