1.19 released

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
A big thank you to all who beta tested this version, hopefully we caught and fixed everything. Enjoy!






--- Version 1.19 ---


Civilizations
• Capital and city naming can now vary by leader and era (work in progress)
• Phoenicia: War Harbour (UW) redesigned as a Naval Arsenal replacement
• Portugal: Torre de Belem (UW) redesigned as a Naval Arsenal replacement
• Polynesia: Marae (UB) also provides an artist specialist
• Tamil: Dharani (UU) redesigned as a Dromon replacement

Leaders
• New Leader: Abbas
• Harun al-Rashid: new art (old art used for Abbas)
• Reassigned favourite civics for many leaders

Civics
• New Civics: Centralization, Proclamation
• Removed Civics: Barbarism, Bureacracy
• Starting civic in each category now have effects
• Numerous changes and rebalances to civics to accommodate new starting civics

Technology
• New Techs: Chivalry, Welfare
• Removed Techs: Archery, Stirrups
• Numerous adjustments to tech prerequisites; several bottlenecks resolved

Buildings
• Aqueduct: Reservoir feature should no longer be removed from captured cities
• Courthouse: Maintenance reduction reduced to 25%, espionage increased to 4
• Jail: Grants -25% maintenance instead of war weariness reduction, espionage lowered to 2
• Monument: UB variants no longer obsolete
• Shipyard: no longer appears in build lists of landlocked cities
• Water Well: now gives +1 health normally, +2 health under Agrarianism

National Wonders
• New National Wonder: Naval Arsenal
• Palace: commerce and happiness bonuses shifted to starting civics
• Seasonal Palace: now requires Castles instead of Courthouses
• Hurry costs should now be more consistent

World Wonders
• New World Wonder: Jetavanaramaya
• Nazca Lines: Great Prophets from this wonder can now found religions
• Pyramids: also allows cities to grow while training Workers and Labourers
• Shwedagon Paya: also causes Missionaries to always succeed
• Statue of Liberty: can now be built in coastal cities only
• Hurry costs should now be more consistent

Units
• Workboat: no longer classed as a military unit

Religion
• Non-state religions now cause unhappiness in cities
• Fixed religious influence display in victory screen
• Zoroastrianism: fixed a few audio bugs

Corporations
• Active executive limit lowered to 3
• Corporation HQs no longer lose culture when conquered

Terrain
• Pollution should no longer destroy Flood Plains or Wetlands
• Chopping production adjusted
• Tribal Islands (goody huts) can now be found at sea

Resources
• Adjusted yields: Cotton, Flax, Incense, Olives, Silk, Sugar, Tobacco
• Fish: now revealed by Fishing tech
• Prime Timber: no longer appears on unforested tiles
• Several enabling techs reassigned
• Reduced clumping of certain resources

Events
• Numerous compatibility fixes to the standard BTS events (thanks Nightstar!)

Interface
• Leaders now sorted alphabetically in custom game screen
• Several Hotkeys reassigned (see Pedia for details)
• Several Civilopedia texts added or updated
• Dotmap layer should no longer crash or behave strangely

Miscellaneous
• Free happiness from difficulty level reduced
• Minor tweaks to how number of free units is calculated
• Espionage slider no longer available before Politics is researched
• Cross-platform multiplayer should hopefully now be error free
• Fixed a crash caused by broken/missing colour definitions​
 
What are your plans for 1.20?

2nd UUs will be the main feature, and since I'll be working on unit art for that I'd like to try finish the art variation for air units I started a while back but had to put aside. Would also be a good opportunity to add a new civilization, and there's still several world wonders I want to add.

Maybe civil wars too. That's become a huge task though, so I'll have to see how I get on. As always, feel free to request stuff or remind me of stuff and I'll see what's feasible.
 
May I suggest not adding a new civilization, but rather breaking down cultures that spread across a huge amount of time into distinct individuals. Thus, instead of having America that is comprised of Washington, Lincoln, and FDR you could create Early American, Middle American, and Late American cultures. With this distinction, you could give each unique civilization specific UBs and UUs. There are many cultures that span thousands of years that could be treated in this way.

I never understood, for example, why Washington should be given a Navy Seal? I think you get the direction of this modification.

Just a thought.
 
What civilization are you going to add?

Not sure yet. Several contenders, but I need to review the available art before deciding.

May I suggest not adding a new civilization, but rather breaking down cultures that spread across a huge amount of time into distinct individuals. Thus, instead of having America that is comprised of Washington, Lincoln, and FDR you could create Early American, Middle American, and Late American cultures. With this distinction, you could give each unique civilization specific UBs and UUs. There are many cultures that span thousands of years that could be treated in this way.

I never understood, for example, why Washington should be given a Navy Seal? I think you get the direction of this modification.

Effectively attaching UU/UB/UW to leaders rather than the civ itself? That's something that could work for some civs but would be a real struggle for others. Not sure if I want to go there, at least at this time. However, if you mean to split the civilizations into separate ones for each period, then no, I definitely don't want to do that. It makes sense for scenarios but not for full games.
 
You seem to have reverted the Huge Earth map to the one without any of the new resources.

Edit: You did it because it crashed on startup and if you want a fixed version, I'll add marshes and savannah to it, as well as goody islands and have it up for you soon.
 
Not sure yet. Several contenders, but I need to review the available art before deciding.

My vote would be the Khazars.

Effectively attaching UU/UB/UW to leaders rather than the civ itself? That's something that could work for some civs but would be a real struggle for others. Not sure if I want to go there, at least at this time.

It would be amazing. For the civs that didn't last several eras in real life, how about having "stock" UU's that would be assigned at random at the beginning of the game?

I haven't made it this far in any of my 1.19 games, but did you make the future tech give random bonuses instead of the generic +:health:+:c5happy:? like less inflation, more trade routes, etc? I know it was talked about
 
Playing 1.19 with the Civics patch to fix Pluralism, just came out of anarchy after revolting to Monarchy, not getting the happiness bonus from the Palace.
 

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You seem to have reverted the Huge Earth map to the one without any of the new resources.

Edit: You did it because it crashed on startup and if you want a fixed version, I'll add marshes and savannah to it, as well as goody islands and have it up for you soon.

Ah damn, I forget to put it in, and the new map by Boggy as well. Thanks for adding the new terrain! The crash is probably due to some item or so being renamed in 1.19. Let me know if you're having any trouble sorting it.

My vote would be the Khazars.

Definitely a strong contender, with excellent unit art available. Leaders and buildings will be trickier.

It would be amazing. For the civs that didn't last several eras in real life, how about having "stock" UU's that would be assigned at random at the beginning of the game?

I'll add it to the wishlist but it's not something that will be easy to implement and I worry that it's better suited to a mod less diverse than HR. If it's even possible to code at all. Not on the cards for 1.20 anyway, shall see for the future.

I haven't made it this far in any of my 1.19 games, but did you make the future tech give random bonuses instead of the generic +:health:+:c5happy:? like less inflation, more trade routes, etc? I know it was talked about

Not yet, on the 1.20 to-do list though.

Playing 1.19 with the Civics patch to fix Pluralism, just came out of anarchy after revolting to Monarchy, not getting the happiness bonus from the Palace.

Ah I know what's causing that, the Palace changes from Redistribution are overriding the happiness from Monarchy. Simple problem but its probably going to require a tricky solution. Definitely not a single file fix I'm afraid.
 
If there's going to be an additional Civilization, my advocacy would be for an indigenous Australian people. I'm working on an Earth scenario with every continent or archipelago populated, and whilst the central Pacific region is sorted, it would be good to have the option of a distinctive tribe living in Australia rather than having a second Polynesian faction living nearby. (Specifically, I've used Mali as the Narrinjeri in Earth scenarios; other indigenous peoples are available.)

Whilst mentioning Polynesia; a Civ that exists as a series of semi-distant islands needs to be able to pop its borders quickly to get from one location to the next if it wants to REX. In BTS, I use Zara Yaqob of Vikings as Polynesia on Earth scenarios; island-hopping with CRE borders makes it a fun faction to play as.

As it happens, CRE would fit Salamasina's background as an advocate of the arts, and enable the rapid establishment of a proper empire. Perhaps she could switch Traits with Lobsang Gyatso? The ability to rapidly build Settlers and Workers could perhaps explain how he and a community of his followers managed to relocate themselves ahead of pursuit by Chinese state forces in the 1959 Uprising. Also, maybe her capital should be Apia (and Te Rauparaha's perhaps Kawhia)?

Edit: Also, on the subject of this new 'Leaders with City Names' malarky, what about adding a North Korean leader? Would make Cold War refights interesting!
 
Okay, I gave a little more thought to the 'empty lands' issue. I'm approaching this from the perspective of making Earth maps, and not wanting there to be massive unoccupied lands that present balance issues.

Totalling up the existing Civs and their Leaders, here's what options there are presently to fill up certain regions:

British Isles & Ireland: 2 Civs, 7 Leaders.

Western Europe (Defined by Portugal, Italy, Sweden): 8 Civs, 22 Leaders.

Eastern Europe (Defined by Austria, Russia, Turkey): 8 Civs, 22 Leaders.

Middle East: 7 Civs, 17 Leaders.

North Africa (Defined by Sahara and Ethiopia, note Saladin is an Egyptian leader by geography): 7 Civs, 17 Leaders.

Sub-Saharan Africa: 3 Civs, 6 Leaders.

India: 2 Civs, 6 Leaders.

East Asia: 9 Civs, 23 Leaders. (24 if you count both Trung Sisters.)

Oceania (Defined by Indonesia, Australia and entire Pacific): 2 Civs, 5 Leaders.

North America: 4 Civs, 9 Leaders.

Mesoamerica: 2 Civs, 4 Leaders.

South America: 1 Civ, 2 Leaders.

So... in light of this, I've changed my mind. If the Polynesian leaders get their geographically accurate city names, indigenous New Zealanders and Indonesians can fight over Australia just about enough to make sure Oceania isn't going to be a site of teching up without having to recruit a single Archer for city defence.

South America, however, is inhabited by one Civ. Whose two leaders can't be set against each other without making a massive sacrifice in geographically accurate start locations.

In my existing BTS Earth maps, Huayna Capac pretty much always ends up dominating the Americas. The continent is the most under-represented of all in HR, and for game balance on Earth maps HC needs a counterpoint to his South or East. There's plenty of peoples around there - the Mapuche, Tehuelche, Aymara, Guarani and Tupi seem like reasonable candidates.

Dunno how much existing work there already is out there, but from where I'm looking this is the squeakiest wheel that needs the most grease. Oceania would still be nice, though.

In the long-term, it'd be good to have Australia, Canada, Mexico, Venezuela, Chile, Cuba, Argentina and either Israel or a modern era Israeli leader for the Hebrew empire (hey, Egypt get Nasser...); this would open up scenario possibilities for WWI, WWII, Cold War, etc. But right now, South America is under-populated to the extent that balanced scenarios are extremely difficult to make.
 
If there's going to be an additional Civilization, my advocacy would be for an indigenous Australian people. I'm working on an Earth scenario with every continent or archipelago populated, and whilst the central Pacific region is sorted, it would be good to have the option of a distinctive tribe living in Australia rather than having a second Polynesian faction living nearby. (Specifically, I've used Mali as the Narrinjeri in Earth scenarios; other indigenous peoples are available.)

Aboriginal Australia is tricky. While it's tempting to fill the geographical gap, it's venturing a bit further into 'what-if' territory than I prefer to go. Maybe one day, but definitely not a priority at this time.

Whilst mentioning Polynesia; a Civ that exists as a series of semi-distant islands needs to be able to pop its borders quickly to get from one location to the next if it wants to REX. In BTS, I use Zara Yaqob of Vikings as Polynesia on Earth scenarios; island-hopping with CRE borders makes it a fun faction to play as.

As it happens, CRE would fit Salamasina's background as an advocate of the arts, and enable the rapid establishment of a proper empire. Perhaps she could switch Traits with Lobsang Gyatso? The ability to rapidly build Settlers and Workers could perhaps explain how he and a community of his followers managed to relocate themselves ahead of pursuit by Chinese state forces in the 1959 Uprising.

Also, maybe her capital should be Apia (and Te Rauparaha's perhaps Kawhia)?

Hmm, I thought I'd updated Polynesia's capitals already. Guess not. Salamasina's capital would be Manu'a; in the absence of settlements that could reasonably be called cities, I opted to use island and region names for the Polynesian city list. Much more appropriate than villages or colonial towns and modern cities (like Apia) in my opinion.

Edit: Also, on the subject of this new 'Leaders with City Names' malarky, what about adding a North Korean leader? Would make Cold War refights interesting!

Quite a few civs could benefit from a more modern leader. Unused trait combinations are running low though so I'm adding new leaders very cautiously. Not sure about North Korea at this point.

South America, however, is inhabited by one Civ. Whose two leaders can't be set against each other without making a massive sacrifice in geographically accurate start locations.

In my existing BTS Earth maps, Huayna Capac pretty much always ends up dominating the Americas. The continent is the most under-represented of all in HR, and for game balance on Earth maps HC needs a counterpoint to his South or East. There's plenty of peoples around there - the Mapuche, Tehuelche, Aymara, Guarani and Tupi seem like reasonable candidates.

Brazil is a civilization I've been considering for some time. Not just the modern country though, rather a civ that progresses from the Tupi through colonial times to the current state. I think it's one of the few places where this wouldn't be too inappropriate.

In the long-term, it'd be good to have Australia, Canada, Mexico, Venezuela, Chile, Cuba, Argentina and either Israel or a modern era Israeli leader for the Hebrew empire (hey, Egypt get Nasser...); this would open up scenario possibilities for WWI, WWII, Cold War, etc. But right now, South America is under-populated to the extent that balanced scenarios are extremely difficult to make.

Many of those are colonial civilizations, which I prefer to avoid. It's proven a relatively tidy way of defining the scope of selection and reduces determinism.
 
Yeah, I tend to avoid the US in Ancient starts for that very reason. I like to see colonial civs appear as actual colonies with the vassal system, or in preset Renaissance-Modern scenarios. Brazil through the ages sounds like a perfect middle ground that would both give the Inca a playmate and fill out a Cold War map.

If room can be found, perhaps an Aboriginal leader for Polynesia? Australia is part of some definitions of the region.
 
If room can be found, perhaps an Aboriginal leader for Polynesia? Australia is part of some definitions of the region.

That wouldn't work. The Aboriginal Australians were in Australia tens of thousands of years before the Polynesians emerged as a distinct people. There's no genetic connection between them, nor with their mutual neighbour, the Melanesian people (Fiji, New Guinea, Vanuatu, New Caledonia, etc). There's no evidence of any contact or cultural ties between Polynesia or Aboriginal Australia either.
 
D'oh, fair enough. In which case, an Aboriginal civ at some point in the future would be lovely :)
 
I'm playing it now for the first time trying this mod. I like it. Great mod! :) I would like to see a few improvements though. Is it possible to add sliders to the game?
 
Ah damn, I forget to put it in, and the new map by Boggy as well. Thanks for adding the new terrain! The crash is probably due to some item or so being renamed in 1.19. Let me know if you're having any trouble sorting it.

Sorry for taking a bit of time. Also, the crash was due to some lines added in just before the part where it does the plots.
 

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