History Rewritten (Original Thread)

I too only play on random maps, and thus have no personal interest in this.
Updating and fiddling with these maps sounds like something a volunteer should handle for you.
(Easy for me to say, since I have no expertise in this area.)

"Maps are not my area of expertise (or interest to be honest, I always play on random worlds) and I included all those maps as-is because several users of the mod requested them. I'm going to have to update and improve them at some point because of all the new resources but it's not high on my list of priorities.

There's also the issue that I don't actually know how to alter the maps without wrecking their fixed starting point functionality... I'd have to have a chat to the guy who created that particular component and see what it involves."
 
I too only play on random maps, and thus have no personal interest in this.
Updating and fiddling with these maps sounds like something a volunteer should handle for you.
(Easy for me to say, since I have no expertise in this area.)

A volunteer would be excellent but I'll do it if no-one else is willing/able. I still want to support those that do enjoy the maps, I just have a lot more pressing tasks to do beforehand.

0.9.3 is very close to completion btw. I'm in the stage of tying up loose ends and having a go at fixing one of the long term bugs (unit upgrade discounts).
 
Hey. I discovered this mod a few weeks ago. I've played a few games by now and I love it! :goodjob: A big thumbs up, Xyth: there aren't many great mods for Mac users like me. I'd be glad to give you some feedback, especially about balancing civics and leader traits, which you said you might want to tackle in 0.9.4. For now, I thought I'd mention some (fairly minor) oversights which I keep noticing when I play Europe maps. First, the French Salon is wrongly enabled at Astronomy instead of Physics. (I think this has already been mentioned.) Second, Maximilian doesn't appear to get +1 happy from the German Rathaus UB for being a Judicial leader. Hopefully you can slot these fixes into 0.9.3. Keep up the good work!
 
Hey. I discovered this mod a few weeks ago. I've played a few games by now and I love it! :goodjob: A big thumbs up, Xyth: there aren't many great mods for Mac users like me.

Glad you're enjoying it!

I'd be glad to give you some feedback, especially about balancing civics and leader traits, which you said you might want to tackle in 0.9.4.

I'd definitely be interested in your feedback on these. The traits definitely need to be reviewed, they were the first game mechanic changes I made in HR and lots has changed since then. Let me know what you think can be improved.

The civics have been through a couple of in-depth reviews already so I think they're in much better shape than the traits are. Always room for improvement though so let me know what you think. Just be aware that I'm limited in what can be done with civics due to difficulty in getting the AI to understand the changes.

For now, I thought I'd mention some (fairly minor) oversights which I keep noticing when I play Europe maps. First, the French Salon is wrongly enabled at Astronomy instead of Physics. (I think this has already been mentioned.)

Yep, this one is already fixed in 0.9.3.

Second, Maximilian doesn't appear to get +1 happy from the German Rathaus UB for being a Judicial leader. Hopefully you can slot these fixes into 0.9.3. Keep up the good work!

But this one wasn't! Good spotting, added this fix to 0.9.3.
 
Xanth

It would be helpful if when you get a chance, you started a separate thread to discuss traits, and copied in all of the text descriptions of the current traits, if this is not a lot of work.

"I'd definitely be interested in your feedback on these. The traits definitely need to be reviewed, they were the first game mechanic changes I made in HR and lots has changed since then. Let me know what you think can be improved."
 
I'm not sure if it's appropriate to get in the habit of starting additional threads, this being the Mac Civ4 forum and all. Even over on the Creation & Customization forum mod authors need to make do with a single thread for their mod, though some of the really big and popular mods have their own subforums. I don't think HR is big enough nor have enough contributors to warrant requesting one of those.

Theoretically this thread should be over in C&C and not here but I chose to start it here so that Mac users could find the mod more easily. I'm grateful to AlanH for allowing that but it's not fair to take up more forum space than we already have.
 
Before I give you my impressions of the leader traits (which I expect will take a very long post), I thought I'd throw up some more suggestions about various small tweaks that could improve the mod.

Cemeteries: I see that you and other posters were considering a rethink of this building. My suggestion would be to change it from +1 health, +1 free priest specialist to +1 health, +1 free specialist, +1 priest specialist slot. This would fix most of the issues with the building: it would let you run a priest early to found a religion, and you could run more useful specialists later once you built Libraries and Markets. And if you really didn't want a Great Prophet, you could always run a citizen specialist. It might not make sense as a cemetery anymore; if you're worried about that, I would change its name to "Town Council" or some such; the idea being that the town council would be dominated by priests in the BC years, while scientists and merchants would get more involved in city affairs in later eras.

Siege Units: I don't think the current implementation of siege units works very well; the AI certainly can't handle it. I understand why you made the change from BtS: using suicide-catapults to soften up enemy garrisons was very silly. So now siege units can (1) lower city defenses and (2) make ranged attacks. The problem is that (1) is too weak and (2) is ridiculously strong. Let me explain. (1) Since Walls and Castles are now available early, cities are very resistant to bombardment. I often see the poor AI bring 5 Swordsmen, 5 Horsemen, and 10 Battering Rams to a city, then wait for 10 turns for the castle to crumble, letting the defender stack units in the city and easily resist the attack. For this reason, I don't bother building the early siege units at all. Which leads me to... (2) Making ranged attacks at no risk to your own units is too strong. My standard HR military strategy is to build a lot of Catapults, defend them with whatever units are available, then march to every enemy city, ignore the walls/castles, and simply use ranged attacks to weaken the defenders, who can then be taken out at 80-100% odds. It's possible to do the same thing in BtS but at least you lose a lot of Catapults in the process, which you have to replace. In HR, you risk nothing. A smart human player might try to flank all those Catapults away with mounted units, but the AI isn't clever enough, so it's doomed. (As a side note, disallowing regular attacks also makes it almost impossible to earn XP on siege units, and unlock something like the Accuracy promotion. Speaking of which, I don't even know if City Raider promotions do anything for siege units anymore, even though the AI always takes them.)

I'm not sure how best to fix the problem. Here are some ideas I came up with.
(A) Limit the number of siege units with ranged attacks that an empire can have at one time. This is probably the easiest fix. A hard cap of 4-10, adjusted for map size, would do the trick. Siege units would still be powerful but they couldn't be everywhere at once.
(B) Remove the ranged attack abilities of siege units. Create a new class of units with collateral damage on attack, say Skirmishers. (I know Skirmishers are already supposed to have this ability, but it doesn't seem to work for me. Could it be bugged? Anyway, I'm talking about a whole class of units.) Maybe Skirmisher --> Crossbowman --> Grenadier --> whatever. These units would all have some withdrawal chance and do collateral damage to enemy stacks (like catapults in BtS.) This is the hardest fix with a lot of major changes. Skirmisher units would initiate most battles and have a high casualty rate.
(C) Allow some ranged attacks to miss, or give defenders a change to intercept ranged attacks (and deal some damage back to siege units.) This might be feel weird: it's a middle-of-the-road fix. At least this way, there would always be some uncertainly about ranged attacks.

What do you think?

Hammams: This is a pure flavour change. Now that you've added Baths, Hammams make much more sense as a Turkish Bath-replacement than an Aqueduct-replacement. They could keep their bonus of +2 happy, making Hammams a +2 health, +2 happy, +25% GPP Turkish UB available at Medicine.
 
I would leave cemeteries alone.
I think they are OK as is.

I like the idea/role of the Cemetery and don't want to change it. However the problem that Azoth mentions is that a very early free priest in every city is grossly skewing Great Person generation towards Great Priests, even long after all religions are founded.

Cemeteries: I see that you and other posters were considering a rethink of this building. My suggestion would be to change it from +1 health, +1 free priest specialist to +1 health, +1 free specialist, +1 priest specialist slot. This would fix most of the issues with the building: it would let you run a priest early to found a religion, and you could run more useful specialists later once you built Libraries and Markets. And if you really didn't want a Great Prophet, you could always run a citizen specialist. It might not make sense as a cemetery anymore; if you're worried about that, I would change its name to "Town Council" or some such; the idea being that the town council would be dominated by priests in the BC years, while scientists and merchants would get more involved in city affairs in later eras.

This is a clever idea and I think it will solve the issue. However, what I might do is change the +1 priest specialist to +1 priest slot, but give the +1 free specialist to the Palace instead. This would have a number of effects:

• The Cemetery wouldn't need to change name or graphics
• Its cost could be reduced, making them more desirable to the AI (I might give it some culture too)
• It would no longer need to obsolete
• A civ's first religion would be about as easy to found
• Subsequent ones would be harder due to only the capital having the free GPP and potential for the specialist to be employed in a different role
• This should make it much harder for one player to try and get 3 or more religions before all have been founded
• Spiritual trait's free priest slot becomes a real advantage to founding a religion first

There's potentially problematic interactions with some of the other traits but given the traits need to be overhauled anyway we can probably overlook that for now.

It's not too late to include this change in 0.9.3. What do you think? Anything I've overlooked?


Siege Units: I don't think the current implementation of siege units works very well; the AI certainly can't handle it. I understand why you made the change from BtS: using suicide-catapults to soften up enemy garrisons was very silly.

Ranged siege units was something I implemented fairly early on when I was a bit naive about what the AI is (not) capable of. They do indeed need a serious rethink. All 3 of the options you propose have some merit, though C would be the most challenging technically. Ultimately I want to look at both Siege and Archery/Skirmish units and make them more realistic and balanced to play.

I won't comment more than that for the moment (or 0.9.3 will never get finished) but I definitely want to come back to this topic.


Hammams: This is a pure flavour change. Now that you've added Baths, Hammams make much more sense as a Turkish Bath-replacement than an Aqueduct-replacement. They could keep their bonus of +2 happy, making Hammams a +2 health, +2 happy, +25% GPP Turkish UB available at Medicine.

Good suggestion. In 0.9.3 I've changed a number of UBs to replace more appropriate buildings but I hadn't thought of that one. I'll put it in.
 
The free great person for the Palace would be fine, regardless of anything else.

I seem to recall the reason you had the cemetery have a free great priest rather than a priest slot is you were worried that the AI would not found religions.

Currently the AI does found religions. It was hard enough to make the change and get it work reasonably well.

As far as the free great priest goofing up great persons; yes you do get some more great priests on average than you otherwise would.
I think the solution to this minor annoyance would be to introduce some other buildings that provide free great people of other types. Also it would not hurt to eventually find more things for a great priest to do later on in the game.

I do not expect the first religion to be easier to found; I think it would be slightly harder to found. (You would need to take a citizen out of useful production, unless it was in the capital, where with a cemetery you could use the free great person just as you currently could with a cemetary.)

I do not see a problem with a player founding 3 or more religions; it is not a tremendous advantage to found a second or third religion, when there are so many available.

I do not think Cemeteries are broke.
I would leave it alone for now.


"This is a clever idea and I think it will solve the issue. However, what I might do is change the +1 priest specialist to +1 priest slot, but give the +1 free specialist to the Palace instead. This would have a number of effects:
• The Cemetery wouldn't need to change name or graphics
• Its cost could be reduced, making them more desirable to the AI (I might give it some culture too)
• It would no longer need to obsolete
• A civ's first religion would be just as easy to found, possibly easier
• Subsequent ones would be harder due to only the capital having the free GPP and potential for the specialist to be employed in a different role
• This should make it much harder for one player to try and get 3 or more religions before all have been founded
• Spiritual trait's free priest slot becomes a real advantage to founding a religion first

There's potentially problematic interactions with some of the other traits but given the traits need to be overhauled anyway we can probably overlook that for now.

It's not too late to include this change in 0.9.3. What do you think? Anything I've overlooked?"
 
I seem to recall the reason you had the cemetery have a free great priest rather than a priest slot is you were worried that the AI would not found religions.

Yes, but the difference here is instead of the AI needing to pull a citizen away from a tile to make the priest (which in my testing it rarely did), there is a free specialist available with nowhere to be employed until the Cemetery is built and a priest slot opens up. It's basically the exact same effect as the current implementation of the Cemetery except that a) you can later employ that specialist elsewhere, and b) it only works in the capital (where the vast bulk of the initial Great Prophet is generated from).

Now that I think about it I could possibly give 1 free specialist to each city (passively) rather than to just the capital via the palace. That would give all the advantages of A without the potential disadvantages of B. I'll test it.

Currently the AI does found religions. It was hard enough to make the change and get it work reasonably well.

I'm doing some testing now to see how the AI reacts to the change and how it effects the rate at which religions are founded. I'll let you know how it goes.

I think the solution to this minor annoyance would be to introduce some other buildings that provide free great people of other types.

While this could solve this balance issue it can very easily create different balance issues later on. I don't want to frontload the game with too much free stuff or the later game starts to scale too well.

Also it would not hurt to eventually find more things for a great priest to do later on in the game.

Definitely, this is still on my todo list but nothing concrete at this stage.

I do not expect the first religion to be easier to found; I think it would be slightly harder to found. (You would need to take a citizen out of useful production, unless it was in the capital, where with a cemetery you could use the free great person just as you currently could with a cemetary.)

Yeah you're right. Free specialist to the city rather than the palace would overcome this.

I do not see a problem with a player founding 3 or more religions; it is not a tremendous advantage to found a second or third religion, when there are so many available.

Holy cities are an advantage, not just for having them but because it means another civ doesn't have one due to the 1:1 scaling of religions with mapsize. I'll see how it goes in my testing but I'm pretty sure it should still be possible to get 2 religions easily if you push for it, possibly even 3. It just means you need to rely on temples and such as well as cemeteries which, frankly, is not a bad thing.
 
This is a clever idea and I think it will solve the issue. However, what I might do is change the +1 priest specialist to +1 priest slot, but give the +1 free specialist to the Palace instead. This would have a number of effects:

• The Cemetery wouldn't need to change name or graphics
• Its cost could be reduced, making them more desirable to the AI (I might give it some culture too)
• It would no longer need to obsolete
• A civ's first religion would be about as easy to found
• Subsequent ones would be harder due to only the capital having the free GPP and potential for the specialist to be employed in a different role
• This should make it much harder for one player to try and get 3 or more religions before all have been founded
• Spiritual trait's free priest slot becomes a real advantage to founding a religion first

There's potentially problematic interactions with some of the other traits but given the traits need to be overhauled anyway we can probably overlook that for now.

It's not too late to include this change in 0.9.3. What do you think? Anything I've overlooked?

That's not a bad idea. However, I would not include this change in 0.9.3 because of the problematic interactions with other leader traits you mention, in particular Tactical. Tactical gives a free engineer slot, which would start working from Turn 0 if the palace gave 1 free specialist. That would mean that Tactical leaders would gobble up all the early wonders, and since many of them (Hanging Gardens, Pyramids) also give free engineer GPP, their civs would continue to produce Great Engineers and heavily skew the game balance. And the worst part would be that you, as the player, wouldn't know how many Tactical leaders were out there at the start of the game, so you couldn't plan around it. (It'll come as no surprise that one of my suggested trait changes gets rid of that engineer slot.)

On the other hand, if you plan to give 1 free specialist to each city passively, then you might as well enable them at Cemeteries. Because without the free specialist, Cemeteries aren't really worthwhile builds. One priest slot and one health doesn't do it. And if you give them culture, you're stepping on the toes of Monuments and Theatres, not to mention the Obelisk UB. (Why would anyone research Ritual if they could get culture at Ceremonial Burial?) Having said that, I do support any move that prevents Cemeteries from going obsolete. (Look at that: after reviewing the evidence, I conclude that my original suggestion was best! Stubborn much? Moi? :lol:)
 
That's not a bad idea. However, I would not include this change in 0.9.3 because of the problematic interactions with other leader traits you mention, in particular Tactical.

I definitely agree that Tactical's engineer slot needs to go. I look forward to your insight on the rest of the traits too.

(Why would anyone research Ritual if they could get culture at Ceremonial Burial?)

I've actually removed Ceremonial Burial in 0.9.3 (might come back later), Cemeteries and the Monument are both available with Ritual (which has shifted to become a starting tech where Ceremonial Burial was). Not that changes the culture argument all that much.

Having said that, I do support any move that prevents Cemeteries from going obsolete. (Look at that: after reviewing the evidence, I conclude that my original suggestion was best! Stubborn much? Moi? :lol:)

Hehe, I've come to that conclusion too, certainly for now. I'll make your suggested change for 0.9.3 and see how it pans out. Can revert or revisit it in 0.9.4 if need be, once the traits are reviewed.
 
One free great person per city is too radical a change to put into version 9.0.3 at this point. I don't like it. It will make it easier to expand quickly, as each new city starts off a little better than it would have been. Also this would frontload the game with too much free stuff and the later game starts to scale too well.


The great person for the palace is fine.

"Now that I think about it I could possibly give 1 free specialist to each city (passively) rather than to just the capital via the palace. That would give all the advantages of A without the potential disadvantages of B. I'll test it."
 
And it's done! A lot of changes and additions this time. Link available in first post.



Version 0.9.3

Civilizations
  • Amurru: The Garden (UB) redesigned as a Bath replacement
  • Byzantium: The Hippodrome (UB) redesigned as a Stadium replacement
  • England: The Public House (UB) redesigned as a Tavern replacement
  • France: The Salon (UB) was accidentally available in the Ancient era
  • Germany: The Rathaus (UB) now gives +1 happiness to Judicial leaders as intended
  • Kushan: The Caravanserai (UB) redesigned as a Tavern replacement with new art
  • Maya: The Ball Court (UB) now gives an extra happiness and a 10% commerce boost with Rubber
  • Polynesia: The Marae (UB) redesigned as a Courthouse replacement
  • Turks: The Hammam (UB) redesigned as a Bath replacement
  • Vietnam: The Mua Roi Nuoc (UB) changed to give one free Artist specialist
Leaders
  • Casimir: his hat should fit a bit better
  • Yaqub: improved textures and shaders
Traits
  • Diplomatic: added better description for "Stronger Vassals"
  • Progressive: unit upgrade discount should now work properly, scientist specialist removed
  • Tactical: war weariness now reduced by 50%, engineer specialist removed
Civics
  • Conscription: unit upgrade discount increased to 50% and should now work properly
Technologies
  • New Ancient tech: Textiles
  • Aesthetics: also requires Philosophy
  • Artisanry: also requires Textiles
  • Aviation: also requires Radio
  • Ceremonial Burial: removed
  • Chemistry: also requires Gunpowder
  • Civil Liberties: also requires Economics
  • Compass: also requires Navigation
  • Employment: also requires Construction
  • Explosives: also requires Plastics
  • Future Tech: also requires Stealth
  • Free Artistry: also requires Artisanry
  • Globalization: also requires Aviation
  • Labour Unions: also requires Welfare
  • Land Tenure: also requires Law
  • Laser: also requires Radar
  • Military Science: also requires Nationalism
  • Plastics: also requires Refrigeration
  • Printing: also requires Machinery
  • Record Keeping: also required Pottery or Textiles
  • Riding: now requires The Wheel and Textiles
  • Shipbuilding: also requires Textiles
Buildings
  • New Ancient/Classical Buildings: Kiln, Well, Smokehouse, Weaver, Tannery, Tavern
  • New Medieval/Renaissance Buildings: Civic Square, Distillery, Sewer
  • New Industrial/Modern Buildings: Cinema, News Press, Gas Plant, Solar Plant
  • Cemetery: redesigned slightly (+1 health, +1 free specialist, +1 priest slot, requires Ritual)
  • Coal Plant: now produces even more unhealthiness
  • Colosseum: renamed Stadium, also gives +10% commerce for Hit Singles
  • Granary: food kept reduced to 20%, also gives health bonus for Potatoes
  • Grocer: now gives health for Bananas, Olives, and +10% commerce for Spices
  • Market: now gives happiness for Amber, Elephants, Whales and 10% commerce for Tobacco
  • Supermarket: redesigned (+25% wealth, 25% food kept after growth, requires Granary and Grocer)
  • Theatre: no longer gives happiness for Dyes but gives +10% commerce for Hit Stageshows
  • Pyramids: now requires Masonry and Property
  • Versailles: now requires Patronage and Architecture
  • Several optimizations and improvements to building art
Terrain
  • New Worldsizes: Giant (13 civs), Massive (15 civs). *** EXPERIMENTAL: may be too memory intensive ***
  • New Resources: Amber, Cocoa, Coffee, Flax, Gas, Potato, Rubber, Salt, Seals, Tea, Tobacco
  • Ivory renamed Elephant
  • Some existing resources have been rebalanced slightly
  • Resources no longer give health or happiness directly; a building is required to benefit
  • Villages and Towns now get +1 commerce when connected to a railroad
  • Mammoths no longer spawn in Plains
Miscellaneous
  • Hit Musicals: renamed Hit Stageshows
  • Incorporated fix for AI civs founding all religions
  • Several layout and filter improvements for Civilopedia
 
Looks good, Xyth! Some definite improvements there. In particular, I like:

1. Stadiums: You have no idea how much the name "Colosseum" bugged me. Now you have the option of introducing The Colosseum as a World Wonder in later versions.
2. Towns: Towns lost a lot of power when you removed the Free Speech civic and its +2c. (The new Democracy only compensates for the old Printing Press + Universal Suffrage.) In fact, I played at least two no-cottage games in 0.9.2 with no problems. The +1c with railroads feels like just the right fix.
3. Resources: I like the idea of resources giving health and happiness benefits only with the right buildings but I'll need to test how it works in practice. I expect you'll need a few more tweaks to get this right. Still, it's a good start.

Overall, I think I'll need a day or two to absorb all the changes before posting my feedback on the leader traits. I've got most of my ideas down but the new buildings in particular open up some new possibilities. In the meantime, I'm happy to offer suggestions on a number of smaller issues:

Free Religion: I think I've found a bug: as of 0.9.2, Free Religion didn't force you into "No State Religion." You could continue to run say, Judaism, while switching to Free Religion after researching Humanism. The mechanics were rather interesting: you would still get +1 happy per religion per city and +2 beakers per specialist; but only Jewish cities would get +1 culture from religion, you would still pick up diplomatic bonuses or penalties for your state religion, and you could still build the Apostolic Palace. I thought it worked rather well. It's certainly the case that the culture and politics of societies practicing Free Religion, such as modern-day America and India, are heavily influenced by their dominant religion, namely Christianity and Hinduism. So I would just remove the "No state religion" requirement from the civics column; but, if you prefer, you can return to the BtS standard.

The Salon: The UB changes you made look good. I would only add that the French Salon never made much sense as an Observatory-replacement. I would make it a News Press-replacement. (The Cinema and Civic Square are other options but I think the News Press works best.) Meanwhile, the Terrace is now insanely overpowered as a Granary-replacement with 50% food saved and +2 culture. This was probably an oversight; I would return it to 25% food saved.

Natural Resources: Now that you have a Tannery and Distillery, it might be time to rename Wine to Grapes and Fur to Beaver. It would fit with Ivory to Elephants.

Nasser: I'm a big fan of introducing new civilizations and new leaders, but Nasser of Arabia struck me as strange. President Nasser of Egypt was a very influential statesman on the world stage, overthrowing the Egyptian-Sudanese monarchy, nationalizing the Suez Canal, and supporting the new Non-Aligned Movement. I can see why he could be considered an Arab leader - he tried to position himself as a hero to the Arab world - but he wasn't very successful in that regard and he probably fits better as a modern Egyptian leader. For a modern Arab leader, I would look to King Abdul Aziz, founder and unifier of Saudi Arabia, or his predecessors in the House of Saud.

That's all for now but I'll be back with more. Thanks for listening!
 
Very interesting changes.

I was surpised that I am able to research Record Keeping without Pottery but with Textiles.
Even though the tech tree would lead one to believe Record Keeping requires Pottery, in the Civilopedia it is made clear that you need either pottery or textiles.

I need to get used to the delay in getting happiness from resources until the appropriate building is available and built.
An inherently good idea.
I do not have an opinion yet whether it needs tweaking.

P.S. Now that you substantially weakened the Tactical trait, wouldn't you know I got Napoleon (random draw.) In any case, tactical is now much too weak.
 
1. Stadiums: You have no idea how much the name "Colosseum" bugged me. Now you have the option of introducing The Colosseum as a World Wonder in later versions.

That's the plan :)

2. Towns: Towns lost a lot of power when you removed the Free Speech civic and its +2c. (The new Democracy only compensates for the old Printing Press + Universal Suffrage.) In fact, I played at least two no-cottage games in 0.9.2 with no problems. The +1c with railroads feels like just the right fix.

That was Howard Mahler's idea and it was indeed an excellent one.

3. Resources: I like the idea of resources giving health and happiness benefits only with the right buildings but I'll need to test how it works in practice. I expect you'll need a few more tweaks to get this right. Still, it's a good start.

Yeah I'll definitely need to be tweaking this for a bit, it's quite a substantial change. Opens up a lot of possibilities though. Let me know how it works for you in your games.

Overall, I think I'll need a day or two to absorb all the changes before posting my feedback on the leader traits. I've got most of my ideas down but the new buildings in particular open up some new possibilities.

Looking forward to it. I should mention too that I'm tempted to add an 18th (and final) trait: Traditional. I don't have anything definite for it yet, more just a rough concept, but this would fill a gap I feel exists in the current selection and allow me to add a few more leaders at a later date. I'd welcome your thoughts and ideas on how that might fit in.

Free Religion: I think I've found a bug: as of 0.9.2, Free Religion didn't force you into "No State Religion." ...

That's odd, I can't imagine what I may have done to cause that. I thought I was using the BTS mechanic intact. As you say it's not necessarily a bad thing, but at some point I'll see if I can figure out what's going on there and make a decision.

The Salon: The UB changes you made look good. I would only add that the French Salon never made much sense as an Observatory-replacement. I would make it a News Press-replacement. (The Cinema and Civic Square are other options but I think the News Press works best.)

I agree about the Salon, I just never could figure out what to change it to. I have a rough concept in mind for a new building, the Studio, which might be a good choice for the Salon to replace. If that doesn't come to fruition though I agree that the News Press is probably the best alternative.

Meanwhile, the Terrace is now insanely overpowered as a Granary-replacement with 50% food saved and +2 culture. This was probably an oversight; I would return it to 25% food saved.

Ah damn, that was indeed an oversight.

Natural Resources: Now that you have a Tannery and Distillery, it might be time to rename Wine to Grapes and Fur to Beaver. It would fit with Ivory to Elephants.

I felt that Elephant was the more appropriate name since there are far more actual and implied uses in game for actual Elephants (mounts, labour, etc) and Ivory was merely one such use. It does sound a bit odd having Elephants at a Market but not as bad as soldiers riding Ivory hehe.

Following that reasoning I decided that to stick with Wine instead of Grapes as the main use for Wine is at the Tavern. On the other hand if I ever added Barley/Beer/Brewery that distinction is a bit trickier.

Furs I prefer to leave as-is primarily for diversity reasons. Beavers are just one of many smallish animals that humankind have hunted for their pelts. There's no broader animal term that I can think of; 'rodents' just sounds weird and even then isn't encompassing enough. 'Deer', by comparison, is a much broader term and it's not hard to think of the resource as also representing Reindeer, Elk, Moose and such.

Slightly off-topic, I'd love to add Bison, Yaks and Llamas but I've never been able to find suitable graphics.

Nasser: I'm a big fan of introducing new civilizations and new leaders, but Nasser of Arabia struck me as strange. ...

Egypt in HR is really ancient Egypt as if it was never conquered by the Greeks, Romans and eventually the Arabs. Cairo isn't even in the Egyptian citylist (which uses all ancient Egyptian names) but will be on the Arabian citylist when I eventually get around to reworking it. Because of this distinction I felt Nasser fit in much better with Arabia. I chose Nasser over any other modern Arab leader because the available art was of excellent quality but also because he makes for an interesting AI personality.
 
I was surpised that I am able to research Record Keeping without Pottery but with Textiles.
Even though the tech tree would lead one to believe Record Keeping requires Pottery, in the Civilopedia it is made clear that you need either pottery or textiles
.

What I've actually done is reversed the BTS techtree behaviour where arrow are OR requirements and the icons are the AND requirements. So, in HR the arrows show techs that are compulsary to get first, where the icons in the top-right corner show techs that you must have at least one of. However, Record Keeping is the only one so far that has two options; all the others have one and are thus effectively compulsory.

So while the pedia shows it correctly: "Requires Property and Calendar and (Pottery or Textiles)", it's not obvious in the tech advisor screen and the mouseover text there is misleading. I need to fix this to make it clearer somehow without messing up all the other crosslinks.

I need to get used to the delay in getting happiness from resources until the appropriate building is available and built.
An inherently good idea.
I do not have an opinion yet whether it needs tweaking.

Please let me know your thoughts once you've had some time to get more familiar.

P.S. Now that you substantially weakened the Tactical trait, wouldn't you know I got Napoleon (random draw.) In any case, tactical is now much too weak.

Yeah it is. I will rebalance all the traits for 0.9.4.
 
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