BETA TEST: History Rewritten 1.24 (K-Mod Merge)

I'm guessing they've spawned on Ocean tiles and the Barbarians don't have the Compass tech yet. I'll have think about how best to solve this.

Not really. I've checked and also in coast tiles it happens.

The adjustment I made in that file should prevent the AI from using Workboats to explore outright. Previously I assume making them unable to enter undiscovered tiles would prevent that like it does for human players, but apparently not. I also prevented them from stockpiling Workboats in reserve, but I have no idea if the AI was actually doing that or not. I'll look into what further adjustments need making later, once the civics and such are finalized.

I can see big amounts of them when I explore they territory.
 
You can have 1 World Wonder in a city with Poor culture, 2 with Fledgling, and so on, up to 6 at Legendary culture. Shrines count, Corporate HQs do not.
Upon reflection, I think this is a little too permissive at low culture levels, and much too restrictive at the higher ones (given the enormous investment required to reach them, even more so than in previous versions).

My suggestion would be:
0 at Poor (Being able to build a World Wonder in a brand-new frontier settlement or a conquered city just out of revolt is kind of ridiculous.)
1 at Fledgling
2 at Developing
4 at Refined (Same number as currently.)
8 at Influential
16 at Legendary (At this point additional culture output from more Wonders is largely moot after all.)
 
The adjustment I made in that file should prevent the AI from using Workboats to explore outright. Previously I assume making them unable to enter undiscovered tiles would prevent that like it does for human players, but apparently not. I also prevented them from stockpiling Workboats in reserve, but I have no idea if the AI was actually doing that or not. I'll look into what further adjustments need making later, once the civics and such are finalized.

In my current game I can see AI workboats exploring... I'm playing with the last file you released.
 
Upon reflection, I think this is a little too permissive at low culture levels, and much too restrictive at the higher ones (given the enormous investment required to reach them, even more so than in previous versions).

My suggestion would be:
0 at Poor (Being able to build a World Wonder in a brand-new frontier settlement or a conquered city just out of revolt is kind of ridiculous.)
1 at Fledgling
2 at Developing
4 at Refined (Same number as currently.)
8 at Influential
16 at Legendary (At this point additional culture output from more Wonders is largely moot after all.)

I think yours is a little too permissive at the higher culture levels. I tried tallying some real-world "legendary culture" cities, and by my reckoning none of them had more than 6 wonders (list is pretty Western-centric, sorry):

Spoiler :

NYC:
  • UN Headquarters
  • Empire State Building (if included as world wonder)
  • Stock Exchange/Wall St.
  • Statue of Liberty
  • Broadway
Paris:
  • Palace
  • Louvre
  • Eiffel Tower
  • Notre Dame
  • Christian Cathedral (Sainte-Chapelle or Sacré-Cœur)
Rome:
  • Colosseum
  • Apostolic Palace
  • Palace
  • Sistine Chapel
Rio de Janeiro (circa 1950):
  • Carnaval
  • Cristo Redentor
  • Palace
İstanbul (circa 1900):
  • Hagia Sophia
  • Grand Bazaar
  • Palace (Topkapı)
  • Islamic Mosque (Süleymaniye or Blue)
  • Stock Exchange
London:
  • Palace
  • National Gallery
  • Stock Exchange
  • Globe Theatre


Under the constraints of the game, I think a limit of 6-8 would be pretty reasonable.
 
> replacing dirty power plants with clean ones

Just to add to this thread: I believe there's an event which adds +2 hammers to coal plants. Worth bearing in mind :)
 
Sorry for lack of response and updates here this past week, I'm away on holiday till the 25th.
 
Back from holiday now. Lovely time away but good to be home.

Not really. I've checked and also in coast tiles it happens.

Will investigate.

In my current game I can see AI workboats exploring... I'm playing with the last file you released.

Did you start a new game or continue the same one after swapping the file? If the latter, any Workboats already set to explore would continue to do so.

Upon reflection, I think this is a little too permissive at low culture levels, and much too restrictive at the higher ones (given the enormous investment required to reach them, even more so than in previous versions).

My suggestion would be:
0 at Poor (Being able to build a World Wonder in a brand-new frontier settlement or a conquered city just out of revolt is kind of ridiculous.)
1 at Fledgling
2 at Developing
4 at Refined (Same number as currently.)
8 at Influential
16 at Legendary (At this point additional culture output from more Wonders is largely moot after all.)

I think yours is a little too permissive at the higher culture levels. I tried tallying some real-world "legendary culture" cities, and by my reckoning none of them had more than 6 wonders (list is pretty Western-centric, sorry):

Under the constraints of the game, I think a limit of 6-8 would be pretty reasonable.

I'm fine with having 0 at Poor, I actually had that way at first (and 5 at Legendary). I disagree about raising the upper limits too much though. While allowing extra wonders is a reward for investing in culture, the chief purpose of this change is to encourage specialisation and cultural investment across a larger number of cities. Maybe something like:

0 at Poor
1 at Fledgling
2 at Developing
4 at Refined
6 at Influential
8 at Legendary​

But I wouldn't want to go any higher than that.

> replacing dirty power plants with clean ones

Just to add to this thread: I believe there's an event which adds +2 hammers to coal plants. Worth bearing in mind :)

I'll have to disable or replace that event.
 
Originally Posted by rsab:
In my current game I can see AI workboats exploring... I'm playing with the last file you released.
Did you start a new game or continue the same one after swapping the file? If the latter, any Workboats already set to explore would continue to do so.

It was a new game.
 
It was a new game.

Let me be more precise:

Time to time I create some games with different customization, and I keep these saved games on my computer. So I have the chance, some time later, to start games without knowing some conditions (type of map, climate, barbs or no barbs, how many civs, size,...) because I've forgotten these. I enjoy playing like this, it's more unpredictable.

So after swapping the file which alters the workboat's behaviour, I started one of those saved games on the initial turn (turn 0). And the game was saved before swapping the file.

I don't know if this changes something on my report...

Thanks Xyth
 
Hi noob question:
Can i Launch HR on Win 10 64x?
-The BTS i launch but when i click to load mod it close.

And if i can how i put the command to shortkut icon because launcher dont detect BtS on my Civ 4 complete.
-I tri:
Spoiler :
Target: ".../Civ4BeyondSword.exe" mod=\History Rewritten
Launch in: ".../Beyond the Sword\Mods"

The BTS proces start but is soon close.
 
First, in the shortcut, try to add quotes around the mod's name, like this:
Code:
Target: ".../Civ4BeyondSword.exe" "mod=\History Rewritten"

The problem might be that the name of the mod is in two words.
 
Maybe something like:

0 at Poor
1 at Fledgling
2 at Developing
4 at Refined
6 at Influential
8 at Legendary​

But I wouldn't want to go any higher than that.
Still seems a little low at the upper end, but I think I could live with this.
 
Does the value for legendary matter that much? You will only ever have two cities with that level, and usually only late in the game.
 
Does the value for legendary matter that much? You will only ever have two cities with that level, and usually only late in the game.
Yes, because one of them will probably be your capital, where you pretty much have to build any early game wonders you don't want the AI to have. A higher cap on Legendary would let you squeeze in some of the late-game wonders there when you would otherwise have run out of slots.
 
First, in the shortcut, try to add quotes around the mod's name, like this:
Code:
Target: ".../Civ4BeyondSword.exe" "mod=\History Rewritten"

The problem might be that the name of the mod is in two words.

it work, thanks. After i reistaled it to steam version in work fine. thanks.
 
I'm thinking about the question of number of Wonders per city. I like the idea of a limit that prevents a moderate tech lead seeing a hammer-rich city hoarding a dozen or so. I like the idea of the number being linked to developing culture. I'm not keen on the exponential growth of wonder slots leading to Legendary cities with 16, which is like a dozen more than the real world examples. And I don't like the 1-2-4-6-8 system, it's inconsistent and unintuitive. What if... each city could have one World Wonder and one National Wonder per cultural level?

Now, this might be at odds with the usual two NWs per city, but that was always just an attempt at balance, and eliminating medieval bureaucaps (or rather, in HR, monarcaps) with a half dozen WWs will probably achieve the desired effect. Plus, the five NW OCC type metropolis will only be happening late game, and still only have five WWs, limiting the scope for abusing five NWs. It will also give the Hermitage a desirable role, as a means to mature a perfect capital or make a second city catch up. And it'll be a consistent 'if I want to add a WW and/or NW to this city's build queue, it'll need to level up its culture a stage'.
 
xyth? almost 20 days your not here...all good?

All good, just busy and not much to report at the moment. Currently working on integrating the new resources (Saltpeter, Bitumen, Hemp, Opium) and having Corporations spread independently. Hope to have a 3rd beta out later this month.

I'm thinking about the question of number of Wonders per city. I like the idea of a limit that prevents a moderate tech lead seeing a hammer-rich city hoarding a dozen or so. I like the idea of the number being linked to developing culture. I'm not keen on the exponential growth of wonder slots leading to Legendary cities with 16, which is like a dozen more than the real world examples. And I don't like the 1-2-4-6-8 system, it's inconsistent and unintuitive.

I don't think it needs to be, so long as it's clearly indicated in the UI and the Pedia. What's important is that the limit is appropriate for each culture level. 0 at Poor makes sense, 4 at Refined is perfect, and 8 is the absolute maximum I'm willing to consider.

What if... each city could have one World Wonder and one National Wonder per cultural level?

I prefer to leave the NW limit at 2 per city. Unlike many WWs, most NWs are about boosting the output of the city they're built in so stacking too many can be too strong. It also diminishes the importance of which NW to build where.
 
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