Community Call to Power Project

Regarding your settler - has your settler got a jet pack on?
I don't mind but it seems to be a little too fast

He's ment to be a bit fast, cant build them, its just for the initial start, so you have the option of moving your settler a tile or 2(incase your on a resource(building on resources incurs the city a penalty(seen it in defines))not nr river/hills ect), without losing a turn or 2 :)
 
Is the resource generator still not working? I just downloaded the most recent version(which was the same as the one I was using) and I still have no resources on my maps.

It says it was fixed...but I see no resources.
 
Is the resource generator still not working? I just downloaded the most recent version(which was the same as the one I was using) and I still have no resources on my maps.

It says it was fixed...but I see no resources.

Can you tell me what map type you are using? personally i know the continents one has no problems at all, i have used it many times
 
He's ment to be a bit fast, cant build them, its just for the initial start, so you have the option of moving your settler a tile or 2(incase your on a resource(building on resources incurs the city a penalty(seen it in defines))not nr river/hills ect), without losing a turn or 2 :)

Fair enough - good point. I'll take my directions from Exec team though. :)
 
Can you tell me what map type you are using? personally i know the continents one has no problems at all, i have used it many times

I just used a Fractal map today. A few weeks ago I tried a few all without resources but I do not remember exactly which ones. I think I tried small continents, archipelago, and terra though.
 
@Lord Neil - I think it's just Continents and Archipelago which work. Def Continents. I had a similar issue a while back but it was another Mod which was interfering. have you definitely not got any other Mod in the Mod folder (incl old versions of CTP)? Try the Continent map just to see if that works.
 
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


tanks need "auto plant" and that building can only be built 3 and it request oil. that way you can do what ever number of tanks you want but only in 3 towns. and many other units have the same system.
 
@Lord Neil - I think it's just Continents and Archipelago which work. Def Continents. I had a similar issue a while back but it was another Mod which was interfering. have you definitely not got any other Mod in the Mod folder (incl old versions of CTP)? Try the Continent map just to see if that works.

I have several other mods in the mod folder, although none "active". Does this matter? None other than this have the little green mark next to it in the in-game mod manager.

I will try continents and archipelago later today if I get the chance.
 
I have several other mods in the mod folder, although none "active". Does this matter? None other than this have the little green mark next to it in the in-game mod manager.

I will try continents and archipelago later today if I get the chance.

Yes it can effect the mod by just having other mods in the folder. Why or how this happens I have no idea, it is strange mystery. Also clear your cache, which is located somewhere around here:

Code:
C:\Users\user\Documents\My Games\Sid Meier's Civilization 5\cache
 
Hi, I thought I'd share with you what I've worked out on the monopoly system. I wanted to know what you guys think, and maybe some tips or ideas on how to improve it:

New resource monopoly system:
Alright, I was thinking about the current monopoly system, and I love it. The first time I saw this mod, this was one of the things that pulled me in. While planning this new system, I want it to keep the same “wow” factor that the current system had on me, only more so.

  1. The summary of the idea:
    The need for this system is threefold: (a) Currently, raw luxury resources don't provide happiness potential. (b) Also, nothing is trade-able, and this is a shame since a big part of civilization is trading luxuries! (c) There is too much diversity to create a powerful monopoly, yet at the same time we want to keep the diversity

  2. (a) Raw luxury resources don't provide happiness potential: The current system emphasizes processing the materials in order to receive their potential. But the problem is, that until you build a monopoly building, you don't get ANYTHING. This is something I want to change. Like chrome said, many players want to feel that they gain happiness from “working the tiles”, so the way this system will work is that having a type of certain raw resources will generate a small amount of happiness, which can be amplified greatly by building monopoly buildings.
    The way this will work is that certain resources will provide 1 happiness point for you simply having them available (such as gold, gems, silver, spices, etc.). Building a monopoly building will turn the resource into a luxury resource which will provide more happiness.

  3. (b) Nothing is trade-able, and this is a shame since a big part of civilization is trading luxuries: The current system, since it works with the luxury resources being “strategic”, and required by buildings, are not trade-able. This makes sense, since it would cause complications if these were trade-able. So instead, I propose, that the monopoly buildings provide the trade-able luxury resources. This way, the happiness that you receive from your luxury resources are trade-able.
    The way that this will work, is that all monopoly buildings will generate a luxury resource that provides happiness and is trade-able with the other civs. The amount of happiness received from these luxuries is dependent on their grade. The higher the size of the monopoly building, the more happiness the luxury will provide. It will go by grades of “low quality”, “medium quality”, “high quality”, “platinum quality” and “elite quality”. This would be an example of how it would possibly work: LQ = +1 happiness. MQ = +2 happiness. HQ = +3 happiness. PQ = +4 happiness. EQ = +10 happiness (since it's equivalent to 2 upgraded PQs). The player would feel inclined to go up in the ranks of the monopoly because the ENTRY price will be relatively high (so building many low qualities doesn't pay off) and the bonus from building higher quality also gives a moderate food/gold/production bonus.

  4. (c) There is too much diversity to create a powerful monopoly: The current system, while good, creates that problem that reaching a large or huge monopoly is about as far as you'll get. Also, with the current system, having low, medium, high, platinum and elite quality of each luxury will create clutter and bloat the mod horribly. Instead, I propose that luxuries will be in groups. For example, “jewelery” will include gold, silver and gems, and monopoly buildings could require any type from the same class to increase the rank. For example: The small version requiring 3 silver, the medium 2 gold, the large 2 more gold, the huge 3 gems, and the monopoly 5 diamonds. All these buildings would provide Platinum quality JEWELERY. This way, by grouping them under one flag, we have much fewer luxury resource types, and it will be much easier to reach the "monopoly" rank.
    An example of how this would work is this: Jewelery: Gold, Pearls, Silver, Gems and Diamonds. Drugs: Poppy, Hemp and Tobbacco. Textile: Sheep, Cotton, Silk. Drinks: Coffee, Tea, Grapes/Wine, etc...

  5. The mechanics of the system:
    I'm not sure exactly how exactly to work the system, we have several problems, and I have several solutions that each one solves one or two problems, but leaves some things open. I'm open to feedback on this, I think it will require trial and error... The problems are:
    • a. We're not sure if a building can require a luxury resource (we should probably test this to see if it's possible).
    • b. We can't have a building replace another without using LUA, and I don't know if anyone would be willing to (or can) do this.
    • c. We don't want a clutter of many monopoly buildings and many luxury ranks. If you have “Huge”, this should limit you to only having the high quality luxury, not low and medium too.
    • d. We don't want the player to trade a luxury, upgrade the monopoly, and then trade the next rank resource. We should limit the possibility of building the next rank to only a case where the luxury is not currently in trade.


    My solutions are, in order of preference:
    • a. Have a system where each consecutive rank building will require the previous building's luxury resource. This way, the player can only upgrade if the luxury is not in trade. This solves problem b, c and d. We'll need to test problem a.
    • b. Have a system that REPLACES the previous rank building. This is problematic, since it requires LUA code. But this is a good solution, because it solves problems a, c and d.
    • c. Have a system that simply allows having all qualities of the luxury resource. We'd have to adjust the happiness for this. I'd prefer not to do this, because it would just make clutter.
    • d. Have a system where each building would provide quantity of a resource, and surplus of the resource would provide more happiness. This system would be a shame, because it takes away the quality part of resources. But it solves problems a, b, c, AND d.

  6. Summary:
    In summary, I suggest we test the luxury resource to see if it's possible to require a luxury resource. I'm pretty sure requiring a building class was actually built by class so you could put several buildings in the same class, so this actually works for us. I prefer solution a, so if problem a works out, lets go for it.

In my opinion, this system should be fun and will add diversity, a whole new realm of trade while still keeping as much simplicity as possible.

So, what do you think? :D I also have tables showing the bonuses/happiness from the monopoly buildings at the end of the document I attached. It shows the post I have above + tables.

Feedback please :D
 

Attachments

@nathan: First, it all sounds very good i could spend ages saying what i like but for the sake of speed i will sum up some of the issues: :D

in terms of the strategic resources giving happiness, as far as i know this is not possible, at least without dll or a lot of lua work. similarly luxury resources to my knowledge cannot be used to build buildings, hence why it was all changed to strategic. I suppose an easy fix for this is that the first monopoly buildings are very cheap and can be built in one turn.

I would lean towards option b for destroying the building after the new one is built, i don't see any major problem doing this.

One thing i don't know is if the building resource mod allows for producing luxury goods? i haven't looked into this mod at all but might be worth you playing with it to see what can be done, since this would be a major part of the system :)
 
@nathan:

It sounds great, my head is spinning :crazyeye:. I need to reread this when I have more time but I love what you are trying to accomplish!
 
Awesome design, as always Nathan!! :D Some of the numbers in the table might end up getting changed with testing, but overall I say very well done! :goodjob:
 
Hello everyone,

Fires has just uploaded the most current version!!!! You can find the link in his post on the first page (#3). I encourage you all to play it, as it offers several changes over 1.25 (fixed).

In other news, I am taking a small break from modding. I will be back soon, but in the meantime, Fires has agreed to keep things moving. :goodjob: I'll still be around the forums, and I'll answer any questions that I can, but I won't be doing any actual coding. So, for the next however many weeks, I leave this mod in his very capable hands. :D
 
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