KeeperOT7Keys
did nothing wrong
Reason behind this fix
I really like version HR 1.24 (download link for this version at the end) but I've always felt expansive, industrious, creative traits were way too powerful. Leaders such as Victoria (Exp/Ind) would dominate the game to an extreme point that it would stop being fun.
Also Imperialist leaders were too weak because all of their bonuses were about conquering others, and they couldn't do it because they didn't have good enough regular bonuses. Only trait ability that might be useful was -33% hurry cost, but it was again useless because slavery civic was very useless against the agrarianism. Quarries and Plantations are too weak compared to a farm-pasture based civ. Therefore AI would never adopt it (neither me), which caused an additional penalty for imperialist leaders.
Because slavery is weak this would also ruin jungle starts.
I also think Commando promotion given for the Aggressive trait is pretty annoying. AI plays like it can see anywhere on the map, so it can casually snipe a worker 10 tiles away with this promotion. And it is not really useful either for taking and keeping cities.
Defensive leaders' ability to prevent pillaging improvements is another broken ability because AI don't understand it. AI attackers would sit on the same tile for 10 turns trying to pillage it, which makes very easy to abuse AI/prepare defenses while AI is losing time.
Some early strategic resources are also too critical and become game-breakers. You might get screwed if you don't have any copper in the early ages or don't have any saltpeter in the renaissance. Moreover they are revealed just when you need them, which is a bit unfair, so discovery of these resources pushed to earlier techs so players can plan their strategies accordingly.
Changes
Traits
Creative trait now gives free kilns instead of +1
per
level.
Industrious trait now gives free tanneries instead of +1
per
level
Expansive trait now gives faster road&railroad speed instead of +1 population when founding cities.
Aggressive trait now gives free March promotion instead of Commando promotion, to the melee, mounted, and armored units. In the original HR gun units also used to get commando but now they are excluded.
Defensive trait does not prevent tiles from pillaging anymore, instead when defensive leaders lose cities they gain the partisan event which gives a group of units around the captured city or near the capital.
Techs - Resources
Reveal of Saltpeter is moved to the Alchemy, which is also more historical.
Copper is revealed when Mining is discovered.
Iron is revealed when Bronze Working is discovered.
Mines now give only +1
rather than +2. But they also gain +1
with iron working. This amplifies tools aspect of this tech, rather than merely improving weapons and makes it appealing for peaceful civs.
Civics-Tenets
Slavery gives +1
from Quarries and +2
from Plantations instead of +1
from both.
Preservation is moved to priesthood since alchemy became crowded, also it makes more sense.
Stone and Marble now counts as materials for the order
tenet, Sugar counts as luxury isntead of a crop. I made these changes to balance the first 3 tenets available, I felt fertility was always superior since crops are much more common.
Units
Caravel now has 4
instead of 3
. It was frustrating to see caravels getting destroyed by random pirate ships with same strength.
Pirates can't enter ocean, even with compass.
Skirmishers and Longbowmans have reduced city attack (-25%)
. Skirmishers were better than catapults in almost every situation, and it was more reasonable to use them for sieges rather than actual skirmishes. (I also considered reducing their strength to 3
, but it seemed too low.)
Medjay has went from 4
to 3
but now starts with a combat promotion.
New Victory Condition!
I don't enjoy the default victory conditions in the civ4, game usually drags for too long so I added a new "quick score" condition.
Basically if you double your opponents' score in the digital era you win the game, or if you triple in the global age, or 4x in industrial and so forth.
Bugfix
Recycling Center wasn't working as intended, I fixed that.
Miscellanous
Reduced the spawns in the "villagers are hostile" event. It used to create 4-5 units at once, now it only creates 1-2, hostile event percentage is the same.
How to Install
Just copy the contents of the zip file into a fresh History Rewritten 1.24 install in your /Mods folder. This will change your mod.
Link for the older 1.24.1 version: https://www.moddb.com/mods/history-rewritten/downloads/history-rewritten-1241
I really like version HR 1.24 (download link for this version at the end) but I've always felt expansive, industrious, creative traits were way too powerful. Leaders such as Victoria (Exp/Ind) would dominate the game to an extreme point that it would stop being fun.
Also Imperialist leaders were too weak because all of their bonuses were about conquering others, and they couldn't do it because they didn't have good enough regular bonuses. Only trait ability that might be useful was -33% hurry cost, but it was again useless because slavery civic was very useless against the agrarianism. Quarries and Plantations are too weak compared to a farm-pasture based civ. Therefore AI would never adopt it (neither me), which caused an additional penalty for imperialist leaders.
Because slavery is weak this would also ruin jungle starts.
I also think Commando promotion given for the Aggressive trait is pretty annoying. AI plays like it can see anywhere on the map, so it can casually snipe a worker 10 tiles away with this promotion. And it is not really useful either for taking and keeping cities.
Defensive leaders' ability to prevent pillaging improvements is another broken ability because AI don't understand it. AI attackers would sit on the same tile for 10 turns trying to pillage it, which makes very easy to abuse AI/prepare defenses while AI is losing time.
Some early strategic resources are also too critical and become game-breakers. You might get screwed if you don't have any copper in the early ages or don't have any saltpeter in the renaissance. Moreover they are revealed just when you need them, which is a bit unfair, so discovery of these resources pushed to earlier techs so players can plan their strategies accordingly.
Changes
Traits
Creative trait now gives free kilns instead of +1


Industrious trait now gives free tanneries instead of +1


Expansive trait now gives faster road&railroad speed instead of +1 population when founding cities.
Aggressive trait now gives free March promotion instead of Commando promotion, to the melee, mounted, and armored units. In the original HR gun units also used to get commando but now they are excluded.
Defensive trait does not prevent tiles from pillaging anymore, instead when defensive leaders lose cities they gain the partisan event which gives a group of units around the captured city or near the capital.
Techs - Resources
Reveal of Saltpeter is moved to the Alchemy, which is also more historical.
Copper is revealed when Mining is discovered.
Iron is revealed when Bronze Working is discovered.
Mines now give only +1


Civics-Tenets
Slavery gives +1



Preservation is moved to priesthood since alchemy became crowded, also it makes more sense.
Stone and Marble now counts as materials for the order

Units
Caravel now has 4


Pirates can't enter ocean, even with compass.
Skirmishers and Longbowmans have reduced city attack (-25%)


Medjay has went from 4


New Victory Condition!
I don't enjoy the default victory conditions in the civ4, game usually drags for too long so I added a new "quick score" condition.
Basically if you double your opponents' score in the digital era you win the game, or if you triple in the global age, or 4x in industrial and so forth.
Bugfix
Recycling Center wasn't working as intended, I fixed that.
Miscellanous
Reduced the spawns in the "villagers are hostile" event. It used to create 4-5 units at once, now it only creates 1-2, hostile event percentage is the same.
How to Install
Just copy the contents of the zip file into a fresh History Rewritten 1.24 install in your /Mods folder. This will change your mod.
Link for the older 1.24.1 version: https://www.moddb.com/mods/history-rewritten/downloads/history-rewritten-1241
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