History Rewritten (Original Thread)

Update on 0.7:

I've decided to not mess with civics in 0.7 after all. Instead I'll finish up the new civs and get it out as soon as possible. Poland is finished and the Kushan are nearly finished. Srivijaya/Java/Indonesia still requires a fair bit of work so it may make it in or it may not. I have a smallish list of fixes to work through as well but expect 0.7 in the next week or so.

I've been playing a bit of Civ5 these last few days and as much as I want to like it I just can't. So much potential but it's woefully unbalanced, undertested and worst of all the AI is dreadful. So I won't be switching to Civ5 too soon. It does have some good new features though and that's got me thinking a lot about potential gameplay changes for History Rewritten. There's not a huge amount I can do without DLL support but I'm sure I can come up with a few things here and there. So 0.8 will be the 'changing game mechanics' version.

Have you worked on the Celts at all, or are you just going to leave them to 0.8? (If so, I understand, they aren't that important)
 
Have you worked on the Celts at all, or are you just going to leave them to 0.8? (If so, I understand, they aren't that important)

Yep! I've renamed Brennus as Brian Boru and I've added Robert the Bruce to represent the Scots. I used this leaderhead in the end as it looked the best when animated. I've changed the background.

I stuck with Robert because he fit well with the traits I had available (Diplomatic/Tactical) though if you can think of someone more suitable let me know.
 
Yep! I've renamed Brennus as Brian Boru and I've added Robert the Bruce to represent the Scots. I used this leaderhead in the end as it looked the best when animated. I've changed the background.

I stuck with Robert because he fit well with the traits I had available (Diplomatic/Tactical) though if you can think of someone more suitable let me know.

Sounds great to me! :goodjob:
 
These are a couple of my ideas.
Feel free to criticize :cry:

Building ideas:

Inn (starts with agriculture)(45 hammer)
+1 :culture:
+1 :)
+1 :) and :culture: for every wine, and deer you have.

Cemetery (Required to build Royal Cemetery)(65 hammer)
+1 :health: for every 2 points of population
+1 :) with religion

Manor (Monarchy) (115 Hammer)
+25% :gold: with Monarchy
+25% :culture: with Free Market
+25% :science: with Free Speech
+1 :) with Pacifism
+1 :health: with Serfdom
(Or any other civic you can think of)


Crime:
Crime rate is basically a system of %. The higher the population is, the more higher the crime is. Crime % = +% of Maintenance and may also produce :mad: , :yuck: , and at 80% and higher will cause revolts. Espionage points = -0.5% crime rate. Jails and Courthouses will automatically reduce all crime in city by 25% all together.

Civil Wars:
A civil war is when a portion of cities break off to form a new nation. The new (but usually temporary) nation is of the name civilization but with a new leader. Civil Wars occur only if some cities have 4-7 angry faces or more, where a chance each turn too split off (1 :mad: = 10% chance).

I was also wondering if there could be a expansion of random events. Like 1 separate event for each nation, it's special national building, unique building, and unique unit. Just a thought, but I don't want to sound inconsiderate by burdening you with such work :cry:

New Civics:
Military Tactics
Formations (+25% defense in all tiles until industrial age)
Attrition (Enemies receive -0.3 strength each turn in player territory)
Blitzkrieg (+3 Movement for all units, and all units can attack multiple turns)
Cold Warfare (+100% production of missiles, can not go to war until civic change)
Guerilla Warfare (+100% attack and defense in Hills, Forests, and Jungles. Triple Movement speed in Hills, Forests, and Jungles)

Education
High Class (+10% :science: in capital, and +25% :science: for every manor)
Religious Study (+50% :science: in monasteries, and +50% :science: in holy city)
Propaganda Education (barracks will produce +5 :science: )
Public Education (schools will produce 100% more :science: , schools will now cost -2 :gold: )
(some other system I can't think of)

I can try to think of more ideas, if required :goodjob:
Also, epic work is epic :D :D :D
 
These are a couple of my ideas.
Feel free to criticize :cry:

Some good stuff here, I'll comment on a couple I noticed:

Cemetery (Required to build Royal Cemetery)(65 hammer)
+1 :health: for every 2 points of population
+1 :) with religion

There is definitely room for some early game health buildings. I've been thinking adding Public Baths for a while now but I like the idea of a Cemetery too, especially how it could be required to build the Royal Cemetery.


Crime:
Crime rate is basically a system of %. The higher the population is, the more higher the crime is. Crime % = +% of Maintenance and may also produce :mad: , :yuck: , and at 80% and higher will cause revolts. Espionage points = -0.5% crime rate. Jails and Courthouses will automatically reduce all crime in city by 25% all together.

Crime is supposed to be represented by a mix of civics, happiness and maintenance in Civ4 I think but yeah, it doesn't come across all that clearly. I'll have a think about it when I look at civics.

Civil Wars:
A civil war is when a portion of cities break off to form a new nation. The new (but usually temporary) nation is of the name civilization but with a new leader. Civil Wars occur only if some cities have 4-7 angry faces or more, where a chance each turn too split off (1 :mad: = 10% chance).

Civil Wars are simply not possible without SDK changes, ruling them out completely for Mac BTS unfortunately.

I was also wondering if there could be a expansion of random events. Like 1 separate event for each nation, it's special national building, unique building, and unique unit. Just a thought, but I don't want to sound inconsiderate by burdening you with such work :cry:

I haven't even thought about events so far I must admit. I should take a look and see what's possible sometime.
 
:D
It's nice to know that my ideas are good stuff :3

Too Skwink Caesar, they are ideas for new civic classes, not new civics for classic. Sorry if I confused you :cry:
 
:D
It's nice to know that my ideas are good stuff :3

Too Skwink Caesar, they are ideas for new civic classes, not new civics for classic. Sorry if I confused you :cry:

OK, makes way more sense now. Not a bad Idea.
 
Thanks :goodjob:

Here are some more ideas.

Buildings:
Slave Market (Requires Slavery)(100 hammer)
+1 :gold: from each point in population
+3 extra :mad: when hurrying production
(Destroyed during civic change)

Guild (researched at guilds)(double effects with monarchy)(135 hammer)
+50% :science: (with great scientist)
+50% :gold: (with great merchant)
+2 experience points (with great warlord)
+1 :culture:

Archery (45 hammer)
+2 experience for archery units

Noble's Palace (requires monarchy civic)(230 hammer)
+3 free units from city
+1 random unit is produced in city of age every 3 turns (4 max)
+5 :culture: (double with caste system)
+5 hammers (double with slavery)
+2 :) (double with serfdom)

New resource and unit and improvement:
Dogs (requires breeding pound) +2 :) and hammers
Breeding pound (used too collect the dog resource)
New unit:
War Dog (3 strength, 2 movement) (can be built with animal husbandry)
+can reveal spies one tile away
+25% attack vs archery units
+can attack spies
-100% attack vs cities
-Cannot pillage


I was thinking of a small expansion of the slavery civic, where capturing and pillaging cities will now (with slavery civic) give you a free worker. O could go more advanced and in-depth on a major overhaul of the slavery civic, but that would mean you would have too make major changes and in-depth overhaul on all the civics too balance them out. and as sonic says. . .that's no good. . . :wow:


keep up the good work :goodjob: :beer:
 
Dogs are as strong as bears?? hmmmm... I like it. I also really like the guild, but +50% is a game breaker. Perhaps +25%? And like the slave market it should only work with a civic. Actually thats an idea for possible expansion. A building for every civic. Ideas?
 
:cry: The problem with a building for every civic is that there are so few ideas.

Example; I can not think of a good building idea for serfdom, caste system, and free religion :/
The only civic I can think of that would have special buildings would be theocracy, slavery, monarchy, state property, and police state at the moment :/

The point of some of these buildings I guess is too be more efficent with certain civics, but useless without them. . .giving players modivation is stradgize with civics more often then simple have the best out of the bunch :cool:

Thanks for liking my dog idea :goodjob:

I hope that some of you could figure out any special buildings that appear in some these civics, preferably labor civic (which is harder then you think :eek: )
 
A building for every civic seems a bit excessive, especially given I'm likely to add more civics and maybe even civic categories at some point. It's important not to add stuff just for the sake of adding stuff as things can quickly get unbalanced. Everything put in needs to fill a niche, either functional or flavour, and most importantly the AI has to understand how to use it effectively.

On a technical note, restricting buildings by civic is not possible via XML and would thus require a lot of complex work in Python to implement. The AI does not automatically understand Python changes and adding Python scripting to the AI can cause significant slowdown to the game if not done well.

It's not a bad idea, there's just a massive amount more work and unbalancing implications than there seems.
 
:cry::sad:
So the problem is technical issues and re-doing which I can imagine will take literally forever.
I'm not to sure what can or can't be implanted because of overwork technical reprogramming or simply impossible :cry:
 
Thanks :goodjob:

Here are some more ideas.

Buildings:
Slave Market (Requires Slavery)(100 hammer)
+1 :gold: from each point in population
+3 extra :mad: when hurrying production
(Destroyed during civic change)

Guild (researched at guilds)(double effects with monarchy)(135 hammer)
+50% :science: (with great scientist)
+50% :gold: (with great merchant)
+2 experience points (with great warlord)
+1 :culture:

Archery (45 hammer)
+2 experience for archery units

Noble's Palace (requires monarchy civic)(230 hammer)
+3 free units from city
+1 random unit is produced in city of age every 3 turns (4 max)
+5 :culture: (double with caste system)
+5 hammers (double with slavery)
+2 :) (double with serfdom)

New resource and unit and improvement:
Dogs (requires breeding pound) +2 :) and hammers
Breeding pound (used too collect the dog resource)
New unit:
War Dog (3 strength, 2 movement) (can be built with animal husbandry)
+can reveal spies one tile away
+25% attack vs archery units
+can attack spies
-100% attack vs cities
-Cannot pillage


I was thinking of a small expansion of the slavery civic, where capturing and pillaging cities will now (with slavery civic) give you a free worker. O could go more advanced and in-depth on a major overhaul of the slavery civic, but that would mean you would have too make major changes and in-depth overhaul on all the civics too balance them out. and as sonic says. . .that's no good. . . :wow:


keep up the good work :goodjob: :beer:

I think those are good buildings, but IDK about the Noble's Palace. The 3 units may be a little over the top.
 
0.7 is finished! Unfortunately MegaUpload seems to be down, I'll have to try upload again tomorrow. In the meantime, here's the list of changes:

Features
  • Inquisitions!
  • Religious Victory
Civilizations
  • New Civilizations: Kushan, Poland
  • India has a new UU: Siege Elephant (replaces Cannon)
  • Vietnam has a new UB: Mua Roi Nuoc (replaces Theatre)
Leaders
  • New Leaders: Casimir, Kadphises, Kanishka, Nasser, Sobieski, Robert the Bruce
  • Brennus is now Brian Boru
  • Canute now more accurately named Knut
  • Hiram's diplomacy texts fixed
  • Mongkut has improved art and animation
  • Sargon has completely new art
  • Better trait combos for Huayna Capac, Peter, Qin Shi Huang, Suppiluliuma
  • A few adjustments to favourite civics and religions
Buildings
  • New National Wonder: Holy Office
Units
  • New Unit: Inquisitor
  • Battering Rams and Siege Towers are cheaper to build
  • Battering Rams and Siege Towers are immune to Flanking Strikes
  • Catapults and Trebuchets can bombard again
  • Keshik fixed (they had both Horseman and Horse Archer bonuses)
Maps
  • Several starting locations fixed
  • Removed Earth (192x120) map as it's just too huge and crashes constantly
Miscellaneous
  • New menu screen
  • New interface font
  • Civilopedia layout adjustments
  • Several Civilopedia concept pages updated
  • Numerous art optimizations
 
Whoa, had no idea it was coming out so soon!

BTW Xyth, to me, it sounded like you didn't like V that much. Since were hearing how there is a mac version coming VERY soon, any plans to one day make History Rewritten for V?
 
Im trying to play this on a PC, it should be working first of all - right?? :)

I get some errors when the mod-loading screen appears. It seems to be when it's loading the "init XML" first error is a civ4building xml error. I press okay, loading continues.
Error window says; " LoadXML call failed for modules\civilizations\vietnam\vietnam_civ4buildinginfos.xml".
- Pressing ok button, and loading continues - until next error
Which is a long one, in the File: "modules\leaders\mongkut\mongkut_civ4leaderheadinfos.xml
Reason: The elements in the file is undetectable according to something called DTD-scheme.
It also says something about line 82, 19 - and the favoritecivic>Hereditary_rule. when I press ok again I get another error from mongkut leaderheadinfos.xml.

It seems to have alot of XML errors - have anyone else experienced that? Or have any possible solutions? (Allready changed both the ini's to moduleloading=1)
Any help would be much appreciated... This mod sounds really awsome!

Ohh.. And after all errors I'm in the mod's main screen. But all the errors worries me! :confused:
 
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