Community Call to Power Project

Speaking of unique abilities, they really need to be rebalanced.

Spoiler :
Isabella - Spain (Conquest of the New World)

All cities on other continents separated by ocean from the :c5capital: capital by ocean receive a free Town Hall upon researching Bureaucracy. Units gain 10% combat strength against civilizations originating from these continents.

Unique Building (replacing Tercio as a Spanish unique item, and entering as an entirely new building): Mission - produces +2 :c5faith:, +3 :c5food:, and +2 :c5culture:. Produces an additional +2 :c5food: on Cattle, Wheat, Barley, Rice (if added to mod), Corn (if added to mod), and Sheep resources worked by the city. Unlocked with Theology tech. Produces +2 :c5unhappy: after the discovery of Globalization (to represent growing tolerance towards religions which we do not follow ourselves, rather than believing our own to be the "true" religion, and the consequent unhappiness at the Mission system). Can only be built on continents separated by ocean from the :c5capital: Capital. Costs 4 :c5gold: each turn to maintain.


Spoiler :
Gandhi - India (Nonviolent Resistance)

For each turn that a enemy unit owned by a major civilization is in Indian territory, it incurs a 5% chance of flipping to the enemy and becoming a Worker when India is not the aggressor and that unit has not been attacked by India in the course of the war. Gain +15% :c5faith:, +15% :c5science:, and +15% :c5culture: while not at war. Cannot collect either the worker bonus or the faith, science and culture bonus if nuclear weapons are currently owned by India, regardless of whether at war or not.

Unique Unit - Agni-V (replaces ICBM) half-cost nuclear missile with a range of 15 (this is to represent India going into the modern era and also puts a lid on Gandhi's nuclear tendencies ingame :))


These unique abilities more closely represent the leaders that they stand for. I think that they make sense and can be implemented.
 
Speaking of unique abilities, they really need to be rebalanced.

Spoiler :
Isabella - Spain (Conquest of the New World)

All cities on other continents separated by ocean from the :c5capital: capital by ocean receive a free Town Hall upon researching Bureaucracy. Units gain 10% combat strength against civilizations originating from these continents.

Unique Building (replacing Tercio as a Spanish unique item, and entering as an entirely new building): Mission - produces +2 :c5faith:, +3 :c5food:, and +2 :c5culture:. Produces an additional +2 :c5food: on Cattle, Wheat, Barley, Rice (if added to mod), Corn (if added to mod), and Sheep resources worked by the city. Unlocked with Theology tech. Produces +2 :c5unhappy: after the discovery of Globalization (to represent growing tolerance towards religions which we do not follow ourselves, rather than believing our own to be the "true" religion, and the consequent unhappiness at the Mission system). Can only be built on continents separated by ocean from the :c5capital: Capital. Costs 4 :c5gold: each turn to maintain.


Spoiler :
Gandhi - India (Nonviolent Resistance)

For each turn that a enemy unit owned by a major civilization is in Indian territory, it incurs a 5% chance of flipping to the enemy and becoming a Worker when India is not the aggressor and that unit has not been attacked by India in the course of the war. Gain +15% :c5faith:, +15% :c5science:, and +15% :c5culture: while not at war. Cannot collect either the worker bonus or the faith, science and culture bonus if nuclear weapons are currently owned by India, regardless of whether at war or not.

Unique Unit - Agni-V (replaces ICBM) half-cost nuclear missile with a range of 15 (this is to represent India going into the modern era and also puts a lid on Gandhi's nuclear tendencies ingame :))


These unique abilities more closely represent the leaders that they stand for. I think that they make sense and can be implemented.

Well thought out! However, I think if anything should be adjusted, it should be Rome and Egypt's UA; the production modifier is a lot more powerful in this mod than it is in base. With Rome, I could see something like "Roads cost 1/2 maintenance, and grant combat units +1 movement." I don't have any idea for how to change Egypt.

Are you suggesting Spain and India because you don't like the UA, or because you feel like they are over/underpowered?
 
Well thought out! However, I think if anything should be adjusted, it should be Rome and Egypt's UA; the production modifier is a lot more powerful in this mod than it is in base. With Rome, I could see something like "Roads cost 1/2 maintenance, and grant combat units +1 movement." I don't have any idea for how to change Egypt.

Are you suggesting Spain and India because you don't like the UA, or because you feel like they are over/underpowered?

Spain's existing UA seems to be quite useless, especially in the late game, and is based on complete fiction, while India's unique ability is a mechanism which I think should be implemented as a modification to base happiness quantities so that it applies to everyone and combats infinite city sprawl for everyone. Furthermore, both new UAs more closely reflect the leaders that create them. Far from wanting excessive population growth, Gandhi envisioned a village-based India (which still holds true, by and large). Seven Cities of Gold is just absurd and does not really represent what Isabella did (or started, at any rate).

With respect to the civilizations you just mentioned, these were my ideas:

Spoiler :
Augustus Caesar - Rome (All Roads Lead to Rome)

Roads have half of the usual :c5gold: maintenance cost. Receive 10% :c5production: towards wonders and +10% :c5production: to any buildings that already exist in the :c5capital: Capital.


Spoiler :
Ramesses II - Egypt (Monument Builders)

Cities containing a World Wonder receive +100% :c5faith:, those with a National Wonder +50% :c5faith: (does not stack). +100% :c5faith: to :c5production: and :c5culture: in every city.


Reasonable?
 
More than reasonable. The only thing is that you're moving back towards % modifiers, which is exactly what I want to get away from :p.

I love the first part of Ramesses' UA, with the +100%/50% faith. I think that's strong enough without the second part.
 
Thanks. Unfortunately, I'm not sure that there is a <Traits_WonderYieldChanges> table exists, meaning that we'll have to do this in Lua. But I'm sure that it is possible.

To add more variety to the civilizations, have you considered giving multiple civilizations the same unique unit or building in addition to the "unique-unique" unit(s) and building/improvement that they already have?

America's UA is also horrible. It should be changed to the following:

Spoiler :
Washington - United States of America (The American Dream)

When emigrants choose to move to an American city, 2 :c5citizen: rather than one are added to the city, but only one is taken away from the origin civilization's city. Upon entering the Industrial era, receive +2 :c5gold: and +2 :c5production: from every specialist.


I know Manifest Destiny is (very slightly) more in line with Washington than the American Dream is, but the American Dream represents America's recent international image better than does Manifest Destiny (although as of late, Manifest Destiny is representing the United States more given some *ahem* unfortunate military adventures).
 
I have thought about it, but I am staunchly saying no to having Unique shared; something about that takes away the uniqueness, instead of adding to it :p

And while I do like the idea for America, it only works with the Emigration mod, which is something that I don't think everyone plays with (me being one of the ones who doesn't use it). Even if that wasn't the case, I still *try* to stay with the minimalist approach when modding; only changing what needs to be changed. Rome and Egypt are only in consideration because of the % modifiers that they get to production. Washington's ability, while possibly weaker than the average, works well with current CCTP setup (cannons having range 3, so that minutemen can spot for them, discount on buying tiles). Again, my goal is to tweak things enough so that an improvement is noted, not necessarily to change the entire game.
 
How come I'm not able to load this MOD in a scenario? I'd love to use it with a pre-made map.

It's because of a hard coded limit on the number of buildings when creating these premade maps. This means we have to do some extra work to get pre made maps into CCTP, if you have any suggestions on maps you would like to see added go to the "CCTP maps development and discussion" thread and make a post there ;)
 
It's because of a hard coded limit on the number of buildings when creating these premade maps. This means we have to do some extra work to get pre made maps into CCTP, if you have any suggestions on maps you would like to see added go to the "CCTP maps development and discussion" thread and make a post there ;)

I'd LOVE to be able to use this MOD with a pre-made map. It would be great for 1980s Cold War scenarios, or other scenarios for present or near-future.

A great world map to use as a template would be the world map from RED WWII MOD. http://forums.civfanatics.com/showthread.php?t=436077

The 1942 sub-scenario has a great world map.
 
I have managed to find Fire's pre-made maps, but there are no scenarios. Is there no way to modify a map in world builder and then load it through CCTP?

As noted above, I'd like to build a Cold-War map.
 
sorry... i searched but i can't find information about this:

when we start a new game, what does mean the inicial menu (assassin,...etc), and what effects it has in the gameplay..???

also, what other mods (ingame editor, civup, etc) are compatible when used simultaneous with CCTPv3...?


PS: sorry, but i just recently discover the game mods world (fantastic), and i dont know many things...
(also... what is the vanilla version?)
 
The page with assassin was a planned scenario/expansion that does not yet do anything.

Mods that change tech, units, resources ect usually do not work well together.

Vanilla is used to refer to the basic Civ5 (with current patches) but not running any mods.
 
I have a question about the social policies. Under each one, there is first a single choice, then two columns of choices. That single choice at the top is the one this concerns. I chose the one that gives 2 prodcution to workshops, but I don't see any change to my workshop's description. Is there something else I need or does the workshop description just not update, but the bonus applies?
 
I have a question about the social policies. Under each one, there is first a single choice, then two columns of choices. That single choice at the top is the one this concerns. I chose the one that gives 2 prodcution to workshops, but I don't see any change to my workshop's description. Is there something else I need or does the workshop description just not update, but the bonus applies?

The one main problem with this mod is game text. Once we have implemented some core game mechanics we'll get to work on that.
 
Thanks. I wasn't complaining. I just wanted to know if the text wasn't updated or if there was another step I needed to take in order to get the bonus. I'm loving the mod, so far.

Thank you to everyone that has put their time into this.
 
Have the Rise to Power options been put into effect yet? I poked around but did not see much on them.
 
Have the Rise to Power options been put into effect yet? I poked around but did not see much on them.

Not yet this will be a future addon...
 
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