1.23 Development and Discussion

I was think about Paratroper:

How about Paratropers range is desided by map size? (Okay thats, brobaly bad Idea)

Or at last some range bonus? Or, get range bonus based on new research? (Ships gets movements bonus.)


And .. When you transport unit by Airport to city whit no Airport there isi limitation to one unit per turn. Can Paratropers be free from this limitation? Or... Cost 1/5, or..
 
In the draft tech tree, Conservation appears in the Renaissance Era and allows National Park.

I find it difficult to conceive of Conservation as a technology. Isn't it more of a Tenet or Civic?

Would this slot be better filled with Agronomy, the formal study of Agriculture, in harmony with the other sciences-themed technologies in that column. Agronomy can be regarded as leading to a Conservation ethic and a Fertiliser technology (whereas Conservation probably doesn't lead to Fertiliser.)

The first National Parks didn't appear until the middle of the Industrial Era. I can't see a really appropriate enabling technology for National Park, but perhaps Fertiliser would be better than Agronomy. (Facetiously, one could even say Photography!).

Agree that Conservation didn't feel right. Has since been removed. Will post a second draft sometime this week.

Got stuck on that tech as well, also the fact that it enables the Hudson Bay Company.

I put Hudson Bay Company there when that tech was still Ecology, forgot to shift it when I renamed it.

I Really think another civ in north america is not needed, theres already a lot of civs on this small piece of land.

North America is a small piece of land, but Europe needs another civilization?

Uh, yeah. North America is ~2.4 times the size of Europe. North America: 6 civs (including Mesoamerica), Europe: 14.

I really miss A Austro Hungary empire, or at least a Habsburg representative, if u imagine they had existed for at least 500 years. and for me, they re not the same as germans, as u have north italy, venice Republic, Switzerland, Belgium, Luxembourg, Bohemia, Bavaria and maybe Croatia being part of then.

Maximilian I (German civilization) represents the Habsburgs and Austria. I do not consider them to be their own civilization, they're a dynasty and a nation-state respectively.

Also, a Berber muslim would be cool (moors),

HR already has a Berber civilization, with two Moorish leaders: Yusuf ibn Tashfin and Ahmad al-Mansur.

But not one more north american indian!!!

I intend to add the Mississipians and maybe the Haida if I can gather enough resources. That'll be it though.

If anything is missing from Europe it's a South Slavic civ (Bulgaria gets my vote), but world wide Native American representation is more important.

Bulgars and/or the Finns. No plans at the moment though.

I was think about Paratroper:

How about Paratropers range is desided by map size? (Okay thats, brobaly bad Idea)

Or at last some range bonus? Or, get range bonus based on new research? (Ships gets movements bonus.)

And .. When you transport unit by Airport to city whit no Airport there isi limitation to one unit per turn. Can Paratropers be free from this limitation? Or... Cost 1/5, or..

I'd have to investigate what's possible. Suspecting not much.
 
Good work on this mod - it's now my favorite Civ4 mod. I've been playing it multiplayer, and now single player as well, and it's really well done. It adds to Civ, but keeps it so that everything in the game is there for a reason. My non-CFC friend whom I player multiplayer with has also become hooked, saying that it makes it like a whole new game. :goodjob:

All civs start with the Idolatry tenet, which blocks access to Stone and Marble. Once you've adopted a religion you can reform to a different tenet and get access back if you wish.

This is the one thing that I found confusing. I couldn't figure out why my Stone wasn't didn't appear to be working and I had no boost towards building the Great Wall of Africa, and thought maybe it was a multiplayer bug until I saw it in single-player, too. Then I searched the HR forum and found this post. If it's possible to have a Requires: Non-Idolatry Tenet appear by stone/marble similar to how Requires: Masonry or Requires: Quarry appears, that would probably clear up the confusion.
 
Good work on this mod - it's now my favorite Civ4 mod. I've been playing it multiplayer, and now single player as well, and it's really well done. It adds to Civ, but keeps it so that everything in the game is there for a reason. My non-CFC friend whom I player multiplayer with has also become hooked, saying that it makes it like a whole new game. :goodjob:

Thanks! Always great to hear that people are enjoying HR :)


This is the one thing that I found confusing. I couldn't figure out why my Stone wasn't didn't appear to be working and I had no boost towards building the Great Wall of Africa, and thought maybe it was a multiplayer bug until I saw it in single-player, too. Then I searched the HR forum and found this post. If it's possible to have a Requires: Non-Idolatry Tenet appear by stone/marble similar to how Requires: Masonry or Requires: Quarry appears, that would probably clear up the confusion.

I'm not sure I'm able to alter world map tooltips unfortunately. I agree this is confusing though, I'll see what I can come up.
 
Question for Xyth: is there a long-term workaround or plan for HR/BtS's incompatibility with Yosemite? Can we go forever without upgrading basic system software? A future without HR is a bleak future indeed.
 
After a ton of iteration and testing, here is the 2nd (and probably final) preview of the tech tree for 1.23. Changed considerably since the last preview.

  • Crosslinks are done, though the Global Era probably needs another.
  • Great People preferences are not done. Continue to ignore those for now.
  • Still only minor changes in the first 3 eras. One shifted crosslink, Welfare renamed Charity, a few items unlocked by different techs.
  • Even further structural changes to the Renaissance onwards, techs removed, techs added, much rearranging of things to unlock. Taken ages, but I'm really pleased with how it's turned out.
  • Global/Digital distinction a bit blurry but works well enough. Beyond the first column the Digital Era is still mostly about the Spaceship, by necessity, but it's more compact and conducive to filling in than it was before.
  • Even with all the new techs and better spacing, there still isn't much room for new units in the Global era, especially Air units. Biplanes and Drones for certain, but not different generations of Jet Fighters or such. That'd be trying to make HR something it isn't.
  • SAM Infantry and Mobile SAM need to reworked as complementary rather than an upgrade path. Also pondering adding Flak Cannons in some form as a precursor.
  • I think Submarines and Attack Submarines need to be reworked as an upgrade path (with the latter renamed Nuclear Submarine, missile capability, etc).
  • Are both ICBMs and Tactical Nukes really needed? Should they be merged into a single Nuclear Missile as in Civ5? Also considering some sort of bio/chemical missile.
  • Other vague possibilities for new units: War Wagon, Jeep (recon unit between Explorer and Humvee), Helicopter, Troopship, Supercarrier. Feels like Machine Guns and Anti-Tank Infantry should have something to upgrade to, but I don't know what and would probably be too difficult in terms of art. (Unless Anti-Tank --> SAM Infantry?)
  • Processes (converting production to commerce) have been spaced out much better. 33% in Anc/Cla, 50% in Med/Ren, 100% in Ind/Glo.
  • Abandoned multiple Future Tech idea. Just didn't work. Thinking instead of using the event system to create multi-choice scenarios whenever Future Tech is researched. Won't be in 1.23 though.


Let me know what you think.
 

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Looks good :) we wait patiently for 1.23. Hope it will allow us for more hours of immense multiplayer fun
 
Flak Cannon sounds good, and I agree with your thoughts on aerial units and submarines.

I like the differentiation of stronger, more expensive ICBMs that have a global range and weaker Tactical Nukes where submarines etc. become important. But currently that difference isn't that pronounced. Maybe ICBMs should be buffed instead, and the consequences of using them should be more severe (diplomatically and environmentally)?

By the way, how do you create these tech tree graphics? Do you have a LaTeX template?
 
[*]Are both ICBMs and Tactical Nukes really needed? Should they be merged into a single Nuclear Missile as in Civ5? Also considering some sort of bio/chemical missile.

They're critically important in multiplayer. Since civ is turn based, the notion of first strike isn't as important as it is in real life. You know their ICBMs are in the cities with the most production. If you're cities are hit multiple times there's a good chance you lose your counterstrike abilities. But hide a few missile subs in the arctic, people think twice. It's saved me a few times.

[*]Abandoned multiple Future Tech idea. Just didn't work. Thinking instead of using the event system to create multi-choice scenarios whenever Future Tech is researched. Won't be in 1.23 though.

I like this, it makes it more cutting edge not knowing how your investment will work out. And using events, you could also do anything.
 
Looks good :) we wait patiently for 1.23. Hope it will allow us for more hours of immense multiplayer fun

Progress has been slow this past month as my partner has been ill. Picking up the pace now though.

I like the differentiation of stronger, more expensive ICBMs that have a global range and weaker Tactical Nukes where submarines etc. become important. But currently that difference isn't that pronounced. Maybe ICBMs should be buffed instead, and the consequences of using them should be more severe (diplomatically and environmentally)?

They're critically important in multiplayer. Since civ is turn based, the notion of first strike isn't as important as it is in real life. You know their ICBMs are in the cities with the most production. If you're cities are hit multiple times there's a good chance you lose your counterstrike abilities. But hide a few missile subs in the arctic, people think twice. It's saved me a few times.

I'll keep them both, but I'll shift the ICBM a little later (Particle Physics) and see what tweaks are possible.

By the way, how do you create these tech tree graphics? Do you have a LaTeX template?

I use diagram-making software called OmniGraffle. Only available for Mac as far as I know.
 
I use diagram-making software called OmniGraffle. Only available for Mac as far as I know.
Interesting. It looks really slick.
 
ICBM has global range but no evasion and pretty much immobile.
It becomes pretty useless when SDI is built. If a city with ICBMs is threatened, you have no choice but to nuke near it.
Tactical nukes has limited range but decent evasion and mobility.
Decent evasion allows it to still nuke efficiently. Being mobile gives an option to rebase rather than nuke your own lands or hide in subs so others will not know your real nuking abilities.

They are pretty different in nature.
 
Hi Xyth

Firstly, I think the mod is really sensational - I started playing after moving to a mac at version 1.16 and only just downloaded the new one - superb stuff!

I love the dissent and civil war additions but agree with others that the AI really struggles with this. On the smaller Europe map, once the AI gets to 8 or 9 cities it falls apart time and time again and stalls in its development as attention is on regaining lost cities. I also had a few examples where the AI that suffered the civil war quite quickly made peace with the newly spawned Civ - seemed a little unrealistic so I wonder if there is an easy 'penalty to relations' add between the former master and new civ to help maintain fighting?

I'm interested too - is there any cultural linkage between the Civ having the civil war and the choice of new Civ or is it random? I liked it when Germany spawned both Celts and Dutch but later on in the game having the Aztecs and Americans appear in a European game didn't seem quite so fun! The Dutch did get destroyed and then respawned again (I mentioned the frequency of civil wars!) in a similar area and so if that is deliberate then I definitely like it!

Also, it would be great to have a sound effect for when a Civil War has started (much like a regular war starting / peace declaration) given it is such an important event?

Thanks again for the years of amazing work on this! I will check back in as I play with any other thoughts or ideas.
 
it would be great to have a sound effect for when a Civil War has started (much like a regular war starting / peace declaration) given it is such an important event?

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Hi will have special events on fields some temporal animation? (+sound efect?)
I mean like wolcano erupt. - so the mountain will smoking.
Forest Fire, floads, Ruins Exporations


And... xyth? Hows your partner doing? Its still ill? Or is going well? Maybe some kind-hearted wish from fans will do some Magic.

(PS: Its hard to wayt until 1.23b will be released. "withdrawal symptoms")
 
Hi Xyth

Firstly, I think the mod is really sensational - I started playing after moving to a mac at version 1.16 and only just downloaded the new one - superb stuff!

Thanks!

I love the dissent and civil war additions but agree with others that the AI really struggles with this. On the smaller Europe map, once the AI gets to 8 or 9 cities it falls apart time and time again and stalls in its development as attention is on regaining lost cities.

There were some changes in 1.22 that inadvertently meant the AI wasn't as good at mitigating dissent as it was in 1.21. I've made a bunch of adjustments for 1.23 which should hopefully improve the situation.

I also had a few examples where the AI that suffered the civil war quite quickly made peace with the newly spawned Civ - seemed a little unrealistic so I wonder if there is an easy 'penalty to relations' add between the former master and new civ to help maintain fighting?

Rebel civilizations start with a hefty attitude penalty towards their former civilization, but I neglected to adjust the attitude the original civilization has towards the rebels. Fixed for 1.23.

I'm interested too - is there any cultural linkage between the Civ having the civil war and the choice of new Civ or is it random? I liked it when Germany spawned both Celts and Dutch but later on in the game having the Aztecs and Americans appear in a European game didn't seem quite so fun!

Each civilization has a small list of related civilizations that might breakaway from it. If all those civilizations are unavailable (i.e. currently in game), then a random civilization from the same region (Europe, Mediterranean, Africa, West Asia, Central Asia, South Asia, East Asia, Pacific, Americas) is chosen. If none of those are available, then a civilization is chosen at random from anywhere.

In 1.23 I've added an additional check, so that if all civilizations from a particular region are in use, it will choose a random civilization from a nearby region first.


The Dutch did get destroyed and then respawned again (I mentioned the frequency of civil wars!) in a similar area and so if that is deliberate then I definitely like it!

Yep, this is deliberate. The Dutch shall rise again!

Also, it would be great to have a sound effect for when a Civil War has started (much like a regular war starting / peace declaration) given it is such an important event?

Good idea.

Hi will have special events on fields some temporal animation? (+sound efect?)
I mean like wolcano erupt. - so the mountain will smoking.
Forest Fire, floads, Ruins Exporations

On the wishlist. Some make sense to add when I look at introducing a proper climate system in 1.24.

And... xyth? Hows your partner doing? Its still ill? Or is going well? Maybe some kind-hearted wish from fans will do some Magic.

She's doing much better, thanks for your concern :)

(PS: Its hard to wayt until 1.23b will be released. "withdrawal symptoms")

Hoping to get the beta out this week or next. Working hard on tidying up loose ends.
 
Hoping to get the beta out this week or next. Working hard on tidying up loose ends.
Ironically, I was just wondering when the next version would be available as I was getting up this morning. Very good to hear!
 
Hi! I'm back! I hope to be around more than in the 'false alarm' period around New Year's...

[starts downloading mod]

Some thoughts while that cooks... I know some of this may be me trying to join debates that were settled months ago, but...

We could break the eras into Industrial > Atomic 1940-1965 > Digital 1965-1990 > Information 1990-Now > Future
This would be great if we only wanted each Age to be 25 turns long. Thing is, in the early game the Ages tend to last for more like 50 to 100 turns.

So far Industrial covers everything from the Napoleonic Wars to WW1 and the Modern era WW2 til the internet. This glosses over far to much.
Arguably so- but in many cases, the nature of the changes to our culture and society aren't automatic. We can imagine a society that has X but not Y, even if historically we invented X before Y. It's like, we had jet airplanes before women's liberation, and women's lib before the Internet, but that doesn't that one of those things was somehow a 'prerequisite' for the other in the sense of 'you have to walk before you can run.'

So if you really want, you can imagine different orders of technology research within the modern era as different ways to BE modern. It's interesting to imagine a society that's got modern medicine and the Internet, but has (lucky for them) never heard of blitzkrieg or the atomic bomb. And it's... grim... to imagine a society where the reverse is true.

I think of this as part of the charm of "history rewritten-" actually getting to rewrite it, having things be substantiatively different.

Supermarkets before the automobile is pretty glaring. Also having Anti-tank infantry (explosives) before tanks (automobile)... :spear:
Hm. Debateable. It depends on how you view the role of supermarkets. I can imagine, for instance, massively dense urban areas supported by extensive rail networks, where the food supply for poeple living in big blocks of apartments would basically be "supermarkets" as we recognize them today. Delivery of the food to the individual home might not work the same, but you could do it- could have supermarkets without cars and trucks.

And as to the other...

There are quite a few ways to arm dedicated tank-hunters for nations that do not themselves have the equipment to produce tanks. A nation that lacks tank factories and widespread automobile ownership could still build WWII bazookas, for instance. Or one might imagine more exotic and desperate measures like the Japanese reliance on fanatical infantry armed with magnetic mines to disable the tanks that their own relatively flimsy armored vehicles could not handle.

Basically, if you have explosives more advanced than black powder, you may not be able to duplicate a World War II tank all by yourself... But you CAN find ways to kill them, or at least slow them down, if you don't mind living dangerously. So I think that "tank-hunters before tanks" is just exactly right.

As for added techs you could put Microwaves after Radar. Add say Vaccination, Sustainability, Archaeology, Marketing/Consumerism/Advertizing, Logistics, Quantum Physics
Some of those technologies have such incremental effects that it's not worth including a whole tech for them. Plus, to properly model them we'd need to either vastly proliferate the number of things in the modern era (improvements, buildings, units, wonders), or we'd end up with a situation where each technology really only lets you do one thing at most.

I don't think those are desirable outcomes.

One thing you COULD do is create a "modmod" of History Rewritten that focuses almost entirely on the industrial and post-industrial era. THEN there'd be room for all these techs, and you could slow down the timescale of the game enough to fit in six or seven 'eras' within the game.

One thing that has bugged me is that Democracy comes with low dissent. You could make the case that Democracy is a method of dealing with dissent, rather than a predictor of it. Not only that, but democracies during the last century have faced considerable dissent...
As a general rule, though, democracies seldom experience popular overthrow of the government- which is what dissent is mainly meant to model.

Also, the number of peasant revolts, ethnic civil wars, ideological revolutionary movements, and so on that have occurred in autocratic and oligarchical states is staggering; there are nations that had roughly one peasant revolt per year for centuries, as I recall.

The trick is that in such nations, the vast majority of these rebellions and protests just result in the rebels being violently suppressed.

And on the scale of a Civ IV game, the smallest rebellion that's even noticeable would have to be one that succeeds in capturing an entire region the size of a small country, for a period of years, before finally being put down. Anything less than that would just get modeled as 'unhappiness in City X' or 'reduced commerce/productivity/whatever in City Y.'

By contrast, democracies have a lot less of this, because the existence of a system that allows peaceful transfers of power by popular demand means that political leaders have far more direct, personal incentive to avoid creating the need for a revolt.

So I think it's quite reasonable to have dictatorships in all eras suffer a substantial 'dissent' malus that diminishes their productivity or resources and forces them to expend resources on maintaining internal order, while democracies have much less need to spend on internal order.

Yeah, there's all sorts of problems with the term 'Feudalism'. Will avoid it if possible. The term I'm currently considering is 'Hegemony'.
I respectfully disagree.

For one, there are quite a number of societies that more or less independently came up with the idea of, for lack of a better term, "nested warlordism" social structures- Japan and Persia come immediately to mind, and possibly India as well though I'm not so familiar with the history of India. While some of the specific details of European feudalism are unique to (western/northern) Europe, that doesn't mean the word 'feudalism' doesn't generalize to other kinds of broadly comparable systems of government.

The idea that the nation is ruled by small-scale hereditary aristocrats who raise small military forces, and who are in turn dominated by larger-scale aristocrats to whom they owe loyalty and fealty... that's not new or Eurocentric.

After a ton of iteration and testing, here is the 2nd (and probably final) preview of the tech tree for 1.23. Changed considerably since the last preview...

[*]Even with all the new techs and better spacing, there still isn't much room for new units in the Global era, especially Air units. Biplanes and Drones for certain, but not different generations of Jet Fighters or such. That'd be trying to make HR something it isn't.
Will comment on this some once I have a better sense for how the game works at the moment. It's been a while.

[*]SAM Infantry and Mobile SAM need to reworked as complementary rather than an upgrade path. Also pondering adding Flak Cannons in some form as a precursor.
That's easy. In real life, shoulder-fired SAMs in the hands of the infantry counter helicopters and low flying planes. But they are useless against aircraft that are high-flying, stealthy, supersonic, or some combination of the above.

Whereas truck-mounted SAMs are effective against just about anything that isn't in at least two out of those three categories. On the other hand, they are vulnerable to low-flying precision airstrikes (known as 'wild weasel' missions courtesy of the Vietnam War) that exploit local terrain and electronic deception to neutralize the SAM site.

So you can have the same technology permit a Mobile SAM unit that provides area defense and interception of enemy planes that are on "bomb the whole darn tile" missions... and a SAM infantry unit that stops roving helicopter units from casually pillaging your improvements or swatting your tank formations.

Effectively defending a city against all forms of air attack, including units like the Gunship that are 'flying' ground units for purposes of the game engine, is made easier by having both types.

The Flak Cannon unit would probably be intended to do both missions, but do them rather badly. Since unfortunately there's no way I know of within the game engine to model the idea that AA weapons which are highly effective against WWII fighter-bombers can be useless against modern jets, or that modern AA weapons would swat WWII aircraft out of the sky easily.

[*]I think Submarines and Attack Submarines need to be reworked as an upgrade path (with the latter renamed Nuclear Submarine, missile capability, etc).
Alternatively, the Submarine could upgrade to both the Attack Submarine (which excels at killing other submarines) and the Missile Submarine (which doesn't, but carries missiles).

In real life, BOTH classes of submarines in the modernish era are very very different from the WWI/WWII submarines like the German U-boat. In the World War era, submarines were slow underwater and could only stay submerged for a short time, plus the lack of guided torpedoes made them much, much less lethal. Today, submarines are much faster and can stay underwater for much longer periods of time, and that includes diesel-powered subs as well as nuclear ones.

[*]Are both ICBMs and Tactical Nukes really needed? Should they be merged into a single Nuclear Missile as in Civ5? Also considering some sort of bio/chemical missile.
There are a variety of reasons the two types might be different. There's a difference between a massive "wipe this whole city/province/country off the map" nuclear attack, versus a nuclear attack intended to soften up and disrupt/dislocate an army so that it can be finished off by conventional forces.

If we want nuclear war to be a plausible feature of our game, it's a good idea to recognize that distinction, because even in real life there have been times when people very seriously considered using nuclear attacks specifically on an army, without intending to burn down the whole country they are fighting against.

Moreover, in real life one of the biggest reasons nations covet nuclear weapons is not just so they can 'mutually assuredly destroy' a whole enemy country. It is because they can use those weapons to render themselves immune to the threat of conquest by a conventional attacker. Even a small number of tactical nuclear weapons would make it effectively impossible for large conventional armies to invade and destroy your country, without extensive preparation and neutralization of your nation's air and missile capabilities.

In short, to translate real world strategies into gameplay terms, tactical nuclear weapons are the real life counter to the "stack of doom," whereas ICBMs are the ultimate in strategic bombardment and "pillaging" strategies. Those are different roles that can easily support different unit types.

[*]Other vague possibilities for new units: War Wagon, Jeep (recon unit between Explorer and Humvee), Helicopter, Troopship, Supercarrier. Feels like Machine Guns and Anti-Tank Infantry should have something to upgrade to, but I don't know what and would probably be too difficult in terms of art. (Unless Anti-Tank --> SAM Infantry?)
Trouble is, you don't stop needing antitank weapons when you start needing antiair weapons. Upgrading a unit should make it better in all ways, rather than depriving it of a major, critical bonus that made it capable of performing its original mission while not giving it a new way of fulfilling the mission.

For example, when (vanilla) Pikemen upgrade to Riflemen, they become only slightly stronger against cavalry units... but they certainly don't get weaker. And in addition they get the ability to be effective against all kinds of other units that could mop the floor with them before. But if Pikemen upgraded to Musketmen, they would be stronger against normal units all right... and yet they'd lose strength against cavalry. So cavalry would actively work better against your army after you 'upgraded' it than they did before.

That's not a good situation to be in.

On a side note I love the idea of War Wagons. Supercarrier is largely unnecessary except perhaps as a unique unit, IF you could come up with a cool ability to go with them.

(I've never liked the idea of the 'SEAL' being the unit used to represent the high power of the modern US military, for reasons I can go into more later)
 
Sorry to doublepost, but...

Can anyone explain why my city refuses to grow above Size 2 despite having health and happiness above 2 and despite having massive food surpluses?
 

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