History Rewritten

History Rewritten 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
Balance
• Maximum civilizations increased to 56 (Windows only)
• Civic Upkeep increased
• Numerous adjustments to maintenance/upkeep/dissent scaling
• Inflation removed

Technology
• Added and replaced a few quotes

Religion
• Volume and quality adjustments to religious sounds (thanks SpartanU!)

Units
• Galleon: no longer requires resources

Terrain
• Savannah: should no longer appear at high latitudes
• Certain textures should be less distorted when zooming
• Better resolution star field for Globe View

Resources
• Elephant: fixed appearance in pedia

Interface
• Faith Bar: fixed tooltip error
• City Screen: fixed an error with Great People bar tooltips
• City Screen: improved dissent bar tooltip
• Financial Advisor: repaired and redesigned
• Civic Advisor: now shows change in upkeep/dissent between current and selected civics
• Minimap: culture on water is now more transparent (Windows only)
• Fixed bug causing the clock to not always be updated
CHANGES


K-Mod (Windows only)
• Smarter and faster AI
• Culture: more dynamic, more important, spreads beyond borders and over trade routes
• Religion: improved spread mechanics, older religions can be displaced
• Great Artist: culture from Great Works now scales with era
• Spy: automatically wake when they reach their maximum fortification bonus
• Human players can become vassals of the AI
• Advanced Combats Odds when hovering over enemy units
• Numerous fixes to longstanding bugs in BTS
• Numerous other tweaks and improvements

Compatibility
• Windows and OS X saved games are no longer compatible
• Multiplayer between Windows and OS X only possible if Windows players remove DLL

Civilizations
• New Civilization: Nigeria (leaders: Oduduwa, Ewuare, Aminatu, Obasanjo)
• Aztec: new leaders (Atlatl Cauac, Juárez)
• Burmese: fixed crash when selecting Spearman in Pedia or Worldbuilder
• Burmese: Paya (UB) now grants +4 faith instead of +25% faith (to solve technical issue)
• English: improved city naming, new leader (Aelfred)
• Hittites: fixed issue where both National Festival and Puruli (UW) were unbuildable
• Javans: Candi (UU) is now a Bath replacement
• Romans: Ballista (UU) now upgrades to Bombard (formerly Trebuchet)
• Sioux: Inipi (UU) is now a Bath replacement
• Turks: improved city naming, new colours and flag
• Starting techs reassigned for most civilizations (now 7 choices, up from 4)

Leaders
• Numerous trait reassignments
• Further adjustments to leader personalities

Traits
• Enterprising: fixed issue allowing some ships to transport inappropriate units
• Financial: now grants +25% share when founding corporations (instead of a Golden Age)

Civil War
• Dissent in a city is now reduced by its espionage output
• Dissent penalty (+50) added when a city starves
• Further balance adjustments to dissent mechanics
• Nearby Barbarian cities will now join a seceding civilization
• Any barbarian culture in or around a seceding city will convert to the new owner
• Civic Dissent is now displayed in grey during Golden Ages (Domestic Advisor, City Dissent Bar)
• Fixed an issue preventing Great Temples and Shrines from reducing dissent
• Fixed a potential error during rebel civ selection
• Fixed duplicate leaders appearing when playing with the 'Unrestricted Leaders' option

Civics
• New Civics: Merchant Trade, Warrior Class, Conscription
• Removed Civics: Regulated Trade, Clan Warfare, Warrior Code
• Many civics redesigned and rebalanced, with changed tech requirements

Tenets
• Altruism: now unlocked at Ethics
• Discipline: free Artist from Great Temple instead of chance from Stadium
• Enlightenment: now unlocked at Humanities
• Humanism: now unlocked at Academia
• Idolatry: increases cost of Wonders by 25%, no longer blocks access to Stone/Marble
• Judgement: now unlocks at Judiciary
• Occultism: espionage increased to +2, free Merchant from Great Temple instead of chance from Clinic, now unlocks at Astrology
• Preservation: now unlocked by Alchemy
• Rationalism: research increased to 2, free Scientist from Great Temple instead of chance from School
• Sacrifice: can no longer reduce a city to size 0
• Salvation: now unlocked at Theology
• Scripture: wealth increased to +2, free Priest from Great Temple instead of chance from Library
• Superstition: culture increased to +2
• Fixed a bug causing Tolerance tenets to sometimes cause attitude bonuses/penalties
• Worship tenets no longer have a tech requirement (except Apostasy)

Religion
• Temples and Great Temples no longer have a tech requirement
• Improved Faith tooltips
• Improved calculations to determine a religion's faith leader
• Fixed a bug that sometimes allowed a reformation when adopting another civ's state religion
• Implemented a workaround for a mysterious Great Prophet error
• Lowered the volume of certain sounds

Technology
• New Techs: Academia, Combined Arms, Fortification, Inheritance, Sociology
• Removed Techs: Ceremonial Burial, Charity, Corporation, Divination, Evangelism, Hunting, Insurance, Milling, Seafaring
• Astronomy: changed to Astrology
• Chivalry: changed to Warrior Code
• Constitution: moved to the late Renaissance Era
• Gunpowder: moved to the late Medieval Era
• Humanities: moved to the late Medieval Era
• Jurisprudence: changed to Judiciary, moved to the late Medieval Era
• Logistics: moved to the early Renaissance Era
• Meteorology: changed to Geography
• Oratory: changed back to Oral Tradition
• Property: moved to the late Classical Era
• Many other within-Era changes to tech requirements
• First column of 'starting' technologies merged/removed
• Tech Trading now unlocks at Academia (Early Renaissance)

Buildings
• New Buildings: Abattoir, Pharmacy
• Removed Buildings: Smokehouse, Clinic
• Castle: now unlocked at Fortification, cost increased to 160
• Cemetery: now unlocked at Ritual
• Constabulary: no longer increases happiness with espionage rate
• Courthouse: cost increased to 250, lowered happiness from espionage rate, now unlocked at Constitution
• Customs House: now unlocked at Economics
• Forge: production bonus now applies to land units only
• Grocer: also grants +1 health with Spices
• Hotel: wonders should now be counted correctly for commerce bonus
• Market: redesigned (+25% wealth, +1 trade route, allows 1 merchant)
• Mill: now gives +10% production with Hemp/Rubber/Timber/Peat/Bitumen
• Museum: now gives +10% commerce with Stone/Marble/Amber/Jade/Gems, no longer grants a free specialist
• Nuclear Plant: meltdowns no longer destroy buildings or population
• Observatory: cost increased to 220
• Park: now allows 1 artist instead of doctor, no longer requires Civic Square
• Tannery: also grants +1 happiness with Salt
• Theatre: now allows just 1 artist
• University: now unlocks at Academia
• Constructing a cleaner/safer Power Plant in a city will now remove any existing ones

National Wonders
• Military Academy: now unlocked by Combined Arms, cost increased to 500
• National Monument: now unlocked by Politics
• National Theatre: now unlocked by Humanities
• Naval Arsenal: now unlocked by Logistics, cost increased to 600
• Palace: now grants +2 commerce
• Royal Cemetery: now unlocked by Inheritance
• Seasonal Palace: now unlocked by Architecture, cost increased to 400, no longer requires Castles
• Stock Exchange: now unlocked by Economics

Wonders
• Apostolic Palace: now unlocks at Dogma
• Brandenburg Gate: now unlocks at Constitution
• Great Library: now unlocks at Writing
• Jetavanaramaya: now unlocks at Ethics
• Notre Dame: now unlocks at Patronage (with Architecture)
• Oracle: now unlocks at Calendar
• Shwedagon Paya: now unlocks at Architecture
• Sistine Chapel: now unlocks at Humanities
• Taj Mahal: now unlocks at Heritage
• Temple of Kukulkan: now unlocks at Fortification, cost increased to 600
• Versailles: now unlocks at Nationhood
• Number of World Wonders that can be built in a city is now capped by its culture level

Projects
• Production cost of all projects increased
• SDI: no longer has a production boost from Aluminium
• Spaceship Components: no longer have production boosts from resources
• Other production increases from resources lowered to 50%

Units
• Clipper: can now be built faster with Prime Timber
• Colonist: now provides Barracks instead of a Smokehouse
• Cuirassier: no longer requires Iron (except some UUs), now unlocks at Combined Arms
• Galley: now unlocked at Sailing
• Guided Missile: range increased from 4 to 5
• Workboat: now requires Fishing, some AI adjustments
• Most Renaissance and some Industrial units now require Saltpeter
• Enslaving units will no longer create Settlers on One City Challenge

Specialist
• Several adjustments to yields and commerces

Great People
• Great Doctor: new ability - Humanitarian Mission (resets dissent/improves attitude)

Corporations
• Corporations will now spread independently
• Executives can now only be trained in the headquarter city
• Headquarters now grant +100% to their specified commerce instead of +1/2/3 per city
• Headquarters now relocate to a city belonging the Corporation's largest shareholder
• Corporate Shares can now be bought and sold
• Corporations pay a dividend each turn to their shareholders
• Corporations now trade in 6 resources each (up from 5, many reallocations)
• Corporations now have 5 competitors each, including 1-2 Syndicates
• BASF: redesignated as Bayer
• McDonalds: removed
• Toyota: removed

Syndicates
• New Syndicates: Al Niqaba, Los Cárteles, The Mafia, Triads
• Syndicates compete with Corporations and drain wealth from cities

Terrain
• Fallout: now causes 1 unhealthiness (formerly 0.5)

Resources
• New Resources: Bitumen, Hemp, Opium, Saltpeter
• Horses: now revealed by Pastoralism
• Some adjustments to distribution on random maps
• Improved yields of most resources lowered slightly
• Improved icons for many resources

Improvements
• Camp: now unlocked at Carving, +1 commerce bonus now at Rifling (formerly Gunpowder)
• Farm: new +1 food bonus at Crop Rotation
• Fishing Boats: now unlocked at Fishing
• Fort: can no longer be adjacent, will clear terrain features when built
• Harvest Boats: now unlocked at Sailing
• Highway: now requires just Bitumen
• Lumbermill: now gain +1 commerce from Railroads (previously +1 production)
• Mine: now gain +1 commerce from Railroads (previously +1 production)
• Orchard: no longer require irrigation

Maps
• Earth (Huge): updated and significantly reworked
• All other maps removed until they can be updated/reworked properly

Mapsizes
• Giant: slighty larger, balanced better
• Massive: removed, too unstable
• Increased default number of starting civs for each mapsize (except Duel)
• Mapscripts can no longer deviate from the defined size (could lead to MAFs)

Interface
• Main Screen: Great General bar no longer reports anarchy
• City Screen: now displays National and World Wonder limits
• City Screen: Ethnicity bar tooltip shows cultural revolt chance again
• City Screen: several fixes to the Culture bar
• City Screen: Dissent Bar colours now behave more like other progress bars
• City Screen: no longers shows Faith/Research/GP/GG bars when examining foreign cities
• Espionage Advisor: redesigned with additional information
• Corporate Advisor: redesigned to support share trading mechanics
• Event Signs: removed, may return in a future version
• Civilopedia: more entries added
• World Builder: updated to PlatyBuilder 4.17b

Misc
• Ancient Era games now start with a Warrior instead of a Scout
• Corrected some Golden Age length calculations
• Defeated player culture now converts to barbarian culture instead of disappearing
• Fixed too high Legendary culture requirement on Marathon gamespeed
• Drafting: limit raised, anger reduced to 2, now costs 1 population regardless of era
• Espionage: amount of wealth spies can steal is now capped at 75% of treasury
• One City Challenge: can now construct a Monastery and Great Temple
• HR Settings now stored in (My)Documents, will be preserved when updating
• Numerous redundant settings removed or consolidated
• Several technical fixes and optimizations
Top Bottom