History Rewritten (Original Thread)

Where *exactly* did you put MacBUFFY? If it's in the right place, you should be able to run the Mac AssetsChecker that's linked in my signature without errors. If that works then you should be able to load a BOTM start file. And you should be able to put History Rewritten in the same place as MacBUFFY.

I put it into ~/Library/Application Support/Steam/steamapps/common/... BTS/Mods. If I put a mod into that folder it does not appear in the Advanced menu in the game. If I have the mods in my ~documents/...BTS/Mods I can load MacBuffy, but get the error message for HR. I knew I would hate Steam. :blush: Should have paid a little more for the boxed versions. I will try a reinstall when I am back home.
 
Right now colonial maps of the Indies, the Caribbean, and Africa, a world colonial scenario, and an European scenario, pre WW1, with a highly ******** tech rate so Airships will be in style for a much longer time. The one real issue would be the new resources. Most of these are about half way done right now
 
I put it into ~/Library/Application Support/Steam/steamapps/common/... BTS/Mods. If I put a mod into that folder it does not appear in the Advanced menu in the game.

That indicates a serious problem with the installation. The "load a Mod" menu should show a list of all mods in that directory. Are there other mods in there that were delivered with the game? If so, do they show up in "load a Mod"?
 
That indicates a serious problem with the installation. The "load a Mod" menu should show a list of all mods in that directory. Are there other mods in there that were delivered with the game? If so, do they show up in "load a Mod"?

Well, I kept on searching and found another BTS folder where I put the mods in and now it works. This is the weirdest installation I have seen on a Mac. :crazyeye: It felt like 50 BTS folders I visited.

I played HR for an hour and :goodjob: for this. It is much fun. Thanks for your work, Xyth.
 
Where was the other BtS folder that worked?
 
Does this mean a future era? Cause that would be awesome.

Ideally yes. Realistically it depends on how smoothly everything's going prior to that. I'll probably merge in an existing future era mod rather than create my own from scratch. They're generally quite complex in nature so I'll need to have everything else in HR pretty solid before attempting it.
 
To Xyth : the other thread which modmods HR about one theme is right about this, you need to limit number of units by tile...

You could limit the number of military units to three by tile...

For cities you could limit this by one military unit by unit of pop, and max it to 15 military unit past 15 pop...
 
To Xyth : the other thread which modmods HR about one theme is right about this, you need to limit number of units by tile...

You could limit the number of military units to three by tile...

For cities you could limit this by one military unit by unit of pop, and max it to 15 military unit past 15 pop...

It's impossible to limit units per tile without the SDK. And even then the AI needs to be substantially rewritten to understand it. There are a few BTS mods that try it but from all reports it doesn't work very well at all. I'm not surprised, Firaxis can't program the AI in Civ5 to use it effectively either.
 
Not everyone using this mod agrees to my proposal down there. Having less units in the game is more like an opinion than an improvement. That's why I decided to create a new thread for it in the first place.

The good thing here anyway (for me) is that I've learnt something while trying to code the game.
 
Since you're reworking the tech tree, how about moving the starting date back a few thousand years, and adding in a few earlier techs?

Yeah, this would be cool! You could have things like Tools, Fire, stuff like that.

Maybe move code of laws back a little, since it was a pretty early document.

Just dreaming, but it would be cool if you could research before you settle a city, and to do so, you would have to research Agriculture. Cool, but unneeded.
 
Yeah, this would be cool! You could have things like Tools, Fire, stuff like that.

Maybe move code of laws back a little, since it was a pretty early document.

Just dreaming, but it would be cool if you could research before you settle a city, and to do so, you would have to research Agriculture. Cool, but unneeded.

I reckon you should have a settler at the start but you need a tec like for example 'Civil Order' to build more settlers. I also think that there should be a tec like 'Tools' that allows you to build workers.
 
Like Pie's Roman mod?
 
It's impossible to limit units per tile without the SDK. And even then the AI needs to be substantially rewritten to understand it. There are a few BTS mods that try it but from all reports it doesn't work very well at all. I'm not surprised, Firaxis can't program the AI in Civ5 to use it effectively either.

It could be an other possibility to limit number of military units, increasing their cost, and making in sort that Unique Units could be limited to 10 instead of unlimited...

After all spies and missionaries and executives are limited in numbers too ;)
 
Since you're reworking the tech tree, how about moving the starting date back a few thousand years, and adding in a few earlier techs?

Yeah, this would be cool! You could have things like Tools, Fire, stuff like that.

Maybe move code of laws back a little, since it was a pretty early document.

Just dreaming, but it would be cool if you could research before you settle a city, and to do so, you would have to research Agriculture. Cool, but unneeded.

I reckon you should have a settler at the start but you need a tec like for example 'Civil Order' to build more settlers. I also think that there should be a tec like 'Tools' that allows you to build workers.

While I am planning to significantly expand the ancient and classical eras I don't have any plans to extend the tech tree much further back into the stone age. It's very tricky to create something meaningful and enjoyable without cities, they are the engine of the game. Starting location has a huge effect on game balance and I fear that having some sort of nomadic period would create a significant disadvantage to the AI.

Not ruling it though, I'll have a more in depth look at what's possible and what other mods do when it comes time for 0.9.

Like Pie's Roman mod?

Pie's Ancient Europe is a fantastic mac-compatible mod that I recommend to anyone to try out. I'm hoping to borrow some ideas from it in some future version of HR. Let me know if any of you have any recommendations.

It could be an other possibility to limit number of military units, increasing their cost, and making in sort that Unique Units could be limited to 10 instead of unlimited...

After all spies and missionaries and executives are limited in numbers too ;)

Yep, that's along the lines of what Thyran is proposing. Definitely an idea worth exploring in more depth.

I need to get my act together and get these civics finished. They're much harder to get right than I ever thought they would be. I hope to have another preview very soon.
 
Here is the next and probably final preview of the civics in 0.8. Quite a few changes from the last preview, many have had their bonuses/penalties changed, the unfinished categories are finished and Mercenary Army is replaced by Clan Warfare. I've also lowered the upkeep of the starting civic in each category from Low to None. This should make them a little more desirable in relevent situations.

Please have a look through and let me know if any strike you as too weak or too strong. I'm pretty happy with the bonus/penalty choices for each but some of the numbers may need adjusting for balance.



Government

Despotism
No Upkeep

Monarchy
Medium Upkeep
• +50% :hammers: and :commerce: in capital
+2 happiness from Castle

Theocracy
Medium Upkeep
• +2 happiness per city with state religion
• No spread of non-state religion
• +50% :gold: and :culture: in capital

Confederation
High Upkeep
• -50% maintenance costs from distance from palace
• +15% :commerce: from trade routes
• -25% :culture: in all cities

Aristocracy
High Upkeep
• -50% maintenance costs from number of cities
• +2 :gold: and :espionage: per specialist

Democracy
Low Upkeep
• +50% Great Person emergence
• +50% war weariness
• +2 :hammers: from Town​


Legal

Barbarism
No Upkeep

Tradition
Low Upkeep
• +50% experience gained from combat within own borders
• +25% :culture: in all cities

Authoritarianism
Medium Upkeep
• +1 happiness per military unit stationed in a city
• +25% :espionage: in all cities

Codification
Medium Upkeep
• +100% growth for Cottage, Hamlet, Village
• +1 happiness from Library

Jurisdiction
Medium Upkeep
• 1 free specialist per city
• +2 happiness from Courthouse

Equal Rights
High Upkeep
• Happiness penalty for civs without Equal Rights
• +5 happiness in largest cities​


Labour

Tribalism
No upkeep

Agrarianism
Low Upkeep
• No growth of Cottage, Hamlet, Village
• Military units produced with :food:
• +1 :hammers: from Farm, Pasture, Plantation

Slavery
Medium Upkeep
• +1 unhealthiness in all cities
• Can sacrifice population to finish production

Caste System
Medium Upkeep
• Unlimited Artists and Merchants
• Workers build improvements 50% faster

Industrialism
Medium Upkeep
• +2 unhealthiness in all cities
• +25% :gold: in all cities
• +1 :hammers: from Mine, Lumbermill, Watermill

Emancipation
Low Upkeep
• Happiness penalty for civs without Emancipation
• Can spend :gold: to finish production​


Economy

Reciprocity
No upkeep

State Property
High Upkeep
• -50% maintenance costs from number of cities
• Corporations have no effect
• +1 :food: and :hammers: from Workshop

Professionalism
Medium Upkeep
• 1 free specialist per city
• +1 :commerce: from Town

Mercantilism
Medium Upkeep
• -50% maintenance costs from distance to Palace
• No foreign trade routes
• +50% :commerce: in capital

Free Market
Low Upkeep
• -50% maintenance costs from corporations
• +1 trade route per city

Environmentalism
High Upkeep
• +25% maintenance costs from corporations
• No unhealthiness from city population
• +2 :commerce: from Windmill, Forest Preserve​


Military

Militia
No upkeep

Clan Warfare
Low Upkeep
• No war weariness
• +25% maintenance costs for number of cities
• +100% :gold: from pillaging

Vassalage
Medium Upkeep
• More military units with free upkeep
• +1 happiness from Barracks

Warrior Code
High Upkeep
• +100% Great General emergence
• +1 happiness per military unit stationed in a city
• +25% :culture: in all cities

Conscription
Medium Upkeep
• Can draft units each turn
• +25% :espionage: in all cities
• -25% :gold: needed to upgrade units

Professional Army
High Upkeep
• New units receive +2 experience
• +25% military unit production
• +1 :gold: support cost per military unit​


Religion

Paganism
No upkeep

Organized Religion
High Upkeep
• Can train Missionaries without a Monastery
• Cities with state religion construct buildings 25% faster

Fundamentalism
Medium Upkeep
• +25% military unit production in cities with state religion
• +2 experience in cities with state religion
• -25% :science: in all cities

Altruism
Medium Upkeep
• +50% Great Person emergence in cities with state religion
• +50% war weariness
• +25% :culture: in all cities

Rationalism
High Upkeep
• Unlimited scientists
• -2 happiness in cities with state religion
• +2 happiness from School

Free Religion
Medium Upkeep
• No state religion
• +1 happiness per religion in a city
• +1 :science: per specialist​
 
Aristocracy is slightly overpowered, I would drop the spy bonus to 1. Other than that it looks very very good. :) now how will it hold up in game?
 
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