Community Call to Power Project

True, but all that achieves is that the player would never have a CS ally. It doesn't give any strong benefits to the AI either; they'll compete with each other for favor. And a CS Ally with 540 influence gives the same bonuses as one with 80 influence. This will just make for a money sink, which is scarcely better than what we have now. To truly improve the AI, we need DLL.
 
and the Communism government has been changed greatly. It still focuses on production, but not to the point that cities can build things in 2-3 turns anymore. I'm really happy about how this turned out (thanks Nuukov).


Haha, when I first tried this mod and had communism, I was building tanks and paratroopers in 1 turn! The mighty red army of the motherland went steamrolling across the continent to 'unite' our neighbors under the red banner in peace and love :D

But yeah no problem, it's been fun designing the policies with you :)
 
The WW2 units are pretty much done from my side, though I don't know how much Fires\you need to do with them once I supply them to you. However, I'm stuck on finding nicknames.

@everyone - I need WW2 nicknames for the following, can anyone help (nothing derogatory please :D):

China, France, Greece, Italy, Japan, Russia

We have the following but happy to change if it doesn't work for some of you:

UK: Tommies
USA: Yanks
Germany: Jerries
 
Well I never heard anything from the author of the realnameearth mod, (s)he has been on and has also updated the mod so i am going to assume that everything is ok and i can release a modified version with credit given :)

There is a need to replace one of the original CCTP mod files with a new version so it might be best to release it alongside a new version of the mod, as chrome hinted to releasing earlier :) or i can release the mod and the file that needs replacing?

I have got the map almost in a release state, i added in the random placement of resources so that should keep everyone going until the real placed resources gets done. There is also a random lua error that i have been unable to track down but in my testing it doesn't seem to have effected anything :eek:
 
Ok so if anyone is interested this is a file that begins to add promotions that represent swords, armor etc. to get attack and defence ratings. If anyone is interested in giving it a look, its a bit sims meets civ :p

  • extract and put the UnitPromotionsBase.xml file into the units folder of the CCTP mod
  • open up the Community Call to Power Project (v 1).modinfo file in notepad and add the following line into the files section:
Code:
<File md5="57BCC9A30DD9004AC93CC5694E736CA1" import="1">Units/UnitPromotionsBase.xml</File>
  • then add the following line to the on mod activated section:
Code:
<UpdateDatabase>Units/UnitPromotionsBase.xml</UpdateDatabase>
 

Attachments

The WW2 units are pretty much done from my side, though I don't know how much Fires\you need to do with them once I supply them to you. However, I'm stuck on finding nicknames.

@everyone - I need WW2 nicknames for the following, can anyone help (nothing derogatory please :D):

China, France, Greece, Italy, Japan, Russia

We have the following but happy to change if it doesn't work for some of you:

UK: Tommies
USA: Yanks
Germany: Jerries

As a greek i can help you with some ww2 nicknames for greece. Tell me the units you want to name.
 
@christos

Thanks for your help christos. We are looking at basic infantry or just a nickname which was used generally by other countries. thx
 
The WW2 units are pretty much done from my side, though I don't know how much Fires\you need to do with them once I supply them to you. However, I'm stuck on finding nicknames.

@everyone - I need WW2 nicknames for the following, can anyone help (nothing derogatory please :D):

China, France, Greece, Italy, Japan, Russia

We have the following but happy to change if it doesn't work for some of you:

UK: Tommies
USA: Yanks
Germany: Jerries

Well for Russia I guess it would just be Ruskies :D
*Unless some politician deemed it not politically correct to call them that -.-
 
@christos

Thanks for your help christos. We are looking at basic infantry or just a nickname which was used generally by other countries. thx

ELAS ( It was a greek Liberation Army fighting in the greek resistance against the germans and the italians during WW2)
 
Ok everyone, time for another update on social policies :D

First of all, Virtual Democracy is being scrapped.
Yep, it is being removed, destroyed, deleted and completely trashed :p
But, it will be replaced by something else.

After some discussion wit chrome-rome, we have decided to move Anarchism from the Ideologies section, to the Governments section, since it makes no sense to have Anarchism, and a Government, so Anarchism will be a 'government' itself.

Of course you will now ask, what will replace Anarchism in the Ideologies section?
and what changes if any have been made to Anarchism?

To answer those questions.
'Agriculturalism' will replace Anarchism in the Ideologies section (as an ancient era policy tree).

Also now I will post the changes made to Anarchism, and what policies Agriculturalism will have :)


Governments:

Anarchism: +5% Food, +15% Production, +5% Gold, +0% Science, -30% Unhappiness, Garrison = 0 Happiness.
Social Anarchism: Unit Producing buildings that require Oil and Aluminium, need 50% less Oil and Aluminium
Positive Liberty: +1 Happiness for each city without a Garrison.
Stateless Society: 33% Less happiness needed for Golden Ages.
Spontaneous Order: Specialists give +5 more of their own yield.
Free Love: -25% food needed for growth in all cities, and +10 happiness instantly.


Ideologies:

Agriculturalism: +5 Food from each farm.
Communalism: Maritime City States provide 25% more food.
Egalitairianism: Granaries keep 10% more food after population growth.
Shared Labour: Golden Ages provide +25% food in each city.
Agarianism: +1 Happiness from Wheat, Rice and Fish.
Benevolent Rule: We Love the King Day lasts 50% longer, and gives +25% more growth.


I hope you all have enjoyed this quick update :king:
 
Ok so if anyone is interested this is a file that begins to add promotions that represent swords, armor etc. to get attack and defence ratings. If anyone is interested in giving it a look, its a bit sims meets civ :p

  • extract and put the UnitPromotionsBase.xml file into the units folder of the CCTP mod
  • open up the Community Call to Power Project (v 1).modinfo file in notepad and add the following line into the files section:
Code:
<File md5="57BCC9A30DD9004AC93CC5694E736CA1" import="1">Units/UnitPromotionsBase.xml</File>
  • then add the following line to the on mod activated section:
Code:
<UpdateDatabase>Units/UnitPromotionsBase.xml</UpdateDatabase>

From the editing i have done i know that you can affect 2 atribute at on row
Old
Code:
<Update>
	<Set Combat="2" />
	<Where Type="UNIT_ARCHER" />
</Update>
<Update>
		<Set RangedCombat="2" />
		<Where Type="UNIT_ARCHER" />
</Update>
New
Code:
<Update>
	<Set Combat="2" RangedCombat="2" />
	<Where Type="UNIT_ARCHER" />
</Update>
this do it more clean and easier to read for example in use look in civ5gamespeed.xml
there is the diffrent speeds done the same way. (only a suggestion )
 
From the editing i have done i know that you can affect 2 atribute at on row
Old
Code:
<Update>
	<Set Combat="2" />
	<Where Type="UNIT_ARCHER" />
</Update>
<Update>
		<Set RangedCombat="2" />
		<Where Type="UNIT_ARCHER" />
</Update>
New
Code:
<Update>
	<Set Combat="2" RangedCombat="2" />
	<Where Type="UNIT_ARCHER" />
</Update>
this do it more clean and easier to read for example in use look in civ5gamespeed.xml
there is the diffrent speeds done the same way. (only a suggestion )

thanks I had no idea you could do that :goodjob:
 
Dear Chrome-Rome and all other developers who are helping with this project,

I am a huge fan of the original Call To Power. Despite being out of date, CTP is simply the best in the series, (I admit that Civ 4 & 5 are nice but their attraction is no where near to CTP).

It's amazing that D started to rebuild the legendary game but unfortunately look like he took a break from modding, his great work left unfinished, unbalanced.

I really appreciate that all of you have stepped forward & revived this amazing project. Thank you very much for the work for our community!
 
@ Horem: Wow man, you are putting me to shame. :lol: You are cranking out more updates than I am...

@nguyenphandung (interesting name :)): Glad you enjoy it!! There is still so much that I and the rest of the team want to accomplish :D Oh, and welcome to the forums!!!!
 
I'm now looking at helping to add the extra WW2 units to CTP for Fires and I have a question which someone (and I'm looking at Chrome here:)) might help me with:

Some units have had their resource requirements removed in CTP such as bombers, fighters, tank, carriers etc who all use Oil in Vanilla. Even though I understand that the air units would only use a small amount and therefore stands to reason that it should be removed, I'm not sure about the tank side of things and I also don't understand why oil has been removed from the Carrier but not the Battleships.

I need to understand the logic behind this so that I can follow the same logic. I don't want to say too much to avoid spoiling what I'm doing (happy to discuss via PM in more detail though)

Also can you have 1\2 resource utilization? That might make things a bit more realistic at least for tanks. Potentially we could do 1\2 oil per tank and 1\4 for air units?

Another point is that we could use Iron as a resource requirement for standard industrial naval units (not replacing the Aluminium ones which are the later units). Considering Battleships and the like are large units and would potential use an entire resource and usually by that stage iron isn't really used (well apart from the monopoly pre-req buildings.)

Let me know what you all think.
:D
 
They are balance issues more than updates chrome :)

On a side note i was wonderign if you'd be willign to include the starting settler from the Epic speed Mod?

Code is :-

Spoiler :
<GameData>
<!-- New Starting Settler(Like the 1 in FFH in Civ4) -->
<UnitClasses>
<Row>
<Type>UNITCLASS_S_SETTLER</Type>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<DefaultUnit>UNIT_S_SETTLER</DefaultUnit>
</Row>
</UnitClasses>
<Units>
<Row>
<Class>UNITCLASS_S_SETTLER</Class>
<Type>UNIT_S_SETTLER</Type>
<Cost>-1</Cost>
<Moves>4</Moves>
<Capture>UNITCLASS_WORKER</Capture>
<CivilianAttackPriority>CIVILIAN_ATTACK_PRIORITY_HIGH_EARLY_GAME_ONLY</CivilianAttackPriority>
<HurryCostModifier>20</HurryCostModifier>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<Civilopedia>TXT_KEY_CIV5_ANTIQUITY_SETTLER_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_SETTLER</Help>
<Requirements>TXT_KEY_NO_ACTION_SETTLER_SIZE_LIMIT_HARDCODED</Requirements>
<Food>true</Food>
<Found>true</Found>
<CombatLimit>0</CombatLimit>
<UnitArtInfo>ART_DEF_UNIT__SETTLER</UnitArtInfo>
<UnitArtInfoCulturalVariation>true</UnitArtInfoCulturalVariation>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>UNIT_ATLAS_1</IconAtlas>
</Row>
</Units>
<Unit_AITypes>
<Row>
<UnitType>UNIT_S_SETTLER</UnitType>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_Flavors>
<Row>
<UnitType>UNIT_S_SETTLER</UnitType>
<FlavorType>FLAVOR_EXPANSION</FlavorType>
<Flavor>21</Flavor>
</Row>
</Unit_Flavors>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_S_SETTLER</UnitType>
<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
</Row>
</Unit_FreePromotions>
<!-- End Starting Settler -->
<!-- Adjust the Civilzations to start with new settler -->
<Civilization_FreeUnits>
<!-- Vanilla Civilizations -->
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_AMERICA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_ARABIA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_AZTEC"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_CHINA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_EGYPT"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_ENGLAND"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_FRANCE"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_GERMANY"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_GREECE"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_INDIA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_IROQUOIS"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_JAPAN"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_OTTOMAN"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_PERSIA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_ROME"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_RUSSIA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_SIAM"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_SONGHAI"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_MINOR"/>
</Update>
<!-- DLC Civilizations -->
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_MONGOL"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_INCA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_POLYNESIA"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_DENMARK"/>
</Update>
<Update>
<Set UnitClassType="UNITCLASS_S_SETTLER"/>
<Where CivilizationType="CIVILIZATION_BABYLON"/>
</Update>
</Civilization_FreeUnits>
</GameData>


Can go in its own xml, or you can merge it.

@rulner To my understanding decimal intergers dont seem to work correctly or at all for certain parts of the game, like resources, Science from population(in the global defines). I have not messed with resources for a LONG while though, so it may well have been adjusted in a patch along the way.

Edit:

@rulner Easiest way to limit the number ppl build is to set the op units to have max number of instances like 5 per civ, ect. But then it all depends on how Chrome intends to take the Monopoly/Luxury/Strategic resources.
 
@Horem

@rulner To my understanding decimal intergers dont seem to work correctly or at all for certain parts of the game, like resources, Science from population(in the global defines). I have not messed with resources for a LONG while though, so it may well have been adjusted in a patch along the way.
Thanks for the info - I'm hopeful that it has been fixed - perhaps someone else knows?

Easiest way to limit the number ppl build is to set the op units to have max number of instances like 5 per civ, ect. But then it all depends on how Chrome intends to take the Monopoly/Luxury/Strategic resources.

I personally don't like the idea of being limited in the number of units i can build (happy to be limited based on resources as long as it's realistic)

Regarding your settler - has your settler got a jet pack on? :lol:
I don't mind but it seems to be a little too fast
 
Is no one excited about the changes to the policies that me and chrome have been breaking our heads over? :(
 
Sorry Nuukov, I've had my head buried in XML for the last week :crazyeye: - what you've done looks really :cooool:! Looks like you guys have put a lot of time and thought into it and you've put some good stuff in their. Can't wait until the new release to try some of this out :)
 
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