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.
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3.55 update brings the following changes as compared to 3.5:
Introduced ahead of time cost increase for games where tech progresses too fast; this will hopefully sync actual world tech state better to the reported year. Shouldn't significantly affect games with moderate to slow global research.
New early government civic, Confederation, for when you just need to stretch too far
Got rid of Federalism civic. Democracy can now instead be tailored to have either unitary or federal constitution, giving various bonuses.
When a transport enters hostile territory, all land units carried by it lose all movement if they are not amphibious (in effect, you cannot land or attack from the transport same turn as you approached the enemy shore, unless with marines and such); this makes defending against naval invasions with your own navy actually viable, as you can intercept enemy landing force before it lands
Implemented a system of warnings when the mod sees unreasonable starting settings (for instance, Tech Trading and Tech Transfer turned on at the same time, or far too few/many starting civs selected)
PerfectMongoose updated to 3.31 version (never released for vanilla civ; took quite some porting). To quote the changelog:
Fixed a HUGE number of bugs in getPlotPotentialValueUncached().
Added a HUGE number of missing evaluations (and modified a large number of existing ones) in getCityPotentialValue() and getPlotPotentialValueUncached(), which should now be pretty much perfect.
Rewrote the player assignment code in SetStartingPlots() from scratch so it scales proportionally instead of only adding and removing players from the largest landmass til it hits the right number, AND did it directly with floats instead of an iteration-based refinement loop. (Okay so technically I still have one, but it's not the MAIN loop any more! )
Allowed starts on very small islands, but added detection for being Coast-linked with other landmasses to form a "region", which must meet a higher minimum size requirement.
Blocked starting locations that are walled-off by Peaks into very small areas.
Blocked starting locations on terrain/features that don't allow city founding.
Took the corners off the PlotList Eatery Bar and Grill.
Ported Totestra map script to RI (kinda; this is more of a hybrid Totestra/PerfectWorld mapscript, with landmass/climate generator from Totestra and lots of other stuff (especially starting plot finder and other stuff specifically rewritten in the last version) from PerfectMongoose)
Balance changes: buildings
Only one great work of science can be constructed per era per city (you can still construct multiple works in one city across multiple eras, or across multiple cities in one era)
Modern scientific great works unlocked (and thus industrial locked) with Rocket science instead of Nuclear physics
Solar plant should no longer give unhealth (but is significantly more expensive)
Kremlin no longer serves as another capital (we have Versailles for that), but rather lowers maintenance by -10% across the board (through an effect building)
Islamic shrine is now Kaaba (which is a part of Masjid al-Haram), whereas its Great Temple is now Al-Aqsa complex (visualized by the Dome of the Rock)
Balance changes: civ-specific
American Ranch can now be built in jungle on relevant resources right away, same as regular Pasture
Mali NU no longer requires Cotton (which made it the hardest NU to obtain, since cotton is highly circumstantial)
Chinese Canals now properly chainable when spread irrigation is unlocked (like farms)
Roman legionaries incur half the usual cost increase due to the fact that Romans have no separate shock troop line
Fixed Venetian upgrade line that was based on Roman, but couldn't upgrade to medieval shock troops
Balance changes: other
Vassals now benefit from significant tech transfer bonus from the overlord (Ungomma)
Raised the amount of starting free units while lowered free units from population, in an attempt to limit later game unit sprawl
Protectionism now (again) removes all foreign trade routes, and boosts internal trade routes by +100%; tax collector and tariffs removed.
Forced Labour can now, as initially intended, rush production with population instead of gold (like vanilla Slavery could)
Free experience from Militaristic reduced to 2
Increased the time it takes to build slash and burn farms to that of normal farms; somewhat increased for Russian lovischche
Due to the specialized niche that siege units have in RI, disabled GG ability to lead them; a player would be unlikely to do so anyway, while the AI could still be seen now and then attaching generals to trebuchets
You are always able to build paramilitary (same as all previous irregulars) and modern infantry, even when all units they upgrade to are available
Spies now have a steep +50% cost increment per instance, to offset the fact that spy base cost remains unchanged throughout the game and prevent endless spy spam in late game
Scouts now gain +50% bonus vs melee and archery units; given their strength of 1, they are still always at a disadvantage when attacking, but can at least hope to hold their own against a barbarian warrior when defending in good terrain
Trained Archer 3 loses immunity to first strikes and gains protection against collateral damage
Work boats can now enter ocean with Navigation
Nerfed Dastur's cultural output
Moved map trade to Sextant
Extended game length at all speeds by roughly 10% to better cover edge cases of very slow global development
+1 base food to pigs resource
Jungle pastures can be built from Animal Husbandry
Jungle no longer gives -1 food on its tile. Logically, it shouldn't be harder to hunt for food in a jungle than in a temperate forest. Slash-and-burn farm loses one food to compensate, so this shouldn't result in any significant balance changes. As a side effect, map scripts should no longer consider jungle a "bad" feature and remove it from
AI leaders should only be able to prepare for war with civs they can currently declare on; in practice, it should result in aggressive civs picking more varied targets instead of latching onto a single one (as if they start preparing for war immediately after signing peace, it can't be the same civ they just signed the peace with)
AI warfare priorities shifted to seek enemies closer and commit more IF wars are far away
AI should like open borders with close neighbours less and distant ones more
Doubled the impact of espionage on separatism, increased wrong culture influence x5, decreased population influence x5. Separatism should be both more predictable and easier to actively manage. So far AI empires seem much more stable
"End of history" modifier will now start to kick in once the number of civs drops below the original starting number (but the same era restriction - no earlier than Renaissance - applies as before, and for the modifier to start, one civ should have at least 50% more score than everyone else)
Changed barbarian settling logic; now only cities within a defined distance (currently 10) of a would-be capital join the new civ
Derivative civs now can also spawn as settled barbarians
Barbarians can now again build workers and thus improve their territory; they still can't build roads and advanced improvements such as watermills
Rebalanced Crusades scenario; added some troops to underperforming civs, incorporated Aquitaine into England (sorry Eleanor, but you served absolutely no purpose except for hogging a civ slot), added Volga Bulgaria to mitigate endless "Drang nach Osten" from Western Europe, changed Leopold VI as a leader of Austria to his son, purely due to complete lack of decent depictions of the former
Fixed python errors in WorldBuilder and Interface Options (Ungomma)
Non-conquerable buildings (such as military traditions and temporary effects) should now be properly removed from cities gained non-violently as well
Fixed wrong bonus resource for Alumina Refinery (coal -> cement)
Implemented automatic switch that should reset invisible options (currently only Choose religion in RI) at the game start to proper defaults
Commerce symbol no longer cut off to "..." when a city has double-digit commerce trade routes
Turned off the ability to select vanilla maps in RI, as they will CTD anyway
Fixed sorting issues on the revolutions tracker screen
Fixed a couple of pagan temples producing espionage instead of culture
Fixed the rounding on separatism from population in the tooltip
Fixed crashing Crusades scenario
Cosmetic and technical changes
New UI theme, with fonts, text sizes and panel arrangements better adapted to modern resolutions
All tech quotes re-recorded for a more consistent and professional quality (thanks diddidson!)
Hundreds of new flavour units added, lots of older art reworked
Fixed a lot of faulty models/animations/textures
Added slight wobble to bomber animations, to match that of other planes; I was always annoyed by the eerie stillness of bombers
Changed Turkish world map leader to Bilge Khagan to eliminate Constantinople in Central Asian steppes
Tweaked Transoxian colour to be more distinct from India, whom they often neighbour (especially in scenarios) and Carthage (a rarer case, but the colour was almost identical)
New Middle Eastern / African industrial city set
Upscaled some of the terribly low-res vanilla spaceship textures
There are no longer any palms in savannas. Because there should be no palms in savannas.
Added several visual variants to swamp feature, so it doesn't tile so obviously when several swamps are neighbouring each other.
Canals now properly visually tiling
Transoxian third-level improvement now explains in pedia it provides +1 free specialist with Caravansarai
Spanish caravel pedia now indicates more clearly that it can transport all kinds of units, not just GP/spies (which was always the case, but not obvious from pedia)
More dynamic names/flags for various civic/civ/era combos
More dynamic city names
A civ settling from barbarians will rename its cities to that civ's proper names
For better visual disambiguation from Cold War infantry, modern infantry always uses Navy SEAL animations
Changes from hotfixes
Obsolete/inactive culture buildings (monuments, pagan temples) should now correctly stop producing culture
Lubyanka option in dealing with separatism should now only be available if the wonder is active
Since the effect only seems to work in increments of 100%, upped the improvement growth from civics to 100%/200%
Added some more dynamic city names
Fixed a missing diplomacy text entry
Fixed some wrong strategy text entries
Moved market Regulation a bit to reflect it's an industrial tech
Fixed some random text typos/errors
Fixed missing textures for Fuste in pedia
Fixed materials for a couple of American flavour units
Corrected the scale of most hussar class units to be in line with other cavalry
Certain civs (Babylon, Israel etc) now correctly able to build settlers from the start, same as all others
Moved later irregulars to different techs to avoid situation where one would be unable to build any irregulars if a specific research path was taken (leading to being unable to draft, for instance)
Revised tech prerequisites a bit and moved the techs around on the tech screen
Generic flags for the unlikely but possible event of vassalizing world map tribal civs
Fixed late Nubian flag
Revolutions and barb civs off by default, based on feedback; people can still turn them on in custom options; consequently, revolutions and barb civs off by default in all scenarios as well
Fixed multiplayer OOS on taking a city
Continents map script should now correctly place all resources, including water ones
Fixed a couple of units being invisible in the selection box
Fixed bug where barbarians could achieve enlightenment and make peace with all the world.
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