The release of 1.14 is on track and will probably happen some time next week.
But I am already getting started on 1.15 which will mostly focus on one goal: Moving to the History Rewritten tech tree
For everyone not familiar with that mod, here it is: HR Tech Tree (or with text: PDF format) [note: arrows indicate AND requirements]
I think that it's vastly better than the (mostly) vanilla tech tree DoC uses right now. The tech progression feels more historical and is more universal across all civilizations. It's also more granular (i.e. more techs), which is good because DoC added a lot of stuff which made some techs quite heavy on effects. More techs allows me to spread those things out. Lastly and probably most controversially, the HR tech tree uses more AND as opposed to OR requirements which limits the potential for beelining. For a historical mod however this is mostly appropriate. In turn I think I can lift some currently existing penalties that are meant to disincentivize beelining.
I am basically simply copying over the whole tech tree, and then place all DoC assets (units, buildings ...) on the techs. Where HR and DoC share an asset, it will be placed according to HR. DoC additions not present in HR (e.g. all wonders) will be placed where most appropriate. Not all tech positions of assets from HR will be appropriate for DoC (for instance, I think cottages need to come earlier). Most of the process of 1.15 will consist of figuring these things out, and adjusting the overall tech speed.
Pre-emptive FAQ:
1) There is a lot of stuff in HR that does not exist in DoC, does that mean it will all be ported over?
I like some of the buildings added in HR, and might port some of them over. However, that will happen after the initial phase of simply porting over the techs. But I don't agree with everything HR does, and some of them just don't work in DoC. I'll decide on a case by case basis, but don't expect all of the mod to transition to effectively use HR as a base.
2) With some HR stuff not being ported over, won't that leave some techs empty and useless?
I hope to be able to avoid that, but of course I can't know that before trying. If that turns out to be the case, we will have to come up with solutions in the process.
3) What about UHVs that rely on techs e.g. first to discover, founding religions, building wonders?
Everything of course will be adjusted to the new techs. That will also take some time and balancing work. Some old techs don't exist anymore and have either direct or indirect analogues that might exist in different positions in the tech tree. UHV goals are generally thematic in nature, so I will strive for thematic equivalence first. For example, Drama and Literature do not exist in HR, and might be replaced with Mathematics and Oratory for the Greek tech goal. If thematic equivalence leads to a change in gameplay challenge, either the goal or (worst case) the tech tree need to be adjusted. Again, this is something to be figured out in the process.
4) What about civics? HR has a pretty cool civics system. Can we expect another attempt at a better civics system? For like communism? Or WATERMILLS?
As with everything else, the first step will be to place the current civics on the new techs. I'm unhappy with some parts of the current system that have been pointed out to an exhaustive degree, but I held off on changing them before the tech changes have dropped to avoid having to change everything twice. It's unclear to me now whether the HR civics are part of the solution but they are definitely something to look at for inspiration.
5) I don't like aspect X of the HR tech tree, can't we do something about it?
First off, I'm fairly set on the HR tech tree being superior to what DoC/BtS uses. So comments that follow the pattern of "just use the old one and make xyz changes" aren't going to be constructive or helpful.
That said, I am not wedded to every specific aspect of the HR tech setup. In fact, I have already identified some minor places for change. Suggestions in that vein are of course welcome. It's kind of challenging to modify the existing tree though, because it uses this rigid pattern where every position is occupied by a tech, which I find very neat and would not want to give up. Also, the current relationships between techs generally make a lot of intuitive sense and reflect the historical technological progression. Let's see what we can make work.
I have decided to use the entirety of 1.15 to make this work, because there is a lot to do, but I think it will be worth it in the end.
However, there are a couple of comparatively smaller things that slot in nicely with the tech changes. Most importantly, I will revisit both the land and sea unit rosters and make the unit choices more interesting there. Again, here we can probably use some stuff from HR and adapt it to DoC. This also includes some of the less invasive changes to warfare mechanics and rules that have been discussed in previous threads.
I'm excited to start with this.
But I am already getting started on 1.15 which will mostly focus on one goal: Moving to the History Rewritten tech tree
For everyone not familiar with that mod, here it is: HR Tech Tree (or with text: PDF format) [note: arrows indicate AND requirements]
I think that it's vastly better than the (mostly) vanilla tech tree DoC uses right now. The tech progression feels more historical and is more universal across all civilizations. It's also more granular (i.e. more techs), which is good because DoC added a lot of stuff which made some techs quite heavy on effects. More techs allows me to spread those things out. Lastly and probably most controversially, the HR tech tree uses more AND as opposed to OR requirements which limits the potential for beelining. For a historical mod however this is mostly appropriate. In turn I think I can lift some currently existing penalties that are meant to disincentivize beelining.
I am basically simply copying over the whole tech tree, and then place all DoC assets (units, buildings ...) on the techs. Where HR and DoC share an asset, it will be placed according to HR. DoC additions not present in HR (e.g. all wonders) will be placed where most appropriate. Not all tech positions of assets from HR will be appropriate for DoC (for instance, I think cottages need to come earlier). Most of the process of 1.15 will consist of figuring these things out, and adjusting the overall tech speed.
Pre-emptive FAQ:
1) There is a lot of stuff in HR that does not exist in DoC, does that mean it will all be ported over?
I like some of the buildings added in HR, and might port some of them over. However, that will happen after the initial phase of simply porting over the techs. But I don't agree with everything HR does, and some of them just don't work in DoC. I'll decide on a case by case basis, but don't expect all of the mod to transition to effectively use HR as a base.
2) With some HR stuff not being ported over, won't that leave some techs empty and useless?
I hope to be able to avoid that, but of course I can't know that before trying. If that turns out to be the case, we will have to come up with solutions in the process.
3) What about UHVs that rely on techs e.g. first to discover, founding religions, building wonders?
Everything of course will be adjusted to the new techs. That will also take some time and balancing work. Some old techs don't exist anymore and have either direct or indirect analogues that might exist in different positions in the tech tree. UHV goals are generally thematic in nature, so I will strive for thematic equivalence first. For example, Drama and Literature do not exist in HR, and might be replaced with Mathematics and Oratory for the Greek tech goal. If thematic equivalence leads to a change in gameplay challenge, either the goal or (worst case) the tech tree need to be adjusted. Again, this is something to be figured out in the process.
4) What about civics? HR has a pretty cool civics system. Can we expect another attempt at a better civics system? For like communism? Or WATERMILLS?
As with everything else, the first step will be to place the current civics on the new techs. I'm unhappy with some parts of the current system that have been pointed out to an exhaustive degree, but I held off on changing them before the tech changes have dropped to avoid having to change everything twice. It's unclear to me now whether the HR civics are part of the solution but they are definitely something to look at for inspiration.
5) I don't like aspect X of the HR tech tree, can't we do something about it?
First off, I'm fairly set on the HR tech tree being superior to what DoC/BtS uses. So comments that follow the pattern of "just use the old one and make xyz changes" aren't going to be constructive or helpful.
That said, I am not wedded to every specific aspect of the HR tech setup. In fact, I have already identified some minor places for change. Suggestions in that vein are of course welcome. It's kind of challenging to modify the existing tree though, because it uses this rigid pattern where every position is occupied by a tech, which I find very neat and would not want to give up. Also, the current relationships between techs generally make a lot of intuitive sense and reflect the historical technological progression. Let's see what we can make work.
I have decided to use the entirety of 1.15 to make this work, because there is a lot to do, but I think it will be worth it in the end.
However, there are a couple of comparatively smaller things that slot in nicely with the tech changes. Most importantly, I will revisit both the land and sea unit rosters and make the unit choices more interesting there. Again, here we can probably use some stuff from HR and adapt it to DoC. This also includes some of the less invasive changes to warfare mechanics and rules that have been discussed in previous threads.
I'm excited to start with this.