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Old Jan 13, 2011, 04:16 PM   #1
Grave
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Puppet History in the Making II: Brave New World Edition

HISTORY IN THE MAKING II

BRAVE NEW WORLD EDITION

Version 6



A Total Conversion Modpack for Civilization V: Brave New World



English language ONLY!

BY GRAVE






ABOUT
History in the Making II (HiTM2) is a complete conversion style modpack. It carries on the traditon of it's Civilization IV predecessor by adding a little bit of everything, while trying not to change too many core elements of the game "just for the sake of change". HiTM2 is my version of how Civilization V should be.

Thanks for taking the time to check out my mod. I have put alot of time and effort into making this modpack, and hopefully you enjoy the fruits of my labor. So sit back, relax, grab the beverage of your choice and enjoy HISTORY IN THE MAKING II!



INCLUDED MODS
Quote:
MOD: Fishing Technology
AUTHOR: James Barrows
REFERENCE: Steam Workshop


MOD: New Mandir Building and Mysticism Technology
AUTHOR: James Barrows
REFERENCE: Steam Workshop


MOD: Global - Complete Eras (GK)
AUTHOR: Whoward69
REFERENCE: http://www.picknmixmods.com/main/home/home.html


MOD: Maps - Improved CS Luxuries
AUTHOR: Whoward69
REFERENCE: http://www.picknmixmods.com/main/home/home.html


MOD: Tech - Satellites Reveal Cities
AUTHOR: Whoward69
REFERENCE: http://www.picknmixmods.com/main/home/home.html


MOD: More Mercantile Mod 1 & 2
AUTHOR: Sukritact
REFERENCE: http://forums.civfanatics.com/showthread.php?t=468962


MOD: Shwedagon Paya Wonder
AUTHOR: Pouakai
REFERENCE: Steam Workshop


MOD: More City-Sates Luxuries
AUTHOR: Miguel Clemente
REFERENCE: Steam Workshop


MOD: More Pantheons
AUTHOR: Barathor
REFERENCE: Steam Workshop


MOD: Pantheon Wonder
AUTHOR: Pouakai, sukritact
REFERENCE: Steam Workshop


MOD: Smithsonian Institution
AUTHOR: Pouakai, sukritact
REFERENCE: Steam Workshop



SO WHAT'S INCLUDED IN THIS MODPACK?

CITY CHANGES:
- Cities now have an attack range of 1 (instead of 2)
- Reduced the default Defensive Strength for cities to 500
- Renamed the American city of New York to Manhattan


TECH TREE CHANGES:
- Tech Tree broken down into Era specific trees; must complete all techs of a specific era before proceeding to the next one
- Several buildings/units have updated PreReqTechs to coincide with TechTree changes


NEW TECHNOLOGIES:
- Fishing
- Advanced Flight
- Mass Media
- Command and Control
- Artificial Intelligence
- Theory of Everything


REMOVED TECHNOLOGIES:
- Replaceable Parts
- Industrialization


NEW BELIEFS:
- Synagogues
- Mandirs


NEW WORLD WONDERS:
- Area 51
- Oktoberfest
- World Trade Center
- Cure for Cancer
- Hollywood
- Schwedagon Paya
- United Nations
- The Motherland Calls
- Rock n' Roll
- Pantheon
- Smithsonian Institution


NEW NATIONAL WONDERS:
- Harvest Festival
- Red Cross
- National Treasury


NEW PROJECTS:
- SDI


NEW BUILDINGS:
- Brewery
- Supermarket
- Synagogue
- Mandir


NEW RESOURCES:
- Mercantile resources from the More Mercantile Mod 1 & 2, by Sukritact
- Hit Movies


CIVILIZATION CHANGES:
- Civilizations now start with two Technologies
- Venitian Serenissima trait now provides a free Merchant with Banking instead of Optics
- Manifest Destiny now provides all land military units with +1 sight; 25% discount when purchasing tiles; Gun units cost 25% less maintenance.


EXISTING UNIT CHANGES:
- Many late game units require TWO resources
- Cannon and Pikeman now requires +1 Iron
- Byzantine Dromon is now a Unique Unit replacing the Galleass; still has +50% vs Naval Bonus
- Lancers no longer ignore building defenses (Walls, Castle, etc)
- Marines upgrade to XCOM Squad
- Bazooka focuses more on anti-tank and anti-helicopter combat
- Privateers can only be purchased with Mercenary Army
- Barbarian Galley now requires Sailing; upgrades to Privateer


EXISTING BUILDING CHANGES:
- Forge also gains Production bonus from Aluminum; can be built in cities with Aluminium resource nearby
- University no longer gets Science bonus with Jungle; Wat still retains this feature
- Military Academy increases the chance of Great Generals spawning; requires Fort
- Iroquois Longhouse completely re-done; now replaces Granary
- Celtic Ceilidh Hall completely re-done; now replaces Amphitheater
- Egyptian Burial Tomb completely re-done; now replaces Shrine
- Monastery no longer requires a Belief; can be constructed once Theology is discovered
- Windmill now provides +5% Building Production
- Watermill now provides +5% Building Production
- Harbor maintenance costs reduced to 2 Gold; now requires a Lighthouse
- Recycling Center now consumes +2 Iron
- Granary now carries over 25% of food; no longer provides Food bonus from Deer
- Bomb Shelters population protection reduced to -50%
- Military Base requires Armory; provides free experience to military units
- Arsenal provides +15 Production bonus towards Armor, Siege, Ranged Naval, Bomber and Helicopter units; requires +1 Iron
- Factory changed to +3 Production, +15% Production; gains +2 Production bonus when discovering Robotics
- Zoo consumes 1 Horse resources; Science bonus with Ivory or Whale; +2 Tourism with Ecology
- Stadium now requires a Colosseum
- Happiness from Colosseums increased to 3; Maintenance costs increased to 2 Gold
- Happiness from Stadiums increased to 6; Maintenance costs increased to 3 Gold
- Walls maintenance costs increased to 1 Gold
- Castle defense reduced to 500; Maintenance costs increased to 2
- Aqueduct can only be built in a city with access to Fresh Water (lakes/rivers); provides 15% Growth and +2 Happiness
- Hospital now provides +3 Food, +15% Food; gains +2 Food bonus when discovering Penicillin
- Medical Lab now provides +5 Food, +15% Food; +2 Science from Jungle tiles
- Opera House now requires a Monument instead of an Amphitheater
- Museum now requires a Monument instead of an Opera House
- Broadcast Tower now requires an Opera House instead of a Museum
- Harbor now provides bonus to sea resources and bonus to Naval production instead of Seaport
- Seaport now provides Range and Gold bonus to sea Trade Routes instead of Harbor
- Hydro Plant now requires a Water Mill
- Mosque now provides +25% Religious pressure; adjusted Happiness/Culture/Faith
- Airport now requires 1 Oil


EXISTING WONDER CHANGES:
- The Pantheon now unlocked with Piety instead of the Mosque of Djenne
- Stonehenge no longer requires a Technology; requires Shrine
- Temple of Artemis now provides additional +15 XP to ranged units instead of a Production bonus
- Circus Maximus now consumes a Horse resource
- Forbidden Palace increases Influence with city-states by +25%; Delegates moved to UN Wonder
- Statue of Liberty can only be built on the coast
- Great Pyramids now unlocked with Tradition; increases Golden Age length by 50%
- The Leaning Tower of Pisa now unlocked with Liberty
- Hanging Gardens no longer require a Policy Branch
- Hagia Sophia no longer provides free Great Prophet; provides 1 free Cathedral and contains a Great Work of Art slot
- Chichen Itza now unlocked with Tradition; provides +25% Worker speed and 2 free Workers (this was Civilization V's original intention)
- Kremlin now reduces City Count Unhappiness by -15%
- Machu Piccu now unlocked with Commerce
- Parthenon now unlocked with Aesthetics
- Sistine Chapel now unlocked with Aesthetics
- Terracotta Army now unlocked with Honor
- Hubble Space Telescope now unlocked with Rationalism
- Oracle now unlocked with Liberty
- Brandenburg Gate moved to Rifling


EXISTING NATIONAL WONDERS:
- Ironworks now consumes +2 Iron
- National Epic now provides a free Great Writer
- Heroic Epic now provides a free Great Writer


EXISTING RESOURCE CHANGES:
- Copper now provides +1 Gold and +1 Production
- Salt now provides +1 Gold and +1 Food


POLICY BRANCH CHANGES:
- Piety and Rationalism are mutually exclusive again
- Liberty is now unlocked with Classical Era


RELIGION:
- Removed Orthodoxy and Protestantism
- Removed Earth Mother Pantheon Belief
- Changed Catholicism back to Christianity (schism schmizism!)
- Monument to the Gods now extends into Medieval Era
- Goddess of Love requires peace
- Peace Loving now renamed Pacifism; +1 Happiness for every 6 followers if not at war
- New Pantheon: Zoolatry (+1 Faith and +1 Culture from Ivory and Cattle)
- New Founder Belief: Legalism (+1 Science for every 5 followers)
- New Pantheon: Sacred Mountains (+1 Faith per Mountain)
- New Pantheon: Spirits of the Swamp (+1 Faith per Marsh)


FEATURES:
- Fallout now has a -25% Defense penalty



DOWNLOAD INFORMATION

GET IT ON THE STEAM WORKSHOP:
Just do a search for "History in the Making"
GET IT ON CIVFANATICS:
http://forums.civfanatics.com/downlo...=file&id=16360


SUGGESTIONS & FEEDBACK

Constructive feedback is very important to me, and I'm always looking for suggestions to improve this mod. If you have any ideas about new units, buildings, or how I can make this mod overall more balanced and enjoyable, I would love to hear from you! So play a few games of History in the Making II, and please take a moment to provide feedback to me on this thread!




SEE THREAD #2 FOR HITM2 SCREENSHOTS/INFOGRAPHICS!
(click below for an enlarged view of the new Tech Tree!)




ENJOY!
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HISTORY IN THE MAKING II
A Modpack for CIVILIZATION V: Brave New World


HISTORY IN THE MAKING
A Modpack for CIVILIZATION IV: Beyond the Sword

Last edited by Grave; Jan 19, 2014 at 08:07 PM. Reason: History in the Making II for Brave New World has been released!
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Old Jan 13, 2011, 04:16 PM   #2
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Social Policies
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__________________
HISTORY IN THE MAKING II
A Modpack for CIVILIZATION V: Brave New World


HISTORY IN THE MAKING
A Modpack for CIVILIZATION IV: Beyond the Sword

Last edited by Grave; Jan 19, 2014 at 08:08 PM.
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Old Jan 13, 2011, 04:17 PM   #3
Grave
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WHAT I CAN USE A HAND WITH...


I'm always looking for suggestions to improve this mod regarding:

Better game balance
Artwork! If you can create Civ V style wonder spashes, icons, etc...
New units, buildings, wonders, technologies, etc
Historical accuracy
Anything that will make this mod stand out from the rest, and become more enjoyable to play!



Full credit will be given for any artwork/innovative ideas you contribute to History in the Making II...
__________________
HISTORY IN THE MAKING II
A Modpack for CIVILIZATION V: Brave New World


HISTORY IN THE MAKING
A Modpack for CIVILIZATION IV: Beyond the Sword

Last edited by Grave; Nov 23, 2013 at 09:00 AM.
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Old Jan 13, 2011, 04:18 PM   #4
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CHANGE LOG:

Spoiler:

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================


UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic


SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production


TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route


RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3


SOCIAL POLICIES:
- Many Social Policies have been significantly modified


ERA CHANGES:
- Free Spy once Medieval Era begins


WONDER CHANGES:
- Brandenburg Gate moved to Rifling


NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion


TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency


TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics



===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v5)
===============================================


WONDER CHANGES:
- Added Smithsonian Institution (Pouakai)
- Big Ben now reduces the gold cost of purchasing in all cities by 25%
- Fixed Statue of Liberty's Help text
- Kremlin no longer requires Exploration; now increases the rank of Spies
- The Motherland Calls now eliminates the amount of unhappiness caused by the number of cities; 1 Free Social Policy
- Eiffel Tower now gives Tourism bonus with Railroad instead of Radio
- Hollywood can only be constructed in a city built on Hills
- Forbidden Palace no longer gives Happiness bonus; now has +4 Culture
- Added new Rock n' Roll splash art (thank you, Hyronymus!)


BUILDING CHANGES:
- Airport now requires 1 Oil


NATIONAL WONDER CHANGES:
- Harvest Festival now provides +3 Happiness in the city it's built and doubles the effect of the Granary built in the city


UNIT CHANGES:
- Barbarian Galley now requires Sailing; upgrades to Privateer


IMPROVEMENT CHANGES:
- Lumbermill now reduces Food produced on tiles by -1
- Landmarks and Great Person improvements (except Customs House) now cost 1 Gold Maintenance


RESOURCE CHANGES:
- Most Luxury resources that required Calendar for trading now changed to Pottery


TECHNOLOGY CHANGES:
- Pottery now requires Agriculture AND Fishing


POLICY CHANGES:
- Fixed bug where Secularism would give free Great Scientist instead of Humanism
- Mercantalism now reduces the gold cost of purchasing in all cities by 15%; +2 Gold per City-State trade route
- Capitalism now provides +1 Gold per Trading Post; doubles the production of Markets, Banks and Stock Exchanges
- Exploration now unlocks the Louvre and Smithsonian Institution
- Socialism now reduces the amount of unhappiness in non-occupied cities by 15%
- Universal Suffrage no longer reduces unhappiness from Specialists; now provides +2 Happiness per city
- Civil Society: Specialists now consume half the amount of food AND half generate half the unhappiness
- Universal Healthcare (Freedom) now provides +1 Happiness from each Hospital and Medical Lab


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v4)
===============================================


BUG FIXES:
- Updated Great Wall's Help Text
- Updated Mandir's Help Text
- Updated Mosque's Help Text
- Updated Terracotta Army's Help Text
- Updated Hubble Space Telescope's Help Text
- Fixed bug where Shwedagon Paya's WonderSplash would not load
- Fixed Broadcast Tower, Opera House, Amphitheater, Museum Help text
- Fixed Machu Picchu's Help Text
- Fixed Treasure Fleet's Help Text


POLICY CHANGES:
- Mercenary Army now allows the purchasing of Landsknechts and Privateers
- Mercantalism now provides +1 Gold per Trading Post; purchase costs of buildings is reduced by 25%
- Commerce Finisher now provides +1 Gold per Specialist
- Aristocracy now reduces the amount of Happiness required to start a Golden Age by 15%
- Meritocracy now provides +1 Production and +1 Science for every 4 citizens in the Capital
- Landed Elite now reduces the Gold cost of purchasing tiles by 25%; Build Walls & Castles in half the time
- Universal Healthcare (Freedom) is now a Level 2 Freedom Policy
- Volunteer Army is now a Level 1 Policy
- Capitalism now provides +2 Gold for all trade routes (land, sea, city-state); construct Markets & Banks 50% faster
- Urbanization is now a Level 1 Freedom Policy
- Economic Union is now a Level 2 Freedom Policy
- Five-Year Plan now provides +1 Production from every Farm
- Labor Unions now only provide +15% Production when constructing buildings
- New Deal restored to vanilla settings


RELIGION CHANGES:
- New Pantheon: Spirits of the Swamp (+1 Faith per Marsh)


TILE IMPROVEMENT CHANGES:
- Lumbermill can now be built on Jungle tiles (requires Steam Power)
- Plantation can now be built with Pottery; +1 Gold with Fertilizer


RESOURCE CHANGES:
- Deer now revealed with Archery


RESOLUTIONS CHANGES:
- Scholars In Residence increases Tech research to 25%


TECHNOLOGY CHANGES:
- Animal Husbandry no longer provides an additional trade route
- Globalization now provides +2 trade routes
- Machinery now requires Engineering AND Guilds


UNIT CHANGES:
- Privateers can only be purchased with Mercenary Army
- Battleship PrereqTech is now Ballistics
- Caravel upgrades to Destroyer
- Galleass upgrades to Ironclad; PrereqTech is now Compass
- Privateer no longer upgrades to another unit
- Battleship upgrades to Missile Cruiser
- Landsknecht PrereqTech is now Metal Casting
- Caravan PrereqTech is now Mathematics


BUILDING CHANGES:
- Zoo only requires 1 Horse; no longer requires Circus; Science bonus with Ivory or Whale
- Caravanasary PrereqTech is now Currency
- Restored Market back to vanilla settings
- Restored Bank back to vanilla settings
- Restored Stock Exchange back to vanilla settings; provides same trade route bonuses as Bank
- Watermill PrereqTech restored to The Wheel


WONDER CHANGES:
- Oktoberfest now provides +2 Culture per Brewery instead of Happiness
- Petra PrereqTech is now Mathematics
- Pyramids now increase the legnth of Golden Ages by 50%
- Taj Mahal restored to vanilla settings (empire enters a Golden Age)


NATIONAL WONDER CHANGES:
- Harvest Festival now provides +1 Happiness and +1 Food per Granary


BARBARIANS:
- Barbarians cannot built Frigates


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v3)
===============================================


BUG FIXES:
- Fixed bug where Piety gave +2 Faith in the Capital instead of +1 Faith
- Theocracy now provides +2 Gold per Religious Building (Cathedral, Mosque, etc)


EXISTING WONDER CHANGES:
- Great Pyramids now unlocked with Tradition; Empire inters a Golden Age (this was Civilization V's original intention)
- Chichen Itza now unlocked with Liberty; provides +25% Worker speed and 2 free Workers (this was Civilization V's original intention)
- Taj Mahal now unlocked with Patronage; increases the legnth of Golden Ages by 50% (this was Civilization V's original intention)
- Kremlin now unlocked with Exploration; reduces City Count Unhappiness by -15%
- Machu Piccu now unlocked with Commerce
- Parthenon now unlocked with Aesthetics
- Sistine Chapel now unlocked with Aesthetics
- Terracotta Army now unlocked with Honor
- Hubble Space Telescope now unlocked with Rationalism
- Great Wall now unlocked with Tradition


EXISTING BUILDING CHANGES:
- Aqueduct can now be built in a city with access to Fresh Water (lakes/rivers); provides 15% Growth and +2 Happiness
- Granary reduced to 25% of Food carried over after a new Citizen is born.
- Amphitheater, Opera House and Museum no longer provide +10% Culture
- Watermill and Windmill no longer give Food bonus with Wheat; now provide +5% Building Production
- Stone Works no longer provides Building Production bonus
- Mandir no longer gives bonus from Cow; adjusted Happiness/Culture/Faith
- Mosque now provides +25% Religious pressure; adjusted Happiness/Culture/Faith


CIVILIZATION CHANGES:
- Manifest Destiny now provides all land military units with +1 sight; 25% discount when purchasing tiles; Gun units cost 25% less maintenance.


POLICY CHANGES:
- Each policy branch now unlocks two World Wonders
- Discipline now provides combat bonus to units with another unit adjacent; 6 military units are maintenance free
- Aristocracy now provides a 50% Production bonus to Food buildings (Granaries, Watermill, etc...)
- Oligarchy restored to Vanilla
- Monarchy restored ot Vanilla
- Meritocracy now Tradition policy; reduces the amount of happiness required for a Golden Age
- Landed Elite now reduces the Gold cost of purchasing tiles by 25%; doubles production speed of Castles
- Republic now provides +15% Gold bonus from City Connections
- Sovereignty now Liberty policy; +1 Culture per city and +1 Happiness per 10 Population
- Liberty Finisher now grants a free Social Policy and free Great Person of your choice
- Educated Elite now Rationalism policy; +25% Science in the Capital; +3 Culture for Oxford University
- Socialism now reduces City Count Unhappiness by -10%
- Mercenary Army now provides +2 Gold for trade routes with city-states.


RELIGION:
- New Pantheon: Sacred Mountains (+1 Faith per Mountain)


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v2)
===============================================


BUG FIXES:
- Fixed bug where Oligarchy did not provide free maintenance for military units


===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v1)
===============================================


INCLUDED MODS:
- Fishing Technology, by James Barrows
- Mandir Building, by James Barrows
- More Mercantile Mod 1 & 2, by Sukritact
- Global - Complete Eras, by whoward69
- Satellites Reveal Cities, by whoward69
- Maps - Improved CS Luxuries, by whoward69
- Synagogue icon art, by Kwadjh
- The Motherland Calls, by Pouakai and Sukritact
- Prereq Improvements, by Pazyryk
- More City-Sates Luxuries, by Miguel Clemente
- More Pantheons, by Barathor
- Pantheon Wonder, by Pouakai, sukritact


CITY CHANGES:
- Cities now have an attack range of 1 (instead of 2)
- Reduced the default Defensive Strength for cities to 500
- Renamed the American city of New York to Manhattan


TECH TREE CHANGES:
- Tech Tree broken down into Era specific trees; must complete all techs of a specific era before proceeding to the next one
- Several buildings/units have updated PreReqTechs to coincide with TechTree changes


NEW TECHNOLOGIES:
- Fishing
- Advanced Flight
- Mass Media
- Command and Control
- Artificial Intelligence
- Theory of Everything


REMOVED TECHNOLOGIES:
- Replaceable Parts
- Industrialization


NEW BELIEFS:
- Synagogues
- Mandirs


NEW WORLD WONDERS:
- Area 51
- Oktoberfest
- World Trade Center
- Cure for Cancer
- Hollywood
- Schwedagon Paya
- United Nations
- The Motherland Calls
- Rock n' Roll
- Pantheon


NEW NATIONAL WONDERS:
- Harvest Festival
- Red Cross
- National Treasury


NEW PROJECTS:
- SDI


NEW BUILDINGS:
- Brewery
- Supermarket
- Synagogue
- Mandir
- Theatre


NEW RESOURCES:
- Mercantile resources from the More Mercantile Mod 1 & 2, by Sukritact
- Hit Movies


CIVILIZATION CHANGES:
- Civilizations now start with two Technologies
- Venitian Serenissima trait now provides a free Merchant with Banking instead of Optics


EXISTING UNIT CHANGES:
- Many late game units require TWO resources
- Cannon and Pikeman now requires +1 Iron
- Byzantine Dromon is now a Unique Unit replacing the Galleass; still has +50% vs Naval Bonus
- Lancers no longer ignore building defenses (Walls, Castle, etc)
- Marines upgrade to XCOM Squad
- Bazooka focuses more on anti-tank and anti-helicopter combat


EXISTING BUILDING CHANGES:
- Forge also gains Production bonus from Aluminum; can be built in cities with Aluminium resource nearby
- University no longer gets Science bonus with Jungle; Wat still retains this feature
- Military Academy increases the chance of Great Generals spawning; requires Fort
- Stone Works now provides +15% Building Production modifier instead of Windmill
- Iroquois Longhouse completely re-done; now replaces Granary
- Celtic Ceilidh Hall completely re-done; now replaces Amphitheater
- Egyptian Burial Tomb completely re-done; now replaces Shrine
- Monastery no longer requires a Belief; can be constructed once Theology is discovered
- Windmill now provides +1 Food bonus to Wheat; no longer provides Building Production bonus
- Watermill now provides +1 Food bonus to Wheat
- Harbor maintenance costs reduced to 2 Gold; now requires a Lighthouse
- Recycling Center now consumes +2 Iron
- Granary now carries over 50% of food; no longer provides Food bonus from Deer
- Bomb Shelters population protection reduced to -50%
- Military Base requires Armory; provides free experience to military units
- Arsenal provides +15 Production bonus towards Armor, Siege, Ranged Naval, Bomber and Helicopter units; requires +1 Iron
- Factory changed to +3 Production, +15% Production; gains +2 Production bonus when discovering Robotics
- Zoo now consumes 2 Horse resources; requires a Circus instead of a Colosseum; +2 Tourism with Ecology
- Stadium now requires a Colosseum
- Happiness from Colosseums increased to 3; Maintenance costs increased to 2 Gold
- Happiness from Stadiums increased to 6; Maintenance costs increased to 3 Gold
- Walls maintenance costs increased to 1 Gold
- Castle defence reduced to 500; Maintenance costs increased to 2
- Aqueduct can only be built near a river; +1 Food for every 3 Citizens in the city
- Hospital now provides +3 Food, +15% Food; gains +2 Food bonus when discovering Penicillin
- Medical Lab now provides +5 Food, +15% Food; +2 Science from Jungle tiles
- Opera House now requires a Monument instead of an Amphitheater
- Museum now requires a Monument instead of an Opera House
- Broadcast Tower now requires an Opera House instead of a Museum
- Harbor now provides bonus to sea resources and bonus to Naval production instead of Seaport
- Seaport now provides Range and Gold bonus to sea Trade Routes instead of Harbor
- Hydro Plant now requires a Water Mill
- Stock Exchange now requires Caravansary instead of Bank; provides bonus to trade routes
- Bank now provides +50% Gold
- German Hanse now replaces Stock Exchange instead of Bank


EXISTING WONDER CHANGES:
- Kremlin no longer requires Order; now requires Gunpowder; provides +25% Global Great General Rate
- The Pantheon now unlocked with Piety instead of the Mosque of Djenne
- Stonehenge no longer requires a Technology; requires Shrine
- Temple of Artemis now provides additional +15 XP to ranged units instead of a Production bonus
- Circus Maximus now consumes a Horse resource
- Forbidden Palace increases Influence with city-states by +25%; Delegates moved to UN Wonder
- Statue of Liberty can only be built on the coast
- Great Pyramids now unlocked with Tradition
- The Leaning Tower of Pisa now unlocked with Liberty
- Hanging Gardens no longer require a Policy Branch
- Hagia Sophia no longer provides free Great Prophet; provides 1 free Cathedral and contains a Great Work of Art slot


EXISTING NATIONAL WONDERS:
- Ironworks now consumes +2 Iron
- East India Company now requires a Caravansary in all cities instead of Market
- National Epic now provides a free Great Writer
- Heroic Epic now provides a free Great Writer


EXISTING RESOURCE CHANGES:
- Late game Strategic Resources (Oil, Aluminium) now provide a quantity of 3
- Copper now provides +1 Gold and +1 Production
- Salt now provides +1 Gold and +1 Food


POLICY BRANCH CHANGES:
- Piety and Rationalism are mutually exclusive again
- Liberty is now unlocked with Classical Era
- Patronage is now unlocked with Medieval Era
- Exploration is now unlocked with Renaissance Era


RELIGION:
- Removed Orthodoxy and Protestantism
- Removed Earth Mother Pantheon Belief
- Changed Catholicism back to Christianity (schism schmizism!)
- Monument to the Gods now extends into Medieval Era
- Goddess of Love requires peace
- Peace Loving now renamed Pacifism; +1 Happiness for every 6 followers if not at war
- New Pantheon: Zoolatry (+1 Faith and +1 Culture from Ivory and Cattle)
- New Founder Belief: Legalism (+1 Science for every 5 followers)


FEATURES:
- Fallout now has a -25% Defense penalty
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HISTORY IN THE MAKING II
A Modpack for CIVILIZATION V: Brave New World


HISTORY IN THE MAKING
A Modpack for CIVILIZATION IV: Beyond the Sword

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Old Jan 13, 2011, 04:18 PM   #5
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Reserved for future use
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HISTORY IN THE MAKING II
A Modpack for CIVILIZATION V: Brave New World


HISTORY IN THE MAKING
A Modpack for CIVILIZATION IV: Beyond the Sword

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Old Jan 13, 2011, 09:02 PM   #6
GoUtes53
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Welcome, Grave!

As a former player in your Civ 4 incarnation, let me say that this is indeed a much welcomed surprise! Thanks much for doing this, Grave. I for one truly appreciate it.
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Old Jan 13, 2011, 09:55 PM   #7
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Wow! This sounds exciting!

**Edit**
Looking at the additional starting techs I wonder if it's a bit of an unfair advantage giving Egypt the "calendar" tech because they'll be able build Stonehenge real quick given their wonder building trait. Did this balance OK in the Civ 4 version?

Great work by the way! Really looking forward to playing this!

Last edited by Panda_Power; Jan 13, 2011 at 10:00 PM. Reason: added question
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Old Jan 13, 2011, 11:56 PM   #8
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Grave is back - Great news!!

HiTM was the best mod I ever played for CivIV and I can't wait to see this develop into the same.

Suggestions for mods I'd like to see included : Emigration, Enhanced Golden Age, Random events and Food Economy

And of course the UI mods like Atilas mod, Civwillard and InfoAddict. But if there's no conflict with these as you say, I can just enable them myself.

Once again: Great news!
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Old Jan 14, 2011, 03:12 AM   #9
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I very like this affermation: "It carries on the traditon of it's Civilization IV predecessor by adding a little bit of everything, while trying not to change too many core elements of the game "just for the sake of change""
I'll try it at my next game.
Very cool tech tree, the civ5 units are few and bad-spreaded along the tech tree, in your mod are few but well spreaded!
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Old Jan 14, 2011, 05:01 AM   #10
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Quote:
Originally Posted by GoUtes53 View Post
As a former player in your Civ 4 incarnation, let me say that this is indeed a much welcomed surprise! Thanks much for doing this, Grave. I for one truly appreciate it.
Thank you! I hope HiTM2 lives up to your expectations!

Quote:
Originally Posted by Panda_Power View Post
Wow! This sounds exciting!

**Edit**
Looking at the additional starting techs I wonder if it's a bit of an unfair advantage giving Egypt the "calendar" tech because they'll be able build Stonehenge real quick given their wonder building trait. Did this balance OK in the Civ 4 version?

Great work by the way! Really looking forward to playing this!
I see what you mean there. It "kinda" does in a way. An idea I had was to give each starting tech a Wonder you could build right off the bat, but the problem is coming up with that many ancient era wonders... and giving them unique stats.

I was thinking about giving Stonehenge a PreReq number of monuments to build, but then that would step on the toes of the National Epic a bit too much. Or maybe moving it to Priesthood instead.

I'm totally open for suggestions... this is the excact reason why I'm craving customer feedback!

Quote:
Originally Posted by skodkim View Post
Grave is back - Great news!!

HiTM was the best mod I ever played for CivIV and I can't wait to see this develop into the same.

Suggestions for mods I'd like to see included : Emigration, Enhanced Golden Age, Random events and Food Economy

And of course the UI mods like Atilas mod, Civwillard and InfoAddict. But if there's no conflict with these as you say, I can just enable them myself.

Once again: Great news!
\Skodkim
Thanks Skodkim! Glad to see HiTM2 caught your eye! You gave me good feed back on the original HiTM, and I know you'll have plenty to suggest in this incarnation as well!

My goal is to keep the UI mods to an absolute minimum. The reason is: people have different preferences on what information they want to display with their UI mods. If I add certain UI mods, they may conflict with other mods that people like to use. So I want to leave it up to the end user to pick and choose what they want. That's not to say I won't add anything in the future, but it better have some really fancy schmancy bells and whistles.

Pretty much the same goes for gameplay changing mods: I only will add them if they add a core feature to HiTM2 that is a "must have" to make the mod perform the way I want. Emigration comes to mind, but there's no real reason to add it because it basically acts as a "stand alone" mod that can be activated and deactivated at will. It doesn't fundamentally change the mechanics of the game as a whole.

The only things I want to change are things that affect the "big picture" that simply can't be modular (tech trees, new buildings, unit stats, etc). Again, that's not to say I won't add gameplay changing mods, but they have to be pretty much essensial to the vision I have for HiTM2 and "can't live without".

Quote:
Originally Posted by Draskar View Post
I very like this affermation: "It carries on the traditon of it's Civilization IV predecessor by adding a little bit of everything, while trying not to change too many core elements of the game "just for the sake of change""
I'll try it at my next game.
Very cool tech tree, the civ5 units are few and bad-spreaded along the tech tree, in your mod are few but well spreaded!
I figure, if it's not broken, why fix it? I don't want to reinvent The Wheel... I just want to discover it around 3500BC and stick with it.
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HISTORY IN THE MAKING II
A Modpack for CIVILIZATION V: Brave New World


HISTORY IN THE MAKING
A Modpack for CIVILIZATION IV: Beyond the Sword

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Old Jan 14, 2011, 06:23 AM   #11
Draskar
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Moving stonenge to priesthood is a good choise, it's distant to the starting tech a like the vanilla game i think.
About historic coorence i very dislike the mounted-units path of vanilla, it don't reflect its raise & fall (with de maximum on meddle-ages), i hope you will concentrate on the "new kind of war" of each era in future, and if you want some suggestions, i can make some visual modification to tech tree to explain my suggestions on it.
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Old Jan 14, 2011, 09:22 AM   #12
Fabiano1979
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Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.
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Old Jan 14, 2011, 10:24 AM   #13
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Where is Paper technology in the game?? I don`t see in tech tree.
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Old Jan 14, 2011, 01:03 PM   #14
Fr8monkey
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The King of the Mods has returned!! All hail the King!!

I haven't gotten CiV yet because of the reviews and the lack of content; but I may change my mind...
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Old Jan 14, 2011, 02:32 PM   #15
LavaLama
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Hey Hey, you need someone for a german translation of the mod?

Still testing it. You'll get my feedback when i am done.
Nice mod so far.

Maybe you should implemend the City State Mod from Gazebo? Can't play with out it anymore :/.
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Old Jan 14, 2011, 03:08 PM   #16
Draskar
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Quote:
Originally Posted by Fabiano1979 View Post
Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.
Same problem!
I had this problem also with "total mod" but not with "Call to power mod".
ps I tried to switch the game to english language
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Old Jan 14, 2011, 03:18 PM   #17
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Great to see this MOD back!

Playing already, but the tech tree is kind of broken. Just cant see all the techs, all I see is the first page (ancient era)..theres no scrollbar.

same thing to report here

you SHOULD implemend the City State Mod from Gazebo .Can't play with out it anymore :/.
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Old Jan 14, 2011, 04:12 PM   #18
Draskar
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Hi Grave, here's my proposal for make more graduate the transition between medieval armies and 19 century army.
The aim of these suggestions is to have a "new kind of war" at every age..
Spoiler:




In medieval times we have 5 units:

Feudal Militia) Farmers bad equipped, cheap & weak unit
Longswordmen) Strong warriors well covered and equipped, medium cost & strong unit
Knight) Queen of the battle, high cost & very strong unit (stronger than longswordmen!)
Crossbowmen) Citizens armed with crossbows, like in vanilla
Trebuchet) Siege weapon, like in vanilla (very good vs cities,bad vs units)

In reinassance times we have 5 units:

Citizen Militia) Citizens armed with polearms, cheap & weak unit (little bunus vs mounted, like 25%)
Pikemen) Backbone of the army, professional warriors, medium cost & strong unit
Dragoons) Ranged unit (like ancient chariots), medium cost & raid unit, usefull vs musketmen & fears pikemen
Musketmen) Range unit of the era, like stronger crossbowmen
Bombard) Siege weapon, like a stronger trebuchet but only good vs cities but only weak vs units

In 18 century time we have 4 units

Militia) Citizens armed with musket, cheap & weak unit
Line infantry) Trained troops, medium cost
Hussar) Trained troops, usefull agaist artillery, flanking support and for finish infantries (like the ancient horsemen)
Cannon) Like the vanilla cannon

In 18 century time we have 3 units

Rifilemen): standard infantry
Cavalry: fast unit usefull for flanking and recognizing (loose against riflemen)
Campal Cannon: stronger cannon with range 3 but not "undirect fire" (you must use chivalry to spot enemies and shoot them from distance!)


To implement these,followings are needed:

1) Some renaming of units
2) Some adjustments on stats and abilities
3) Skins for citizen militia (animation from original pikemen)
4) Skins for militia (animation from minuteman)
5) Skins for new pikeman (animation from lanzchenc)
6) Band new stuff for dragoons
7) Brand new stuff for musketmen
8) Brand new stuff for bombard
9) Skins for line infantry (animation from rifleman or old musketman)
10) Brand new stuff for new cannon

UU changes samples:

Militia -> Minutemen
Dragoon -> Cossak
Pikemen -> Tercio

I hope you like this and if you are interested, a can start think the effective units stats and position on tech tree (i think few new inventions are needed, max 4)
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Last edited by Draskar; Jan 14, 2011 at 04:14 PM. Reason: errors
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Old Jan 14, 2011, 08:02 PM   #19
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good to see this loved it for civ 4
played till 1000ad a few observations
i have the tech tree display problem as already noted.
even though you have added 12 tech (a good thing) the tech rate still flies by
tech progress needs to be slowed maybe 20-25 % .
one of my biggest problems with the tech tree is it is to easy to run the bottom
of the tech tree to steel .I generally play king and in at least 8 or so games I have seen longswords from another civ at 500bc not very historically accurate & makes you play
one specfic way to have to counter . One of the base features that i cant believe got by
testers is that research agreement dont scale by era, (they are all 300$) having them
scale would help slow belines. modern techs are worth many times the beakers than the ancient one shouldn't they be worth more money ?
also i am hooked on the city state diplomacy mod by Gazebo
Have you looked in to this great mod and to adding it to yours
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Old Jan 15, 2011, 12:46 AM   #20
MasterTonberry
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Holy hell, this is great news! I had no idea this was in the works Grave, you have made me very happy. I loved HitM for Civ 4 BTS and couldn't play the game without it.

Is this initial version compatible with the latest patched version of Civ 5? I don't mind waiting at all it isn't.
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