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 over a decade now, the mod continues its life and its evolution. For detailed statistics on what the mod adds, please check the features section.

Post news Report RSS Realism: Invictus 3.3 released

Another two years from last version, we are happy to once again present a new release of Realism Invictus, the 3.3 version. This marks ten years in development for our mod!

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RI 3.3 header

Full Installer

Realism Invictus 3.3 Full Installer

Light Installer

Realism Invictus 3.3 Light Installer

Realism Invictus 3.3

Dear friends, I am here yet again with a new version of Realism: Invictus mod. This mod has been in development an astounding decade to date, and is still going strong. So, what to expect from this version?

RI 3.3 category 1

• Buildings almost never provide %production bonuses, workshop tile improvement does not exist anymore
• New specialist: craftsman, generates no GP points, but with appropriate technologies and civics can generate large amounts of production
• New buildings and effects to simulate gradual shift to industrial production (craftsmen) from cottage industries (worked tiles)
• Electricity now very important for industrial production and many modern buildings

RI 3.3 category 2

• Two new playable civilizations: Hungary and Mayans. Both have NBs, NIs, lots of flavor units, leaders etc.
• All playable civilizations now have at least 5 leaders
• New leader trait: conqueror. Improves cavalry, siege units and rural logistics
• Many existing leaders had their traits and favorite civics changed
• Zulu civilization expanded to include all Nguni peoples and renamed to reflect that

RI 3.3 category 3

• Reworked late-game health and epidemic prevention; pandemic colony gone, many new medical projects for increasing global health and lowering epidemic chance
• Castles totally reworked and can be improved with various add-ons under Feudal Aristocracy
• Effects of pagan temples now better balanced and more diverse
• Rebalanced and switched around gold, commerce and trade bonuses
• Religious shrines now provide a fixed gold income instead of scaling to number of cities
• New buildings: Trade Fair, River Port, Tax Office, Workshop, Print Shop, Newspaper
• New wonders: Ford Motor Company, Bayer AG
• Many wonder effects rebalanced
• Many buildings now get flavor versions for various cultural artstyles

RI 3.3 category 4

• South China and Germany have new National Improvements
• Mines for precious metals now a separate improvement that advances differently from regular mines
• Food crop plantations are now more useful
• Flat terrain features (such as fertile soils) no longer block line of sight
• PerfectMongoose map script tweaked to produce more hospitable maps and correctly place flood plains and oases

RI 3.3 category 5

• WW2 armored cars and Humvees removed
• New units: Composite Bowman, Early Crossbowman (both only available to some civs), Galleass, Mountain Infantry (WW1 and WW2 versions)
• Added many new flavor units to various civilizations
• Rebalanced and reworked upgrade lines for most ships
• Reworked upgrade trees for most land units
• All combat unit classes increase in costs per number of units already built

RI 3.3 category 6

• Great Scientists are now able to construct era-appropriate Great Works of Science
• Great Merchants are now able to found three types of enterprises in industrial-modern era: car factories, pharmaceutical companies and movie studios. Most civilizations have flavor versions of those
• Any playable civilization, when running out of historical Great People names, will now spawn people with random, yet plausible civ-specific names

RI 3.3 category 7

• AI should now be less eager to attack cities with cavalry
• AI will refuse peaceful vassalization
• AI leaders will remember good things done to them longer and will quicker forget bad things
• AI will be much more rational when deciding whether to raze a city they have taken
• AI should now be smarter when deciding what tiles to work

RI 3.3 category 8

• Rebalanced and replaced many civics; many civic combinations now have additional effects through special national buildings
• Reduced relations bonuses and maluses from traits
• Rebel slave and serf strength now depends not on era, but on weapon technology available to player (same as player’s irregular unit line)
• Many tech prerequisites and costs reworked
• Open borders no longer provide free culture under any circumstances
• Reworked many in-game buttons, especially for units and resources. Units no more use vanilla-style buttons
• Some tweaks to pedia: filter leaders by playable status, show unit upgrade trees for a selected civ, show building upgrade chart
• Significantly improved performance due to various dll optimizations
• Special characters in unit and building names should no longer display erroneously in some cases
• Upgraded the version of K-Mod used in RI to 1.44b
• Merged in graphics paging for dealing with memory errors (can be toggled in graphics options)

Get the new version here:

Full version (download link)

Light version (download link)

Happy holidays everyone!


YES-YES-YES-YES!!!I've been WAITING for this!

Reply Good karma Bad karma+1 vote

I have the steam version of the game and everytime I try to put it in the game directory th dialog box that comes up when you hit browse does not let me put it in the mods folder

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WalterHawkwood Author

You should point it to the folder with BtS exe file, not Mods folder.

Reply Good karma+3 votes

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