1.22 released!

Sorry I missed the beta phase. I recently just had a cute baby daughter so priorities changed a bit :lol:

Congratulations! Wonderful news.

It doesn't appear like the maps have been updated with natural wonders yet though...

Ah I forgot about that. I'll try get at least some of them done and release them separately.

Are all of the Tolerance tenets supposed to be available from the beginning?

Yes, but only during a reformation of course.

The influenced by foreign reformation notification, is it possible for it to notify you which tenet changed and who influenced it?

Does it not? It should say "A Reformation of <religion> has occurred in the <empire>, influencing worshippers in your civilization to embrace new tenets!" Then list which tenets have changed in separate messages (for all affected civs, not just you).

Is the Judicial trait supposed to guard against anarchy from reformation changes too?

Yes.

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)

Good idea, I can add that.

It seems like religions spread naturally much faster, does this scale with map size?

The only (intentional) change I've made to religious spread is Proselytism's missionary bonus.

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

By default it only shows promotions the selected unit is eligible for. The 'Hide Inactive' button on the main world builder screen toggles this behaviour.

And lastly, the Foreign Advisor Info tab needs some revising
View attachment 385329

It does. I plan to merge the existing BUG screen with the one from PlatyUI and make modifications to suit HR better. Figured there's little point fixing that screen when it will eventually get overhauled.
 
Hi,
in my current I detect a couple of things:

-first one is that I obtained a free priest when I founded a city near a Natural Wonder because I was on Animism. But once I switched to Polytheism I still keep this free priest. Is it intended?

-and I get at the start of every turn a ton of bugs on the notifications. Anyway they don't interfere on the game.

Here the saved game.



I'm feeling the 1.22 very balanced and enjoying it so much. Thanks!
 

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Technology advisor tells me i will build Immortals in place of Hoplites playing greeks, i build Hoplites though correctly. Nation with same religion changed 3 tenets and gave me 15 turns anarchy again, my tenets didn`t changed.
Edit : My religion spreaded automatically to two other neighbours now and becaouse of their reformations I am in constant anarchy for 50 turns or so... Now even my tenets were changed after two more reformations.
 
The missionary limit ... 1 on Duel, 2 on Tiny/Small, 3 on Standard/Large, 4 on Huge/Giant, 5 on Massive.

Oh, I thought that the numbers had been substantially increased. Would it be more realistic if the numbers of Missionaries scaled with map area, so quadratically with map size? (I don't remember the tile dimensions of the map sizes.)


Something else about Missionaries: The fact that non-state religions contribute so strongly to Dissent means that systematic evangelism of competitors is now not only a benefit to the evangeliser (more Shrine income), but an active weapon against the evangelised (more Dissent). In particular, a human civ can bribe an AI civ until it is friendly enough to open its borders and then evangelise it, but the AI civ presumably doesn't know that opening borders could be devastating. A civ that has Caravels can export its religion overseas to others without Caravels without any fear of retribution (the history of Latin America!).

Currently, the only defences against evangelism include permanently maintaining closed borders or some theocratic tenet, or (late!) heavily using Inquisitors. None of these are fun gameplay.
 
-first one is that I obtained a free priest when I founded a city near a Natural Wonder because I was on Animism. But once I switched to Polytheism I still keep this free priest. Is it intended?

No. Will investigate.

-and I get at the start of every turn a ton of bugs on the notifications. Anyway they don't interfere on the game.

Here the saved game.

Same issue that Alexej was getting. I'm still working on a solution to this one. Do you have any saved games from a few turns before the error messages started appearing? I know what's causing the error but not what creates the 'impossible' situation underlying it.

I'm feeling the 1.22 very balanced and enjoying it so much. Thanks!

Awesome to hear!

I've posted somewhere the location of the NW on the Huge Earth map.

Yes, I still have these thanks. Will get on to it once I've got these reported bugs patched.

Technology advisor tells me i will build Immortals in place of Hoplites playing greeks, i build Hoplites though correctly.

Hmm, looks like UB/UW/UU display is borked. Just started a game as the Greeks to test, and it's showing the UB/UW/UU of the Dravidians, who aren't even in the game. Investigating.

Nation with same religion changed 3 tenets and gave me 15 turns anarchy again, my tenets didn`t changed.
Edit : My religion spreaded automatically to two other neighbours now and becaouse of their reformations I am in constant anarchy for 50 turns or so... Now even my tenets were changed after two more reformations.

Anarchy calculation for foreign reformations is a bit broken. It's currently applying anarchy for every tenet (and civic!) that the other civ has and you don't, regardless of which tenets are switched. I've fixed it, and will release a patch once I've sorted the other urgent bugs.

Oh, I thought that the numbers had been substantially increased. Would it be more realistic if the numbers of Missionaries scaled with map area, so quadratically with map size? (I don't remember the tile dimensions of the map sizes.)

I decided not to increase the limit too much, specifically to avoid making the systematic evangelism you describe too easy.

Something else about Missionaries: The fact that non-state religions contribute so strongly to Dissent means that systematic evangelism of competitors is now not only a benefit to the evangeliser (more Shrine income), but an active weapon against the evangelised (more Dissent). In particular, a human civ can bribe an AI civ until it is friendly enough to open its borders and then evangelise it, but the AI civ presumably doesn't know that opening borders could be devastating. A civ that has Caravels can export its religion overseas to others without Caravels without any fear of retribution (the history of Latin America!).

Closing borders can be just as ruinous, due to the lost income from trade routes. So it's a trade-off for human and AI players alike. There are a few small balance changes coming in the first patch though. Firstly, Proselytism will only apply to missionaries of your state religion. Secondly, Great Temples will eliminate any dissent caused by their religion in the city they're constructed.

EDIT: Have a better plan. Great Temples will each reduce dissent from their religion by 25%, in all cities. And the shrine will reduce dissent by 50%. Incentive to construct/possess them without having to worry so much about location.

Currently, the only defences against evangelism include permanently maintaining closed borders or some theocratic tenet, or (late!) heavily using Inquisitors. None of these are fun gameplay.

You can halt the spread of non-state religions with Persecution or embrace them with Pluralism (which doesn't require you to drop your state religion, like it did when it was a civic). Both tenets are available right from the beginning, and I can teach the AI to make better use of them when necessary.

Ultimately, religion in 1.22 is meant to be a force that the player cannot completely control and will require adjustment in strategy from time to time. Much like it has been throughout history.
 
You can halt the spread of non-state religions with Persecution or embrace them with Pluralism (which doesn't require you to drop your state religion, like it did when it was a civic). Both tenets are available right from the beginning, and I can teach the AI to make better use of them when necessary.

The civ being evangelised has the following options: 1: Adopt such a tenet, and keep it forever. 2: Keep borders closed, forever. 3: Accept the change and convert religion. That last one is historical. That civ is then in trouble if it is being evangelised by 2 different religions (possibly from the same attacker).


EDIT: Have a better plan. Great Temples will each reduce dissent from their religion by 25%, in all cities. And the shrine will reduce dissent by 50%. Incentive to construct/possess them without having to worry so much about location.

Check: The presence of an alien religion would cause Dissent, but the presence of a Great Temple of that religion would reduce Dissent??

Check: A Great Temple of any religion in one of our cities would reduces dissent from that religion in all our cities, or all cities in all civs? What happens when we capture a Great Temple? Would the Shrine of an alien religion, located in an alien civ, reduce Dissent in all cities, including ours, or only in its own civ?
 
The long Reformation Anarchy periods are not fun gameplay, and perhaps don't really reflect history: Whilst a Revolution temporarily reduces productivity and commerce, it is not obvious that a Reformation should do so. A Reformation mostly involves a change of ideology, and not so much restructuring in the way that a Revolution does. Furthemore, why would a Reformation of a State Religion bother the citizens of a city that doesn't have the State Religion? Given that a Great Prophet, no less, is already required for a Reformation, could the Anarchy simply be eliminated?

Alternative: Let a Reformation instead cause a `religious-hysteria-Anarchy' effect. The effects of all buildings of the State Religion (including Shrine) could be negated for this period, whilst the rest of the empire continues on as normal. This effect could perhaps also cross over into the cities of other civs with the religion as State Religion, without forcing them into Anarchy.


Also: If Great Prophets no longer had the ability to (co-)launch Golden Ages, then there would be more motivation to use them for Reformations.
 
The civ being evangelised has the following options: 1: Adopt such a tenet, and keep it forever. 2: Keep borders closed, forever. 3: Accept the change and convert religion. That last one is historical. That civ is then in trouble if it is being evangelised by 2 different religions (possibly from the same attacker).

1: Not forever, just until you're able to mitigate the dissent via other means
2: Same as 2
3: Changing state religion strategically is often quite sensible in 1.22
4: Allow the occasional civil war in order to reset dissent in your important cities

The dissent from non-state religions isn't that bad. It's roughly the same as the difference between choosing a Low Dissent civic and a High Dissent civic, per religion. Unlike civic dissent, it doesn't increase as your empire grows, it's always a flat amount.

Check: The presence of an alien religion would cause Dissent, but the presence of a Great Temple of that religion would reduce Dissent??

Only dissent caused by that religion. Say you're a Hindu civilization, and Buddhism is present in many of your cities, causing some dissent. Construct or capture 2 Buddhist Stupa (and the requisite Temples), anywhere in your civilization, and that dissent will be halved (-25% each). Obtain the Mahabodhi (-50%) or 2 more Stupa and Buddhism won't cause any more dissent for you, in any of your cities. (Unless one of your Stupa or the Shrine is captured).

Check: A Great Temple of any religion in one of our cities would reduces dissent from that religion in all our cities, or all cities in all civs? What happens when we capture a Great Temple? Would the Shrine of an alien religion, located in an alien civ, reduce Dissent in all cities, including ours, or only in its own civ?

Just cities in your civilization.

The long Reformation Anarchy periods are not fun gameplay, and perhaps don't really reflect history:

They're a bug. Drastically longer than they should be. Patch coming as soon as I've fixed up the other reported errors.
 
Same issue that Alexej was getting. I'm still working on a solution to this one. Do you have any saved games from a few turns before the error messages started appearing? I know what's causing the error but not what creates the 'impossible' situation underlying it.

OK, here you have two saved games. The first one doesn't pop up any bug, the second one yes it does.
I hope that's gonna be useful to you.
 

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Great that you kept saves, I started new game as Persia only to hunt this down, now i am at turn 500 with no sign of bug spam but will keep playing just in case :D

Xyth : I was playing SP as Persia and then started MP game with gf as Greece so those Hoplites were replaced by previous game Immortals in Tech advisor.
 
OK, here you have two saved games. The first one doesn't pop up any bug, the second one yes it does.
I hope that's gonna be useful to you.

Thanks, very helpful.

Great that you kept saves, I started new game as Persia only to hunt this down, now i am at turn 500 with no sign of bug spam but will keep playing just in case :D

It's whenever a new player is added midgame, via a civil war. Unsure about freeing a colony. Apparently civs added midgame aren't assigned the starting civics immediately and thus are considered to have no civics or tenets for much, if not all, of their first turn. This wasn't a problem in 1.21, but it's screwing up the Religious Attitude code in 1.22. Possibly a few other things too. Currently experimenting to find what most robust solution is.

Xyth : I was playing SP as Persia and then started MP game with gf as Greece so those Hoplites were replaced by previous game Immortals in Tech advisor.

Yeah, the Tech Chooser is retaining data between games, rather than re-initiatializing at the start of each. Fixed in my version, will be part of the first patch.



Thanks for your patience everyone, I'll post a patch as soon as I've got this last bug figured out.
 
It's whenever a new player is added midgame, via a civil war. Unsure about freeing a colony. Apparently civs added midgame aren't assigned the starting civics immediately and thus are considered to have no civics or tenets for much, if not all, of their first turn. This wasn't a problem in 1.21, but it's screwing up the Religious Attitude code in 1.22. Possibly a few other things too. Currently experimenting to find what most robust solution is.

Ok, in my game there was no civil war, so it happened because freeing a colony. 100% sure of it.
 
A patch to address the following issues in 1.22:

• Brazil: fixed issue preventing construction of Tavern and Fazenda
• Animism: free priest should now vanish when switching to a different tenet
• Proselytism: now applies only to state religion missionaries
• Great Prophet: Found Religion tooltip has more information
• Great Temples: reduce dissent from their religion by 25% (all cities)
• Shrines: reduce dissent from their religion by 50% (all cities)
• Reformation: fixed excessive anarchy problem
• Civil War: fixed potential error spam each turn
• Civil War: rebel civs now inherit their parent's Faith threshold (but not progress)
• Tech Chooser: fixed display of revealed resources
• Tech Chooser: fixed issue where incorrect UB/UW/UU could be displayed
• Several smaller fixes and optimizations​


To install, navigate to /Mods/History Rewritten/Assets/. Remove the Python and XML folders from that location and replace them with the ones from the unzipped patch. Note that this patch is guaranteed to break saved game compatibility.
 
Cool! Thank you. Any chance this will be savegame compatible? I am going to try it now :D

Edit: continue with prepatch game is impossible, cause I do get bug spam this way. Starting new game!
 
Cool! Thank you. Any chance this will be savegame compatible? I am going to try it now :D

Will break saved games I'm afraid. They may load, but all sorts of problems will happen when you end your turn. I had to do a fairly substantial rewrite of the code that detects civic/tenet changes, and it now stores its data in a different way.
 
Scrap old savegame, told a girlfriend you already patched anarchy and other bugs so we have mp game running again turn 338 without any bugs so far and really enjoyable game! (she hates to play with bugs xD )

Some bug report on turn 411, with Kushan civ destroyed but it`s multiplayer save hope it will help you anyway. Last autosave before and save after first text report about bug.
edit : Along with text bug report now we got far too many Civilization destroyed texts, like 12 per 12 turns so something is wrong and now i will need another patch to convince girlfriend to start new game with me :D
 

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Have played four games, but had problems with unexplained crashes in 1700s or so, no MAF or other warning. Will post a couple below. Enjoying new religion mechanics. Have not had issues with extended anarchy due to Reformations.

Can't seem to post the reports which are in .crash format. Suggestions?

Meanwhile I will try out the patch.
 
Scrap old savegame, told a girlfriend you already patched anarchy and other bugs so we have mp game running again turn 338 without any bugs so far and really enjoyable game! (she hates to play with bugs xD )

Some bug report on turn 411, with Kushan civ destroyed but it`s multiplayer save hope it will help you anyway. Last autosave before and save after first text report about bug.
edit : Along with text bug report now we got far too many Civilization destroyed texts, like 12 per 12 turns so something is wrong and now i will need another patch to convince girlfriend to start new game with me :D

Looks like there's a couple of issues that wouldn't normally be a problem, but when both occur on the same turn they trigger. Investigating. The patch required much more rewriting of code than such a patch usually does, so not too surprising that a few new bugs have emerged. Can't test every possible situation by myself. Hope your girlfriend understands.

Can't seem to post the reports which are in .crash format. Suggestions?

Zipping then attaching is the easiest way.
 
I will rather spent month hunting bugs in your mod, than playing civ without it ;)
 
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