Community Call to Power Project

Thanks Gilgamesch *flexes fingers to prep coding*

Youre are welcome. I yust wanna say, i played one game on marathon ( with my changes, very special), and on giant map, i encountered no bug or ctd related to CCTP. ( the other posters have alreaddy pointed i t out:lol:)
But i like the sugestions to add some buyable features for faith. I think there are some great possibilities for that.
Anyway iam so lucky, i buyed a new computer and CCTP is running so fast, damn iam totally addicted.:badcomp:
 
Something to keep Faith relevant in the late game:

There should be an "Interfaith Cooperation" national wonder which converts 200% of :c5faith: to :c5happy: and :c5science:, serving as a precursor to a Confluence of Faiths world wonder, which converts 200% :c5faith: to :c5happy: and :c5science: for all civs, as well as an additional 200% of faith to :c5happy: and :c5science: for the builder. Both the national wonder and the world wonder will provide an additional 100% conversion of :c5faith: to :c5happy: and :c5science: for every religion beyond one which is practiced in the empire. The world wonder will also produce a flat +30 :c5faith: and +30 :c5science: each turn, the national wonder 10 of each. In addition, religions will no longer put pressure against each other, and so will not just die out under the push of others. Both of these should be available with the technology of Social Networks, but the national wonder will cost 50000 :c5production:, the world wonder 100000 :c5production:.

Just to make religion less weak and to simulate real history.
 
Hey Chrome-rome,

Im playing prince difficulty level at standard speed. My Captital City(about level 65) had base production of about 410-440, 2nd Largest City(about level 40) had base production of about 260-290. Its that really high production? All my cities were set to production focus from like level 5 on...and all my specialist building involving production were fully staffed. I attached a screenshot of my current capital city in turn 528 about mid-industrial era. I hope it helps. By the way Im the most advanced civilization in the game as in more tech completed...most other civs are still using caravels/galleass and gatling gun/riflemen, while I have destroyers/regular infantry/tanks/planes.
 

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This mod just turns black for me when I start it- looks promising though. Playing only this mod with the no others.
 
I downloaded the version of the workshop, then i downloaded the version in your link - however there are changes, the version in your link has a dump of files in the main folder, while the workshop version does not.

My question is what is the difference, and is there one? I am wanting to make one copy for my own personal version that i can change, combine other mods into and not have it patched over by updates. Any tips? So far, i just renamed the folder to "Personal CTP" version.

There won't be any interest in my revisions, because anyone at all can do in little time what i want to do (combine with echoes of ages, and the religion mod that gives everyone a bonus belief, changing byzantine UA to bonus faith from natural wonders).
 
@thadian - Workshop Version was cleaned up of unused files. Github version has all the old unsed stuff in it still.

Seem to have fixed the Runtime Error with policies, the offending code was linking to some commented out stuff in SocialPolicyPopup.xml, so I just commented out the same code in the lua file. Not sure if this has broken anything am now testing it out a bit, while testing came across, Text for Monarchy says +3 Happiness from garissoned units, but in effect only grants +1.

Attached is fixed file Chrome for next version, anyone else wishing to apply this hotfix simply d/l and extract to Policy folder within CCTP.

This mod just turns black for me when I start it- looks promising though. Playing only this mod with the no others.

Do you have G&K?

@thaismafia - if you find you are way ahead of the AI, Up the difficulty of ur next game by a notch or 2. (Prince is the difficulty that grants no Negative or Positive bonus's to the AI)

@Chrome, production does seem to be a bit high, maybe reduce plains production bonus by 1?

And...upto 650 subs on workshop, was 412 when I checked last night :o
 
After my current game I'm bound to have a look at this. In the mean time I thought about tweaking the value of Great Generals and Great Admirals. Currently I find them underrated in their possibilities. My question is: is it possible to use a Great General/Admiral to give a default promotion to all new units?
 
My question is: is it possible to use a Great General/Admiral to give a default promotion to all new units?

Not directly through xml, but its probably doable with lua(I dont know lua enough to know or not). You could in theory do it indirectly through xml. There is a unit table called Unit_Buildings I assume(This is why its theory) means Buildings a unit can "Build". You could get you great general/admiral to create said building which in turn grants your promotion.
 
Do you have G&K?

@thaismafia - if you find you are way ahead of the AI, Up the difficulty of ur next game by a notch or 2. (Prince is the difficulty that grants no Negative or Positive bonus's to the AI)

@Chrome, production does seem to be a bit high, maybe reduce plains production bonus by 1?

And...upto 650 subs on workshop, was 412 when I checked last night :o[/QUOTE]

Yes I do.
 
3335d: I really like the way religion spreads. The mechanic doesn't convert a citizen to another religion unless a Missionary or Great Prophet is used; the pressure only affects the population not currently following a religion (I think :p). As for the wonders, the values are off (200% faith to Happiness would be anywhere from +10 > +160 Happiness), but I am going to have faith interact with happiness. The science part is a little trickier; I don't know much about other religions, but the church had traditionally been "opposed" to science. That being said, I will split the effects into two wonders; a national wonder, Interfaith Cooperation (or something similarly named), which converts 25% Faith to Happiness, and world wonder, which converts a portion of faith to science. I keep coming to either the Temple of Heaven or Kong Miao for this wonder, but that won't work unless I push them back to Medieval Era at the least. Otherwise, the conversion % would have to be miniscule (10%). Oh, how convenient: the Temple was actually built in the early Renaissance :). Both of these will need lua, so they'll stay how they are now, but they are high up on the to do list. :D

@ Horem: I noticed the Monarchy thing too, but the code for it is correct. This is what the base game has for Military Caste
Spoiler :
Code:
<Row>
			<Type>POLICY_MILITARY_CASTE</Type>
			<Description>TXT_KEY_POLICY_MILITARY_CASTE</Description>
			<Civilopedia>TXT_KEY_POLICY_MILITARYCASTE_TEXT</Civilopedia>
			<Help>TXT_KEY_POLICY_MILITARY_CASTE_HELP</Help>
			<PolicyBranchType>POLICY_BRANCH_HONOR</PolicyBranchType>
			<CultureCost>10</CultureCost>
			<GridX>4</GridX>
			<GridY>2</GridY>
			[B]<HappinessPerGarrisonedUnit>1</HappinessPerGarrisonedUnit>[/B]
			<CulturePerGarrisonedUnit>2</CulturePerGarrisonedUnit>
			<PortraitIndex>22</PortraitIndex>
			<IconAtlas>POLICY_ATLAS</IconAtlas>
			<IconAtlasAchieved>POLICY_A_ATLAS</IconAtlasAchieved>
		</Row>
And here is CCTP's Monarchy
Spoiler :
Code:
<Row>
			<ID>0</ID>
			<Type>POLICY_MONARCHY</Type>
			<Description>TXT_KEY_NEWPOLICY_MONARCHY</Description>
		<Civilopedia>TXT_KEY_CIV5_NEWPOLICY_MONARCHY_TEXT</Civilopedia>
			<Help>TXT_KEY_NEWPOLICY_MONARCHY_HELP</Help>
			[B]<HappinessPerGarrisonedUnit>3</HappinessPerGarrisonedUnit>[/B]
			<PortraitIndex>54</PortraitIndex>
			<IconAtlas>POLICY_ATLAS</IconAtlas>
			<IconAtlasAchieved>POLICY_A_ATLAS</IconAtlasAchieved>
		</Row>
(the formatting errors are from the copy and paste, not the base file)


I dunno what's up :confused:...And I'm stoked for all of the interest in this mod; 782 subs, on the first page of the popular mods, and this thread has been getting more than 1,000 views per day since we published to the Workshop :goodjob:.

**EDIT**
If I reduce the yields for plains, I would need to go over every terrain type and adjust them too, as I don't want grassland or hills to be inherently better. Not completely against it mind, just throwing it out there. I think I'm going to start by reducing the frequency of some the bonus resources; on a standard map, I think it's good for a complete monopoly to require 60% of all of that resource (so ~21 plots). Right now Poppy, Titanium, Jade, Manganese, and Tin are generating more than 30. Most of these are partially production based, so this should help, if just a little.

If we do need to adjust the terrain yields, how would you do so?
 
If we do need to adjust the terrain yields, how would you do so?

Grassland = 2f, 1g
Plains = 1f, 1p, 1g
Desert = 1p
Tundra = 1f

As a Base, then you would have hills/forest/rivers/resources/improvments/monopolies stacking on top.

Grass Hill +2p -1f (Giving a total of 1f 2p 1g for a Hillly Grass)
Desert Hill +2p
Tundra Hill +2p -1f
Plains Hill +3p -1f

I would go +1 or +2 production for Forest.

+1g for rivers, maybe +1f for grass next to a river.

That give ya a pretty nice base to stack Resources/Improvments/Monopolies on.

Might want to redo the OP to be a bit more informative with them 1000+ views a day :)
 
Ahh! I want to try this so badly.. but when I install the mod, either via the steam workshop, or by the G&K download, and enable the mod in the game options, nothing changes in game. No new units, new techs, new buildings.. nothing! :(
 
Is there any Earth-shaped map that works with the current version of CCtP? The excellent RealNameEarth (v22) won't work with the Gods and Kings expansion.
 
Ahh! I want to try this so badly.. but when I install the mod, either via the steam workshop, or by the G&K download, and enable the mod in the game options, nothing changes in game. No new units, new techs, new buildings.. nothing! :(
Maybe it helps if you clear the cache folder and double check your settings after that.
 
Hey Chrome-rome and Horem,

Let me play a few more games and give you guys a more detailed report regarding the possibility of high production...for example, exact production for my top 5 cities, each era up to like modern, for several games with varying terrain. Since one case is not valid, if it consistently happens then it might be an issue. I would hate for you guys to do extra work if its not needed.
 
As far as I am aware 99% of custom made maps will fail with CCTP. They have to be random maps, Map Scripts.

This is because the randomly generated maps don't have the resource placement that conflicts with CCtP, right? That's why RealNameEarth worked? Is there a way to strip out the parts that conflict with CCtP from an Earth map?
 
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