Realism: Invictus is the Beyond the Sword version of the Civilization 4 mod that was formerly known "Total Realism" when it was being developed for Warlords expansion pack of Civilization 4. Our mod has been with Civ since the earliest days; it was, back when it was called just "Realism", among the first comprehensive modpacks seeking to rebalance the game.

For many years now, the mod continues its life and its evolution. Although it had its highs and lows, it is still going strong today, and truly stands for what can be called a project of Civ 4 community ("Invictus" wound up being in our title for a reason!). Over the years of its existence, it has given a lot to other Civ 4 community projects, and it has incorporated even more of other people's work. It was never intended, and could never happen, as anyone's personal project - at any given time of its existence, the mod had a team of several people working on it, and it was always their collective vision that brought it forward.

Our mod in its current state is designed to be run on Beyond the Sword or Civ 4 Complete patched to latest available version (3.19). Steam version and pretty much all other PC versions of Civ 4 are supported.

Look below for the links you might consider useful for yourself:

Realism Invictus ForumRealism Invictus FAQ and TroubleshootingRealism Invictus 3.0 manualMod Credits and Acknowledgements
Image RSS Feed Latest Screens
Crusades scenario, Constantinople Crusades scenario, Acre World Map scenario, Industrial era comes to Egypt
Blog RSS Feed Report abuse Latest News: Realism: Invictus 3.1 released

2 comments by WalterHawkwood on Dec 27th, 2011

Realism: Invictus 3.1 released

Ladies and gentlemen, allow me to proudly announce the release of Realism: Invictus 3.1! After almost a full year of development, 3.1 version is built upon hours and hours of playtesting, tons of user feedback and a lot of effort on our side to create the most polished, balanced and overall flawless experience. Bugs were solved, features were added, gameplay was tweaked, looks were improved...

So, what to expect from 3.1?

New Scenarios

  • New major scenario: the Crusades Era. A whole bunch of content added specifically for that scenario, including lots of flavor units, a whole new flavor religion only available there, even whole new civilizations.
  • New (very old, actually) major scenario: smaller World Map. For those who find the huge World Map running too slow. This is the map we used back in Total Realism mod of Warlords era.
  • Numerous tweaks to huge World Map scenario.
  • Minor civilizations significantly overhauled, with different bonuses depending on their civilization level.

New Civilizations

  • New playable civilization: Dravida, the southern part of India, complete with its own leaders, NUs, UBs, flavor units and basically everything. Old Indian civilization also redesigned to reflect that it is now a Hindi civilization, representing the northern part of India.
  • New playable civilization: Armenia, complete with its own leaders, NUs, UBs, flavor units and basically everything. Great to play on the World Map!
  • New playable civilization: Ethiopia, complete with its own leaders, NUs, UBs, flavor units and basically everything.
  • New playable civilization: South China, mostly complete with its own leaders, NUs, UBs. At the moment it shares most pre-modern flavor units with North China.
  • More leaders added to some civilizations (most of new leaders are used in the scenarios).

Military Changes

  • All playable civilizations now have 2 different National Units (in many cases there will also be unique units these NUs upgrade to as well).
  • Added ranged bombardment ability to cannon-like siege units. These units are now able to bombard adjacent enemy units causing damage instead of attacking head-on.
  • New unit type, heavy emplaced artillery: immobile artillery pieces, generally more powerful than contemporary mobile cannons. Several upgrade levels. Can only be constructed in cities with fortifications.
  • Recon unit line now better integrated into the big strategic picture: other unit types have more bonuses and weaknesses against recon units.
  • New unit class in recon line: explorers now upgrade to light infantry, corresponding to XVIII-XIX century sharpshooter/skirmisher/jaeger regiments.
  • Added and remade/rebalanced lots of flavor units for many existing civilizations.
  • Some anachronistic units will now change their looks when a civilization enters Medieval era. No longer will ancient Egyptian archers fight side by side with Mamluk cavalry and Roman velites won’t coexist with Milanese knights.
  • Changed upgrade paths for several units. Many NUs now have their own unique upgrades, sometimes radically changing the nature of the unit (for instance, you can now upgrade Immortals to heavy cavalry).
  • Nerfed light cavalry. The time of all light cavalry armies is now gone.
  • Raised city defense bonus from culture, increased city defense for some units. In general, the tactical balance should now be shifted somewhat to defensive side.
  • Workboats cannot reveal map now. Early naval exploration requires real ships!
  • All promotions are now kept when a unit is upgraded.
  • Taught AI how to use certain unit types better.
  • Taught AI how to use Great Generals much better. AI will properly found Doctrines and Traditions, and choose suitable troops to lead.

Other Changes

  • Several civics rebalanced, renamed and even moved to different categories. Organized religion split into Civil Religion and Monasticism, Theocracy split into Theocracy proper (moved to Government category) and Militancy. City States civic removed.
  • Default number of civs increased for all map sizes, for added fun and helping AI to better survive early barbarians.
  • Number of cities now hurts your economy more – somewhat slower expansion.
  • Coal, sulfur and aluminum will spawn more consistently on random maps.
  • New terrain feature: scrubland. Spawns on deserts.
  • To develop your own nuclear program, you will be required to expend a Great Scientist; one now has to put more effort in getting nuclear power plants and weapons!
  • Holy city migration can now be turned on and off when starting a custom game.
  • AI can now play to win (consciously pursuing a chosen victory type). This can be set when starting a custom game.
  • When capturing a city, you will get much more progress on a tech unknown to you (depending on city size, up to learning the whole tech).
  • Tech transfer system overhauled to not generate overflow; it can no longer be abused by tax rate manipulation.
  • AI leaders will ask to trade maps, join wars and stop trading with their enemies far less often now.

Bugfixes

  • Fixed many broken triggers in events and quests. Note: quests will still demand absurdly high amount of stuff in scenarios; this is directly tied to the way events are scaled to map size, and it will probably be fixed later.
  • Apostolic Palace fixed and working.
  • Numerous performance-enhancing tweaks to the code. Everything runs smoother and more stable.
  • Fixed several code bugs that have been causing random CTDs.
  • Added a lot of Great Person splashes, especially for newly added civs.
  • Major cleanup of models, animations and textures used in RI.A ton of small improvements here and there.
  • MIP filtering for unit and building textures standardized (for the first time in a Civ 4 mod to my knowing); there should be no texture “shimmering” now on any model.

Get the full version here

Or the light version here

Both new and veteran players are encouraged to consult the manual before playing (you can get it here quickly, while you are waiting for the installer to download). Returning players will find, as usual, the special "What's new" sections for their convenience.

Downloads RSS Feed Latest Downloads
Realism Invictus 3.1 Manual

Realism Invictus 3.1 Manual

Dec 27, 2011 Guides 0 comments

The manual for Realism Invictus 3.1 in pdf format. The manual is also included with both installer downloads, but for those wanting to browse through...

Realism Invictus 3.1 Light Installer

Realism Invictus 3.1 Light Installer

Dec 25, 2011 Full Version 0 comments

Realism Invictus 3.1 for Civilization 4 Beyond the Sword. Light version installer contains a fully playable version of the mod. Not included are wonder...

Realism Invictus 3.1 Full Installer

Realism Invictus 3.1 Full Installer

Dec 25, 2011 Full Version 0 comments

Realism Invictus 3.1 for Civilization 4 Beyond the Sword. Full version installer includes everything you need to enjoy the mod.

Realism Invictus 3.01 patch

Realism Invictus 3.01 patch

Apr 9, 2011 Patch 0 comments

Realism Invictus 3.01 patch for Civilization 4 Beyond the Sword. Requires 3.0 version installed.

Realism Invictus 3.0 Manual

Realism Invictus 3.0 Manual

Feb 15, 2011 Guides 0 comments

The manual for Realism Invictus 3.0 in pdf format. The manual is also included with both installer downloads, but for those wanting to browse through...

Realism Invictus 3.0 Light Installer

Realism Invictus 3.0 Light Installer

Feb 13, 2011 Full Version 0 comments

Realism Invictus 3.0 for Civilization 4 Beyond the Sword. Light version installer contains a fully playable version of the mod. Not included are wonder...

Post comment Comments  (10 - 20 of 88)
thatguythere88
thatguythere88 Feb 11 2012, 10:57pm says:

Can someone help? Usually when I download on Desura, it just puts the download in the mods file of the game except for Civilization 4 and I can't find where the file went to.

+2 votes     reply to comment
WalterHawkwood
WalterHawkwood Feb 13 2012, 1:23am replied:

I am almost sure it put it to "Yourcivfolder"/Beyond the Sword/Mods/Realism Invictus. At least that's where it is supposed to be to work properly.

+2 votes     reply to comment
thatguythere88
thatguythere88 Feb 13 2012, 4:09am replied:

Wierd, when I run Civ 4 and go to mods its there, but when I play it and also the other mod I downloaded it always says that Civ 4 stopped running. When I try to look at the mods folder, there are no mods in it. When I bought the game which is the complete edition, there are already mods inside the game even if the mod folder is empty, the game is original and I'm using Vista if this information helps. Thanks for the reply though.

+2 votes     reply to comment
WalterHawkwood
WalterHawkwood Feb 13 2012, 11:58am replied:

Are you sure you are looking inside the proper mod folder? There is a "mods" folder just inside Civilization 4 folder, but it is a wrong one; the right one is inside the "Beyond the Sword" folder. It is a different one. There is also a "CustomAssets" folder in "My Documents/My Games/Beyond the Sword", but it is wrong to put stuff there.

+2 votes     reply to comment
simserim
simserim Feb 8 2012, 12:55pm says:

Hey,
I got a major problem... I just installed Civ 4 up to BTS (Mac Book Pro, 2,2 Ghz, 4 Gb Ram - 64x Windows 7), then downloaded and installed the Mod. BTS runs without a problem, but in ReIn, if I want to start a game via "Play Now", it loads the game (afer setup), then says: finishing... and doesnt. It just stays saying: "Finishing..."... If I press enter, the game quits...

any idea?
(just installing visual studios... don't know why, but worth a try?!)

+2 votes     reply to comment
simserim
simserim Feb 8 2012, 1:33pm replied:

okay, visual studios seemed to solve the problem - sorry for spam. ;)

+2 votes     reply to comment
simserim
simserim Feb 8 2012, 1:51pm replied:

hm. okay, it worked for a round or two - but as soon as anything happens (religion founded, tech found etc., it crashes.
debugging also crashes..
any idea what i could do?

+2 votes     reply to comment
WalterHawkwood
WalterHawkwood Feb 13 2012, 1:21am replied:

Please run down the checklist here at the end and make sure everything there checks out: Moddb.com

+2 votes     reply to comment
Extradaemon
Extradaemon Jan 27 2012, 3:16pm says:

Thanks a Bunch. :), Btw I know its a bit Early (or just a Bit Selfish) of me to ask but I was thinking that the Addition of Finland into the Mod would be Awesome, With the Addition of Finnish Troops from the Winter War (Each Soldier, or maybe just their national Unit can have a Bonus fighting in Snowy or Wooded Terrain), I Know that asking about things like this Annoys most Mod Developers but you seem nice enough to ask :)

+2 votes     reply to comment
WalterHawkwood
WalterHawkwood Jan 29 2012, 11:58pm replied:

We are adding playable civs at a very slow pace; nevertheless, it is not out of question that you would see Finland appear in the next version in some way. No promises though.

+3 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Track this mod Profile
Icon
Civilization IV: Beyond the Sword Icon
Platform
Windows
Developed By
WalterHawkwood
Contact
Send Message
Official Page
Realism-invictus.com
Release Date
Released Feb 12, 2011
Mod Watch
Track this mod
Share
Community Rating

Average

9.6

27 votes submitted.

You Say

-

Ratings closed.

Style
Genre
Turn Based Strategy
Theme
History
Players
Single & Multiplayer
Statistics
Rank
1,296 of 19,295
Last Update
1 year ago
Watchers
128 members
Files
7
News
4
Features
3
Reviews
4