Community Call to Power Project

Hey Chrome and folks

Just completed my first playthrough in ages. This Mod has come a long way since Decimatus was last involved. The art is just awesome. I can still see Commander Shepard and Master Chief in there but they're heroes so it's ok.

I did notice a few things. Aircraft plant, auto plant and naval yard show up under wonders. They seem to be bugged too as they're always available to be built, even after you built them all in a city.

The monopoly system kicks ass. I played the first half of the game without building any monopoly buildings. Eventually building maintenance started ruining me. Then I built all the monopolies I could and my economy never looked back. 4 mil per turn towards the end. Awesome.

The game still freaks out around the 21 mil mark, taking away all your money, but I think this has to do with vanilla, something about a certain type of value being unable to go higher than that.

I wish you could sell monopoly buildings. Especially towards the end when coal becomes useful again. It'd be nice to sell coal monopoly buildings to build some nanoforges. It would also be nice to sell some monopoly buildings in conquered cities to free up resources. In fact it would be nice to be able to sell any building really, especially the ones that require a resource.

Also some units still require resources to be built. I thought this mod was headed towards resources being needed for the factories needed to build units but not the units themselves. Wasn't a big issue. The stealth bomber was an example. You need aluminum to build the aircraft factory and you need more for the bomber itself.

The AI is still dumber than a sack of hammers. But that's mostly vanilla. I did notice that the AI doesn't build large armies anymore (It used to fill every hex with units). Every time I went to war the AI's standing army was destroyed withing the first couple of turns. Also the AI won't spend much money on units, even in the face of annihilation. I conquered Washington and by the time he fell he still had 800k in the bank. He could have bought new units in all his cities every turn for 10 turns but he didn't do it. The AI would buy units in cities that were being attacked but not in the other ones.

That's about it for now. I just love this mod, it's the only reason I still play Civ 5. Keep up the awesome work.
 
Hi I have one question: what MAPS are not allowed with this mod? I saw that in a lot of mods the AI cant play very well on see maps (maps with a lot of islands, or only small islands). Before I start a new game I would like to know that :) Thank you!
 
Well its been a bit so i thought it best to give a bit of an update on whats going on atm from my end:

rulner has finished with all of the ww2 units so i am making sure they all work ;), expect them to be in the next update.

I have also been getting a few bits and pieces together so i can begin work on the breakthrough techs, with that being said if someone could convert the attached image to .dds it would save me some time. For some reason my laptop with ati hates making .dds.

If anyone has any ideas on the breakthrough names now would be the best time :) as i hope to have the initial design finalized by middle of the week so it can get it coded.

Era
Breakthrough 1
Breakthrough 2
Breakthrough 3

if you don't know what the new breakthrough system is all about then the info begins way back on page 8 :)

I am also looking into the farm changing bug, i do remember reading about it in the original vanilla game at some point but has been fixed now, maybe we got an old file lingering somewhere.
 

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A little update on the breakthrough system, i have finished with the design of the first 3 eras. The major breakthroughs for these are:

Ancient:
Cultivation
Simple Tools
Bartering

Classical:
Alphabet
Number Theory
Natural Philosophy

Medieval:
Medieval Universities
Empiricism
Perspective

All the techs are so far falling nicely into place within the four new categories, 3 eras down 5 to go :eek:
 
Nice to see breakthrough techs evolving :). Just one question though: what do you mean with Medieval Universitiies? The oldest University in the world does date from 1088 but is rather unique for that time. More common throughout the entire medieval era were "schools" belonging to cathedrals.
 
Is this a bug or normal: not on all maptypes are resources. On some maps there is not a single resource. I tried all of the official maps but not all are working with the mod.
 
Nice to see breakthrough techs evolving :). Just one question though: what do you mean with Medieval Universitiies? The oldest University in the world does date from 1088 but is rather unique for that time. More common throughout the entire medieval era were "schools" belonging to cathedrals.

I was initially going to use monastic schools, but the shift away from these to the medieval universities from 1088 onwards seems to be a much more significant advancement.

@revollt: At the moment Continents and Archipelago map types work.
 
Hi, im new to civfanatics but back when D worked on the mod I played it a lot. When I found out his work had been continued by the community I was very excited. However, I can't figure out how to get the mod into the game correctly. I've downloaded it and read all the instructions but I still can't figure it out. I had the same problem with the original CTP project but I eventually got it but I forgot again. Can someone please give instructions on downloading so I can play this great mod.
 
Hi, im new to civfanatics but back when D worked on the mod I played it a lot. When I found out his work had been continued by the community I was very excited. However, I can't figure out how to get the mod into the game correctly. I've downloaded it and read all the instructions but I still can't figure it out. I had the same problem with the original CTP project but I eventually got it but I forgot again. Can someone please give instructions on downloading so I can play this great mod.

  1. Extract the zip file and place the folder (Community Call to Power Project) in your Mods directory (Documents/My Games/Sid Meier's Civilization 5/MODS).
  2. Remove all other mods from this folder
  3. Launch civ 5
  4. Enable the mod in the MODS section of the game
  5. Setup a game and choose either Continents or Archipelago map type
  6. Play
 
My only problem is I don't know how to extract a zip file because when I download it is called a .rar file
 
Is this a bug or normal: not on all maptypes are resources. On some maps there is not a single resource. I tried all of the official maps but not all are working with the mod.

Since this mod uses custom resources, the resource generator doesn't work on many of the official map. That's why you're not seeing any resources. Try playing with pangea or another in-game generated map.

If I'm not mistaken, there's a version of some maps that work with the resource generator... Anyone have a link?
 
Hi first great work guys and great idea,keep going!:goodjob: I downloaded Fire's patch CCTP V 1 from first page but when i start playing: 1. my culture is always 21 so i get polices very easy almost every 4 turns.
2.when i adopt polices nothing happens..is that normal?
I am old player,but new with this moding things so maybe I am making mistake somewhere,I need your help..do I need some patch for CIV 5 before I install this mode and if so can you give me a link of patch and crack if its needed.Thanks!
 
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