CP v.10 /CBP v.63 - Released - 16th Sept.

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Gazebo

Lord of the Community Patch
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Hey all!

I'm back! The research trip went quite well (for those of you wondering) and the other task I had planned for the next month has been rescheduled. I'm glad to see that the CEP-integration discussions seem to be wrapping up. To those working on the files themselves (Stalker0, Mystikx21 et. al.), let's try to get those files in a workable state this week so I can integrate them into the CBP. Delays are inevitable, but the sooner we get them integrated, the better.

I'm still on GMT, so I spent the early morning syncing the CP to whoward's v63. This means that unified yields are fully integrated, as well as his other recent additions. I've also (hopefully) fixed the spy tech steal bug, and a few other bugs that were reported while I was away. Here's the full list:

  1. v63 of Whoward's dll integrated
  2. Spy tech steal bug fixed
  3. Fixed tooltip for Cathedral follower belief
  4. Fixed Places of Power not granting +2 faith from mountains

The new downloads are being uploaded now (2:45pm EST, 16th Sept.), and I'll update the github files as well.

Todo for CP v.64/ CBP v. 11:

- Integrate CEP files
- Integrate ilteroi's adjustments and changes

Cheers,
G
 
Welcome back!

Yeah I am hoping we will have the buildings done very soon.
 
Welcome back! And thanks for the update. Thanks to all you guys and gals working on this fantastic project. I'm having tons of fun with it :)
 
All was going well untill the middle ages. Now one of my cities is spawning a great diplomat every turn and I have no idea why!

Edit: I did an exit to windows -> reload and now it is saying the required mods aren't loaded (even though they are).
 
All was going well untill the middle ages. Now one of my cities is spawning a great diplomat every turn and I have no idea why!

Edit: I did an exit to windows -> reload and now it is saying the required mods aren't loaded (even though they are).

What mods are you using?
G
 
Edit: I did an exit to windows -> reload and now it is saying the required mods aren't loaded (even though they are).

Just reported the same bug in the bug reports thread - no other mods than the "four CPP mods".

\Skodkim
 
Same here, I just wanted to continue my morning game as the message showed up that I can't load the game since there are some mods missing (obviously my mod setup is exactly the same as it was in the morning).
 
I apologize in advance if this isn't the place to add this post.

Danish Domination with Civ, WHoward's Pick'N'Mix Mods, and the Community Patch

After playing with Venice and other more peaceful Civs for a couple of games, I decided to test the CP with something completely different: the Danes.

I have now played three consecutive games with them on Immortal:

(1) with an unmodded, but fully expanded Civ;
(2) with most of WHoward's mods [and while they are all fun, some proved to be too imbalancing to use consistently];
(3) the Community (Balance) Patch with the added Civ 4 diplomatic features + City State Diplomacy + some of WHoward's mods.

The game was played on a standard sized map (Improved Small Continents), Epic timescale, random opponents. All victories were allowed, Raging Barbarians were added (I need to find a mod that turns barbarians into a threat!).

Gameplay was delightfully different; and no bugs occured that were more than irritating. Both modded games were less difficult, but more enjoyable. That won't surprise anyone, since the AI falls behind more and more with every added layer of freedom to pursue complexity.

Policies:

Raging Barbarians is pretty much the only reason to open Honor at all while playing the established policy trees, even with a domination oriented Civ like the Danes. The culture gain is the appeal, not the - for a human player - irrelevant battle aids. [Though I still chose Tradition to open the policy game in (2) because of a Goody Hut +30 culture trove on the 4th turn.]

The CP, however, makes all of Honor very interesting for domination, add Raging Barbarians -- and it's a no-brainer.

The reason is simple: victories in battle first substitute then supplement construction and population growth. The CP Honor tree doesn't aid you in winning battles - but in building a civilization by controlled aggression.

Add the changed Pantheon "God of War" (which now gives Faith regardless of location), and every victory adds culture, science and faith, every conquest adds gold.

Honor makes the starting position pretty much irrelevant, as long as the barbarians keep coming and/or another Civ is close by. Very early warfare is not just feasible but a priority.

It was the first time that I completed Honor - yes, it was that great from start to finish.

Which is exactly, imo, how it should be like if you intend to play a high octane Domination Game: not the steady and well-planned development of your cities feeds the conquest -- winning feeds it.

The two restricting areas are still Hammers and Happiness. Gold, however, can substitute the first one reasonably well, since the AI is so inept in warfare that it's hard to lose units. And while Happiness could be a major problem in a conquest game, it simply isn't -- as long as you keep razing every city regardless of its desirability.

If you want to dominate the world, empty it.

That realisation left me quite uneasy ...

But since I wanted to wage war against empires, and not the people, WHoward's Refugees mod will be added to my next domination game. While those refugees feed a domination game even more (possibly too much), their existence is .. may I say "comforting"? .. and in many ways also more "realistic".

I had expected to dug deeper into Liberty -- but the "raze them all"-strategy to counter Unhappiness made this tree almost irrelevant. Only the free worker was of any serious use to my culture-rich but hammer-poor first and second development phase. All additional workers were .. liberated from barbarians or other civs.

Piety isn't usually interesting but the CP changed my mind; its Opener was far more desirable for the Danes than Patronage or Tradition.

However, the described effects are either not yet implemented correctly -- or I simpy didn't understand them correctly and had therefore false expectations. In any case, I need to try Piety policies again in another game that is less .. dynamic to test them in-depth.

Anything else was pretty much useless for my approach with the Danes, apart from the Exploration Opener. Though I do hope that Exploration gets a make-over as well -- it's pretty much useless even on an Archipelago map since it comes far too late to be of any use. I think, a Classic start might make all the difference.

Wonders:

No need. Even Zeus costs too many Hammers to justify its production in favour of more units. More units = more culture, science, faith, gold. Units are all the Wonder you need with the new Honor tree.

Religion:

The Pantheon "God of War" now fits well with those Civs that would plausibly choose such a belief. The generated faith will give a domination culture a respectable chance to found a religion.

The religions don't synergize with an aggressive strategy as well as the Pantheons -- but their tenets are still useful to fill some gaps and to damp down unhappiness that is added by taking capitals.

It'd be nice if something was added that had a more direct .. calming influence on the taken cities. A specific religious policy, for example, could give Inquisitors an effect similar to a courthouse. Or they could gain the ability to reduce the turns a city is in uproar (even if that migth cost population). I wouldn't mind if all inquisitors became more expensive as a result of such a tenet.

So, is Honor OP now?

No. The other policy trees generally reward the responsible approach: build, develop, bide your time, don't risk too much. They are safe.

Honor, otoh, rewards the gambler. You only rake the benefits of Honor if you take a risk. Actually, you need to take risks or all the costly culture poured into the policy is wasted. But the more risks you take, the more you gain.

A focus on cumulative effects seems to be a key to the new social policies. And synergistic effects among Policies, Ideologies, Pantheons, Religions, tile development, buildings and Wonders seem to get more layered, which allows more diverse strategic approaches to the game.

I like that. And I can only say "Kudos!" to everyone involved.
 
I'm having some kind of bug, or maybe it's something somehow intended that I'm not aware of (this is my first game with the community patch, or CSD/civ 4 diplo features. I'm running a of mods admittedly but the game seems to be running perfectly and I've never had bugs before running a lot in combination since I mostly play with mods that seem to effect just the units/civs/tables and not conflict with one another.

But anyways, when I ran into my first civs (lenin from jfds mod and harold) they were already at war with me for no reason upon first contact, very early into the game before I'd even done anything or settled more than my capitol. They will make deals to me including embassies, and don't seem to actually attack me but I am unable to get them to accept a peace deal or make any kind of trade. I then ran into shaka, and he was neutral towards me as normal and I was able to trade with him. Ran into another jfd civ hannibal, and same deal with him, already at war.

I'm using the community patch, without the balance patch (it sounded like it had a lot of changes/bugs around the happiness system so I wanted to try something more stable. Am I wrong about this, and should I add the balance patch as well? what actual changes are included in this, specifically?)

I know I should probably run another with JUST the minimum mods and see if it happens then, but really everything seems to be working perfectly except for that at war bug. I'm probably going to finish out this game since i'm enjoying it then I'll try without but I was curious if anyone has run across something like this.
 
(..) It probably could have been posted in its own thread, if only so that it doesn't get lost in the hubbub, but it is still quite useful. Hopefully the integration of CEP's barbarian changes will make them more challenging.

G

I didn't think a feedback post was important enough to warrant its own thread - but since I have more to add, it would have been the better choice.

I need to take a look at the CEP changes to barbarians. Right now, they are so passive and therefore easily abused as culture cows (while playing Honor) that they are close to a cheat.

I don't want to see the new Honor diluted, however. Not at all! The idea to add one policy tree that favours risk is simply brilliant - but the risks should mirror the gains.

If any changes were made to Honor in the future, they should, imo, stay true to its basic idea and up the ante, instead of playing it safe.
 
Cleared up whatever the issue was, deleted all mods and reinstalled them. Loaded it with a lot less of them and turned on the balance patch as well. One of the ones I suspect might have had some kind of weird conflict with another mod and caused the issue of being at war was whowards auto denounce before war mod. I'd never used it before, and i'm not sure that was it, but that's my unfounded suspicion at least.

Loving the patch so far! I really like the policy changes that I saw, now just to give it a play and see how it is in game :)
 
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