Focusing on the time periods after the invention of gunpowder. It will deliver 12 unique and challenging scenarios created by the development team at Firaxis as well as some esteemed members of the Civ Community. Civ IV: Beyond the Sword will also include ten new civilizations, sixteen new leaders, five new wonders, and a variety of new units that will offer even more fun and exciting ways for players to expand their civilization's power as they strive for world domination.

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Blog RSS Feed Report abuse Latest News: Realism: Invictus 3.2 released

About Realism Invictus with 4 comments by WalterHawkwood on Dec 25th, 2013

Header 1. Realism: Invictus 3.2 version


Dear friends, I am delighted to yet again present the new version of Realism: Invictus mod. For years now we've been constantly improving it, and by now I can safely claim that it can provide a vast amount of balanced, polished and great-looking content. So, what is new compared to 3.1?

Header 2. Maps and Scenarios.

  • Added three new bundled random map scripts. While you may, as before, use any random map script you choose, these are balanced specifically for our mod and take special care when placing all the new features.
  • New scenario – Triassic Earth map. A what-if Earth map that places all civilizations on their approximate starting spots on continental plates in Triassic period, when all continents were joined into the original Pangaea supercontinent.
  • Old scenarios updated to incorporate 3.2 changes – new terrain features, new civs etc.
Header 3. Civilizations and Leaders

  • Added a set of derivative civilizations: these unplayable civs will spawn when a major civ releases a colony. You will no longer release Celts as China or Zulus as Aztec! Preferred derivative civ can also change over time. All of them have one leader, one NU and NB, and no NI.
  • Added two new playable civilizations: Austronesia and Transoxiana, with full appropriate set of leaders, flavor units, GP splashes, NU, NB, NI, etc.
  • Added many leaders to existing civilizations. No civilization currently has less than 4, most have 5-6. Tweaked traits of new and existing leaders to cover most available trait combos.
  • Trait Organized split into Legislator and Administrator.
  • When choosing civics, AI is now very conscious of their advantages and drawbacks and how they suit particular leaders’ playstyle.
Header 4. Agriculture and Terrain

  • Added a great deal of new agricultural terrain improvements to reflect the development of agriculture through history.
  • Your agricultural productivity now affected significantly by your technologies, civics and infrastructure. Take a time to read about it in the manual, the system is quite in-depth.
  • Citizens eat 3 food each. Don’t worry, the new system allows you to produce enough food in the long run.
  • Added new terrain features that will appear on most random maps and are used in scenarios: savannah, hot springs, fertile soils.
  • Added features to seas: reefs and small islands.
  • Fertile soil feature allows players to cultivate new instances of crop resources.
Header 5. Wonders, Buildings and Improvements

  • Added new World Wonders: Nazca Lines, Motherland Calls.
  • Added several new buildings with various uses, like trade posts and tailors.
  • All playable civilizations get unique National Improvements that allow them to capitalize on particular resources, use certain terrains in unconventional ways and other such stuff.
  • Buildings and Wonders can now modify outputs of other buildings, improvements and specialists, and this is put to a good use.
  • Desalinization plants can now provide fresh water to surrounding tiles.

  • Rebalanced recon units so they are now more suited to their main purpose (recon) and less suited for direct warfare.
  • Added several new classes of siege units: Napoleonic era artillery, mid-XIX century gun battery, WW1-era field and siege artillery, WW2-era self-propelled artillery.
  • Rebalanced and reworked siege units. They are also now better at their direct purpose, and some of them are also quite formidable on the battlefield. AI taught how to better use ranged bombardment.
  • Ranged bombardment now provides experience. Siege units can be promoted once again.
  • Added new and reworked many existing flavor units.
  • Very significantly reworked promotion tree.
  • Instead of one overcrowded malus, there is a whole new congestion system. Malus for too many units is now dependent on technology and on whether the stack is in the city or not.
  • Added one new and brought back several old doctrines.
  • Military unit costs increased across the board.
  • Significantly overhauled barbarians. XP gain from barbarians now capped, but there are special anti-barbarian promos that raise this cap.
Header 7. Other Changes and Additions

  • Merged K-Mod and most of its awesome changes.
  • Reworked most civics. Some were removed and new added in their place. Overall all civic lines are now much more logical and somewhat better balanced. New civics have new buildings/wonders associated with them.
  • Having vassals no longer brings extra happiness.
  • Many tweaks in prerequisite techs for smoother technology progression. Tech costs rebalanced across the board for slower techs in later eras.
  • All difficulty levels are rebalanced. AI no longer gets undocumented bonuses, and all bonuses associated with different difficulty levels are now accessible through pedia.
  • New art era progression system – each art era gives you +10% to your culture output. Also tied to new system where instead of “culture bomb”, Great Artists are able to create various Great Works – minor World Wonders with large culture outputs.
  • Tons of new GP splashes added (around 600 new and many of old reworked).
  • Two new flavors for Solar Cult: Mediterranean civs get Cult of Sol Invictus, African and Middle Eastern civs get Cult of Aten with all corresponding buildings, wonders and missionaries (changes are purely cosmetic, all the gameplay effects stay the same).
  • Many buildings that didn’t have those before get cultural flavor looks for less patchwork-looking cities. Some new citystyles added for more diversity.
  • Tons and tons of unit art files updated or replaced by better models. Unit scales adjusted to be more consistent. Most models and textures used are also less complex, leading to less system strain.
  • National and heroic epics are now civ-flavored, with appropriate button art.
  • Added new main menu background and music.
  • Added new music for several eras.
  • Added voiceovers for all techs that were missing them.
Header 8. Bugfixes and Technical Improvements

  • 100% reworked new pedia interface that offers much more information on different gameplay aspects, with robust search and filtering features. Other screens also reworked with a lot of small tweaks providing interface hints for various RI aspects.
  • There should no longer be any leaders with bugged greetings messages.
  • Rebel slaves and serfs now increase in strength every era, as originally intended (a couple of era transitions were missing).
  • Fixed many typos and a lot of bad grammar in the text files.
  • Fixed most leftover bugs and incorrect references in BtS events and quests.
  • Fixed all overlapping keyboard shortcuts. All shortcuts now assigned to unique key combos.
  • Lots of code optimizations make the mod much quicker.

Get the new version here:

Full version (download link).

Light version
(download link).

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Civilization IV: Beyond the Sword

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Civilization IV: Beyond the Sword

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Realism Invictus 3.2 for Civilization 4 Beyond the Sword. Light version installer contains a fully playable version of the mod. Not included are wonder...

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Civilization IV: Beyond the Sword

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Post comment Comments  (20 - 27 of 27)
SuperRad
SuperRad Jan 13 2006, 8:34pm says:

*why arnt there any mods for this :p

+2 votes     reply to comment
SuperRad
SuperRad Jan 13 2006, 8:34pm says:

any mods for this?

+2 votes     reply to comment
Stimor
Stimor Dec 9 2005, 5:23am says:

This, is, so, fun, o, _, o.

+2 votes     reply to comment
Chunky
Chunky Dec 9 2005, 12:07am says:

Never played a Civilization game before...

+2 votes     reply to comment
Wilhelm_III
Wilhelm_III Dec 8 2005, 11:54pm says:

You have. CIV IV WROCKS!!!

+2 votes     reply to comment
Sub-
Sub- Dec 7 2005, 11:20pm says:

How has no one commented on this game yet?

+2 votes     reply to comment
-hp-
-hp- Dec 9 2005, 1:20am says:

it gets a 10/9/10 from me cause the pillage sounds just **** me off

+2 votes     reply to comment
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Civilization IV: Beyond the Sword
Platforms
Windows, Mac
Developer
Firaxis Games
Publisher
2K Games
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Gamebryo
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Released Jul 18, 2007
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Highest Rated (2 agree) 10/10

Fun game

Mar 17 2011, 7:57pm by brody9311

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Sequels
Civilization V, Released Sep 23, 2010
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Civilization IV: Beyond the Sword, Released Jul 18, 2007
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Civilization IV: Warlords, Released Jul 28, 2006
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Civilization IV, Released Oct 23, 2005
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Civilization III: Conquests, Released Nov 5, 2003
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Civilization III: Play the World, Released Nov 1, 2002
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Civilization III, Released Oct 27, 2001
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Call To Power II, Released Oct 31, 2000
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Civilization: Call To Power, Released Feb 28, 1999
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Civilization II, Released Feb 28, 1996
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Civilization, Released Dec 31, 1991
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