Expanded content and enhanced gameplay for Civilization IV: Beyond the Sword. Compatible with Mac and Windows.
New in 1.25: Armenians, Scythians, Economic Agreements, Military Pacts, New Music, and much more!
History Rewritten needs to be installed in the same location as all the mods that came with BTS (Gods of Old, Road to War, etc). This location may vary a little on each system but the correct path should closely resemble one of the following:
OS X:
Windows:
Note that BTS has TWO mod folders; one in the same location as the BTS application itself and one somewhere in /Documents/ or \MyDocuments\. History Rewritten will NOT work if installed in one of the Documents locations.
It will also fail to run if the folder is renamed. It should be named "History Rewritten" with no version number appended. Also be sure that your unarchiving software has not 'double-nested' the mod folder - there should not be a History Rewritten folder inside another History Rewritten folder.
If you have any problems, questions or suggestions please visit the History Rewritten Forum
Music
• New music for many leaders and eras, courtesy of IanMusic
• Several existing pieces repurposed or reintroduced (from Vanilla and Warlords)
Civilizations
• New Civilization: Armenia (Tigranes, Ashot)
• New Civilization: Scythia (Tomyris, Ateas)
• Anasazi: renamed Pueblo
• Hungarians: Vegvar (UB) grants free Cover promotion
• Japanese: new button/flag
• Mongols: new UW (Ulugh Beg Observatory)
• Polish: new leader (Pilsudski)
• Romans: Legionary (UU) can also build Encampments, death animation fixed
• Thai: new leader (Naresuan)
• Zulu: new Leader (Mandela)
Leaders
• Cyrus: new art
• Gajah Mada: improved art
• Rahiri: improved art, reverted to Te Rauparaha
• Shammuramat: removed
• Tun Perak: new art
• Numerous trait reassignments
Traits
• Aggressive: fixed a bug that could leave a player with negative wealth
• Defensive: improved AI handling of pillage immunity (Windows only)
• Expansive: renamed Expansionist, grants free Granary instead of extra population
• Tactical: now reduces military unit upgrade cost by 50% (was 100%)
Civics
• Chiefdom: redesigned (+50% culture in capital, +1 happiness from Barracks)
• Industrialism: upkeep lowered to Medium
• Monarchy: grants +1 happiness from Palace instead of Barracks
• Theocracy: no longer grants +50% culture in capital
• Tribalism: 100% free unit upkeep instead of pillage/capture bonus
Religion
• AI more likely to found religions appropriate to their region
Tenets
• Enlightenment: faith from settled Great People reduced to +3 (previously +5)
• Idolatry: now also increases cost of constructing Wonders by 25%
• Preservation: now +1 faith from Wonders (previously +2)
• Salvation: faith earned from combat is now based on the defeated unit's experience
• Fixed a bug causing free specialists from Tenets to sometimes not be applied correctly
• Revelation Tenets that improve Monasteries should now work correctly
Organizations
• Fixed incorrect expansion costs
• Fixed a rare bug that could destroy Headquarters
• Many tweaks and fixes to expansion mechanics
• Many tweaks and fixes to share trading
• Organizations will now go bankrupt if their share price hits 0
Technology
• Geography: no longer grants free trade routes
Specialists (Windows Only)
• Doctor: provides health instead of food
• Priest: provides happiness instead of commerce
• Great Artist: provides happiness instead of wealth
• Great Doctor: provides health instead of food
• Great Priest: provides happiness and health
• Great Spy: provides wealth instead of commerce
Buildings
• New Building: Telephone Exchange
• Airport: now also requires Radio
• Bunker: redesigned and unlocks earlier (at Explosives)
• Castle: also reduces bombard damage, no longer allows 1 spy
• Customs House: foreign trade yield bonus reduced to 50%, also grants +50% defense vs espionage
• Recycling Centre: should now clear existing pollution when constructed
• Sewer: now grants +3 health, no longer allows 1 spy
• Solar Plant: latitude requirement tightened to 30°
• Espionage is now much less common from buildings
• Defense bonuses no longer ineffective against many gunpowder units
• Numerous adjustments to likelihood of destruction when city is captured
• Numerous improvements/replacements for building art
• City artstyle now determined by highest culture present (Windows only)
• New construction sounds for many buildings
National Wonders
• Refinery: provides Scientist GPP (formerly Merchant GPP)
• Telephone Network: redesigned as Silicon Valley
Wonders
• Cristo Redentor: should now work properly
• Jetavanaramaya: cost lowered to 500
Units
• Labourer: can no longer settle as citizens
• Grenadier: also does up to 75% collateral damage to 3 units
• Musketman: strength increased to 10
• Transport Ship: now unlocks at Combustion
• Many units that used to ignore building defense no longer do
• Siege Units separated into Siege and Artillery categories
• Fixed resource and tech requirements of several naval UUs
• Several adjustments to unit costs
• Various fixes and changes to unit art
Forts
• Variants: Encampment, Fort, Fortress
• Can be bombarded to reduce defenses (Windows only)
• Generate culture for the occupier (Windows only)
• Enable stationed units to see further (Windows only)
• Better art
Improvements
• AI should now be more careful about building polluting improvements
• Offshore Platform: now unlocked at Infrastructure
Resources
• Shellfish: now provide food and commerce when improved
• Several adjustments to resource placement during map generation
Natural Wonders
• New Natural Wonders: Eye of the Sahara, Salar de Uyuni
• Aurora Borealis and Aurora Australis
• Several adjustments/changes to bonuses
• Now indicated on the map when resource labels are enabled
Interface
• City Screen: Dissent Bar will now always show dissent rate (unless it is 0)
• City Screen: fixed a bug preventing assignment of specialists when land is unworked
• Financial Advisor: now shows how many trade routes you have with each player
• Foreign Advisor: rebuilt (work in progress)
• Pedia: now taller on higher resolutions
• Settings: fixed an error when adjusting Field of View
Diplomacy (Windows Only)
• Can now establish Embassies that allow Economic Agreements and Military Pacts
• Economic Agreements: Right of Passage, Trade Agreement, Common Market
• Military Pacts: Non-Aggression Pact, Co-operation Pact, Defensive Pact
• New Negotiations: War Preparations, War Reparations, Secretary General Vote
• New Trades: Contact, Workers, Military Units
• New UN Votes: Barbarian Peace, Denounce Aggression, No City Razing, Fixed Borders
• New UN Votes: Map Exchange, Civic Condemnation, Resource Prohibition
• Various other Diplomacy adjustments
Balance
• Increased culture required to reach Refined and higher levels
• Dissent from civics now scales more reasonably with number of cities
• Rounding is now applied to a city's total trade route yield instead of to individual trade routes (Windows only)
• Several adjustments to Espionage Mission costs
Misc
• Updated to KMod 1.46
• Regenerating the map should no longer mess up certain tile yields (Windows only)
• Numerous minor bugfixes and tweaks
Damn! I totally forgot about this awesome mod! Thank you for your dedication!
My wife and kids (9 and 7) are playing this as their first Civ IV experience, my first modded Civ IV experience and all of us are in awe. For me especially seeing how much you've added. Absolutely loving it. They stay up into the wee hours telling me to hurry up and take my turn already. During dinner they ask for educational videos related to the historical period they're currently playing through. And having my wife fully inflicted with onemoreturnitis is... ach, it's all great. So thank you.
Question is: Where is all the music by IanMusic that you mention in the music text file? Is there an XML somewhere for me to modify if I want to add more tracks to each period of history at all? I see only six files in the Assets/Sounds/Soundtrack folder (Cosmonaut, EpicofGilgamesh, JoanDarc, Mahabharata, NeoTokyo, TheNewWorld - none of which are listed in the Music.txt file). I was looking for a way to bring Baba Yetu back as the opening track for my wife because, well, she hasn't played listening to that yet for several years nonstop, while I'm enjoying the piece you're included (but I have no idea which piece it is since it's not in the soundtrack folder!)
EDIT: Ohhh I see, those were sounds from the Diplomacy screen. It looks like you've actually incorporated local paths to music from all the expansions into your mod in the XML file, and all I should need to do is copy the OpeningMenuCiv4 file over into the mods soundtrack folder. Or failing that maybe I can just copy it over and replace OpeningMenuWarlords which seems to be the current default.
Come here if you want to play together:
Discord.gg
A bit much.
Other empires nigh constantly had to fight rebelious cities, new empires always emerged were destroyed and emerged again until I lost count. Maybe tweak the rules regarding rebelious and separatist movements. Still appreciate your work. I can't even play the base game anymore.
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