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Community Call to Power Project

The numbers look quite similar between a standard game of (continents, low resource) civ compared to a CCTP game:

normal game of civ:
Spoiler :
Map Script: - BONUS Resources -
Map Script: - Cow.....: 13
Map Script: - Wheat...: 8
Map Script: - Sheep...: 13
Map Script: - Deer....: 21
Map Script: - Banana..: 10
Map Script: - Fish....: 52
Map Script: - Stone...: 20


CCTP game
Spoiler :
Map Script: - BONUS Resources -
Map Script: - Cow.....: 15
Map Script: - Wheat...: 13
Map Script: - Sheep...: 12
Map Script: - Deer....: 17
Map Script: - Banana..: 9
Map Script: - Fish....: 59
Map Script: - Stone...: 12
Map Script: - Coffee..: 11
Map Script: - Poppy...: 18
Map Script: - Titanium: 13
Map Script: - Aloe_Vera: 14
Map Script: - Jade....: 19
Map Script: - Manganes: 19
Map Script: - Oak.....: 7
Map Script: - Squid...: 39
Map Script: - Amber...: 10
Map Script: - Tobacco.: 11
Map Script: - Tin.....: 13


Also comparing low to standard I got 311 compared to 370 bonus resources, with similar distribution pattern.

All I can do is go by what I see in the 4 games I've played with this mod. I usually have most/all of each new resource in large amounts. Perticularly Jade, Tin and Magnease. Are these things not tradable yet btw?

Also, Bonus Resources? Why are they Bonus Resources? I dont think they should be, Jade especially. Pretty sure Banana atleast is a Luxury Resource.

If I understand it right, the resources are classified as follows?

Luxury Resources - Trade Goods.
Strategic Resources - Things used to recruit units.
Bonus Resources - Things that cant be traded and simply provide bonuses.

It just kinda seems like the "new" resources are being shoved down our throats on the virtue that they are new and added by the mod, and you're just making sure we see them all the time. Because they're new...

I hope this criticism doesnt offend, I intend it to be constructive, but game feels really, really messy to me with this mod on. I still enjoy it, but it's messy. These new Bonus resources are all over the place and most of my territory is upgrades because of this. And I still dont agree with most of the new buildings based on them. They just seem uneccesary.

Squid Distribution Center? Poppy Distribution Center? Why? Surely the new resources can be condensed into less buildings? And why Herder buildings? Building the upgrade on the Horses/Cows/Sheep/Etc... ARE the herding process. You gain access to them because they are being herded.

Below are a few quick examples of name changes, bonus redistrubutions and resources being condensed into one building idea's I came up with off the top of my head.

Grain Exchange - Weat.(Grain Exchange is the historical name for such a place)
Fish Market - Fish, Crab, Squid. (plus food or gold)
Livestock Market - Cow, Sheep, Pig/Truffle, Deer. (plus food or gold)
Stable - Horse, Cow. (plus production, this building was supposed to represent the animals being put to work, hence production. Pigs are not used for labor.)
Jewler - Diamond, Jade. (plus Gold and Happiness)
Smelter - Tin, Copper. (plus production)
 
I dont have ANY DLC's fires, and I do not get that error.

Weird if u don't have the dlc then the moai doesn't exist in the database, so it should throw the error. When i delete those four entries it works perfectly again.
 
**V2 of the CCTP maps** is now available. See the third post on the first page of this thread.

This version is very playable, only major things missing are the start locations for the city states and natural wonders. I wont personally be doing this as tbh i find that part boring, plus i prefer to get more lua work done instead of looking on wiki for where MINOR_CIV_KATHMANDU is :lol: so i throw it out there for the community to do :)

For full completeness someone will also need to add the CCTP resources to the LEM map using worldbuilder and then send me the file. This will allow real resource placement to be used as atm you are limited to random resources.
 
Hey everyone, maybe some of you will remember me. I originally made the government ideologies screens. Seeing as I’m on holiday I decided to come back and create some more art. Chrome-Rome asked me to revise some modern icons and government art. This will probably take some time but here I little preview. Hope you all like it :)

Edit: Preview removed: see next page for all the images.
 
To Kitsune420: Just checking, are you able to access all three pages of social policies? There are buttons/tabs at the top of the policies page to the other 2 pages. I usually ignore Monorchy and do imperialism first.

Oh! No I didnt see any other pages, okay that changes things! I stopped playing the Mod till I heard from someone on the project. I'm running a different Mod, I will switch back to CCTP Mod, it seems to be a lot of fun until I couldn't choose any policies :lol:

Thanks!
 
anyone else having issues with the tech trees not displaying properly in the latest build?
 
Is it just me, or do the AI in CCPP not use their gold?

William has 22000+ gold right now.

they definitely don't i started a game in the reno era and we all had 70k gold. i used most of it to quickly build an army and the Ai just sat there!

also this mod is way too easy there's hardly no maintenance and you can just build whatever you want without having to worry about gold. it kinda gets boring after a while...
 
All critic is welcome:sheep:, but we need more details. When you say the money is to easy, then give us please your game settings, and we will look what we can do. Without feedback its hard to improve this kind of stuff. because some AI money settings are hardcoded(:crazyeye:).
When i play diety on marathon, i have never to much money, of course the ai has a lot, but the AIi gets a big bonus.
 
no i mean there's no gold maintenance for the new resource and fish buildings you can just build as many as you like with no worry. it's a little TOO easy.

also if you try to start in an era other than anciant you start with too much gold i had 70k in the reno era?

as for the ai they never seem to use their money i play on prince (it's too hard past that :P)
 
Thanks bladex for pointing out the polder bit. Will be fixed for next version :D And I don't recommend starting on anything but Ancient, or else will probably get out of hand.

leeuw01 I like :D. Feel free to use other images for the Governments other than the ones Sneaks used. Prior to your offer to supply images, I was going to pretty much scratch the whole thing and start anew. ;)

Thank you Fires, Gilgamesch, and Horem for answering questions. Honestly I've been a little bummed lately with the number of issues (and just plain complaints), so I had to step back a bit. I actually wrote a looong rant that I was going to post to the thread on the workshop, but I changed my mind last second (read: I couldn't post it because it was too long :mischief:). I think you all answered every question, but I'll just zero in on a few things.

@ Lord Proteus
(*This is directed to Proteus' post, but there is a section on the Monopoly system that I want everyone to read so I can hear your opinions. The important parts are italicized and underlined.):
Spoiler :
The resources are set so that on average, with a Standard sized map and Standard settings, each one will appear 22 times. As it takes 13 of a resource to complete a Monopoly, the player must essentially have 60% of a resource for it to be a monopoly. However, as some terrain-feature combinations are more scarce than others (looks at jungles), resources that are found in those plots will have a higher concentration than those found in say, grasslands. Remember, the base is for 22 or each bonus resource on a Standard map; if you choose a Rainforest for example, there will be many, many Bananas.

I actually enjoy the clumping (to a point); one of the long, long term goals for CCTP is to have maps with huge paths of uniform terrain, so that a player can be in a field of grasslands and get plenty of the resources associated with it, while a player in a hilly area will have a completely different set. One of my main goals is to make the terrain dictate your play style; I guarantee that a player in grasslands will play different then surrounded by forest. ;)

As a concept design, all of the new resources are Bonus. They are added to ensure that there are two resources for each Monopoly type (Food, Production, Gold, Food/Production, Food/Gold, Food/Science, Production/Gold, Production/Science, and Gold/Science).

They are Bonus for two main reasons:
1) They aren't tradeable, so a player cannot buy his/her way into a Monopoly
2) It gives bonus resources value beside just being plots that you get a little extra yield from

I agree on the messy bit, but only to the extent that I don't like having four bonus resources appear in Classical, a stage where most players will have their territory farmed over. The AI rarely goes back to change an existing improvement (other than strategic), so they miss out on the bonuses. Besides that, I don't have issues with the distribution. If you like, you can put the resources on a lower frequency so that you have more space to improve as you please :)

The Distribution Centers (and the other stages of the Monopoly Buildings), are there to ensure a smooth transition, as well as to establish a feeling of progress as the eras go by. Initially, I had it so that there was only the Monopoly Building, which was unlocked once a player acquired 13 of a particular resource, but posters here convinced me of the merit of progression, and I haven't looked back since.

If you have any ideas on how to change the system, let me know. I'll admit that it is a little convoluted, but it is also the best system that we have to date. I guess it is possible to condense things into one overarching building, such as a Grain Exchange (like this name) or a Smelter, that takes care of all of that era's Monopoly requirements (it would have to be a National Wonder though to cover the bonuses). If you feel strongly about this, elaborate more on your idea; I'm not guaranteeing that it will be implemented, but I have been known to be persuaded by a particularly compelling argument. And I have been trying to cut down on the inflation a bit. The real problem will be winning over the rest of the players :lol:.


And yes, the AI is terrible at spending gold (unless they rush buy units), but this is a core problem, not CCTP specific.
 
no i mean there's no gold maintenance for the new resource and fish buildings you can just build as many as you like with no worry. it's a little TOO easy.

also if you try to start in an era other than anciant you start with too much gold i had 70k in the reno era?

as for the ai they never seem to use their money i play on prince (it's too hard past that :P)

Fully agreed, this is a problem. I never noticed, that the monopoly buildings afree from maintaince. Also i always start in ancient aera, but i havnt played since last week or so.:lol:
 
i successfully started in the reno era i didn't run into any problems or so it seemed i only played for a few hours but you do start with an insane amount of gold (70k!):lol:
 
Thanks bladex for pointing out the polder bit. Will be fixed for next version :D And I don't recommend starting on anything but Ancient, or else will probably get out of hand.

leeuw01 I like :D. Feel free to use other images for the Governments other than the ones Sneaks used. Prior to your offer to supply images, I was going to pretty much scratch the whole thing and start anew. ;)

Thank you Fires, Gilgamesch, and Horem for answering questions. Honestly I've been a little bummed lately with the number of issues (and just plain complaints), so I had to step back a bit. I actually wrote a looong rant that I was going to post to the thread on the workshop, but I changed my mind last second (read: I couldn't post it because it was too long :mischief:). I think you all answered every question, but I'll just zero in on a few things.

@ Lord Proteus
(*This is directed to Proteus' post, but there is a section on the Monopoly system that I want everyone to read so I can hear your opinions. The important parts are italicized and underlined.):
Spoiler :
The resources are set so that on average, with a Standard sized map and Standard settings, each one will appear 22 times. As it takes 13 of a resource to complete a Monopoly, the player must essentially have 60% of a resource for it to be a monopoly. However, as some terrain-feature combinations are more scarce than others (looks at jungles), resources that are found in those plots will have a higher concentration than those found in say, grasslands. Remember, the base is for 22 or each bonus resource on a Standard map; if you choose a Rainforest for example, there will be many, many Bananas.

I actually enjoy the clumping (to a point); one of the long, long term goals for CCTP is to have maps with huge paths of uniform terrain, so that a player can be in a field of grasslands and get plenty of the resources associated with it, while a player in a hilly area will have a completely different set. One of my main goals is to make the terrain dictate your play style; I guarantee that a player in grasslands will play different then surrounded by forest. ;)

As a concept design, all of the new resources are Bonus. They are added to ensure that there are two resources for each Monopoly type (Food, Production, Gold, Food/Production, Food/Gold, Food/Science, Production/Gold, Production/Science, and Gold/Science).

They are Bonus for two main reasons:
1) They aren't tradeable, so a player cannot buy his/her way into a Monopoly
2) It gives bonus resources value beside just being plots that you get a little extra yield from

I agree on the messy bit, but only to the extent that I don't like having four bonus resources appear in Classical, a stage where most players will have their territory farmed over. The AI rarely goes back to change an existing improvement (other than strategic), so they miss out on the bonuses. Besides that, I don't have issues with the distribution. If you like, you can put the resources on a lower frequency so that you have more space to improve as you please :)

The Distribution Centers (and the other stages of the Monopoly Buildings), are there to ensure a smooth transition, as well as to establish a feeling of progress as the eras go by. Initially, I had it so that there was only the Monopoly Building, which was unlocked once a player acquired 13 of a particular resource, but posters here convinced me of the merit of progression, and I haven't looked back since.

If you have any ideas on how to change the system, let me know. I'll admit that it is a little convoluted, but it is also the best system that we have to date. I guess it is possible to condense things into one overarching building, such as a Grain Exchange (like this name) or a Smelter, that takes care of all of that era's Monopoly requirements (it would have to be a National Wonder though to cover the bonuses). If you feel strongly about this, elaborate more on your idea; I'm not guaranteeing that it will be implemented, but I have been known to be persuaded by a particularly compelling argument. And I have been trying to cut down on the inflation a bit. The real problem will be winning over the rest of the players :lol:.


And yes, the AI is terrible at spending gold (unless they rush buy units), but this is a core problem, not CCTP specific.

I can see what you are trying to do, but I dont think it makes much sense in it's current execution, and I dont like the idea of these things being forced on us if we want to use this mod.

The Monopoly thing could be like a return of Corperations in Civ4, and it could stretch to every resource in time, including vanilla ones. Jade is not something common, and I dont like seeing it everywhere, even if it's as part of a new Monopoly system, same goes for most of the other new resources. If Gold was in abundance for every player, Gold would stop being special and we all know Gold is not common, so seeing it as something common, which it is not, feels wrong.

The Monopoly buildings should appear later, rather than sooner, the new resources can be condensed into fewer buildings in the early era's and in the mid-late era's the monopolization can begin, along with buildings ascociated with the resources, starting in say the Industrial era, starting with a small company building, and moving on to a larger company building with each new era until you finall build a global corperation headuquarters for a resource if you control most of it.

Titanium and Tin could remain Bonus resources that are used to create certain buildings and units, like Horses, Iron, Alluminium, Uranium, etc... maybe Maganeas too, but I dont really know that material is... and im not sure what Amber is used for, so I cant comment on that either.

But Coffee, Tobacco, Squid, Jade and other non-common resources should be luxury resources.

Im sorry if it sounds like im trying to bend the mod to my will or something, that's not really my intention, but the execution of this system, in it's current form, feels sort of wrong to me.

On another note, might I ask why Cows were removed from the Stable effect and replaced by Pigs? I mentioned my concern about the change before but I never asked why it was made.
 
Can you tell me which others mods is compatible this mod?

This will be a long list;)
In general like i postet on Steam, all Mods who only adds Buildings and Wonders should work fine. Also Mods like Info Addict and IGE works fine. If you have a good CPU you can also use Cultural Diffusion and Emmigrations. Reliogions Mods who only add new beliefes, should also works fine. Any total conversation will be cause troubles and is with high garantie not compatible. Please enable CCTP first and then your others mods, if you getting troubles, report it here, and we will try to help you.;)
 
On another note, might I ask why Cows were removed from the Stable effect and replaced by Pigs? I mentioned my concern about the change before but I never asked why it was made.

Sure. Cows and Sheep were removed so that the bonus resource plot yields don't get out of hand. Yes, it's only +1 production, but when you consider the frequency with which you come across Cows and Sheep, it adds up. I wanted it to be that only the monopoly buildings would improve the bonus resources. The same rational is why Stone Works no longer gives production to Stone. Again, it's a case of gameplay over realism.
 
You are very quicky. :)
Yes, if I will have problem I report it here.
Thanks ;)

You are welcome, but i have forget one of my favorites, Cultural Capitol.
 
Can you tell me which others mods is compatible this mod?

Right now im using Religion Enhancments Expansion Pack, Religion Improved Customization and City State Diplomacy Mod, and my current game is going just fine.

I used to use the Promotions Expansion Pack and the Buildings Upgrade Pack, but dropped them because my last game crashed at a certain point, though im pretty sure that was because of the in-game editor mod which caused a crash after I'd edited the landscape too much. Or maybe it was something else... i just had not had any problems with the mods I use until I used the Editor.

Btw, I'd like to make a small suggestion.

You know how in CivIV there was hygene or whatever? What about simulating that by adding unhappiness to certain pollutant buildings? Others would have to have some extra happiness added to compensate, though, like Opera Houses, and other activity buildings that currently dont have happiness.
 
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