Realism Invictus

Quick suggestion for the SVN/next update. Could we have increasing maintenance costs for capital ships as they get successively more advanced? While the resource and infrastructure requirements increasing makes sense along the same lines, a flat 2 GPT for a ship of the line and for a modern battleship doesn't seem comparable. Maybe something like marginally one more per upgrade? I was impressed by the power of these ships but found them a little too easy to spam, and since the naval arms race of the Great War antebellum often represented a considerable portion of national budgets for those participating in it, I think this makes good sense on a historical basis and seems like it would be fairly easy to implement (though I could be wrong).

Besides the other arguments, I kinda don't know if AI is familiar with how to handle units that cost a lot. With +1 or +2 gold it isn't that much of an impact even if AI disregards the cost difference, but inflating individual unit costs might bring us to a situation where that matters, and AI doesn't handle it properly (and no, I don't even know where to look).

Does anyone know how to make this info window wider? With long names and a ton of promotions a spam of 10+ units on same tile starts to be problematic to 'read'.
It'd be best if it was only 1 line per unit in this window instead of 2-3. I tried looking in the CvMainInterface.py and CvInfoScreen.py and tried changing some numbers there but nothing worked so far.
Any help appreciated.

I'll see what can be done, but don't get your hopes up. While it is technically possible to change UI elements, unlike other bits the documentation is almost non-existent and almost everything is done by trial and error.

Does it make sense for the levee to give a source of fresh water if it needs a river to build? I cannot see how this gives anything, BICBW.

As others pointed out, hill cities. By default, they don't spread irrigation - with levees they do. It is an edge case to be sure, and definitely not the main function of the building.
 
Besides the other arguments, I kinda don't know if AI is familiar with how to handle units that cost a lot. With +1 or +2 gold it isn't that much of an impact even if AI disregards the cost difference, but inflating individual unit costs might bring us to a situation where that matters, and AI doesn't handle it properly (and no, I don't even know where to look)

I think it makes sense to ask developers and users С2С. Their late "infantry"/robots require 15 gold per turn, and the top tank (dreadnought) 150.
 
I'll see what can be done, but don't get your hopes up. While it is technically possible to change UI elements, unlike other bits the documentation is almost non-existent and almost everything is done by trial and error.

Thank you. Do you perhaps know what I should be looking for or even what this window is called? I just call it the unit group stat window thingy.

I have found this post from before but I couldn't seem to change anything. Maybe I am modifying the wrong files? I'm supposed to edit things in here right? 'Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Realism Invictus'
https://forums.civfanatics.com/thre...-line-doesnt-wrap-to-a-2nd-line.430625/page-2
 
By the way that window seems to be 270 pixels wide. Looking through the civ folder for that number shows various files and lines (2352 hits). Just going through them now. Should I bother looking through anything outside of the Realism invictus folder?

Also you must be able to modify it since I just launched base BTS and the window is 210 pixels.
 
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I am also starting to get more frequent crashes to desktop :/ My most recent crash actually came up with an error. I have used the 4gb patch.
Just wondering since I'm on steam. Am I supposed to use the beta version from the betas tab steam has?
upload_2022-4-10_16-28-48.png


Oh Another error came up when I pressed ok

upload_2022-4-10_16-30-16.png
 
Ships are able to pass through the "Fortified Monastery" improvement of the Celts. Can that ability be removed, while still having Fortified Monastery provide city-like defense in combat? I just watched a ship cross 4 hills from one body of water to another, using Fortified Monasteries as a canal. That felt wrong from a game mechanics perspective, and is just plain sorcery from a realism perspective. :lol:
 
It's an old trick - line of forts to make a canal across a narrow point of a large continent, and gain a strategic advantage,

did you see an AI use it ?

That would actually be impressive :)

Can also be used to 'rescue' ships stuck on a lake, or blocked by enemy ZOC.
 
It's an old trick - line of forts to make a canal across a narrow point of a large continent, and gain a strategic advantage,

did you see an AI use it ?

That would actually be impressive :)

Can also be used to 'rescue' ships stuck on a lake, or blocked by enemy ZOC.
I think in the base game forts only work if they are next to the sea, so you cannot have a canal longer than 2 tiles.
 
May well be the same here - iirc in my Celtic game a city inland with 2-3 of those monasteries on the diagonal worked perfectly well, not only can you move ships, but you can also shuffle your artillery around and bombard nearby enemy fleets, making for a very formidable strongpoint.


Later when I tried to "exploit" the feature to get my warfleet on a lake that didn't work, so it would seem there is already some limitation build in, sounds reasonable.
 
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I think it makes sense to ask developers and users С2С. Their late "infantry"/robots require 15 gold per turn, and the top tank (dreadnought) 150.

I wouldn't be so bold as to assume the C2C late-game AI knows what it's doing. :lol:

I have found this post from before but I couldn't seem to change anything. Maybe I am modifying the wrong files? I'm supposed to edit things in here right? 'Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Realism Invictus'
https://forums.civfanatics.com/thre...-line-doesnt-wrap-to-a-2nd-line.430625/page-2

Yes, that's where you're supposed to edit stuff; and yes, the thread seems to be relevant.

Should I bother looking through anything outside of the Realism invictus folder?

Nope.

Also you must be able to modify it since I just launched base BTS and the window is 210 pixels.

Then I guess I modified it already at some point and forgot about it :lol:

I'll go through logs and see if and how I did that.

I am also starting to get more frequent crashes to desktop :/ My most recent crash actually came up with an error. I have used the 4gb patch.
Just wondering since I'm on steam. Am I supposed to use the beta version from the betas tab steam has?

You are, but it won't help you with the crashes. The game exe just runs out of memory because it hasn't been taught how to handle more than a certain amount. The only thing that's been shown to more or less reliably help with that is the ProcessLasso thingie referred to in the first post.

Ships are able to pass through the "Fortified Monastery" improvement of the Celts. Can that ability be removed, while still having Fortified Monastery provide city-like defense in combat? I just watched a ship cross 4 hills from one body of water to another, using Fortified Monasteries as a canal. That felt wrong from a game mechanics perspective, and is just plain sorcery from a realism perspective. :lol:

It probably can in theory, but it might involve a surprising amount of effort. I just spent many hours on the mostly cosmetic autobahn change from the last revision, and that left me quite wary of "quick 5-minute changes" (funnily enough, fundamentally changing how air interception works took me about said 5 minutes even though I was fully prepared to wage a long war against it; you never know).
 
I wouldn't be so bold as to assume the C2C late-game AI knows what it's doing.
Well, the cost 10 in C2C is already characteristic of modernity. F-22, F-35 and... reconnaissance drone (SR-71 and B-2 - 5 :crazyeye:). At the same time,
1. Some legendary heroes seem to have even moved a little further
2. Modern aviation is quite expensive in VIP-mod and somewhere else.
 
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IIRC it's two tiles from each side, so you can have a canal across a four-tile continent.
I have just tested it with fort and fortified monasteries in RI, and it is as I remembered in the base game. Each fort has to be next to water, so you can have a canal across a 2 tile continent but not a 3 tile one.
 
I went back to look at an old save - apparently I used a captured city and built forts/monasteries on either side, all forts bordered the sea and even the city had access to a single seaside square.

The continent on the narrowest point was indeed only two tiles wide, but my 'canal' just below was 4 connected tiles, fort-city-fort-hilltop monastery.

Would be interesting to see if this also works with a completely landlocked city - with just the forts on either side to connect it to the sea ?
 
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:( Here he goes again.....

If/when a new release comes out - one that makes old saves incompatible - then it would be lovely to get "real" canals too.

Guess this line is the one, that allows ships to enter a fort: <bActsAsCity>1</bActsAsCity>, so the basic coding could be rather easy,

Just change the <iDefenseModifier>50</iDefenseModifier> to <iDefenseModifier>0</iDefenseModifier> as I don't think a canal provides any defense for ships...... And maybe also change <bOutsideBorders>1</bOutsideBorders> to <bOutsideBorders>0</bOutsideBorders>..... I'm not sure here.



As for the graphic part..... well, that's here the problem come in. As Walter wrote:

It probably can in theory, but it might involve a surprising amount of effort. I just spent many hours on the mostly cosmetic autobahn change from the last revision, and that left me quite wary of "quick 5-minute changes" (funnily enough, fundamentally changing how air interception works took me about said 5 minutes even though I was fully prepared to wage a long war against it; you never know).

But maybe Paved Roads can be used as master for that?????
 
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It would be nice in the world map scenarios for civilizations to be able to choose their leaders instead of just having the one preset.

A little late but I have done this the "long way" and created quite a few different ones (alts) for both the Huge world map (which I customized to my liking as well) and the Europe scenario (which is my fav to play).
All you have to do is start a game choosing the desired scenario and play as the FIRST empire listed. (TeamID=0 or Egypt in the Huge world map). If you dont start the game as the first civ listed (or the one with teamID of ZERO) the AI would already have moved their first moves prior to your civ going, so the save would not be "at the start". Anyway, just FYI on why.
As soon as the game is started:
zoom way in and cover the mini map with your hand (if you dont want to see anything around you or what the map would look like)
go into worldbuilder (options worldbuilder) and SAVE AS any name you want (Huge_World_Map_Alt1 or some such)
then exit the game
open up that save in notepad++ (usually saves to \\Documents\My Games\Beyond the Sword\Saves\WorldBuilder)
Should see something like this at the beginning of the save file:

Code:
Platy Builder
bLoadSpecial=1
Version=11
BeginGame
    Era=ERA_ANCIENT
    Speed=GAMESPEED_REALISM
    Calendar=CALENDAR_DEFAULT
    Option=GAMEOPTION_NO_TECH_TRADING
    Option=GAMEOPTION_NO_REVOLUTIONS
    Option=GAMEOPTION_NO_BARBARIAN_CIV
    Option=GAMEOPTION_HOLY_CITY_MIGRATION
    Victory=VICTORY_TIME
    Victory=VICTORY_CONQUEST
    Victory=VICTORY_DOMINATION
    Victory=VICTORY_CULTURAL
    Victory=VICTORY_SPACE_RACE
    Victory=VICTORY_DIPLOMATIC
    GameTurn=0
    MaxTurns=2080
    MaxCityElimination=0
    NumAdvancedStartPoints=0
    TargetScore=0
    StartYear=-4000
    Description=The World Map for Realism:Invictus
    ModPath=Realism
EndGame
BeginTeam
    TeamID=0, (Ramesses)
    AtWar=77, (Barbarian)
    RevealMap=0
EndTeam
BeginTeam
    TeamID=1, (Ashoka)
    AtWar=77, (Barbarian)
    RevealMap=0

Now you find the BeginPlayer section, and in this case Team=0 section in which you'll see LeaderType=LEADER_RAMESSES:
Code:
BeginPlayer
    Team=0
    LeaderType=LEADER_RAMESSES
    LeaderName=Ramesses
    CivDesc=Egyptian Empire
    CivShortDesc=Egypt
    CivAdjective=Egyptian
    FlagDecal=Art/Interface/TeamColor/egypt.dds
    WhiteFlag=1
    CivType=CIVILIZATION_EGYPT
    Color=PLAYERCOLOR_LIGHT_YELLOW
    ArtStyle=ARTSTYLE_EGYPT
    PlayableCiv=1
    MinorNationStatus=0
    StartingGold=0
    StartingX=37, StartingY=44
    StartingEra=ERA_ANCIENT
    RandomStartLocation=false
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
    CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_RULEOFFEAR
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
    Handicap=HANDICAP_NOBLE
    ScriptData=(dp1

Find another leader you want for Egypt instead of Ramesses (you can find all available leaders in the \\Realism\Assets\XML\Civilizations folder)
Most are in the CIV4CivilizationInfos.xml (but some are in the Derivative_CIV4CivilizationInfos.xml or OtherCiv.xml)
Leaders are listed under the Leaders xml tag inside the Civ tag for whatever civ you're changing.
For Egypt, open CIV4CivilizationInfos.xml, search for Egypt and then scroll down to the Leaders tag:
Code:
<Leaders>
                <Leader>
                    <LeaderName>LEADER_AKHENATON</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_BAIBARS</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_GAMAL_ABDEL_NASSER</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_HATSHEPSUT</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_MEHMET_ALIPASHA</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_PTOLEMY_SOTER</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
                <Leader>
                    <LeaderName>LEADER_RAMESSES</LeaderName>
                    <bLeaderAvailability>1</bLeaderAvailability>
                </Leader>
            </Leaders>

In the scenario file you saved, change that LeaderType to any of the above (I may have more than regular bc i add some of my own, i cant remember) and also LeaderName to the new one.
Now with that changed, what I do is go back to the top of the file and find/replace all instances of Ramesses with whatever leader you've chosen. i.e. (Ramesses) to (Ptolemy) for instance
It's tedious but one at a time change the rest of the leaders to what you desire and then save as (Huge_World_Map_Alt1, or Alt2, etc) or whatever name you like.
When you start up a game, choose your new "scenario" (which will show up now) and it will start with all the new leaders you overwrote. You could change them and start it up and make sure in Worldbuilder, etc..

A bit time consuming, but you do it once and save them and you'll always have them.
Not sure if all this made sense or not. I have included a sample one I did for the Europe scenario (but I also added a few more civs that I wanted playable as well, so just for an example)
I think the one I uploaded though as some new leaders I added, so it may not load, but is just an example of how to add/modify leaders in the scenario games.

I would just do one leader for Egypt as described above and then start up the saved scenario game to see, so you understand what is required for each civ you desire.

Just a side note: You can also set your default options, victory conditions and turns for the scenario as well. I may have some added/removed/adjusted. They are always found at the very top of the save file.
 

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Then I guess I modified it already at some point and forgot about it :lol:

I'll go through logs and see if and how I did that.



You are, but it won't help you with the crashes. The game exe just runs out of memory because it hasn't been taught how to handle more than a certain amount. The only thing that's been shown to more or less reliably help with that is the ProcessLasso thingie referred to in the first post.

Thanks I actually have lasso on didn't know I could fix it with that. Have you managed to find a way to widen that window? :d

Also found a possible bug?
upload_2022-4-14_15-33-40.png


This says it's gonna give me 1 happiness even though I don't have any incense. (unhappiness from elizabeth)
 
Thanks I actually have lasso on didn't know I could fix it with that. Have you managed to find a way to widen that window? :d

Also found a possible bug? View attachment 624936

This says it's gonna give me 1 happiness even though I don't have any incense. (unhappiness from elizabeth)

Temples have a base +1 happiness if you have the right state religion, so the net effect line is correct.
 
A pair of points.
1) A bug in SVN 5334, probably still there. An Mexican Aztec major film studio Estudios Churubusco cannot be built, it's not in the list of what a Great Merchant can do.
2) There is a hotkey conflict with siege units that can bombard units. The same button B activates both unit and city bombardment.

Addendum
A typo in a new feature that explains defenders spawning (SVN 5343)
 

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Hello,

two questions: 1) is there an option for standardized naming? Call me old fashioned, but I'm not fond of the flavor naming and I wish every swordsman was called "swordsman". Sometimes I can't even tell what types of enemy units I'm up against. And workers have zero reason to be called anything other than "workers". 2) Is it possible to revert the vanilla behavior of culture instantly converting once a civ is wiped out? Cultures surviving the death of their civ might be realistic, but it isn't fun. It makes conquest very unrewarding and it makes Revolutions completely atrocious, since the breakaway civ survives after death, which is completely nonsensical. Rebels should fully reintegrate after being crushed, having half your empire becoming "foreign" for the rest of the game is reason enough to abandon said game.

Other than that, this is the first RI version that I actually recommend. Good to know the plethora of anti-fun mechanics RI previously had were either ditched or made optional. Things like "smart barbarians", nonstop slave rebellions with gigantic stacks, state religions getting deleted (lol), and punishing the player for using the same unit (almost like...an ARMY) were all terrible ideas I smile whenever I disable them. Per-city research cost is the only "arguable" major change (that I also remove), all others are strictly terrible. In short, if it isn't broken, don't fix it, Civ 4 is gr8.
 
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