Realism Invictus

I want to try BarbarianCiv option instead of Revolutions in my next game and I have two question about the option:

1) If I play a game where all civs start in the Old World, do barbarian cities in the New World settle down into new civs after the contact with a civilization from Old World? Or maybe they can settle down even before the contact?

2) If I don’t play with keep the New World empty option (so there are starting civs in New World too) - does it mean that a barbarian city/cities on some remote archipelago can also settle down? And is there any time limit after which new civs can no longer spawn?
Civs don't settle until there is a civ present on their landmass. Moreover, in a New World scenario, they will not settle immediately so one will have time to establish a colonial foothold, and the same will be true for any leftover barbarians in the Old World (the settle chances are drastically reduced and capped if any civ present on the landmass knows Shipyards). There is no set timer after which new civs can't settle, but in practice, there are almost no new barbarian cities from a certain point in time onwards, so unless there is a New World present, by the medieval era all the settling is usually done with.
 
Another quick question - I used to play custom games with all 34 civs as starting ones. What if I increase the number of starting civs to 55? Will non-playable civs (like Holland, Portugal, Israel etc.) be also present on map right from the beginning of the game? 🙂
 
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I don't know as I never experimented with that, but my guess is that you'll get multiple copies of playable civs.
Yes, you are right. This is what happened when I tested it 🙂
But it would be great to have a possibility to start a game with all playable civs + 21 non-playable, with a condition that non-playable civs can’t settle new cities until reaching certain technology (just like in World Map scenario) They would be like city states which can expand only by conquest until certain period 😉
 
I played for derivative civilizations on a huge world map, and they can establish a city with any technology, but their capital is built automatically, and it would be beneficial for me to build it 1 square to the left, but I can't, such a minor bug
 
Coming back to RI after not playing much for the past few months. I started some games on the most recent SVN and am getting an issue where my civ's theme is constantly playing on top of any other sound. As in, the general era-specific music is still playing, but the civ theme is playing on top of it and louder. And it persists. Not only on end within the game, and across eras, but if I exit to the main menu, it's still playing over the menu. I like the civs' theme songs, but hearing the same 30 or so second clip of music over and over again while playing is becoming terribly grating...

On the bright side, I seem to be able to exit from a game to the main menu now without the game crashing, like it used to do.

Edit: I ran an experiment and started several new games in a row, and ended up with Persia's theme playing over the US's theme playing over Carthage's theme, which was playing over the ancient era music. :grouphug:

Edit 2: Exiting the game entirely, restarting, then loading a save doesn't have the same problem. So only an issue when starting a new game.
 
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Oh, I've encountered kinda the same bug : when having a leader's screen open (talking with him, trading, ect...), the theme song of this leader will play.
But if I linger long enough with him, his theme song will loop AND the standard background music will sometime start again. So the 2 audio will play at the same time.

Very minor bug obviously as you need to spend more than a minute (or whatever the duration of a leader specific theme song is) to encounter is, but Y made me think about it.
Also it doesn't happens every time, which makes me believe it's not intended behaviour.
 
Ok, that is strange, as I don't think I ever touched any audio-related code (not just recently, but, like, ever). This one will be fun to debug. Concrete steps to reproduce all of the above will be very welcome.
Coming back to RI after not playing much for the past few months. I started some games on the most recent SVN and am getting an issue where my civ's theme is constantly playing on top of any other sound. As in, the general era-specific music is still playing, but the civ theme is playing on top of it and louder. And it persists. Not only on end within the game, and across eras, but if I exit to the main menu, it's still playing over the menu. I like the civs' theme songs, but hearing the same 30 or so second clip of music over and over again while playing is becoming terribly grating...

On the bright side, I seem to be able to exit from a game to the main menu now without the game crashing, like it used to do.

Edit: I ran an experiment and started several new games in a row, and ended up with Persia's theme playing over the US's theme playing over Carthage's theme, which was playing over the ancient era music.
:grouphug:


Edit 2: Exiting the game entirely, restarting, then loading a save doesn't have the same problem. So only an issue when starting a new game.
I can't reproduce this simply by starting.
 
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I would like to share some more thoughts about Revolutions options - it seems I was too optimistic about it in my previous posts😆
I have run several AI autoplay games on giant (6000-7500 landtiles) maps to test Revolutions. The problem with revolutions is actually not that empires may split in modern age - the splits don’t occur too often, they occur mainly during switching civics while at war (but of course the fact that it happens almost exclusively during changing civics is kinda sad). Besides this, revolutions are not fatal, AI almost always recovers by taking back most of its revolted cities (even if 1/3 of cities have splited) while vassalizing what have remained from rebel civilization. The reason for this is that revolting civilizations are usually quite inferior compared to original civilisation, even if they control a big number of cities just after the revolution broke out.
But here is what I see as a main problem with revolutions: starting from modern age AI spends huge amounts of money in order to fight revolutions. Usually while at war AI moves tech spending slider to 0% for many consecutive turns. I guess it spends the saved money to bribe cities to not revolt, because if AI for example saves 1500 gold per turn, this sum is not added to its treasury, it is immediately spent (I see no other logical reason where AI could spend such a huge amounts of saved money each turn). Because of this, while tech discovery time closely correlates with the historical discovery date of technologies during most part of the game, it starts to fall well behind of time from the modern age on.
Summarising, I would say that AI have learned how to fight sepatism, but in modern age AI achieves it mainly by spending huge amounts of money that is diverted from science.
 
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Ok, that is strange, as I don't think I ever touched any audio-related code (not just recently, but, like, ever). This one will be fun to debug. Concrete steps to reproduce all of the above will be very welcome.

Unsure what to add for my audio bug : it's really random, and just seems to appears when I stay too long on a Leader's screen. I don't remember it happening when opening the Leader's screen, only after some amount of time have pass by (so, I guess, after the first loop of that Leader's theme music is looping).

Note that it could very be a problem on my side : I'm playing with a headset that sometime does wonky stuff with multiple audio channels. If I'm the only one to experiment that bug, it's probably a "me" problemo.
 
Oh, I've encountered kinda the same bug : when having a leader's screen open (talking with him, trading, ect...), the theme song of this leader will play.
But if I linger long enough with him, his theme song will loop AND the standard background music will sometime start again. So the 2 audio will play at the same time.

Very minor bug obviously as you need to spend more than a minute (or whatever the duration of a leader specific theme song is) to encounter is, but Y made me think about it.
Also it doesn't happens every time, which makes me believe it's not intended behaviour.
Weird! I just tried that in my game and can't say I have the same issue.

Ok, that is strange, as I don't think I ever touched any audio-related code (not just recently, but, like, ever). This one will be fun to debug. Concrete steps to reproduce all of the above will be very welcome.

I can't reproduce this simply by starting.
I'll experiment a bit with it later to see if I can find any patterns or useful steps beyond "start a new game". Could also be a thing on my end, since I have an unusual setup (playing on mac using wine--i imagine that can lead to all sorts of edge case weirdness).
 
Oh, and seems that right now I can create unlimited national units, so long as I queue them up before I reach the unit limit. If I reach the limit the queue will continue to build, but if I clear the queue, it won't let me queue up more.
 
Oh, and seems that right now I can create unlimited national units, so long as I queue them up before I reach the unit limit. If I reach the limit the queue will continue to build, but if I clear the queue, it won't let me queue up more.

Yeah, this happens for me too. I tested it recently, and though you can queue them indefinitely, it actually prevents you from building your final one as per the nominal limit and gives you the "Cannot continue producing ..." validation at Limit -1, if I remember correctly.
 
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Walter, I want to say thank you for all your hard and incredible work on Realism Invictus. I've spent thousands of hours on Civ 1, 2, 3, 5 and 6. I skipped Civilization 4 (which I regret) when it first came out due to life reasons at the time and only recently bought it on Steam. I am addicted to RI. Thank you again!
 
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Yeah, this happens for me too. I tested it recently, and though you can queue them indefinitely, it actually prevents you from building your final one as per the nominal limit and gives you the "Cannot continue producing ..." validation at Limit -1, if I remember correctly.
Ahh, I see what you mean. Yeah, it stops production after you spend a turn trying to build it.
 
I've think I've got a savefile to test the audio bug thingy I spoke of yesterday.
If you launch the attached save and skip turn, you should have Suryavarman II popping up at the beginning of the next turn, asking for war with Poland.

Well, at least on my computer, if I stay for a few minutes with his leader's screen open and his theme song playing, I will end up having the default medieval music that start playing on the background, having both his theme song and the medieval song playing at the same time. Medieval song will be softer than his theme song.

Let me know if you can reproduce it on your side, or if it's only my headset playing tricks on me :mischief:
 

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Coming back to RI after not playing much for the past few months. I started some games on the most recent SVN and am getting an issue where my civ's theme is constantly playing on top of any other sound. As in, the general era-specific music is still playing, but the civ theme is playing on top of it and louder. And it persists. Not only on end within the game, and across eras, but if I exit to the main menu, it's still playing over the menu. I like the civs' theme songs, but hearing the same 30 or so second clip of music over and over again while playing is becoming terribly grating...

On the bright side, I seem to be able to exit from a game to the main menu now without the game crashing, like it used to do.

Edit: I ran an experiment and started several new games in a row, and ended up with Persia's theme playing over the US's theme playing over Carthage's theme, which was playing over the ancient era music. :grouphug:

Edit 2: Exiting the game entirely, restarting, then loading a save doesn't have the same problem. So only an issue when starting a new game.
Played around a bit and it seems local to my own changes. If I play the SVN as-is I don't get this issue, but if I apply my changes on top of it I get it. But I have no idea what changes I've made could have caused this. I'll try making a fresh copy later and see if it persists when I make my changes there.
 
Did you edit any audio-related XML files/entries? It would be interesting indeed to find the cause of that bug, even though I am relieved that it's nothing on my side.
Nope, or at least not that I'm aware. I've only modified the files below, and the changes predate the music bug happening.

Assets/Python/Components/BarbCiv.py
Assets/Python/Screens/CvPediaPage.py
Assets/Python/Screens/CvPediaUnit.py
Assets/RealisticTerrain.FPK
Assets/XML/Civilizations/CIV4CivilizationInfos.xml
Assets/XML/GameInfo/CIV4HandicapInfo.xml
Assets/XML/GameInfo/CIV4WorldInfo.xml
Assets/XML/Text/Civilopedia.xml
Assets/XML/Units/CIV4UnitInfos.xml
PrivateMaps/RY_Totestra.py (new file)

I'm using Git as local version control on top of SVN, so I'm wondering if anything weird happened there the last time I rebased on top of the new SVN changes and there's some weird metadata on the current branch. When I have time later I'll start a fresh branch off of the current SVN version and apply my changes as they are on top of it and see if the problem persists.

But what's really interesting is that I can consistently quit to main menu without a crash despite all the art assets loading as individual files. That almost makes it worth keeping the bug, if only the bug didn't manifest in a way that required me to restart the game anyway.:twitch: It also raises a question of whether the crash to main menu is related to unloading the music files and not the art assets.
 
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