Total Realism

From Total Realism Team here comes one of the greatest mods available. Not to forget anything I'll have to quote the authors :) [quote...

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From Total Realism Team here comes one of the greatest mods available.

Not to forget anything I'll have to quote the authors :)

One of the greatest Mods ever has finally been released. Including more than 50 new units, new Mod Components, new ideas developed from scratch, rewritten and extended most of other known mod Components according to the suggestions of our fans and our analysis of a more balanced game play.

This Mod takes Civ4 a step further. Our philosophy for this mod is easy and straight forward: We empathize on three stages: 1) Game Balance, Unit Balance, tactical balance between all available Civs 2) Realism: Archers shall not destroy Tanks. More realistic warfare and strategically depth by using the advantages of your units to counter the enemy. 3) Fun: This is why we are here, right?

We have extensively modified the Game play according to realistic Warfare, Politics, AI decisions, Trade, exclusive religion mod, realistic raze city, unit-counter-strategies and much more.

Total Realism 2.0.2 Patch: http://civilization4.filefront.com/file/;65722

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One of the greatest Mods ever has finally been released. Including more than 50 new units, new Mod Components, new ideas developed from scratch, rewritten and extended most of other known mod Components according to the suggestions of our fans and our analysis of a more balanced game play.

This Mod takes Civ4 a step further. Our philosophy for this mod is easy and straight forward: We empathize on three stages:
1) Game Balance, Unit Balance, tactical balance between all available Civs
2) Realism: Archers shall not destroy Tanks. More realistic warfare and strategically depth by using the advantages of your units to counter the enemy.
3) Fun: This is why we are here, right?

We have extensively modified the Game play according to realistic Warfare, Politics, AI decisions, Trade, exclusive religion mod, realistic raze city, unit-counter-strategies and much more.



What happened since Realism 1.09
Spoiler:


- Civ 1.61 compatible
- Added more than 50 new units. A lot more diversity to the game units. Chinese soldiers look Chinese and Africans look African etc…
- Goodie Huts cannot give a free tech anymore!
- Added High Resolution Graphics for better looking Game (Made by NASA Blue Marble)
- Added Blue Marble general realistic object scale
- Expansionist trait (scout and settler got +1 movement via newly created special promotion)
- Creative Trait (Creative civs ge a free Great Person if city is 12 population)
- Military Academy to give 3xp and 25% production
- Montezuma’s Leader head (skull has no more eyes)
- Uranium gives certain Tanks better ammunition
- Whippet MKA WW1 Tank can do better in stacks of 5 and more
- Any sort of improvement on a Jungle or Forest is now set to correct values. In 1.09 it is faster to chop a jungle/forest with even higher production outcome, if you build an improvement on the tile: Jungle takes 3 times longer to chop than a forest and 10 production outcome while forest has 15 production outcome.
- Mathematics gives now in 1.61 production bonus to forest/jungle chopping. We reduced it from vanilla 50% to 15%.
- More Portraits for Great Generals
- Tanks units can not capture a city anymore. Infantry gets a more vital role in late game.
- SAM Units and Marines can now be upgraded to Mechanized units.
- Marines get City defense AI
- Gunship act now as Air craft (no terrain movement cost)
- Hills give now 25% defense instead of 30%
- Unit upgrades now 20% instead of 25% cost
- Some Color changes for Civ-Text Interface
- Research rate adjusted
- Realistic Ship Scale Mod + Sound Adjustment Mod included and extended to new types of ships in Realism Mod
- Submarines have now 100% vs Transporters and 50% vs Battleships and Carriers
- Tech Tree readjusted: moved Philosophy up to after writing and gave it a requirement of Alphabet with a cost of 350. Changed the path from Philosophy to and the requirement of civil service for Nationalism to a path from Civil Service with a requirement of Philosophy. Change the path from Monotheism to Mediation to Priesthood to Mediation. Changed the path from Theology to Paper to Guilds to Paper. Gave a Path from Monarchy to COL. Changed the Cost of Priesthood from 60 to 100 and of Theology to 500 from 550. Made rifling and military tradition Industrial Era techs and move infantry to industrialism and marine to plastics. Theology to 350 from 500. Gave assembly Line a requirement of steel.
- Chariots and War chariots now cause a little collateral damage as well.
- Zoroastrianism religion has now own picture by founding and real own prayer sound.

Mod components added:
- Ancient Era Flute Music mod
- ActualQuotes diplomacy text 2.01
- PlotListEnhancements 2.03
- UnitXP Mod (Modified By Realism Team)
- Snaitf's Show Attitude Mod
- TechConquest 0.3 (Modified by Realism Team)
(Large cities gave too much Technology knowledge)
- TechWindow 1b (Modified by Realism Team)
- IceBreaker Mod balanced (Ice disappears now 55% instead of 50% - to solve the problem of overgrowth of ice in the game)
- New exotic Animal Mod 0.1
- Modified Special Domestic Advisor - v1.8e added
- Mercenaries Mod added
- Enhanced Foreign advisor 2.0
- Enhanced Military advisor 1.2
- Assassin Mod 1.3 (However we have rewritten almost the entire code and made lots of improvements)
- CulturalDecay Mod 0.2 ( Readjusted by Realism Team)
- Added Great Person Mod 2.01 Final
- Promotions and Traits 0.81 added (Modified version by Realism Mod)
- Added Military Leader Mod (Almost completely rewritten by Realism Team for better performance and functionality)
- Added FreeSpec Mod (Free Specialist for Creative Trait's cities bigger than 12)
- Added updated OpenTech Mod
- Added Slave Mod
- Added updated Nationhood Mod (Combat bonus for units within own borders while having nationalist trait)
- Terraform Mod added
- Added StackAid Mod (Rewritten parts of the code)

Units:
- New Nuclear Submarine Model
- American Minuteman is now type of Musketman. Withdrawl 50%, Combat 10, 1 Firststrike, 80 costs (same bonuses as Musketman)
- English Redcoat is now type of Musketman. Combat 11, 25% Mounted, 90 cost + (bonuses as Musketman)
- Machinegun 10% Defense Bonus vs. Early Tanks (WW1) + 50% vs Mounted
- Grenadier % Defense Bonus vs. Early Tanks (WW1)


Some of the major new features:

Land Transporters

We forgot to mention this. We got a WW2 land transporter to transport 3 infantry units to the front lines. There is a better Humvee for the Modern age that has better defense, more moves and more cargo. Try to find behind the enemy lines, do a Blitzkrieg or just send produced units faster to the front lines...Also the Whippet WW1 Tanks now have a horde promotion. Have 5 of them in one stack fighting together....


Military Generals

You are waiting for the Expansion to be able having real general sin the battle field? Why are you waiting? Here they are. Take care of your units with higher promotion, the higher their promotion is you have highter chances to obtain an additional real general that can fight on the battle field and give the units in the stack combat promotion. This gereral can also rush wonders.

We have at this time two different generals. The one that is being generated in the cities as great person, who can build academies etc. and this battle field general. Both will be merged in one unit in the next release.


Different approach to Assassins:

- No more negative population (minimum after attack is half of previous (or 1))
- No more negative culture (minimum is half of previous) - need more complex algorithm based on culture level etc...)
- reduced occupation timer (was too high for experienced assassins)
- Halved success and survival chance when targeted civ has "Police state" civic

Different Time line:
You won't see the years but a general era. e.g. Ancient Era etc. The problem with WHEN something is founded is no longer one.

Slavery civic good or bad?

If you accept Slavery during warfare you might capture the enemy units and turn them into your slaves. Slaves work for you as workers or can be sacrified to rush a production. However be aware, that having the slavery civic could come to uprisings in your empire, where you would never expect it...Spartacus is calling

Mercenaries at your service

It is now possible to hire mercenaries in times of desperation. Press Alt-M and get to their Menu and be aware the more experienced a mercenary gets the more expensive he will be.

Religion Mod:

So far not published anywhere else is our Religion Mod that makes Religions more realistic.

Since Judaism, one of the oldest religions, was a tribal religion (PC we call it in this mod dominant religion) it acts a bit differently in this mod.

Once a player founded Judaism and converts to Judaism, he becomes the protector of this faith. Judaism can ONLY spread inside the own countries borders. And it doesn’t allow any other religion being spread in the Jewish cities. Only exception is the Jewish holy city which can have, like Jerusalem, other religions. The AI knows how it works and won’t waste one missionary outside the border. Since this puts the player into a tougher situation and probably more pressure from outside, Jewish temples provide +15% more trade routes.

The other improvement is that holy cities in general can disappear if the Player doesn’t convert into that religion. Let say you found Zoroastrianism and you get the holy city. If you don’t convert your state religion to that religion, you would loose the holy city in 10 turns. After 15 turns the holy city might appear again in a random city that A) has that religion and B) has the biggest population among those cities. Independent from civilization the holy city might even spawn in your neighbors borders who do more appreciate that religion. The respawn of a holy city also happens if the holy city had been razed. There is only one exception to the dominant religions like Judaism. Their holy city is the only holy city they like to have. The civic free religions plays also a big part. It tolerates other holy cities and acts as it had the state religion of all those religions.

This mod makes it harder to collect all religions and holy cities for yourself. Diversity and distribution of the religions among all civs will be the result.


Raze a city shorter than razing a cottage?

Not anymore. From now if you or AI try to raze a city it happens like in real. The Population and buildings get decimated each turn until the city is no more. Only small cities of 3 get instantly destroyed. This way you get some time sending troops to rescue your fallen cities.


I would like to thank the whole team for their time, effort and all the hunger and hygiene problems we went through despite – some of us - being even married.

I would like also to thank all of these modders, who have helped indirectly with their unit or mod component:

Never mind, Rabbit White, Snafusmith, C.Roland, Ploeperpengel, Notarzt, Chalid, sharick, AlazkanAssassin, RogerBacon, Cafegio, ComG, baal_isidro, seZereth, Hunter, LittleRedPoint, heroes182, Expositus, Von Zeppelin, Robo Magic Man, nautil, Lucky4life, Mumin, krowtrobot, Zuul, Aranor, Hell's Angel, villo, Tremo, TheLopez, Snaitf, 12monkeys, Frontbrecher, Bhruic, SupremeOverlord, Stone-D, Thalassicus, Optimizer, Master Lexx, Mylon, Patricius, naf4ever, abbamouse, Sevo, Willowmound and TheFourGuardian, Niust


Total Realism 2.0 Team:

Houman “Houmie” – Team Leader, XML developer and responsible for Soundtrack
Christian “Israfil” – Project Website Admin and responsible for release and distribution
Joe “Nightravn” – Map Editor and Graphics Artist and responsible for timeline balance
Peter “Mexico” – Python Developer and responsible for installation scripts
Paul “Phatlip” – SDK Developer and responsible to stay up and work 24/7 on the mod
“12Monkey” as Freelacer – External SDK and Python solutions

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Total Realism Team


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Registered 9th June 2006

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