historical mod

zinedine

Warlord
Joined
Mar 18, 2015
Messages
118
Welcome to the historical mod.

This is the successor of https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/ but it differs greatly from its predecessor. It is a complete rewrite, and does many more new things, so I'm using a new thread. If you played the historical colonization micromod, this new mod will be drastically faster (density and population is far closer to normal rfc doc, so are the turn times), while also adding far more content and features.
This mod attempts in a railroaded fashion to make this game as historical as possible, without cheating the human player. Tested over many different runs, it consistently produces realistic re-runs of history, leaving enough to chance so no outcome is guaranteed. It also fixes some of the classical issues of RFC like england not reconquering India or Australia after a collapse to core, France not being present in Africa, Russia stomping the other AIs, etc.

Who is this mod aimed at:
historical players, veteran RFC players that want an extra challenge, the game is more difficult and the ai will relentlessly attack in historical areas (e.g. india, russia, indonesia, africa, mena, balkans are all killzones). The target player should want to play a Europa Universalis-style game inside civ4, where some civs might simply be unwinnable from an UHV pov, and where the culture and desires of the pops greatly affect how the nation performs (it colonizes, it re-unifies because of culture/nationalism, how tech is spread, tech races that model institution spread impact).

Installation:
there are 2 files that should be extracted into Assets/Python/ . One is the mod, the other is the overriden handlers, so that the mod functions are called. The mod does not modify and/or interact with the base mod files, it is completely decoupled. It works with the latest versions of RFC Doc. Only Python errors that I got on 1.16.7/1.16.8 were base mod bugs related to civ resurrections, which this mod doesn't do. Therefore it is trivial to enable/disable this mod.
For users with coding/scripting experience, at the top of the zHistoricalMod.py file, you will find a section (Historical Mod COMPONENTS On/Off) which gives you fine-grained control and documentation over the sub-modules of the mod.

This mod does the following:
- scripted colonization + religions on colonization
- scripted wars
- scripted civil wars
- scripted empire reconquests (e.g. England re-invades India)
- scripted diplomatic conquests (inheritances)
- scripted technology races
- scripted nationalism and cultural homogenity for european nations.
- crusades
- tech groups, periods of decline. Note: this makes the game historical but unfair to some civs, you've been warned!
- moves resources around so the ai has less chances to spam cities
- shuffles resources around to make their distribution more historical
- adds some historical resources to buff europe and china
- some map changes to make the map more accurate and/or playable
- adds key resources to key players (e.g. oil in elbe, oil in guyana), so that key majors can produce their staple units.
- adds some historical behaviors to the ai (new world nations don't build ships, old world non-europeans don't build caravels till 1500.
- technology races starting from europe, making sure minimum historical technologies are used (e.g. muskets, rifles, infantry, factories). This comes in waves at different speeds for different civs. Human players that get involves in these races can also receive free techs if they lack them at a certain date (gamey strategies are possible).
- America uses diplomacy to expand (louisiana purches, oregon treaty and others)
and much more.

See next posts for pictures taken from many different games.

Details in the spoiler sections:

How does the AI colonize?

The AI colonizes with a date-based script. As long as the AI is healthy it will continue expanding historically.
Important: If there is any city within a 1x1 vicinity around the colony target the ai will skip settling!

It will also expand with its religion
Japan->buddhism
Byzantium->Orthodoxy
iOttomans / Arabia/ Moors / Iran -> Islam
Russia->Orthodoxy
England/America/Netherlands/Germany->75% protestant, 25% catholic&protestant
France/Spain/Portugal -> 75% catholic, 25% catholic&protestant

Here is the complete list of colonies, the format is (date, location, civ, name, citySize, unitType, unitCount) # small comment:
# ancient europe (independent + celts)
(-500, (62, 49), iCelts, 'Vinadoba', 2, -1, -1), # Hallstatt / Vienna
(-450, (56, 48), iCelts, 'Lugodunon', 2, -1, -1), # Lyon
(-250, (55, 50), iCelts, 'Lutetia', 2, -1, -1), # Paris
(-300, (53, 48), iCelts, 'Burdigala', 2, -1, -1), # Bordeaux
(-300, (65, 45), iCelts, 'Singidunum', 2, -1, -1), # Belgrade
(-100, (65, 48), iIndependent2, 'Sarmizegetusa', 2, iArcher, 4),# Dacians, also Buda

# ancient MENA (independent)
(-2500, (69, 30), iIndependent2, 'Buhen', 2, iArcher, 2), # Kerma culture / Khartoum / Buhen
(-1750, (72, 43), iIndependent, 'Ankuwash', 2, iArcher, 2), # Ankara / Konya / Hittite
(-2500, (80, 42), iBarbarian, 'Ray', 1, -1, -1), # Tabriz. Barbarian raiders into mesopotamia, babylon hammer sink.
(-190, (77, 45), iIndependent2, 'Artashat', 2, -1, -1), # Artaxata -> Tiflis

# egypt expansion
(-2500, (67, 36), iEgypt, 'Ra-Kedet', 1, -1, -1), # Alexandria
(-1300, (70, 36), iEgypt, 'Tanis', 1, -1, -1), # Tanis / Djanet (encourage meditaraneean - indian trade, as historical. )
# also historical : egypt doesn't sign open borders easily.
# persian expansion
(-714, (78, 43), iPersia, 'Tabriz', 1, -1, -1), # Tabriz

# greece expansion
(-1550, (68, 45), iGreece, 'Byzantium', 1, -1, -1), # Byzantium
(-800, (62, 42), iGreece, 'Neapolis', 1, iWorker, 1), # Neapolis (Magna Grecia)
(-750, (61, 40), iGreece, 'Syracuse', 1, iWorker, 1), # Syracuse (Magna Grecia) / Palermo
(-750, (75, 44), iGreece, 'Trapezon', 1, -1, -1), # Trapezon

# ancient north africa (indepedent because they were colonized/vassalized by greeks, carthaginians, romans, egyptians, etc)
(-1000, (64, 36), iIndependent, 'Cyrene', 2, iSpearman, 3), # Cyrene

# carthaginian expansions
(-600, (54, 38), iCarthage, 'Rusadir', 1, iSpearman, 2), # Mauretanians / Wahran
(-500, (51, 41), iCarthage, 'Gades', 1, -1, -1), # Gades / Seville / Cordoba
(-450, (54, 42), iCarthage, 'Carthago Nova', 1, -1, -1), # Valencia
(-600, (60, 37), iCarthage, 'Tripolis', 1, -1, -1), # Tripolis

# roman expansion
(-600, (62, 42), iRome, 'Naples', 1, iLegion, 1),
(-500, (61, 40), iRome, 'Syracuse', 1, iLegion, 1),
(-250, (61, 47), iRome, 'Aquileia', 1, iLegion, 4), # Venice (v. early but rome needs cities in its core)
(-380, (56, 46), iRome, 'Massilia', 1, iLegion, 3), # Marseilles
(-200, (55, 50), iRome, 'Lutetia', 1, iLegion, 3), # paris
(-360, (55, 44), iRome, 'Taracco', 1, iLegion, 3), # Barcelona
(-50, (52, 44), iRome, 'Toletum', 1, iLegion, 3), # Madrid
(-200, (49, 43), iRome, 'Felicitas Julia', 1, iLegion, 3), # Lisbon
(-200, (62, 49), iRome, 'Vindobona', 1, iLegion, 3), # Wien / Vienna, much earlier AI loves to settle the area randomly
(50, (53, 54), iRome, 'Londinium', 1, -1, -1), # London
(50, (51, 37), iRome, 'Volubilis', 1, -1, -1), # Marrakesh (grew into a major city under the romans)
(20, (59, 51), iRome, 'Moguntiacum', 1, iLegion, 3), # Mainz
(-75, (65, 45), iRome, 'Naissium', 1, iLegion, 3), # Belgrade

# ancient china
(-1500, (103, 42), iChina, 'Wuhan', 1, -1, -1), # Wuhan
(-500, (99, 41), iChina, 'Chengdu', 2, iArcher, 1), # Chengdu
(-1122, (108, 48), iIndependent2, 'Pyongyang', 2, iSpearman, 4),# Pyong Yang
(-800, (102, 41), iChina, 'Chongqing', 5, iSpearman, 3), # Chongqing
(-1000, (105, 39), iNative, 'Guangzhou', 2, iArcher, 1), # Guangzhou / Baiyue
(-1000, (107, 42), iNative, 'Hangzhou', 2, -1, -1), # Hangzhou (early, chinese hammer sink)
(-1000, (106, 44), iNative, 'Nanjing', 2, -1, -1), # Shanghai / Nanjing (early, chinese hammer sink)

# ancient india
(-700, (90, 37), iIndia, 'Indore', 1, -1, -1), # Mathura / Bhopal / Indore
(-700, (95, 37), iIndia, 'Kolkata', 1, -1, -1), # Kolkata
(-325, (92, 32), iIndependent2, 'Kanchipuram', 2, iArcher, 1), # Chennai
(-300, (90, 31), iIndependent, 'Vijayanagara', 1, iWarElephant, 1), # Vijayanagara
(140, (87, 40), iIndia, 'Lahore', 1, -1, -1), # Lahore
(325, (88, 34), iIndependent, 'Pune', 2, iArcher, 1), # Mumbai

# europe - north of alps
(810, (62, 49), iIndependent, 'Vienna', 1, iCrossbowman, 4), # Wien
(810, (59, 54), iIndependent, 'Hamburg', 1, iCrossbowman, 5), # Hamburg
(860, (57, 53), iIndependent2, 'Amsterdam', 4, iCrossbowman, 2), # Amsterdam (post flips)
(860, (65, 48), iIndependent2, 'Buda', 2, iHorseArcher, 5), # Budapest (post flips)
(610, (56, 48), iIndependent, 'Lyon', 7, iCrossbowman, 5), # Lyon
(610, (53, 48), iIndependent2, 'Bordeaux', 4, iCrossbowman, 3), # Bordeaux
(710, (51, 50), iIndependent2, 'Brest', 1, iCrossbowman, 2), # Brest
(810, (62, 53), iIndependent2, 'Brandenburg', 1, iCrossbowman, 2), # Brandenburg
(810, (62, 51), iIndependent, 'Prague', 4, iCrossbowman, 3), # Prague
(810, (66, 53), iIndependent, 'Warsaw', 3, iCrossbowman, 3), # Warsaw (before Poland)
(810, (65, 55), iIndependent2, 'Koenigsberg', 1, iCrossbowman, 2), # Koenigsberg (before Poland)

#europe - british isles
(790, (49, 57), iNative, 'Dublin', 1, iArcher, 1), # dublin
(750, (53, 57), iIndependent, 'Newcastle', 1, -1, -1), # Newcastle / Manchester/Liverpool
(830, (52, 59), iNative, 'Edinburgh', 2, iCrossbowman, 3), # Edinburgh / Glasgow (post england spawn, modeling scots)
(750, (51, 54), iIndependent, 'Birmingham', 1, -1, -1), # Liverpool / Birmingham

#europe - south of alps
(610, (70, 42), iByzantium, 'Ephesus', 8, iCrossbowman, 1), # Izmir
(610, (72, 45), iByzantium, 'Sinop', 4, iCrossbowman, 1), #
(610, (61, 40), iByzantium, 'Palermo', 6, -1, -1), # Palermo
(1340, (62, 42), iIndependent, 'Naples', 6, iCrossbowman, 1), # Naples (respawn if razed)
(1340, (61, 40), iIndependent, 'Palermo', 6, iCrossbowman, 1), # Palermo (respawn if razed)
(610, (59, 47), iIndependent, 'Milano', 7, iCrossbowman, 3), # Milano
(610, (61, 47), iIndependent, 'Venice', 3, iCrossbowman, 3), # Venice
(610, (49, 45), iIndependent2, 'Santiago', 2, iCrossbowman, 2), # Santiago

# europe - russia
(840, (69, 58), iIndependent2, 'St Petersburg', 2, iCrossbowman, 2),# St Petersburg
(820, (70, 55), iIndependent, 'Novgorod', 3, iCrossbowman, 3), # Novgorod (will flip)
(820, (73, 57), iIndependent, 'Jaroslavl', 2, iCrossbowman, 3), # Jaroslav (will flip)
(830, (74, 49), iIndependent, 'Rostov', 2, iCrossbowman, 2), # Rostov
(890, (72, 61), iRussia, 'Arkhangelsk', 2, iCrossbowman, 2), #if not already founded
(1480, (76, 51), iRussia, 'Tsaritsyn', 2, iExplorer, 2), #if not already founded

# steppes / barbs
(850, (77, 55), iBarbarian, 'Kazan', 2, iHorseman, 1),
(850, (78, 53), iBarbarian, 'Samara', 2, iHorseman, 1), # Samara
(850, (83, 55), iBarbarian, 'Cheljabinsk', 2, iHorseman, 1), # Cheljabinsk

# turks
(610, (93, 50), iTurks, 'Urumqi', 2, iHorseArcher, 1), # Urumqi
(610, (88, 49), iTurks, 'Alma Ata', 2, iHorseArcher, 1), # Alma Ata / Orduqent

# mena
(610, (69, 30), iIndependent, 'Khartoum', 4, iCrossbowman, 2), # Khartoum
(1710, (69, 30), iIndependent, 'Khartoum', 4, iArquebusier, 2), # Khartoum (if previously razed)
(610, (58, 39), iIndependent, 'Tunis', 4, iCrossbowman, 1), # Tunis
(610, (56, 39), iIndependent, 'Al Jazzir', 3, iCrossbowman, 1), # Al Jazzir
(610, (80, 42), iIndependent2, 'Tahran', 6, iCrossbowman, 2),
(610, (78, 43), iIndependent2, 'Tabriz', 9, iCrossbowman, 2),
(610, (77, 46), iIndependent2, 'Tiflis', 2, iCrossbowman, 2),

# arabia fast expansion
(630, (81, 34), iArabia, 'Dubai', 1, -1, -1),
(630, (78, 36), iArabia, 'Al-Damman', 1, iCamelArcher, 1),

# india
(610, (85, 36), iIndependent2, 'Karachi', 3, iCrossbowman, 2),
(610, (94, 34), iIndependent, 'Visakhapatnam', 3, iCrossbowman, 1),

# japan
(600, (116, 47), iJapan, 'Edo', 2, iArcher, 1),
(600, (115, 45), iJapan, 'Nagoya', 2, iArcher, 1),
(700, (115, 51), iNative, 'Sapporo', 1, iArcher, 6),
(600, (111, 42), iJapan, 'Fukuoka', 1, iArcher, 1),
(1810, (119, 27), iJapan, 'Rabaul', 1, iRifleman, 1),

# china
(610, (96, 43), iBarbarian, 'Rasa', 2, iKhampa, 1), # Lhasa
(610, (107, 53), iBarbarian, 'Harbin', 2, iCrossbowman, 2),
(610, (105, 52), iBarbarian, 'Chanchun', 2, iCrossbowman, 2),
(610, (111, 51), iBarbarian, 'Haishenwai', 2, iCrossbowman, 3),
(610, (108, 39), iNative, 'Taibei', 2, iArcher, 1),
(610, (102, 41), iChina, 'Chongqing', 7, iCrossbowman, 2),
(610, (105, 42), iChina, 'Nanjing', 9, iCrossbowman, 1),
(610, (103, 42), iChina, 'Wuhan', 7, iCrossbowman, 1),
(610, (99, 48), iChina, 'Baotou', 5, iCrossbowman, 1),
(610, (106, 44), iChina, 'Shanghai', 11, iCrossbowman, 1), # china Shanghai
(620, (106, 45), iChina, 'Qingdao', 5, iCrossbowman, 1), #if shanghai can't be settled

# south east asia, indonesia
(700, (113, 25), iNative, 'Nabire', 1, iArcher, 2),
(700, (109, 26), iNative, 'Makassar', 1, iArcher, 1), # Makassar
(670, (104, 25), iNative, 'Jakarta', 4, iArcher, 1),
(680, (106, 25), iNative, 'Surabaya', 3, iArcher, 1),
(700, (101, 29), iIndependent, 'Singapura', 2, iCrossbowman, 2),
(610, (101, 33), iIndependent, 'Bangkok', 8, iCrossbowman, 4),
(610, (101, 37), iIndependent2, 'Hanoi', 4, iCrossbowman, 4), # Hanoi
(1400, (104, 33), iIndependent, 'Saigon', 4, iCrossbowman, 4), # Saigon

# pre - conquistadors
(610, (18, 37), iBarbarian, 'Mexico City', 4, -1, -1),
(610, (31, 19), iNative, 'La Paz', 1, iArcher, 1), # la Paz #pre-ince civs (chan chan, nazca, etc)

# west africa
(720, (49, 34), iIndependent, 'Agadir', 1, iCrossbowman, 2),
(700, (48, 31), iNative, 'Dakar', 1, iPombos, 1), #ghana
(900, (59, 29), iNative, 'Kano', 1, iPombos, 2), #kano kingdom

# east africa
(610, (71, 28), iIndependent, 'Addis Ababa', 2, iCrossbowman, 5), # Addis Ababa + never conquered
(870, (75, 26), iIndependent, 'Muqdisho', 2, iCrossbowman, 2), # Mogadishu
(1060, (71, 17), iNative, 'Quelimane', 1, iArcher, 2), # Quelimane
(1070, (71, 20), iNative, 'Dar es Salaam', 1, iArcher, 2), # Dar es Salaam

# COLONIZERS. This helps the ai a lot by providing both historic and constant expansion.
# Dates are gameplay oriented, so sometimes earlier than history.
# Also models proper colonization (capacity, range, technology, e.g. rainforest)

#swedish expansion
(1100, (67, 59), iVikings, 'Helsingforgs', 1, iCrossbowman, 1),
(1000, (45, 62), iVikings, 'Reykjavik', 1, -1, -1),

#polish expansion
(1050, (69, 49), iPoland, 'Odessa', 3, iCrossbowman, 2),

#italy expansion
(1300, (62, 42), iItaly, 'Naples', 9, iCrossbowman, 3), # Naples (ai loves to raze it)

#ottoman expansion
(1290, (70, 42), iOttomans, 'Antalya', 8, iCrossbowman, 3), # Izmir / Antalya

# iran resettle
(1515, (78, 43), iIran, 'Tabriz', 9, iArquebusier, 3),
(1555, (77, 46), iIran, 'Tiflis', 3, iArquebusier, 3),

# russian expansion
(1550, (81, 55), iRussia, 'Yekaterinburg', 1, iWorker, 1), # over the urals
(1560, (88, 55), iRussia, 'Omsk', 1, iWorker, 1),
(1580, (91, 55), iRussia, 'Novosibirsk', 1, iWorker, 1),
(1590, (85, 58), iRussia, 'Tyumen', 1, iArquebusier, 1),
(1600, (91, 59), iRussia, 'Tomsk', 1, iArquebusier, 1),
(1620, (94, 56), iRussia, 'Krasnoyarsk', 1, iWorker, 1), # mid siberia
(1630, (97, 57), iRussia, 'Bratsk', 1, iWorker, 1),
(1650, (98, 53), iRussia, 'Irkutsk', 1, iArquebusier, 1),
(1660, (101, 56), iRussia, 'Ust-Kut', 1, iWorker, 1),
(1675, (106, 58), iRussia, 'Jakutsk', 1, iWorker, 1),
(1685, (111, 58), iRussia, 'Okhotsk', 1, iCaravel, 1), #far east explorers
(1690, (114, 59), iRussia, 'Magadan', 1, iWorker, 1),
(1710, (111, 54), iRussia, 'Khabarovsk', 1, iArquebusier, 2),
(1720, (119, 55), iRussia, 'Petropavlovsk', 1, iWorker, 1),
(1710, (69, 64), iRussia, 'Murmansk', 1, iArquebusier, 2),
(1680, (82, 50), iRussia, 'Aral', 2, iArquebusier, 2), #if not already founded
(1730, (7, 58), iRussia, 'Anchorage', 1, iArquebusier, 1), # russian alaska

# carribean partition + explorers
(1570, (29, 37), iFrance, 'Haiti', 1, iCaravel, 2), # v. early but necessary.
(1550, (26, 41), iSpain, 'Miami', 1, iArquebusier, 1),
(1493, (26, 38), iSpain, 'Havana', 2, iGreatStatesman, 1),
(1492, (32, 37), iSpain, 'Puerto Rico', 1, iCaravel, 3),
(1570, (33, 33), iEngland, 'Trinidad Tobago', 1, iCaravel, 2), # v. early but necessary.

# spanish expansion + conquistadors
(1100, (47, 36), iSpain, 'Tenerife', 2, iHeavyGalley, 2), # v. early but otherwise portugal colonizes + helps spain vs moors

(1490, (19, 35), iSpain, 'Puebla', 1, iConquistador, 3), # 1st contact + extra army
(1525, (16, 39), iSpain, 'Guadalajara', 1, iConquistador, 1),
(1500, (25, 32), iSpain, 'Panama', 1, iConquistador, 1),
(1500, (27, 29), iSpain, 'Bogota', 1, iGreatStatesman, 1),
(1510, (31, 31), iSpain, 'Caracas', 1, iConquistador, 1),
(1495, (23, 33), iSpain, 'San Jose', 1, iConquistador, 1),

(1500, (26, 22), iSpain, 'Lima', 4, iConquistador, 5), # inca early
(1525, (29, 10), iSpain, 'Santiago de Chile', 1, iArquebusier, 1),
(1550, (36, 12), iSpain, 'Montevideo', 1, -1, -1),
(1550, (34, 11), iSpain, 'Buenos Aires', 3, iGreatStatesman, 1),
(1600, (32, 5), iSpain, 'Santa Cruz', 1, -1, -1), # la plata late

(1675, (11, 49), iSpain, 'San Francisco', 1, -1, -1), # west coast
(1675, (11, 46), iSpain, 'Los Angeles', 1, -1, -1),


# english expansion
(1615, (31, 50), iEngland, 'Boston', 3, iRedcoat, 3), #america (ahead of time)
(1615, (30, 48), iEngland, 'New York', 4, iRedcoat, 3),
(1615, (28, 47), iEngland, 'Philadelphia', 3, iRedcoat, 3),
(1605, (27, 45), iEngland, 'Jamestown', 1, iRedcoat, 1),
(1655, (25, 43), iEngland, 'Charleston', 1, iRedcoat, 1),
(1650, (27, 51), iEngland, 'Toronto', 3, iGreatStatesman, 1), # canada
(1780, (21, 53), iEngland, 'Winnipeg', 1, iRifleman, 1),
(1790, (17, 53), iEngland, 'Calgary', 1, iRifleman, 1),
(1810, (17, 56), iEngland, 'Edmonton', 1, iWorker, 1),
(1800, (11, 54), iEngland, 'Vancouver', 1, iRifleman, 1),
(1650, (69, 13), iEngland, 'Durban', 1, iRedcoat, 2), # africa (early)
(1750, (59, 26), iEngland, 'Lagos', 1, iRifleman, 3),
(1700, (118, 13), iEngland, 'Sydney', 3, iGreatStatesman, 1), # australia
(1700, (115, 10), iEngland, 'Melbourne', 3, iFrigate, 2),
(1725, (112, 12), iEngland, 'Adelaide', 1, iWorker, 1),
(1725, (104, 13), iEngland, 'Perth', 1, iWorker, 1),
(1750, (110, 21), iEngland, 'Darwin', 1, iCaravel, 1),
(1750, (115, 19), iEngland, 'Townsville', 1, iWorker, 1),
(1725, (122, 10), iEngland, 'Auckland', 1, iWorker, 1), #new zealand
(1825, (5, 25), iEngland, 'Samoa', 1, iManOfWar, 1), #pacific (early)


# french expansion
(1625, (30, 52), iFrance, 'Montreal', 4, iGreatStatesman, 1), # canada
(1625, (35, 54), iFrance, 'Plaisance', 1, iCaravel, 1), # st johns (critical placement to make the st lawrence gulf accessible)
(1680, (29, 56), iFrance, 'Post-a-la-Baleine', 1, iWorker, 1),
(1630, (22, 43), iFrance, 'New Orleans', 1, iMusketeer, 2), # louisiana
(1725, (23, 46), iFrance, 'St Louis', 1, iMusketeer, 2),
(1600, (36, 29), iFrance, 'Cayenne', 1, iMusketeer, 1), # v. early cayenne (important for french full game, critical oil+copper)
(1700, (48, 31), iFrance, 'Dakar', 1, iRifleman, 3), #early africa
(1750, (75, 17), iFrance, 'Antananarivo', 1, iMusketeer, 1),
(1775, (60, 23), iFrance, 'Libreville', 1, iRifleman, 3),
(1800, (63, 27), iFrance, 'Douala', 1, iRifleman, 3),
(1775, (53, 26), iFrance, 'Abidjan', 1, iRifleman, 3),
(1800, (122, 19), iFrance, 'New Caledonia', 1, iManOfWar, 1), #pacific
(1825, (13, 18), iFrance, 'Polynesia', 1, iManOfWar, 1),

# portugal expansion
(1450, (45, 33), iPortugal, 'Praia', 1, iArquebusier, 1), # atlantic islands but no funchal
(1525, (41, 18), iPortugal, 'Rio de Janeiro', 2, iGreatStatesman, 1),
(1525, (38, 17), iPortugal, 'Sao Paulo', 2, iArquebusier, 1),
(1575, (42, 22), iPortugal, 'Salvador', 1, iCaravel, 2),
(1525, (38, 26), iPortugal, 'Belem', 1, iArquebusier, 1),

# netherlands expansion
(1600, (63, 10), iNetherlands, 'Cape Town', 3, iGreatStatesman, 1),
(1620, (67, 10), iIndependent, 'Port Elizabeth', 1, iArquebusier, 1), # port elizabeth (to contain the ai spamming dutch ai)
(1700, (67, 14), iNetherlands, 'Johannesburg', 1, iMusketeer, 1),
(1650, (56, 27), iNetherlands, 'Togo', 1, iMusketeer, 1),
(1590, (30, 39), iNetherlands, 'Nassau', 1, iArquebusier, 1),

# german expansion (needs a bit of extra help)
(1775, (116, 24), iGermany, 'Port Moresby', 1, iManOfWar, 1), # v. early oceania
(1775, (113, 25), iGermany, 'Ternate', 1, iWorker, 1),
(1810, (5, 21), iGermany, 'Tonga', 1, iManOfWar, 1),
(1750, (62, 14), iGermany, 'Windhoek', 1, iRifleman, 2),
(1775, (71, 23), iGermany, 'Mombasa', 4, iRifleman, 1), # Mombasa (if not settled)
(1785, (68, 23), iGermany, 'Nairobi', 2, iRifleman, 1), # Nairobi (if not settled)

# indy texas
(1700, (20, 42), iIndependent, 'San Antonio', 2, iArquebusier, 3),
(1775, (20, 42), iIndependent, 'San Antonio', 2, iMusketeer, 3), #resettle, if razed
(1780, (11, 51), iIndependent, 'Seattle', 2, iMusketeer, 2),

# usa expansion + migration (v. fast)
(1780, (26, 49), iAmerica, 'Detroit', 5, iRifleman, 2),
(1780, (26, 48), iAmerica, 'Pittsburgh', 5, iRifleman, 2), #if detroit can't be settled
(1780, (23, 49), iAmerica, 'Chicago', 5, iRifleman, 2),
(1780, (23, 46), iAmerica, 'St Louis', 4, iRifleman, 2),
(1795, (21, 50), iAmerica, 'Minneapolis', 3, iRifleman, 1),
(1795, (19, 44), iAmerica, 'Dallas', 3, iRifleman, 2),
(1800, (18, 48), iAmerica, 'Denver', 3, iRifleman, 1),
(1820, (11, 49), iAmerica, 'San Francisco', 4, iRifleman, 2),
(1820, (11, 46), iAmerica, 'Los Angeles', 4, iRifleman, 2),
(1820, (15, 48), iAmerica, 'Salt Lake City', 4, iRifleman, 2),
(1820, (15, 45), iAmerica, 'Phoenix', 4, iRifleman, 2),
(1820, (12, 44), iAmerica, 'San Diego', 4, iRifleman, 2),
(1810, (11, 51), iAmerica, 'Seattle', 3, iRifleman, 2),
(1825, (3, 37), iAmerica, 'Honolulu', 2, iManOfWar, 2),
(1825, (7, 58), iAmerica, 'Anchorage', 2, iWorker, 2), # if not already settled by russia (or with treaty)
(1875, (10, 63), iAmerica, 'Prudhoe Bay', 2, iWorker, 2),

# brazil amazon colonization
(1825, (34, 26), iBrazil, 'Manaus', 3, iRifleman, 1),

# canada expansion
(1875, (23, 57), iCanada, 'Fort Severn', 2, iWorker, 2),

#extra
(1820, (68, 25), iNative, 'Kampala', 2, iArquebusier, 2)


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Crusades:

There are 2 crusades, one for Jerusalem and one for Constantinople. Both can only take place before 1340.
A crusade can not target a fellow Catholic civ, so if a catholic civ already owns Constantinople there can be no crusade.
The Jerusalem crusade is triggered by the first of [iEngland, iFrance, iHolyRome], who techs either Civil Service or Fortification.

The stolen Constantinople crusade is triggered by the first of [iSpain, iItaly], who techs either Patronage or Finance.
Because of these conditions, the stolen crusade happens in about only 50% of games.



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War, Civil wars and diplomacy:

Besides using pure conquest (works exactly like conquerors, but without an option for peace), AI civs can also diplomatically inherit/reacquire through culture or nationalism.
This latter option can only work against a fellow AI, the human player is immune to this mechanic. It functions like a silent congress city transfer.
A lot of civs have little extra help because the base AI is enough for a historical game, other receive far more help. This is necessary because civ4 does not model competitiveness, density, et.. it's not MEIOU.
America: Florida Purchase, Louisiana Purchase, Civil War, Oregon Treaty, Texas breaks away and joins, US-Mexico war, Alaska purchase, West expansion, Spanish-American war, taiwan protection, vietnam war, global war on terror.
China: multiple civil wars, invasions of Kashgaria/Xinjiang/Tibet.
Mughals: multiple civil wars
Arabia: arab-berber conflicts, constantinople attack, control over Sicily.
Vikings: raids on all north and baltic sea civs, norman kingdom in south of italy, the great northern war (only before 1700)
Portugal: acuisition of Zanzibar, portuguese-marinid wars, reconquests of african and brazilian colonies if necessary.
Spain: Burgundian inheritance, subjugation of south of italy, enhanced conquerors on new world civs(!!warning!!), colonialism in the philippines, reconquests of colonial possessions before 1800, carlist wars, spanish civil war
Ottomans: invasion of Levant and Egypt, attacks on Sudan and north africa, conquerors on the balkans, crimea, pannonia, moldavia, civil wars later in the game to model nationalism.
Iran: invasions of the caucasus region, lots of rebellions if it owns cities in central asia
Greece: nationalists vs Ottomans
England: conquests of Ireland and Scotland, hundred years war, war of roses, anglo-spanish war, 2nd hundred years war, english-dutch wars, early and late indian conquests, malaya and a chinese treaty port, protectorate over egypt and the holy land, crimean war, lots of revolts in india, reconquests of colonial possessions
Italy: medieval conquests in the south of italy, peninsular wars and the independence of venice, strong nationalism, colonialism in Libya/Ethiopia/Somalia.
Japan: sengoku period, 1600 invasions of korea, colonization of korea and taiwan, world war in the pacific (in tandem with germany's war in europe)
France: subjugation of Milan and Naples, albigesian crusade, Huguenots religious civil war, treaty port in India, independence of Sardinia-Piedmont, strong nationalism, north africa colonialism, west africa colonialism, madagascar colonialism, subjugation of Niger, reconquests of colonial possessions
Poland: polish-muscovite wars
Russia: alexander nevsky, conquest of the steppes, conquest of ukraine, time of troubles, ivan 3rd's reforms, peter the great's reforms, catherine the great's reforms, access to the baltic sea, access to the black sea, Russo-Turkish wars, Russo-Persian wars, Manchuria treaty, Russian civil war, fall of USSR, reconquests of colonial possessions
Germany: brother's war, colonialism in Namibia, Tanzania, Papua, Anschluss, annexation of Czechia, Danzig or war, World war in Europe (synchronized with world war in the pacific)
Holy Rome: control over venice, inheritance of hungary, inheritance of southern italy, peasants war, 30 years war, HRE-Ottoman wars, independence of the Two Sicilies, instability due to nationalism
Netherlands: colonialism and reconquests of indonesia
Maya/Aztecs/Mexico/Congo/Ethiopia: these AIs always overperform so they get some ugly revolts.


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Important Map Changes:

Besides the following changes a lot of resources are moved to make the AI settle historically important cities and to make these cities viable: E.g. venice production issues, madrid being the smallest city in iberia, etc.
A lot more land has forests/rainforest/jungles/marshes making the map look more realistic. Some rainforests and jungle additions produce small continental islands, leading to historic isolation.
the balkans(minor),
mongolia(major),
manchuria(drastic),
usa(minor),
alaska(major),
south america(minor),
congo(minor),
east africa(minor),
ethiopia/egypt(major),
sahara(major),
steppes(minor),
maghreb (minor),
canada(major),
iran(minor),
far east (major),
france (minor),
spain (minor),
carpathian basin (minor)


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Dark Ages:

The mod is interested in a realistic simulation, not necessarily in a civ-style game. Therefore a lot of civs have dark ages to simulate decline in certain periods.
The format is [civs] : DarkAgeStartTech(penalty)->DarkAgeExitTech
[iNetherlands, iGermany, iAmerica, iCanada, iArgentina, iMexico, iColombia, iBrazil] : not affected
[iEngland, iVikings] : Feudalism(55)->Patronage/Companies
[iFrance, iHolyRome, iItaly] : Feudalism(65)->Academia/Firearms
[iRome, iSpain, iPortugal, iGreece] : Feudalism(40)->Patronage/Gunpowder and Economics(25)->MachineTools/Chemistry
[iRussia, iPoland] : Feudalism(40)->Patronage/Gunpowder and Economics(25)->MachineTools/Chemistry
[iByzantium, iOttomans, iIran] : ScientificMethod(33)->Nationalism/Chemistry
[iEgypt, iMoors, iArabia] : ScientificMethod(50)->Nationalism/Chemistry
[iChina, iKorea, iTibet] : Statecraft(50)->Nationalism/Chemistry
[iIndonesia, iKhmer, iThailand] : Statecraft(50)->Nationalism/Chemistry
[iJapan] : Exploration(33)->ReplaceableParts/Physics
[iHarappa, iMughals, iIndia, iTamils] : Exploration(50)->Chemistry/Thermodynamics
[iMongols, iTurks] : Exploration(50)->Chemistry/Thermodynamics
[iEthiopia, iMali, iCongo] : Exploration(50)->Chemistry/Thermodynamics
[iMaya, iInca, iAztecs] : Exploration(50)->Chemistry/Thermodynamics

The penalty (e.g. 50) applies to research cost(e.g. 150%), great people (e.g. 150% cost) and culture growth(e.g. -50%).



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Technological Races:

Some nations get special help with technological progress through events that model technological/arms/naval/industrial races.
This political dynamic of the times would otherwise be impossible to represent in the game (e.g. Meiji Restoration / Peter the Great's modernization).
Also, this mechanism is unnecessary on higher difficulty levels, but makes the game historically plausible on lower difficulty levels.

In practical terms, if the civs lack a minimum tech at a certain date, they get one for free:

atlantic trade naval race (Optics)
1605: [iFrance, iEngland, iNetherlands, iSpain, iPortugal].....................colonial powers
1675: [iRussia, iVikings, iPoland]...........................................................european periphery

spread of the enlightment (ScientificMethod, CivilLiberties)
1640: [iFrance, iEngland, iNetherlands, iHolyRome, iItaly, iVikings]......progressives
1740: [iSpain, iPortugal, iRussia, iPoland]..............................................conservatives

russia modernization (Academia, Firearms, Economics)
1675: [Russia]

early modern era arms race (CombinedArms, ReplaceableParts, Physics)
1690: [iVikings]........................................................................................Swedish army
1710: [iFrance, iGermany, iHolyRome, iEngland, iNetherlands]..............progressives
1780: [iRussia, iSpain, iVikings, iPortugal, iItaly, iPoland]........................conservatives

the military-industrial race (Ballistics, MachineTools)
1790: [iFrance, iGermany, iHolyRome, iEngland, iNetherlands]
1850: [iRussia, iSpain, iVikings, iPortugal, iItaly, iJapan]

meiji restoration (Ballistics, MachineTools, CivilLiberties)
1850: [iJapan]

berlin conference (Biology, Microbiology)
1870: [iGermany, iHolyRome, iAmerica, iFrance, iEngland, iItaly, iRussia, iJapan, iSpain, iPortugal]

flight arms race (Flight)
1900: [iAmerica, iEngland, iFrance, iGermany, iRussia, iJapan, iItaly]

rise of totalitarianism
1910: iGermany, iJapan, iItaly -> iMacroeconomics +iPsychology (one party state + totalitarianism)
1910: iRussia, iChina, iSpain -> iLabourUnions & iMacroeconomics (one party state + central planning)

last military-industrial race (Social Services, AssemblyLine)
1925: [iGermany, iAmerica, iFrance, iEngland]
(only historical tech leaders in this race)


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Odds and Ends:

siege units start with disengagement 1, to function more like in history, and open up disengagement 2 as a potential promotion.
new world AIs can't build navies before 1500 (there was no historic need/tech)
non-european non-oceanfaring old world AIs can't build caravels before 1500 (there was no historic need/tech)
 

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