Realism Invictus

Ok thanks, will check how to do it through world builder later, not referring to adding resources manually of course but get such a resource placement through map generation.
 
Aye Aye Sir. Think it's probably better to enter my Galley.... uhhhh :shifty:Sailboat. Oh no, I mean my Trireme:beer:.......
 
Is there a way to turn off Globe View after the map has been centered? I'm debating whether to play on 3:2 or 2:1 ratio maps and my main objection with the former is that the "Earth" looks like a big egg.
 
@TheBirdMan stop confusing people! :lol: "Trireme" is the old name of a unit class that is now called "Galley" (I tried moving from culture-specific to more neutral names). The text is just a remnant of that; I'll fix the mention.

Okay, that explains it better, as I was confused as hell reading Thebird screenshot and trying to understand where the reference to Trirems was >_<"

On another topic : I'm slowly working my way in the Middle Age and I can't help but notice that Monarchy seems a bit... lackluster ?
It gives a lot of hapiness, right, but so does the Republic (with the added bonus of having +% of great people generation).

Monarchy could be better for huge empire, as republic doesn't scale well pass 5 cities, but between a few wonders, religious building and the luxuries ressources I don't see myself needing more :) anytime soon.

Autocratie is good for military production boost, confederation is good for the economic with the low upkeep, republic is good for great people generation...
But what is the "niche" of monarchy ? Is it really only a hapiness boost for huge empire without access to others sources of it ? Or is it intended to only bloom once you have the constitutionnal monarchy and all the bonus it adds to that gov ?
 
Is there a way to turn off Globe View after the map has been centered? I'm debating whether to play on 3:2 or 2:1 ratio maps and my main objection with the former is that the "Earth" looks like a big egg.
Only if you turn map warping off, IIRC. Or just don't zoom out that much - I don't recall the last time I actually saw the globe view when playing.
On another topic : I'm slowly working my way in the Middle Age and I can't help but notice that Monarchy seems a bit... lackluster ?
It's kind of the "default" option. It's a civic that works well unless you have a specific thing you need to cover with something else. Its "advantage" is its lack of disadvantages, basically. Or think of it as a "big empire with decent economy" niche. The "problem" with lower upkeep costs and higher happiness is more psychological than real - they don't register as something "special", even though Monarchy is in many cases the best choice for a particular situation.
 
Okay, that explains it better, as I was confused as hell reading Thebird screenshot and trying to understand where the reference to Trirems was >_<"
I had the same type of problem fumbling 'round between those names when I started to mod a little of my own - until I in the xml-codes found that the Trireme had to be the shiptype I in the game itself knew as the Galley......

Anyway - looks like it will be fixed.
 
Another not very important, but still very odd bug 🙂 I am playing a CUSTOM game with Egypt, everything is fine. I just decided to check Egyptian starting position in Huge World Map scenario (I am going to play Worldmap scenario with them afterwards). Done, I just opened the scenario, and quited not even playing a turn. But after loading my custom game I noticed that tech cost became much higher, now it includes ahead of time penalty, even if I was playing with this option off. I reloaded several times, the problem persisted. But the problem is solved after restarting the Civ4 😉
P.S. And it wasn’t even a “normal” ahead of time penalty due to actually being ahead of time - it was showing +300% penalty, even if the technology I am researching corresponds to its historical timeline.
 
Last edited:
The "problem" with lower upkeep costs and higher happiness is more psychological than real - they don't register as something "special", even though Monarchy is in many cases the best choice for a particular situation.

Yeah, I was lucky to have a few hapiness wonders (theater of dyonisos from a great people and colyseum later) so I can see why I find a "mere" +3 hapiness lackluster. Would be a lot more interesting if I hadn't been the one landing those wonders.
 
I was going over the stats for the Mortar and I think the Cost needs a nerf. When you consider that it can only be upgraded to the same tech Light Artillery or Heavy Artillery and costs the same as the Light Artillery to produce. But over all much worse than the Light Artillery. I understand the it can be made without the Artillery resource, but still it should be cheaper to produce a unit than the Light Artillery. Especially since you will have to pay to upgrade it to the other types of Artillery once you get the resource.
 
Another not very important, but still very odd bug 🙂 I am playing a CUSTOM game with Egypt, everything is fine. I just decided to check Egyptian starting position in Huge World Map scenario (I am going to play Worldmap scenario with them afterwards). Done, I just opened the scenario, and quited not even playing a turn. But after loading my custom game I noticed that tech cost became much higher, now it includes ahead of time penalty, even if I was playing with this option off. I reloaded several times, the problem persisted. But the problem is solved after restarting the Civ4 😉
P.S. And it wasn’t even a “normal” ahead of time penalty due to actually being ahead of time - it was showing +300% penalty, even if the technology I am researching corresponds to its historical timeline.
Interesting. Are you able to reproduce it on a consistent basis?
I was going over the stats for the Mortar and I think the Cost needs a nerf. When you consider that it can only be upgraded to the same tech Light Artillery or Heavy Artillery and costs the same as the Light Artillery to produce. But over all much worse than the Light Artillery. I understand the it can be made without the Artillery resource, but still it should be cheaper to produce a unit than the Light Artillery. Especially since you will have to pay to upgrade it to the other types of Artillery once you get the resource.
This is by design. It's supposed to have strictly no advantages over having proper artillery. It's a stopgap unit to prevent civs in question from ridiculously reverting to trebuchets if they have no industrial resources.
 
Can you combine this mod with another, what mods are compatible with it? Thinking of Next War for example to add a futuristic setting after a standard game.
 
I think that changing leaders at era change does not correctly apply all the leader's traits.
Attached save: RI full installer, 3.72 , no SVN. Only minor xml value tweaks on my part. Tried exiting game, clearing cache, reloading, no results.
Go forward a couple turns, discover Mining to enter Classical Era, choose Baibars as new leader, who with the Conqueror trait should give +2 rural logistics.
I haven't seen the increase in the logistics limits. Actually, it decreases by 1 !
And I can't find in the WB any kind of option to at least set it manually.
Tested changing to other leaders: e.g. Ptolemy Soter works correctly, the logistics remain unchanged and the golden age is correctly increased (there's a Great Merchant in Waset to test GA length).

Thanks for any help
 

Attachments

I guess so, I can check it again. Maybe it has something to do with the fact that I was using the same civilization and the same leader
Asking because I can't reproduce that. I'll need a more detailed instruction if you can.
Can you combine this mod with another, what mods are compatible with it? Thinking of Next War for example to add a futuristic setting after a standard game.
No.
I think that changing leaders at era change does not correctly apply all the leader's traits.
Attached save: RI full installer, 3.72 , no SVN. Only minor xml value tweaks on my part. Tried exiting game, clearing cache, reloading, no results.
Go forward a couple turns, discover Mining to enter Classical Era, choose Baibars as new leader, who with the Conqueror trait should give +2 rural logistics.
I haven't seen the increase in the logistics limits. Actually, it decreases by 1 !
And I can't find in the WB any kind of option to at least set it manually.
Tested changing to other leaders: e.g. Ptolemy Soter works correctly, the logistics remain unchanged and the golden age is correctly increased (there's a Great Merchant in Waset to test GA length).

Thanks for any help
That's because I'm dumb and used the wrong sign for applying logistics changes on leader change, so it can only ever go down. Since this is a significant bug, I guess I'll have to release another hotfix version...
 
Hi everyone,

I’d like to report a possible bug in the latest version of Realism Invictus. I was playing with Diplomatic Victory enabled, and after building the Apostolic Palace, something strange happened.

We had the vote to choose the Apostolic Palace leader, but after that, no proposals or resolutions ever came up for a vote. The game just continued with the leader in place, but no further actions or decisions were possible. This is the first time I’ve seen this issue, and it only started happening after the latest update.


Edit: Not sure if it's relevant, but I played multiplayer game.
 
Last edited:
Returning to RI after more than a year break - I would like to say that the mod became even more fantastic! Especially a lot of work have been done with the Revolution option - it is very playable now and runs very smoothly (it doesn’t slow the game as before). AI handles revolutions almost perfectly - if before I was complaining that there are too many revolutions, now I wouldn’t mind to see slightly more revolutions 🙂
My only concern about revolutions is that they occur almost exclusively during switching the civics in modern age (you can see some superpowers losing 1/3 - 1/2 of its cities when changing civics). I mean the frequency of revolutions is ok (I would even say it wouldn’t hurt to see more revolutions before modern age). But starting with modern age you can see some “silly” collapses just because of civic switch.
I am playing Giant size Totestra with 6000-7000 landtiles where superpowers have 20-40 cities in modern age.
 
Last edited:
That's because I'm dumb and used the wrong sign for applying logistics changes on leader change, so it can only ever go down. Since this is a significant bug, I guess I'll have to release another hotfix version...
Finding and solving a bug is always positive! Glad it's something easy to solve.
Is it something in the dll or just a value in a xml or python file?
 
Back
Top Bottom