Realism Invictus

I agree, but on the other hand, I think they will be razed, at least by me
I think that's fine. It's what I often do, too.

My headcanon is that razing a city isn't razing as with Rome razing Carthage or Corinth, but more of a fading away of an old city while a newer/other nearby locality gains prominence in the area under the new rule.
 
Playing with the SVN build (on commit "- Fixed a major bug where AI would try indefinitely to save gold ...") some of the wonders show a purple screen instead of video.
I started a game and used world builder to give me techs and construct as many I could with that civ.... These are the two that didn't work. I didn't find anything strange at first sight in the XML assets... Is this something wrong with the SVN state or would if be an issue with my files?

* Statue of Zeus
* Tomb of Maussolos

1757072360088.png
 
I also like to think that the separatism system is a good balancing factor for warmongering. Not only do you have to either garrison huge numbers of troops that therefore can't be conquering new land or spend a lot of resources on espionage rather than research to suppress the separatism, but you also get -50% commerce from the city for many turns after the conquest due to the provisional government. This means that the city contributes less to your economy right after the conquest, but not in such an annoying way as to have to rebuild all the buildings for hundreds of turns (and centuries of years).

If you want to make it harder, I'd look into reducing the provisional government duration so that you have to deal with separatism more rapidly. But I think it's quite a nice balance as it is right now.

It means that you can't just blitz your way across the world in the early or mid game and rather have to consolidate your gains again and again.
 
Hm, there are times when one looks back and wonders what one was doing. It's a wonder that was working at all, TBH, and it was only doing what I expected it to do by sheer luck. Should be fixed in the next revision; the effect shouldn't apply to human players at all, and lasts for AI (only AI on AI, so if you're Maya, Aztecs should be able to declare war on you) till turn 500, rather than any specific era. Unfortunately, the fix will not be retroactive, but I recommend against updating SVN in an ongoing game anyway.
Thank you very much! I've already seen the commit with the fix.
 
Some ideas (which surely most have already been suggested over the years, so I apologize in advance if that's the case):
  • Limit the number of units per tile. The buffs from different unit types don't add much to strategy when facing a large stack.
  • Further limit the number of units empires can maintain, based more on population than on economy. If fewer pieces are on the board, their value increases, strategic options become more meaningful, and computational needs decrease as the game progresses.
  • Bring back the zones of control from older versions of Civilization (or maybe apply them only to forts, and make the relevant technology available earlier).
  • Add a variant to the leader-changing option upon entering a new era, where instead of choosing, the leader is preassigned based on historical accuracy. I understand this would require new leaders to be added and could be tricky for civilizations that appear later in history (like around 4000 BC). :)
  • Allow air units to deal unlimited damage. It's strange that bombing can't eliminate units. I understand this wouldn’t work for artillery units due to lack of production/location limitations, which could unbalance the game.
  • Extend the 1900–2000 period. Everything moves so fast that many of the technologies in this era can barely be taken advantage of.

I have to say I’m really enjoying the revolution and leader change options in the RI Large scenario, which has always been my favorite. Great work!
 
I'll make a post going into the feedback from other proposed changes later, but I wanted to ask -

In the latest SVN I see "- Vassal civs can now build buildings that require a certain number of a prerequisite building (like Universities for a National University) by building in all their cities rather than a set amount. Should help out small vassal civs a bit"

Why not apply that to all civs? Smaller civs could certainly use the boost.
 
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Oh my.... believe it or not, but I just reinstalled Civ IV after a decade+ and discovered this mod. It blows my mind. Just started a game as the Armenians, played until 0AD. Feeling the urge to restart and try another Civ. And another :-) Kept me up until 1AM which has not happened with a game for a loooong time. ("Just one more turn"). Spectacular. Thank you to everybody involved and contributing. You've created something awesome!
 
Playing with the SVN build (on commit "- Fixed a major bug where AI would try indefinitely to save gold ...") some of the wonders show a purple screen instead of video.
That's on me, wrong path to the actual movies. Fixed for the next revision.
Some ideas
Unfortunately, all of them, while admittedly nice to have, require far more work to implement than I can hope to invest.
In the latest SVN I see "- Vassal civs can now build buildings that require a certain number of a prerequisite building (like Universities for a National University) by building in all their cities rather than a set amount. Should help out small vassal civs a bit"

Why not apply that to all civs? Smaller civs could certainly use the boost.
Discussed already. I see no reason to artificially prop up civs that are too small for their own good. If you're not a vassal, you need to expand to have enough cities to build those. A vassal often doesn't have that option.
Oh my.... believe it or not, but I just reinstalled Civ IV after a decade+ and discovered this mod. It blows my mind. Just started a game as the Armenians, played until 0AD. Feeling the urge to restart and try another Civ. And another :-) Kept me up until 1AM which has not happened with a game for a loooong time. ("Just one more turn"). Spectacular. Thank you to everybody involved and contributing. You've created something awesome!
Thanks! It's always nice to hear that. Are you on the release version or on SVN?
 
I cannot load any saves in the release version of RI.

I just downloaded the new version last night and played for a few hours. I had been playing on an older version before then. Went to play again today and my saves crash when trying to load them.

I also get this weird message whenever I try to load a save that "Realism Invictus must be loaded first", despite already being on the RI version of the game. I know its the RI version because it says Realism Invictus on the title splash and has the music for the mod.

Can anyone help? Am I doing something wrong when trying to load game? All I did was click load game and try two different saves, a manual and an auto save. Both crashed.

Note: I am not using any other mods whatsoever, only RI. I haven't made any adjustments to the files either.
 
Walter, would you appreciate contributions in the form of new/updated 'pedia pages explaining RI game mechanics?
Absolutely. You may have noticed that some are in a bad need of updating, and not just in the "Concepts" section. Some traits, for instance, have lots of stuff that is only pertinent to vanilla. You can simply add/edit relevant XML entries and send the modified XML files to me. It's something I know needs to be done, but I've been kicking it down the road since forever myself.
I cannot load any saves in the release version of RI.
Let's start with a bit more info. What is your OS? Are you running the Steam version? If you are, have you reverted to the original BtS version in Steam betas? Did you move/rename the mod folder (I guess that's covered by "no file adjustments", but just to be sure)? Does your BtS path contain non-standard/latin characters?
 
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