Personally, I've tried Realism Invictus, and I find the flavor units to be REALLY confusing. I see some of them have small differences, but it seems every civilization has a unique unit to replace every basic unit. I'd save the different units for the National Units.
i see your point but historically every nation has different unit and even the same units were not the same
Hydromancerx i thing this mod is very special and has some things that will make this great mod even greater.for example
leader drawbacks
Leader drawbacks
In addition to two positive leader traits, each leader now has a drawback, reflecting his/her weaknesses. Just as ordinary traits, these can dramatically affect your playing style – and you will find that most AIs keep them in mind when formulating their strategies as well… Most of drawbacks act as direct opposites to certain positive traits. Note that, in rare cases, it is possible for a leader to have both a positive trait and its anti-trait! The leader drawbacks in RI are as follows:
 Anti-clerical: -1 happiness from temples. Local clergy offers no support to these leaders. Temples are mostly useless for them.
 Barbaric: -25% culture. This leader never got any formal education, and sees little point in all this fancy stuff “civilized” people do.
 Arrogant: -20% espionage. This ruler sees other rulers and civilizations as vastly inferior to him, and often dismisses spy reports that show otherwise.
 Cruel: +20% XP needed for unit promotion. This ruler often treats his subjects as his little playthings, especially at times of war – much less soldiers survive to actually see the promotions for ridiculous feats he demands from them.
 Excessive: -10% gold. The extravagant lifestyle of this leader and his court puts a real strain on the state budget.
 Fanatical: -25% Great Person birth rate. This leader judges the people based on their piety first, and their other merits later. Some of the more controversial but talented people choose to avoid his court.
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 Foreign: -25% worker speed and worker production. This leader rules a people different from his own. While the higher classes in the society are more open-minded, this can be a problem for simpler folks.
 Idealistic: -20% production for all military buildings. This leader doesn’t believe in violent means of solving the conflicts, with obvious implications on his military.
 Isolationist: -25% foreign trade route income. This leader believes in self-sufficiency up to the point of shutting off his borders to outside influences.
 Megalomaniac: -20% wonder production. Why settle for second best, if you can have it all? This leader already sees himself as the ruler of the world, and spends additional effort to commemorate himself with ridiculously huge projects.
 Populist: +25% civic upkeep. This leader owes his success to popular support, and he has to spend extra to keep it.
 Revolutionary: -2 relations with other leaders. This leader came to power violently and thus lacks legitimacy in the eyes of other world leaders.
 Schemer: -40% Great General emergence. This leader can’t stop himself from trying to stab every back turned to him, and views everyone else with inherent mistrust as well. This often leads to purges in officer corps in an effort to put out the conspiracies to overthrow him – real or imaginary.
 Temperamental: -50% great general emergence inside civ borders. This leader will sack any general he sees as overly cautious. He is a firm believer of “offense is the best defense” dogma.