Community Call to Power Project

Thanks pyccos. I like the 1 value more as well. The problem here though is that if we change it back, there will be a lot of entries that have to change back as well. It's possible that we will revert it at a later date. Does anyone really like the 5 yield system?

@Doc and zspace: I still couldn't replicate what you all had. Here are a few quick milestones in my very short game.

Spoiler :
I did a quick run using the same specifications as zspace's game.
Classical Era turn 24 Ai; 26 me (I had 6 science empire wide)
Medieval Era turn 67 AI; 81 me
Getting 8th policy at turn 95. +31c and bucket at 462 (3 cities)
Turn 100: Number of techs: 31, 28, 27, 25, 17 (me). Everyone in Medieval. Total empire science at 31 and that's with all of republic finished.


It is possible that if I had expanded more my science would be higher, but I would still be no where near Modern. It seems that I bugged the resource placement on the quick update added today, so I will need to fix that, but otherwise everything seems to running fine. I can't see how you teched so fast.

**EDIT**
For everyone who downloaded the mod posted today on the OP (version 1.25), you will find that the resource generator does not work. To fix this, insert these lines
Code:
 <EntryPoints>
    <EntryPoint type="InGameUIAddin" file="Terrain/New Resource/AddNewResource.lua">
      <Name>New Resource</Name>
      <Description>New Resource</Description>
    </EntryPoint>
  </EntryPoints>
in the modino file, located at Documents/My Games/Sid Meier's Civilization 5/MODS/Community Call to Power Project (v1)/Community Call to Power Project (v1). Put these lines after the </Actions> line but before the </Mod> line, like so:
Code:
 </Actions>
  <EntryPoints>
    <EntryPoint type="InGameUIAddin" file="Terrain/New Resource/AddNewResource.lua">
      <Name>New Resource</Name>
      <Description>New Resource</Description>
    </EntryPoint>
  </EntryPoints>
</Mod>
I figured this would be easier than having to download the whole mod again. I will, however, post the corrected mod to the OP again, so if you want to take that route check back in about 30 minutes. Sorry for not checking it before posting.
 
@rulner: Just realized that techs change cost depending on map size, so maybe you were doing everything right. :cringe: If so, sorry for any undue stress. I am so used to playing Emperor on standard maps that I didn't think about anything else.

Aaaaaaah - that explains it :D. Yes I'm playing on Huge maps. Great thanks Chrome.
Though what's the logic behind increasinsing the tech costs based on map size?
 
I'd like to add a comment on the tech tree - By a very early stage there were many techs which were being researched in 1 turn (mostly the monopoly building techs). I found this somewhat annoying. I feel that either they should be grouped into less techs, or should be a bit spread out in the tree and cost a few more beakers. The techs all made sense, of course, but the way each of them came after eachother 1 turn at a time felt wrong to me :crazyeye:.

Chrome, are there any graphics that are need/will be needed in the near future? And I love reading change-logs and "to-do" lists, you should make one, it would let us know what you're up to! :D
 
@rulner: I think it has to do with trying to extend the game for as long as possible. On duel-strandard,you are pretty much guaranteed to meet everyone before any of the victory conditions can be reached. On huge, it takes much longer to meet the neighbors; to compensate, the tech time was increased. Also, there is more room to expand, so the game assumes that you will have a larger population. It's a little goofy, but it does make a little sense. I find it ironic that you were playing on the one map size that makes Pottery 16 science; any other and we would have pinned down the problem much earlier.

@nathanglevy: I understand. I can jack up the cost a bit and see how it plays out. Although, it may be a moot point, as Fires and zspace are working on that brilliant new tech system with the breakthroughs and all that. And rest assured, by the time they get that set up we will need plenty of graphics. I have been putting off the change-log as there is going to be a lot of typing involved, but I'll just hunker down and do it. Both it and hte To-Do will be finished by today.

Everyone else, have your game experiences been like the ones reported by DocBuchanan and zspace in that techs and era's fly by unsettlingly fast? If so, I need to go back to the drawing board, as my promise of balance has been compromised.
 
Ok - to continue what I said on the other thread that I will quote here:

'Hey. Just voicing an opinion. The Corporate government seems to be quite powerful, more so then the other governments, because everything is in the 'High' category. Is this balanced or is it going to get a change?'

and your reply:

'I'll be giving it a look over in the coming week. As of now, the game is only balanced up to Industrial Era. But hey, why don't I invite you to the new thread, Community Call to Power, for all discussion of further mod developements? This thread is Decimatus', so to cut down confusion on updates an so on everything was moved over. See you there.'

And when you said that it is balanced up to the industrial era... I actually started my first game from the industrial era ^^
Just with Corporate everything is high, and right now I was running with Communism, and my gold was through the roof, so was production. But it took time to get science and food. But still if all the good things I had (e.g. +20000gpt), imagine what Corporate would have :crazyeye:
 
Ok - to continue what I said on the other thread that I will quote here:

'Hey. Just voicing an opinion. The Corporate government seems to be quite powerful, more so then the other governments, because everything is in the 'High' category. Is this balanced or is it going to get a change?'

and your reply:

'I'll be giving it a look over in the coming week. As of now, the game is only balanced up to Industrial Era. But hey, why don't I invite you to the new thread, Community Call to Power, for all discussion of further mod developements? This thread is Decimatus', so to cut down confusion on updates an so on everything was moved over. See you there.'

And when you said that it is balanced up to the industrial era... I actually started my first game from the industrial era ^^
Just with Corporate everything is high, and right now I was running with Communism, and my gold was through the roof, so was production. But it took time to get science and food. But still if all the good things I had (e.g. +20000gpt), imagine what Corporate would have :crazyeye:

I can't guarantee that the game is quite balanced from starts in eras other than ancient, but sense you were able to play without any serious problems, I'll take that as a good sign. My reasoning is as such: becaused there are still things being changed in the mod, attempting to balance around a shifting mod would be foolish at best. Now for Communism, I think your gold was high because you took Nationalization (-25% gold maintenance on buildings). Considering that most buildings have maintenance in the hundreds, I can see how this caused a massive gold uptake. To be fair though, +20,000 is not really as high as it seems, as most buildings in the Industrial Era take more than 30,000g to rush buy. It's still more than it should be, but I don't know if I would call it truly groundbreaking.

And I haven't been able to get the Modern Era balance because I haven't had a game where I could reach Modern without finding something to fix in one of the earlier eras. All of my balance ideas come from taking an average assessment of yields at various intervals and then adding effects that increase said yields by a certain percentage. I haven't played a game since this new thread (yeah, I'm sad too :() though, so maybe I can get to the later eras to begin the balancing.
 
Yeah. Well I dont know how, but when I have free time (which is until I start college - e.g. I have lots of time until august ^^), I would be happy to help. I don't know anything about coding or Civ modding. And I have never beta tested before xD
But if there is any way, I would like to help :)
Since I love this mod.

And just to relate to my experiances. With Communism, (I had in total all of the Commie policies, Socialism policies, all in Totalitarianism - yes, I wanted to go full blast USSR style :D - and some others, can't remember exactly) I was making all that money, but I did not need it ^^ With almost all my cities with building everything in 1 turn, I did not need my mass wealth. I am not sure how Communism would be balanced. Since the high production is VERY nice. I am not sure what would work, in comparison to the other governments.
Maybe reduce the gold for communism, and increase the science? Now I know what you are thinking... Communism removes the profit motive, so innovation goes to hell... Not true ^^ I am not going to go into advanced politics :D but do remember that the USSR did many techological achievement e.g. First man in space, first satellite, the Big Ivan Bomb (aka Tsar Bomba). And a host of many other things. Not to bore you with a history lesson, just my opinion is that if you can make everything in 1 turn, then having ten bazillion tons of gold ain't gonna do much :D

So maybe on contrast between Communism and Corporate (for example).
Communism is more production orientated so they build stuff fast, and Corporate is more they have so much gold they can throw it all away and get it back in 1 or 2 turns.
Sorry that I am not very good at describing my thoughts ^^ But I hope you get what I mean. I have played some games and been in a community where balance is always the main topic. I can understand balance. So if you need someone to do little tests and give you feed back, and just generally chat to about it, I am free to do so :)

Plus I love politics/economy in games, so if you want help for suggestions for social policies, then I would really love to help :D

Either way good luck with the mod and I look forward to the next update :)
 
Nuclear Dude, I will take you up on your offer. My main gripe has been finding ways to make the policy branches unique, instead of just some derivative of another branch. I have put that issue aside for the moment, but rest assured I will be asking for your ideas before long. :)

I also have had problems with Communism being really strong. The thing is, although the USSR has made those tech advances, giving Communism a strong science focus will completely obsolete Democracy. And I can't lower the production bunus lower or else it will lose its niche. I tried to compensate by making the buildings and units in the Industrial Era more expensive (in terms of turns to complete) than any other era; the average unit in Industrial will take 10-12 turns in a city with 1240 production, while the average building is closer to 16 turns. I'm going to attempt a game either today or tommorow to see where I can bring Communism more in line with the other Governments. And, assuming I don't die/take over the world before then, I will be making the first balance pass in the Modern Era. Thanks for the feed back.

BTW, OP has been updated with Version History. :D (wasn't as much text as I thought). Later versions will be more detailed.
 
Ok - excellent :D

Just one thing, for easier communication, do you have an MSN or Skype account? Just so we dont have to use this thread or spam eachothers PM box :D
If you do then you can tell me via PM. :)
 
Libarism done, just 3 left.
 

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@rulner: I think it has to do with trying to extend the game for as long as possible. On duel-strandard,you are pretty much guaranteed to meet everyone before any of the victory conditions can be reached. On huge, it takes much longer to meet the neighbors; to compensate, the tech time was increased. Also, there is more room to expand, so the game assumes that you will have a larger population. It's a little goofy, but it does make a little sense. I find it ironic that you were playing on the one map size that makes Pottery 16 science; any other and we would have pinned down the problem much earlier.

Yeah I guessed it was something to do with the mechanics of the game rather than there being a reasonable explanation :lol:. But yeah it makes sense, thanks.
re: Irony. Yeah just my luck to be using the only map size that has Pottery set to 16 :lol:
 
I don't know if this matters or not, but in the new resources XML file this is at the end of each resource entry:

<!--ResourceUsage 0= bonus, 1 = strategic 2 = luxury-->

And I can't see anything in the entry with these numbers or ResourceUsage, which would imply that the resources haven't been allocated types yet
 
Could anyone hazard a guess as to why this mod is overheating my computer? I play vanilla and a few other mods on max settings with my machine overheating only on rare occasions. With this mod I have set my settings to the minimum now and yet it still overheats in 10-20 minutes of starting up a game.

I am playing on a huge map, marathon speed, with 12 civs and 28 city states which is what i usually do.

I am taking a break for a bit and letting it cool down some and then I will try again.
 
This mod is very taxing on computers. Depending on the resource distribution and map size, the amount of stress you put on your comp may be too much. Although it is not very "pretty," I would advise that you play in Strategic View. I now play exclusively in strategic, and although it takes some getting use to, I find that the game is just as enjoyable. :)

The resources aren't assigned because I think putting them in categories limits their possibilities. The best outcome would be if they were placed as luxury, enabling trading and We Love the King Day (if it seems necessary). The thing is, I don't know if having them as luxuries will allow them to fit the building consumption requirements. I will test after this first game.
 
Vanilla Civ5 has buildings that only become available if you have a resource within city limits. Or do you mean something else?
 
Another not rescaled thing - choping forest on epic give me 150 prod - when simple building cost 5000 for ex, and city have 300-400 prod/turn. (med era)

Shakespeare theatre - text is wrong, this wonder dont give a free policy.
 
Glad to hear everyone likes my work so far. :)

Conservatism done, Populism next.
For Populism I think it would be best we use a pic which was intended for socialism (pic3) . Because the populism ideology is "political ideas and activities that are intended to represent ordinary people's needs and wishes". And I think finding a better painting of people then that would be difficult if not impossible.

2 bucks for the one which can tell me which building it is :D
 

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