1.25 released! (Better late than never)

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
So I'm back, at least for a little while. Hope you've all been behaving yourselves in my absence.

Technically this release should be a 3rd beta, given how long ago the last beta was and how much I've lost track of between then and now. However I'm unsure if (m)any folk still play HR, so I decided to make this the official release so that it's more likely to be downloaded and played while I have the time to try and address any issues you may find.

There will undoubtably be bugs, probably some that were reported previously, though I've definitely fixed quite a few these past few weeks. A huge thank you to @KeeperOT7Keys for helping with a solution to the Common Market issue. Diplomacy in general will need some testing and adjusting, so feedback on this is very welcome.




Download





Changes


Music
• New music for many leaders and eras, courtesy of IanMusic
• Several existing pieces repurposed or reintroduced (from Vanilla and Warlords)

Civilizations
• New Civilization: Armenia (Tigranes, Ashot)
• New Civilization: Scythia (Tomyris, Ateas)
• Anasazi: renamed Pueblo
• Hungarians: Vegvar (UB) grants free Cover promotion
• Japanese: new button/flag
• Mongols: new UW (Ulugh Beg Observatory)
• Polish: new leader (Pilsudski)
• Romans: Legionary (UU) can also build Encampments, death animation fixed
• Thai: new leader (Naresuan)
• Zulu: new Leader (Mandela)

Leaders
• Cyrus: new art
• Gajah Mada: improved art
• Rahiri: improved art, reverted to Te Rauparaha
• Shammuramat: removed
• Tun Perak: new art
• Numerous trait reassignments

Traits
• Aggressive: fixed a bug that could leave a player with negative wealth
• Defensive: improved AI handling of pillage immunity (Windows only)
• Expansive: renamed Expansionist, grants free Granary instead of extra population
• Tactical: now reduces military unit upgrade cost by 50% (was 100%)

Civics
• Chiefdom: redesigned (+50% culture in capital, +1 happiness from Barracks)
• Industrialism: upkeep lowered to Medium
• Monarchy: grants +1 happiness from Palace instead of Barracks
• Theocracy: no longer grants +50% culture in capital
• Tribalism: 100% free unit upkeep instead of pillage/capture bonus

Religion
• AI more likely to found religions appropriate to their region

Tenets
• Enlightenment: faith from settled Great People reduced to +3 (previously +5)
• Idolatry: now also increases cost of constructing Wonders by 25%
• Preservation: now +1 faith from Wonders (previously +2)
• Salvation: faith earned from combat is now based on the defeated unit's experience
• Fixed a bug causing free specialists from Tenets to sometimes not be applied correctly
• Revelation Tenets that improve Monasteries should now work correctly

Organizations
• Fixed incorrect expansion costs
• Fixed a rare bug that could destroy Headquarters
• Many tweaks and fixes to expansion mechanics
• Many tweaks and fixes to share trading
• Organizations will now go bankrupt if their share price hits 0

Technology
• Geography: no longer grants free trade routes

Specialists (Windows Only)
• Doctor: provides health instead of food
• Priest: provides happiness instead of commerce
• Great Artist: provides happiness instead of wealth
• Great Doctor: provides health instead of food
• Great Priest: provides happiness and health
• Great Spy: provides wealth instead of commerce

Buildings
• New Building: Telephone Exchange
• Airport: now also requires Radio
• Bunker: redesigned and unlocks earlier (at Explosives)
• Castle: also reduces bombard damage, no longer allows 1 spy
• Customs House: foreign trade yield bonus reduced to 50%, also grants +50% defense vs espionage
• Recycling Centre: should now clear existing pollution when constructed
• Sewer: now grants +3 health, no longer allows 1 spy
• Solar Plant: latitude requirement tightened to 30°
• Espionage is now much less common from buildings
• Defense bonuses no longer ineffective against many gunpowder units
• Numerous adjustments to likelihood of destruction when city is captured
• Numerous improvements/replacements for building art
• City artstyle now determined by highest culture present (Windows only)
• New construction sounds for many buildings

National Wonders
• Refinery: provides Scientist GPP (formerly Merchant GPP)
• Telephone Network: redesigned as Silicon Valley

Wonders
• Cristo Redentor: should now work properly
• Jetavanaramaya: cost lowered to 500

Units
• Labourer: can no longer settle as citizens
• Grenadier: also does up to 75% collateral damage to 3 units
• Musketman: strength increased to 10
• Transport Ship: now unlocks at Combustion
• Many units that used to ignore building defense no longer do
• Siege Units separated into Siege and Artillery categories
• Fixed resource and tech requirements of several naval UUs
• Several adjustments to unit costs
• Various fixes and changes to unit art

Forts
• Variants: Encampment, Fort, Fortress
• Can be bombarded to reduce defenses (Windows only)
• Generate culture for the occupier (Windows only)
• Enable stationed units to see further (Windows only)
• Better art

Improvements
• AI should now be more careful about building polluting improvements
• Offshore Platform: now unlocked at Infrastructure

Resources
• Shellfish: now provide food and commerce when improved
• Several adjustments to resource placement during map generation

Natural Wonders
• New Natural Wonders: Eye of the Sahara, Salar de Uyuni
• Aurora Borealis and Aurora Australis
• Several adjustments/changes to bonuses
• Now indicated on the map when resource labels are enabled

Interface
• City Screen: Dissent Bar will now always show dissent rate (unless it is 0)
• City Screen: fixed a bug preventing assignment of specialists when land is unworked
• Financial Advisor: now shows how many trade routes you have with each player
• Foreign Advisor: rebuilt (work in progress)
• Pedia: now taller on higher resolutions
• Settings: fixed an error when adjusting Field of View

Diplomacy (Windows Only)
• Can now establish Embassies that allow Economic Agreements and Military Pacts
• Economic Agreements: Right of Passage, Trade Agreement, Common Market
• Military Pacts: Non-Aggression Pact, Co-operation Pact, Defensive Pact
• New Negotiations: War Preparations, War Reparations, Secretary General Vote
• New Trades: Contact, Workers, Military Units
• New UN Votes: Barbarian Peace, Denounce Aggression, No City Razing, Fixed Borders
• New UN Votes: Map Exchange, Civic Condemnation, Resource Prohibition
• Various other Diplomacy adjustments

Balance
• Increased culture required to reach Refined and higher levels
• Dissent from civics now scales more reasonably with number of cities
• Rounding is now applied to a city's total trade route yield instead of to individual trade routes (Windows only)
• Several adjustments to Espionage Mission costs

Misc
• Updated to KMod 1.46
• Regenerating the map should no longer mess up certain tile yields (Windows only)
• Numerous minor bugfixes and tweaks​
 

Sephykrowd

Chieftain
Joined
Feb 4, 2019
Messages
37
ModDB says there aren't any available mirror for this mod?
Edit: It's working now.
 
Last edited:

rsab

Warlord
Joined
Sep 20, 2014
Messages
187
Wow!!! Great you're back!!! I'll test on Xmas holydays. Thanks, thanks, and again thanks for this version 1.25 and all the previous versions you've been releasing during past years.

P.S: It was really unexpected to me to hear you back this way, with a new release.
 

rsab

Warlord
Joined
Sep 20, 2014
Messages
187
Hi Xyth, I barely had time to test the 1.25 version. I didn't get to go beyond the classical era yet. But I had some first impressions:
  • It seems more difficult than 1.24. I'm used to play on Emperor difficulty and it looks the AI develops and expands quite faster than 1.24. Is it possible? In case of affirmative that's not necessarily a bad feature.
  • It looks more difficult to get good opinions from rivals. I mean it's hard to have an AI civ with green face towards you.
  • The diplomacy and the agreements look a bit unstable. The AI is more likely to offer and cancel repeatedly a right of passage agreement. On previous versions the Open Borders agreement looked much more consistent.
  • I'm missing the "Glance" window we had on previous versions, were you can see what's the opinion of the AI civs between them.
  • In previous versions there was a window to see the Active agreements with all the civs. From this window it was possible to check all the resources you're exchanging with all the civs, and was easy and simple to cancel resource exchanges. Now it looks more tedious having to click over each leader to see what are the resources exchanged.
  • I don't see the advantages of having an embassy. Does it provide better relations? It's just to see where's the rival capitol? Does it implies a cost to keep an embassy?
All those are just my first impressions after only 2 gameplays where I did not get beyond the classical era. So some of those opinions could be weak.
I will keep testing.
Thanks Xyth
 

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
It seems more difficult than 1.24. I'm used to play on Emperor difficulty and it looks the AI develops and expands quite faster than 1.24. Is it possible? In case of affirmative that's not necessarily a bad feature.

I can't remember if I did anything in particular to achieve this, but definitely a good thing!

It looks more difficult to get good opinions from rivals. I mean it's hard to have an AI civ with green face towards you.

In the beta versions games were too peaceful, so I did a lot of rebalancing and reduction of attitude bonuses. Hopefully I haven't gone too far with that.

The diplomacy and the agreements look a bit unstable. The AI is more likely to offer and cancel repeatedly a right of passage agreement. On previous versions the Open Borders agreement looked much more consistent.

Yeah I've noticed that too. I need to figure out how best to adjust that.

I'm missing the "Glance" window we had on previous versions, were you can see what's the opinion of the AI civs between them.

In previous versions there was a window to see the Active agreements with all the civs. From this window it was possible to check all the resources you're exchanging with all the civs, and was easy and simple to cancel resource exchanges. Now it looks more tedious having to click over each leader to see what are the resources exchanged.

I intended to make a "Factions" panel for the Foreign Advisor that would show all this but put it aside in order to get 1.25 done. Hopefully have time to revisit that.

I don't see the advantages of having an embassy. Does it provide better relations? It's just to see where's the rival capitol? Does it implies a cost to keep an embassy?

Attitude bonus, see location and inside rival capital, and necessary for several other deals. No cost or upkeep at this stage.

Thanks for your feedback!
 

rsab

Warlord
Joined
Sep 20, 2014
Messages
187
In the beta versions games were too peaceful, so I did a lot of rebalancing and reduction of attitude bonuses. Hopefully I haven't gone too far with that.
I wouldn't say it's gone too far. I gave only an impression but it's too early for me to qualificate the impresion. I need more testing
 

rsab

Warlord
Joined
Sep 20, 2014
Messages
187
I intended to make a "Factions" panel for the Foreign Advisor that would show all this but put it aside in order to get 1.25 done. Hopefully have time to revisit that.
That would be great
 

rsab

Warlord
Joined
Sep 20, 2014
Messages
187
I've been able to almost get Renaissance era. Here more impressions of this 1.25 version:
  • It's more difficult compared to previous versions: AI expands and develops faster. It seems I might lower difficulty from Emperor to Monarch on next game.
  • It's hard to get green faces from AI. Last game I've been playing with diplomatic trait and I hardly got any green face. And those who where green faced to me didn't accept to help at all when asking for an specific resource or for world map (what I was used to receive on previous versions). I'm not missing those gifts from friends, but I'm missing the capability to forge some alliances to help fight against aggressors.
  • On diplomacy, every agreement looks unstable: AI is repeatedly offering and cancelling agreements (right of passage, resources...)
I'll keep testing
 

rsab

Warlord
Joined
Sep 20, 2014
Messages
187
I forgot to say:
  • Now you can exchange your resources for an amount of money. So every 10 turns I cancel all the resource-involved agreements and I sell them again. This way, resources are much more lucrative than were on previous versions. Don't know if it's intended.
 

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
  • It's more difficult compared to previous versions: AI expands and develops faster. It seems I might lower difficulty from Emperor to Monarch on next game.
  • It's hard to get green faces from AI. Last game I've been playing with diplomatic trait and I hardly got any green face. And those who where green faced to me didn't accept to help at all when asking for an specific resource or for world map (what I was used to receive on previous versions). I'm not missing those gifts from friends, but I'm missing the capability to forge some alliances to help fight against aggressors.

On diplomacy, every agreement looks unstable: AI is repeatedly offering and cancelling agreements (right of passage, resources...)

These are probably related. Will look into it.

Now you can exchange your resources for an amount of money. So every 10 turns I cancel all the resource-involved agreements and I sell them again. This way, resources are much more lucrative than were on previous versions. Don't know if it's intended.

Definitely not intended. Will try to fix.
 

Dio Shou

Pebble on a Beach.
Supporter
Joined
Aug 5, 2021
Messages
12
Location
United States
Hey I hear good things about this MOD, however the current version when I am on the main menu civiapedia and click Knut from Scandinavia the game crashes. Might dive in later after a patch.
 

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
Hey I hear good things about this MOD, however the current version when I am on the main menu civiapedia and click Knut from Scandinavia the game crashes. Might dive in later after a patch.

I can't replicate this, Knut loads fine for me. Does anyone else have this issue? If not, I suggest reinstalling, something may have gone wrong when downloading or unarchiving.
 

Dio Shou

Pebble on a Beach.
Supporter
Joined
Aug 5, 2021
Messages
12
Location
United States
I can't replicate this, Knut loads fine for me. Does anyone else have this issue? If not, I suggest reinstalling, something may have gone wrong when downloading or unarchiving.

Not sure what the problem is on my side. I deleted the mod in the mod folder and unzipped the file in place. xoxo
 

Cerber

Chieftain
Joined
Apr 4, 2014
Messages
2
So far I`ve noticed that in 1.25 buldings provide no espionage, so adding bonus (eg. 25%) doesn`t help ;)

It would be nice to see warfere overhauled - right now we have vanilla system of cheap units and stacks o`doom.

Generally I`m impressed by this mod, specially some deep mechanics (eg. revolts). Great job :)
 

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
So far I`ve noticed that in 1.25 buldings provide no espionage, so adding bonus (eg. 25%) doesn`t help ;)

Yep, I've deliberately gotten rid of a lot of "free" espionage (much of it on stuff you'd build anyway) in an effort to rebalance the different commerces better. The AI has always valued espionage more then players typically do and this should make their investment in it a bit more effective (and tougher on players who ignore it completely). Especially since espionage also reduces dissent. Those buildings with 25% espionage modifiers are still valuable, but you have to make use of the espionage slider, spy specialists, etc, to get the benefit now. Like the AI does.

It would be nice to see warfere overhauled - right now we have vanilla system of cheap units and stacks o`doom.

Unlikely to happen. Civ4's entire economy is built around churning out large numbers of units and putting them in stacks. Overhauling this would require completely rebalancing city production and rewriting significant amounts of the AI as well. Well beyond my capabilities I'm afraid. I'm open to implementing more minor/partial changes (especially if the necessary AI changes are already written by someone) but ultimately stacks of doom are pretty fundamental to what makes Civ4 Civ4 (and thus HR too).

Generally I`m impressed by this mod, specially some deep mechanics (eg. revolts). Great job :)

Thanks!
 

Drakarska

Epic Dadness
Joined
Jan 4, 2010
Messages
2,652
Location
Twilight Zone
Gonna chime in on the Diplo oddness as well;

Diplo 1.JPGDiplo 1.JPG Diplo 2.JPG Diplo 3.JPG

Lol, definitely some oddness goin on.
As for Espionage, I figured you tweaked some things when I noticed nothing was really happening on that front.

Just out of curiosity, is there an easy way to change the colors of Paved Roads and Highways? Lol, at my age, my vision isn't exactly spiffy, so any of changing the current colors to different shades would be helpful.
Anyway, enjoying the mod so far, so kudos!
 
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