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

Hand me an example and I'll see what I can do.

Thanks! :goodjob:

I'm a bit stressed for time at the moment, but I'll shoot you a PM within the next couple days about some ideas...
 
Thanks! :goodjob:

I'm a bit stressed for time at the moment, but I'll shoot you a PM within the next couple days about some ideas...
I know the feeling, check you PM when you have time.
 
Having serious difficulty running this one, and am suspecting old fashioned Pilot Error.
XP SP3 OS - not Win7, not 64-bit. Does this matter? If it does then that is my trouble.

Mod does not download, will not install manually, will not appear, nothing works. Suspect general incompatibility somewhere.
Patch is the latest BNW, with GAK also installed & up to date.
 
I really like many of these changes. My ideal game is somewhere in between Civs 4 and 5 and you seem to address many of my problems with the current game. (Beelining really is out of control)

Have you considered doing more unit rebalancing? There are many forum threads on this (and Polycast spent some time on it a few weeks ago), but ranged units feel rather overpowered and really shouldn't be the primary attack force (this will be even more true in your mod since cities lost 1 Range). Reducing archer-line strength against cities (by a lot) would partially solve the problem (and buff siege), but it would also help to reduce the benefits of focus-firing on units somehow. My own solution would be to prevent ranged units from damaging units below a certain HP percentage, but I don't know if that's even possible (I don't code). Perhaps a slight Strength reduction, combined with anti-ranged buffs to other units (maybe +Strength against archers for cavalry and free cover for swords and/or spears) would be enough.

Also, can pikes not upgrade to lancers? Turning an anti-cav defensive unit into a cavalry offense unit makes less than no sense to me. Upgrading pikes to rifles, and knights to lancers (your era rules extend the life of knights) Would work much better.

Great work!
 
I really like many of these changes. My ideal game is somewhere in between Civs 4 and 5 and you seem to address many of my problems with the current game. (Beelining really is out of control)

Have you considered doing more unit rebalancing? There are many forum threads on this (and Polycast spent some time on it a few weeks ago), but ranged units feel rather overpowered and really shouldn't be the primary attack force (this will be even more true in your mod since cities lost 1 Range). Reducing archer-line strength against cities (by a lot) would partially solve the problem (and buff siege), but it would also help to reduce the benefits of focus-firing on units somehow. My own solution would be to prevent ranged units from damaging units below a certain HP percentage, but I don't know if that's even possible (I don't code). Perhaps a slight Strength reduction, combined with anti-ranged buffs to other units (maybe +Strength against archers for cavalry and free cover for swords and/or spears) would be enough.

Also, can pikes not upgrade to lancers? Turning an anti-cav defensive unit into a cavalry offense unit makes less than no sense to me. Upgrading pikes to rifles, and knights to lancers (your era rules extend the life of knights) Would work much better.

Great work!

Some good points there.
Personally, I think losing the range from Cities is a bad move as this has the effect of making city capture a lot easier when combined with the power of the ranged units.

There is another mod that already allows upgrading pikemen to rifles.musketeers and this could be incorporated into the mod.

More later, when I get through the first game with it
 
Having serious difficulty running this one, and am suspecting old fashioned Pilot Error.
XP SP3 OS - not Win7, not 64-bit. Does this matter? If it does then that is my trouble.

Mod does not download, will not install manually, will not appear, nothing works. Suspect general incompatibility somewhere.
Patch is the latest BNW, with GAK also installed & up to date.

I haven't been able to pinpoint why Civ 5 doesn't auto-unpack this mod. Most people have had success using WinZip, WinRAR, etc, to extract it. Your OS shouldn't be the problem.

Have you considered doing more unit rebalancing? There are many forum threads on this (and Polycast spent some time on it a few weeks ago), but ranged units feel rather overpowered and really shouldn't be the primary attack force (this will be even more true in your mod since cities lost 1 Range). Reducing archer-line strength against cities (by a lot) would partially solve the problem (and buff siege), but it would also help to reduce the benefits of focus-firing on units somehow. My own solution would be to prevent ranged units from damaging units below a certain HP percentage, but I don't know if that's even possible (I don't code). Perhaps a slight Strength reduction, combined with anti-ranged buffs to other units (maybe +Strength against archers for cavalry and free cover for swords and/or spears) would be enough.

Also, can pikes not upgrade to lancers? Turning an anti-cav defensive unit into a cavalry offense unit makes less than no sense to me. Upgrading pikes to rifles, and knights to lancers (your era rules extend the life of knights) Would work much better.

Great work!

Ideally, what I would like to see done is having a building extend the strike range of cities via XML tags. But, that's a bit beyond my programming abilities at the moment. Maybe if enough of us request it, one of the more prominent modmakers could make it for us. :mischief:

Lancers are Mounted Unit specialized in defeating enemy Mounted Units. In this case, it would make sense to upgrade the Pikeman into a Lancer, because it increases the mobility of unit being upgraded. But, I'm always looking at the unit upgrade tree, so I'll see what I can do.

Some good points there.
Personally, I think losing the range from Cities is a bad move as this has the effect of making city capture a lot easier when combined with the power of the ranged units.

There is another mod that already allows upgrading pikemen to rifles.musketeers and this could be incorporated into the mod.

More later, when I get through the first game with it

I still like the idea of 1-tile city range, because it forces you to rely on stationing units in and around your city to defend it. Otherwise, it's easy to allow a city to go unguarded and stave off a few units for a while. Again, if there was a mod out there that allowed buildings to upgrade the range of city attacks, I'd be all for it.
 
HISTORY IN THE MAKING v5 IS RELEASED!
Get it on both Steam and the CivFanatics Download Database!

Below is the change log:

Spoiler :

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v5)
===============================================


WONDER CHANGES:
- Added Smithsonian Institution (Pouakai)
- Big Ben now reduces the gold cost of purchasing in all cities by 25%
- Fixed Statue of Liberty's Help text
- Kremlin no longer requires Exploration; now increases the rank of Spies
- The Motherland Calls now eliminates the amount of unhappiness caused by the number of cities; 1 Free Social Policy
- Eiffel Tower now gives Tourism bonus with Railroad instead of Radio
- Hollywood can only be constructed in a city built on Hills
- Forbidden Palace no longer gives Happiness bonus; now has +4 Culture
- Added new Rock n' Roll splash art (thank you, Hyronymus!)


BUILDING CHANGES:
- Airport now requires 1 Oil


NATIONAL WONDER CHANGES:
- Harvest Festival now provides +3 Happiness in the city it's built and doubles the effect of the Granary built in the city


UNIT CHANGES:
- Barbarian Galley now requires Sailing; upgrades to Privateer


IMPROVEMENT CHANGES:
- Lumbermill now reduces Food produced on tiles by -1
- Landmarks and Great Person improvements (except Customs House) now cost 1 Gold Maintenance


RESOURCE CHANGES:
- Most Luxury resources that required Calendar for trading now changed to Pottery


TECHNOLOGY CHANGES:
- Pottery now requires Agriculture AND Fishing


POLICY CHANGES:
- Fixed bug where Secularism would give free Great Scientist instead of Humanism
- Mercantalism now reduces the gold cost of purchasing in all cities by 15%; +2 Gold per City-State trade route
- Capitalism now provides +1 Gold per Trading Post; doubles the production of Markets, Banks and Stock Exchanges
- Exploration now unlocks the Louvre and Smithsonian Institution
- Socialism now reduces the amount of unhappiness in non-occupied cities by 15%
- Universal Suffrage no longer reduces unhappiness from Specialists; now provides +2 Happiness per city
- Civil Society: Specialists now consume half the amount of food AND half generate half the unhappiness
- Universal Healthcare (Freedom) now provides +1 Happiness from each Hospital and Medical Lab
 
Hi Grave

I got it all working with a full manual download - excellent.
A couple more questions though (sorry):

Can I simply overwrite v4 with the new v5?
Or - will the Steam application download this one properly now it is registered in my available Mods?
Finally, where is v5? I cannot seem to locate later than v4.....
 
Hi Grave

I got it all working with a full manual download - excellent.
A couple more questions though (sorry):

Can I simply overwrite v4 with the new v5?
Or - will the Steam application download this one properly now it is registered in my available Mods?
Finally, where is v5? I cannot seem to locate later than v4.....

Steam should update/replace the older versions with the newest version. Sadly though, it seems like NOBODY can download HitM2 from Steam; it won't install properly. :mad::mad::mad:

So, when you do a manual install, delete the older version and extract the newer version. You don't actually have to delete the older version, as the name of the directory will change with the version number.
 
I presume that I can't update a saved game from version 4 to 5 without the saved game crashing?
 
A couple of minor bugs in v4 (one of which is fixed in v5 notes):
1 - CN Tower does not give +1 happiness per city.
2 - Destroyers are available via upgrading Caravels as soon as Oil is available - before "Command & Conquer" is researched.
3 - "Rationalism/Humanism" policy does not award the free GS (fixed?)
 
Been playing a few huge maps on epic speed and I'm afraid techology costs are too high: in 3 games the discovery of Steam Power was around 1850 while I personally had 12 cities with a total output of 200:c5science:. Almost every city had a library and a university. Around 1850 the discovery of Steam Power takes 15 turns for me (and I'm the most advanced civ).

Also, Sistine Chapel was constructable without Aesthetics. Gathering of culture is also a bit less easy on a huge map with epic speed and a building like the Opera House is hardly interesting to construct anymore, it costs a lot and brings little.

Finally, but that must be a map script error, my current games has no mountains anywhere on the world and there are 1 gold and 1 sheep in the ocean.
 
Sorry for the double post but I discovered that Rock & Roll shows the splash screen for Cristo Redentor. Also unit cycling takes more time then I was used too except for when you scroll to a map section without land. Very peculiar and not sure HitM II causes it or a different mod.
 
A couple of minor bugs in v4 (one of which is fixed in v5 notes):
1 - CN Tower does not give +1 happiness per city.
2 - Destroyers are available via upgrading Caravels as soon as Oil is available - before "Command & Conquer" is researched.
3 - "Rationalism/Humanism" policy does not award the free GS (fixed?)

I'll look into these. Thanks for pointing them out! :goodjob:

Been playing a few huge maps on epic speed and I'm afraid techology costs are too high: in 3 games the discovery of Steam Power was around 1850 while I personally had 12 cities with a total output of 200:c5science:. Almost every city had a library and a university. Around 1850 the discovery of Steam Power takes 15 turns for me (and I'm the most advanced civ).

Also, Sistine Chapel was constructable without Aesthetics. Gathering of culture is also a bit less easy on a huge map with epic speed and a building like the Opera House is hardly interesting to construct anymore, it costs a lot and brings little.

Finally, but that must be a map script error, my current games has no mountains anywhere on the world and there are 1 gold and 1 sheep in the ocean.

Instead of reducing the cost of techs, how about raising the science bonuses from buildings like University, Research Lab, Rationalism Social Policies, etc? :confused:

I made a typo with Sistine Chapel... it will be fixed in the next version. I didn't make a lot of changes to the vanilla Opera House, other than the building Prereq. What can I do to make Opera Houses more interesting?

Sorry for the double post but I discovered that Rock & Roll shows the splash screen for Cristo Redentor. Also unit cycling takes more time then I was used too except for when you scroll to a map section without land. Very peculiar and not sure HitM II causes it or a different mod.

I'll look into this... probably another typo! :blush::lol:
 
Science is quite dependent on the amount of cities, I discovered. Perhaps you can leave it as is, I don't know what other players think.

Since my most recent game I recall why I play without a cultural victory option btw. If you eradicated 2 or 3 civilizations you can easily overpower other civilizations with your culture. It would be nice to make a cultural victory less simple.

If you din't change much to the Opera House it must be me.
 
Looks like you are onto something here .... also looks like you like playing the Americans and have tailored a few things to you specific play style.
 
No, I'm playing the Dutch and only have a few UI and unit enhancing mods active with HitM II.
 
VERSION 6 HAS BEEN UPLOADED!
Below is the change log:
Spoiler :

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================


UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic


SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production


TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route


RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3


SOCIAL POLICIES:
- Many Social Policies have been significantly modified


ERA CHANGES:
- Free Spy once Medieval Era begins


WONDER CHANGES:
- Brandenburg Gate moved to Rifling


NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion


TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency


TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics
 
VERSION 6 HAS BEEN UPLOADED!
Below is the change log:
Spoiler :

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================


UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic


SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production


TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route


RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3


SOCIAL POLICIES:
- Many Social Policies have been significantly modified


ERA CHANGES:
- Free Spy once Medieval Era begins


WONDER CHANGES:
- Brandenburg Gate moved to Rifling


NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion


TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency


TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics

Yay for updates! Though I will lament the loss of 2 range land units. I like the changes to the strategic resources and specialists. Puts a nice cap on city size. Though I'll have to wait for the download to get done for an proper opinion.
 
VERSION 6 HAS BEEN UPLOADED!
Below is the change log:
Spoiler :

===============================================
HISTORY IN THE MAKING II: BRAVE NEW WORLD EDITION (v6)
===============================================


UNIT CHANGES:
- Archery units reduced to 1 strike range
- Ironclads upgrade to Submarines
- Barbarians and City-States can now build Privateers
- City-States can now build Landsknechts
- Caravels should not upgrade to Destroyers until Radio is discovered
- Foreign Legion upgrade to Marine; can only be trained in a city with Heroic Epic


SPECIALIST CHANGES:
- Unemployed Citizens now consume +1 Food instead of providing +1 Production


TECHNOLOGY CHANGES:
- Compass no longer provides additional trade route
- Guilds now provides additional trade route


RESOURCES:
- Hit Movies now provides +6 Happiness
- All Strategic Resources set to a quantity of 3


SOCIAL POLICIES:
- Many Social Policies have been significantly modified


ERA CHANGES:
- Free Spy once Medieval Era begins


WONDER CHANGES:
- Brandenburg Gate moved to Rifling


NATIONAL WONDER CHANGES:
- East India Company restored to vanilla settings
- National Treasury now requires Caravansary in each city
- Red Cross now provides the Medic II promotion


TILE IMPROVEMENT CHANGES:
- Trading Posts can now be built with Currency


TECHNOLOGY CHANGES:
- International Trade Route moved from Currency to Mathematics

First off, this mod is amazing! I only have 2 small ideas. Is there a way to make all ranged infantry have a range of 2? Unless they have the ability to fire then move making them have 1 range will make them near useless except for city defense. Could you make arquebustiers a ranged unit? Crossbowmen are really weak vs arquebutiers/longswordsmen. You could boost longswords to 24 strength & have arquebustiers have 22 ranged strength and 18 fighting strength.
 
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