Casual Terrain Plus for History Rewritten

Mr Smith

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  • No "bad" terrain - Tundra is 1 food 1 commerce, Desert is 1 production 1 commerce, Marsh is -1 food +1 commerce, Sea/Ocean are 3 food 1 commerce with Harbor, extra commerce with Shipyard and Customs House
  • Smart Map script included and adjusted to the mod, rich in rivers and customization, can generate Earth or it's regions
  • Rivers no longer provide commerce, therefore Forest is -1 food +1 production since it has nothing to negate now and Jungle/Savannah are neutral now, Scandinavian UB is +15% commerce, Thai UB is +15% food
  • Draining swamps provides 40 production
  • Each population costs extra 0.05 commerce per civic, so 0.9-1.8 commerce total - this makes Slavery more viable and landgrabbing rush less
  • Subsistence allows tundra and plain -heavy starts to keep pace with floodplains and grassland, first 3 Labour civics are more or less equal with 1 improvement getting extra
  • Cities get extra yields instead of minimum
  • Most buildings are cheaper, I quite liked developers' design, but sinks kinda pile up even if you stick to necessities. Moving Palace is dirt cheap at 40 - was a useless feature and salted wounds of bad starts
  • Most early buildings except for military-ish can't be destroyed upon capture to make losses that tend to be heavier a bit more worth it
  • Most double culture times are 500 instead of 1000, for some later buildings/wonders it's 200 or even 100
  • Academy is only +50% science, but twice cheaper - it worsens snowballing on small maps a lot, especially if you have a city with high concentration of commerce
  • Scientist/Artist/Engineer trade 1 commerce for 1 production, Scientist converts extra 3 commerce into science for extra specialization, basic Citizen is 1 production 1 commerce 1 culture 1 faith, Priest is 1 commerce 1 culture 2 faith 2 happiness, Artist provides 1 happiness too. Great People are buffed
  • Lots of specialist slots added in general to lessen the impact of boni random and help economic leaders
  • Base food for growth is 17, step is 3 per level instead of 4 (2 in BTS) to bring Slavery back into the game and soften the impact from Granary nerf
  • Additionally, early units and some buildings get a discount for hurrying, bringing it close to original BTS value, Imperialistic is now a real military trait
  • Economic traits get production boost for fitting military units, Aggressive for melee and gunners (it was very weak compared to Martial, imo), Imperialistic for rams and siege towers. Humanist unlocks Society category, which allows them to draft. Philosophical provides Great General boost. Organized has maintenance reduction nerfed, but -25% promo cost. Protective gets Drill back. Diplomatic has +1 moves for spies and recons, also +10% science (still weak, but I'm out of ideas)
  • Saltpeter is revealed at Alchemy
  • Archers can be used offensively like weaker Skirmishers, Unique archers less pronounced (Nubian get no withdrawal chance). Skirmishers have ~40% withdrawal chance, collateral nerfed for unique
  • Promos adjusted accordingly. Drill1 is 1 FS chance 25% reduced collateral, drill2 is 1 FS. Woodsman3 heals less. At least one early UU per civ has inheritable promotion(s) now, so that civs with them don't fall behind too much, if they fail to seize the window of opportunity
  • 2 gold nerfed away from Aristocracy, get 1 culture instead. Democracy is down to 1 science. Political is still a decent (in terms of dissent - strong even) trait, now that they have alternative wincon
  • Creative and Industrious are +2 yield per culture level after first
  • Golden Age from Spiritual is nerfed to 50%, to compensate temples and monasteries are built twice as fast (tenet bonus is still only for state religion, so it's a cultural win/pressure thing)
  • All (unless I forgot something) unique units and buildings adjusted to be worth the title and so that no civ feels like an F-tier, some get hidden bonuses like cheaper upgrade (production bonus + higher cost)
  • Higher withdrawal for mounted, should be a key feature for unique Chariots, regular mounted should have worth investing into Flanking to counter first strikers
  • Some boni can spawn at flood plains, but improvements other than farms will remove FP. Flood plains are -0.5 health, so you trade 0.5 food for ramping dissent, but Slavery is around to make it worth for you now
  • Forts are decent improvements with Estate System and grow into Citadels even without tech (there's no requirement in this mod, unfortunately). I tried starting with Encampments, but AIs spammed them on every bonus and they kinda cost gold to build
  • Colossus is Great Library for merchants since sea is great for everyone now
  • Late unique National Wonders require earlier techs, NWs that have unique version are all 200-400 hammers
To install unpack into History Rewritten 1.25 folder. Application/Library/Invite launch on the Steam version isn't supported, create a shortcut to Civ4BeyondSword.exe with -mod=\History Rewritten or switch to Beta>Original Release.
 

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Alright, I've once again gained motivation to polish Casual Terrain Plus for HR, intended as a multiplayer balance and QoL modmod.

This pass focuses on Upkeep (meant to limit population growth payoff) and hurrying with population.

As I raised base population maintenance from 0.6 to 0.9 (-35% for Organized, but not affected by maintenance discounts), both regular maintenance (affected by buildings and civics) and unit upkeep became much more stifling. I still liked how it punished overexpansion, but it was obviously not fun and took time to learn moderation. So to lessen the early impact:

1) Society civics and some other scale free units/military from population in accordance with their upkeep and room for value.

2) Economy civics and some other reduce cities maintenance, sometimes to offset Medium and High upkeep biting more. Benefits are supposed to keep up with those too. For example Theocracy echoes Organized Religion's +25% building production. Aristocracy regains it's +1 gold per specialist at a cost of 0.25 population upkeep and double city coefficient compared to Low - still requires testing to figure if latter is in good place. Basic maintenance is lowered on Tiny and Small.

3) Base improvements yield sum is set as 2 for all. Unirrigated farms, pastures, orchards and camps are 1F1C, so by default you don't crush your economy if you don't try to maximize a certain yield. Irrigated farms are 2 food and Villages/Towns lose 1 food without irrigation to keep the mechanic relevant with bland rivers. Labor civics naturally change less now and don't scale as hard. I probably forgot to mention it before, but pollution is nerfed to 0.5 unhealth, because it was hurting loyalty a lot more with growth tempo I'm setting.

4) Processes convert 50/66/100% hammers to commerce, 200% for max level Culture, 66/80/100% for Science. There is even no Forge multiplier anymore, 33% rate was such a waste and created an unhealthy advantage for Philosophical and Financial.

Now to whipping (slavery hurrying). Base HR nerfed it to oblivion: not only cities require 24+4/pop food, limiting effective whipping to size-2 cities (maybe 3-4 for Imperialist), but Granary costs crazy 80 hammers while contributing only 25% food saving. What whipping was supposed to address originally are food-heavy and hammer-starved starts like on Flood Plains, but if you have to pay 80 hammers to access the "solution", you lose so much momentum that it cripples you anyway. So while I agree that 50% is just too much, Granary should at least be worth it's opportunity cost.

My solution is simple - Granary gets a whipping discount, but by building it you lose exactly the momentum you are supposed to have in excess - growth. Granary is -1 food +1 commerce, net neutral, punishing yellow hill abusers, compensating grass settlers. Food multiplier (30% now) is in place, use it's power to catch-up. Still should be smart to wait for size 3 if worked plots don't provide at least 3 excess food.

A city starts with 22 food requirement for growth. Suppose you have 2 food surplus, so it would take 11 turns before it's ready to become size-3, the (usually) optimal time to whip. If you have no improvements, you break even on yields working tiles with boni/FP/coast, but let's say you work a common tile with an improvement yielding 1 extra point while growing. You pay 22 food + 11 opportunity cost to get 40 hammers without a Granary, leaving you with 7 extra that an Agrarianism civ would get from a farm. It falls off with 2-3 more population (3 food/size in Casual Terrain Plus). Granary offsets this by 2 population, except you grow slower. May be worth setting initial growth value higher while buffing the hurry multiplier.


Still, the more outstanding tiles you have the more you lose from whipping, unless you are an Imperialist, so some buildings have a discount, making them a worthy target even on higher sizes. You can try to make some overflow money if you need it.

Expansionists now have +2 food per cultural level after first, so this also addresses a spike they would get at lvl2 - this is how the whole idea came to be, actually. They are now 2nd whipping trait in addition to Imperialist (in case you didn't know what their -33% was for), hurray (hurry-ay?) for Filipe being crowned as the ultimate slave-driver.

On the topic of slave-driving, Aztecs exist again. Their unique units have a 25/10% whipping discount and Sacrificial Altar is a lucrative deal ahead of it's time. Siege units are also discounted, their high cost was making opportunity windows narrow, if reachable at all, and the unit ecosystem evolved too - Skirmishers are stronger, Drill1 and Cover (meant to counter Archer/Skirmisher stacks) provide collateral damage protection.

Wonders don't have a 200-300% hurrying penalty anymore, production boosting boni are nerfed to 50% for them and few without get a discount. Creative is nerfed to 35% wonder production, it was getting overloaded. Warriors now can refund 7 hammers (~100% effectiveness for Traditional) for an early food>hammer conversion (they are built with food). Workers can refund 30 + 1/pop out of 60, breaking even at size 10 for Industrious, except food can't get multipliers - still can be abused by some min-maxing, but only for buildings/wonders and I doubt it can reach more than a whipping Creative. I think being a prize for spending military/stacking worker buffs like Pyramids matters more. Rams and Siege towers are also refundable, feel free to move the production around as an Imperialist.

Other changes:
  • Map sizes are calibrated for Smart Map v9.26 script coming as part of the package. MapScriptTools API it relies on is updated to Terkhen's v1.06 and now handles all 3 sea features to my skills' extent. This means coast isn't a guaranteed 3 food anymore, details in the Highlights. Separate version exists for Natural Wonders, option is for show, they are always on (couldn't figure it out). Happiness and Health boni calibrated to 50/80/150% for Few/Normal/Many, since there are just so much of them in HR. Plot picker weights are improved, late era boni are ignored. Balancer option is changed to regular range by default, since it can take stuff away from you as well as provide, keep that in mind. Tiny is configured to be vertical double "Pangeas" by default meaning more likely Flood Plains on Equator and Small is configured to be horizontal unless they get tilted. Yes, you can fit 10 players on Tiny comfortably, but feel free to adjust the default for yourself. If you disable separation override continents can get bridged on Low sea. Longer reefs on Low sea, shorter on High. Mountains can be worked for 4 hammers (may have been overkill, but I personally play without them at all) and boost reef and river spawn chances.
  • Specialists rebalanced again. I realized that in HR negative gold is accounted for, so some consume it for extra focus. Great people consume 2 food since they are buffed here. Artists provide 1 happiness now, though AIs are as oblivious as ever, AND convert 2 gold into production. Nazca Lines cost 3 gpt. Keep in mind negative gold gets multipliers.
  • "Teamer" difficulty for all starting tech + Leather Working. I figured since AIs fall off in technology, playing in teams of 3-4 can round the edges, until ⁠multiplayer gets proper attendance. It's hilarious how your "teammates" deny you wonders time and time again >_<.
  • Imperialist trait is nerfed to 20% until Urban Planning ("Kremlin" tech).
  • National wonders city limit increased to 3. Probably a bad idea, but have fun.
  • Penalties for breaking treaties and (hopefully) switching religion are removed until they get fixed.
  • Lots of promotion adjustments. Woodsman2 and Guerilla2 can be accessed from each other's lvl1. Cover protects from archer category collateral damage, but weakens you to Siege and isn't accessible from Drill1 anymore since it would stack 50% protection from collateral. Pick one or wait for lvl4. Tactical leaders can make Melee, Archers, Gunners and Mounted immune to first strikes lvl2 with Flanking2 and their Siege only has 15% to die instead of CityRaider1 which you can obtain from a Grand Temple instead. Lots of promos reduce upgrade cost or have new enablers. Guerilla3 and Barrage1 lead to Flanking1, latter to Drill2. Mobility protects from collateral. Commando provides 10% withdrawal and is accessible from Nomad3. Defensive provides Drill1 instead of Medic1.
  • Text should cover most changes except for building hurry discounts. Civic descriptions sure are ugly, but it won't matter once you memorize it. Tell me if I missed something.
  • Tree features speed up building some improvements. Forest>Jungle>Savannah. Chopping provides 25/20/15 so you don't lose 50% of Savannah's worth for each range after 2.
  • Sea scales with Dry Dock, Shipyard and Custom House now. Boats scale with civics. Coast changed to 1F1C, Ocean to 2F, Harbor is +2 food on water. Reverted the Trading Post nerf, though with +1H-4C. Features are yield-neutral and allow boni to spawn. Reefs and Atoll swapped yields. Reefs are Flood Plains for the sea with 0.5 unhealth each - not very realistic, I know, but gotta keep it in check. Reefs can spread with a 5% (.5%?) chance per turn. Islands and Atolls are 0.5 Health to offset Reefs
  • Lakes have 50% chance to spawn Islands and get a separate Harbor (doesn't benefit from seafood or enables GLH) already at Sailing.
  • Boni spawn at Flood Plains and Reefs, but remove extra food from it (you can use it to predict strategics up to Saltpeter). Stone quarries lose 1 more yield again, but you can build a mine instead and boost your Stonehenge thanks to the river connection.
  • Flood Plains have 20% chance to be replaced by Savannah and 10% to be replaced by Swamp. Coupled with a decent Hill chance should prevent mega-FP spots, but they are still OP. Cleared tiles can grow FP with 5% (.5?) chance.
  • Smart Map start location picker adjusted close to perfection - now ignores late strategic boni and only counts rivers if you would start on it (enabling Levee).
  • A pseudo-improvement reveals 3-4 tiles around the starting settler.
  • A huge Conscription adjustment, mainly for Humane. Available from size 3. Archery units and some UUs are conscriptable for 1 pop/40 hammers. Conscription civic lowers unit costs, so you can be effective at higher city sizes. Instead of direct +2 Health Humane get free Aqueducts, enabling early Engineers. BTW, Charismatic get free Monuments.
  • Culture level 3 is double the regular (200 on Normal) to avoid Industrial/Creative/Expansionist spike, Legendary is 150%, because most cultural buildings double faster (over 100-500 years instead of 1000).
  • Fortifications, Boats, Marine Reserves, Villages and Towns provide culture pressure.
  • Turned off Global Warming, should save some turn time and nerves.
  • Irrigation moved to Engineering.
  • Since Humane was uplifted to be a decent trait, Dissent discount is nerfed to 35%. Palace is also nerfed to -25% so that you can't completely bypass unhealth dissent in your first city without doing much. Since it's cheap now, you can move it around just for dissent, but remember you lose out on doubled culture. Organized was getting overloaded, so also nerfed bonus Improvement speed to 25%.
  • Chiefdom starter civic changed to +25% Culture +25% Commerce in capital to postpone Industrious and Expansionist spikes, also to make switching to Monarchy less of a win, potentially bypassing it for Theocracy instead.
  • Savannah can spawn at Desert enabling you to get food from Plantations and making it less harsh to cross with an army. Desert UUs will still wreck you.
  • Politicals' capital has -100% war weariness and maintenance, 50% defense from spies.
  • Idolatry is lowered to 15% Wonder cost increase.
  • Guerilla3 is accessible to Mounted that started with Guerilla1/2 for 40% withdrawal chance, though you will still lose out on a lot of strength outside of hills.
  • Archers, Chariots, Crossbowmen, Elephant units adjusted further for a healthier competitive environment.
Sign up for some multiplayer on our Discord
 

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v1.2:
  • Fixed a bug causing everyone to benefit from Expansionists' food per culture level
  • Implemented Mylon's Larger City Radius code in the DLL and adjusted specialist weights to value GPP and Espionage less and Health/Happiness more. You can work 3rd ring at Refined (1000 culture on Normal) and 4th at Influential, can be easily changed in XML if you'd like. **Smart Map hasn't been adjusted to generate sea food properly yet. AI is also being tweaked.**
  • Fixed Flood Plains replacing code to come *before* food is substracted on boni tiles
  • Made default unit upkeep 0.5 gold on Noble and Teamer, removed Mercenaries free upkeep, since their upkeep increase scales with the same modifier. Removed Aristocracy free upkeep too, wasn't really needed.
  • Increased improvement pillage gold (already in 1.1) so it's worth bothering
  • Increased failgold from 50% to 66%
v1.3:
  • Rolled back on spies from barracks and theaters, it was ruining bots and multiple attempts to weigh it failed. If anyone has some insight how to weigh them separately from other sources of espionage - I'm all ears.
  • Added 2 game options to forbid AI's from investing commerce into culture or espionage
  • Tons of experimental promo tweaks
  • Very harsh upkeep per citizen increase for Medium (0.55) and High (0.95) cost civics, felt like there's still room for it. Power adjusted accordingly.
  • Made lumbermills pollute, removed by Recycling Center
  • Returned maximum lake size to what it was originally, was messing with lake buildings and I didn't manage to fix it
  • Gave free monuments to Charismatic
  • AIs no longer lose 1 commerce from rounding down, humans still do, keep minmaxing
Now also available in Russian. (partially)
 

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When I install this mod I noticed that the custom game menu changes a bit and when starting a new game there's no hud.

menu.pngno_hud.png

Do you know how to fix that? Moreover, some people were talking about problem with AI diplomacy. Does this mod address that aspect?
 
Do you know how to fix that?
Are you on 1.25? Have you tried Alt+i?
Moreover, some people were talking about problem with AI diplomacy. Does this mod address that aspect?
I removed some penalties, but unless someone points out what particular part of DLL is wrong, I'm not qualified to fix it. The source code is available on Discord.
 
I tested it a bit further (with CasualTerrainPlus v1.1 and HR Tweaks) and with the "HR Tweaks" I found no problems.
Well, the main difference since then is that I've recompiled the DLL. No idea if it gets attuned to compilation environment somehow. What's your OS? Were you trying this on the Steam version?
Anyway, try out my other, much less modified DLL (unpack into HR/Assets).
Also try holding Shift while clicking on Civ's shortcut or executable (is supposed to clean the cache, but wouldn't do anything for a Steam shortcut).
 

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Do you know how to fix that?
Also I've made a new DLL with code provided by @black_imperator, everyone is welcome to try it out, but for you in particular I rebuilt it completely, so check if it fixes your problem.
With this collateral damage is answered by defender's collateral damage (once per turn, prevents attacking for simultaneous multiplayer). I'm going to enable defensive boni for siege soon, but currently it's just the foundation of doomstack balancing (an attacker shouldn't disarm a defender with barely any resistance).

Btw, I checked Continents mapscript and it has more options than on your screenshot, so something broke Python. Please set hidepythonexceptions to 0 in Username\Documents\My Games\Beyond the Sword\CivilizationIV.ini and report line and file if any happens.
 
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I'm using windows 10 and Steam. Apparently my computer has a newer version of .NET fx and I don't know how to replace it with the older version (not sure if I even want to go that far with this mod). I tried the DLL file but it just crashed to desktop. How is it supposed to be used? That hidepythonexceptions was already set to 0 when I checked.
 
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How is it supposed to be used?
Unpacked into HR/Assets, definitely not into BTS folder.
I'm using windows 10 and Steam.
Try switching to Beta - Original Release (unsupported) in game properties at Library. If it doesn't help, you can try using Windows 7 or a virtual machine with it.
I don't know how to replace it with the older version (not sure if I even want to go that far with this mod).
You uninstall it in Programs and Components (possibly renamed in later Windows) or with a specialized tool, then install 4.0. It's just an idea to try out, it's much-much-much more likely something is broken on Windows 10/11/drivers for them level. It would be nice to know if .NET was actually the reason, but if you can't be bothered - just return the original HR's DLL of 2021. The rest of modmod is still compatible with it, but you will unfortunately not have 4 circles, collateral retaliation and QoL additions like slider lock (option will do nothing), rounding down compensation for AIs, etc.
it just crashed to desktop
If it was on map initialization and not Civ4 in general start up, try using Play Now! before trying custom games - it resets hidden options from other mods and is generally recomended after switching.
 
@DeepWell Ok, so I tried running the Steam version on Win7 myself and neither base HR nor Casual Terrain+ worked, reporting a Python exception on launch.
Apparently, X:\Steam Apps\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\ is too long of a path for some mods to work, so you have to either move folder "Sid Meier's Civilization IV Beyond the Sword" to the root of one of your drives, or install the original release similarly shallow. At least for me this was enough to run both smoothly.
 
Apparently, previous DLL was causing the whole stack to react just to 1 unit, now fixed.
After some testing I realized that collateral is way weaker in HR, so I buffed Archers' withdrawal to 50% and collateral to 2 units (also used for the flank attack) since they weren't actually good in stack vs chariot stack situation. Made non-elephant mounted units immune to Siege collateral and chariots able to flank attack early Siege at half effectiveness.
 

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Apparently, previous DLL was causing the whole stack to react just to 1 unit, now fixed.
After some testing I realized that collateral is way weaker in HR, so I buffed Archers' withdrawal to 50% and collateral to 2 units (also used for the flank attack) since they weren't actually good in stack vs chariot stack situation. Made non-elephant mounted units immune to Siege collateral and chariots able to flank attack early Siege at half effectiveness.
This update disables the civilopedia and the Play Now function for the mod, did you intend for this to happen?
 
This update disables the civilopedia and the Play Now function for the mod, did you intend for this to happen?
Did you run it with Steam version by any chance? Also set hidepythonexceptions to 0 in Username\Documents\My Games\Beyond the Sword\CivilizationIV.ini if it isn't.
What's your OS and where is mod located?
I ran it on Win7 without any problems, my friend too on Win10. Have you ran HR on your current PC before?
 
Did you run it with Steam version by any chance? Also set hidepythonexceptions to 0 in Username\Documents\My Games\Beyond the Sword\CivilizationIV.ini if it isn't.
What's your OS and where is mod located?
I ran it on Win7 without any problems, my friend too on Win10. Have you ran HR on your current PC before?
Yes, I ran it via the Steam version, but I'm aware of the peculiarities of that version, and I have no troubles with other mods. Although I am going to switch over to the GOG version once I finish building my new PC.
I didn't do the hidepythonexceptions thing though, but I don't see how that would affect anything considering I don't get any errors at all.

OS is Windows 7, mod is correctly installed and normal HR works just fine, it's only after I install your submod that the aforementioned issue happens.
 
Although I am going to switch over to the GOG version once I finish building my new PC.
You can get the same thing by selecting Beta - Original Release in game's properties at Library.
I have no troubles with other mods
It's still worth trying Steamless, there are many factors that can screw with a game as old as Civ4 and I'm not familiar with all of them. I also had no trouble running mods with Steam, but if you run from Library - it's cursed.
I don't see how that would affect anything considering I don't get any errors at all.
We'd never know if it's set to 1. Python is what it complains about to me and if there's particular line to address, I'd at least have a clue to chase.
OS is Windows 7, mod is correctly installed and normal HR works just fine, it's only after I install your submod that the aforementioned issue happens.
Very strange and above my meagre competence, probably. I don't know how any of my changes in DLL could affect the game the way it happened to you, except maybe environment of compilation. To break menu of all things is just weird and noone else experienced this. Do you have anything in Custom Assets? Mod isn't in My Games folder, right? Have you tried actually playing it and seeing if anything else was broken?
 
You can get the same thing by selecting Beta - Original Release in game's properties at Library.

It's still worth trying Steamless, there are many factors that can screw with a game as old as Civ4 and I'm not familiar with all of them. I also had no trouble running mods with Steam, but if you run from Library - it's cursed.

We'd never know if it's set to 1. Python is what it complains about to me and if there's particular line to address, I'd at least have a clue to chase.

Very strange and above my meagre competence, probably. I don't know how any of my changes in DLL could affect the game the way it happened to you, except maybe environment of compilation. To break menu of all things is just weird and noone else experienced this. Do you have anything in Custom Assets? Mod isn't in My Games folder, right? Have you tried actually playing it and seeing if anything else was broken?
The mod is correctly installed, it's only when I apply your submod that this happens, but I've been playing the normal parent mod for a bit, and after playing halfway through a game I've decided that this mod isn't really all that good. So don't worry about my strange problem, I'm moving on from this mod, and unless your submod somehow radically expands on the new features added; which it doesn't from what I can read from your above changelog; then don't worry about this.

It's more a bad version of Realism Invictus than the "Vanilla Expanded" impression that I got when I first saw this mod, honestly, much of the mechanics and features just make me wish I was playing RI instead.
For instance, the new "religions" are all bunk, just lame and ahistorical reskins of each other that follows the lame vanilla tradition of only cosmetic differences, RI handled this better instead. Something that ground my gears was that this skewed the balance of the game, because everyone just went for their own seemingly randomly chosen religion instead of grouping into blocs, so everyone hated or disliked each other (although not enough to not vassal bloc spam apparently). And really, did we really need like 8 different flavors of ethnic paganism? Again RI handled this better with pagan trappings being civ-dependent. Also, the inclusion of some of the new "religions" I have to question, like come on if I wanted to have an evil religious playthrough I wouldn't pick Baalism, I would just go play Fall from Heaven instead.
The dissent mechanic just seems like a bad version of the Revolutions submod that is also used in RI and in other mods as well, it's quite non-intuitive too although that might admittedly be inexperience with this new mechanic; but I personally doubt that.
HR also butchers quite a few of the player screens, the Foreign Advisor is neutered and made worthless since you no longer have the big line chart that let's you know how everyone feels about each other, the Domestic Advisor lost several very important features, like the ability to sort cities by GP rates and trade route income.
And honestly the biggest gripe I have with HR? It's just as slow as RI is. For something that doesn't really do much under the hood it runs just as slow as that big heavyweight of a mod, and considering how many half-baked RI-lite mechanics it has, that is a death sentence that makes me wish I was playing RI instead.
 
For instance, the new "religions" are all bunk, just lame and ahistorical reskins of each other that follows the lame vanilla tradition of only cosmetic differences
This is not true for AIs, each religion has default tenets it's founded it. Without Shwedagon Paya humans can't change Divinity tenet either.
everyone just went for their own seemingly randomly chosen religion instead of grouping into blocs, so everyone hated or disliked each other
There's a Fewer Religions option that can be further adjusted to a lower value. You've got a point, though.
The dissent mechanic just seems like a bad version of the Revolutions submod that is also used in RI and in other mods as well, it's quite non-intuitive too although that might admittedly be inexperience with this new mechanic
Strange, I found it clearer and better balanced than other implementations. A lot of emphasis is made on Culture that offsets Unrest not immediately, but based on accumulation, providing value to early wonders and cultural buildings that double in value after some time (I've personally shortened this for most buildings from 1000 to 500/200/100 years), as well to cultural traits which need to keep competetive with stronger traits overall. If you pack a lot of civs in a tight space it's expected that your fresh cities will struggle after the grace period because K-mod's culture output affects 3 tiles away from vanilla cultural range. Espionage, health and happiness help too (priests are a great option, another good touch for religion).
HR also butchers quite a few of the player screens, the Foreign Advisor is neutered and made worthless since you no longer have the big line chart that let's you know how everyone feels about each other
Well, it seems noone provided enough feedback in time for developers to keep old functions as tabs and I don't understand Python enough to do that. It's possible to replace new screens with old.
For something that doesn't really do much under the hood it runs just as slow as that big heavyweight of a mod
But it does, included K-mod complicated a lot of functions, some noticably for the better, some not. Unfortunately devs didn't profile and optimize it in time and last of them burned out 2-3 years ago. I am still around because I prefer multiplayer to full AI games, but I am not a programmer.

unless your submod somehow radically expands on the new features added; which it doesn't from what I can read from your above changelog
I consider 3-4 tile working range and Siege counterattacking each other huge features and afaik RI doesn't have them, but whatever.
The mod is correctly installed
You still didn't answer about Custom Assets and whether using non-Steam version (preferably in a folder close to root, long path can mess with this old game by itself) helped, would be nice to know that in case it's not as rare.
 
Realism Invictus 3.7 is also poorly compatible with Steam version, degree ranges from complete wreck on Win7 to hiccups on Win10. Using Steamless + an emulator or just not launching through Steam application/library/invites may help, but it wasn't the case for my friend. Otherwise switching to Beta>Original Release or using an alternative/original .exe is required. Can be tied to Steam for Windows 7 being outdated and not the OS itself, but in the end at least Python gets ruined as hinted by greyed-out Play Now and interface failing to load. I'll try compiling a conservative DLL later.
 
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