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
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Crusades scenario, Constantinople Crusades scenario, Acre World Map scenario, Industrial era comes to Egypt

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).

Realism: Invictus 3.1 released

Realism: Invictus 3.1 released

3 years ago News 2 comments

After almost a year in development since the last release, we are proud to present the 3.1 version of Realism: Invictus mod for Civilization IV.

Desura modding support for Civilization IV (update)

Desura modding support for Civilization IV (update)

4 years ago News 9 comments

A larger amount of mods for Civilization IV is now supported!

Patch 3.01

Patch 3.01

4 years ago News 0 comments

New 3.01 patch for Realism Invictus is out and available for download from ModDB! This patch fixes the majority of the issues reported since the initial...

Realism Invictus 3.0 released!

Realism Invictus 3.0 released!

4 years ago News 0 comments

The first release of Realism mod series for Civilization 4 Beyond the Sword has finally arrived! The mod formerly known as Total Realism is now fully...

RSS Feed Downloads
Realism Invictus 3.2 Light Installer

Realism Invictus 3.2 Light Installer

1 year ago 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

1 year ago Full Version 2 comments

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

3 years ago 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

3 years ago 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

3 years ago 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

4 years ago Patch 0 comments

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

Post comment Comments  (40 - 50 of 96)
Yoghurt. Jan 2 2012 says:

Only in English I guess?

+2 votes     reply to comment
WalterHawkwood Creator
WalterHawkwood Jan 5 2012 replied:


+2 votes   reply to comment
ForVictory Jan 1 2012 says:

Is there any way to range attack with archers? I seem to just be getting them ground up in melee. I do know that in Civ V you can shoot two tiles away, but I also thought someone had modded it into Civ IV at one point. Thank you for the help, this is a very well made mod.

+2 votes     reply to comment
WalterHawkwood Creator
WalterHawkwood Jan 2 2012 replied:

No, we thought that in the scale of Civ 4, archers and other infantry attacking a tile away would be grossly out of scale. We might one day implement defensive bombardment for them, so that they'd get a shot at enemies attacking the tile they're on (even when other units are defending) - but that isn't yet in this version. Archers are currently best used in cities/on friendly terrain and for providing aid to other units.

+2 votes   reply to comment
RustyDog444 Dec 31 2011 says:

This looks to be a great mod. I don't have the sword expasion though but when I do I will download this mod for sure!

+2 votes     reply to comment
Extradaemon Dec 31 2011 says:

Hey, I Was just Wondering if Theyre is any Way to Enable the Minor Factions for Singleplayer Custom Games, (e.g. Apache)

btw I LOVE this Mod, i would of Stopped Playing Civ IV years ago without it :)

+2 votes     reply to comment
WalterHawkwood Creator
WalterHawkwood Jan 1 2012 replied:

Well, in theory there is, through some XML edits, but they will be severely disadvantaged - they are unable to build settlers until very late into tech tree, they have very limited unit rosters, etc.

+2 votes   reply to comment
Razihel Dec 27 2011 says:

I rather play Civ IV+Invictus than Civ V. GREAT WORK!!!

You should see about porting this to Civ V (to make it into a decent game) if at all posible.

+2 votes     reply to comment
WalterHawkwood Creator
WalterHawkwood Dec 28 2011 replied:

Well, direct port is impossible. If anything, we could make a "spiritual successor". But truth be said, I'd rather us make RI for Civ 4 even more awesome. :-)

+3 votes   reply to comment
Zubic84 Nov 9 2011 says:

Downloaded through Desura but when I try to launch I get a error message that says:
Failed to launch item.

Failed to launch item Realism Invictus, File is not valid [c:\program files (x86)\steam\steamapps\common\sid meier's civilization iv beyond the sword\Civ4BeyondSword.exe]. [61.0]

I use Steam. Any help would be appreciated.

+2 votes     reply to comment
WalterHawkwood Creator
WalterHawkwood Nov 11 2011 replied:

Check if you really have your BtS installed in that path - and if Civ4BeyondSword.exe can really be found there.

+2 votes   reply to comment
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Released 2011
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