Procylon's Call to Power Project

Now as we have city states, I think this one could be made to work:

Food trade - Nations have ´always´ sold excess food to gain wealth.. Selling excess production has been part of civ series for long(producing science or wealth) but Ive kinda always wanted to see food trading as part of the game.

I know that selling food is currently presented by specialists which is only a way to help your own nation. In future, I would like to see another option for helping your allies nor exploiting the weaker nations. Diplomacy is quite dull atm because of removed tech trading. Discuss!

Oh, and thanks for your work so far.. Just DLd the mod and I will be trying it soon!
 
My favorite part of civilization: researching and advancing.

Do i need to say you did a fantastic job?

My second favorite part of civilization: Using advanced units to kick some pre-historic civs.

I found no info about combat and stuff here, did you worked on this too?

Again, great job, just deleted all my saved games to play with your mod :p
 
Btw, there seems to be some weird problem going around where people can research UAV from turn 1. If any of you experience this, try deleting all versions of my mod and re-downloading it from the Modhub.


That is a pretty serious list of techs... Some of the techs are kind of dubious though. What is Natya and why is it in the ancient era? Some other techs like Wax and terra cotta as well.

For me, that would be adding techs just for the sake of adding techs.

I will likely expand my ancient and classical out by another 5-10 techs each, but I doubt I will get anywhere near as complicated as that.


Though, actually when I implement the extra tech pages, that is when you might see some frivolous techs enter my tree, but they will all be optional and on the side.

My favorite part of civilization: researching and advancing.

Do i need to say you did a fantastic job?

My second favorite part of civilization: Using advanced units to kick some pre-historic civs.

I found no info about combat and stuff here, did you worked on this too?

Again, great job, just deleted all my saved games to play with your mod :p

Thanks, I hope you enjoy it. :)

Please remember to take note of any bugs you experience and report them so that I can smash them and make it even better. :)
 
This is quite the project. I am curious to see what develops with the adding /changing of the 'Tech Tree eras'. :yeah:

Good luck with the project!

Thanks. :)


I am working on changing the strat resource mechanic once you hit the industrial era.

Instead of needing 1 oil for 1 tank, you are going to need say 2-3 oil for an auto plant which will then allow you to pump out oil units such as tanks and mobile artillery. Aircraft plant for oil air units. Industrial Shipyard for Battleships, Carriers, and normal Subs.

This will make certain cities very key to your empire, and while you will only be able to build strong units in a few cities, there won't be a hard cap on their numbers. Also, their production cost will likely be boosted to keep them expensive.

What I really need for this to be as good as it can be, is artwork for the auto plants/shipyards etc so that players can see which cities are key by scouting them out and seeing those structures planted around the city.
 
Updated the OP with some details on the new Post-Industrial strategic resource system coming in a week or so.

It is basically done now, but I need to test it and I also want to give you guys some time with V4 and I will also try and fill out the NanoTech Era for V5 as well.
 
Great job your doing here Procylon. I remember the days of playing call to power and why at the time I ditched Civ to play it. Very indepth game really liked it and am glad your working on this.
I'm not too sure yet on your new method for strategic resources, I have really liked the feel of having to plan to build the army with the limited resources (I use a half strategic resources mod to further value the units you can build). It kind of takes away the feel of needing to acquire more resources. If you have two then you can build unlimited amounts of specific unit.
 
I am playing your mod with some others, like random event, luxury resource display and some other that should not be interfering with call to power.

I have experienced a weird production boom from the very beggining. Starting on a river, i had lots of tiles 3food and 3hammers, with two cows and one horse, the city was like 15 population before i researched the first three or four techs... Ive got a great engineer by building the Maze i think and so, even before the wheel, i had 20 population and 70 production. I always emphasize on science, but i had so much production that i had to keep training scouts and deleting just to be able to advance the turn, because i had nothing else to build.

I think some balance is needed, maybe the easyer way would be tripling everything's production cost.
 
I am playing your mod with some others, like random event, luxury resource display and some other that should not be interfering with call to power.

I have experienced a weird production boom from the very beggining. Starting on a river, i had lots of tiles 3food and 3hammers, with two cows and one horse, the city was like 15 population before i researched the first three or four techs... Ive got a great engineer by building the Maze i think and so, even before the wheel, i had 20 population and 70 production. I always emphasize on science, but i had so much production that i had to keep training scouts and deleting just to be able to advance the turn, because i had nothing else to build.

I think some balance is needed, maybe the easyer way would be tripling everything's production cost.

Which game speed are you on? I never had that problem on standard and no one playing marathon seems to complain. If you are playing quick then it isn't the first time I have heard reports of having to do things like this, so I may just have to tweak it a bit for that gamespeed.

Boosted production levels to give more action in the ancient/classical times so tripling costs would be counterproductive.

I am considering moving wealth up or creating something so that there is something to for those high production cities to produce when there is nothing else. Could possibly be diplomats that you send to city states for better relations.

I made a few changes, but they do not take, what do i have to do?

I know nothing about the art aspects of this game, sorry. :)
 
Bug Report

I must fist say that I love the ideas in this mod. I do have a little problem though: the coastal water tiles "reflect" the land tiles. I know that's a very abstract statement, but I can't think of any other way to say it. Specifically, when I look at water tiles I see stuff that shouldn't be there, like workers, horses, and buildings.

Everything else looks great. I will definitely be following this.
 
Bug Report

I must fist say that I love the ideas in this mod. I do have a little problem though: the coastal water tiles "reflect" the land tiles. I know that's a very abstract statement, but I can't think of any other way to say it. Specifically, when I look at water tiles I see stuff that shouldn't be there, like workers, horses, and buildings.

Everything else looks great. I will definitely be following this.

Like all tiles or just randomly?

I know the vanilla game has problems where a unit will be displayed in one tile but will actually be sitting in the next one over, so when you go to move you end up in a fight you didn't expect.

Not sure if this is the same problem, but it sounds similar.
 
Bug Report

I must fist say that I love the ideas in this mod. I do have a little problem though: the coastal water tiles "reflect" the land tiles. I know that's a very abstract statement, but I can't think of any other way to say it. Specifically, when I look at water tiles I see stuff that shouldn't be there, like workers, horses, and buildings.

Everything else looks great. I will definitely be following this.

I thinks its a graphics bug, sometimes I get improvements that float around when I scroll around the map. Happens in Vanilla Civ 5 too.

The mod right is pretty awesome (last game I forgot about luxuries and ended up unhappy in 3000BC since population grows so fast). You might want to remove the "May build up to 4" part in the tooltips of National Wonders for now though (the +20% Culture one still has it) until you can solve the problem.

Also, how the heck do you build the Statue of Zeus? I'm guessing that it's linked to some Resource? Because I had whole games where no one (not even the AIs) ever built it. Adding the required resource in the tooltip would help a lot.

Edit: Another thing that irks me: Archaeology (Museums) is before Acoustics (Opera Houses) in the Tech Tree, but Museums require Opera Houses to be built. Maybe swap their positions?

Edit 2 (I'm editing as I play): The DDX Destroyer's Civilipedia entry displays TXT_KEY_CIV5_INDUSTRIAL_DDX_DESTROYER_TEXT. Probably a typo somewhere.
 
Hello. I write to you from Russia with Love ;-)

I write through online the translator so I ask to forgive me for discrepancy of transfer.

Has played in This updating. I in delight. I wish you to bring matters to the end.
Wanted to ask, you not against if I Is engaged in transfer of yours a fashion on great and mighty Russian? ;-)
 
Things like going so far as to differentiate between a laser rifle and a laser pistol tech is way too detailed, and would clutter things up real quick.

Advanced mining is a little generic. There are things like Advanced flight, but that at least gives Helicopters and Jet engines. I would probably increase mining through some other tech such as exoskeletons and others.

For anti-gravity fields, I won't go quite that far. However, I do have the unified field theory tech which is going to lead to some force fields and limited hovering ability later in the nanotech era.

A little tech renaming might do the trick in some cases. Tunneling machines instead of adv. mining, fusion power packs instead of laser rifles, crystalline batteries instead of laser pistols. Crystalline batteries and anti grav would probably be the two most advanced technologies I proposed, but might not be as far off as you think. Costing twice as many research points of any other tech, the last two before future tech, and they might not be out of place.

Do you have your tech tree posted anywhere? If I could get a look at it I could see how you are thinking, and maybe make some better suggestions. Keep up the good work with this, I hope to finally get some good sci-fi in ciV, instead of always being forced to end my civs in the present.
 
I thinks its a graphics bug, sometimes I get improvements that float around when I scroll around the map. Happens in Vanilla Civ 5 too.

The mod right is pretty awesome (last game I forgot about luxuries and ended up unhappy in 3000BC since population grows so fast). You might want to remove the "May build up to 4" part in the tooltips of National Wonders for now though (the +20% Culture one still has it) until you can solve the problem.

Also, how the heck do you build the Statue of Zeus? I'm guessing that it's linked to some Resource? Because I had whole games where no one (not even the AIs) ever built it. Adding the required resource in the tooltip would help a lot.

Edit: Another thing that irks me: Archaeology (Museums) is before Acoustics (Opera Houses) in the Tech Tree, but Museums require Opera Houses to be built. Maybe swap their positions?

Edit 2 (I'm editing as I play): The DDX Destroyer's Civilipedia entry displays TXT_KEY_CIV5_INDUSTRIAL_DDX_DESTROYER_TEXT. Probably a typo somewhere.

Yeah I think I missed literary epic when I changed it back to 1 per.

And also Zeus requires Ivory, thanks for reminding me to update that. :)

I hit the same thing with museums in my test game last night lol. I was like, I wanted that 100% culture from the hermitage, now where is my museum...

Pretty sure the type is the _INDUSTRIAL_ part. I took that out of most of my text strings, but forgot about it from time to time.


Thanks for the bug report! :)

Hello. I write to you from Russia with Love ;-)

I write through online the translator so I ask to forgive me for discrepancy of transfer.

Has played in This updating. I in delight. I wish you to bring matters to the end.
Wanted to ask, you not against if I Is engaged in transfer of yours a fashion on great and mighty Russian? ;-)

Glad you enjoy it. :)

I assume you mean translation? I am fine with that. Good luck!
 
Like all tiles or just randomly?

I know the vanilla game has problems where a unit will be displayed in one tile but will actually be sitting in the next one over, so when you go to move you end up in a fight you didn't expect.

Not sure if this is the same problem, but it sounds similar.

It was just randomly. I started a new game and things were back to normal. I'm beginning to think it was just a graphics hiccup
 
Not sure if this was reported already but Crossbowman/Longbowman/ChoNoKu don't upgrade into machine gunners like they are supposed to. You have their unitupgardes listed as Row instead of Update like it should be. Simple fix. I corrected in my download and it works fine.
 
Did you remove the "Ignore Terrain Costs" promotion for Scouts? Because my Scouts now get bogged down by Marshes and Rivers...
 
I have the same problem as catastrophe. I just went in and manually added back the ignore terrain for the scouts. Something minor: the text for mathematics says "Academy_TEXT_KEY_YIELD_SCIENCE yield improved by 2." I think it would just need to be changed to [ICON_SCIENCE] to achieve the beaker icon.

BTW, I love the mod. I feel bad that I can't really contribute anything significant, so I'll just do my best to inform you of minor problems:). Can't wait for the next update
 
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