1.18 released

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
1.18 can now be found over at the download page. Enjoy!


--- Version 1.18 ---


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• Removed outdated strategy pedia entries for several civilizations

Leaders
• Fixed Diplomacy Text: Clovis

Traits
• Financial: now refunds corporate spread costs, interest removed
• 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: redesigned (+1 health, +1 commerce from Farm, 1 production from Pasture)
• Aristocracy: now gives +25% espionage, instead of unlimited spies
• Bureaucracy: redesigned (medium upkeep, unlimited Spies, +100% wealth in capital, +1 commerce from Lumbermill and Watermill)
• Clan Warfare: now has medium upkeep
• Confederation: redesigned (medium upkeep, no maintenance costs from distance, +1 happiness from Harbour)
• Democracy: no longer grants unlimited Scientists
• Environmentalism: redesigned (+1 free specialist, +2 commerce from Windmill/Nature & Marine Reserve, no unhealthiness from Corporations)
• Free Market: redesigned (medium upkeep, unlimited Merchants, +50% commerce from trade routes, +2 commerce per corporation)
• Free Religion: renamed Pluralism, now has low upkeep
• Industrialism: redesigned (high upkeep, 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)
• Rationalism: redesigned (high upkeep, unlimited Scientists, +1 research per specialist, +2 happiness from School)
• Redistribution: trade penalty removed
• Social Welfare: also mitigates unhappiness from Corporations, commerce from Village/Town removed
• Standing Army: now gives +100% Great General emergence instead of +2 happiness from Barracks
• Theocracy: now has low upkeep
• Warrior Code: now gives +2 happiness from Barracks, instead of Great General bonus

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
• Colosseum: fixed some bugs and a rare crash (hopefully)
• 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
• Chinese War Elephant: art replaced with a version that animates correctly
• Mesoamerican Worker: Medieval art 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 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, new art, 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
• Jade: new art, now obtained by Quarries
• 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, including 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​
 
Great work, Xyth! :thumbsup:
I've downloaded 1.18 and hope to begin reporting on my first game soon.

A couple errors I've noticed already:
  • The Nomad promotions appear as TXT_KEY_PROMOTION_NOMAD when selected and in the Civilopedia.
  • Some Aggressive leaders have the wrong trait bonuses for their UBs. Logan, Cetshwayo, and Shaka receive double production speed Longhouses and Ikhanda, instead of +1:). I don't think any other leader traits are affected.
  • EDIT: Cattle, Pig, and Sheep have extremely high yields, thanks to the base +1:food: from Pastures. Cattle produce +3:food:, +1:hammers: while Pigs produce +4:food:. Their yields should be reduced by 1:food:, just like Horse and Elephant.
  • EDIT: Contrary to the Civilopedia, Farms cannot be built on Plains or Grassland, even those along rivers. (!)
 
Cattle, Pig, and Sheep have extremely high yields, thanks to the base +1:food: from Pastures. Cattle produce +3:food:, +1:hammers: while Pigs produce +4:food:. Their yields should be reduced by 1:food:, just like Horse and Elephant.

This should be pretty easy for individuals to change without having to wait for Xyth to issue a revision (assuming this was an oversight rather than his intention).

Go into History Rewritten>Assets>Terrain>CIV4ImprovementInfos.xml and change these lines (and *only* these lines):

<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_CATTLE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>7500</iDiscoverRand>
<YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_PIG</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>7500</iDiscoverRand>
<YieldChanges>
<iYieldChange>3</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SHEEP</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>7500</iDiscoverRand>
<YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
</YieldChanges>
</BonusTypeStruct>

to

<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_CATTLE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>7500</iDiscoverRand>
<YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_PIG</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>7500</iDiscoverRand>
<YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SHEEP</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>7500</iDiscoverRand>
<YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
</YieldChanges>
</BonusTypeStruct>

As usual in these sort of situations, it's probably advisable to make a backup copy of the file before mucking around in it, of course.

(Hm, previewing this note, it appears that the forum automatically removed the indents from the code I pasted in. I'm not sure what effect it would have if one were to just paste the unindented code directly back into the xml file, but I'd recommend trying to preserve the indents, just in case they're important to how it works rather than just being an organizational assist.)
 
The Nomad promotions appear as TXT_KEY_PROMOTION_NOMAD when selected and in the Civilopedia.

Ah, missing text tags. Harmless, just ugly.

Some Aggressive leaders have the wrong trait bonuses for their UBs. Logan, Cetshwayo, and Shaka receive double production speed Longhouses and Ikhanda, instead of +1:). I don't think any other leader traits are affected.

Affects the Iroquois, Tamil, and Zulu UBs. This bug must have been around for quite some time, it's been ages since I made any changes to Aggressive or these UBs.

Cattle, Pig, and Sheep have extremely high yields, thanks to the base +1:food: from Pastures. Cattle produce +3:food:, +1:hammers: while Pigs produce +4:food:. Their yields should be reduced by 1:food:, just like Horse and Elephant.

Bah, oversight. Thought I'd already made such adjustments but seems I didn't. There's probably a few other resources that need similar adjustments too. Reviewing.

Contrary to the Civilopedia, Farms cannot be built on Plains or Grassland, even those along rivers. (!)

Eek! I think I know what's happening there. Same mistake probably also prevents Tundra Camps. I'll test it and get a patch up for all these soon.
 
Eek! I think I know what's happening there. Same mistake probably also prevents Tundra Camps. I'll test it and get a patch up for all these soon.

Going into History Rewritten>Assets>Terrain>CIV4ImprovementInfos.xml (same file as in my last post) and changing the line

<bRequiresFeature>1</bRequiresFeature>

to

<bRequiresFeature>0</bRequiresFeature>

under the "Farm" and "Camp" entries seems to fix this.

Question: Are Orchards really meant to be enabled for fresh water (but bare of forest or jungle) grasslands tiles? Because they can currently be built on those (and on *any* grasslands tile after Fertilizer).

Oh, and a possible problem regarding Prime Timber: On my last test game, I found one source of it on an unforested plains hill tile (at game creation, so it wasn't a case of a previously forested tile having been chopped).
 
I've fixed the issues mentioned above, and a few others I discovered. I've also adjusted resource yields to better fit in with the new improvement system. Could have sworn I'd done that already but I may have done a draft and never actually changed the xml.

Rather than release a patch I decided to simply re-upload 1.18 with the fixes incorporated. If you've downloaded 1.18 prior to the timestamp on this post, please download and install again. Sorry for any inconvenience.


Going into History Rewritten>Assets>Terrain>CIV4ImprovementInfos.xml (same file as in my last post) and changing the line

<bRequiresFeature>1</bRequiresFeature>

to

<bRequiresFeature>0</bRequiresFeature>

under the "Farm" and "Camp" entries seems to fix this.

Yep, that was the problem.

Question: Are Orchards really meant to be enabled for fresh water (but bare of forest or jungle) grasslands tiles? Because they can currently be built on those (and on *any* grasslands tile after Fertilizer).

Yes.

Oh, and a possible problem regarding Prime Timber: On my last test game, I found one source of it on an unforested plains hill tile (at game creation, so it wasn't a case of a previously forested tile having been chopped).

I've seen those occasionally too. What mapscript were you using? Was it near a civ starting location?
 
Just got the following error instead of a new religion, when I got my first great prophet. Fewer Religions option was enabled.

Code:
Traceback (most recent call last):
  File "BugEventManager", line 361, in _handleDefaultEvent
  File "CvEventManager", line 1311, in onGreatPersonBorn
UnboundLocalError: local variable 'MaxCiv' referenced before assignment
 
I've seen those occasionally too. What mapscript were you using?

Terra. Temperate climate, I think. Not sure about the other settings.

Was it near a civ starting location?

Close enough for Bismarck (me) to plant a city next to it in Advanced Start.

Edit: Downloaded the revised 1.18 and started a new game as Gilgamesh, with 18 civs on a Standard Temperate Terra map. Advanced start with Fewer Religions. Three instances of Prime Timber on bare plains hills (all fairly near somebody's starting spot). Also generated the world's first Great Prophet, immediate error (I *think* the same as NDCSPURS reported above), no religion founded.
 
EDIT: Fix removed, please use the one from the first post instead



Here's the fix for the religion error described above. Replace the file located at /History Rewritten/Assets/Python/CvEventManager.py. This particular fix should be saved game compatible, but of course it won't restore any religions that should have been founded but weren't.

I'll reupload 1.18 with the fix for future downloaders (I have more bandwidth these days, can afford to), but since it's an easy single file fix, those of you who've downloaded already won't need to again this time.


Edit: Downloaded the revised 1.18 and started a new game as Gilgamesh, with 18 civs on a Standard Temperate Terra map. Advanced start with Fewer Religions. Three instances of Prime Timber on bare plains hills (all fairly near somebody's starting spot). Also generated the world's first Great Prophet, immediate error (I *think* the same as NDCSPURS reported above), no religion founded.

Some mapscripts try to 'balance' start locations by making feature and resource changes after the map has been determined and the resources placed. I suspect this is what's causing this issue with Prime Timber. I'll see if I can solve it for 1.19. In the meantime, please let me know if you or anyone sees this happening on a mapscript other than Terra.
 
According the last draft you posted in the Feedback: Improvements thread, Quarries were to have the following stats:

Quarry
Requires Masonry
• +1:hammers:, +1:commerce:
• +1:hammers: at Geology
• +1:hammers: with Railroad
• +1:commerce: with Slavery
• +1:yuck:
• Can be built on Desert, Hills
• Chance to produce Salt, Stone, Marble, Jade

In-game, their base output seems to be just +1:hammers:, with :commerce: only from Slavery or resources. Was this intended?
 
According the last draft you posted in the Feedback: Improvements thread, Quarries were to have the following stats:

Quarry
Requires Masonry
• +1:hammers:, +1:commerce:
• +1:hammers: at Geology
• +1:hammers: with Railroad
• +1:commerce: with Slavery
• +1:yuck:
• Can be built on Desert, Hills
• Chance to produce Salt, Stone, Marble, Jade

In-game, their base output seems to be just +1:hammers:, with :commerce: only from Slavery or resources. Was this intended?

Yeah, I decided to make them not cause pollution, so they'd be more useful in deserts. Their yield had to be lowered as a result.
 
I get this...
 

Attachments

  • Civ4ScreenShot0002.JPG
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I just started getting what looks like the same error as wanderm posted above. It was right after Yaroslav declared war on Herod, so it may be civ vs civ combat related (combat with animals/barbs didn't cause it).

Oh, and about that plains hill Prime Timber? They're destroyed if a worker so much as builds a road on the tile. (Hopefully that's only if they're not in forest, otherwise it's going to be rather difficult to link them up.)
 
I get this...

I just started getting what looks like the same error as wanderm posted above. It was right after Yaroslav declared war on Herod, so it may be civ vs civ combat related (combat with animals/barbs didn't cause it).

Please enable Python logging (in Civilization IV.ini), replay from last autosave until the error occurs, and then post your PythonErr.log (in ~/Documents/Civilization IV Beyond the Sword/Logs/). Ill need the extra information from that to track this problem down.

Oh, and about that plains hill Prime Timber? They're destroyed if a worker so much as builds a road on the tile. (Hopefully that's only if they're not in forest, otherwise it's going to be rather difficult to link them up.)

Yeah that will happen. The code checks if a Prime Timber tile is still wooded after an improvement is built on it. If not, it removes the resource as it assumes the forest or jungle was chopped. If the forest or jungle remains then so will the Prime Timber.
 
The error is related to the Corporation system, and should be harmless until Corporations get founded. It's coming from a routine used to check if the number of corporations in a city has changed, but I don't yet know why it's being thrown. How often is it happening? If you could post a saved game that will help immensely.
 
The error is related to the Corporation system, and should be harmless until Corporations get founded. It's coming from a routine used to check if the number of corporations in a city has changed, but I don't yet know why it's being thrown. How often is it happening? If you could post a saved game that will help immensely.

Every turn after about 130/600.

I can post my save (indeed it is here) but because I have my custom number of civs it won't run on Mac.

Could somebody replicate the error and post here?
 

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Every turn after about 130/600.

I can post my save (indeed it is here) but because I have my custom number of civs it won't run on Mac.

Could somebody replicate the error and post here?

I would also be happy (indeed honoured) to roll another start with more conventional settings, but may not get back there for some time.

EDIT. Do try these. I wasn't able to replicate the error though. My suggestion is that the patch for Religion Error (post # 9 above) may have broken my game in progress.
 

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EDIT: Fix removed, please use the one from the first post instead


I've attached what is hopefully a fix for the above error. Both files go in /History Rewritten/Assets/Python/.

Do try these. I wasn't able to replicate the error though. My suggestion is that the patch for Religion Error (post # 9 above) may have broken my game in progress.

It's unrelated to the religions bug. Each city has a text string attached that I'm using to record the number of corporations and foreign corporations in a city. This string is checked whenever a city changes ownership or a player changes civics. For some reason in your games this string has somehow become corrupted for a particular city and is throwing an error when read.

I've added an additional check to ensure the string is valid for each city; this should stop the error. I'm not sure what exactly is causing the corrupted string in the first place but I thought of a few possibilities and added code to address them. We won't know for sure if its resolved until we start founding corporations - we'll need to keep an eye whether corporations are causing (or not causing) unhappiness/unhealthiness appropriately.

Apologies for all these glitches. I think in future I should do some open beta tests of each version before releasing them. Some of the stuff I've been coding lately isn't easy to test thoroughly by myself.
 
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