Community Call to Power Project

I would gladly take the resource project up. Anyone else want to help with this? (I know rulner does ;) )
This shouldn't be too hard if we work together!
 
Spoiler :
1. Summary:
By building a monopoly building, basically have the building create a luxury resource for trade.

2. The system:
What I'm proposing is to change the monopoly system to create luxury resources from strategic resources, and by this essentially allow the trade of monopoly made luxuries. By trading the luxury, you're not giving up on any of your strategic resources per-say, but rather, you are sharing the luxury - the happiness you got from the monopoly. There are two ideas on how this would work:

Monopoly size sets the quantity
The amount of luxuries you could trade would be defined by the size of the monopoly building you have (say medium pearl would give you 2 trade-able "luxury pearls"). You could trade these with another civ or CS, and this would give them a bonus in happiness (or some other bonus we could think of). ALSO, you can have more than 1 luxury resource, having more makes the people more happy (say 1 luxury = 1 happiness).
Monopoly size sets the quality <--- I like this idea more!
The QUALITY luxury you could trade would be defined by the size of the monopoly building. A better quality resource would provide more happiness. This is how it would work: Say the player has a small monopoly building giving him low quality <luxury>. A medium sized monopoly building would REPLACE the previous small sized monopoly building. The requirement to build a medium would be 1 ADDITIONAL strategic resource to start building it + THE LOW_QUALITY_LUXURY (this is to prevent you from trading it then trying to upgrade, if you traded it away, you'll have to wait). When the building would be complete, it would require +1 more strategic resource so it would total at requiring 2 strategic. Since this building would replace the small one, it would give bigger gold/food/production bonus AND would give a new luxury "medium quality <luxury>". This new luxury resource would give +2 happiness instead of 1 and would be more desirable. Large monopoly would create "High quality", Huge monopoly would create "Elite quality", etc.

3. Why I think this would improve the game:
With this system, you can actually use the monopoly resources in trade without the strategic monopoly system getting screwed up... AND instead of having a bonus happiness from monopoly buildings, this happiness would be from the luxuries, something you could actively trade with other civs! Since the thing you are trading is a luxury, not an actual strategic resource, they can't build monopoly buildings with it, so only you get the gold/food/production bonus AND no complications with the game. ALSO, this is more realistic, since actual luxuries aren't "alligator", it's the stuff you make from it that makes sense! (Alligator hide products).


I had very very similar thooughts and ideas to this, but kept them to myself as well happiness in CCTP atm(it's been worked on) is very high and Chrome wants to bring back Luxuries so I was in the mindset of 1 thing at a time. But I still sooo I love the idea :)

I will say this: I don't see this making it into this next version unless you can get a team of people working on it. Trust me when I say you don't want to try to do this with just one or two people; when I was redoing the monopolies (the first two times; this one with Horem will actually be my third), I was soooo bored. It's very repetitive business of copy+paste, change a few tags, copy+paste, and on and on. What you are talking about is adding 5 new resources for every monopoly building. Seriously, you are going to need a team.

Haha Its my 3rd time messing with this monopoly system too, 2 trys with PCTPP and lost both(HD failiers, what I get for been a tight arse and keep 15yrd old HD's).

Spoiler :
Swordsmiths
costs: 100 and 1 iron resource
Provides 5 sword resource

Swordsman
costs: 50 and 1 sword resource

Master Swordsmith
costs: 150
Requires Swordsmith
Replaces Swordsmith
Provides 2 sword resource
Any swordsman built in this city receives the "Gladius" promotion (increases strength by 20%)


This looks awsome.
 
I have to run so this is just a quicky...

@Fires - Yes no probs - happy to.
@nathan - lol - count me in
 
Alright, I've found the CIV5Resources.xml, seems like there's quite a bit going on in there!... Does anyone here have much experience with the different tags? I guess we could always go with trial and error :P.

Well it seems that pretty much all I've thought of is possible, even more so than I thought! I didn't know these things were so customize-able :). I wonder how well the flavors work?

I'm going to look into this, see if I can find anything on the mod forums, once a few tags are clarified, I'll plan our route accordingly. Thanks rulner and leeuw, I will be contacting you :).
 
So out of pure curiosity i have been messing with unit promotions so that units defense and attack ratings are based on what equipment they have, instead of just pulling a number out of the air that seems to fit, as an example:

Warrior has a club (+4 attack) and cloth armor (+2 defense)
Spearman has a spear (+ 5 attack) , shield ( +1 defense) and cloth armor (+ 2 defense)
swordsman has sword (+9 attack), scale armor (+ 5 defense) and shield (+ 1 defense)

So all human units have a base combat value of 2, this is then effected by what they have. So a sword increases overall attack rating to 11 and the combination of the scale armor and shield increases overall defense value to 8 for the swordsman.

There is a lot of potential balancing that could be done eg shield has a different defense bonus vs melee or archer, cloth armor allows for faster movement across jungle tiles, etc :)

I guess this could be introduced as phase one of sorting out units depending on how it goes, atm i think it will take about 40 promotions so it is below that 60 limit.
 
I have troubled installing this mod, for some reason it won't work, I installed the first version succesfully but I can't install the new fixed one, I tried everything, left it as a civ5mod file, in a map, as winrar, as winrar zip, clearing cache, everything. Could someone maby upload it to the modbrowser so I can install it from there?

Just for general information, I have win7 64x, anyone has the same issues?
 
I have troubled installing this mod, for some reason it won't work, I installed the first version succesfully but I can't install the new fixed one, I tried everything, left it as a civ5mod file, in a map, as winrar, as winrar zip, clearing cache, everything. Could someone maby upload it to the modbrowser so I can install it from there?

**Delete**

Edit: i see you also having problems with the night mod so wont be this
 
@leeuw01: I had a similar issue. My mods kept on getting messed up, none of them would install properly. It was so weird - it would be in the folder, properly and everything, but in the mod browser thingy when you'd hit "install" - it would install, but not show up.

I just deleted Civ-V and reinstalled through steam... It was annoying :C. This solved my problem though :D
 
@leeuw01: I had a similar issue. My mods kept on getting messed up, none of them would install properly. It was so weird - it would be in the folder, properly and everything, but in the mod browser thingy when you'd hit "install" - it would install, but not show up.

I just deleted Civ-V and reinstalled through steam... It was annoying :C. This solved my problem though :D

Ok, I'll try that.

EDIT: Do you have win7 x64 too?
 
@leeuw01 - are you talking about vrs1.25 or a later one that you are testing? I'm using 1.25 on Win7 x64 with no probs. :p
 
@ Rulner: The problem lies within the installation, not within the playing.
But today I try to reinstall, maybe that helps.
 
Wonderful! I was looking for why's mod :D. Problem is... I expected it to be recent and updated... It seems it hasn't been touched for... A while :/... I really hope it's working!
 
This may have already been picked up but when negotiating for peace and you demand :c5gold: then the maximum is 9999 :c5gold: - the field doesn't support anything higher. (A bit annoying when the AI has been hording over 350,000 :c5gold:)

@chrome - I think you already picked up on the fact that the AI doesn't spend it's gold. Here I have the leading AI with 350,000 having just entered the Industrial Era about 10 tunrs back (1860s for your timeline - well balanced btw) turn 303.
 
This may have already been picked up but when negotiating for peace and you demand :c5gold: then the maximum is 9999 :c5gold: - the field doesn't support anything higher. (A bit annoying when the AI has been hording over 350,000 :c5gold:)

@chrome - I think you already picked up on the fact that the AI doesn't spend it's gold. Here I have the leading AI with 350,000 having just entered the Industrial Era about 10 tunrs back (1860s for your timeline - well balanced btw) turn 303.

Maybe there are problems with the 5 system, ai calculating percentage wrongs. This results in ai not buying anything (thinks its too expansive) and it builds less gold buildings (If I remember it well that is a problem we have currently too).

Can't we do something to change the AI perspective on gold?
 
I think the gold is just an AI problem, and I'm not confident enough to go mucking around in the AI files. In a weird sort of way, it may be better that the AI is not efficient, because if it spends its gold like a human player, the game would be very difficult to win. Of course, I want to see it fixed, but I'll be sad when I have to let go the illusion of my Emperor status. :p I'll open a thread on the main page to see if anyone knows how to encourage AI spending.

Ironically, I was watching MadDjinn's Diety Rome game (wohoo :D) and, after looking at the tile yields, I have to agree with leeuw01 that the system works better on the 1 system. Won't be this update, but I will be wanting to make a return to the "old ways."

Speaking of the update (c what I did there ;)), there are two courses we can take. I have a feeling I know which one everyone wants, but I'll ask anyway. The version that I am playing is slightly different than 1.25 (fixed). The differences are that the AI has flavors for monopoly buildings and monopoly techs (no more bottleneck on economic tree), cities continue steady growth even at high populations, (averaging about 1 pop per 9 turns when city gets big(not counting 10% growth modifiers)) and the Communism government has been changed greatly. It still focuses on production, but not to the point that cities can build things in 2-3 turns anymore. I'm really happy about how this turned out (thanks Nuukov). Unfortunately, I have not made any changes on the Modern Era yet.

About the Policies:
Spoiler :
We have more than 10 policies already designed, and are just waiting for someone with Lua knowledge to help us get them in the game. In my humble opinion (:lol:) these policies are some of the most well-thought out designs thus far. I would really love to see them in game, but again we are lacking on the Lua development. If you have knowledge of Lua and want to help this mod continue on, send me a PM, and we'll work together to add these policies. If you are a long-time lurker - I know you are out there :p - just post in this thread, and we will work something out until you can PM. Trust me, we can never have enough programmers! :D


I can release what I'm playing right now (it's already uploaded), but it will be missing a lot of the big changes (art for policies, implementation of the other policies that have been worked on, WW2 units, Modern Era balance) that I have been hyping all this time. They are still coming, but these things take a long time. :) Would you all rather get this "mid-way" update or just wait for the super-polished version?

*EDIT*
No need to open a new thread. Found this in Thal's section:
Unfortunately, we're unable to directly alter how the AI saves up tremendous amounts of gold. A human would burn excess cash on buying resources from others, building armies to start wars, or buying up all the citystates. The AIs don't always do that and just waste the money on a huge reserve. There's not anything I can do about that particular behavior with our current modding tools.
Sound's like we need the DLL for this to change. :(
 
Maybe add more to the flavor of befriending/protecting city-states. This could result in that they spend more money on bribing city states thus using more gold.
 
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