Community Call to Power Project

You, and many other mod makers, should remember to give a summary of what this mod is and what it is hope to acheive towards the beginning of the first post.

This and the Proc's thread you linked to have no information on what they are, or perhaps I missed a link to where that is?


I only bring it up because a lot of modpack makers seem to be content to list dozens of changes but not what all those changes mean...
 
Playing as russians settle first city there is nothing to build in the build que and can't get past 1st turn.
 
hi i'm just trying out this mod for the first time and need some help.

are there any tips on how to keep pace with the ai? specifically their cities are so huge compared to mine. where i have a population of just over a million some of them have 5-8x the size. i'm playing on prince difficulty, i'm guessing the ai doesnt have a problem with happiness where its a big problem for me. or are they choosing better government policies? which ones are good for an early start? it also looks like this mod encourages people to aggressively buy up the land neighboring your cities with the increased money you get?
 
Playing as russians settle first city there is nothing to build in the build que and can't get past 1st turn.

hi i'm just trying out this mod for the first time and need some help.

are there any tips on how to keep pace with the ai? specifically their cities are so huge compared to mine. where i have a population of just over a million some of them have 5-8x the size. i'm playing on prince difficulty, i'm guessing the ai doesnt have a problem with happiness where its a big problem for me. or are they choosing better government policies? which ones are good for an early start? it also looks like this mod encourages people to aggressively buy up the land neighboring your cities with the increased money you get?

Hi and welcome to CCTP.
Please if you have some issues with this mod, tell us if you use other mods, what kind of maps you are playing, and the difficult level you are playing. This help us a lot, so that we can help you earlier;).

The happiness is still a struggle on early turns, so choose monarchism for the easiest way, it also should help you to handle the enemy ais, also aristocraty works great for me.
The ai is always cheating with the happiness....
Happy days for all...:D
 
I disable all other mods in mod browser and only have this one checked. Not sure how that works exactly. I do enable and disable the unofficial patch and try it both ways. No luck on this mod either way. I'm playing on about Noble difficulty. All other mods are unchecked. I can play some other mods.
 
I disable all other mods in mod browser and only have this one checked. Not sure how that works exactly. I do enable and disable the unofficial patch and try it both ways. No luck on this mod either way. I'm playing on about Noble difficulty. All other mods are unchecked. I can play some other mods.

Sorry for your problems:rolleyes:
If you followed the instructions( on this tread), it should work.
Iam not sure how i could help you.
The last tip i can give you , is clear your cache, start the game and only enable CCTP, and play on continents or pangäa maps.:blush:
 
Hi!

I really like the CCP Mod and I'v been playing it a lot lately.

I don't know if anyone have reported this bug? before, but when an event pops up that give you an extra resource of something, like wheat, it doesn't count towards monopoly buildings. I've tried to clear the impovement and build it again, but still it doesn't count towards the buildings.

Else the events that pops up is cool, but it would be nice with a marker or something to show more in detail where it happens.

Keep up the good work!
Walen
 
Hi!

I don't know if anyone have reported this bug? before, but when an event pops up that give you an extra resource of something, like wheat, it doesn't count towards monopoly buildings. I've tried to clear the impovement and build it again, but still it doesn't count towards the buildings.

Walen

This problem is related to an older version of hipfots user events(in horems epic mod). The last version of hipfots.. is working correctly.Thanks for the report.
I guess horem will fix that, when he release the next version.;)
 
I'm having problems getting this mod to work...


I downloaded and extracted the folder into Civ5/MODS as directed, then loaded up the game and check-marked the mod so as to "enable" it. But when I try to set up a game, I see no discernible difference from the vanilla game. There should be new civs to choose from...right? =/
Because I can't see any....

Usually, when installing a mod, I've always had to click "install mods" in the mods screen before being able to check-mark a mod I'd like to enable. Not so in this case. =/
 
I'm having problems getting this mod to work...


There should be new civs to choose from...right? =/

Usually, when installing a mod, I've always had to click "install mods" in the mods screen before being able to check-mark a mod I'd like to enable. Not so in this case. =/

No, this mod doesnt add new civilisation to the Game.
Normally if you extract a file into the modfolder, you should be able to install it.
Sometimes mods got problems with the cache, then things like that could happen.
Please follow the OP 748, to fix this problems)
 
No work done on this for quite a few months - that is a shame as it is really excellent.

Please, please, please keep up the good work on it!
 
First post 2012
Played a game with huge continants, on diety, with korea.
And now the ironclad cost 0 gold to buy. Iam not sure why this happened (again). :confused:
At Horem.Please update the eventgenerater to the last version and whats about adding the treegrowthmod to your Modmod:cool:
Happy new year all:D
 
Always loved this mod, felt there was enough added already - only thing missing were some new graphics for the future units.

Saw this was released recently, author giving permission to use his work for whatever purpose. I don't know anything about modding, but there any way to incorporate his work into some of the late unit models?

http://forums.civfanatics.com/showthread.php?t=449649
 
Is anyone else playing this mod on a huge map and epic speed? I am t the moment and I find that from the Industrial Era some buildings and units really take ridiuculously long to produce. Also, I'm in 2090AD, control half the world and am researching Advanced Ballistics. I'm the kind of players that builds everything everywhere so my science is sky-high (4.500 per turn atm) but it just takes ages to advance.

Funny thing is that when I start a game with this mod, a huge map and epic speed I always find the world well in the medieval era around 0BC. Is the above something other players of this mod experience too?

Despite the above I still think it's an amazing mod. I'm going to tweak it for myself though when I finish my current game, some things I really dislike still.
 
Also, I'm in 2090AD, control half the world and am researching Advanced Ballistics. I'm the kind of players that builds everything everywhere so my science is sky-high (4.500 per turn atm) but it just takes ages to advance.

Funny thing is that when I start a game with this mod, a huge map and epic speed I always find the world well in the medieval era around 0BC. Is the above something other players of this mod experience too?

Yes, with some of the later iterations, something definitely goes wrong with the timeline once it hits the modern era.
 
So it's not my weird way of playing the game :).

I'm editing some XML now and I do find some minor quirks in the files and some errors, also in Horem's parts. Those contribute to some texts or descriptions not showing up because the tags don't match between files.

Also a question for chrome_rome: was the Megachurch intended to be a National Wonder? At the moment it isn't, you can build more than 1 instance of it.
 
I've fiddled with the factors in Game Pace Rules.sql. It may help if we can figure out the average city production in an era to reliably determin those factors.

Aren't sure those factors work directly on the cost value though, does map size influence production too?
 
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