Realism Invictus

Would there happen to be an online tech tree or something, so I could plan out my games in advance? An interactive one(With tooltips when you hover over something, like ingame) or just a picture would do.
 
Yes, unless you don't have a copy of the game on hand =P

Edit:
Doesn't realism invictus have an irc? I remember reading about it somewhere. What's the address/port/room?
 
This mod is really well done. The fact that you guys added so much without it feeling bloated is awesome.
 
Once again, none that I know of. I don't even have an IRC client or whatever installed. :)

I must be thinking of the powder toy then. My bad =P. An irc would be awesome though, so people could talk about strategies, suggestions, etc in real time. I'm sure with the amount of traffic this thread gets it wouldn't be TOO dead.


(By the way, update the homepage of the site that the Realism Invictus forums are on. It's still talking about warlords =P)
 
Talking about "avoid growth" button, in Master of Mana -mod I saw two godly revisions of that: "Avoid unhappiness" (next to happyface in cityscreen) and "Avoid unhealthiness" (next to health in cityscreen) which avoided city growth only if city was becoming unhappy/unhealthy.

Those buttons reduced micromanagement a lot and I would love to see them in this mod also (even though before era changes you want to make sure to have some extra happiness and health).
 
Talking about "avoid growth" button, in Master of Mana -mod I saw two godly revisions of that: "Avoid unhappiness" (next to happyface in cityscreen) and "Avoid unhealthiness" (next to health in cityscreen) which avoided city growth only if city was becoming unhappy/unhealthy.

Those buttons reduced micromanagement a lot and I would love to see them in this mod also (even though before era changes you want to make sure to have some extra happiness and health).

BUG warns you if a city is going to become unhappy/unhealthy next turn. These buttons sound cool, though, we'll make a note and keep them in mind.
 
Talking about "avoid growth" button, in Master of Mana -mod I saw two godly revisions of that: "Avoid unhappiness" (next to happyface in cityscreen) and "Avoid unhealthiness" (next to health in cityscreen) which avoided city growth only if city was becoming unhappy/unhealthy.

Those buttons reduced micromanagement a lot and I would love to see them in this mod also (even though before era changes you want to make sure to have some extra happiness and health).

+1
Great idea.
Off topic: I've gotten halfway through my first full game of Realism Invictus! Hopefully if I can keep my power numbers up I'll soon have a big enough tech advantage to take out the nearby AI.
 
Wow, this mod is exceptional kudos to all involved. Thank you for taking the game to the next level. Any plans of perhaps doing a mod like this for V eventually?
 
Just won my first playthrough with time on the world map...was just entering the modern era. One thing that bugged me was how close railway and electrical railway was to each other, by the time i had the second it had already taken my automated workers considerable time to make only half of my empire's tiles rail. I think the roads system is unballenced and change takes too long, a suggestion would be to be able to upgrade the road to a newer version instead of wiping it out first, say 1 or 2 turns to electify normal rails or to pave a normal road.
 
Great to hear. Without bashing Civ 5 (Which I have not played) I've read nearly ever post and the dumbing down for the masses approach is almost sacralige to civ veterns. Long live the Civ 4 mods!

The mistake people make with comparing CivIV and CivV is akin to how people compared Win98 and Win2k...its two completely different kinds of game that needs to be played in two completely different ways. The one big problem with it is somehow you need a uber i7 for the CivV ai to efficiantly run its course, the same could be said for this mod except CivV does not have emmense complexity as an excuse. CivV runs like a car driven by a vain idiot, its so focussed on looking pretty it runs into walls because it cant stop looking into the mirror.
 
Just won my first playthrough with time on the world map...was just entering the modern era. One thing that bugged me was how close railway and electrical railway was to each other, by the time i had the second it had already taken my automated workers considerable time to make only half of my empire's tiles rail. I think the roads system is unballenced and change takes too long, a suggestion would be to be able to upgrade the road to a newer version instead of wiping it out first, say 1 or 2 turns to electify normal rails or to pave a normal road.

Well, I think it is more or less fair the way it is now. You should not be able to paint your empire with railroads; you have to choose strategic routes to prioritize.

Oh, and guys, please try to keep Civ5 out of this thread - it is a thread devoted to a Civ4 mod, so Civ5 vs Civ4 discussions are quite off-topic here.
 
Some more feedback. Have to say that I'm really enjoying the BtS version of the mod.

- Killing Barbarian units doesn't produce slaves if you're running Slavery. I can sort of understand Revolting Slaves not generating Slaves if you defeat them (they're untrustworthy, make an example of them etc) but raiding Barbarian peoples for slaves is a long running tradition. Bug, or working as intended?

- Air units aren't gaining exp. They will gain it from Airbases, but they don't recieve exp for bombing units or destroying them. Side note: tactical bombers are awesome. I love being able to sink ships and wipe out targets from the air. Oh, and Chinooks? AWESOME.

- The new road system is cool, but if you don't have stone, it's really crippling to be limited to 1/2 movement roads until coal comes along. Perhaps an early wonder could be added that gives 1 stone? Something around late Classical?

- The wonders that unlock all Civic options just feel a bit UP to me. Maybe it's just my playstyle. Das Kapital is basically only useful for getting State Property early, and even then you can't build Agriculural Subsidies under later. Welfare State is too reliant on lots of buildings that show up much later on than Kapital being built. The same can be said of the Pagoda. It can be useful to get Theocracy early, but if you're going for early conquests the minus to gold can be crippling, since quite often the limiting factor in the early game is money. Free Religion is only useful if you've founded a heap of religions. Personally I find it far too niche, but then again the same could be said of City States. At least the option is there. State Atheism runs into the same issue as Welfare State: it's great late game when you have the buildings that add happiness, but early on, you simply don't have them. Bear in mind that I'm not saying the Civics themselves are UP, just the wonders themselves.

The rest of my feedback is things like Diplo victory not working and so forth which have already been mentioned. Awesome work on the mod guys and I look forward to 3.1!
 
The problem with that is worker automation

Well, as I said, the idea is for player to place railroads strategically, instead of leaving workers on automate (or having lots workers, alternatively).

Some more feedback. Have to say that I'm really enjoying the BtS version of the mod.

- Killing Barbarian units doesn't produce slaves if you're running Slavery. I can sort of understand Revolting Slaves not generating Slaves if you defeat them (they're untrustworthy, make an example of them etc) but raiding Barbarian peoples for slaves is a long running tradition. Bug, or working as intended?

Noted as a possible bug.

- Air units aren't gaining exp. They will gain it from Airbases, but they don't recieve exp for bombing units or destroying them. Side note: tactical bombers are awesome. I love being able to sink ships and wipe out targets from the air. Oh, and Chinooks? AWESOME.

Once again, noted as a possible bug.

- The new road system is cool, but if you don't have stone, it's really crippling to be limited to 1/2 movement roads until coal comes along. Perhaps an early wonder could be added that gives 1 stone? Something around late Classical?

Very intentional. You either have good roads or you don't have them. Actually, brick factories were a bit of afterthought. In classical era, very few civs constructed quality roads.

- The wonders that unlock all Civic options just feel a bit UP to me. Maybe it's just my playstyle. Das Kapital is basically only useful for getting State Property early, and even then you can't build Agriculural Subsidies under later. Welfare State is too reliant on lots of buildings that show up much later on than Kapital being built. The same can be said of the Pagoda. It can be useful to get Theocracy early, but if you're going for early conquests the minus to gold can be crippling, since quite often the limiting factor in the early game is money. Free Religion is only useful if you've founded a heap of religions. Personally I find it far too niche, but then again the same could be said of City States. At least the option is there. State Atheism runs into the same issue as Welfare State: it's great late game when you have the buildings that add happiness, but early on, you simply don't have them. Bear in mind that I'm not saying the Civics themselves are UP, just the wonders themselves.

I agree that they're quite niche, but certainly not UP. The real purpose of Kapital is certainly gettting State Property earlier, and as for the other one, let me give you the idea: start on an isolated island, found no religion, run State Atheism. Also, if you're Spiritual, switching between civics at will is very powerful.
 
The new road system is cool, but if you don't have stone, it's really crippling to be limited to 1/2 movement roads until coal comes along. Perhaps an early wonder could be added that gives 1 stone? Something around late Classical?

I give you a realistic example: my country, France.

All along the middle age, no paved road were built by the Kings of France. Most of the roads were mud/dust/earth roads unless those built under the Roman Empire.

Our first thought was to allow the paved roads by the "classical" way: only if you have a stone ressource. It was decided to add a wonder that gives a free stone ressource to permit the built of such roads during the Renaissance era. It means that all along the middle age, you have to do with "poor" roads...
 
I know it varies greatly from civ to civ, but as a rule of thumb, roughly how many cities should you have by each era. I accidentally entered the medieval era in my game(so extremely early), and I only have 3 cities. Each of those cities are really good, but the ai beside me has like 6-8 cites.
 
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