Realism Invictus

I found and fixed the issue. The starting era failed to apply properly (all eras after the initial ones worked ok, so the gameplay impact was limited to rushing classical techs before 2000 BCE).
Yes. i just wanted to tell that there is no tech penalty before 2000 bc. so you can learn classic tech without penalty before 2000bc. after 200bc +50% tech penalty appears (as how it should be.)
But also for next ages tech penalty 100% less. For example year 1835 bc. Tech penalty for medieval tech is 100% (should be 200), for renaessance 200% (should be 300) etc.
I continue to play to see maybe it will change after 1200 bc
 

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So the total of desert with scrub adjacent to river should be: 1:food:, 1:hammers:, 2:commerce:
In most cases the base terrain is overridden by the feature - for instance, if you have a +25% tundra defense and a +25% forest defense, you'll only have +25% bonus in a tundra forest
Furthermore, the construction tooltips seem missing the 1:food:, 1:commerce: loss (that will be there) from the removal of the scrub.
I'll look into that.
i just wanted to tell that there is no tech penalty before 2000 bc. so you can learn classic tech without penalty before 2000bc. after 200bc +50% tech penalty appears (as how it should be.)
But also for next ages tech penalty 100% less. For example year 1835 bc. Tech penalty for medieval tech is 100% (should be 200), for renaessance 200% (should be 300) etc.
I continue to play to see maybe it will change after 1200 bc
That's on me, I set the actual values differently than the text tooltip. Will fix.
 
By the way Wonder Temple of Artemis gives +2 gold to camp and trapper lodge but nothing to lovushke ( Russia civ special improvement that replace trapper lodge). That's how it's meant to be? Because other wonders give bonuses for unique improvement other civs (for example Nazca lines give bonuses to farms as well as to unique egyptian kemet farms or communal korean farms)
 
By the way Wonder Temple of Artemis gives +2 gold to camp and trapper lodge but nothing to lovushke ( Russia civ special improvement that replace trapper lodge). That's how it's meant to be? Because other wonders give bonuses for unique improvement other civs (for example Nazca lines give bonuses to farms as well as to unique egyptian kemet farms or communal korean farms)
Given that it's a spammable improvement and Russians can build regular camps too, yes, this is intentional. The effects would be absolutely monstrous if it was affected - one can easily have many instances of those in every city.
I reached 1200 bc and tech penalty values in technology adviser and in icon between great general points and research became the same 100% for medeival, 200% for reneassanse and so on.
Yeah, the discrepancy was/is in every other era (basically +50%/100% vs +50%/200%). I'll correct it.
 
im trying to start a game using the maps and its not working. Civ stops responding. I've given it a few hours but nothing. I've tried the RI Perfect Mongoose v332 and RI Planet Generator. any ideas?

Im on the steam version of Civ 4 BTS on Windows 10 x64
 
im trying to start a game using the maps and its not working. Civ stops responding. I've given it a few hours but nothing. I've tried the RI Perfect Mongoose v332 and RI Planet Generator. any ideas?

Im on the steam version of Civ 4 BTS on Windows 10 x64
Are you trying to start through Custom Game? Try using Play Now once (it resets settings to defaults, they might be stuck on illegal values after a different mod). After that, Custom Games should work.
 
Now my first (serious) test game with the combination of my spin-off and latest official version RI 3.71b has started - even though an updated ver 3.71c probably will come soon.

Details about my game itself will, as usual, take place in "my" spin-off thread (start page 8) Comments are more than welcome.
 
Hi @Walter Hawkwood,
I tried to take a look at the code, and I'm afraid that what I'm going to asking is not simple at all.

It would be nice if in the resources panel of the foreign advisor screen:
1739713736484.png


a) there was a scrollbar like in the active deals panel, instead of the row up/down, page up/down and top/bottom buttons.
1739713771459.png


b) by clicking on the leader icons, the contact screen opened.
1739713807613.png
 
On the same line of "the remaining time on the counter espionage mission would be displayed somewhere", I would find very useful to see somewhere the actual value of the "WarSuccess", to understand if the enemy is going to capitulate.
About capitulation, I think it would be realistic when you are conquering the last city and regardless of "WarSuccess" to have an option to don't destroy the AI and take it as a capitulated vassal.
 
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Still going strong in my game, here is how Egypt has spread on the Indian Ocean coast after many wars against the Zulus. Notice the fort guarding the passage in the Great Lakes area...
Spoiler :
Screenshot 2025-02-16 222616.png
 
I don't know if this is unwelcome here for technically being an ad, but anyways...

Since I couldn't find any recent youtube videos showcasing Realism Invictus, except for the great videos from The Asharedhett, I decided to make one myself, only this time without commentary. It has been some time since I last played this mod, so expect a lot of decisions to be less than ideal.
 
Smooth transition between leaders in my scenario.

Victoria -> Elizabeth
and now
Bismarck -> Hohenstaufen
Spoiler New leaders :

Civ4ScreenShot0141.JPG


:cooool::clap:
 
Skirmishers (Velite) (middle unit between Scouts and Explorers) cannot embark on Carracks (Caravella). It would be ok if only Explorers could do this, but as Scouts can also do it...
 
Skirmishers (Velite) (middle unit between Scouts and Explorers) cannot embark on Carracks (Caravella). It would be ok if only Explorers could do this, but as Scouts can also do it...
I get what you mean, but I don't think skirmishers are equipped with stuff for exploration, same way scouts or explorers aren't equipped with stuff for war. For example: Skirmishers come with some nice bonuses the explorer doesn't have (first strikes and attack bonus)... but those bonuses are more combat oriented than for exploration, I don't see em surviving on a hostile new world environment. Going from skirmisher to explorer is like going back to the roots, when everyone was starting to venture around and they had to survive in the obscure darkness of the unknown, going back to war mastery with light infantry because by then you should already know the entire world so exploring becomes useless.

I think this should stay as it is, because adding a new unit type only for exploring would clutter the whole layout. Why would you bring skirmishers in a carrack anyway? Like I said that's a explorer's job, or at least that's what I think. BTW Caravellas look AMAZING :mischief: It's no different from the default Carrack, but the sails are beautiful. When I hear that name I instantly think of the Spanish Carabelas, the same ships Columbus used to travel to my land :D
Smooth transition between leaders in my scenario.
What scenario are you playing?:cooool: If you made it I wanna play that
I wonder how to counter this..
:lmao:I love it, what map script is that btw? Planet Generator? Looks fun although turns prob take like an entire hour...
Sure, go ahead. Since I'm a long-timer here, I saw (and sometimes advised) many who started from nothing and became quite accomplished unit makers. It takes quite a lot of effort to get there (especially, as experience shows, with texture quality), but it's not impossible at all.

On Russian SR-71 counterpart, there was (or rather mostly wasn't, but at least the project was there) this thing: https://en.wikipedia.org/wiki/Tsybin_RSR Might be a cool-looking bird to have, with rather distinctively Soviet aesthetic, almost a direct visual counterpart to SR-71:
Excellent, the RSR looks so gorgeous!:clap:I'm already excited to one day see it in the mod
but there are some practical concerns:
Exactly my thoughts, good to know it is possible.
About capitulation, I think it would be realistic when you are conquering the last city and regardless of "WarSuccess" to have an option to don't destroy the AI and take it as a capitulated vassal.
This would be very nice to have, sometimes AI can be bothersome about capitulation, I'd love if you could ''release'' your cities into minor states, maybe with a building that made it revolt instantly? idk. But give some chances that range between going right to accept vassalage under you, under someone else, turning barbarian or declaring war as a new state (maybe a copy of yours... kind of like a civil war). I remember once seeing Armenia split in two (north and south Armenia) and they were fighting, that was EPIC beyond measure :D
 
I don't know if this is unwelcome here for technically being an ad, but anyways...

Since I couldn't find any recent youtube videos showcasing Realism Invictus, except for the great videos from The Asharedhett, I decided to make one myself, only this time without commentary. It has been some time since I last played this mod, so expect a lot of decisions to be less than ideal.

I'm glad you found some enjoyment out of those half-baked and aborted diversions of mine (that's me on YouTube). :D As I now have a new and powerful gaming PC, I might do another one with commentary soon.

More feedback from recent play in the latest official version:
Spoiler :

- Are the unique palaces for the Germans, Persians and Americans strictly cosmetic? It is nice that they independently exist for these civs, but since the bonuses appear to be equivalent both between themselves and with the default palace, I am unsure why these uniquely exist separately. Were these the only ones with individual art assets representing each civ, or were they part of an original idea that got abandoned for each civ to have its own? These three are just somewhat random to be the only ones having a unique palace.

- This may have been the case before and I simply didn't previously notice it, but the background music (Blizzard by Kai Engel) sounds a bit grainy at a relatively loud volume. The audio file itself is over 7 megabytes, so I assume there's not anything wrong with the file itself as that ought to be a normal size for that length of .mp3, but I just happened to notice this now.

- I couldn't consistently replicate this, but twice I encountered a bug where Totestra was outputting broken maps on giant, but only on that size, and not on standard. At first, it was making a giant grassland with swamps and rivers as the only features, then it did the same with deserts and oases. Something seems to be defective with the script at that size, but again, I couldn't get it to do this every time, but it did happen more than once.

- Relative to vanilla, I've noticed that the combat animations are fairly extended and lengthy, where units will fight at length and exchange several blows with mock deaths happening usually at least a few times before anyone actually dies, but playing vanilla, the whole animation is typically over in only a few seconds. I'm not necessarily for or against this difference, but I wonder if it is deliberate and when it was implemented.

- Fishing boats (even as early as the ancient era) have modern looking orange and white striped buoys surrounding the net, which is highly anachronistic. (Plain fishing boats still have the aforementioned waves surrounding them too, which I had thought were removed sometime back, as they were on the unique fishing boats.)

- I had a situation where a barbarian warrior captured a city of mine, and as I was en route to take it back, the revolt period ended and the garrisoned warrior immediately promoted into an archer. Is this a normal mechanic that I was unaware of, or did the barbarian simply upgrade the unit with gold the way that the player could in the same circumstances, as well?

- The Potter's Workshop and the Weaver's Shop should both go obsolete eventually, I think. I really like them in the ancient era as they have interesting use cases and flavor for that time, but at a certain point they feel tacked on and anachronistic. I would suggest a renaissance or industrial technology such as Textile Mill, for instance.

- In an attached save, I got a "Brilliant Carpenter" event which boosted production of a Sawmill in my city of Lille, but I actually didn't have the building constructed in the first place.

- The "Cigarette Smoker" event is happening in the classical era.

- Likewise, I got many instances of the flood destroying an improvement event consecutively, perhaps 8 or so times total and at some instances every few turns. While floods are a reality and I had several rivers on this map, I wonder if that's working as intended or perhaps is weighted too heavily. There's no entry for "flood" in the Events folder when I attempted to check, however, so I am not sure how this event is titled such that I could find it.

- I have mentioned this before, but I am almost positive that there is something akin to the "Gandhi bug" with war declaration likelihood in the case of "extremely unlikely to declare war," where it errors off the floor and instead rebounds to an extreme likelihood to declare war. In this game, Konrad Adenauer (who is supposed to be a complete pacifist) DoWd me when I had a 0.7 power ratio with him, which admittedly is weaker but not massively so, and then ceaselessly and relentlessly kept declaring war on me without remission. This has always been my experience with him as a leader, where peer-level power is totally disregarded and he fiendishly attacks me even when it's not always advantageous. In every game of mine that he's been in, I've had to just wipe him out or he would continuously do this. While 70% is concerningly weaker, it would be within the range where individual personalities should have bearing, and it seems that in this case, it's either totally irrelevant or actually broken and working the opposite of its nominal description.

- In regards to the perpetual war and enemy armies camping in your land without doing anything unless you move into their way or provoke them, how about likewise making the wounded soldier event which triggers peace in the event of phony wars to be more likely? The AI wastes money camping its army in your land, but that can still result in kingmaking outcomes which nevertheless alter the balance of power. Wars that aren't actually being fought should be endable, and Karadoc AI's logic will have them demand cities as the only concession for peace, and then simply attack you again, so effectively you have no real option or interaction here. If the event were made likely to fire after a certain amount of time without combat elapses, this problem would have some kind of alleviation.

- Does "Sit Rep" in the Military Advisor account for or know of war declaration likelihood from leader personalities, or does it only account for power ratios themselves? I'd be curious to know what goes into calculating this value.

- The flags in the Revolution menu are the default for your empire and does not match your dynamic flags displayed elsewhere.

- The unlimited Engineer ability from Labor Union should definitely be capped since Engineers were buffed to be strictly better than Craftsmen on an individual basis (near-equivalent :hammers:, as well as providing 1:science: and 3:gp:!), and the number of "slots" for the latter is supposed to be a meaningful limiter of industrial capacity that has to be invested in. Being able to simply switch to a civic and spam as many Engineers as you want feels like it's at odds with the spirit of RI's industrial system. I preferred their having less utility than Craftsmen, as it was before, since they are an input for Great People.

- Human barbarians seem to be appearing immediately in the game alongside the animals. I saw several Warriors and Archers in the 3000s BC in a recent game, and the latter at least should not be spawning from huts. Were there any changes made to this recently?

- Unfortunately I didn't capture a save for this, but I had revolting slaves move towards a completely undefended city and then not attack it the next turn, presumably because there was no garrison there, as when I did move a defender in place, they then resumed lemming and attacked the city.
 

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What scenario are you playing?:cooool: If you made it I wanna play that
My own - take a look at page 7 on my spinn-off thread.
 
Walter, have you considered adding a Sea Peoples event? Something like the Horde, but with a couple barbarian galleys loaded with barb units (promoted with Amphibius?) spawning across multiple civ's coasts? Civs can intercept with their own navy if they can, or else deal with the barbs unloading.
 
I tried to take a look at the code, and I'm afraid that what I'm going to asking is not simple at all.

It would be nice if in the resources panel of the foreign advisor screen:


a) there was a scrollbar like in the active deals panel, instead of the row up/down, page up/down and top/bottom buttons.


b) by clicking on the leader icons, the contact screen opened.
It is not simple at all indeed. IIRC the a) is in a screen that was made by far more competent coders than me, and if there was a practical way of implementing a scrollbar there instead, it would have been there. b) might be more possible, but is likely not easy at all.
On the same line of "the remaining time on the counter espionage mission would be displayed somewhere", I would find very useful to see somewhere the actual value of the "WarSuccess", to understand if the enemy is going to capitulate.
About capitulation, I think it would be realistic when you are conquering the last city and regardless of "WarSuccess" to have an option to don't destroy the AI and take it as a capitulated vassal.
I do have "more transparent war success" as one of my long-term goals. No promises for it to happen anytime soon, though.
Skirmishers (Velite) (middle unit between Scouts and Explorers) cannot embark on Carracks (Caravella). It would be ok if only Explorers could do this, but as Scouts can also do it...
TBH, the easiest and probably the most logical solution is to simply take this away from scouts. There won't be any gameplay implications for that at all, as you literally can't build scouts anymore when you can build carracks.
I think this should stay as it is, because adding a new unit type only for exploring would clutter the whole layout. Why would you bring skirmishers in a carrack anyway? Like I said that's a explorer's job, or at least that's what I think. BTW Caravellas look AMAZING :mischief: It's no different from the default Carrack, but the sails are beautiful. When I hear that name I instantly think of the Spanish Carabelas, the same ships Columbus used to travel to my land :D
But it is different! Spanish and Portuguese caravels/naos have a very important distinction that makes these civs early colonizers.
- Are the unique palaces for the Germans, Persians and Americans strictly cosmetic? It is nice that they independently exist for these civs, but since the bonuses appear to be equivalent both between themselves and with the default palace, I am unsure why these uniquely exist separately. Were these the only ones with individual art assets representing each civ, or were they part of an original idea that got abandoned for each civ to have its own? These three are just somewhat random to be the only ones having a unique palace.
Purely cosmetic. They are a holdover from a very, very early era of the mod's development when there was little to no general concept and more of a kitchen-sink approach. Another such holdover are a couple of wonders with civ-specific cosmetic versions (Sphinx = Stonehenge for Egyptians etc); this is something I wouldn't do today anymore, but since the assets used look adequately good, I decided not to remove the ones that were already there.
- This may have been the case before and I simply didn't previously notice it, but the background music (Blizzard by Kai Engel) sounds a bit grainy at a relatively loud volume. The audio file itself is over 7 megabytes, so I assume there's not anything wrong with the file itself as that ought to be a normal size for that length of .mp3, but I just happened to notice this now.
You mentioned you got a new PC; might it be that it's something about its audio system? Drivers/codecs etc. - or maybe even just the speakers that don't handle loud well. The file itself is completely unchanged and should be of very decent quality (320 kbps MP3s should for all practical purposes be similar to lossless audio files).
- I couldn't consistently replicate this, but twice I encountered a bug where Totestra was outputting broken maps on giant, but only on that size, and not on standard. At first, it was making a giant grassland with swamps and rivers as the only features, then it did the same with deserts and oases. Something seems to be defective with the script at that size, but again, I couldn't get it to do this every time, but it did happen more than once.
Totestra should formally be compatible with this map size, but the comments in the file itself mention that very large maps might start running into Civ 4 engine limitations (I have no details to offer on this one, but presumably, the script's author knew what they were writing about).
- Relative to vanilla, I've noticed that the combat animations are fairly extended and lengthy, where units will fight at length and exchange several blows with mock deaths happening usually at least a few times before anyone actually dies, but playing vanilla, the whole animation is typically over in only a few seconds. I'm not necessarily for or against this difference, but I wonder if it is deliberate and when it was implemented.
I haven't played or even seen vanilla for such a long time that I'll take your word for it. I have no comments on whether it is deliberate either - if it is, it happened very long ago and I wouldn't even recall how that can be done (I have a couple of ideas where I'd start looking, but nothing more).
- Fishing boats (even as early as the ancient era) have modern looking orange and white striped buoys surrounding the net, which is highly anachronistic. (Plain fishing boats still have the aforementioned waves surrounding them too, which I had thought were removed sometime back, as they were on the unique fishing boats.)
I am not touching any art assets yet (I will release one more version before I'm done with purely XML/code stuff for 3.7x), but I made a note.
- I had a situation where a barbarian warrior captured a city of mine, and as I was en route to take it back, the revolt period ended and the garrisoned warrior immediately promoted into an archer. Is this a normal mechanic that I was unaware of, or did the barbarian simply upgrade the unit with gold the way that the player could in the same circumstances, as well?
Yes, barbarians are able to upgrade their units.
- The Potter's Workshop and the Weaver's Shop should both go obsolete eventually, I think. I really like them in the ancient era as they have interesting use cases and flavor for that time, but at a certain point they feel tacked on and anachronistic. I would suggest a renaissance or industrial technology such as Textile Mill, for instance.
I agree; you normally don't get to build them that late unless you lost a city, but still.
- In an attached save, I got a "Brilliant Carpenter" event which boosted production of a Sawmill in my city of Lille, but I actually didn't have the building constructed in the first place.
Poor event wording; it actually works with the Carpenter building.
- The "Cigarette Smoker" event is happening in the classical era.
Yeah, that's on vanilla. :lol: I agree it should either be reworded or limited to relatively modern age.
- Likewise, I got many instances of the flood destroying an improvement event consecutively, perhaps 8 or so times total and at some instances every few turns. While floods are a reality and I had several rivers on this map, I wonder if that's working as intended or perhaps is weighted too heavily. There's no entry for "flood" in the Events folder when I attempted to check, however, so I am not sure how this event is titled such that I could find it.
As with your previous event probability reports, there is nothing special happening with any particular event - there are simply not enough to go around, so you're bound to have swathes of a single event happening sometimes, statistically.
- I have mentioned this before, but I am almost positive that there is something akin to the "Gandhi bug" with war declaration likelihood in the case of "extremely unlikely to declare war," where it errors off the floor and instead rebounds to an extreme likelihood to declare war. In this game, Konrad Adenauer (who is supposed to be a complete pacifist) DoWd me when I had a 0.7 power ratio with him, which admittedly is weaker but not massively so, and then ceaselessly and relentlessly kept declaring war on me without remission. This has always been my experience with him as a leader, where peer-level power is totally disregarded and he fiendishly attacks me even when it's not always advantageous. In every game of mine that he's been in, I've had to just wipe him out or he would continuously do this. While 70% is concerningly weaker, it would be within the range where individual personalities should have bearing, and it seems that in this case, it's either totally irrelevant or actually broken and working the opposite of its nominal description.
TBH, it might well be that K-Mod completely disregards this part of leaders' personality settings or makes its impact negligible. I now know that major pieces of war evaluation code were not modified from vanilla but written from scratch in K-Mod, and you might have noticed I started trying to introduce some sanity into it. Might end up introducing more personality too.
- In regards to the perpetual war and enemy armies camping in your land without doing anything unless you move into their way or provoke them, how about likewise making the wounded soldier event which triggers peace in the event of phony wars to be more likely? The AI wastes money camping its army in your land, but that can still result in kingmaking outcomes which nevertheless alter the balance of power. Wars that aren't actually being fought should be endable, and Karadoc AI's logic will have them demand cities as the only concession for peace, and then simply attack you again, so effectively you have no real option or interaction here. If the event were made likely to fire after a certain amount of time without combat elapses, this problem would have some kind of alleviation.
From what I've seen, the peace events (great mediator and wounded soldier) are very very poorly coded (vanilla!). They usually don't reset the sides' war plans (and generally do nothing but simply force a peace, which is extremely messy from the code perspective) and lead to immediate redeclaration.
- Does "Sit Rep" in the Military Advisor account for or know of war declaration likelihood from leader personalities, or does it only account for power ratios themselves? I'd be curious to know what goes into calculating this value.
I didn't look into its inner workings. Likely power ratios though (might also be outright lying, given my explanation on K-Mod above, as this is a part of BUG mod that generally assumes it is run on vanilla).
- The flags in the Revolution menu are the default for your empire and does not match your dynamic flags displayed elsewhere.
They're civ icon buttons, and are also used in a lot of other places (like trade routes in the city window, the Dawn of Man screen or pedia). There's one per civ and they don't change.
- The unlimited Engineer ability from Labor Union should definitely be capped since Engineers were buffed to be strictly better than Craftsmen on an individual basis (near-equivalent :hammers:, as well as providing 1:science: and 3:gp:!), and the number of "slots" for the latter is supposed to be a meaningful limiter of industrial capacity that has to be invested in. Being able to simply switch to a civic and spam as many Engineers as you want feels like it's at odds with the spirit of RI's industrial system. I preferred their having less utility than Craftsmen, as it was before, since they are an input for Great People.
Sounds like a valid gripe. I'll think about the best way of approaching it.
- Human barbarians seem to be appearing immediately in the game alongside the animals. I saw several Warriors and Archers in the 3000s BC in a recent game, and the latter at least should not be spawning from huts. Were there any changes made to this recently?
Nope, no changes.
- Unfortunately I didn't capture a save for this, but I had revolting slaves move towards a completely undefended city and then not attack it the next turn, presumably because there was no garrison there, as when I did move a defender in place, they then resumed lemming and attacked the city.
:dunno:
Walter, have you considered adding a Sea Peoples event? Something like the Horde, but with a couple barbarian galleys loaded with barb units (promoted with Amphibius?) spawning across multiple civ's coasts? Civs can intercept with their own navy if they can, or else deal with the barbs unloading.
I have considered adding a whole slew of different global disasters for each era, Sea Peoples being one of them. Ultimately decided against those, as the challenges during the game's progress should stem from the actual gameplay and mostly from competing civs themselves, and the "disasters" felt way too extrinsic.

Edit: I realized this deserves a much more detailed answer, but I don't have the time right now, so stay tuned for my "editorial" on historical disasters.
 
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