I have done the first testing of the mod, and it's good enough for releas (well it's working, but it's still need polishing and balancing)... However, be a little patient, as I have a lot of things to upload.
I'll update the OP regularly until it is done.
General description of History
Scope
History is an epic mod. The goal is to span a period of time from -2000 BC to 2000 AD.
The number of civilization is limited (20), but each one of them has almost only flavour units, with different statistics and graphics, giving an important replayability to the game. The civilizations are: Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, Africa, Egypt, Maghreb, Arabia, Turkey, Persia, China, India, Japan, America, Andes, Mexico.
History is still a work in progress. So far, only 12 civilizations have been made (Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, Arabia, China, Maghreb and Africa), and only for the first era, ancient & medieval time.
After I received enough feedback from the players who will tried it, and the balance has been corrected if needed, I will add new civilizations, until the first era is complete. Then I'll move to other eras.
So I suggest you do not try to play after the first era!
This first test version is focused on units. There are buildings, governments, etc, so it's playable, but there is still room for improvement in these areas. Wonders are notably lacking! These parts will be expanded later.
Some figures
- 12 Civilizations, 1 era with 8 periods done
- 700 units
- 113 technologies
Gameplay changes
Here are the main changes:
- The tech tree is moslty common, with a few civilization specific techs.
- Extend tech tree (113 techs in the first era.
- Each civilization has a unique unit line, with specific graphics and stats for almost every unit. Of course there are common points between civilizations, but each one is highly flavoured.
- The tech tree is divided in "period", with "choke point" techs. With each period, all your current unit lines are upgraded at once. New unit lines can be opened with specific techs. For instance, if you have archers, and discover "High middle ages", all your "early middle ages archer" are upgradable to "high middle age archer", you don't need to research a specific tech for that. But to get "high middle ages crossbowmen", you need to discover "invention". Later, when you'll find "late middle ages", you will get at once "late middle ages archer" and "late middle ages crossbowmen", you don't need to rsearch a tech for each of them.
- Each unit requires a population point (except ships, artillery, spies...). So you need to balance your military against your city expansion.. This has been disabled as the AI couldn't handle that properly. I may do two versions of the biq in the future, with and without.
- The terrain produce more.
- The resource are much more interesting, as they give more important bonuses. Wheat, Cattle or Pigs are for instance very important to help your population grow.
Where to get info
- Story and tales showcasing a test game with Britain
- View of the technologies in the different periods. Keep in mind only the period from early bronze age to late middle ages are correct. The rest is for later!
- The tech tree as a word document (first era only)!
- The land units, with pedia icons, name and unit stats. Only the units with a white backgroung (ie the 12 first ciivilizations) are included. The other units are a preview of what is to come next!
- Sea units. Only the units with a white backgroung (ie the 12 first ciivilizations) are included.
Where to download
History_2009-15-04 : First package for the mod, for the European civ in the first era. It is around 250 Mb.
History_Modders_2009-15-04 : This is a small package for people who would like to help, with only the text files and the biq. So you could see what the mod does, what are the civpedia text, etc. and propose new texts, or new ideas, without the need to download everything.
2009_04_19 update.
2009_05_17 update.
Changes and testing
Version history
2009_04_19: Added the monks, spies, etc. Some tweaking of the cost, time scale, plague effect... And removed population cost to units.
2009_05_17: Added Arabia, China, Maghreb and Africa. Rework the improvments : revised effect, pedia and icons. Started reworking a bit the leaders.
What to test
I need people to play and test the games and give feedback, mostly on the speed of discoveries, balance of units, cost of techs, improvments, units.
When I have enough feedback and the balance is right, I'll start adding other civilizations.
Credits
There have been too many helps to credit them all! But some people deserve special credits:
- Firt of all, Sandris. Most of the units are his! Many thanks also to Plotinus (for the settlers and workers). The list will be expanded when I'll move to more recent eras.
- BeBro, who made many of the pedia icons I'm using
- Loulong, who wrote several historical pedia entry.
I'll update the OP regularly until it is done.
General description of History
Scope
History is an epic mod. The goal is to span a period of time from -2000 BC to 2000 AD.
The number of civilization is limited (20), but each one of them has almost only flavour units, with different statistics and graphics, giving an important replayability to the game. The civilizations are: Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, Africa, Egypt, Maghreb, Arabia, Turkey, Persia, China, India, Japan, America, Andes, Mexico.
History is still a work in progress. So far, only 12 civilizations have been made (Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, Arabia, China, Maghreb and Africa), and only for the first era, ancient & medieval time.
After I received enough feedback from the players who will tried it, and the balance has been corrected if needed, I will add new civilizations, until the first era is complete. Then I'll move to other eras.
So I suggest you do not try to play after the first era!
This first test version is focused on units. There are buildings, governments, etc, so it's playable, but there is still room for improvement in these areas. Wonders are notably lacking! These parts will be expanded later.
Some figures
- 12 Civilizations, 1 era with 8 periods done
- 700 units
- 113 technologies
Gameplay changes
Here are the main changes:
- The tech tree is moslty common, with a few civilization specific techs.
- Extend tech tree (113 techs in the first era.
- Each civilization has a unique unit line, with specific graphics and stats for almost every unit. Of course there are common points between civilizations, but each one is highly flavoured.
- The tech tree is divided in "period", with "choke point" techs. With each period, all your current unit lines are upgraded at once. New unit lines can be opened with specific techs. For instance, if you have archers, and discover "High middle ages", all your "early middle ages archer" are upgradable to "high middle age archer", you don't need to research a specific tech for that. But to get "high middle ages crossbowmen", you need to discover "invention". Later, when you'll find "late middle ages", you will get at once "late middle ages archer" and "late middle ages crossbowmen", you don't need to rsearch a tech for each of them.
- Each unit requires a population point (except ships, artillery, spies...). So you need to balance your military against your city expansion.. This has been disabled as the AI couldn't handle that properly. I may do two versions of the biq in the future, with and without.
- The terrain produce more.
- The resource are much more interesting, as they give more important bonuses. Wheat, Cattle or Pigs are for instance very important to help your population grow.
Where to get info
- Story and tales showcasing a test game with Britain
- View of the technologies in the different periods. Keep in mind only the period from early bronze age to late middle ages are correct. The rest is for later!
- The tech tree as a word document (first era only)!
- The land units, with pedia icons, name and unit stats. Only the units with a white backgroung (ie the 12 first ciivilizations) are included. The other units are a preview of what is to come next!
- Sea units. Only the units with a white backgroung (ie the 12 first ciivilizations) are included.
Where to download
History_2009-15-04 : First package for the mod, for the European civ in the first era. It is around 250 Mb.
History_Modders_2009-15-04 : This is a small package for people who would like to help, with only the text files and the biq. So you could see what the mod does, what are the civpedia text, etc. and propose new texts, or new ideas, without the need to download everything.
2009_04_19 update.
2009_05_17 update.
Changes and testing
Version history
2009_04_19: Added the monks, spies, etc. Some tweaking of the cost, time scale, plague effect... And removed population cost to units.
2009_05_17: Added Arabia, China, Maghreb and Africa. Rework the improvments : revised effect, pedia and icons. Started reworking a bit the leaders.
What to test
I need people to play and test the games and give feedback, mostly on the speed of discoveries, balance of units, cost of techs, improvments, units.
When I have enough feedback and the balance is right, I'll start adding other civilizations.
Credits
There have been too many helps to credit them all! But some people deserve special credits:
- Firt of all, Sandris. Most of the units are his! Many thanks also to Plotinus (for the settlers and workers). The list will be expanded when I'll move to more recent eras.
- BeBro, who made many of the pedia icons I'm using
- Loulong, who wrote several historical pedia entry.