World History Mod development thread

Like I said, work resumes in a week (well I didn't actually say that, but this is the really busy time I was talking about)
I literally have not had a single second to spare on anything (nvm this) in the last two weeks.
I will try to get some important stuff done on this starting next weekend.

I am sure to always disappoint in terms of deadlines, but remember, I have been at this, what, a couple years now (at least), and not once did I plan on dropping it. It will get done! And the first part is not at all far from being done

It will be mostly work on the engine, so there won't be anything to show (on that), but I will update as things are accomplished

I haven't jumped ship!

Kevin
 
Wasn't aware you were on a break from this, hope you're getting through what needs to be done in the real world. :)

Apologies if it sounded like I was mithering, glad it's all chugging along. Is there a tentative release date (quarter / month) at this stage?
 
I really don't want to disappoint with deadlines... please ignore anything I every say on them... it will take a few months... end of summer at latest. If it's at all after the end of the summer it will have no hope of being finished. In the past I have been too optimistic. But this stage should be finished just fine.

Currently, I am worried about the future as I got a response from Sedna and it will most likely be very hard to add more than the maximum # of civs, which I have reached in this release alone. But like all the billion other problems that I've had it will probably disappear

Ah, well, some day it will be finished, and it will have a cult following. Who knows. Thanks for your faith and patience. (hopefully anyone keeping an eye on this will bug me until it is done!)

Only a few days left of madness!


EDIT: okay, work on this is resuming. I will be very busy this week though.
Also, my mom got a new laptop, so maybe I can get 3dsmax 2008 running (I let the trial license run out a long time ago and haven't been able to get the full thing running since). Then I will try converting some of the remaining artwork.
 
Good to hear theres still determination here :) Check out Rise of Mankind New Dawn. It looks like it got a few things you might be able to pull from. :)
Sorry, but I might not be able to get the city names for you, i'll try but don't hold your breath or you might suffocate :D
 
I checked it out, and you're right there is a lot of stuff to be taken. For example, the fixed borders seems the exact same (don't know if I copied them or vice versa), and even small stuff like their choice of civics could help me come up with their effects

I'm too busy to work on it in the next few days; I will do a lot of work on it over christmas holidays, and a tiny bit a little before then.

Thanks Grishnash- if you are willing, you do have potentially as long as year to do it :goodjob:
Otherwise it might be pretty hard, and I'll have to find a different way of coming up with African city names

But it'll all work in the end
 
Actually had this sitting arround on the hard drive for a week or so but forgot to upload it (bloody workload :mad:). I've assigned tech prereqs to the civics you posted last page.

ECONOMY
Decentralization: None
Mercantilism: Usury
Collectivism: Communism
Capitalism: Capitalism
Economic Governance: Keynesianism
Corporatism: Limited Liability

ADMINISTRATIVE DIVISIONS
Decentralization: None
City-State: Urban Planning
Feudal: Feudalism
Confederation: Rationalism
Federation: Enlightenment
Centralization: Nation State

FOREIGN POLICY
Subjugation: None
Imperialism: Transcontinental Trade
Occupation: Revanchism
Unilateralism: (?)
Multilateralism: (?)
Interventionism: (?)
Non-Interventionism: (?)

MILITARY
Barbarism: None
Mercenary: Professional Armies
Militia: Organised Warfare
Ritual: Mysticism
Warrior Society: Warrior Caste
Fealty: Vassalage
Conscription: Nationalism
Compulsory: Social Contract
Voluntary: Liberalism
International: Globalisation

RULE
The Chief: None
The Monarch: Monarchy
The People: Emancipation
The Elite: The Republic
The Church: Theology
The Military: Professional Armies

POWER
Tribalism: None
Despotism: Specialisation of Labour
Absolutism: Jurisprudence
Bureaucracy: Civil Service
Meritocracy: Rationalism
Aristocracy: Aristocracy


Change List
Renamed Vassalage to Feudal to avoid tech confusion
Split Electoralcy into The Elite and The People to better represent the difference between classical and modern democracy
(Renamed RULE Civs, think they sound better now)
Renamed Admistrativism to Bureaucracy
Renamed Merit to Meritocracy
Added The Military to RULE

What do you think kev?
 
Hey, haven't been ignoring you, just really busy last several days!

ECONOMY
Decentralization: None
Mercantilism: Usury may be a problem for earlier mercantile civs
Collectivism: Communism
Capitalism: Capitalism
Economic Governance: Keynesianism i can't find this tech, but I might be blind. Perhaps the colour choice is wrong? Also, this poses a problem as I need the civic for countries like Genoa
Corporatism: Limited Liability

ADMINISTRATIVE DIVISIONS
Decentralization: None
City-State: Urban Planning
Feudal: Feudalism
Confederation: Rationalism hm
Federation: Enlightenment
Centralization: Nation State what about in Precolumbian N/S America, where things were centralized longgg before this tech?

FOREIGN POLICY
Subjugation: None
Imperialism: Transcontinental Trade
Occupation: Revanchism
Unilateralism: (?)
Multilateralism: (?)
Interventionism: (?)
Non-Interventionism: (?) note: these do not have to occur in order, they can be all at once

MILITARY
Barbarism: None
Mercenary: Professional Armies mercenaries have been employed since the beginning of history. Professional armies comes later.
Militia: Organised Warfare hm... organized warfare again comes later. These techs are very specific developments
Ritual: Mysticism
Warrior Society: Warrior Caste
Fealty: Vassalage
Conscription: Nationalism
Compulsory: Social Contract
Voluntary: Liberalism
International: Globalisation

RULE
The Chief: None
The Monarch: Monarchy
The People: Emancipation
The Elite: The Republic
The Church: Theology
The Military: Professional Armies

POWER
Tribalism: None
Despotism: Specialisation of Labour
Absolutism: Jurisprudence
Bureaucracy: Civil Service
Meritocracy: Rationalism
Aristocracy: Aristocracy


Change List
Renamed Vassalage to Feudal to avoid tech confusion
Split Electoralcy into The Elite and The People to better represent the difference between classical and modern democracy not neccessary. While in concept you are 100% correct, remember that we also have government types, and these will create the differences you are seeking
(Renamed RULE Civs, think they sound better now)
Renamed Admistrativism to Bureaucracy
Renamed Merit to Meritocracy
Added The Military to RULE good thinking. Although, militaries are generally led by someone. But I don't think I properly accounted for that

One must be careful that tech requirements are actually "requirements" and not merely related. For example, Economic Governance does not "require" keynesianism and prevents historicity in earlier countries.

Thanks for your good work. I will automatically take the changes that do not have a comment beside them. If any further comments please let me know

will get lots done over holidays, and work on this will continue through Jan. and Feb.

Shameless plug: http://www.youtube.com/watch?v=Xnm1eUbzODM
 
ah someone got my password and was screwing around with my youtube profile. back to what it was, not that there ever was much

am now done the following art (after huge difficulties):
[UU] Aji Atl (taino tear gas thrower)
Aztec Archer
[UU] Mass Archers (Tarascan)
[UU] Black Axe (Olmec)
[UU] Itzueponi (Olmec)

also working on other stuff


I'm really not sure what do about unit button graphics. Drawing each one is obviously not an option- I'm not that good. Do I take a mini-screenshot-portrait of each unit? Or is there another system I could use? Like symbols for each unit type? Ideas?

Kevin
 
I plan on taking the tech trees from here, for this release:

http://forums.civfanatics.com/showthread.php?t=230225

I will likely modify it to my taste, especially taking out anything that is not practical in terms of civ4 gameplay



As a spoiler of sorts, I have done a huge amount of work on artwork. This is a picture of all the mesoamerican/andes units. 100% of them are ready for release.

unitspreview1.png


You can all figure it out- first row is Andes base units, second and third rows are Meso base units, with the artistic variations depicted by the flags (Maya flag means that is the Mayan artwork for the preceding unit, for example).
The other rows are all UUs, again, starting with Andes units then Meso for the other rows. For these the flag indicates the civ that the UU belongs to. Though I gave one to the Mixtecs just because I felt bad for them, because I haven't come up with anything for them yet. The previous one was moved to the Aztecs.

Reminder that I need an idea for unit button graphics still

Most of all,
Merry Christmas from me! and World History Mod
best general mod graphics and unit graphics and destined for greatness someday
:xmassign::xmastree::snowcool::santa2:
 
Happy New Year!
 
While nothing much has been done, I have created a test system and I am going to be working on getting rise and fall working how I want it to.

I am impossibly busy right now... most of the work will be done in the summer.

Now, since I am super-busy, I am going back to my busy policy- if I can get it done for August, great, I will consider its future form there. If I fail to meet that deadline, I will upload everything I have done, hope someone else continues it, and then try to help however I can. But I will not just abandon it. Anyways the final deadline for the first stage of the mod is August 31st.

If anyone can help with button graphics (or even think of some sort of way I can pull that off), it would be appreciated

OK, so I am having problems with expiry in the current forum. So, I just backed up everything.

Kevin
 
Some small updates-

obviously the my old plans for each civs' goals won't work. Since this is the New World, so many of them require interaction with Europeans. Therefore I will give each civ 1 unrelated goal. I am also scrapping all types of victories. I'll consider reintroducing them later, though maybe this is a good change.

A list of techs for this stage of the mod:

EDIT: coming soon
 
nsatechtree.png


Here is a rough Precolumbian tech tree. Any input appreciated!

EDIT: forgot esponiage. And I'm sure I will think of more for the Natives


Legend:

Green=can be learned by all regions
Blue=can only be learned by natives
Orange=can only be learned by non-natives (meso/andes)
Red=can only be learned by meso
Yellow=can only be learned by andes
(of course, learning techs from other civs is extremely important)

also note that the Carib will have a tiny seperate simple tech tree. I seperated the two for clarity
 
Looks excellent! Obviously the Natives should have more techs as they lasted longer than the Meso/Andes civs, but you already stated that. I should have the UU Buttons done by the end of this Weekend.

But a request for when I start doing the base units for Pre-Columbian America, could you send me a group picture of all the base units? As this would make making buttons for them a lot easier.
 
Quick reply from my phone, plz use the image from a few posts back n ill do a pic of the native base units tonight
Thx
 
The problem is with the Base Unit, UUs are already covered as I'm using historical art for them (Similar to the Leaders). But thanks in advancefor the Base Unit picture.
 
I know you just want the base units. But that picture has them. Just ignore the UUs.
I found the rest of them:
Native Base Units: post #839
Carib Base Units: post #869
Kevin
 
Some minor informational updates as I try to turn the piles of material into reality:

There will be four types of civs:

STATES: fully-playable diplomatic nation-states (ie Inca, Aztec, etc.)
CHIEFDOMS: playable tribal civilizations without much government (ie Carib, Sioux). Not really "civs" in the sense we think of them. These will have a small tech tree and less unit choices. These were mainly added for variety/fun/history.
INSTABILITY KINGDOMS: non-playable factions that arise either from a successful rebellion or the collapse of a state (ie Mayapan, or a better example but not from America, the Warring Kingdoms of China). No UU/UB/UP/UHV etc.
INDEPENDENTS: some states or chiefdoms I didn't manage to include will be independents if they were influential enough

The speed of passage of time will be cut by 75%, as the original timeline is soo long and I don't want there to be not enough to do. The upcoming release is only designed to be a stepping stone, and a demonstration of what has been developped so far, though it will be playable of course.
 
Today, a great statesman fights courageously to defend his people from an evil empire in the sands of Libya. Radiation spews from a ruptured power plant on the land of the rising sun, while the world digs out of an economic disruption. A nation turns away from the stars, while ancient kingdoms strive to restore eminence. Forgotten cultures fade into the dustbin of history as Empires sit on plundered gold.
But on August 31st , forget what you know, for the history of Man is in your Hands.
... For the first chapter of History is about to be rewritten.
… Bump.

Any news, Kevin?
 
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