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History in the Making II: Brave New World Edition 2016-10-05

How did you install HitM2? It sounds like the CIV5Policies.xml file is not loading.
I downloaded mod-file into
c:\Users\<my name>\Documents\My games\Sid Meier's Civilization 5\MODS
and unzipped it with 7z.
Here (...\MODS\history_in_the_making_ii__brave_new_world_edition__v_2\XML\GameInfo\) I see your CIV5Policies.xml and I can read there:
Spoiler :
<Set Text="[COLOR_POSITIVE_TEXT]Tradition[ENDCOLOR] is best for small empires, with an emphasis on the [ICON_CAPITAL] Capital.[NEWLINE][NEWLINE]Adopting Tradition greatly increases the rate of border expansion in cities and also grants 3 [ICON_CULTURE] Culture in the [ICON_CAPITAL] Capital. Unlocks building the Pyramids.[NEWLINE][NEWLINE]Adopting all Policies in the Tradition tree will grant +15% [ICON_PRODUCTION] Production when building Wonders and +1 [ICON_HAPPINESS_1] Happiness for every National Wonder. It also allows the purchase of Great Engineers with [ICON_PEACE] Faith starting in the Industrial Era."/>.

I can't understand why it is not loading.

P.S. But CIV5Technologies.xml is loading. How can it be?
 
I downloaded mod-file into
c:\Users\<my name>\Documents\My games\Sid Meier's Civilization 5\MODS
and unzipped it with 7z.
Here (...\MODS\history_in_the_making_ii__brave_new_world_edition__v_2\XML\GameInfo\) I see your CIV5Policies.xml and I can read there:
Spoiler :
<Set Text="[COLOR_POSITIVE_TEXT]Tradition[ENDCOLOR] is best for small empires, with an emphasis on the [ICON_CAPITAL] Capital.[NEWLINE][NEWLINE]Adopting Tradition greatly increases the rate of border expansion in cities and also grants 3 [ICON_CULTURE] Culture in the [ICON_CAPITAL] Capital. Unlocks building the Pyramids.[NEWLINE][NEWLINE]Adopting all Policies in the Tradition tree will grant +15% [ICON_PRODUCTION] Production when building Wonders and +1 [ICON_HAPPINESS_1] Happiness for every National Wonder. It also allows the purchase of Great Engineers with [ICON_PEACE] Faith starting in the Industrial Era."/>.

I can't understand why it is not loading.

P.S. But CIV5Technologies.xml is loading. How can it be?

I'm not sure what to say... I've never seen/heard of that happening before? :confused:


Maybe you should try...
 
HISTORY IN THE MAKING v3 IS RELEASED!

Below is the change log:

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v3)
===============================================


BUG FIXES:
- Fixed bug where Piety gave +2 Faith in the Capital instead of +1 Faith
- Theocracy now provides +2 Gold per Religious Building (Cathedral, Mosque, etc)


EXISTING WONDER CHANGES:
- Great Pyramids now unlocked with Tradition; Empire inters a Golden Age (this was Civilization V's original intention)
- Chichen Itza now unlocked with Liberty; provides +25% Worker speed and 2 free Workers (this was Civilization V's original intention)
- Taj Mahal now increases the legnth of Golden Ages by 50% (this was Civilization V's original intention)
- Kremlin now unlocked with Exploration; reduces City Count Unhappiness by -15%
- Machu Piccu now unlocked with Commerce
- Parthenon now unlocked with Aesthetics
- Sistine Chapel now unlocked with Aesthetics
- Terracotta Army now unlocked with Honor
- Hubble Space Telescope now unlocked with Rationalism
- Great Wall now unlocked with Tradition


EXISTING BUILDING CHANGES:
- Aqueduct can now be built in a city with access to Fresh Water (lakes/rivers); provides 15% Growth and +2 Happiness
- Granary reduced to 25% of Food carried over after a new Citizen is born.
- Amphitheater, Opera House and Museum no longer provide +10% Culture
- Watermill and Windmill no longer give Food bonus with Wheat; now provide +5% Building Production
- Stone Works no longer provides Building Production bonus
- Mandir no longer gives bonus from Cow; adjusted Happiness/Culture/Faith
- Mosque now provides +25% Religious pressure; adjusted Happiness/Culture/Faith


CIVILIZATION CHANGES:
- Manifest Destiny now provides all land military units with +1 sight; 25% discount when purchasing tiles; Gun units cost 25% less maintenance.


POLICY CHANGES:
- Each policy branch now unlocks two World Wonders
- Discipline now provides combat bonus to units with another unit adjacent; 6 military units are maintenance free
- Aristocracy now provides a 50% Production bonus to Food buildings (Granaries, Watermill, etc...)
- Oligarchy restored to Vanilla
- Monarchy restored ot Vanilla
- Meritocracy now Tradition policy; reduces the amount of happiness required for a Golden Age
- Landed Elite now reduces the Gold cost of purchasing tiles by 25%; doubles production speed of Castles
- Republic now provides +15% Gold bonus from City Connections
- Sovereignty now Liberty policy; +1 Culture per city and +1 Happiness per 10 Population
- Liberty Finisher now grants a free Social Policy and free Great Person of your choice
- Educated Elite now Rationalism policy; +25% Science in the Capital; +3 Culture for Oxford University
- Socialism now reduces City Count Unhappiness by -10%
- Mercenary Army now provides +2 Gold for trade routes with city-states.


RELIGION:
- New Pantheon: Sacred Mountains (+1 Faith per Mountain)
 
Saw this on the Steam Workshop and have just started playing with it - it's fantastic! Please keep up the good work!
If I may make the suggestion, might you want to try to incorporate Barathor's "More Luxuries" mod? It does apparently have a conflict with the "More City-State Luxuries" mod, but if that could somehow be worked around (I really have no experience with modding) I think it would be an excellent addition to this modpack.
 
This looks very nice, it was great for Civ IV. Some of it looks a little unbalanced in the changes, but I'll have to play it to see! Glad to see you're modding CiV :)
 
One of the early wonders makes the city which it's constructed in invisible. I couldnt catch which one, sorry. And "Shwegadon Paya" wonder gives error about not finding image files upon completion but not a gamebreaking error. Other than these, enjoying the mod, great work.

edit: Invisible thing may not be about wonders, maybe some building, cos multiple cities from various civs turned invisible after some point. And I dont think it's other mods either, it happened with both HitM2 + IGE + ZipWorld map and HitM2 + IGE + YnAEMP.
 
Great mod so far, I really enjoy not seeing all the resources right from the start and also that the concept of beelining has been reduced to prioritizing techs in the eras.

Are you planning to include more changes to the leaders UAs, UUs and UBs (although the changes to America were mostly done to fix an exploit)? One inspiration could be the Communitas mod project were some UBs give instant boosts (f.e. paper maker gives additional instant science boost -> real fun building great library) or have early specialist slots to earn great people from the start (f.e. greek odeon, amphiteheater replacement, new UB replacing Companion Cavalry; has writer Specialist spot also instant culture boost ... yeehaw). Also the leaders start with different units which makes early gameplay much more different (f.e. Rome and Carthage each start with a Ship -> early coastline exploration; leaders with ancient era UUs start with one of them -> Persia-Immortal Greece-Hoplite, which turned out to be imba if you can upgrade to early Pikemen with ancient ruin and kill the world).

Another thing communitas does which seemed very reasonable was sorting religious beliefs differently. Primarily all religious buildings are moved to reformation belief and some more faith building options are added (like jesuit education for military/mercantile/cultural buildings). All beliefs that directly modify religion spreading (interfaith dialogue, missionary zeal, heathen conversion etc) are moved into enhancer while founder and pantheon govern resources (faith, happiness & culture per tile). All city-state related beliefs as well as " "bonus" per followers in other nations" are relocated to follower.
The benefits of that system would be to prevent the AI from taking up all the buildings without making sense (two opposing building types in one religion). Also in my current Arabia game religion appears to be somewhat unbalanced (Religion: Desert Folklore, Interfaith Dialogue, Mosques, Reliquary, To the Glory of God -> trying to win cultural; Holy city focused on population growth for many specialists and religious pressure, many farms (flood plains thank god) and harvest festival + Grand Temple, Great Mosque of Djenne -> i´ll flood the world with missionaries (even faster by pumping out great works, or music tours through reliquary once in a while GM for Gold or GE for wonders) which boost my science output while buffing my tourism output through shared religion->seems a little bit like overkill to me). With the communitas system I would have to let "reliquary" and to "the glory of god" (is enhacer there) go for the given example, which would turn out less imba I guess. Because the system would only allow civs which complete piety (religious powerplayers so to say) it would also be more immersive for AI Interaction.

Also steam didn´t download and certain conditions render cities invisible.
Wall of text, yeah.

edit: also harvest seems OP since it skyrockets the population growth of the city it is build in, I think it should rather give a strait happiness bonus in the basic effect (like it does already) and deal with unhapiness per citizen in it´s complex effect (maybe like full effect in city which it is built in and half effect in all other cities -> usefull for tall and wide) since festivals don´t produce food themselves but make people happy about having a feast.
 
Saw this on the Steam Workshop and have just started playing with it - it's fantastic! Please keep up the good work!
If I may make the suggestion, might you want to try to incorporate Barathor's "More Luxuries" mod? It does apparently have a conflict with the "More City-State Luxuries" mod, but if that could somehow be worked around (I really have no experience with modding) I think it would be an excellent addition to this modpack.

I'll look into it. :goodjob:

This looks very nice, it was great for Civ IV. Some of it looks a little unbalanced in the changes, but I'll have to play it to see! Glad to see you're modding CiV :)

What things look unbalanced to you? :confused:

One of the early wonders makes the city which it's constructed in invisible. I couldnt catch which one, sorry. And "Shwegadon Paya" wonder gives error about not finding image files upon completion but not a gamebreaking error. Other than these, enjoying the mod, great work.

edit: Invisible thing may not be about wonders, maybe some building, cos multiple cities from various civs turned invisible after some point. And I dont think it's other mods either, it happened with both HitM2 + IGE + ZipWorld map and HitM2 + IGE + YnAEMP.

I'll look into this. If you can try and pinpoint what building(?) is affecting this, it will make narrowing it down a lot faster.

I just subscribed to this mod on Steam but all I got was an empty folder.

Great mod so far, I really enjoy not seeing all the resources right from the start and also that the concept of beelining has been reduced to prioritizing techs in the eras.

Are you planning to include more changes to the leaders UAs, UUs and UBs (although the changes to America were mostly done to fix an exploit)? One inspiration could be the Communitas mod project were some UBs give instant boosts (f.e. paper maker gives additional instant science boost -> real fun building great library) or have early specialist slots to earn great people from the start (f.e. greek odeon, amphiteheater replacement, new UB replacing Companion Cavalry; has writer Specialist spot also instant culture boost ... yeehaw). Also the leaders start with different units which makes early gameplay much more different (f.e. Rome and Carthage each start with a Ship -> early coastline exploration; leaders with ancient era UUs start with one of them -> Persia-Immortal Greece-Hoplite, which turned out to be imba if you can upgrade to early Pikemen with ancient ruin and kill the world).

Another thing communitas does which seemed very reasonable was sorting religious beliefs differently. Primarily all religious buildings are moved to reformation belief and some more faith building options are added (like jesuit education for military/mercantile/cultural buildings). All beliefs that directly modify religion spreading (interfaith dialogue, missionary zeal, heathen conversion etc) are moved into enhancer while founder and pantheon govern resources (faith, happiness & culture per tile). All city-state related beliefs as well as " "bonus" per followers in other nations" are relocated to follower.
The benefits of that system would be to prevent the AI from taking up all the buildings without making sense (two opposing building types in one religion). Also in my current Arabia game religion appears to be somewhat unbalanced (Religion: Desert Folklore, Interfaith Dialogue, Mosques, Reliquary, To the Glory of God -> trying to win cultural; Holy city focused on population growth for many specialists and religious pressure, many farms (flood plains thank god) and harvest festival + Grand Temple, Great Mosque of Djenne -> i´ll flood the world with missionaries (even faster by pumping out great works, or music tours through reliquary once in a while GM for Gold or GE for wonders) which boost my science output while buffing my tourism output through shared religion->seems a little bit like overkill to me). With the communitas system I would have to let "reliquary" and to "the glory of god" (is enhacer there) go for the given example, which would turn out less imba I guess. Because the system would only allow civs which complete piety (religious powerplayers so to say) it would also be more immersive for AI Interaction.

Also steam didn´t download and certain conditions render cities invisible.
Wall of text, yeah.

edit: also harvest seems OP since it skyrockets the population growth of the city it is build in, I think it should rather give a strait happiness bonus in the basic effect (like it does already) and deal with unhapiness per citizen in it´s complex effect (maybe like full effect in city which it is built in and half effect in all other cities -> usefull for tall and wide) since festivals don´t produce food themselves but make people happy about having a feast.

I toned down Harvest Festival. It will be fixed in the next version, which I'm working on now. It's going to be a while until I look into adding UU/UB. I need to get the balancing down first in the main game before I start looking into that. :crazyeye:
 
I toned down Harvest Festival. It will be fixed in the next version, which I'm working on now. It's going to be a while until I look into adding UU/UB. I need to get the balancing down first in the main game before I start looking into that. :crazyeye:

I think it would be OK if Harvest Festival gives 20% growth, and aqueduct, hospital, medical lab gives 10% (sum 50%)
 
Oh, the irony...

Spoiler :



:lol:
 

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In the industrial age the railroad technology needs economics to be researched. This requirement is not depicted in the tech tree. Also Eiffel tower did not give the tourism boost as advertised, in a forum on another mod I read that the bonus is tied to the radio technology (I did not yet research that, so I don´t know) so either the description of the tower or the tourism requirement should be changed.
 
In the industrial age the railroad technology needs economics to be researched. This requirement is not depicted in the tech tree. Also Eiffel tower did not give the tourism boost as advertised, in a forum on another mod I read that the bonus is tied to the radio technology (I did not yet research that, so I don´t know) so either the description of the tower or the tourism requirement should be changed.

That's because Economics is an "OR" PrereqTech. It's a way to make a technology a prerequisite without the pipes in the tree being drawn. You would use it in cases where drawing a pipe would be ugly looking. So no, that's not a bug... I meant for that to happen. :p

I thought I included that in the Tech's help text... I'll double check.

The Parthenon is buildable without having the proper civic tree unlocked.

Really? :confused: In the last game I played, I could only build it if I unlocked Aesthetics. Babylon beat me to it, but it didn't show until I unlocked the policy tree.
 
Really? :confused: In the last game I played, I could only build it if I unlocked Aesthetics. Babylon beat me to it, but it didn't show until I unlocked the policy tree.

Yeah it's been doing that in all the games I've played since installing the mod.
 
HISTORY IN THE MAKING v4 IS RELEASED!

Below is the change log:

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v4)
===============================================


BUG FIXES:
- Updated Great Wall's Help Text
- Updated Mandir's Help Text
- Updated Mosque's Help Text
- Updated Terracotta Army's Help Text
- Updated Hubble Space Telescope's Help Text
- Fixed bug where Shwedagon Paya's WonderSplash would not load
- Fixed Broadcast Tower, Opera House, Amphitheater, Museum Help text
- Fixed Machu Picchu's Help Text
- Fixed Treasure Fleet's Help Text


POLICY CHANGES:
- Mercenary Army now allows the purchasing of Landsknechts and Privateers
- Mercantalism now provides +1 Gold per Trading Post; purchase costs of buildings is reduced by 25%
- Commerce Finisher now provides +1 Gold per Specialist
- Aristocracy now reduces the amount of Happiness required to start a Golden Age by 15%
- Meritocracy now provides +1 Production and +1 Science for every 4 citizens in the Capital
- Landed Elite now reduces the Gold cost of purchasing tiles by 25%; Build Walls & Castles in half the time
- Universal Healthcare (Freedom) is now a Level 2 Freedom Policy
- Volunteer Army is now a Level 1 Policy
- Capitalism now provides +2 Gold for all trade routes (land, sea, city-state); construct Markets & Banks 50% faster
- Urbanization is now a Level 1 Freedom Policy
- Economic Union is now a Level 2 Freedom Policy
- Five-Year Plan now provides +1 Production from every Farm
- Labor Unions now only provide +15% Production when constructing buildings
- New Deal restored to vanilla settings


RELIGION CHANGES:
- New Pantheon: Spirits of the Swamp (+1 Faith per Marsh)


TILE IMPROVEMENT CHANGES:
- Lumbermill can now be built on Jungle tiles (requires Steam Power)
- Plantation can now be built with Pottery; +1 Gold with Fertilizer


RESOURCE CHANGES:
- Deer now revealed with Archery


RESOLUTIONS CHANGES:
- Scholars In Residence increases Tech research to 25%


TECHNOLOGY CHANGES:
- Animal Husbandry no longer provides an additional trade route
- Globalization now provides +2 trade routes
- Machinery now requires Engineering AND Guilds


UNIT CHANGES:
- Privateers can only be purchased with Mercenary Army
- Battleship PrereqTech is now Ballistics
- Caravel upgrades to Destroyer
- Galleass upgrades to Ironclad; PrereqTech is now Compass
- Privateer no longer upgrades to another unit
- Battleship upgrades to Missile Cruiser
- Landsknecht PrereqTech is now Metal Casting
- Caravan PrereqTech is now Mathematics


BUILDING CHANGES:
- Zoo only requires 1 Horse; no longer requires Circus; Science bonus with Ivory or Whale
- Caravanasary PrereqTech is now Currency
- Restored Market back to vanilla settings
- Restored Bank back to vanilla settings
- Restored Stock Exchange back to vanilla settings; provides same trade route bonuses as Bank
- Watermill PrereqTech restored to The Wheel


WONDER CHANGES:
- Oktoberfest now provides +2 Culture per Brewery instead of Happiness
- Petra PrereqTech is now Mathematics
- Pyramids now increase the legnth of Golden Ages by 50%
- Taj Mahal restored to vanilla settings (empire enters a Golden Age)


NATIONAL WONDER CHANGES:
- Harvest Festival now provides +1 Happiness and +1 Food per Granary


BARBARIANS:
- Barbarians cannot built Frigates
 
I'd assume this update will break previous saved games? Not a big deal if it does, but am curious.
Also, does the new Faith from Marsh Tiles Pantheon (cool idea, by the way) stack with Polders?
 
I'd assume this update will break previous saved games? Not a big deal if it does, but am curious.
Also, does the new Faith from Marsh Tiles Pantheon (cool idea, by the way) stack with Polders?

Yeah, I usually have updates break previous saved games. That's not to be a jerk... it's just with so many substantial changes to game rules, it would probably screw your game up anyway. :lol:

As far as the Polders, it should stack with them, so you should get +3 :c5food: Food and +1 :c5faith: Faith per Marsh tile.




By the way... to any artists out there: I could really use a hand with Wonder splash screens. If you can make photo images look like oil paintings (like in the vanilla artwork) please let me know!
 
Yeah, I usually have updates break previous saved games. That's not to be a jerk... it's just with so many substantial changes to game rules, it would probably screw your game up anyway. :lol:

As far as the Polders, it should stack with them, so you should get +3 :c5food: Food and +1 :c5faith: Faith per Marsh tile.

It's not a problem at all; I wasn't that far into my game anyway (playing this on Marathon Speed really does make the game feel like "History in the Making"!)
And besides...it gives me an excuse to play as the Dutch now with Super Marsh Tiles (tm).
 
By the way... to any artists out there: I could really use a hand with Wonder splash screens. If you can make photo images look like oil paintings (like in the vanilla artwork) please let me know!
Hand me an example and I'll see what I can do.
 
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