History Rewritten (Original Thread)

Aggressive
Current: +100% pillage gold, Combat I on Melee+Gunpowder, double Barracks+Stadium
Suggested: Combat I on Melee+Mounted+Gunpowder, double Barracks+Stadium, all Military civics available on Turn 0
Comments: Basic war trait. Combat I on Mounted units gives added punch. (Aggressive leaders love their cavalry.) Unlocking all Military civics was my brainchild. I do hope you can code it in. It lets Aggressive leaders customize their military machine with no war wariness, drafting, bonus XP, or bonus unit production - but not all at the same time. Not too imbalanced but very fun. I'm moving the pillage bonus elsewhere.

Unlocking all Military civics is pretty straightforward to code. Basically, if a building or wonder can do it, I can make a trait do it too. If a building or wonder can't do it there's still a chance I can do it too. Traits are easy to work with as I don't have to worry about whether the AI will choose to take anything, they get them passively whether they like it or not!

Overall I really like the idea of an unlocked civic category for a trait. It's powerful and interesting. Military civics would work well for either Aggressive or Tactical.

I'd prefer to keep the pillage bonus with Aggressive as it fits much better thematically and with the current selection of Aggressive leaders' AI/personalities.

Charismatic
Current: +1 happy/city, -25% promotion XP, +1 happy Monument+Broadcast Tower
Suggested: +2 happy/city, +1 XP/battle, immunity to culture flips
Comments: An alternative war trait. I was never happy with that -25% promotion XP: you had to memorize a new set of XP thresholds. In fact, I would simplify promotion levels from 2/5/10/17/26/etc. to 2/5/10/15/20/etc. On the margin, this would result in a few higher promoted units but that's no problem. This way, the +1 XP/battle from Charismatic would catch up to a free Combat I promotion from Aggressive after five battles, which is about right. The immunity to culture flips is a flavour addition (people do not desert Charismatic leaders) while +1 happy from Monuments is moved elsewhere.

+1xp/battle is a good idea. I haven't tried but I think it should be possible to code. Unfortunately, as far as I can tell, immunity to culture flipping is not something I can do. Cool idea though.

Imperialist
Current: +100% Great General, double Jail, +1 happy Barracks
Suggested: +100% Great General, no resistance in captured cities, +50% worker speed
Comments: Another war trait. No resistance in captured cities because Imperialist leaders know how to govern foreign peoples. Worker speed boost because Imperialists are hard task-masters and the trait needed an economic dimension. Double Jails has been moved elsewhere.

The 'no resistance' idea suits this trait well. I've had a quick look through the API and if I'm reading what certain functions do correctly I think I can code this. I feel that the worker speed bonus fits better with Industrious though I agree Imperialist needs a better economic dimension.

Protective
Current: +100% Great General in borders, City Garrison I+Drill I on Archery+Gunpowder, +1 happy Walls+Castle
Suggested: double Granary, Drill I+Medic I on Archery+Siege+Gunpowder, +1 happy Walls+Castle
Comments: Yet another war trait. The Great General bonus was removed; it was too much like Imperialist. Double Granary makes sense (Protective leaders take care to prevent starvation), works just as well in peacetime, and isn't too strong now that Granaries are weaker. I've also replaced City Garrison with Medic to support going on the offensive (Gunpowder units have the option to take March!) and included Siege units (because the poor things can't earn XP in battle.)

I agree that the Great General bonus needs to go. I'm uncertain about double speed Granaries and the Medic bonus. Overall I think this trait needs a real boost, preferably via an interesting mechanic. I'll come back to this one.

Tactical
Current: -50% War Wariness, Flanking I on Mounted+Naval
Suggested: Commando on Melee+Mounted+Gunpowder, +100% pillage gold, double Jail+Castle
Comments: A fifth war trait, now just as tempting as the rest. Tactical needed a complete redesign. What's the best way to give a leader tactical options? Give his units Commando promotions! I expect this will fast become a favourite. Note that Siege and Armour units do not get Commando promotions, so the trait is not too powerful. As for the rest, well, players will have to respond by building Forts at strategic locations along their road networks to prevent a surprise attack. Now living next to Attila will really be scary, as it should be. The pillage gold bonus supports hit and run attacks, and double Jails and Castles allows for a strong espionage economy

Free Commando promotion is a very interesting idea. I like it. As I mentioned earlier I think the pillage bonus needs to belong to Aggressive but I'm sure we can come up with something else here for Tactical.

Enterprising
Current: +1 trade route/city, +2 move on Naval, double Market+Customs House
Suggested: +1 trade route/city, Navigation I+Navigation II on Naval, all Economy civics available on Turn 0
Comments: A fine trait with a clever name. The promotion change to naval units still leaves them with +2 movement but allows non-Enterprising leaders some chance to catch up if they promote their ships correctly. (Otherwise, both sides could take Navigation promotions, and Enterprising leaders would always be quicker.) The Economy civics allow for great flexibility: Enterprising leaders can pick between more commerce on improvements, a free specialist, another trade route, or more health. Haven't you ever wanted to rewrite history so that all nations embraced Environmentalism by medieval times, and Mother Nature was saved?

I completely agree with free Navigation promotions in place of the passive bonus. I'm not sure about unlocking all the Economy civics, that is possibly the most powerful/influential of all civic categories. I like the concept though, I'll need to mull it over some more.

Financial
Current: +1 commerce/city, +10% gold, double Bank
Suggested: +1 commerce/city, +1 merchant slot/city, double Bank
Comments: The bread-and-butter economy trait. I kept it mostly the same, only replacing a boring +10% gold with a merchant slot. Running merchants everywhere is one way to keep expansion costs down, and Great Merchants aren't too powerful in the early game.

Merchant slot is definitely more interesting than a passive gold boost.

Judicial
Current: no anarchy, +25% National Wonders, +1 happy Courthouse
Suggested: no anarchy, -25% War Wariness, all Government civics available on Turn 0
Comments: I've made improvements to this trait to fit its flavour. Judicial leaders are law-givers: they led revolutions and founded dynasties. As such, Judicial leaders determine their government at the start of the game. Mostly, this means they will adopt Monarchy on Turn 0. That's fine; it comes early anyway. For fun, you could try to rewrite history as a 4000BC Democracy: the War Wariness reduction will help you get away with it.

I'm uncertain about unlocking Government civics for similar reasons to the Economic categories. I need to think it through a bit more. The no anarchy bonus is actually a fair bit more powerful in HR than it is in BTS and I suspect that having both of these would be too strong.

Organized
Current: -50% Civic Upkeep, double Library+Courthouse+Factory
Suggested: -50% Civic Upkeep, double Courthouse+Lighthouse, Sentry on Scout+Mounted+Naval
Comments: Possibly the most powerful economy civic on the higher difficulty levels: reduced civic upkeep is just that strong. I removed double Library (I wanted to save it for another trait) and the Factory just comes too late, so I put back Lighthouse. The Sentry promotion was added to bring it up to three bonuses, though it fits surprisingly well. Organized leaders want to plan their cities and battles carefully, so they need information about the local terrain and enemy positions. A useful if minor bonus.

Agree that the Factory is a poor choice but I think there must be better choices than the Lighthouse. I can understand the desire to move the Library to somewhere else but I feel it fits here too. I also want to avoid having the same building represented twice in traits like the Courthouse is (Org and Jud). This trait may need an additional, non-building related effect.

Philosophical
Current: 100% GPP, double School
Suggested: 100% GPP, double School, +1 culture/specialist
Comments: A well thought-out trait taken from standard BtS. The extra culture per specialist is not game-breaking, but gives Philosophical some early game options (I need that copper tile ASAP, hello citizen specialist) and lets it play well with other traits (especially those with bonus specialist slots.) Also, I'm sticking with three bonuses across all traits.

I'm not sure if this trait needs any changes, it scales very well. I'll have to see how all the others turn out first.
 
Creative
Current: +25% World Wonders, +2 culture/city, double Theatre
Suggested: +1 artist slot/city, double Theatre+Library, no building requirements
Comments: One issue I had with the Creative trait was that the free culture per turn actually discouraged building Monuments, Theatres, and the like, which made little sense thematically. Substituting an artist slot fixes that problem: you can still get quick border pops, but you'll prioritize cultural buildings the same as everyone else. Creative leaders can also have fun with early Great Artist bombs (others have to wait for Theatres, which come reasonably soon). I don't expect the AI to abuse this mechanic because artists are low-priority specialists when compared to say, scientists, who'll be available with those double Libraries. The "no building requirements" probably needs an explanation. I thought that Creative leaders wouldn't wait for Walls to build a Castle - or four Libraries to build an Academy. If their people have the right technology, they'll work their way around the prerequisites. I don't know how hard that will be to code. It does add much more flavour than a minor production boost for wonders.

Free artist slot is definitely a better idea than the +2 culture. Library is an interesting choice for this trait, worth considering. No building requirements is interesting but not possible for me to code.

Diplomatic
Current: stronger vassals, +15% trade routes, +2 espionage/city
Suggested: +2 relations/civ, +50% trade routes, double Market+Customs House
Comments: Diplomatic needed a complete rework in my opinion. Stronger vassals was awkward because it gave benefits to other civs instead of the player. A straight bonus to diplomatic relations made much more sense. "+2 You are courteous and diplomatic" or something like that. The rest of the bonuses are geared towards commerce and trade. +50% trade routes sounds just about right: it increases +2 commerce foreign trade routes to +3, and +1 domestic trade routes to +2 when paired with Mercantilism.

This trait needs to be completely remade. Stronger vassals is awkward and the bonus to trade routes has caused endless confusion, the mechanics are not very clear and it scales ridiculously well in some situations/maps whilst doing next to nothing in others. I also use this mechanic for the Confederation civic but it works better there as you can choose it when the situation suits. 50% would actually be very overpowered btw, it's calculated on individual trade routes, so on an Archipelago map a city with connections to far away foreign cities could potentially be earning over 20 commerce per trade route!

Affecting relations is the obvious choice for this civic but there is the issue where this will do nothing for an AI civ when dealing with the player, thus giving the player a slight advantage. I'm not sure how significant this would be in the scheme of things.

Progressive
Current: -50% upgrade cost, double Observatory+Laboratory
Suggested: -50% upgrade cost, +1 scientist slot/city, all Legal civics available on Turn 0
Comments: I think Observatories and Laboratories come too late in the game to have an impact on leader traits; by the time you have forges, factories, and levees, building doublers don't mean very much. So I put the scientist slot back in; Universities require Scientific Method, so early Great Scientists aren't much better than other GP. Allowing all Legal civics makes logical sense: Progressive leaders generally implement legal reforms. You might need to remove the happiness penalty from Equal Rights for balance, but I think it's worth it. Either way, Progressive leaders will be motivated to switch to Codification sooner than later to power their cottage economy.

Yeah I think bringing back the scientist slot is a good idea. I got overzealous when I removed the engineer slot from Tactical. I agree about removing the building doublers. Unlocked legal civics is problematic; some of those were deliberately designed to be better than earlier ones (though still situational).

Spiritual
Current: +1 priest slot/city, Medic I on missionaries, double Cemetery+Great Temple
Suggested: +1 priest slot/city, double Cemetery+Great Temple, all Religion civics available on Turn 0
Comments: I'm sure you all saw this one coming. Replace the random Medic I promotion on missionaries with access to the Religion civics. That takes care of every civics column except Labour, which shouldn't be used because Industrialism is too strong for 4000 BC. It might be worthwhile to change the effects of Shwedagon Paya in light of these suggestions, but that's a topic for another post.

Unlocking the Religion civics does work well here. Basically I think unlocking Religious and Military civics will work well, unlocking Government and Economic civics is possibly too strong and/or unhistorical (but still worth considering), and unlocking Legal and Labour civics is not a good idea. That may change in the future if the civics change but reviewing those beyond minor tweaks is not a priority at this time.

Medic promotion on missionaries was a stupid idea that I should have got rid of long ago. The AI has no idea how to use it and it's not much use to the player either given some related changes never made it to fruition.

Traditional
Current: not available
Suggested: +50% Wonder production, +1 happy Cemetery+Temple, double Walls+Monastery
Comments: I tried to put together a coherent eighteenth leader trait per Xyth's suggestion. Most World and National Wonders are fine examples of traditional institutions and architecture, hence the production bonus. (That bonus also needed to go somewhere; and it would be too strong on Industrious or Creative leaders.) Cities traditionally relied on walls for defense and monasteries for science, so they get doubled. And the happiness bonus on traditional religious structures rounds out the trait. (I was going to put +1 happy on Monuments but chose Cemeteries instead since they no longer go obsolete.)

A bit different to what I had in mind but an interesting concept nonetheless. Whether this trait makes it into existence will depend on how well the others turn out. Lots of good ideas though, so hopefully!

Well, that took much longer than expected: forget the afternoon, I've spent most of my night! And yet I'm done! :rockon:
Well, almost. I'd be happy to take your advice for any further tweaks to the leader traits. (Keep in mind that since the traits have been balanced in relation to each other, a change in one place could prompt changes somewhere else.) Still, I'm happy with what I have so far. What do you think?

You've got some excellent ideas and have given me a lot to think about. Thanks! What I will do is take a look through my notes, merge them with your ideas and put together a list of how the new traits might (roughly) look. From there we can dissect and analyze and shuffle until we have something that feels balanced and fun. This might take me a few days though, busy weekend.
 
I'm glad you liked the ideas I proposed. You make some excellent points in return so let me respond to a few that stand out before I go to bed.

I'd prefer to keep the pillage bonus with Aggressive as it fits much better thematically and with the current selection of Aggressive leaders' AI/personalities. [...]

Free Commando promotion is a very interesting idea. I like it. As I mentioned earlier I think the pillage bonus needs to belong to Aggressive but I'm sure we can come up with something else here for Tactical.

I think I see the issue here: you and I were working under different definitions of Aggressive and Tactical. I saw Aggressive leaders as interested in conquest and personal glory while Tactical leaders accepted warfare as a way of life, hence the raiding and pillaging. So, on my definition, Napoleon would be Aggressive and Montezuma Tactical. You've assigned the traits the other way around (and rather more sensibly, I think.) So how about we switch the proposals for those two traits? I do think +100% pillage gold works better with Commando promotions.

Aggressive: Commando on Melee+Mounted+Gunpowder, +100% pillage gold, double Jail+Castle
Tactical: Combat I on Melee+Mounted+Gunpowder, double Barracks+Stadium, all Military civics available on Turn 0

I completely agree with free Navigation promotions in place of the passive bonus. I'm not sure about unlocking all the Economy civics, that is possibly the most powerful/influential of all civic categories. I like the concept though, I'll need to mull it over some more. [...]

I'm uncertain about unlocking Government civics for similar reasons to the Economic categories. I need to think it through a bit more. The no anarchy bonus is actually a fair bit more powerful in HR than it is in BTS and I suspect that having both of these would be too strong.

I think you're not giving enough credit to your civic choices here. One of the things that drew me to this mod in the first place was what I considered to be very balanced civic options. Thing is, even if you unlock all Economy or Government categories at the start of the game, the best play, nine times out of ten, is still to go with the option appropriate to your time period. You can't say the same for BtS. This is easy to see with the Government civics: Monarchy is your best bet, hands down, for a long, long, time - well after you normally discover many of the other choices. Allowing leaders to adopt Monarchy at T0 (while everyone else gets there ~T20) gives them a significant but not overpowering edge. Especially when you consider you can pick up Property from a tribal village by pure luck!

It's much the same story in the Economy branch. You have a choice between Redistribution (+1c on Camps, Mines); Professionalism (better workshops); Mercantilism (free specialist); Free Markets (+1 trade route); and Environmentalism (massive health; better windmills, forest preserves). In the early game, you'll note that you don't have access to workshops and even when you do they are a weak +1 hammer; you mostly don't have access to specialist slots; you can't trade with anyone; and you can't build windmills or preserves, nor do you have serious health problems. So what choice do you have but Redistribution? Granted, Redistribution on T0 instead of ~T40 is strong, but not too strong.

So I would strongly argue for keeping the Economy and Government branches unlocked for Enterprising and Judicial leaders. I'm less sure of Legal, to be honest; and willing to let that one go without argument.

This trait needs to be completely remade. Stronger vassals is awkward and the bonus to trade routes has caused endless confusion, the mechanics are not very clear and it scales ridiculously well in some situations/maps whilst doing next to nothing in others. I also use this mechanic for the Confederation civic but it works better there as you can choose it when the situation suits. 50% would actually be very overpowered btw, it's calculated on individual trade routes, so on an Archipelago map a city with connections to far away foreign cities could potentially be earning over 20 commerce per trade route!

In the case of trade routes, I think you have the mechanics wrong. Trade route bonuses are additive not multiplicative. Take an example.
Foreign Trade Route: +2
+Harbour: +2 + 50% = +3
+Customs House: +2 + 50% + 100% = +2 + 150% = +5
+Overseas: +2 + 150% + 100% = +2 + 250% = +7
+Diplomatic Trait: +2 + 250% + 50% = +2 + 300% = +8

Trade route bonuses always apply to the base trade route income and are then added up. That's why a +50% bonus from the Diplomatic trait will only ever add 1 commerce to a +2 base trade route and 1.5 commerce to a +3 base trade route (which is only possible with a very large city size, ~25 pop). It's also the reason that the current +15% bonus is entirely meaningless. I can guarantee you will never see anything as crazy as 20 commerce trade routes!

Affecting relations is the obvious choice for this civic but there is the issue where this will do nothing for an AI civ when dealing with the player, thus giving the player a slight advantage. I'm not sure how significant this would be in the scheme of things.

You'll be surprised to hear that I considered this, too. And after thinking about it, I concluded that the bonus will help an AI leader, even when dealing with a human. First, an AI leader that enjoys better diplomatic relations with other AI leaders will be less likely to be anyone's worst enemy. That means it's more likely that the human will trade, without fear of incurring worst enemy penalties from anyone else. Second, a Diplomatic AI leader will be more likely to be at Pleased or Friendly with multiple others. Once again, that means that the human will be less likely to declare war (or rather, more likely to pick a more isolated target) in order to accumulate fewer "-1 You declared war on our friend" penalties. The effect is subtle, but it's there! (And how appropriate is that!) Of course, if you were gunning for a Conquest victory, you wouldn't care - but then you wouldn't be expected to care about diplomacy.

All in all, I urge you to reconsider your position on my suggestions for the Diplomatic trait.

...And that's all for now. I'm eager to see the list of ideas you put together in your next update.
 
I got a weird message. I think it was giving me +1:c5gold: on barracks
 

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So how about we switch the proposals for those two traits? I do think +100% pillage gold works better with Commando promotions.

Aggressive: Commando on Melee+Mounted+Gunpowder, +100% pillage gold, double Jail+Castle
Tactical: Combat I on Melee+Mounted+Gunpowder, double Barracks+Stadium, all Military civics available on Turn 0

I think that works, though I'd probably swap the buildings around a little. The Stadium fits well for Aggressive (an outlet for violence when not on the battlefield) and the Barracks fits well with Tactical (well trained troops). Not sure on the others yet.

I think you're not giving enough credit to your civic choices here. One of the things that drew me to this mod in the first place was what I considered to be very balanced civic options. Thing is, even if you unlock all Economy or Government categories at the start of the game, the best play, nine times out of ten, is still to go with the option appropriate to your time period. You can't say the same for BtS.

I'm pleased to hear you think the civics are well balanced. We worked really hard on those. No doubt there are still some tweaks to be made but we'll save that for later heh.

So I would strongly argue for keeping the Economy and Government branches unlocked for Enterprising and Judicial leaders. I'm less sure of Legal, to be honest; and willing to let that one go without argument.

The idea is growing on me, particularly the Economic branch. My major concern for the Government is having it in the same trait as the no anarchy bonus; a Judicial leader, depending on their second trait, could switch between two entire civic categories at any time without penalty. I'll see how it all fits.

Trade route bonuses always apply to the base trade route income and are then added up. That's why a +50% bonus from the Diplomatic trait will only ever add 1 commerce to a +2 base trade route and 1.5 commerce to a +3 base trade route (which is only possible with a very large city size, ~25 pop). It's also the reason that the current +15% bonus is entirely meaningless. I can guarantee you will never see anything as crazy as 20 commerce trade routes!

I think I may have got confused with the mechanics of commerce via trade routes vs the mechanics of food and production via trade routes using this particular function (and which I was using for a time before changing it to commerce). I have no objection to using your suggestion in this case.

You'll be surprised to hear that I considered this, too. And after thinking about it, I concluded that the bonus will help an AI leader, even when dealing with a human. First, an AI leader that enjoys better diplomatic relations with other AI leaders will be less likely to be anyone's worst enemy. That means it's more likely that the human will trade, without fear of incurring worst enemy penalties from anyone else. Second, a Diplomatic AI leader will be more likely to be at Pleased or Friendly with multiple others. Once again, that means that the human will be less likely to declare war (or rather, more likely to pick a more isolated target) in order to accumulate fewer "-1 You declared war on our friend" penalties. The effect is subtle, but it's there! (And how appropriate is that!) Of course, if you were gunning for a Conquest victory, you wouldn't care - but then you wouldn't be expected to care about diplomacy.

I've come to similar conclusions after thinking it through some more. Any human advantage is outweighed by these other factors. A bonus to relations is perfect for the Diplomatic trait.

Incidentally, the main idea I had noted down for Diplomatic was allowing defensive pacts from game start. Any thoughts on that?

I got a weird message. I think it was giving me +1:c5gold: on barracks

That's due to some experimental code I left in by accident. It was originally an attempt to increase the Tavern's commerce as certain techs were discovered though I set it to the Barracks for ease of testing. It will be removed in 0.9.4, in the meantime it should only ever appear once per game and give +1 commerce to any existing Barracks.
 
Here are the requested logs.

Thanks very much for these, they'll help a ton. Not going to be an easy one to solve unfortunately but I'll do my best. Hopefully it's rare and doesn't affect many games.

EDIT: this is probably a long shot but try the attached file. It needs to replace /History Rewritten/Assets/XML/Buildings/CIV4BuildingClassInfos.xml
 

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Thanks very much for these, they'll help a ton. Not going to be an easy one to solve unfortunately but I'll do my best. Hopefully it's rare and doesn't affect many games.

EDIT: this is probably a long shot but try the attached file. It needs to replace /History Rewritten/Assets/XML/Buildings/CIV4BuildingClassInfos.xml
It did help but some messages still keep coming.
I also found this strange message.
 

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Xyth: thanks for the replies. I haven't had the time to try the new version, yet, but will report.
Also will see if I have some time to work on the maps.
 
I've installed this and started to play - veeery nice!! It feels a lot more like the growth of a civilisation than the original game, in fact.

After about 90 minutes of play, however, I have started to get errors at the beginning of every turn (event handler init). Is this a known issue, or should I make a screen grab for you?
 
Thanks very much for these, they'll help a ton. Not going to be an easy one to solve unfortunately but I'll do my best. Hopefully it's rare and doesn't affect many games.

EDIT: this is probably a long shot but try the attached file. It needs to replace /History Rewritten/Assets/XML/Buildings/CIV4BuildingClassInfos.xml

Windows/Mac/Both?
 
Some quick responses to everything I couldn't get to yesterday:

Actually... yes. 80% of the world's amber is found in and around a certain stretch of the Baltic sea. Some is scavenged but a lot is fished or dived for.

Huh! Who would have thought? I was expecting Amber mines, as you probably guessed. Well, more power to you.

It's not letting me download that atm but I'll keep trying and see what's extractable. I think I saw an icon somewhere that was just a coffee bean, I'll see if I can find it again.

I did some follow-up on this point. Now, I don't know the first thing about coding but I expect you need two graphics components to add a new resource: the actual graphics on the tile; and the button for the resource tooltip and city screen. Well, I found both for Bison in the Civ4 Graphics Modpakcs forum on Civfanatics: the animated graphics and the button. That last link actually leads to a resource button pack, with some nice tobacco, potato, coffee bean, and rubber graphics, among others, that you might also want to consider. Best of all, these graphics have apparently been designed for modders to pick up and use, so you might not need to ask permission so much as post an acknowledgement. Let me know if this helps.

The 'no resistance' idea suits this trait well. I've had a quick look through the API and if I'm reading what certain functions do correctly I think I can code this. I feel that the worker speed bonus fits better with Industrious though I agree Imperialist needs a better economic dimension.

The worker speed boost does fit better with Industrious but that trait is already rather strong. Surely it doesn't feel too out of place for Imperialist (think of the Cairo to Capetown railroad)?

I agree that the Great General bonus needs to go. I'm uncertain about double speed Granaries and the Medic bonus. Overall I think this trait needs a real boost, preferably via an interesting mechanic. I'll come back to this one.

I was trying to gesture in that direction with the free Medic I. Gunpowder units can take March as their first promotion, allowing for an army that heals while moving. You could extend the promotion to Melee units (and take it away from either Siege or Archery). Would that fit the bill as an interesting mechanic? Protective leaders need their units to have some advantage outside of cities, especially when counterattacking, because simply huddling inside cities is a sure path to defeat. (There's a reason Protective was easily the worst leader trait in BtS.)

A bit different to what I had in mind but an interesting concept nonetheless. Whether this trait makes it into existence will depend on how well the others turn out. Lots of good ideas though, so hopefully!

Yeah, I felt I was really scraping the bottom of the barrel when coming up with bonuses for the Traditional trait. No interesting or unique mechanics there; just a collection of stuff that was left over. I'd be interested to hear your prior thoughts on the trait.

I think that works, though I'd probably swap the buildings around a little. The Stadium fits well for Aggressive (an outlet for violence when not on the battlefield) and the Barracks fits well with Tactical (well trained troops). Not sure on the others yet.

That makes sense. It would follow that Jails fit with Aggressive (a place to keep the trophies of war, prisoners; and probably another outlet for violence, sadly) and Castles with Tactical (well-designed fortifications.)

I'm pleased to hear you think the civics are well balanced. We worked really hard on those. No doubt there are still some tweaks to be made but we'll save that for later heh.

Absolutely. When I talked about further balancing the civics, I meant making exactly those kinds of slight tweaks. In particular, fiddling with the civics I can never seem to find a use for: Rationalism, whose unlimited scientists are always overshadowed by +2 beakers/specialist from Free Religion, which comes earlier in the tree; Caste System, which can't quite compete with either Agrarianism or Slavery; and Equal Rights and Emancipation, which aren't attractive enough on their own compared to Codification/Jurisdiction or Industrialism, such that I often find myself using spies to force my neighbours out of them, thus avoiding the happiness penalty. But as you say, we'll save that for another day.

The idea is growing on me, particularly the Economic branch. My major concern for the Government is having it in the same trait as the no anarchy bonus; a Judicial leader, depending on their second trait, could switch between two entire civic categories at any time without penalty. I'll see how it all fits.

I see what you mean. That might be too powerful. If you're still keen on unlocking the Government branch, you could switch it over to Progressive.

Incidentally, the main idea I had noted down for Diplomatic was allowing defensive pacts from game start. Any thoughts on that?

It's a good idea but I don't know how well it would work in practice. For starters, I think relations need to be quite strong (up to Friendly, for most leaders, I would expect) before the AI will agree to a defensive pact. So really early defensive pacts are out of the question. And the only way to get to Friendly relations in the early- to mid- game (for the AI that is, for humans it's more difficult) is through shared religion. I'm not sure you want to further strengthen the power of religious blocs, especially since these are often decided by random religion spreads in the BC years.
 
Lots of interesting new buildings.

I like the idea of Wells and most of the other new buildings, but I think you need to go back and rebalance new versus older buildings for version 9.0.4.

Without having done a complete review, it seems like a few of them are a little strong. Wells and to some extent Tavern are examples.

For example, Wells is better than Aqueduct, (Wells have the same health bonus but also allows irrigation), but Wells is much much cheaper and available sooner.

In this specific case, some possibilities:
Move the irrigation idea to Aqueduct from Wells.
Decrease or eliminate the health bonus for Wells.
Increase the health bonus for Aqueduct.
Give Aqueduct some new interesting ability. (it used to be you need one to grow a city above size 8 I believe. Not my favorite idea.)

I like the idea of the Tavern. It gives happiness, commerce and culture, all of which make sense. I would increase somewhat the cost to build it. It may be too complicated to program, but it would be better if the commerce increases in steps over time, perhaps starting at 1 and increasing to 3 or even 4 as certain techs were achieved. If not, perhaps 2 commerce would be better than the current 3.

Xanth,

I am not sure I understood what you said, but I thought you said that due to AI understanding problems, for the next version you will need to revert back to automatic health or happiness for a resource. I do not see a problem in my play testing so far, but I assume that you know what you are talking about.

If you revert back to automatic health or happiness for a resource, and you changed nothing else, I do not think that would work well. You would need to revise other things in version 9.0.3 in order to maintain balance.

One off the wall idea, what if each extra population increased unhealthiness and unhappiness by two? (I do not know whether this can be programmed directly or approximated by some clever means.)

Then basically each health and happiness point from a resource would count as 1/2 in BTS terms. This would give you leeway to have a resource have an automatic effect
(which is 1 but only has the same effect as 1/2 in BTS) and also have additional effects with the appropriate buildings.

Of course if it possible to program, directly having 1/2 happiness or health effect would be cleaner. Having fractional effects would open up many other possibilities.

Obviously, if possible this would be a major change, and would have to be part of an overall review of health and happiness.

Here are some new ideas that could be part of a new Traditional trait.
(I am not proposing that all of these be included or that no others be included.)

1. Some benefit from having built National Wonders (or maybe all wonders.)
(I am assuming that the Palace would count.)
The benefit could be that you get double the usual culture and/or great person points from the wonder.
The benefit could be a free specialist (of appropriate type) and/or a free specialist slot.
The benefit could just be extra happiness or extra commerce in that city.

2. Buildings that provide culture slowly increase their culture over time.
The benefit could be either that this time is halved or that the increase in culture when it occurs is 2 rather than 1.

3. Initial civics such as Despotism have low upkeep.
The benefit would be that these initial civics have no upkeep.
(No biggie, but gives a little help in the early game.)

4. Some extra benefit from being in the Tradition Civic.
It could be either an increase in one or more of the current benefits of that civic or something new.

Just a few ideas to add to the discussion.

I think Turn 0 civics is a clever idea for traits.

The only one for which I could see it working is Military.

For Religions Civics I would just go to Rationalism and the unlimited scientists.
This is pretty powerful even in the part of the game before anyone else is able to make use of the first religious civic, organized religion.

For Legal Civics, Authoritarianism.

For Economic Civics, either Mercantilism or Free Trade.

For Government there are just too many good possibilities.

Labor is also no good for many reasons.

If you decide to implement this, I strongly suggest you limit this idea to Military and see how it goes.

Some comments on some of the current leader traits.

Spritual: Yes get rid of the Medic I on Missionaries!
Do not open up all religious civics.
Need to add something.
Perhaps add double speed temples and/or monasteries.

Humane: good to add Bath, but keep Hospital.
No need to get rid of later game building bonuses.

Industrious: Add double Industrial Park. (Not a biggee, but fits the theme.)
Double Kiln, Tannery, or Weaver would also make sense, but you would need to remove something like double workboats and/or workers.

Protective: Agree that it needs to be stronger.
I would not get rid of the City Garrison Promotion.
Double Granary (as suggested) and/or Well makes some sense.
Maybe +1 happiness from Jail.
Maybe some free promotion to fighters (which in Civ are largely defensive).
Maybe double production Civic Square (A bit of a stretch, but it does have plus 10% great general bonus inside cultural borders. By the way, the +10% should be upped to at least +25%.)

Tactical: Definitely needs to be beefed up!
Like the Commando idea.
Can still keep the free Flanking Promotions.
Don't like proposed double Jail and Castle.
Personally, the pillage bonus comes up so rarely when I play, so for me it is not an issue.
(I am aware it may be important for other playing styles.)

Enterprising: Like the change to Navigation Promotions, but plus two ship movement is just too overpowering on water maps. Change this to Navigation I.
I think +1 trade route, free Navigation I promotion, double Custom House plus perhaps double Tavern would work.

Financial: Needs to be strengthened.
Like the plus one merchant proposal.
Still think its needs something more such as perhaps double Market.
Could also add double speed or some additional bonus from Wall Street.

Philosophical: Already strong enough.
(This is considered by many one of the stronger traits in BTS.)
Does not need the suggested +1 per culture/per specialist.
(This bonus should be kept in mind in case it fits well elsewhere.)

Diplomatic: Yes get rid of stronger vassals!
I really like the proposal for + on relations. +2 sounds about right.
I think it will work fine. As pointed out the AI does benefit.
I would keep the plus for espionage.
I would not add double markets.
I would not add double custom house.
On trade routes, I believe that I mentioned a while ago that I thought +15% was too low. +50% works for Mercantalism, so it might work fine here as well.
If after revisions this trait seems a little strong, this +50% could be reduced a little.
If after revisions this trait needs an additional boost, perhaps some plus to spies, for example maybe +2 science rather than the current +1 science.

Progressive: Needs to be strengthened!
Keep the Double observatory and Labratory.
I thought the scientist slot in the previous version was fine.

These are my comments for now.
I did not mean to rain on others ideas.
Will be very interested to see a draft list of revised traits.


P.S. Thank you for editing my posts on separate issues into one long post.
It makes it so much easier to follow what I had to say.
 
Here is a small patch to fix some reported bugs in 0.9.3. It includes:

• Fix for launch errors when running the mod on Windows
• Gets rid of the "Text_Trigger_ Key_Event_ Tavern_Riding" message
• (Hopefully) cleans up the last of the "Error in BeginPlayerTurn event handler..." messages
• Fixes some broken diplomacy text tags with Agamemnon
• Fixes the Incan Terrace to have the same food kept as the Granary

Thanks to all who've reported these and provided debugging information. There are six files in the patch, they need to replace the files at the following locations:

/History Rewritten/Assets/XML/Buildings/CIV4BuildingClassInfos.xml
/History Rewritten/Assets/XML/Terrain/CIV4BonusInfos.xml
/History Rewritten/Assets/XML/Events/CIV4EventInfos.xml
/History Rewritten/Assets/XML/Events/CIV4EventTriggerInfos.xml
/History Rewritten/Assets/Modules/Civilizations/Inca/Inca_CIV4BuildingInfos.xml
/History Rewritten/Assets/Modules/Leaders/Agamemnon/Agamemnon_CIV4GameText.xml

WARNING: This patch might break compatibility with games saved prior to applying. Please finish your game first if you're enjoying it.
 

Attachments

I got a weird message. I think it was giving me +1:c5gold: on barracks

It did help but some messages still keep coming.
I also found this strange message.

I've installed this and started to play - veeery nice!! It feels a lot more like the growth of a civilisation than the original game, in fact.

After about 90 minutes of play, however, I have started to get errors at the beginning of every turn (event handler init). Is this a known issue, or should I make a screen grab for you?

Windows/Mac/Both?

All these issues should (hopefully) be solved by the small bugfix patch in the previous post. Let me know if you still have any problems.
 
I think Turn 0 civics is clever idea for traits.

The only one for which I could see it working is Military.

For Religions Civics I would just go to Rationalism and the unlimited scientists.
This is pretty powerful even in the part of the game before anyone else is able to make use of the first religious civic, organized religion.

For Legal Civics, Authoritarianism.

For Economic Civics, either Mercantilism or Free Trade.

For Government there are just to many good possibilities.

Labor is also no good for many reasons.

If you decide to implement this, I strongly suggest you limit this idea to Military and see how it goes.

You raise some fine points but on this, I think, you are too cautious.
I didn't press the point in my review of the leader traits but I'll make it now.

I think it's easy to lose sight of just how much stronger Expansive and Industrious are compared to the rest of the field. +1 food/city/turn and +1 hammer/city/turn might not sound like much but they add up fast. Think about it. Over the course of the game, Expansive and Industrious give you thousands of free food or hammers that you can put to literally any use you choose: drafting or slaving or building armies, wonders, buildings, missionaries, research, anything. Add that to cheaper settlers or workers and work boats, and these leaders start the snowball rolling and soon become unstoppable. The only trait - the only trait - that has any hope of catching up to such behemoths is Humane. Several extended Golden Ages in a well-developed empire can sometimes raise the same amount of hammers in a shorter period of time and thus somewhat compensate for a much slower ancient era growth spurt.

Nothing else comes close. That's why I'm so eager to give the other traits a leg up. In fact, I think that unlocking the various civic branches for Tactical, Spiritual, Enterprising, and Judicial still leaves them a bit short. Take that last for example. There might be lots of good choices in the Government column but for the first 150 turns or so your best bet is always Monarchy, for that massive boost to your best and most developed city, your capital. Having Monarchy at the start of the game gives you about a 30 turn head start on your competitors (I'm using Normal speed values here; I always have Property before T30) and your capital will be making somewhere between 2-5 hammers during that time. Even taking that highest value and multiplying by 30 turns gives you only 150 hammers, nothing compared to the thousands from Industrious. That's why unlocking the civic columns is not really overpowered; other leaders will soon have have the same civic options, but no one else can research themselves another 1 hammer/city/turn.
 
Howard and Azoth:

I haven't got time at the moment (very busy weekend) to respond to your ideas and comments but I have read them. Lots of very good points, please keep the discussion rolling :)
 
Howard, please limit the consecutive posts, if you want to add something use the edit button, five consecutive posts is not good.
Here is a small patch to fix some reported bugs in 0.9.3. It includes:

• Fix for launch errors when running the mod on Windows
• Gets rid of the "Text_Trigger_ Key_Event_ Tavern_Riding" message
• (Hopefully) cleans up the last of the "Error in BeginPlayerTurn event handler..." messages
• Fixes some broken diplomacy text tags with Agamemnon
• Fixes the Incan Terrace to have the same food kept as the Granary

Thanks to all who've reported these and provided debugging information. There are six files in the patch, they need to replace the files at the following locations:

/History Rewritten/Assets/XML/Buildings/CIV4BuildingClassInfos.xml
/History Rewritten/Assets/XML/Terrain/CIV4BonusInfos.xml
/History Rewritten/Assets/XML/Events/CIV4EventInfos.xml
/History Rewritten/Assets/XML/Events/CIV4EventTriggerInfos.xml
/History Rewritten/Assets/Modules/Civilizations/Inca/Inca_CIV4BuildingInfos.xml
/History Rewritten/Assets/Modules/Leaders/Agamemnon/Agamemnon_CIV4GameText.xml
I think having minor patches is very good, keep them coming (also make patch b include a with c includes b and therefore a and so on).
You raise some fine points but on this, I think, you are too cautious.
I didn't press the point in my review of the leader traits but I'll make it now.

I think it's easy to lose sight of just how much stronger Expansive and Industrious are compared to the rest of the field. +1 food/city/turn and +1 hammer/city/turn might not sound like much but they add up fast. Think about it. Over the course of the game, Expansive and Industrious give you thousands of free food or hammers that you can put to literally any use you choose: drafting or slaving or building armies, wonders, buildings, missionaries, research, anything. Add that to cheaper settlers or workers and work boats, and these leaders start the snowball rolling and soon become unstoppable. The only trait - the only trait - that has any hope of catching up to such behemoths is Humane. Several extended Golden Ages in a well-developed empire can sometimes raise the same amount of hammers in a shorter period of time and thus somewhat compensate for a much slower ancient era growth spurt.

Nothing else comes close. That's why I'm so eager to give the other traits a leg up. In fact, I think that unlocking the various civic branches for Tactical, Spiritual, Enterprising, and Judicial still leaves them a bit short. Take that last for example. There might be lots of good choices in the Government column but for the first 150 turns or so your best bet is always Monarchy, for that massive boost to your best and most developed city, your capital. Having Monarchy at the start of the game gives you about a 30 turn head start on your competitors (I'm using Normal speed values here; I always have Property before T30) and your capital will be making somewhere between 2-5 hammers during that time. Even taking that highest value and multiplying by 30 turns gives you only 150 hammers, nothing compared to the thousands from Industrious. That's why unlocking the civic columns is not really overpowered; other leaders will soon have have the same civic options, but no one else can research themselves another 1 hammer/city/turn.

For want of a nail a horseshoe was lost,
for want of a horseshoe a horse went lame,
for want of a horse a rider never got through,
for want of a rider a message never arrived,
for want of a message an army was never sent,
for want of an army a battle was lost,
for want of a battle a war was lost,
for want of a war a kingdom fell,
and all for want of a nail.

That one extra nail can help a lot
 
For example, Wells is better than Aqueduct, (Wells have the same health bonus but also allows irrigation), but Wells is much much cheaper and available sooner.

In this specific case, some possibilities:
Move the irrigation idea to Aqueduct from Wells.
Decrease or eliminate the health bonus for Wells.
Increase the health bonus for Aqueduct.
Give Aqueduct some new interesting ability.

Make Aquaeducts prerequisite for Baths, perhaps?
 
I thought I would update the thread with my latest thinking on the leader traits. I've made some changes, marked in bold, based on the comments I've received. I won't repost the current effects of the traits and I'll keep my notes short, so that this list can serve as a handy reference for Xyth when he draws up a list of his own.

Suggested Traits
Expansive: +1 food/city, +50% settler, double Harbour+Sewer
Humane: +100% Golden Age length, +2 health/city, +1 happy Aqueduct+Bath
Industrious: +1 hammer/city, +50% worker+work boat, double Forge

Aggressive: Commando on Melee+Mounted+Gunpowder, +100% pillage gold, double Stadium+Jail
Charismatic: +2 happy/city, +1 XP/battle, -25% War Wariness
Imperialist: +100% Great General, no resistance in captured cities, -33% hurry cost
Protective: double Granary, Drill I+Medic I on Melee+Siege+Gunpowder, +1 happy Walls+Castle
Tactical: Combat I on Melee+Mounted+Gunpowder, double Barracks+Castle, all Military civics available on Turn 0

Enterprising: +1 trade route/city, Navigation I+Navigation II on Naval, all Economy civics available on Turn 0
Financial: +1 commerce/city, +1 merchant slot/city, double Bank
Judicial: no anarchy, -20% city maintenance, all Government civics available on Turn 0
Organized: -50% Civic Upkeep, double Courthouse+Lighthouse, extra unit support
Philosophical: 100% GPP, double School, +1 culture/specialist

Creative: +1 artist slot/city, double Theatre+Library, Sentry on Scout+Mounted+Naval
Diplomatic: +2 relations/civ, +50% trade routes, double Market+Customs House
Progressive: -50% upgrade cost, +1 scientist slot/city, +50% worker speed
Spiritual: +1 priest slot/city, double Cemetery+Great Temple, all Religion civics available on Turn 0
Traditional: +50% Wonder production, +1 happy Cemetery+Temple, +25% culture

Notes
Aggressive: This was switched with Tactical, per Xyth's suggestion. The double buildings were reshuffled according to flavour.
Charismatic: Reduced war wariness was moved here, where it made the most sense. I still wonder about "immunity to culture flips." I understand you can't code it directly, Xyth, but perhaps you can do it indirectly. Culture flips can be completely suppressed with enough military, so could you inflate the "value" of Charismatic leaders' units for flip suppression purposes?
Imperialist: I came up with this idea when Xyth said "If a building or wonder can do it, I can make a trait do it too." "-33% hurry cost" is the same bonus given by the Kremlin; it reduces the hurry cost in population/gold under Slavery/Emancipation. It fits Imperalist leaders perfectly: they squeeze every last drop of blood and treasure from their subject peoples. It's not as strong as +50% worker speed, but it's not bad.
Protective: I think a March army (one promotion away from Medic I) will be just as interesting as a Combat I or Commando army. I have no problem with March as the free promotion, but I think that might be too powerful.
Tactical: See Aggressive.

Judicial: "-20% city maintenance" is intended as an alternative to the "-50% civic upkeep" of Organized. With a Courthouse in place, it would add up to -70% overall, but that's still less than a German Rathaus. Reduced maintenance on top of a Rathaus (or Courthouse+Ikhanda, come to think of it) would be too strong, so we should avoiding having Judicial German or Zulu leaders. Maximilian can be the first to go Traditional.
Organized: "extra unit support" goes here since Organized leaders will naturally give priority to army logistics. I didn't want to give this to a military trait because in each case that would have meant removing an economic bonus. Like with Vassalage, the number of extra units supported should rise as an empire expands.

Creative: Sentry promotions go here, for lack of a better place to put them. I would be happy to swap this with a bonus from another trait but I don't see any good options. Free Sentry promotions is a very fun idea, so I do want it to go somewhere.
Progressive: "+50% worker speed" here is less random than it might sound. In the tech tree, "+50% worker speed" is available at Feminism, presumably to represent greater female participation in the work force, which is a very Progressive idea indeed. If we ever decide that "all Legal civics available on Turn 0" is a good idea after all, we can move the worker bonus elsewhere.
Traditional: +25% culture was the simplest way to code Howard's idea of increasing culture over time. It will give 0 extra culture at the start of the game (well 0.5, from the Palace), but slowly add more and more as you build more buildings and wonders. It's a good fit and much better than my double Walls and Monastery idea. Those buildings are pretty cheap to begin with.

Related Changes:
Trading Post: Now that Enterprising gives free Navigation I+Navigation II promotions, this Viking UB should give Naval units the Mobility promotion. Mobility is not normally available on Naval units so Viking ships will remain the fastest around.
Red Cross: Whether you stick with free Medic I promotions for Protective leaders or not, Red Cross should give free March promotions. Coming so late in the game, the Red Cross must be better. After all, you don't need more than one Medic in a stack, but you can always use more March(ers.)
Shwedagon Paya: With the changes to the Spiritual trait, this religious wonder becomes pointless for the very leaders who should be eager to build it. I suggest changing it to +1 food/state religion building, filling a natural gap left by the Apostolic Palace, Spiral Minaret, Sistine Chapel, and University of Sankore.
 
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