1.17 released

It will be related to that or to Protective's immunity to pillaging. I can't tell since I'm not at my computer but I've probably neglected to check whether a player is a barbarian or not in one of those two sections of code.

Should be easy to fix, thanks for the report.

One further datum: After going back and reloading from an old autosave, I changed the order of actions slightly, pillaging the adjacent town *before* razing the second barb city (so it was still in their cultural borders this time). No error resulted.

So here was the sequence of events this time around:
Pillage town (no error)
Raze city
Pillage village (error)
Pillage hamlet (error)
Pillage cottage (no error)


Some more data:
It looks like the barb aspect may have been a red herring, as I'm now getting the same error when pillaging towns, villages, and hamlets that were built by another civ (Sargon, specifically). The common element seems to be that the error only show up if the pillage is performed *after* the cultural borders retreat and the tile is unclaimed.
 
I'm back home now so I'm able to follow up on these error reports.

It appears that once you have built a railroad you can not replace it with a highway (And vice versa?)
This is (mildly) annoying since some improvements get a bonus from and not the other.
Is there is some way to change this?

I see what's causing this. There's a tag that I thought only affected the way the AI used routes but it seems it affects the player also. Currently it's set so that Railroads and Highways have the same 'value' and that's why they're not able to replace each other.

I'll change it so that Highways have higher value and can replace Railroads; unfortunately I won't be able to make it work the other way around. To compensate I'll adjust the improvements that get bonuses from Railroads to also get the same bonus from Highways.

The downside is that you'll have to be careful not to overlay the parts of your rail network that you want to use for moving slow units around (Railroads are better for 1 movement units, Highways better for 2 movement units). But that's better than the current situation where you can potentially not place Highways at all.

Thanks for reporting this.

It looks like the barb aspect may have been a red herring, as I'm now getting the same error when pillaging towns, villages, and hamlets that were built by another civ (Sargon, specifically). The common element seems to be that the error only show up if the pillage is performed *after* the cultural borders retreat and the tile is unclaimed.

That's exactly what it was. I neglected to check if an improvement was on an unowned tile in the code for the Progressive trait. Fixed for 1.18, thanks for your help isolating the problem.
 
Heaven knows some modern nations have built up massive highway networks and let the railroads decline into a state of relative atrophy. It's happened in the US.
 
Small but important update: I think I've finally fixed that Olympic Games bug.
 
I happened to look at a play through of a BTS Civ IV game on You Tube.
Since it has been about a year and a half since I played BTS, I was mainly noting the many differences from HR.
I was impressed by how many improvements there have been in HR.
Job well done.
 
Hey, Xyth, Howard, Keinpferd, everyone.
After a very busy year, I'm looking forward to another quiet summer with History Rewritten.
It's great to see all the progress you've made since September; this mod just keeps getting better and better!
I'm sure I'll have plenty of comments. (I'm very interested in the corporation mechanics for 1.18.)
But first, I'll try my hand at a few games in 1.17. :)
 
Hey, Xyth, Howard, Keinpferd, everyone.
After a very busy year, I'm looking forward to another quiet summer with History Rewritten.
It's great to see all the progress you've made since September; this mod just keeps getting better and better!
I'm sure I'll have plenty of comments. (I'm very interested in the corporation mechanics for 1.18.)
But first, I'll try my hand at a few games in 1.17. :)

Welcome back!!
 
I'm playing through my first game of 1.17 right now. It's quite engaging.
I have some balance suggestions to make, but I'll start with a few minor errors and improvements.

  • The Civiliopedia incorrectly states under 'Base Terrain' that cities cannot be built on hills.
  • The Traditional trait would be better expressed as +5:) from Palace rather than +5:) in capital. As it is, the bonus happiness derives from a hidden building in the capital, which is confusing, since the happiness tooltip suggests +6:) from buildings at the start of the game, with only +1:) from the Palace visible.
  • -50% trade route yield seems a tad too much for Redistribution; very soon, the civic is a net loss compared to Reciprocity. I would lower the penalty to -25% trade route yield. I might also suggest you enable fractional trade route yields, as some other mods do. That way, trade route commerce could be rounded down to the nearest tenth, not the nearest whole number.
  • EDIT: Amber (and Pearls, if you add them) should probably be enabled by Harvest Boats not Fishing Boats. You don't fish amber; you harvest it from the sea bed.

Is there any particular part of the mod you wish to focus on for 1.18, apart from corporations?
 
Hi Xyth,

Here is another crash report and autosave from HR 1.17. This time with BtS 3.19.

I'm looking forward to your corporations improvements, but I need to get past the renaissance first. :please:
 

Attachments

I'm playing through my first game of 1.17 right now. It's quite engaging.
I have some balance suggestions to make, but I'll start with a few minor errors and improvements.

Bring 'em on :)

The Civiliopedia incorrectly states under 'Base Terrain' that cities cannot be built on hills.

Fixed.

The Traditional trait would be better expressed as +5:) from Palace rather than +5:) in capital. As it is, the bonus happiness derives from a hidden building in the capital, which is confusing, since the happiness tooltip suggests +6:) from buildings at the start of the game, with only +1:) from the Palace visible.

I can actually get rid of Traditional's fake building altogether, and add the happiness directly to the Palace like you suggest. I should look over the other trait bonuses, there's probably some others that I could implement much better these days.

-50% trade route yield seems a tad too much for Redistribution; very soon, the civic is a net loss compared to Reciprocity. I would lower the penalty to -25% trade route yield.

Yep, I came to this conclusion too. Already fixed.

I might also suggest you enable fractional trade route yields, as some other mods do. That way, trade route commerce could be rounded down to the nearest tenth, not the nearest whole number.

That cannot be done without a custom DLL.

Amber (and Pearls, if you add them) should probably be enabled by Harvest Boats not Fishing Boats. You don't fish amber; you harvest it from the sea bed.

Both options aren't quite right really, but I have no problem switching Amber's improvement. I've no plans to add Pearls at the moment, there's just no room for them.

Is there any particular part of the mod you wish to focus on for 1.18, apart from corporations?

Well the other major focus was to be getting the real world maps updated, but that's stalled for the most part. Several maps were replaced with better ones, some were replaced altogether, and I've done a lot of cropping, fixing rivers and starting locations as well. However, the process of adding the new terrains and resources I found rather tedious and time consuming so I'm just going to a bit every now and then rather than try get it all done at once.

So, other than the Corporations, 1.18 is mostly about smaller tweaks, fixes, balancing, and additions.

Hi Xyth,

Here is another crash report and autosave from HR 1.17. This time with BtS 3.19.

I'm looking forward to your corporations improvements, but I need to get past the renaissance first. :please:

That is almost certainly a crash related to the Colosseum. There's been reports of that wonder also producing unexpected Settlers so something is definitely broken there. Looking into it, thanks for the report.
 
I've played my first game of 1.17 to 500BC. It's going well.
However, I have identified several (of what I perceive to be) balance issues with the early game:

  1. Between Monarchy (+50%:hammers: in capital) and Agrarianism (+1:hammers: for Farms, Pastures, Plantations, and Wineries) civics, production is very easy to come by. This leads to a number of problems, including:
  2. Settlers are relatively cheap compared to BtS. Thus, all players expand very rapidly. It's not unusual for an empire to have ten cities by 750BC.
  3. Ancient Era units are relatively cheap compared to BtS. Thus, all players can defend themselves fairly easily. Early offensive warfare is comparatively difficult.
  4. Also, barbarians are rather tame compared to BtS. This is because the AI (and therefore the barbarians) do not start with Archery and take some time to reach Bronze Working. By the time the barbarians can spawn Axemen, the wilderness is mostly gone.
  5. As a consequence, commerce appears to be scarcer in the early game. I say "appears" because HR offers more commerce in absolute terms, between Cemeteries (:gold: from priests and settled Great Prophets), Kilns, Monarchy (+50%:commerce: in capital) and Redistribution (+1:commerce: for Mines and Camps) civics. Unfortunately, players are compelled to overexpand: Settlers are cheap, war is expensive, and they need to secure their share of the land.
  6. In the end, many cities are stuck building Wealth. This is not because buildings are poorly designed; they provide a better return in the long run. However, many players find that they need gold right away to avoid insolvency caused by overexpansion - and Wealth is their only option.
  7. Separately, many buildings are now tied to resources. This can be severely imbalancing. In my current game, I have access to Peat, Horses, and Elephants; so all my cities enjoy +30%:hammers: from Kilns and Stables, unlike my rivals. By contrast, I have no precious metals or stones, so Markets are worthless.
  8. Furthermore, my cities enjoy an overabundance of health and happiness from buildings and resources. I always have more than I need.
  9. Finally, the landscape around my cities is fairly uninteresting. All the resources are connected; every flatland tile has a Farm; every feature tile has a Camp; hills are bare, awaiting Windmills, since +1:yuck: from Mines is counterproductive; and my workers are slowly converting everything to Cottages. It's as predictable as an algorithm.

These issues may seem intractable.
But after thinking them through, I think I've hit upon a simple and elegant solution.
It only requires a revision of the improvement system and a slight tweaking of Agrarianism civic.
Best of all, it should be fairly straightforward to code.
Meet me in the Feedback: Improvements thread for more details.

EDIT: After checking my game, I've changed some of the in-game calendar dates I posted.
 
I've played my first game of 1.17 to 500BC.

That's an awfully short amount of data to base a new "system" of improvements upon. My first three and a halve games of 1.17 were extremely different from each other, rendering it almost impossible to state some generalized thoughts to help Xyth improve the mod.

What difficulty level did you play, anyway? That’s essential to a judgement, whether there's enough commerce in the early game (and should we count the civic Employment belonging to early game?), for one thing. As you know, many things don’t scale with difficulty levels such as the one hammer on farm tiles in Agrarianism.
 
That's an awfully short amount of data to base a new "system" of improvements upon. My first three and a halve games of 1.17 were extremely different from each other, rendering it almost impossible to state some generalized thoughts to help Xyth improve the mod.

What difficulty level did you play, anyway? That’s essential to a judgement, whether there's enough commerce in the early game (and should we count the civic Employment belonging to early game?), for one thing. As you know, many things don’t scale with difficulty levels such as the one hammer on farm tiles in Agrarianism.


That's a fair point.
For the record, I'm playing on Emperor at Normal speed on a Standard sized Fractal map.
My leader pick was random; I got Djoser of Egypt. Based on his traits, I decided to try for a Culture Victory
I built nine cities, founded three religions, snagged the Oracle, and hit the top of the scoreboard fairly easily.
I've attached my latest save file to this post.

Now, unfortunately, I don't have much spare time to play History Rewritten, though I play the mod exclusively these days.
I admit that most of my recommendations are based on a very narrow sample size. You'll just have to bear that in mind when reading.

That said, my improvement system is mostly intended as fun and flavourful, and only partially as a balance fix.
(Most of the balance issues related to overproduction can be fixed with a simple change to Agrarianism civic.)

EDIT: Sorry, I attached the wrong save file!
 
Some of his experiences match mine, though it's been so long since I played normal BtS that I have little standard of comparison.
 
Playing Phoenicians.
In the city build menu the Cuirassier looks the same as a Musket.
(everything but the image is fine.)
 
Playing Phoenicians.
In the city build menu the Cuirassier looks the same as a Musket.
(everything but the image is fine.)

Fixed for 1.18, thanks.
 
I'm starting to lose track of what's finished and what's not with 1.18, which is a sure sign I need to stop, clean it up, and release it. The version notes so far are listed in the spoiler below; let me know if there's a fix or addition missing that you feel is vital. I try to keep organized but its inevitable that some items get misplaced occasionally.


Version 1.18 (not yet finalized)

Spoiler :
Civilizations
• Dutch: UW changed to the Amsterdam Bourse
• Removed outdated strategy pedia entries for several civilizations

Leaders
• Fixed Diplomacy Text: Clovis

Traits
• Financial: calculated every turn once again
• Industrial: also gives 50% faster production of Labourer
• Protective: wasn't meant to be giving a free Drill I promotion
• Tactical: now gives wealth (based on experience) for killing enemy units in rival territory
• Traditional: fixed a bug that granted combat culture to non-Traditional leaders

Civics
• Agrarianism: now gives 1 commerce per Farm, 1 production per Pasture
• Bureaucracy: now has medium upkeep, commerce only from Lumbermill and Watermill
• Clan Warfare: now has medium upkeep
• Confederation: redesigned (medium upkeep, no maintenance costs from distance, +1 happiness from Harbour)
• Environmentalism: also mitigates unhealthiness from Corporations
• Free Market: redesigned (unlimited Merchants, +50% commerce from trade routes, faster production of Executives)
• Free Religion: renamed Pluralism, now has low upkeep
• Industrialism: redesigned (unlimited Engineers, +2 unhealthiness, +2 production per corporation)
• Organized Religion: renamed Orthodoxy
• Professionalism: redesigned (+1 trade route per city, +1 commerce from Orchard/Workshop, 1 happiness from Market)
• Redistribution: trade penalty removed
• Social Welfare: also mitigates unhappiness from Corporations, commerce from Village/Town removed

Buildings
• New Building: Shipyard
• Public Transport: redesigned (costs 280, +10% production and commerce from Oil, no unhealthiness from Village & Town)

Wonders
• Brandenburg Gate: fixed an error thrown every turn after construction, movie should now play
• Olympic Games: fixed error where it could remain in a city permanently
• Porcelain Tower: now unlocked by Printing

Corporations
• Corporations redesigned and replaced by 14 real world examples
• Corporations now cause unhappiness and unhealthiness in their cities
• Corporate maintenance removed
• Some Corporation HQs grant Research or Culture per city instead of Wealth
• Headquarters removed from Wonders Pedia page, merged with Corporation entries

Units
• Battering Ram: now susceptible to flanking strikes
• Chariot: can also upgrade to the Horse Archer
• Heavy Footman: now upgrades to Rifleman (as do its UU variants)
• Horse Archer: redesigned completely as a Classical/Medieval unit
• Horseman: no longer has a bonus vs. Melee, now unlocks at Riding
• Infantry: also requires Rifling
• Pikeman: now upgrades to Rifleman
• Pirate: now has a 25% withdrawal chance
• Siege Tower: now susceptible to flanking strikes
• Skirmisher: now does more collateral damage but to fewer targets
• Ship of the Line: also requires Gunpowder
• Swordsman: no longer has an attack bonus vs War Elephants
• Trireme: cost reduced to 40 (was 50)
• Warrior: now 50% stronger against animals, can hunt them for food
• Wooden Siege and Naval units build 25% faster with access to Prime Timber

Unit Art
• Mesoamerican Worker (Medieval) is no longer a red blob

Promotions
• New Promotion: Nomad (3 ranks)
• Medic: no longer available to Mounted units

Religions
• Asatru: new movie
• Druidism: new movie
• Toltecayotl: renamed/redefined as Teotl, new movie
• Monasteries now obsolete at Electricity
• Capped 'Fewer Religions' calculation at 18 civs

Terrain
• Coast: now a bit more visibly distinct from Ocean
• Desert: now requires 2 movement and has a 25% defense penalty
• Flood Plains: unhealthiness lowered to 0.25
• Jungle: now gives some production for chopping
• Savannah: no longer removes 1 production from its base terrain

Resources
• New Resource: Prime Timber
• Amber: now obtained by Harvest Boats
• Banana: renamed Fruit, obtained by Orchards
• Dye: fixed a bug preventing it being placed on maps
• Elephant: now obtained by Pastures
• Flax: new art, now obtained via Farms
• Olives: now obtained by Orchards
• Spice: now obtained by Orchards
• Wheat: improved art
• Numerous adjustments to resource distribution

Improvements
• Improvements have been extensively rebalanced and tweaked
• Several improvements have new terrain restrictions (also shown in Pedia)
• Several improvements that required a resource can now be built in certain terrains as well
• Several improvements have a chance to produce a resource
• Several art adjustments
• Winery: redesigned as Orchard

Routes
• Highway: can now be built over a Railroad

Maps
• New Maps: Africa (Large), Europe (Standard), North America (Large)
• Removed Maps: Mediterranean (52x32), Western Europe (38x48)
• Eurasia: cropped North America and the Atlantic
• All maps renamed with their mapsize setting instead of their dimensions
• Maps list which civs they are compatible with
• Numerous tweaks to coastlines
• Fixed many disconnected or backward flowing rivers
• New resources and terrains are still not finished being added to maps, sorry
• Fixed an issue with incorrect starting locations when quitting and reloading maps

Mapscripts
• World: improved start location assignment and old world starts

Miscellaneous
• Culture levels scale with gamespeed more appropriately
• Build Wealth/Research/Culture/Espionage are now split into 3 ranks (33%, 50%, 100%)
• Fixed an error thrown when pillaging outside cultural borders
• Several refinements and additions to the Civiliopedia


I've spent a lot of time trying to get the real world maps updated, a process I found quite frustrating. They're still not done I'm afraid, but there's now a much better base to start from when I next have enough motivation to try again.


Things cut from 1.18, will hopefully be back in 1.19 or later

• Civil war mechanics
• Fighter, Bomber, and Jet Fighter art variants
• Extra animal units for hunting

Apologies for dropping the Jets. Adding new unit art is a process that can lead to crashes if not checked and tested thoroughly and I think its best I don't add that into the mix a this point. It'll be one of the first things I work on for 1.19 though, I've made decent progress on it.


Things I still have to finish before release:

• Fix some improvement art that isn't working with certain resources
• Try fix the Chinese War Elephant animation glitch
• Test some fixes applied to the Colosseum
• Finalize numbers for resource distribution, discovery, and depletion
• Decide final form of Quarries and Lumbermills
• Swap Financial's interest bonus to corporate bonus
• Test and fix any errors on Windows BTS

I have a fair bit of modding time over the next few days so I'm hoping I can get through most of that and have 1.18 ready to release on the weekend.
 
It's Looking better and better:goodjob:.
 
I have a fair bit of modding time over the next few days so I'm hoping I can get through most of that and have 1.18 ready to release on the weekend.

Excellent! I'm looking forward to it.
You know, I might actually post reports of my first game in 1.18 here, with screenshots and everything.
It'll be fun, and useful when discussing 1.19, and might give me some incentive to finish a game.
(No, I haven't returned to that Egypt game yet.)

• Protective: wasn't meant to be giving a free Drill I promotion
• Tactical: now gives wealth (based on experience) for killing enemy units in rival territory

I'm confused by these entries. Are you cutting free Drill promotions from Protective? Or are you fixing a bug which gave free Drill promotions to too many units? Likewise, for Tactical: does it now give wealth for killing enemy units in rival territory only, or rival territory plus neutral and friendly territory?


And a few more minor suggestions for 1.18:
  • I like that Harbours are available before Lighthouses in HR. Why not take it one step further and swap the effects of Harbours and Lighthouses, just like in the Rhye's and Fall of Civilization mod? It makes more sense that way: Harbours offer shelter to fishing boats and provide +1:food: on Coast and Ocean tiles. Lighthouses offer direction to trading vessels and provide +50% trade route yield. The Cothon and Trading Post UBs can be tailored to match.
  • Great Artists are available much earlier than in BtS, thanks to the free Artist specialist slot from Creative leaders. A Great Work (+4000:culture: on Standard speed) can be overpowering in the Ancient Era, blocking huge tracks of land from settlement and stealing tiles or even prompting revolts in culturally defenseless cities. Perhaps Great Works should have a technology requirement: Architecture or Nobility or some such?
  • 'The Singularity' is a much more interesting name for 'Future Tech.'
 
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