Community Call to Power Project

Whitehouse maybe? :D

Anyway. Yeah I think that would be a good idea, using pic 3 for Populism and pic 4 for Socialism :)
 
@Hyronymus: I mean the Monopoly buildings. If the resources are counted as luxury, I don't know that each sucessive building will consume one of the resources. It could be that just having one of these resources in the workable area will take care of the resource requirement for all of the buildings. Obviously, this is not what we want.

@gangurek: Noted on Shakespeare. As for epic, it has not been balance yet. I don't think it will be too bad, as I know where the files are and I can try to model it after vanilla's set-up. I'm just going to go ahead and do it so that players can experience the slower speeds. :D

@leeuw01 and Nuclear: I agree on the populism pic. So would that make it one more?
 
@leeuw01 and Nuclear: I agree on the populism pic. So would that make it one more?

Well, actually with the remake of the nationalism pic I am finished.
Next week I will try to find an effect to change the style of the images to make it look more like sneaks ones.

@chrome-rome or FiresForever : Could one of you put these Images in the policy screen itself and post me a screenshot so I can get an impression how it looks in game ?

@Nuclear: You were close, it’s the Senate :)
 

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Hi, I don't know if this was brought up, but the price of buying tiles hasn't been scaled. I'll admit I took advantage of this in one of my first games >.>...
 
Hi, I don't know if this was brought up, but the price of buying tiles hasn't been scaled. I'll admit I took advantage of this in one of my first games >.>...

On this 2 sites you can see what different colums does but note that civ5gamespeed.xml was in 1.0 in wrong map so standard valutes is used.

http://wiki.2kgames.com/civ5/index.php/CIV5GameSpeeds.xml
http://forums.civfanatics.com/archive/index.php/t-418666.html

have not tested much but what i have found is that if you set
"GoldPercent" to 300 then titles cost increased by 300%
also looking in to what other parts do to do overall lower or higher cost for diffrent things may upload my version tomorrow.

and one thing i have found is that barbarian is much stronger then vanilla so what i did in same file was to give bigger boost to barbarian.
 
I'd like to offer the Civ V Unofficial Patch if its modding tools might be useful.

Like the buffy and bug mods in Civ 4, CiVUP is a combination of work from 11 mod authors focused on fixing bugs, adding missing information to the user interface, and providing libraries of useful functions for modding. This is done with minimal impact on gameplay, to avoid interfering with any gameplay changes made in mods like the Community Call to Power Project. I'd be happy to make any alterations to CiVUP you'd like so it's easy to use with the CCtP Project. :)

It includes these main parts:

Spoiler :
Bug Fixes

  • Building tooltips are automatically created by reading the game data files, removing the need to manually write each one by hand. This is easily extendible for building attributes added in mods.
  • Bugfix for the capital railroad connection.
User Interface

  • Small promotion icons display over units to show what promotions they have.
  • The production panel automatically sorts items by category (food, production, etc). This means things added by mods won't always be at the bottom.
  • Attila’s enhanced information on the top bar. Everything on the top bar is clickable.
  • Copasetic’s enhanced city banner information, displaying information like turns until border expansion.
  • Trade deals show turns until completion.
  • Accurate worker turns-until-completion information.
  • CsebMod and Adam Watkins’ Hover Info display extra information on the plot mouseover tooltip.
  • Enhanced information for citystate relations, such as who’s protecting the CS.
Modding Support

  • Food, production, culture, etc yields are combined into one unified, cohesive set of functions (internal organization).
  • Alpaca’s DiploCorner addin.
  • Whys’ SaveUtils.
  • Thalassicus’s Yield Library and Utilities.


Some of the modding utilities included are:

  • Yields combined into a cohesive set of functions, with the capability to add, remove, and change any sources of yields in the game.
  • A lua message logger based on Java's JUnit for easier debugging.
  • Lua events to check players, units, cities or plots at the start or end of each turn. This loops through each 1 time to improve efficiency, removing the need for multiple loops in multiple files.
  • Lua events to detect when units or buildings are built.

If you'd be interested in this chrome-rome, just send me a PM. :thumbsup:
 
I'd like that thank you guys for keeping this mod alive. I just started playing it again hoping one of the patches fixes the crashing bugs. So far I'm playing a large map at turn 394, which I couldn't reach a few months ago.
 
@ nathan and knatte: yeah I know about them. To tell the truth I like them as is, but I guess for balance sake the cost should be increased. It will make picking high culture buildings/policies that reduce plot cost more important. Goodbye early culture spread. :( Lol

@Thalassicus: Thank you sir!! I am most definitely interested. *EDIT* In light of Pouakai's insight, I will need to make sure everything is compatible. I will ask one of our Lua experts to look at it :)

@Tanis: Yeah the ability to play longer games was patched in a couple of months ago. I was always afraid to leave a game because I knew it wouldn't load on a save. I'm so glad the developers fixed that.
 
Here are some changes I made to extened the Ears Science wise, so the game felt a bit more Epic in scale. Thought it might be usefull for them peeps that feel Epic speed isn't so Epic.

Its in a seperate Mod, so just extract the folder to ..../MODS in your My Games folder in My Documents. And Activate in game, AFTER CCTP(1.25 Fixed).

Changes/Adjustments

Spoiler :
- Changed the recources spawn quantities that were set to 1min 2max to 2min 3max.
- Reactivated/Adjusted Civ5GameSpeeds.xml and Addjusted the Epic Game Speed to be a bit more Epic!
- Removed Science from population, Must now rely on buildings for Science.
- Disabled the Instant Heal Promotion.
- Reduced the science form Buildings to 1 per 3 population.
- +1 Science to the Temple and -1 Happiness.
- Added Science Flavors to Mysticism Tech and the Temple Building.
- Palace Help Text updated.
- Great Library set Science reduced to 2.
- Temple of Heaven set Science reduced to 2.
- Koag Maio Science set reduced to 4.
- Nazca Lines Science set reduced to 3.
 
Hey guys,

I was wondering, is it also possible to make all the luxury resources appear in the HUD like strategic does in vanilla? I think I saw a mod for that... Only there luxury wasn't like strategic... I get confused sometimes about what resouces I have, and there are SO MANY!
 
Hey guys,

I was wondering, is it also possible to make all the luxury resources appear in the HUD like strategic does in vanilla? I think I saw a mod for that... Only there luxury wasn't like strategic... I get confused sometimes about what resouces I have, and there are SO MANY!

Well the problem there is that we don't have the ability to add font icons to the game. The font icons are the little images you see across the top of your screen that are the small version of the images. Without the ability to add these to the game, the only option is to have the system as D had it, with the numbers running across the top without any identifying pics.

In other news, I'm working through my game now, and I am getting worried that the late game is too linear. Basically, if a player makes it to the Modern Era, it is assumed that he/she is going for a domination victory (or maybe diplo, but since that is a joke anyway...). I think we need to find some better ways to make all of the victory conditions reasonable, rather than just one.
 
This usually comes because that late in the game at least 1 player acquired so many Wonders, luxuries and happiness modifiers in cities that that player becomes invincible. At home I'm playing with the Building Made Fun (BMF) mod now around the year 2030AD. I have conquered 55% of the world and am planning on the remaining 45%. Happiness is roughly at 80, I'm in a Golden Age, I produce Great People every 10 turns which I than use to extend my Golden Age for 5 turns. I have no other use for them, really.

So how about adding penalties to the late game like pollution. BMF mimics pollution by a decreased city growth but you can also make it affect science. And what about good old corruption and War Weariness, that makes it less easy for you to conquer the world.
 
1) is this on the in game downloader?

2) can someone explain me the new policy system?
 
1) Not sure, ask chrome-rome :D

2). I can answer this (Since I am actually going to be helping with the policy systems :D) It works like so: You have 3 pages for policies. The first page is Governments. You can only have one at a time. They provide a % bonus to things like gold, food, science etc empire wide. They also have policies whithin them that provide different powerful bonuses.
The second page is for Government Ideologies, things like Capitalism, Socialism, Nationalims etc. They act somewhat like normal policy trees. They also clash with some types of Governments, and other Government Ideologies.
The third page is for Government Systems, such as Electoral, Totalitarianism etc. These also act like normal policy trees, and some clash with other Governments, Government Ideologies, and Government Systems.

Religions and Religious Ideologies will be added as more social policy pages, but at a later date.

Hope that helps :)
 
@Hyronymus: I never did like the corruption system of Civ 3. Besides, this can be circumvented by just puppet every city you conquer. I am a fan of war weariness though. When I was first thinking about this mod, I flirted with the idea of building the war weariness into the Governments by way of X% Unhappiness from Occupied Cities, but I disbanded the thought for one reason or another. When we look at the policies again - after the DLL is released - war weariness will be examined further.
 
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