Community Call to Power Project

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...

Sure, where are the savegames located? :confused: Can't find them in the steamfolder
 
save files are located in C:\Users\yourname\Documents\My Games\Sid Meier's Civilization 5\Saves
 
saved files are larger than the limit the forum has for file sharing so you will have to zip them up before you upload them.
 
I am looking the game file over and have a couple of questions....

1. how do you have over 100 cities as India and not have a negative happiness on the counter page from the number of cities? As I remember, india gets a dbl negative bonus for the number of cities and 1/2 from the population.
 
Social policies and wonders cut it down.

285k gold to upgrade a CGX cruiser to fusion dreadnaught :eek:
 
easy to see why India is the way to go if you want is flat and huge cities. turn 159 14 cities average size 5 and happiness of 17
 
easy to see why India is the way to go if you want is flat and huge cities. turn 159 14 cities average size 5 and happiness of 17

Oh god. I thought that cities were supposed to be taller!

But on that note, there should be a minor UI modification so the population living in the city center is shown on top, with the total population on bottom.
 
I want to select "Map Type" under "Advanced Setting" in "Randomly Generated Map Scripts". The map type scrolls down to a blank menu (that's where I can play the mod on my own map).
 
You cant play Custom maps with CCTP. Atleast not with out some hard graft(manualy telling the game how your map is played out, check out FireForevers map thread), on anpther note, you need to pick your map script before you proced to the Advanced Settings.
 
Some policy stuff with garrisons doesn't work anymore. The Imperialism one works, but the ones in Constitutional and Conservatism don't give appropriate happiness. Have not tested govts.

There seems to be a dropped prerequisite with rifling. It is possible to get modern infantry without researching rifling. There also seem to be a good sized number of dead-end monopoly building techs.
 
What would i have to edit to slow down Research,Building times & tile improvements.
My reasons:
I'd like to slow down research by around 150% instead of 75%
Also adjust building time (building and units)
and slow tile imrovement times down from roughly 6 turns to about 18.
I've tried having a quick look and i see alot of numbers but don't want to edit the wrong ones and ruin it.
Any help would be appreciated.
 
Welcome to the forums rgpfanbase88! :band:

Increasing Tech costs much past 75% (In gamespeeds) will result in broken later eras(there is a beaker cap(240k). As to Unit and Buildings they are set with CreatePercent and BuildPercent, Improvements with ImprovementPercent.

As to the research you can adjust the Palace science modifier up form -50% (Which simulates 0.5 science per pop to say -75% which would be 0.25 science per pop). It is located in Buildings.xml, just search for Building_GlobalYieldModifiers.

Some policy stuff with garrisons doesn't work anymore. The Imperialism one works, but the ones in Constitutional and Conservatism don't give appropriate happiness. Have not tested govts.
That is a know issue with the C++ code, hopefully when Fires returns he can take alook. I shall take a look at the missing Prereq for Rifling. The monopoly techs were never intended to help advance through the tech tree, hense they are mostly dead end, but still worth gettign for the bonus's you get :)
 
So does the broken later eras apply to both normal and extended versions?
I'm playing the extended CCTP with Domination as the only victory condition.
What i'm basically trying to do is lengthen the research but keep building units and buildings normal so i can spend a reasonable amount of time in each era while conquering the world at my own pace.
 
The beaker cap is inherent in Civ 5, not the mod. Unfortunately, this makes the later eras broken again if you increase science too much.

Also,I believe there is a bug with observatory. It seems to only be able to be built in a city that is next to a mountain rather than within 2 tiles.
This might be a tooltip bug, not sure.
 
So does the broken later eras apply to both normal and extended versions?
Applies to both, kind of. Normal Epic and Marathon will break in or around the Modern Era as standard(uses vanilla settings), I made Extended to combat this issue, i would play aroudnd with the Palace's global modifer to reduce science. If that is not enough say so and I can run you through 1 or 2 other possibilities.
Also,I believe there is a bug with observatory. It seems to only be able to be built in a city that is next to a mountain rather than within 2 tiles.
This might be a tooltip bug, not sure.
I'll take a look at that.
 
Hi guys,

Haven't read much past this last page but it is good to see that everyone is well and kicking :). I have good news: I'm on break :D! This will mean that I am once more able to lend whatever skills I have to CCTP. I am completely useless with C+(++, or however many of those things there are), so I'll reach out to Fires to see what his thoughts are. It'll take a while for me to get back in the swing of things (haven't played a game since maybe October), but I am looking forward to helping at least until next semester starts (January something or another).

Happy gaming :D

PS: Horem, you're a beast. An awesome, awesome beast :D
 
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