Community Call to Power Project

Simply rename the file. Adding a "_" in front seems to work. You could move it out too.

TBH you will break the mod more doing this, that specific file controls alot of the "balance" and costs of most of the mods, Techs, Units, Buildings. There's an update incoming, 10m tops(Need to test changes).
 
yeah I've tried both normal and extended version with the same results. Also cleared cache.

This is irrelevant because Horem has now posted in the Downloads thread v3.1, which eliminates all known bugs, and he has now put the project on hold until the rest of the development team can assemble barring some major technical problem with the mod. Don't worry, we aren't going anywhere, in fact we're working on new features right now but will not roll them out until others in the dev team come back.
 
This is irrelevant because Horem has now posted in the Downloads thread v3.1, which eliminates all known bugs, and he has now put the project on hold until the rest of the development team can assemble barring some major technical problem with the mod. Don't worry, we aren't going anywhere, in fact we're working on new features right now but will not roll them out until others in the dev team come back.

Thanks a lot for all the work you guys do.
 
Beef Vats - I am not sure of the reasoning behind the -1 per pop production loss. But I would either remove the penalty or make it +1 production
 
Thanks a lot for all the work you guys do.

Beef Vats - I am not sure of the reasoning behind the -1 per pop production loss. But I would either remove the penalty or make it +1 production

My original reasoning in suggesting -1 production per population was the tremendous amount of electricity required. However, obese and unable to be productive while working due to both size and laziness works as well. Plus, the beef vat was extremely overpowered and needed to be toned down and balanced.

In other news I was playing a v3b game (I'm on a Mac.) and as of 1911 AD my capital of Tenochtitlán is at population 50 and still has +88 food with no Beef Vat. I am using Republic so I only use half food per specialist. However, this is still OP. I did use a more abundant resource setting - but I never expected such a gigantic city in the Industrial Era.

EDIT: Horem - please place v3b (the latest commit in FiresForever's repository) onto the Downloads thread for the time being so we Mac users are still able to have a playable mod.
 
Played 300 turns. last version. all seems good.
One time after few hours of playing some dizziness with graphics began, menus dissapeared and blinking everywhere, but i just reloaded and all was fine

AI just mad with spanning cities, which compare to vanilla is sooo playable!!!:goodjob:
askia and elizebeth making me with double numbers of cities and victory points each. with hooordes of units! annoying with wonders hijacking, and slighty ahead in research. Just what should be in this game!! and all my hope is two stacks of overgraded crossbowmen, heh

i'v tried vanilla, they just stop building settlers at some point where still 2/3 of continent is empty!, i dont know why:(
 
Am deep into the future techs by now, one thing that strikes me is how important coal is, as opposed to other resources.

Anyone would want factories in as many cities as possible, however when you also need 2 coals for every beam foundry, it quickly becomes a problem to manage the resource, unlike iron, horse or aluminium which is extremely abundant.

Oil doesn't show up on the strategic resource for some reason?

Only Uranium need the same kind of managing as coal.

On another note, the archology building seems broken: 2760 maintenance and provides 40 gold per pop? City needs a pop of 69 to break even (My largest city on turn 670 is 65)... Does seem worth it for the 8 great engineer points that late in the game...
Edit. Got around to actually building the archology in my capital, which has a pop of 60, turns out it gives a surplus of 2k gold, which isn't too bad. Guess it comes from all those +X% gold buildings.
 
Am now at the very end of the game, have built all wonders and production/gold buildings in my capital and some of my larger cities (Except robotic district, 9400 gold upkeep?). Capital produces 15460 hammers and 18400 gold. Second most productive city: 7200 hammers 4010 gold, third most:5000 hammers and 6000 gold.
 
can you post a zip file of your game?

I must be doing something very very very wrong..... I am getting 900+ beakers per turn, and 1k gold per turn (but only cause I loan out 1500 and take in 150 for 30 turns from each of the AI's).....

I would like to see an "experts" game...
 
i have +440 production and it still takes 50 turns to build the appollo program...are you kidding me?!!
 
i have +440 production and it still takes 50 turns to build the appollo program...are you kidding me?!!

All the rebalancing will be done once Fires and chrome are back. And remember, we are working on the mod expansion that I started, which will move into full development once the previously two mentioned individuals get back. It would be disadvantageous to keep on balancing the game at this point when it will have to be changed later on anyway. I think that, as far as any bugs or optimization are concerned, we should work on it as a concerted effort immediately prior to releasing the big change.
 
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