Latest Changes

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
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"History will be kind to me, for I intend to write it."
- Winston Churchill


Latest Changes



--- Version 1.25 ---

Music
• New music for many leaders and eras, courtesy of IanMusic
• Several existing pieces repurposed or reintroduced (from Vanilla and Warlords)

Civilizations
• New Civilization: Armenia (Tigranes, Ashot)
• New Civilization: Scythia (Tomyris, Ateas)
• Anasazi: renamed Pueblo
• Hungarians: Vegvar (UB) grants free Cover promotion
• Japanese: new button/flag
• Mongols: new UW (Ulugh Beg Observatory)
• Polish: new leader (Pilsudski)
• Romans: Legionary (UU) can also build Encampments, death animation fixed
• Thai: new leader (Naresuan)
• Zulu: new Leader (Mandela)

Leaders
• Cyrus: new art
• Gajah Mada: improved art
• Rahiri: improved art, reverted to Te Rauparaha
• Shammuramat: removed
• Tun Perak: new art
• Numerous trait reassignments

Traits
• Aggressive: fixed a bug that could leave a player with negative wealth
• Defensive: improved AI handling of pillage immunity (Windows only)
• Expansive: renamed Expansionist, grants free Granary instead of extra population
• Tactical: now reduces military unit upgrade cost by 50% (was 100%)

Civics
• Chiefdom: redesigned (+50% culture in capital, +1 happiness from Barracks)
• Industrialism: upkeep lowered to Medium
• Monarchy: grants +1 happiness from Palace instead of Barracks
• Theocracy: no longer grants +50% culture in capital
• Tribalism: 100% free unit upkeep instead of pillage/capture bonus

Religion
• AI more likely to found religions appropriate to their region

Tenets
• Enlightenment: faith from settled Great People reduced to +3 (previously +5)
• Idolatry: now also increases cost of constructing Wonders by 25%
• Preservation: now +1 faith from Wonders (previously +2)
• Salvation: faith earned from combat is now based on the defeated unit's experience
• Fixed a bug causing free specialists from Tenets to sometimes not be applied correctly
• Revelation Tenets that improve Monasteries should now work correctly

Organizations
• Fixed incorrect expansion costs
• Fixed a rare bug that could destroy Headquarters
• Many tweaks and fixes to expansion mechanics
• Many tweaks and fixes to share trading
• Organizations will now go bankrupt if their share price hits 0

Technology
• Geography: no longer grants free trade routes

Specialists (Windows Only)
• Doctor: provides health instead of food
• Priest: provides happiness instead of commerce
• Great Artist: provides happiness instead of wealth
• Great Doctor: provides health instead of food
• Great Priest: provides happiness and health
• Great Spy: provides wealth instead of commerce

Buildings
• New Building: Telephone Exchange
• Airport: now also requires Radio
• Bunker: redesigned and unlocks earlier (at Explosives)
• Castle: also reduces bombard damage, no longer allows 1 spy
• Customs House: foreign trade yield bonus reduced to 50%, also grants +50% defense vs espionage
• Recycling Centre: should now clear existing pollution when constructed
• Sewer: now grants +3 health, no longer allows 1 spy
• Solar Plant: latitude requirement tightened to 30°
• Espionage is now much less common from buildings
• Defense bonuses no longer ineffective against many gunpowder units
• Numerous adjustments to likelihood of destruction when city is captured
• Numerous improvements/replacements for building art
• City artstyle now determined by highest culture present (Windows only)
• New construction sounds for many buildings

National Wonders
• Refinery: provides Scientist GPP (formerly Merchant GPP)
• Telephone Network: redesigned as Silicon Valley

Wonders
• Cristo Redentor: should now work properly
• Jetavanaramaya: cost lowered to 500

Units
• Labourer: can no longer settle as citizens
• Grenadier: also does up to 75% collateral damage to 3 units
• Musketman: strength increased to 10
• Transport Ship: now unlocks at Combustion
• Many units that used to ignore building defense no longer do
• Siege Units separated into Siege and Artillery categories
• Fixed resource and tech requirements of several naval UUs
• Several adjustments to unit costs
• Various fixes and changes to unit art

Forts
• Variants: Encampment, Fort, Fortress
• Can be bombarded to reduce defenses (Windows only)
• Generate culture for the occupier (Windows only)
• Enable stationed units to see further (Windows only)
• Better art

Improvements
• AI should now be more careful about building polluting improvements
• Offshore Platform: now unlocked at Infrastructure

Resources
• Shellfish: now provide food and commerce when improved
• Several adjustments to resource placement during map generation

Natural Wonders
• New Natural Wonders: Eye of the Sahara, Salar de Uyuni
• Aurora Borealis and Aurora Australis
• Several adjustments/changes to bonuses
• Now indicated on the map when resource labels are enabled

Interface
• City Screen: Dissent Bar will now always show dissent rate (unless it is 0)
• City Screen: fixed a bug preventing assignment of specialists when land is unworked
• Financial Advisor: now shows how many trade routes you have with each player
• Foreign Advisor: rebuilt (work in progress)
• Pedia: now taller on higher resolutions
• Settings: fixed an error when adjusting Field of View

Diplomacy (Windows Only)
• Can now establish Embassies that allow Economic Agreements and Military Pacts
• Economic Agreements: Right of Passage, Trade Agreement, Common Market
• Military Pacts: Non-Aggression Pact, Co-operation Pact, Defensive Pact
• New Negotiations: War Preparations, War Reparations, Secretary General Vote
• New Trades: Contact, Workers, Military Units
• New UN Votes: Barbarian Peace, Denounce Aggression, No City Razing, Fixed Borders
• New UN Votes: Map Exchange, Civic Condemnation, Resource Prohibition
• Various other Diplomacy adjustments

Balance
• Increased culture required to reach Refined and higher levels
• Dissent from civics now scales more reasonably with number of cities
• Rounding is now applied to a city's total trade route yield instead of to individual trade routes (Windows only)
• Several adjustments to Espionage Mission costs

Misc
• Updated to KMod 1.46
• Regenerating the map should no longer mess up certain tile yields (Windows only)
• Numerous minor bugfixes and tweaks
 
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Older changes are no longer recorded in this thread. Should you wish to see the full version history, it's available in the mod download (About.txt).
 
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Hi, im going to have my second Start with this mod.
It seems quite overwhelming to me.
I would like to learn more about this mod by reading a Story about it.
Just found some stories. But they are from 2013.

Can anyone recommend me a good story with History Rewritten mod or can I still read the story from 2013 to learn more about this mod?
 
Edit: The story is with Version 1.16.
Hard to tell what features were already in there and in what state. Just the addition of K-mod culture formula in 1.24 makes it a different (and much better imo) game.
Design is brilliant, but many aspects are poorly tuned, so you would have a hard time getting anything but a tragedy even if you watched bots play AI Survivor-style.

What's your preferred difficulty?
 
My preferred difficult is emperor I. I just Red the first story and skipped all the civics and leader personalities and so on.
Guess they will be out dated.

PS: I started a first game yesterday and my second City started a Civil war and become Part of my bycantinian neighbor.
Thought dissent cities will become an own civilisation.
 
PS: I started a first game yesterday and my second City started a Civil war and become Part of my bycantinian neighbor.
Thought dissent cities will become an own civilisation.
You need barbarian cities nearby for that and/or more than one dissatisfied (orange) city. Also K-mod culture algorythm outputs culture 3 tiles away from the actual border - it's very good with Revolution, makes culture a worthy commerce to invest into. You have a grace period to build monument and cemetery for priest slot, but it will cost you momentum.

In K-mod you need 3 revolts to flip to a different civ, so Byzantium probably conquered your rebel city.
My preferred difficult is emperor
Well, it should be enough to compensate AIs investing commerce into espionage and culture (sliders are unlocked instantly), but Financial and Philosophical will outtech everyone else and AI city planning is still atrocious (true for any mod I've seen). They will start strong, but are doomed economically, because you need boni and space to keep pace with mounting number of cities maintenance that's uncapped in HR. If the mapscript is poor in happiness and health boni, they will struggle with dissent too, unless there's a hidden handicap I'm not aware of.
 
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