History Rewritten (Original Thread)

Ok Xyth. I'm not sure if I should post this here but I'd like to know where I can find the factors which affect to the year indicator per turn.

I managed to merge the RealEpicMod with HR and everything seems to work properly. However I'm stuck with the year 4000BC no matter what turn it actually is. I know its only cosmetic error but I'd like to fix it anyway.

P.S. Can't wait to see what sort of solution you came up with the Pyramids. After all there are several different logical options.

Edit: A horrible amount of typos.
 
I'm sure this has been addressed a 1000 times before but ...

I can't load saved games for this mod. It doesn't tell me there's a failure to launch, it doesn't crash, it just keeps returning me to the main menu. I've got both the "History Rewritten" and the main Civilization Beyond the Sword modular loading set to 1. Everything works fine when starting a new game, it just won't let me load a saved game.

Help?
 
Ok Xyth. I'm not sure if I should post this here but I'd like to know where I can find the factors which affect to the year indicator per turn.

I managed to merge the RealEpicMod with HR and everything seems to work properly. However I'm stuck with the year 4000BC no matter what turn it actually is. I know its only cosmetic error but I'd like to fix it anyway.

P.S. Can't wait to see what sort of solution you came up with the Pyramids. After all there are several different logical options.

Edit: A horrible amount of typos.

Unfortunately this is not an area of modding I've ever tinkered with before so I don't know how much help I'd be. However, if you can upload the files you've changed/merged I'll take a look when I get some time and see if I can figure out what's happening.

I had a quick look at the RealEpicMod, it sounds like something I'd enjoy. One of my major goals with overhauling the tech tree is to make each era last longer so I'll see how things are looking once that's done (not til January at the earliest) and maybe borrow aspects of the RealEpicMod as well.

I'm sure this has been addressed a 1000 times before but ...

I can't load saved games for this mod. It doesn't tell me there's a failure to launch, it doesn't crash, it just keeps returning me to the main menu. I've got both the "History Rewritten" and the main Civilization Beyond the Sword modular loading set to 1. Everything works fine when starting a new game, it just won't let me load a saved game.

Help?

Hmm this is the first time I've had a report of this and it's not something I've ever experienced myself. Is anyone else getting this?

Things to check: firstly are you trying to load a saved game from a previous version of the mod? This won't work for sure. Secondly, take a look in the Console (in /Applications/Utilities) to see if any messages are being generated when you try to load a game. Thirdly, check the permissions of the folder where you are saving the games to (via CMD-I).
 
I see no evidence of the +15% commerce on trade routes that one is supposed to get with new confederation civic.

It could just me, but you might want to check that it is working as intended.
 
I have just started my third game of version 0.8.
I like to play on archipelago huge maps.
In each game Polynesia was there and got off to a tremendous start.

Their unique unit, the Waka, has the ability to sail in oceans and only requires sailing; this is very strong on an archipelago huge maps. It is probably not very useful on pangea maps.

In the most recent game Kamehameha proved the world was round by 1120 BC!

I see what you are trying to do with them to try to match history a little, but in my opinion the Waka needs to be scaled back somewhat.

I am not sure how one could/should do that. It already only has a cargo capacity of one. Maybe you can increase its cost to build from 100 to 150.
 
I see no evidence of the +15% commerce on trade routes that one is supposed to get with new confederation civic.

It could just me, but you might want to check that it is working as intended.

The bonus is per trade route and not for all trade routes combined. At 15% this means that a trade route that generates 7 commerce will now generate 8 commerce instead. There is no effect on trade routes that generate less than 7 commerce. The Diplomatic trait works the same way and stacks: if a player had the trait and was running a Confederation they would get 9 commerce on what would otherwise be a 7 commerce route.

In summary it will make your best trade routes even better but won't do anything for average trade routes. I realize that this is not that intuitive but that's actually the way BTS itself handles it; trade routes are certainly one of the most complex and misunderstood mechanics in the game. I still find them confusing. There are some good, if mathy, articles on them in CFC's info section though, worth a read.

I can adjust the percentage if need be, perhaps to 17% (+1 for every 6) or 20% (+1 for every 5). I've started out cautious as commerce bonuses that are too strong can quickly unbalance a game. Let me know what you think.


I have just started my third game of version 0.8.
I like to play on archipelago huge maps.
In each game Polynesia was there and got off to a tremendous start.

Their unique unit, the Waka, has the ability to sail in oceans and only requires sailing; this is very strong on an archipelago huge maps. It is probably not very useful on pangea maps.

In the most recent game Kamehameha proved the world was round by 1120 BC!

I see what you are trying to do with them to try to match history a little, but in my opinion the Waka needs to be scaled back somewhat.

I am not sure how one could/should do that. It already only has a cargo capacity of one. Maybe you can increase its cost to build from 100 to 150.

Yeah the Waka is a tricky one. It's powerful in archipelagos but weak on many other map types. The same can said of all naval UUs to be honest, though not to the same extreme. I think increasing the build cost is the best solution for now - they won't lose the advantage but it will slow them down considerably. I'll see if I can think of any other solutions too though.


I really appreciate the feedback btw!
 
On the +15%, I will go back and check a later year and I suspect I will see the effect.

As it is, this only has a small impact in the later stages of a game.
I think that +25% might still be too weak, and certainly not too strong.

On the Waka, perhaps you could instead or also limit them to maximum of three, as per missionaries.

The bonus is per trade route and not for all trade routes combined. At 15% this means that a trade route that generates 7 commerce will now generate 8 commerce instead. There is no effect on trade routes that generate less than 7 commerce. The Diplomatic trait works the same way and stacks: if a player had the trait and was running a Confederation they would get 9 commerce on what would otherwise be a 7 commerce route.

In summary it will make your best trade routes even better but won't do anything for average trade routes. I realize that this is not that intuitive but that's actually the way BTS itself handles it; trade routes are certainly one of the most complex and misunderstood mechanics in the game. I still find them confusing. There are some good, if mathy, articles on them in CFC's info section though, worth a read.

I can adjust the percentage if need be, perhaps to 17% (+1 for every 6) or 20% (+1 for every 5). I've started out cautious as commerce bonuses that are too strong can quickly unbalance a game. Let me know what you think.




Yeah the Waka is a tricky one. It's powerful in archipelagos but weak on many other map types. The same can said of all naval UUs to be honest, though not to the same extreme. I think increasing the build cost is the best solution for now - they won't lose the advantage but it will slow them down considerably. I'll see if I can think of any other solutions too though.


I really appreciate the feedback btw!
 
I did see the effect on trade routes when I looked at a later game.

The 15% does not show up on the list of bonuses, but the trade route yield was for example 12 instead of 11, or 9 instead of 8.
 
A question about Agrarianism civic...

Why the winery is not into list ?

Because farm, pasture, plantation are on the list...

But winery is in same category...
 
I did see the effect on trade routes when I looked at a later game.

The 15% does not show up on the list of bonuses, but the trade route yield was for example 12 instead of 11, or 9 instead of 8.

Yeah I tried to get it to show up in the bonus list but that was beyond my skill. A definite oversight on Firaxis' part for it to not be implemented by default.


A question about Agrarianism civic...

Why the winery is not into list ?

Because farm, pasture, plantation are on the list...

But winery is in same category...

Good call, I'll add it in for 0.9.
 
I Xyth, Thanks a lot for the History Rewritten, it's nice to have a real mod for mac user. (sorry if i don't write correctly, english is not my first language.) I really enjoy the unique national wonder. I would like to know if it's possible to make it not destroyed when conquered. Ex: The english conquere a egyptian city whit the sphinx in it. It could be nice to keep it, whit the same art work, but whitout the ability tho build it by themself. do you know how can i do that?
 
I Xyth, Thanks a lot for the History Rewritten, it's nice to have a real mod for mac user. (sorry if i don't write correctly, english is not my first language.) I really enjoy the unique national wonder. I would like to know if it's possible to make it not destroyed when conquered. Ex: The english conquere a egyptian city whit the sphinx in it. It could be nice to keep it, whit the same art work, but whitout the ability tho build it by themself. do you know how can i do that?

Can we transform a national wonder into a world wonder only buildable by one civilization?

It would be good to have them not be destroyed. I'll do some experimenting and see if I can find a solution.
 
Hey Xyth, HR has better AI right? In plain BTS I'll declare war on someone from across the world just for the relation boost, and I'd never have to fight. But on here I do that and after 20 or so turns, a huge stack will knock on my door! Never happened like that to me in Plain BTS.
 
Hey Xyth, HR has better AI right? In plain BTS I'll declare war on someone from across the world just for the relation boost, and I'd never have to fight. But on here I do that and after 20 or so turns, a huge stack will knock on my door! Never happened like that to me in Plain BTS.

I've actually changed extremely little when it comes to the AI, the major exceptions being for inquisitions. It's actually extremely difficult to make any AI changes without SDK access.

I think what you are describing is an effect of the new civics system. Because I've added a new military category the AI no longer has to choose between military or other bonuses, they can have both. This seems to make them more efficient at going to war when threatened. This is what I hoped would happen, I'm liking it :)
 
I've actually changed extremely little when it comes to the AI, the major exceptions being for inquisitions. It's actually extremely difficult to make any AI changes without SDK access.

I think what you are describing is an effect of the new civics system. Because I've added a new military category the AI no longer has to choose between military or other bonuses, they can have both. This seems to make them more efficient at going to war when threatened. This is what I hoped would happen, I'm liking it :)

I'm liking it too. In my latest game, wars have been often. I'm enjoying Civ IV a lot more with wars like this!
 
Well I've had a few weeks away from modding over the holiday period but now I'm back into it. Still in the design phase but I've attached a preview of what I'm trying to achieve with the tech tree. It's obviously very incomplete and but it should be enough to get the idea.
 

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F.Y.I.
For some civilizations, for example the Maya, their workers are showing up as red blotches.
 
I am having a problem loading .8. Its telling me religion is not allocated correctly. I tried deleting and reloading but that didnt work either. Thoughts?
 
Well I've had a few weeks away from modding over the holiday period but now I'm back into it. Still in the design phase but I've attached a preview of what I'm trying to achieve with the tech tree. It's obviously very incomplete and but it should be enough to get the idea.

It's good, but having State Property so early will be strange.
 
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