1.20 released!

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
Apologies for the very long wait for this version. Enjoy!


Download History Rewritten 1.20 (~280 MB)



--- Version 1.20 ---


Civilizations
• New Civilization: Brazil
• All civilizations now have a second unique unit
• Most unique units have had their bonuses altered or redesigned
• America: Navy SEAL (UU) is now a Paratrooper replacement
• England: Redcoat (UU) removed, new UUs are Yeoman and Man of War
• Ethiopia: Oromo Warrior (UU) removed, new UUs are Sarwe and Mehal Sefari
• Inca: Quechua (UU) removed, new UUs are Slinger and Aucakpussak
• Indonesia: Tongkang (UU) removed, new UUs are Silat and Padewakang
• Mongolia: Keshik (UU) redesigned as a Heavy Horseman replacement
• Netherlands: East Indiaman (UU) redesigned as the Fluyt
• Portugal: Carrack (UU) is a Caravel replacement once again
• Siam: Mahout (UU) renamed Chang Suek
• Sumer: Vulture (UU) renamed Etlu
• Vietnam: Chien Binh (UU) renamed Tay Pháo

Leaders
• New Leaders: Cunhambebe, Dom Pedro
• Po'pay: fixed red background with certain animations

Traits
• Diplomatic: relations bonus wasn't being applied in certain situations
• Financial: corporation spread refund removed, now always builds wealth at 100% rate
• Humane: improved Golden Age length calculations
• Progressive: cottage growth bonus was unintentionally granted to Traditional leaders instead
• Tactical: wealth on combat victory removed, now causes +25% enemy war weariness
• Traditional: building cost discount no longer applies retroactively to the capital

Civics
• Confederation: now unlocks slightly earlier at Politics
• Clan Warfare: redesigned (medium upkeep, no war weariness, +100% wealth from pillaging and capturing cities)
• Democracy: now unlocks much later at Civil Liberties
• Equal Rights: triggered golden ages now 1/4 length, down from 1/2 length
• Jurisdiction: now unlocks slightly later at Sociology
• Mercenaries: now gives wealth for combat in rival territory, instead of no war weariness
• Monarchy: Palace happiness now applies properly when also running Reciprocity
• Paganism: redesigned (+50% chance for Great Prophets to found a religion, +1 happiness from Cemetery)
• Pluralism: no longer allows a state religion when certain other civics are chosen
• Reciprocity: fixed an error caused by construction of a new Palace
• Warrior Code: triggered golden ages now 1/4 length, down from 1/2 length

Religion
• Great Prophets now have a modified chance to found religions, no longer 100%
• Fixed splash screen for Asatru, Druidic, and Teotl shrines

Buildings
• Aqueduct: existing improvements will accept irrigation immediately, effects removed if city razed
• Cemetery: now provides a free priest specialist instead of free specialist and priest slot
• Cothon (Phoenician UB): now grants health from Whales as the Harbour does
• Factory: unhealthiness from resources replaced by +3 unhealthiness
• Industrial Park: unhealthiness from resources removed

Wonders
• Hagia Sophia: no longer allows both a unique and default building
• Jetavanaramaya: triggered golden ages now 1/4 length, down from 1/2 length
• Olympic Games: redesigned and reimplemented
• Pyramids: cities won't grow during disorder, effect reflected in city screen

Units
• Colonist: now 4 str, fixed some bad logic and multiplayer incompatibilities
• Crossbowmam: redesigned (6 str, 1 first strike, 25% city defense, 25% hills defense)
• Cuirassier: no longer immune to first strikes
• Heavy Horseman: no longer immune to first strikes
• Horse Archer: redesigned (8 str, 2 move, 30% withdrawal, +50% vs Heavy Footmen, -25% city strength)
• Horseman: city attack penalty changed to -25% city strength, bonus vs Siege lowered to 25%
• Longbowman: redesigned (6 str, 1 first strike, 50% withdrawal, 50% collateral, 50% hills attack)
• Skirmisher: redesigned (4 str, 1 first strike, 25% withdrawal, 25% collateral, 25% hills attack, now unlocked at Employment)
• Trireme: renamed War Galley
• War Elephant: no longer requires Iron
• Fixed a bug causing Flanking Strikes to not work for several units
• Several adjustments to unit AI

Unit Art
• India: a few units have new art
• Kushan: new Ancient and Medieval era art
• Tamil: a few units have new art
• Fixed several broken War Elephant animations

Promotions
• Ambush: now requires Ballistics
• Blitz: no longer requires a technology
• Flanking: also available to Archery units
• Guerilla: attack and defense bonuses redistributed
• Nomad: rank 3 redesigned (+25% Desert/Savannah attack, +10% healing in foreign territory)
• Woodsman: attack and defense bonuses redistributed
• Now only the highest rank promotions are shown in selected unit display

Technology
• Journalism: now unlocks Permanent Alliances instead of Sociology

Terrain
• Improvements can be built over formerly polluted Flood Plains or Wetlands
• Building polluting improvements on wooded tiles will now provide chopping production
• Polluting improvements are no longer immune to nukes
• Razed cities will no longer sometimes have extra yield
• Wetlands can now be drained when they're polluted

Maps
• Earth (Large): new map by Boggy
• Earth (Huge): updated with new terrains and resources by Jarlaxe Baenre (thanks!)

Misc
• Cities can be automatically renamed when changing owners
• Unit upgrade discounts now applied additively
• Some events were made available/unavailable too early
• Added Platyping's extended and enhanced WorldBuilder
• MANY other optimizations and bugfixes (thanks Platyping!)​
 
1) Hmm.. a standard Golden Age is 8 turns.
In a fast game, it is just 4 turns.
25% of that = 1 turn.

In a standard game it is just 2 turns, while in a fast pace game it is just 1 turn.
At this rate, the only usefulness of that is simply change of civics without anarchy, which however is totally useless for spiritual leaders.

So... reducing golden age to 25% pretty much makes them so useless you might as well give them a new benefit instead.

2) Since there are no changes to the corporation civics, I guess you decide to keep all of them including the no-foreign corp one.
You managed to fix all the logic, including capturing of cities on the same turn as civic change which leads to double triggering of codes?
 
1) Hmm.. a standard Golden Age is 8 turns.
In a fast game, it is just 4 turns.
25% of that = 1 turn.

In a standard game it is just 2 turns, while in a fast pace game it is just 1 turn.
At this rate, the only usefulness of that is simply change of civics without anarchy, which however is totally useless for spiritual leaders.

So... reducing golden age to 25% pretty much makes them so useless you might as well give them a new benefit instead.

I made this point the other week while v. 20 was still in Beta, but I guess Xyth found no other option. Golden Ages are often pretty major factors in my strategies, will have to rethink entirely.
 
1) Hmm.. a standard Golden Age is 8 turns.
In a fast game, it is just 4 turns.
25% of that = 1 turn.

In a standard game it is just 2 turns, while in a fast pace game it is just 1 turn.
At this rate, the only usefulness of that is simply change of civics without anarchy, which however is totally useless for spiritual leaders.

So... reducing golden age to 25% pretty much makes them so useless you might as well give them a new benefit instead.

I made this point the other week while v. 20 was still in Beta, but I guess Xyth found no other option. Golden Ages are often pretty major factors in my strategies, will have to rethink entirely.

I was testing it to see if it was worthwhile and forgot to go back and do something different. Bugger. Always something! I'll fix and do a reupload.


EDIT:
Actually I won't bother doing a reupload unless other errors or problems crop up. In the meantime, open the file /History Rewritten/Assets/Python/HR.py, go to line 15 which should be "iShortGoldenAgeModifier = 25". Change the '25' to '50' and those civics and the Jetavanaramaya wonder will revert to half length golden ages.

For 1.21 I'll probably just reduce the Humane trait's bonus to 50% longer Golden Ages after all.


2) Since there are no changes to the corporation civics, I guess you decide to keep all of them including the no-foreign corp one.
You managed to fix all the logic, including capturing of cities on the same turn as civic change which leads to double triggering of codes?

Keeping them for now, yes. I haven't fixed that issue yet, nor capturing/razing of headquarters. Will take me a while and with all the other delays there's been with 1.20 I decided it was better to release it now and work on these fixes for 1.21 instead. They're not game breaking and only occur in the later game. Added to the known issues list.

1) What are your plans for 1.21?
2) Can you post somewhere your to-do list for the next versions?

Yep, I'll start up a thread for 1.21 fairly soon. The basic plan is to do 'lots of little things' and avoid big extensive schemes. There's a whole bunch of stuff on my todo list that has been sitting there for ages and keep getting pushed aside because the big projects take up so much time. A few new units and wonders for sure.

I'd also like to make a start on some of what was discussed in the leader poll thread, and look into adding Platyping's Natural Wonders mod component.
 
When you are done with the redesign of the golden age and/or corporation civics, then I help you take a look again. No point fixing something you are gonna change anyway.
 
When you are done with the redesign of the golden age and/or corporation civics, then I help you take a look again. No point fixing something you are gonna change anyway.

Sorry, I wasn't very clear. I've decided not to change any of the corporation civics unless they prove impossible to fix. I'd be really grateful if you could take a look at them.

The golden age civics will stay the same too, just a variable in HR.py (iShortGoldenAgeModifier) needs changing to revert them to half length. I've changed the Humane trait instead. I've attached the files that I've changed since the 1.20 upload for you (and for anyone else that wants the short golden age/Humane trait fix).
 

Attachments

I just found a bug that escaped the beta. When you start a custom game with the "Advanced Start" option checked, there is the following series of errors for each city you pre-place:

AttributeError: 'NoneType' object has no attribute 'getUnitClassType'
File "CvEventManager", line 1658, in onCityBuilt
File "BugEventManager", line 361, in_handleDefaultEvent
 

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Caused by pioneer codes, because there is no "selected unit"
 
I've said it before, but I am still of the opinion that potatoes need a buff. Perhaps ramp up the bonus for farming them to +2(+3 with fresh water). This would bring them on par with other food resources. As it is right now starting with unirrigated potatoes as your only food resource is really rough.
 
I've said it before, but I am still of the opinion that potatoes need a buff. Perhaps ramp up the bonus for farming them to +2(+3 with fresh water). This would bring them on par with other food resources.
Actually, rice has the same stats as potatoes. The only difference between them is the type of terrain they naturally spawn on (grasslands vs plains).
 
50% golden age is also very different from 25% for saga players, 8 turns of GA makes it possible to change to a temporary civic and then change back again without anarchy. But 50% GA is actually so long that it becomes the main source of GA, and the mausoleums of mausolus become less useful.
 
..and what a difference it makes.

The basic resources are not equal in value. Especially for a young city getting food, and the population that goes with it is your primary objective. A plains hill potato gives 2 food when improved. That's merely food neutral for a square the starting script expects to be a food resource. Even worse pure potato starts are likely to appear in cities which have lots of dryland and hills turning a mediocre start into an outright horrible one.

You can't look at the bonuses the resource grants in vacuum, you have to factor in that they might appear on a square that has no food yield on it's own. In contrast dryland rice will always appear on grassland giving you a 4 food tile which might be a bit "meh" but will at least get your population going at a decent pace. Also rice starts are likely to feature lot of good green grassland.
 
I just want to say this mod is awesome! It has revitalized my interest in Civ4. I just love all the new civs, resources, techs, traits, etc. etc. etc.

Really glad you are still working on it, Xyth.
 
I just found a bug that escaped the beta. When you start a custom game with the "Advanced Start" option checked, there is the following series of errors for each city you pre-place:

AttributeError: 'NoneType' object has no attribute 'getUnitClassType'
File "CvEventManager", line 1658, in onCityBuilt
File "BugEventManager", line 361, in_handleDefaultEvent

Caused by pioneer codes, because there is no "selected unit"

Fixed for 1.21. You can still use advanced start in the meantime, the error message happens because it's trying to check whether a Colonist built the city or not, and I neglected to handle the situation where no unit built the city. Has no ill effect.

I've said it before, but I am still of the opinion that potatoes need a buff. Perhaps ramp up the bonus for farming them to +2(+3 with fresh water). This would bring them on par with other food resources. As it is right now starting with unirrigated potatoes as your only food resource is really rough.

Actually, rice has the same stats as potatoes. The only difference between them is the type of terrain they naturally spawn on (grasslands vs plains).

..and what a difference it makes.

The basic resources are not equal in value. Especially for a young city getting food, and the population that goes with it is your primary objective. A plains hill potato gives 2 food when improved. That's merely food neutral for a square the starting script expects to be a food resource. Even worse pure potato starts are likely to appear in cities which have lots of dryland and hills turning a mediocre start into an outright horrible one.

You can't look at the bonuses the resource grants in vacuum, you have to factor in that they might appear on a square that has no food yield on it's own. In contrast dryland rice will always appear on grassland giving you a 4 food tile which might be a bit "meh" but will at least get your population going at a decent pace. Also rice starts are likely to feature lot of good green grassland.

I had 'Potato' on my todo list and couldn't remember why. Guessing this was it! If I boost Potatoes by 1 food, I'd want to lower the yield of another Granary resource accordingly. The obvious choice is Corn as it only appears on Grasslands. Done.

50% golden age is also very different from 25% for saga players, 8 turns of GA makes it possible to change to a temporary civic and then change back again without anarchy. But 50% GA is actually so long that it becomes the main source of GA, and the mausoleums of mausolus become less useful.

Some things just don't scale evenly across gamespeeds no matter what unfortunately. I'll continue to make tweaks where possible though.

Error log when capturing and renaming as Saladin. Merely cosmetic, but FYI.

I can't reproduce this yet, will keep investigating. For clarity, I presume you captured Ekbatana from the Persians. Was it called Ekbatana at the time, and which Persian leader?

I just want to say this mod is awesome! It has revitalized my interest in Civ4. I just love all the new civs, resources, techs, traits, etc. etc. etc.

Really glad you are still working on it, Xyth.

Thanks! My pleasure.
 
I can't reproduce this yet, will keep investigating. For clarity, I presume you captured Ekbatana from the Persians. Was it called Ekbatana at the time, and which Persian leader?

I can't answer that directly, as the save is long lost: my only answer is derived from the history, which says that the city was founded by the Persians as Hamadan. This I guess is on account of it subsequently being renamed. I'll keep a closer look when I play again.
 
An oddity: Occasionally the name of an improvement will show up in the turn's even list, similar to the Autosave notification. Two screenshots attached.

A bug: Building the Nazca Lines generated a Spy. Not a Great Spy, but a normal Spy unit.

A quibble: The dynamic city naming should not allow Edo and Tokyo to coexist, as they are two names for the same city.
 

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An oddity: Occasionally the name of an improvement will show up in the turn's even list, similar to the Autosave notification. Two screenshots attached.

That's a debugging message I forgot to remove. Fixed.

A bug: Building the Nazca Lines generated a Spy. Not a Great Spy, but a normal Spy unit.

Oops! Fixed.

A quibble: The dynamic city naming should not allow Edo and Tokyo to coexist, as they are two names for the same city.

Definitely not. I had this set up in dynamic city naming correctly but I forgot to remove it from the standard fallback list. Since Japan's list isn't fully converted yet (just the capitals so far) this allowed the city name to be used twice. Fixed.

Thanks for these reports!
 
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