1.21 beta

I'm going to experiment with changing the health/unhealth entries in CivilWar.py to

Code:
self.iHealthyDissent			= -5
self.iUnhealthyDissent			= 10

(from -10 & +25, respectively) and replay that last game from the initial autosave. Let's see what happens.
 
Another Civil War update to try out. Got inspired and made some fairly significant changes to the way dissent scales, distance checks, and more besides. 3 files this time, all go in /History Rewritten/Assets/Python/ but note that one included file needs to go in the /Screens/ subdirectory.

I want to leave (un)health dissent as it is; while does make it a bit tougher for civs starting near flood plains or jungles, lowering the effect trivialises the effects of (un)health later in the game. Instead I've made some big changes to how dissent scales with number of cities, difficulty level, world size, and added scaling with culture level. One effect of these changes is more leniency for tougher starts.

Next task is to write a concept page describing how it all works.
 

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You know, there is a reason why I left out the positive effects from Health and Happiness.
Recycling Plant is OP with positive effects.
 
You know, there is a reason why I left out the positive effects from Health and Happiness.
Recycling Plant is OP with positive effects.
The Recycling Center comes *very* late, in the third column of the Modern era, so most games will be over, nearly over, or simply abandoned by the time it becomes available.

And Xyth, I tried applying that last multi-file patch and restarted my last game from the initial autosave again. About 40-45 turns in, I noticed that everything started slowing *way* down, and by turn 50 it was nearly unresponsive. I forced quit, and got a warning that I was nearly out of disk space! In fact, it claimed I had zero K free, when it was over 4.5 GB when I started up CIV. Restarting my computer seems to have cleared up whatever the problem was (now shows the correct amount of available disk space again), but do you have any idea what might have caused it in the first place?

Edit: Upon further investigation, it appears to be being caused by Firefox (which I had up in the background) rather than CIV.
Edit2: More specifically, it seems to be something to do with my computer's PRAM.
 
Great Doctor not so great!

He must be a spy from an enemy civ because when I attempt to settle him or golden age-ify myself he crashes my game.

Hmm, not crashing for me. Suspect some sort of art/animation problem apparent on some systems and not others. Can you post the crash log?
 
Do civs start at different years like in RFC and is there also accurate city names based on where the city is founded on the map?
 
Do civs start at different years like in RFC and is there also accurate city names based on where the city is founded on the map?

No. Neither are features I'm interested in replicating.
 
Here's the pedia entry I've written for Dissent. For reference while testing, haven't bothered removing the formatting.

Spoiler :
<TEXT>
<Tag>TXT_KEY_CONCEPT_DISSENT</Tag>
<English>Dissent</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_CONCEPT_DISSENT_PEDIA</Tag>
<English>

Dissent[\H1]

Throughout the history of a civilization there are times when its governance is effective and appreciated, but also times when it is misguided and resented. Not everyone agrees with the goals and values of a regime, nor is everyone treated fairly by them. This discontent can accumulate over time and, if left unaddressed, can become a destabilizing force in a civilization. At worst, it can lead to a [LINK=CONCEPT_CIVIL_WAR]Civil War[\LINK]. In Civilization IV: History Rewritten this is represented by Dissent.


Dissent Levels[\H2]

Dissent is a numerical value that accretes or decretes each turn. Every city has its own dissent value which is displayed in the city screen as a progress bar. An overview of dissent in all cities can be viewed in the Dissent Advisor. Once dissent passes or falls below certain thresholds (higher on slower gamespeeds), the dissent level of a city changes. Each dissent level has different implications for the stability of a civilization:

[ICON_BULLET][BOLD]Loyal:[\BOLD] Loyal cities are very pleased with the leadership of the civilization and are dedicated to the common goals of the empire. There is no risk of rebellion whatsoever. Newly founded cities start Loyal, as do newly conquered cities - though the effects of conquest and occupation may cause their dissent to rise quickly.

[ICON_BULLET][BOLD]Stable:[\BOLD] Stable cities are just that; neither enthusiastic nor discontent with their place in the civilization. In the event of a civil war, Stable cities remain in the empire, and any higher dissent city that opted not to rebel will have its dissent reset to this level.

[ICON_BULLET][BOLD]Unsettled:[\BOLD] Trouble is brewing in Unsettled cities; citizens are beginning to feel politically isolated from the rest of the civilization. Unsettled cities will never instigate a civil war, but may side with the rebels should one occur. The chance of this happening is determined by the dissent of the Unsettled city and its distance from the rebel capital.

[ICON_BULLET][BOLD]Rebellious:[\BOLD] Rebellious cities are frustrated, disillusioned, and yearn to secede. A check is made each turn a city is Rebellious - the higher the city's dissent, the higher the chance that the city will instigate a [LINK=CONCEPT_CIVIL_WAR]Civil War[\LINK].


Sources of Dissent[\H2]

[ICON_BULLET][BOLD]Unhappiness:[\BOLD] Even temporary anger can lead to long term discontent. The more excess [ICON_UNHAPPY] there is in a city, the more its dissent increases each turn.

[ICON_BULLET][BOLD]Unhealthiness:[\BOLD] It's not easy to have faith in government if where you live and work is making you ill. The more excess [ICON_UNHEALTHY] there is in a city, the more its dissent increases each turn.

[ICON_BULLET][BOLD]Religion:[\BOLD] Differences in belief and spiritual practice are common causes of friction and division. If a civilization has a [LINK=CONCEPT_RELIGION]State Religion[\LINK], each city with that religion present earns a reduction in dissent. However, cities without that religion present incur a dissent penalty, and dissent is also increased slightly by the presence of any non-state religions in a city.

[ICON_BULLET][BOLD]Civics:[\BOLD] [LINK=CONCEPT_CIVICS]Civics[\LINK] are the primary cause of dissent in a civilization. Each civic has a dissent rating: Low, Medium, or High, the value of which applies to all cities in the civilization. This value each varies slightly with difficulty setting. Furthermore, the larger the empire, the harder it is to keep cities content; each new city in a civilization increases the civic dissent of [BOLD]all[\BOLD] cities slightly. Use the Civics Advisor to find the total dissent that would be applied each turn for different combinations of civics.


Reducing Dissent[\H2]

[ICON_BULLET][BOLD]Happiness:[\BOLD] Excess happiness in a city will reduce dissent, but not as quickly as excess unhappiness increases it.

[ICON_BULLET][BOLD]Healthiness:[\BOLD] Excess health in a city will reduce dissent, but not as quickly as excess unhealthiness increases it.

[ICON_BULLET][BOLD]Culture:[\BOLD] Culture represents self-identity, traditions and customs, and investment in arts and leisure. It's thus no surprise that culture plays an integral role in keeping dissent at bay. The higher the culture level of a city, the higher the amount of dissent that will be offsets. Nationality matters though, as the reduction is in proportion to the percentage of the city's culture that belongs to the player. If a player has only 60% of the culture in a city they control, then that city will only benefit from 60% of the dissent reduction from its culture level.

[ICON_BULLET][BOLD]Buildings:[\BOLD] Dissent can also be suppressed by enforcing law and order, encouraging patriotism, and spreading propaganda. Buildings such as the [LINK=BUILDING_CONSTABULARY]Constabulary[\LINK] and the [LINK=BUILDING_BROADCAST_TOWER] reduce the overall dissent of the city where they're constructed.

[ICON_BULLET][BOLD]Golden Ages:[\BOLD] During a [LINK=CONCEPT_GOLDEN_AGE]Golden Age[\LINK] citizens put aside their differences and grievances for a while. No dissent from civics is accumulated for the duration. If dissent from other sources is not too great, this can mean a reduction of dissent each turn, especially in high culture cities.</English>
</TEXT>

 
Culture represents self-identity, traditions and customs, and investment in arts and leisure. It's thus no surprise that culture plays an integral role in keeping dissent at bay. The higher the culture level of a city, the higher the amount of dissent that will be offsets.
Last word should be singular. Otherwise it all looks excellent!
 
Started a new game with the latest patch, and both of my neighbors had their first expansions go barbarian on them. When the Iroquois recaptured theirs, it was in Resistance for 31! turns (Odyssey speed).

Edit: It turned barbarian again before it even got out of resistance, and now has 80+% Barbarian culture, so I expect that area to be a hotbed of revolution for a long time to come, regardless of who takes it over.

I would suggest disabling the culture transfer when a city turns barbarian instead of forming a new civ. You can get rid of a rival civ's culture by wiping them out, but since you can never eradicate the Barbarian "civilization", their culture is permanent and will destabilize those cities (or any built near their ruins) for the rest of the game.
 

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When I capture a Barbarian city (Bangkok that revolted from the Thai), the game crashes. It could be unique building related, since I have the Hagia Sophia. The city also seems to have the Hanging Gardens.

Thanks, I really love the mod!

I've added the saved game.
 

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Another quirk in my current game. I'm playing Enterprising Elizabeth and my Galleys got the expected +1 cargo bonus. However when the Cogs came along, they are showing as 2 cargo (instead of 3).

This happens whether the cogs are built new or upgraded galleys. In fact you can't upgrade a galley that already had 3 units on board.
 
Redesign hagia Sophia.
Capturing UB is bugged.
 
Edit: It turned barbarian again before it even got out of resistance, and now has 80+% Barbarian culture, so I expect that area to be a hotbed of revolution for a long time to come, regardless of who takes it over.

I would suggest disabling the culture transfer when a city turns barbarian instead of forming a new civ. You can get rid of a rival civ's culture by wiping them out, but since you can never eradicate the Barbarian "civilization", their culture is permanent and will destabilize those cities (or any built near their ruins) for the rest of the game.

Yep, I came to that conclusion too.

When I capture a Barbarian city (Bangkok that revolted from the Thai), the game crashes. It could be unique building related, since I have the Hagia Sophia. The city also seems to have the Hanging Gardens.

Most probably the Hagia Sophia, if not, one of the traits. Shall investigate. Any chance you still have a saved game from before the crash you could upload?

Another quirk in my current game. I'm playing Enterprising Elizabeth and my Galleys got the expected +1 cargo bonus. However when the Cogs came along, they are showing as 2 cargo (instead of 3).

Hmm, that's odd. Were the cogs constructed normally, or were they upgraded Galleys?

Redesign hagia Sophia.
Capturing UB is bugged.

Is that the bug where the captured UBs don't count as prerequisites for other buildings? Or another one?
 
Multiple cities revolting apparently doesn't necessarily result in a new civ. In my current game, the Iroquois city of Salamanca (on the little peninsula at the right of the screenshot) went barb for the second time, and apparently took their capital of Onondaga with it. Two turns later, the resulting horde of (now) barbarian Tomahawks overran my capital. :cry:
 

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Is that the bug where the captured UBs don't count as prerequisites for other buildings? Or another one?

Not only that.
It doesn't benefit from civics either.
 
Multiple cities revolting apparently doesn't necessarily result in a new civ. In my current game, the Iroquois city of Salamanca (on the little peninsula at the right of the screenshot) went barb for the second time, and apparently took their capital of Onondaga with it. Two turns later, the resulting horde of (now) barbarian Tomahawks overran my capital. :cry:

I set it to scale with map size in one of the recent updates. There's only so many player slots and I don't want to use them all up on minor rebellions. May make it scale with population instead.
 
Xyth, I took a look at the event manager in your mod and uncommented out the platy lines and closed the self.events dictionary properly. The landmarks captions worked fine and I tested quickly the slave event also and it seemed fine (not sure about the others).

In my mod I didn't have to do anything special to make those features work with BUG, it was just the python widgets that didn't respond.
 
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