1.22 released!

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
Here it is at last, History Rewritten 1.22. A huge thank you to all beta testers. Please note that multiplayer has not been tested much yet, but should any OOS errors be found I'll endeavour to get them patched as soon as possible. Enjoy!



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Changes

New Features
• Civilizations now generate Faith, rewarding Great Prophets
• 36 Religious Tenets to customize your religion
• Great Prophets can perform Reformations to change your Tenets
• Reformations can affect other followers of your religion
• Religious diplomacy attitudes now tied to Tenet choices​

Civilizations
• Arabia: fixed issue preventing construction of Library or Madrassa
• Berbers: new leaders and refined citylist
• Dravida: new War Elephant art
• Egypt: Obelisk (UB) reduced to +1 production
• India: new War Elephant and Siege Elephant (UU) art
• Israel: Bamah (UB) now allows just 1 priest
• Kushan: new War Elephant art
• Nubia: new Rifleman and Cavalry art
• Rome: Forum (UB) now gives +25% GPP as intended​

Leaders
• New Leaders: Ahmad al-Mansur, Masinissa, Yusuf ibn Tashfin
• Removed Leader: Yaqub al-Mansur
• Robert the Bruce: redesignated as Cináed mac Ailpín
• Seondeok: fixed missing diplomacy texts
• Tin Hinan: redesignated as Dihya al-Kahina
• Changed traits: Crazy Horse, Herod, Mao, Shaka, Suppiluliuma, Trung Sisters, Vercingetorix
• Numerous changes to favourite Civics
• All leaders now have a favourite Tenet​

Traits
• Creative: fixed several issues with commerce from culture level
• Enterprising: ships should now retain extra cargo space when upgraded
• Financial: Corporation specialist bonus changed to Corporation Golden Age bonus
• Humane: now grants -50% civic dissent (instead of 50% longer Golden Ages)
• Industrious: fixed several issues with production from culture level
• Philosophical: now grants 50% longer Golden Ages (instead of specialists from Great People)
• All '+100% Great Person emergence' bonuses reduced to +50%​

Civics
• All Religious civics removed (replaced by Tenets)
• Equal Rights: golden age from great people now quarter-length​

Religion
• Buildings that used to provide Prophet GPP provide Faith instead
• Monasteries: no longer obsolete, now require a number of Temples
• Missionaries: limit now scales with world size
• Inquisitors: limit scales, always successful, and can no longer purge your state religion​

Corporations
• East India Company: now consumes Tea instead of Cocoa​

Specialists
• Doctor: now provides +1 food, +1 research, +3 GPP
• Priest: provides Faith instead of GPP
• Spy: no longer provides any research​

Great People
• Doctor: several art changes/substitutions (hopefully no more crashes!)
• All varieties should now have the correct glow effect​

Units
• Labourer: several new art variants​

Technology
• Artisanry: new requirement to Build Culture (33%)
• Humanism: renamed Humanities
• Patronage: new requirement to Build Culture (50%)
• Philosophy: new requirement to Build Research (33%)
• Improved research cost scaling from late Industrial​

Corporations
• Executives: limit now scales with world size​

National Wonders
• Naval Arsenal: now unlocks at Finance​

World Wonders
• Cristo Redentor: swapped effects with Jetavanamaraya
• Jetavanamaraya: swapped effects with Cristo Redentor, cost increased
• Notre Dame: now requires Dogma and Architecture
• Shwedagon Paya: redesigned (allows reformation of Divinity Tenets)
• Taj Mahal: attitude bonus reduced but no longer tied to golden ages​

Natural Wonders
• Everest: +2 happiness, no longer blocks barbarians​

Terrain
• Tribal Islands: no longer cause a crash when spawning barbarians​

Improvements
• A few minor adjustments to build times
• Railroads can now be built over Highways, and vice-versa​

Mapscripts
• Terra: fixed an error​

Interface
• Main Screen: improved positioning and scaling of progress bars
• Research Bar: fixed error when player enters anarchy
• Domestic Advisor: new Military page, numerous fixes and improvements
• Civics Advisor: completely rewritten and redesigned
• Technology Advisor: overhauled with new filters and features
• Corporation Advisor: fixed errors with the Social Welfare and Environmentalism civics
• Civilopedia: more information added, numerous tweaks and improvements
• World Builder: updated to Platy Builder 4.06d
• Stripped out several extraneous parts of BUG​

Misc
• Dissent now scales a bit better with worldsize
• New colonies and rebel civs start immune to anarchy for several turns
• Vassals no longer grant happiness to their Masters​
 
GREAT and THANK YOU very much for your work on this high quality mod. I am playing very enjoyable custom game as Koreans right now I am in turn 662 and scientific/research superpower. Love the changes you made with religion so far.

Found AI Dromon sitting on land fort adjacent to water, is this intended? playing beta still however, to not lose great save.
AIs with same religion did reformations same turn i completed wonder : Jetavnaramaya and it thrown me into 20 turns anarchy :O Suppose their reformations did this?
 
Congrats, Xyth! Playing your mod has always been a pleasure. I look forward to trying this version!
 
Hi Xyth,

Congrats on the 1.22 release. The new religion system looks incredible, and I'm excited to try it out.

I wanted to report two non-game breaking bugs to you that I noticed while playing around for a few minutes.

1) In Civ4CivilizationInfos.xml, Brazil's UB, the Fazenda, is listed as being a Tavern replacement when in fact it is a Distillery replacement. As far as I know, this only affects the Civ entry for the Fazenda in that it is not listed as Brazil's UB.

2) On the tech tree, the icon for resources being revealed are not showing up. For instance, take a look at the tech box for Mining and Calendar. The Gems and Rubber icon respectively are not appearing, though they are appearing in the respective civilopedia entries.

Again, minor stuff, but I thought I'd report it.
 
GREAT and THANK YOU very much for your work on this high quality mod. I am playing very enjoyable custom game as Koreans right now I am in turn 662 and scientific/research superpower. Love the changes you made with religion so far.

Awesome!

Found AI Dromon sitting on land fort adjacent to water, is this intended? playing beta still however, to not lose great save.

Forts act like cities so this is normal, albeit a bit weird. Feature of BTS, not just HR.

AIs with same religion did reformations same turn i completed wonder : Jetavnaramaya and it thrown me into 20 turns anarchy :O Suppose their reformations did this?

Yes, changing tenets causes anarchy, even if its because of a foreign reformation. 20 turns seems like a lot though. How many of your tenets changed? What gamespeed?

Congrats, Xyth! Playing your mod has always been a pleasure. I look forward to trying this version!

I hope you enjoy it! :)

Hi Xyth,

Congrats on the 1.22 release. The new religion system looks incredible, and I'm excited to try it out.

Thank you!

1) In Civ4CivilizationInfos.xml, Brazil's UB, the Fazenda, is listed as being a Tavern replacement when in fact it is a Distillery replacement. As far as I know, this only affects the Civ entry for the Fazenda in that it is not listed as Brazil's UB.

It will also prevent Brazil from building both Taverns and Fazendas, as the Tavern is a requirement for Distillery class buildings. Arabia had the same problem with Libraries and Madrassas. We caught that one in beta, but missed this one. Ah well, will fix in a patch in some point.

2) On the tech tree, the icon for resources being revealed are not showing up. For instance, take a look at the tech box for Mining and Calendar. The Gems and Rubber icon respectively are not appearing, though they are appearing in the respective civilopedia entries.

Found the problem, will patch.

Again, minor stuff, but I thought I'd report it.

Bug reports, even of minor things, are always hugely appreciated. Thank you!
 
What are your plans fo 1.23?
Any new civs?

At least 1 new civ. Burma is the most likely candidate at this stage, as I have a bunch of new SE Asian unit art to put to use. Indonesia will finally get its own art! Otherwise:

• A few more new leaders
• A new 6th category of civics
• A small expansion to Corporations
• Review/rework of the modern era techtree​

No more details than that right now, and all subject to change.
 
Yes, changing tenets causes anarchy, even if its because of a foreign reformation. 20 turns seems like a lot though. How many of your tenets changed? What gamespeed?
Its Marathon Game Speed and two of them were changed. Now i started new game using non-beta 1.22 and experiencing some bug report spam ingame
 

Attachments

Its Marathon Game Speed and two of them were changed.

How much anarchy do you get when you change 2 tenets intentionally?

Now i started new game using non-beta 1.22 and experiencing some bug report spam ingame

The log I need is PythonErr.log. If there isn't one, you need to enable logging and python exceptions in your CivilizationIV.ini.

What will it be?

Don't know yet. Experimenting with a few ideas. Will post in the Civics thread when I have something more concrete.
 
How much anarchy do you get when you change 2 tenets intentionally?



The log I need is PythonErr.log. If there isn't one, you need to enable logging and python exceptions in your CivilizationIV.ini.
Intentionally i get max 10 turns from own reformations even changing more tenets. Ah wrong log ok this one should help us then :D

Spoiler :
Traceback (most recent call last):
File "BugEventManager", line 336, in _handleDefaultEvent
File "CvEventManager", line 590, in onBeginPlayerTurn
File "HR", line 318, in doCivicChecks
File "HR_Religion", line 268, in setReligiousAttitude
File "HR_Religion", line 232, in getReligiousAttitude
IndexError: list index out of range
Traceback (most recent call last):
File "BugEventManager", line 336, in _handleDefaultEvent
File "CvEventManager", line 590, in onBeginPlayerTurn
File "HR", line 318, in doCivicChecks
File "HR_Religion", line 268, in setReligiousAttitude
File "HR_Religion", line 232, in getReligiousAttitude
IndexError: list index out of range
 
Intentionally i get max 10 turns from own reformations even changing more tenets.

Ahh, it seems to be applying anarchy for the tenets (and civics!) that didn't change, as well as those that did. Working on a fix.

Traceback (most recent call last):
File "BugEventManager", line 336, in _handleDefaultEvent
File "CvEventManager", line 590, in onBeginPlayerTurn
File "HR", line 318, in doCivicChecks
File "HR_Religion", line 268, in setReligiousAttitude
File "HR_Religion", line 232, in getReligiousAttitude
IndexError: list index out of range
Traceback (most recent call last):
File "BugEventManager", line 336, in _handleDefaultEvent
File "CvEventManager", line 590, in onBeginPlayerTurn
File "HR", line 318, in doCivicChecks
File "HR_Religion", line 268, in setReligiousAttitude
File "HR_Religion", line 232, in getReligiousAttitude
IndexError: list index out of range

Could you please post a saved game? This will be a tricky one to solve.
 
Sure thing altough i don`t have a savegame when this started reporting, only one where it annoys every turn. If it can help you somehow i didn`t experienced bug spam like this in last beta version, only after upgrading to 1.22 official
 

Attachments

Sure thing altough i don`t have a savegame when this started reporting, only one where it annoys every turn. If it can help you somehow i didn`t experienced bug spam like this in last beta version, only after upgrading to 1.22 official

The problem is the Assyrians. They appear in the game in 280BCE but, as far as I can tell, not because of a civil war. They're not initialised properly and then when someone in contact with them changes tenets, it throws errors. Do you have any saved games just prior to 280 BCE?
 
Sadly no, I will start completely new game and try to watch closely when bug spam starts (IF) and give you saves. But i`ll keep this game too, even with spam it`s AWESOME. Japan is very good and so far reliable AI ally and I built Colosseum, so my army can have Korean samurais :goodjob:
 
Sadly no, I will start completely new game and try to watch closely when bug spam starts (IF) and give you saves. But i`ll keep this game too, even with spam it`s AWESOME. Japan is very good and so far reliable AI ally and I built Colosseum, so my army can have Korean samurais :goodjob:

No worries. Looks like the Assyrians were the result of a civil war after all, and for some reason they're initialising with no civics or tenets. Will try figure it out in the morning.
 
Xyth and team,

I don't have the time for Civ that I used to when I was single (from 1993 or so through to 2008). That said, this mod has made BTS unbelievably engaging, and I do make fair claim to be civved out (at least through to Civ III).

Keep up the great work, and take as long as you need if you plan to keep going. Unfortunately I can't offer much help with squashing bugs and the like, but I remain a fan!
 
Is something wrong with the maximum number of Missionaries? In the attached save of a Large game, the Hindu Romans can seemingly only build one Guru at a time. If one city starts a Guru build, then a preexisting Guru build in another city is cancelled. However, once one Missionary is on a Caravel, another Guru can be built. I also no longer see the maximum number of Gurus in the build queue.
 

Attachments

No worries. Looks like the Assyrians were the result of a civil war after all, and for some reason they're initialising with no civics or tenets. Will try figure it out in the morning.

Well I know what's causing the error, but I don't know what causes the situation in which the error is possible (a rebel civilization with no civics or tenets). If I fix the error, it'll make it much harder to figure out this underlying issue, so I'll leave it alone for now and see if any more reports of it come in.

Xyth and team,

I don't have the time for Civ that I used to when I was single (from 1993 or so through to 2008). That said, this mod has made BTS unbelievably engaging, and I do make fair claim to be civved out (at least through to Civ III).

Keep up the great work, and take as long as you need if you plan to keep going. Unfortunately I can't offer much help with squashing bugs and the like, but I remain a fan!

Thanks for all your help with bug squashing thus far! Glad you've enjoyed HR so much, and hopefully you'll still get a chance to play a bit from time to time :)

Is something wrong with the maximum number of Missionaries? In the attached save of a Large game, the Hindu Romans can seemingly only build one Guru at a time. If one city starts a Guru build, then a preexisting Guru build in another city is cancelled. However, once one Missionary is on a Caravel, another Guru can be built.

I had a look and it seems like it's working as it should. The missionary limit on a Large map is 3*, and you have 2 Guru out and about in the world (1 in a Caravel off your west coast, 1 in Scandinavian territory). You can thus train just 1 more.

* 1 on Duel, 2 on Tiny/Small, 3 on Standard/Large, 4 on Huge/Giant, 5 on Massive.

I also no longer see the maximum number of Gurus in the build queue.

It doesn't show because the unit limit is now determined by my custom code (allowing world size scaling), rather then the default BTS hard limit. The new limit shows in the pedia, but not in the build queue tooltips yet. I'm having trouble adding/removing information to those tooltips, but hopefully I'll figure it out eventually. Same reason why they still show Prophet GPP instead of Faith for some buildings.
 
Sorry I missed the beta phase. I recently just had a cute baby daughter so priorities changed a bit :lol:

The changing with religion are super exciting!!

First, I noticed that the custom maps from the private maps folder don't accommodate those (windows players) who'd like to have more than 18 players a map using the DLL you recommended. Here's the script to those maps where I increased the BeginTeam BeginPlayer counts up to 40.
View attachment Custom maps - PrivateMaps.7z
It doesn't appear like the maps have been updated with natural wonders yet though...

If anyone else would like to do this for their custom maps replace lines 8-241 with lines 8-527 from one of the maps I provided to save yourself some time.


Playing huge Earth map, 900 turns. Founded the first religion on the old world.
  • Are all of the Tolerance tenets supposed to be available from the beginning?
  • The influenced by foreign reformation notification, is it possible for it to notify you which tenet changed and who influenced it?
  • Is the Judicial trait supposed to guard against anarchy from reformation changes too?
  • Could the found religion buttons have a tooltip to show which religions have what Divinity tenet and what their effects are? (this might already exist, I didn't check)
  • It seems like religions spread naturally much faster, does this scale with map size?


In worldbuilder only some unit promotions are appearing. I couldn't find the guerrilla II promo.


And lastly, the Foreign Advisor Info tab needs some revising
foreign advisor.jpg
 
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