Realism Invictus

Congratulations on the RI Team for the awesome mod you have made, realy great! It is not perfect, but civ4bts with this mod is the best game of civ there exists imo.

I noticed a bug that was also already mentioned more than one year ago on post #6744:

It's that seafarer leaders on the world maps scenarios are not geting the extra trade route on coastal cities. Is it possible to be fixed?

Thank you very much and congratulations again!
 
Спасибо авторам за интересный мод. Играю в него много лет. Надеюсь увидеть новую версию!
Небольшие предложения:1. ввести юнитам награду за победу над генералом или мировым юнитом.
2 В захваченных провинциях набирать национальных юнитов. 3. Набирать наемников или покупать национальные юниты . 4 Дипломатия - захваченный город можно подарить, возможно ли изменить что бы было можно торговать им или что бы ИИ выкупал его?
 
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How do I hurry production with slave labour?
I am playing Aztec, got various buildings that halve pop unhappiness for "Sacrifice Population" (presumably this is hurry production - slavery) but no clue how to "Sacrifice Population". The button is grayed out.
I can use slaves captured in battle, but that isnt the same thing.
 
How do I hurry production with slave labour?
I am playing Aztec, got various buildings that halve pop unhappiness for "Sacrifice Population" (presumably this is hurry production - slavery) but no clue how to "Sacrifice Population". The button is grayed out.
I can use slaves captured in battle, but that isnt the same thing.

Same, never had noticed because i thought it was necessary to run slavery, which i usualy dont because i dont like to have to fight the rebels, but also running slavery the "hurry production button by sacrificing population" is still not enabled.
 
Played all the way through to Forced Labour, still grayed out. On mouse over it shows that it should be enabled, but it is grayed out.
 
Importantly, with the epidemic machanic, high population is nearly impossible until the late game. This makes whipping a very good idea; instead of growing and dying a turn later to some random epidemic.
 
This is why I don't run slavery. You have to waste worker turns on slave farms,and hammers on slave markets,you need strong garrison in every city and slavery becomes obsolete pretty fast. Happiness is also problem early in the game. You don't need size 12 city if it has 4 angry citizens.
 
iirc: Hurrying production with population got disabled way back because the AI just ran its cities to the ground with it too often.
 
Well without it, I can't build cities. (Playing on Deity)
The population of my capital city is stuck at 6-9 until the industrial era because the pops keep dying due to epidemic.
Secondary cities are even worse.
If I put my pops onto food = no buildings or troops except for crappy Levies etc
If I put my pops onto commerce or production = no pops & no buildings or troops except for crappy Levies etc
- My current game, my capital has 3 x deer, 2 x crab, and a river. Legendary level starting position. Population can not exceed 7, got heaps of food, but they just die. Cant put them onto production or the pops die in an instant.
No rush production means I cant build the buildings needed to sorta reduce epidemic or build anything else for that matter. The enemy is literally building 10-1 units and they are more advanced. Sure its deity, but come on.
Every play though I can only last until the arival of gunpowder, fusillers units etc. Even that is only achieved by constantly reloading.
 
I... In all honesty I cannot for the life of me understand people who complain that the game is nearly impossible to play on Deity. Isn't it supposed to be?
 
Haven't looked at the XML yet, but I'm guessing Sacrifice Pop was just disabled by removing it from all civics. You should be able turn it back on by going to civ4civicinfos.xml, and adding
Code:
            <Hurrys>
                <Hurry>
                    <HurryType>HURRY_POPULATION</HurryType>
                    <bHurry>1</bHurry>
                </Hurry>
            </Hurrys>
to the relevant part of the slavery and/or forced labor civics
 
Lol, yes Deity is supposed to be nearly absolutely impossible. But there is still supposed to be some tiny chance isnt there?

Thanks for the XML advice, I will look it up
 
Lol, yes Deity is supposed to be nearly absolutely impossible. But there is still supposed to be some tiny chance isnt there?

And there is, but RI is so different from vanilla that standard strategy is in most cases useless here. Try something new, other strategy on other difficulty setting and when you master it try Deity.
 
Lol, yes Deity is supposed to be nearly absolutely impossible. But there is still supposed to be some tiny chance isnt there?

Thanks for the XML advice, I will look it up
Be warned, modding RI will become your new hobby instead of RI
 
This is why I don't run slavery. You have to waste worker turns on slave farms,and hammers on slave markets,you need strong garrison in every city and slavery becomes obsolete pretty fast.
Slavery does allow you to passively capture "slaves" during combat, which can be used as a half-speed Worker or can be consumed by a city to hurry production. This is most useful to quickly build essential buildings in newly captured cities (2 or 3 slaves can get you a theater in 1 turn, a couple more can get walls up fast). Also, the slave revolts are an excellent source of Great General and unit Experience points. Still, I generally only run slavery if I'm dragged into prolonged war(s) during that time frame, otherwise I just tough it out until Serfdom is available.
 
Me and my friend had success getting rid of OOS by creating a virtaul LAN and disabling events. We play on (Don't select) size (same as huge but with bigger research penalty/city costs) with 10 total players. Have come throughhalf of industrial era without desync. We also got rid of loading games getting OOS. Steam multiplayer coordinator sucks. Create a LAN. You can search my post history to find the solution we use.

Hope you have fun playing RI. It's a great mod! And more fun to play with a friend.

My son and I have played a lot of multiplayer using Realism, Windows 10 64bit we had a lot of Out of Sync issues, we created partitions on our systems and installed Windows 7 64bit and we never had a out of sync issue, it's doesn't seem to like windows 10.
 
So I didnt end up modding Sacrifice Pops back in.
But I did learn how to sorta survive ish sometimes.

"Attack Forts" are a new thing. i.e., Dont fight at your cities. Instead, rush build a fort next to the incoming enemy stack, and use its insane bonuses to level the field. Worst case, let them take your city, but keep your army outside it in a fort. With a few city raider promotions + fort bonuses, even the most advanced main battle tank can be killed by 3 generations obsolete **** infantry.
The enemy wont move on because your army is "threatening the city"

Also, forget all great people except for Prophets, Gold + Production bonuses are critical.
Cottages are a waste of time - Enemy just pillage them down anyway - Build farms, pops die but it is possible to grind out great prophets over time.
Focus Espionage against one nearby weaker enemy - Steal tech - Everybody else WILL be light years ahead even if they only have one ice-locked city so its guarrentied to have stealable tech.
If you dont have atleast one of horses/copper/iron nearby on start, just abandon the game

Asuming conquest victory, DISABLE INFLATION - your game is going to take a very long time and if you can hold out against the enemies inflation will kill your nation. My last game I was spending 1500 gold on inflation, no way to reduce, mitigate or you know have DEFLATION (Its a real thing for hard working real world countries that arent obsesed with socialist ideas) - Its a stupid mechanic implemented by people who do not understand inflation anyway
 
There needs to be a building that produces sulphur. Have Coal, Iron, Oil, Uranium, Aluminium, I can build Jet Fighters, but cant build a single tank, because - Tanks need "Artillery", which needs Sulphur.....? Sure early on, but after awhile
 
How complete is the svn version compare to what is going to be the release of 3.5?
 
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