Realism Invictus

The player's empire should be ok, as long as you pay attention to separatism - the main problem is with AI that gets into problems in the late game, partially because that's where war weariness kicks off pretty hard due to these humongous stacks fighting each other.
 
Hmm... I see. Well, I wouldn't want having the biggest AI empire crumble down because of that, while myself being able to avoid it.
Would feel a bit too much like cheating.
 
If you are having problems with revolutions, you can easily make it a bit easier for AI players.

Simply change a few values in Mods\Realism Invictus\Assets\Python\Components\Revolutions. I recommend opening the file with Notepad++.

At the beginning of the file, there are plenty of options you can modify:
Spoiler :

Code:
class Revolutions:
    def __init__(self):
        self.iHappy        = 10    ## Increased by X Per Excess Unhappy
        self.iHealth        = 4    ## Increased by X Per Excess Unhealthy
        self.iNonStateReligion    = 5    ## Increased by X Per Non State Religion or Absense of State Religion
        self.iNationality        = 0.2    ## Increased by X Per Non Nationality
        self.iOccupation        = 1    ## Increased by X Per Occupation Turn
        self.iUnit            = 3    ## Decreased by X Per Defender
        self.iDistance        = 1    ## Decreased by X Per Tile Distance during Uprising
        self.iPopulation    = 0.2 ## Increased by X Per Population point
        self.iEspionage    = 2 ## Decreased by X Per Espionage generated by the city       
        self.iBaseChance    = 0 ## Base separatism level
        self.Civics = [        ["CIVIC_AUTOCRACY", -5],
                    ["CIVIC_THEOCRACY", -15],
                    ["CIVIC_DICTATORSHIP", -10],
                    ["CIVIC_RULEOFFEAR", -5],
                    ["CIVIC_COLLECTIVISM", -5],
                    ["CIVIC_SOCIAL_JUSTICE", -5],
                    ["CIVIC_WELFARE_STATE", -5]]
        self.Methods = [["BRIBE"], ["REPLACE"],    ["HARSH"], ["SERMON"], ["TAX"], ["MARTIAL"], ["ARRESTS"], ["PROPAGANDA"], ["AUTONOMY"]]
        self.iNewDefenders        = 2    ## Number of Extra Defenders after Uprising
        self.iCultureXfer        = 80    ## X% Culture Transferred after Revolution
        self.iSafeZone        = 0    ## No Revolution Below This Level
        self.iDangerZone        = 10    ## Can Start Uprising
        self.iMaxZone        = 100    ## 100% Revolution
        self.iLeaderEra = gc.getPlayer(CyGame().getRankPlayer(0)).getCurrentEra()


If the strongest empires collapse too easily, I recommend modifying the following function:

Spoiler :

Code:
    def getRevNegatives(self, pCity, iPlayer, iGlobalModifer):
        iRevolutionNeg = self.getRevHappy(pCity)
        iRevolutionNeg += self.getRevHealth(pCity)
        iRevolutionNeg += self.getRevReligion(pCity, iPlayer)
        iRevolutionNeg += self.getRevNationality(pCity, iPlayer)
        iRevolutionNeg += self.getRevOccupation(pCity)
        iRevolutionNeg += self.getRevBuildingsNegative(pCity)
        iRevolutionNeg += self.getRevPopulation(pCity)
        iRevolutionNeg *= (100 + iGlobalModifer)
        iRevolutionNeg /= 100
        iDebug = iGlobalModifer
        iDebug2 = iRevolutionNeg
        return int(iRevolutionNeg)

for example to this:

Code:
    def getRevNegatives(self, pCity, iPlayer, iGlobalModifer):
        iRevolutionNeg = self.getRevHappy(pCity)
        iRevolutionNeg += self.getRevHealth(pCity)
        iRevolutionNeg += self.getRevReligion(pCity, iPlayer)
        iRevolutionNeg += self.getRevNationality(pCity, iPlayer)
        iRevolutionNeg += self.getRevOccupation(pCity)
        iRevolutionNeg += self.getRevBuildingsNegative(pCity)
        iRevolutionNeg += self.getRevPopulation(pCity)
        iRevolutionNeg *= (50 + (iGlobalModifer/4)) 
        iRevolutionNeg /= 100
        iDebug = iGlobalModifer
        iDebug2 = iRevolutionNeg
        return int(iRevolutionNeg)
 
I forgot: should I found my first cities 5 or 7 tiles away? I mean, some mods have a building or a culture threshold (or both) that let a city exploit 3 tiles far instead of 2. I tried browsing the pedia but found nothing, but I could had missed it.
 
Never encountered the 3 tiles cross in R:I so except if it's late game and I'm unaware of it, you should be fine with being 5 tiles away.
 
A little update : so far I'm progressing into the classical era, and it hasn't slow much more than I remembered from previous versions.

The only thing that surprised me is that, even by researching quite a lot of the Ancient tech, I managed to hit the point where I have to start working on Classical Tech a few turns before the World entered the Bronze Age. Obviously, I had the Bronze Tech unlock for a while by then... But other than that, the pacing is good, at least to my taste.

I also encountered a weird bug : I was researching Urban Planning while the World advanced from the Bronze Age towards the Iron Age, thus making the -50% malus on Classic Tech disappears.
While playing it the first time, I saw that the malus was still applied on turn 230, where the Iron Age starts, and that the Tech Cost reduced only a turn later, on turn 231. Normal behaviour, or so I thought.

I then stopped to eat, and didn't bother to save on turn 231 as I just had save while entering the Iron Age.
When I came back from eating, I reloaded my save, on turn 230. And then I had the surprise to find that the Tech Malus wasn't in effect on that specific turn anymore !
Kind of a weird bug, or exploit, not sure what to call it, but I thought I could let you know.

TL;DR : Classical Tech Malus disappears on turn 231 while playing, but if you save at turn 230 and load it back, you can save a turn and cheese it.

Some others smalls things :
- The dropdown box for the epidemics in the city screen shows a -number for malus, but only the number (and not +number) for positif effect. Probably an oversight.
- The Carpenter still has it's old bonus, meaning a flat +1 production and a secondary bonus if you have Prime Timber. I'm not sure it makes much sense anymore, as the building requiers Prime Timber to be build in 3.7.
- Medjay Archer (Nubian) have Strenght 4, despite the fact that other basic Archery units were nerfed from Strenght 3 to Strenght 2. Not sure if it's an oversight, or intentational (as my own egyptian-unique chariot also have S4, so perhaps it's the basic for UU at this point of the game).

And that's all I managed to spot so far ! If only every new release of modern AAA games could have so little bug, it would be a gamer paradise...

Edit : quick additionnal question for the experts, would you advice to activate Vassals / Military Alliance, or keep it off ?
I remember there were troubles with them a few months (or years ?) back, but not sure if it's all good now, or not yet.
 
Last edited:
I also encountered a weird bug : I was researching Urban Planning while the World advanced from the Bronze Age towards the Iron Age, thus making the -50% malus on Classic Tech disappears.
While playing it the first time, I saw that the malus was still applied on turn 230, where the Iron Age starts, and that the Tech Cost reduced only a turn later, on turn 231. Normal behaviour, or so I thought.
Oh, I know why this one was happening - there were two (three) separate places where that was set, and in one case it was on turn end, whereas the others are immediate. This prompted me to rewrite this bowl of spaghetti completely, and now it should be in sync.
- The dropdown box for the epidemics in the city screen shows a -number for malus, but only the number (and not +number) for positif effect. Probably an oversight.
I wanted it to be consistent with :) and :health:, which are handled the same way.
- The Carpenter still has it's old bonus, meaning a flat +1 production and a secondary bonus if you have Prime Timber. I'm not sure it makes much sense anymore, as the building requiers Prime Timber to be build in 3.7.
As intended - it can only be built and provides a bonus if you have prime timber. If you build it and lose access to prime timber, that bonus will go away.
- Medjay Archer (Nubian) have Strenght 4, despite the fact that other basic Archery units were nerfed from Strenght 3 to Strenght 2. Not sure if it's an oversight, or intentational (as my own egyptian-unique chariot also have S4, so perhaps it's the basic for UU at this point of the game).
As intended. A :strength:3 national unit would be very underwhelming.
 
A small "technical" update on my side.

My Egypt game (huge earth map) is now in year 1330AD, save file size 4.1MB.

The game was not slow, but crashing at almost every turn. Still playable, but cumbersome.

So I installed process lasso and put the settings as indicated in the link provided by @Takofloppa. I have done another 15 turns or so and it seems to help, I have experienced 2 crashes since (instead of basically 15). Crashes happen typically if I open the world map or the demographics screen, game freezes and goes to desktop, shutting down the civ4 exe.

So I am going to try and go through the Renaissance era, which has started. The game remains super interesting as Japan, my main world rival, has launched a surprise attack on Egypt and well, it's fun !
 
Oh, I know why this one was happening - there were two (three) separate places where that was set, and in one case it was on turn end, whereas the others are immediate. This prompted me to rewrite this bowl of spaghetti completely, and now it should be in sync.

Perfect, thanks !

I wanted it to be consistent with :) and :health:, which are handled the same way.

Oh, I never even noticed that ! Probably because I'm usually okay with where the hapiness/health come from, and don't really feel the need to use the dropdown to know more about it.
Whereas I'm not so sure of myself with epidemics, specially know that a lot of things I think I knew where changed (with all the 0.5% epidemics becoming either 1% or disappearing).

As intended - it can only be built and provides a bonus if you have prime timber. If you build it and lose access to prime timber, that bonus will go away.

Good point, I didn't thought about loosing the Timber ! Now it makes a lot more sense.

As intended. A :strength:3 national unit would be very underwhelming.

Noted, thanks !
 
On my way to one day beat the stupidly difficult deity R:I (after "finishing" FfH2 MNAI and Dune Wars for Civ 4 in the same manner, both excellent mods for R:I enjoyer I'd say) I have found the very early game to be the most annoying, with either rather unbalanced maps (an issue with both the Planet Generator and Totestra, and the vanilla maps are way too tight) and/or multiple AI opponents attacking only some turns after you settled your 2nd city, sometimes from like 40 tiles away.
That early you have very little tools to work with, so it's exhausting to always replay and replay that part everytime you restart. I'd just love to be able start just a tiny bit ahead, with 3 to 4 cities and the most basic techs researched, knowing there is a balanced world and maybe even a new world, while at the same time being still very difficult in the later game (due to the correct difficulty level)


Sooo.. the early phase of the last game I started just went so solidly well as well the map looking pretty balanced, that I want to share this save, because I myself would love sth. like that. Trying to win difficult maps using different strategies from a solid but basic start. Comparing strategies to win would be a nice cherry on top.

The story so far:
Starting as Federick Hohenzollern of the Germans, being Militaristic, Progressive and Anti-Clerical in kind of a mediocre starting spot. The 3 Jungle Tiles with Oranges (+1 Food, +1 Coin) are very nice with Animism though, providing enough basic Commerce to do stuff without killing research. It's good they did, because our directly surrounding land (except for Danzig) is atroucious though, plains or desert without rivers.

With the Romans and good land to the south-west, we do the usual germanic strategy of face-settling a new tribe in Roman lands out of necessity. After settling our 3rd city Danzig the Koreans, our good friends to the north, were already bored and decided it was time for war. With most forces in Königsberg to dissuade the Romans that was almost a lost game there, but their 2 skirms, 2 milita and archer didnt like their chances against my fortified milita and archer in Berlin, just sitting around outside. The Romans see their chance and declare some turns later, trying to get these barbarians off (presumedly) their land, but with my 5 militias sitting on a hill not much would have happened. A couple of turns later enough of my own skirms were massed in Berlin to kill the Korean Invaders, chasing them back to the border. Korean made peace soon after, funnily going straight to "pleased" because our nation is apparently "no threat to them +2" :lol:

With the Asian invaders dispatched and soon successfully asked to go to war with the Armenians (because of pleased), my skirms and chariots take care of these Roman squatters outside Königsberg. German citrus sales in the meantime were so successful, they were able to source enough bronze and weaponsmiths from some dubious sources to finally outfit some buff half naked germanic warbands with short swords. They soon proved the Romans that gains are more important then what they call "armor" (that silly rectangular breastplate of the early Polybian Legion) with a +25% Attack against melee.

The walls of Rome were not as easily impressed by the germanic training regimes alone, but more and more warbands were streaming in to speedrun the Fall of the Western Roman Empire. Finally some gym equipment repurposed as battering rams broke through their gates and the warbands made short work of everyone else in that giant size 10 city. :viking:

Marauding tribesmen then made their way to the other cities, which were cut-off and too badly placed as to be able to out-reinforce the German hordes. You can see the stack of pillage gold, which was also used to fund our export of violence when the unit upkeep made my income go to -5 Gold at 0% slider.

Of the former empire only Mediolanum still stands, clinging to starvation with only some cows providing food.

The current outlook:
The current diplomatic situation is stable (meaning AI fight other AIs), the continent seems balanced, the most important techs of Drama and Slavery (The latter boosted by Roman expertise on city conquest) are lined up. There is room for 6-7 good cities, after evicting some current occupants. There is a new world to be discovered. It will be a difficult journey, one not won by late medieval or mid renaissance already after outgrowing the AI. I'd love to see what strategies can win on this forbidden difficulty, if you want to try.

Spoiler Pictures :

Settings.JPG


No wonder we want west.JPG


Roman Remnants.JPG



Future Lebensraum.JPG




The save and some pictures are attached below.
 

Attachments

A small "technical" update on my side.

My Egypt game (huge earth map) is now in year 1330AD, save file size 4.1MB.

The game was not slow, but crashing at almost every turn. Still playable, but cumbersome.

So I installed process lasso and put the settings as indicated in the link provided by @Takofloppa. I have done another 15 turns or so and it seems to help, I have experienced 2 crashes since (instead of basically 15). Crashes happen typically if I open the world map or the demographics screen, game freezes and goes to desktop, shutting down the civ4 exe.

So I am going to try and go through the Renaissance era, which has started. The game remains super interesting as Japan, my main world rival, has launched a surprise attack on Egypt and well, it's fun !
are you playing on svn or release? I heard svn doesn't crash as much
 
I play on v3.7 which I downloaded earlier this month, not svn.

But my game is on the huge world map (which I have to say is such a beautiful, well thought of piece of work) so I understand crashing at this stage is kind of expected... let's see how far lasso allows me to take my game.
 
I have dicsovered recently that barbs get Palace when they aquaire city from revolution and when they get Palace their progress in tech extremally slows down due to high maintenance from distance to palace so I have added in Revolution file "and not pPlayer.isBarbarian()" :

Code:
        pPlayer.acquireCity(pCity, False, False)
        pCity1 = pCityPlot.getPlotCity()
        if pPlayer.getNumCities() == 1 and not pPlayer.isBarbarian():
            pCity1.setNumRealBuilding(gc.getInfoTypeForString("BUILDING_PALACE"), 1)
        pCity1.setNumRealBuilding(gc.getInfoTypeForString("BUILDING_SUBJUGATION"), 1)
        pCity1.setNumRealBuilding(gc.getInfoTypeForString("BUILDING_RIOTS"), 0)
        pCity1.setNumRealBuilding(gc.getInfoTypeForString("BUILDING_UNREST"), 0)

Now I will be testing.

Also I'have discovered that AI is way better than in previous versions. Good job @Walter Hawkwood !
 
I think your latest update changes something in the mini-map, as it now covers the national flag where the leader's bonuses are displayed ^^

Spoiler :

Civ4ScreenShot0002.JPG


 
Thanks for rebalancing the ancient era tech costs! It's been night and day between the SVN version and 3.7. Though I'll second that the ancient/classical period overall doesn't feel any longer than it used to. Everything happens at a similar place, Islam is founded in BC years, etc. Though I'm also playing on the largest of maps with lots of civs and on Immortal, meaning a ton of bonuses for AI civ research, so it might play better on more typical settings.

I occasionally get errors from bugmod about something going wrong at the end of turn. I'll get a screencap the next time if happens, in case it helps. I'd offer a save but I've yet to figure out where saves are actually being saved when using wine to play on a mac.

I also want to support an idea brought up earlier, about showing combat odds in the notification message even when attacking. I usually check before attacking, but having the chance available in combination with the outcome has been much more impactful in training myself as to what combat chances are worth the risk and which aren't. Which sounds silly, I know, but the brain works in mysterious ways...

The victory trumpet sound is used at the start of the combat when getting a miraculous win over a barbarian human enemy (getting a miraculous win against an animal uses the more pleasant ding, or whatever it is, can't recall right now).
On my way to one day beat the stupidly difficult deity R:I (after "finishing" FfH2 MNAI and Dune Wars for Civ 4 in the same manner, both excellent mods for R:I enjoyer I'd say) I have found the very early game to be the most annoying, with either rather unbalanced maps (an issue with both the Planet Generator and Totestra, and the vanilla maps are way too tight) and/or multiple AI opponents attacking only some turns after you settled your 2nd city, sometimes from like 40 tiles away.
What I've been doing recently is rushing out my 2nd and 3rd cities immediately as the game starts. My first two builds are settlers. This lets me stabilize some new cities with militia before the AI opponents get into war mode, and it's been much less of a problem (though it does vary, for what its worth).
 
What I've been doing recently is rushing out my 2nd and 3rd cities immediately as the game starts. My first two builds are settlers. This lets me stabilize some new cities with militia before the AI opponents get into war mode, and it's been much less of a problem (though it does vary, for what its worth).

Much lower skill level player here, but for what it's worth, the alternative orthodoxy of a worker first approach does suffer from the diminished immediate utility of improvements in RI (making the passive terrain yield, especially in terms of production, relatively more potent) while food tends to be cheap and have less use pre-Bronze Working before irregulars can take it as an input, if not for settlers which can simply be built first instead of paying a sunk cost for the worker to accelerate them later. This may be an objectively superior approach to the start.
 
  • Like
Reactions: [Y]
Back
Top Bottom