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 3.2 released

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).

Downloads RSS Feed Latest Downloads
Realism Invictus 3.2 Light Installer

Realism Invictus 3.2 Light Installer

Dec 25, 2013 Full Version 0 comments

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...

Realism Invictus 3.2 Full Installer

Realism Invictus 3.2 Full Installer

Dec 25, 2013 Full Version 1 comment

Realism Invictus 3.2 for Civilization 4 Beyond the Sword. Full version installer includes everything you need to enjoy the mod.

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.

Post comment Comments  (20 - 30 of 100)
Spiffyman
Spiffyman Mar 11 2012, 11:12pm says:

I just have to say that I love this mod. My cousin and I have been playing with it for 2 weeks now and we love it!

+3 votes     reply to comment
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 Creator
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 Creator
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
thatguythere88
thatguythere88 Feb 14 2012, 4:21am replied:

I found the reason: When I downloaded the update 3.19, it never installed and I thought that it just installed automatically. Now that I manually installed it, it worked. Sorry for the mistake and the time you spent for these explanations.

+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 Creator
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
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