CCTP Version 4; Details

Gilgamesch

Ancient Alien
Joined
Dec 15, 2010
Messages
2,228
Location
good old germany
CCCTP also known as Community Call to power is a project from the community for the community.

There is no full list of features and infos about CCTP.:cry:
It seems we where to busy in the past.
So let us use this thread to collect all informations we can get, to make finally a complete feature list.



Edit: 4.9.2014 :high5:

Its true we (aehhm its more my fault :dunno:) doesnt give many informations about this mod.
There where other points that need more attention, then just some notes and infos about CCTP.

Anyway this will be changed soon, i will try to merge all related informations in this thread, along with all changes and features CCTP include.
This will take some time until this is completed....






Thanks to Tsaa for the idea;)
 
Wonders

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Buildings

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Technologies


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Resources

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Units

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Not the best picture and not all new units....:cry:
 
Policies

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Will upload all Policies soon.
 
Improvements

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Religions

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Projects

Infos are coming soon;)
 
League

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reserved......
 
reserved.........
 
Various

This are the changes for the fighting/movement system, aehmm :dubious: at least most of them.

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<Terrains>
<Update>
<Set Defense="-10" />
<Where Type="TERRAIN_GRASS" />
</Update>
<Update>
<Set Defense="-10" />
<Where Type="TERRAIN_PLAINS" />
</Update>
<Update>
<Set Defense="-25" Movement="2"/>
<Where Type="TERRAIN_DESERT" />
</Update>
<Update>
<Set Defense="-10" />
<Where Type="TERRAIN_TUNDRA" />
</Update>
<Update>
<Set Defense="-25" Movement="2"/>
<Where Type="TERRAIN_SNOW" />
</Update>
<Update>
<Set Defense="30" Movement="2"/>
<Where Type="TERRAIN_TERRAIN_HILL" />
</Update>
<Update>
<Set Defense="-25" Found="true"/>
<Where Type="TERRAIN_OCEAN" />
</Update>
<Update>
<Set Defense="-15" Found="true"/>
<Where Type="TERRAIN_COAST" />
</Update>
<Update>
<Set Defense="50" Found="true"/>
<Where Type="TERRAIN_MOUNTAIN" />
</Update>
</Terrains>
 
That's too many already. Even for big map and even if part of these are "produced goods".

I have some critics and suggestions:

1) Organise it in groups with one building or one monopoly chain giving boost for all resources of group. (i am already presented such suggestion, but not sure about your approval)

- drugs (*Poppy, *Tobacco, *Coca)
- fruits (*Berries, *Coconut, *Mango, *Apple)
- sweets (sugar + *Honey)
- beverages (*Tea , *Coffee, *Cacao)
- wood (*Wood, *Ebony, *Oak) - make Woodmill as improvement, not Plantation or
at least Woodmill for *Wood resource

- spices (Spice, *Saffron, *Cinnamon)
- grains (Wheat, *Barley, *Corn, *Rice)
- alloy metals (Copper, *Tin, *Manganese, *Titanium)
- noble metals (Gold, Silver, *Platinum)
- gems and stones (Gems, *Amber, *Jade)

2) What difference?
- *Olives = *Olive Oil ?
- *Chocolate = *Cacao ?
- *Flax = *Linen ?
- *Bison = *Cows ? (in terms of game i mean - they are very close)

3) Produced goods - I really think that so much and different, but same is'nt good.
- Jewellery = good idea. But that need to be very simple to build.
- Refined goods (*Cigars, *Bread, *Furniture) = Player wil be confused with that count of goods (if Tobacco=>Cigars, then why not *Coffee=>*Instant_coffee?).
- *Glass = I think just Construction_factory with +50% to buildings will be better.
- *Tulip = May be more general - like "Flowers" (orchids, roses and other)
- *Beer = May be more general - like "Alcohol"
- *Blockbuster , *Artifact, *Painting , *Manuscript = with BNW it will be doubles.

3a) Not sure what is it?

- *Carpents (Carpenters?) , *Macaw, *Jcrane, *Roman statue, *Dchandelier (Chandelier?) , *Blue porcelain , *Pomerian (?), *Infusions (of what?)

4) Is'nt good at all.
- *Neutronium , *Dilithium = That's like cheap sci-fi. Please don't do that. Better add some "realistic" produced materials like Electronics or Carbon_fiber.

5) Processed goods
- *Steel (i think building just should give 2x iron)
- *Kerosene, *Diesel (too specific, may be Fuel will be better)

Now testing new version.
 
Many of them are a product like cabinet maker creates furniture from wood, or choclate from what ever called (used cocao, missed to list that one)

Many resources only avaible to other resources or buildings with a linked resources .
At least i hope there is no redundand resource.

The most names are from the original creator (regalman), i just included them, and cooperated them as much i could.
I would rename them for sure, but with the first of them including i was happy with fitting all=)
 
Diesel for land and naval units and Kerosine for air units. Are a more related sign,l would be nice if we can overwork this.
But it gives me the hint where we will end)



We need a name for a energy form of the future, not fuel cells, i avoid to put this in.
 
" (if Tobacco=>Cigars, then why not *Coffee=>*Instant_coffee?)"
When you overtake a project of this size we can talk again, but you are right i thought about this and the icons are already in CCTP.
So i would like in coffee beens =market coffee or what ever.

The same goes also for weaver, neeeds silk nearby provides linen. This provides later a carpenter (i know for you basic, but i have to start somewhere.)
 
Brevity is the soul of wit. I really don't think that mod need many produced goods. I sure that it need not more that 10 essential goods. I propose to limit it in these 9-10 goods but make them more interesting/real.

+ Manpower: I think every infantry unit need it.
+ Energy: for every advanced buildings and future units.
+ Ammo: for every unit with guns.
+ Fuel: for every motorized unit.
+ Pharmaceuticals: for Hospitals.
+ Agrochem/Fertilizers: for Farm boost.
+ Polymers: advanced construction material.
+ Electronics: luxury i think.
+ (some future material such as Carbon_fibers)

For strategic resources we also need gas (methane).

I propose more concentrate on producing additional luxury througth synth. chemistry - such as factories that gives additional (synthetic) Silk, Furs, Gems and other.

> We need a name for a energy form of the future, not fuel cells, i avoid to put this in.
= I think would be good to make units use just electric energy without any difficulties.
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About energy: is it possible to make new cell/tile improvements to produce energy?
It will be very good to see Nuclear Reactor or Solar Farm as improvent.

" (if Tobacco=>Cigars, then why not *Coffee=>*Instant_coffee?)"
When you overtake a project of this size we can talk again, but you are right i thought about this and the icons are already in CCTP.
So i would like in coffee beens =market coffee or what ever.

The same goes also for weaver, neeeds silk nearby provides linen. This provides later a carpenter (i know for you basic, but i have to start somewhere.)

I mean that better to create one refined good from group (optional) of resources.
You already made some steps in this direction, but i am not sure what way is better:

1) such as "Cannery : uses 1 iron/tin and gives +2 GOLD, +1 FOOD from each fruit or seafood resource" (giving you GOLD/FOOD/CULT/PROD bonuses)
2) such as "Cigar factory : processes Tobacco (bonus resource) resources to Cigars (luxury resource that can be exported).

My position is just more about general/common goods i.e. not Linen but more like Cloth in general/fabric, Beer => Alcohol, and so on.
May be later i will make some graph or production chain to show what i mean globally.

Or you can describe me how to mod it.
 
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