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:
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?
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.
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.
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.
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.
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.
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.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Realism Invictus. We love games like Civilization IV: Beyond the Sword that have opened themselves up to modding. Because of communities like Steam Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Bigger and better
Whether it is for fun, for laughs or for the challenge, modding is what sets PC gaming apart from our closed off friends in the console and mobile gaming worlds. And based on the recent outpouring of support for mods after the concept of paid modding was explored, we are not alone in our love for mods and open platforms that embrace them.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
Introducing Mod Appreciation Week
Nothing is more motivating than knowing something you've built kicks-ass. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2015 (or click the icons above for a pre-built post).
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