CCTP Version 4; Details

Comming next:

*Apple
*Bison
*Ebony
*Perfume
*AmberX
*JadeX
*Neutronium
*Dilithium
omg more :P
Just a little suggestion: This mod have so much content right now and thats great, but I dont think more content is what this mod need right now, at least thats my humble opinion ;)
 
Ebony, jadeX, AmberX and Perfume will be all resources that are only avaible due buildings, wich also need a resources to be build.

The names are just placeholder and iam not sure how to call them in english.
 
Ebony, jadeX, AmberX and Perfume will be all resources that are only avaible due buildings, wich also need a resources to be build.

The names are just placeholder and iam not sure how to call them in english.

Then may be you can describe their role, purpose, age and value?
Actually Ebony you already have as Tropical wood, is'nt it?

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Some resources i think should be giving penalties (if it's possible) such as salt and stone, giving -1-2 FOOD.
May be it can be interesting to add fully negative land features (may be some malaria swamp).
Also i hope you will add old immigration plugin.
 
More is not always better. Focus on refining the current mod before you add anything. It is extremely complex as is. Consolidation of resources would be a benefit.
 
More is not always better. Focus on refining the current mod before you add anything. It is extremely complex as is. Consolidation of resources would be a benefit.

That's true, although Emigrations should definitely be added back to the mod. I am more than willing to help with paring down some of the unnecessary techs in order to help us move forward. There should be no more than 50 or so technologies an era, and all of them should be meaningful.
 
That's true, although Emigrations should definitely be added back to the mod. I am more than willing to help with paring down some of the unnecessary techs in order to help us move forward. There should be no more than 50 or so technologies an era, and all of them should be meaningful.

The CCTP evensystem is sill implented into CCTP (also Emigrations and treegrowth but where broken in it current status).

I got my problems with apis and since this is not my creation also no clue of a quick fix for that.

I tried to recreate this features for more then a year, only to find out that this create lot of bugs in other places.

So i left it unused.

This count also for all the hidden secrets like White Rabbit or the Mapsystem.
 
It looks like Horem and Fires are still active on CivFanatics. They last viewed a couple weeks ago, hopefully they return.

EDIT: Working on a pared-back but more specific technology tree for the Upper and Lower Neolithic Eras. Upper Neolithic is two techs deep, Lower Neolithic is five techs deep, and my new Ancient era is four techs deep.
 
BTW, I think the AI mass produces troops because it doesn't/can't use the "creation" production

The Ai can use creation in the same way as f.e. wealth or growth.

Its all about the flavors, if the ai is thinking they need more units they will build units.
 
Wow! I never realized how amazing this mod actually is.. :king:

But I agree with Alysander. Even thou I love details and diversity, it would be pity, if too many (parallel) resources make the game too confusing and difficult to comprehend & manage.
 
Wow! I never realized how amazing this mod actually is.. :king:

But I agree with Alysander. Even thou I love details and diversity, it would be pity, if too many (parallel) resources make the game too confusing and difficult to comprehend & manage.

Most of the luxury resources are only avaible due wonders or are craftable when you have the needed building and resource.

There where also many changes in CCTP ,since Alysander posted here.....
 
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