Community Call to Power Project

Aren't sure those factors work directly on the cost value though, does map size influence production too?


Good Question. Iam not sure on that. I know map size influence science but production?:confused::confused:
 
I've fiddled with the factors in Game Pace Rules.sql. It may help if we can figure out the average city production in an era to reliably determin those factors.

Aren't sure those factors work directly on the cost value though, does map size influence production too?

Working on that now :D. For right now I find my cities at around 18p in ancient and roughly 30p in classical. I find this through InfoAddict; just take the industrial output (or something like that) divided by your number of cities.

I don't think that cost scale with world size, though I may be mistaken as I only play on Standard now...

To everyone:
Horem is taking a break from modding atm. I am working on the game again, but I am not aware of all the changes that took place since when I left in August. Therefore, I cannot promise that everything that Fires, Horem, and others have worked on will be compatible with the changes I am working on. I will say that this pass will heavily focus on yields, both from buildings and terrain. I want the environment you are in to really shape the way you play the game; if you have a jungle start, you'll be rolling in cash but lacking on production. Grasslands start means high growth but low production. Plains mean moderate production and growth, but a lack of gold. And so on and so on.

These terrain effects will be important hopefully throughout the whole game. To make this so, I am trying to eliminate the escalation of productivity that has been present since the beginning, where the yields of buildings from one era are 2-3x more than the yields of a comparable building from the previous era. This leads to buildings which effectively give 100-300% of a cities natural terrain yields (looks to Industrial Era). I'm hoping for a smoother transition. There are more things being worked on, but this will be the major focus. I'm also actually documenting the changes so that there will be a comprehensive Patch Notes for once. :lol:

I want to get this out to you before the 16th, which is when the semester starts back up. The key word here is want; I have a feeling that changing some things will lead to unforeseen consequences. Oh, and I'm trying to learn enough about lua to get some policies in-game that have been designed months ago (thanks NuclearDude). I'm not promising anything by the 16th though, as my first priority will be the "yield cleansing." I can say that it doesn't look as horrifying as it did a few months ago, but the code still has me :confused:.

As always, thanks for the support and happy gaming. :D
 
Let me say that the Community Call to Power Project is the most impressive modpack I have seen for Civilization V as of yet. I'll be honest here. I was a Civilization IV junkie, but I wasn't hooked on the vanilla version of Civilization IV. I was hooked on the mods for that. Now, I only started at Civilization IV, and therefore I can't say anything from personal experience about Civilization I, Civilization II, or Civilization III, but the thing about Civilization IV is that the vanilla version is rather austere, and I think that's a good thing. I believe that the primary task that a vanilla version has is to provide potentiality. Potentiality, as in how much further it could go in the mods, which I believe is the primary stable for such a thing. Edification is the characteristic that builds upon that potentiality, and that could possibly be another factor, but that's not something I believe should be what a vanilla version should focus, and that has not been what vanilla versions have focused. A vanilla version has essentially to deal with two audiences: the casual audience and the hardcore audience.

Now, this is how all these factors interact and balance each other out. Potentiality has only one direction and one magnitude, one vector, if you will. The more features you have, essentially, is the more you'll get. It only goes backwards, if you somehow have a bad feature. Civilization V had mostly more features than Civilization IV. Of course, if you consider Beyond the Sword, then Civilization V is deficient with no spies, and it certainly has no feature regarding religion, but Civilization V does have those new features, such as a superior, hexagonal playing field, the military power of a city, an all encompassing diplomacy presentation, and more. After five years or so, it would be expected that Civilization V would improve upon Civilization IV. Now, the thing about potentiality is quantity, not quality. It's about providing many features, upon which edification can improve. However, the quality of each of those features individually should be relatively equal -- a feature doesn't get featured on more or less than others, although some features, such as the hexagonal playing field, is just a feature that is perfect -- its nature is as good as it's ever going to be by its very nature. Edification, which concerns the majority of features, which can be improved or degraded by its nature, not only has more than one vector, but it has a multitude of vectors. Think of the political spectrum. You can not only go right and left, but you can go up, down, sideways, diagonal, etc. Now, in that case, edification is something that cannot please everyone, just like politics cannot please everyone. Some people might think that, well, why can't you improve just everything? The main constraint there is, most of the time, due to the distribution of time. For example, take a modder. He or she says that he wants to improve or focus on the military aspect of the game. However, in doing so, he or she also takes time away from, for example, the technological aspects of the game. That might make one population happy, whereas another population might leave disappointed. There's not really a way to get past that. Now, some things might be diametrically opposed to each other in general. The only example I can think now is maybe making the military more gameplay-oriented versus making it more history-oriented. I don't have a specific example, but I'm sure everyone has noticed those dynamics when it came to this debate around the time the game was coming out. What edification is is essentially what politics is -- debatable. There's no way to decide objectively that, for example, people should focus on gameplay more than history for Civilization V. Some people by nature are just not going to believe that, and it would be true for the opposite as well.

Now, the nice thing about the Civilization games in general is that, once a person gets into the general atmosphere of the games, they become, well, addicted. Casual gamers are either going to become hardcore gamers eventually, or they'll just not become fans of the series at all after their first try. It really is a like it or you don't kid of thing. The most dangerous thing the Civilization series can do against itself is to try to edify their series to appeal to a particular audience, because then, more often than not, it'll be very negative to many hardcore gamers because of the highly debatable nature of those edifications. Now, for example, if the vanilla version focuses more time on the military but less time on working on the depth of the diplomacy, it might attract more casual gamers who are interested in games, such as Call of Duty 4, Fallout 3, etc. However, whether there are substantially more casual gamers attracted for their first time to play Civilization V is questionable. Most of the new, casual gamers seem just to be due to the legacy of the series in general. I know that I decided to play the Civilization games for the first time because of the boxset I saw of Civilization Revolution, and I became attracted ever since and found my way to the main, real stand of this series in its PC games. Most of the casual gamers are probably just people who are attracted to this series by nature. However, if the series tries to attract a specific audience, that'll probably be very detrimental to hardcore gamers, where that specificity of gameplay does matter. We've already seen that, if we look at this forum, between Civilization III gamers and the Civilization IV gamers on the topic of, once more, the general disparity between gameplay and history. Civilization III gamers mostly felt that the series was taking a turn more towards gameplay than history. I know at least that, for example, there was a feature in Civilization III where you designed the palace or something for your country. That had no value for gameplay, but, as a matter of history, it's definitely something that appeals to that population of Civilization fanatics who does genuinely love history. However, in terms of the actual changes between the installments in this series, I don't believe that the vanilla versions have tried explicitly to appeal to a particular audience, although there is definitely a leaning towards the more gameplay-oriented gamers who might not be particularly interested in the historical aspect of the games. I think that's great. However, I believe that a casual gamer becomes a hardcore gamer, when he or she plays the games with mods.

The good thing about Civilization games is that the mods are actually an important factor in it. Yes, there are very contested arguments about what the direction of the games should be. However, what the Civilization games can do, and what other franchises cannot do, is that the Civilization games allow people to choose about what they want, largely because of the dedicated population of supporters for this game who go out there and take the time to code for this game. In that way, it's like this game has a free market, which helps the system for these games out. That's not what other games have. For example, I know at least for the new Dragon Ball Z: Ultimate Tenkaichi game that the game is much more true towards the show, which certainly appeals to a certain audience, but it also takes away from the nature of gameplay, because now almost all the fights are pretty monotonous, with all the fighters having virtually the same moves. Obviously, there isn't going to be a large population of independent modders for the game, primarily because the Playstation 3 is very inaccessible for modding. However, as a PC game, the Civilization games have that capacity to be modded, albeit less so in Civilization V than in Civilization IV.

Even though Civilization V does not have as much moddability as Civilization IV, I honestly think that it is a travesty for hardcore gamers that there is this void of mods. If you haven't guessed yet, I lean towards history in Civilization games. I like history. That's why I like to play as these games. That's why I played primarily with mods, such as Total Realism and Rise of Mankind, especially a New Dawn. However, there hasn't been a Total Realism this time around. A Rise of Mankind. A New Dawn. In the same way, I know there is a population of hardcore gamers in the Civilization population who like fantasy games. There hasn't been a good fantasy mod yet that satisfies that population. However, although I believe there is much room for improvement, the Community Call to Power Project has been the only one to tackle that population of hardcore gamers who wants to play a history-oriented Civilization V, and that's why I am so impressed.

That's why I am saying that I will completely be open, if the person or anyone in charge of this project wants to get any comments or advice from me. Let me say now that I cannot code, but, if anyone wants any of my ideas, I will say that I will be able to dedicate that time to suggest those ways to improve this mod, as a history-oriented gamer. Now, I am playing the mod with the current patch, but, in case any of this is new and credible, I have these comments to make.

-Government ideologies and government systems should have for each branch a picture for style and presentation, which I think is important.
-I don't think Bismarck's special power works anymore with the barbarians thing, after I took three encampments, none of which gave me a Brute.
-Shouldn't Democracy come before Republic, as with Athens coming before Rome?
-I think it's a general thing with the vanilla version itself, but you can't donate more gold in diplomacy than five digits. That isn't good, especially for this mod, which deals with a scaled gold system.
-As a general comment, as a history oriented game, I think you guys need to develop more scales of time, particularly for gamers who want to play a longer, single game.
-The titles in general need to be revamped. For example, a person who takes the Imperialism and Monarchy branch should be called Emperor.
-I think someone should at least do the voice for wonders, as Rise of Mankind was able to do that.
-I really liked how you guys partitioned the tech screen.
-There's this general thing where it takes 13180 to buy a swordsman. However, it takes 4230 to buy a warrior, but around 2600 to upgrade it to a swordsman. Not a big deal, but it is important -- maybe make the ability to build warriors go out earlier.
-Some policies don't work. For example, class warfare in aristocracy does not generate culture whenever you ill a warrior.

Now, let me be honest here. I think the team for this project has a lot of potential, but I think that this project needs to head in a new direction. I think that the project might do well to start from scratch, but, even if it doesn't, I think it more than not needs to solidify the good things it has already done and eliminate the things holding this project back. If anything, it is this project that can not only build upon the historically leaning hardcore gamer population but the entire modding community, or at least the hardcore gamers, in general, who are looking finally for a strong, in-depth mod to Civilization V. Most of all, though, as a perfectionist, I know that nothing can ever be completely perfect. How I think of it is, though, that I believe that the best way to tackle something is to partition it, and to finish each partition off as utterly as possible. As a historically leaning mod, Community Call of Duty has a lot of things to focus. For example, there is realism in diplomacy, military, economics, social policies, etc. However, what I think would be the best way to deal with this would be, honestly, to start from scratch, with this present patch, and work on each of those partitions.

Maybe, in one build, concentrate on social policies. Make it as perfect as possible. Release that build, and work onto economics, units, and other things. Some things go hand in hand, such as the tech tree and building. However, tackling those issues in the game separately, and perfecting as much as possible each of those partitions, is what I believe will be the best way to activate the potential this mod team and this project has, and it will take away from all the general inconsistencies or fallibility with the mods, such as with the imbalance of the concentration of economic buildings in the Classical Era with the later eras, or with the social policies that, although have much effort in them and many choices, still have vulnerable areas in them, such as economics. If this mod is to appeal to the historically oriented hardcore gamers of Civilization fanatics, I believe that this mod not only has to tackle this issue of social policies well but as ideal as possible, by tackling all the aspects, partitions, and intricacies of sical policies.
 
-Some policies don't work. For example, class warfare in aristocracy does not generate culture whenever you ill a warrior.

Are you sure on this?. For me aristocracy works fine. :confused:
Played with different Civilisations and its always working without problems.
 
After seeing some XML files I come to the conclusion that a lot of information is all over the place. I'm not sure if that's because vanilla Civ5 does it like that but for ease of editing I think it makes sense to re-arrange some tags in such a way that per XML-file you end up with all information about 1 entity in 1 consecutive block. Also, commenting code with meaningful descriptions is a valuable thing.

With that I think it becomes easier to spot such things as President described: an unwanted difference between buying a Swordsman and upgrading a Warrior to a Swordsman. Keyword here is balancing though and I think chrome-rome is at it already :).
 
Ok thats my own tweaks for more barbarians, in the CivGlobalDefines.
Spoiler :

<Update>
<Where Name="BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD"/>
<Set Value="65"/>
</Update>
<Update>
<Where Name="BARBARIAN_EXTRA_RAGING_UNIT_SPAWN_CHANCE"/>
<Set Value="50"/>
</Update>
<Update>
<Where Name="MAX_BARBARIANS_FROM_CAMP_NEARBY_RANGE"/>
<Set Value="8"/>
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING"/>
<Set Value="12"/>
</Update>
<Update>
<Set Value="2" />
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP" />
</Update>

This is form "more Barb Camps" just included into CivWorlds
Spoiler :
<Worlds>
<Update>
<Set FogTilesPerBarbarianCamp="11"/>
<Where Type="WORLDSIZE_DUEL"/>
</Update>
<Update>
<Set FogTilesPerBarbarianCamp="15"/>
<Where Type="WORLDSIZE_TINY"/>
</Update>
<Update>
<Set FogTilesPerBarbarianCamp="19"/>
<Where Type="WORLDSIZE_SMALL"/>
</Update>
<Update>
<Set FogTilesPerBarbarianCamp="23"/>
<Where Type="WORLDSIZE_STANDARD"/>
</Update>
<Update>
<Set FogTilesPerBarbarianCamp="27"/>
<Where Type="WORLDSIZE_LARGE"/>
</Update>
<Update>
<Set FogTilesPerBarbarianCamp="30"/>
<Where Type="WORLDSIZE_HUGE"/>
</Update>

</Worlds>

With this tweaks the Barbarians should be more powerful, but not a evil struggle for the player.
 
Now, let me be honest here. I think the team for this project has a lot of potential, but I think that this project needs to head in a new direction. I think that the project might do well to start from scratch, but, even if it doesn't, I think it more than not needs to solidify the good things it has already done and eliminate the things holding this project back. If anything, it is this project that can not only build upon the historically leaning hardcore gamer population but the entire modding community, or at least the hardcore gamers, in general, who are looking finally for a strong, in-depth mod to Civilization V. Most of all, though, as a perfectionist, I know that nothing can ever be completely perfect. How I think of it is, though, that I believe that the best way to tackle something is to partition it, and to finish each partition off as utterly as possible. As a historically leaning mod, Community Call of Duty has a lot of things to focus. For example, there is realism in diplomacy, military, economics, social policies, etc. However, what I think would be the best way to deal with this would be, honestly, to start from scratch, with this present patch, and work on each of those partitions.

I agree with basically all that has been written, especially that section that is in bold. To be honest, I think that's why we have had so much turnover in the leadership; we each try to tackle a bigger piece than we can handle, and because so many aspects are connected, slow progress on one section leads to slower progress in the others. As such, it feels as though nothing gets accomplished, and the lack of results leads to lack of interest. I will take responsibility for this; the first few months of this mod I was promoting balancing, monopoly restructuring, policy work (art and effects), breakthrough techs, etc. The team finished a little bit of each section, but taken as a whole very little progress had been made.

That is why, this time, I want to work on things piecemeal. As I have mentioned in my previous post, this update focuses primarily on the terrain yields. However, for this to be feasible, the buildings must be scaled so that their effects are not overpowering, the units must be checked for production cost, and the tech tree must be slimmed down to remove the techs that no longer have any effects (mainly monopoly buildings). As it stands right now, I could release the bit that affects the terrain, but then all of the other aspects will be out of balance.

My problem is that I see one thing that can be improved "really fast" so I go change it. That change leads to another, and so on and so forth. This is why I am not looking to do any work on policies or the tech tree (besides aforementioned slimming) on this pass.

As for starting the project over from scratch, trust me, I have thought about it. A lot. It is no secret that I feel that many of the buildings are redundant, and many of the tech paths are less than optimal. However, I am barred by the practicality of restarting. Firstly, I'm a college kid. I don't have much time to mod when on campus, and when I do have time, it is mostly spent doing RL stuff. Secondly, I lack the modding expertise to reshape many of the features. One idea I have had for a very long time is that the we separate culture into Governance and Culture. Governance deals with the different Government branches, while Culture deals with the Ideologies and Systems associated with them. Ideally, all of the Ideologies and Systems would require a Government before they can be unlocked (the AI always underestimates the power of the Governments, so this would be a way of forcing it to choose one). Eventually, this will be included, but right now we are barred by lack of a "lua person." And lastly, I always try to remember that this is a Call to Power mod, not just a regular Civ mod. As such, many things that are present in CCtP are fashioned after CtP. I would love to do away with the Monopolies (at least as they are presently, but they are due for an upgrade ;)), but that would not be in the spirit of CtP. Little things like this makes it hard to achieve the historical accuracy or game play balance that I would like, but you learn to live with it. Maybe when everyone who I started this with comes back we will have more ability to shift things around, but as it is, I only have limited maneuverability.

That being said, I loved your post, and I would really like to get some historical accuracy back into this mod. Right now I am looking ahead to find buildings/units to fill out more of the tech tree (especially in the early eras), and I have not forgotten about the breakthrough techs. If you are willing, that would be where I would like to see you contribute. Fires was the one over that, and although he is gone atm he does check in from time to time. If you two could work on that together, it will save me a lot of stress over the tech tree (I really dislike the bottleneck of the Economy branch in the ancient ear). If you are interested, shoot me a PM and we can work something out.

Again, great post, and I look forward to any further contributions you may bring. :D
**EDIT**
@ Gilgamesch: Thanks a lot! I'll put this in.
@ Hyronymus: I was wrong in my averages. :/ For Ancient I'm at 12-16, Classical 18-22, Medieval 34-38. (These values are the ones that you enter the era with, so late Classical would be more like 28-32). That's as far as I am now but I hope to get Renaissance squared today and Industrial tomorrow. And after reading President's post, I think I'll just get the buildings done and release, and then work on units and release, etc, etc. As for the discrepancy between purchasing units from different eras, that's part of the escalation that I mentioned earlier, where units from later eras must cost significantly more (in hammer cost) to be on par with the huge building effects. I'm working on bringing that to a more manageable incline. Also, there is a tag in xml called UNIT_UPGRADE_COST_PER_PRODUCTION, which sets the upgrade based on the production difference of the two units. I'll tweak that to see if I can bring it more in line. However, I do want the upgrades to cost less than flat out buying the unit, so upgrades may get to about 65% of the fresh unit purchase price.
 
@Gilgamesh Actually, it might just be a point of clarification for me. Whenever, for example, I killed a unit with my archer a, "+3," in the cultural color of purple would come up. Now, I noticed that it wasn't added to my total sum of culture added per turn, but, if it was meant that it would just be added to the total sum of culture in general, I didn't really look at that.

@chrome-rome I do see your points and do understand what you mean. I would be completely happy to help aid on the project in those aspects.

Now, I don't know if this is a problem with mods in general, because this has been my first mod from Civilization Fanatics. However, just as it is, I don't think Worldbuilder works with this mod. I don't know if it has been addressed or not yet, but, when I created a map and scenario for it, when I tried to play it with this mod activated, a problem came up with an array, and I could either Abort, Retry, or Cancel the message that came, but I could not play the map and scenario itself.
 
Ok when we talking about history and the truth. We should remember the first known Civilization build Göbekli Tepli ca. 10000 b.c.. So like i said to D:, we need a prähistoric era. Also this would be a new challenge for early games. Yes this need a little work on the tech trees but it will improve the whole game feeling.
Mankind didnt start with agriculture...:crazyeye:
 
so so so we are nearly ready to come back to work (here) some people still in hollidays and some are waiting for ^^ hmmm i really want if the religion things are in progress or not???? any update about that??
 
Well it's been a while :) I am almost finished with adding a load of unique ww2 units, i just need to fix the TXT file now, I know it's been a long time coming but should be worth it lol. It also includes quite a few new unit classes eg early fighter, early bomber, heavy tank etc. these are deactivated ATM since I don't want to just add them randomly but if the tech tree is expanded or there is a spot to put them in then they won't be too hard to reactivate :D

People to thank for the new units are rulner for writing a lot of code, and danrell for the unit graphics.

So expect a new version with them sometime over the weekend :).

Edit:

@blitzred i'll see about getting some of those WH40K units into the game for you ;)
 
Thanks Fires, I was using Kael's guide and trying to add some of the space marines in for the digital and nano era infantries, but I keep breaking something (never tried modding before).

If you're able to use those to flesh out the late era units I'd appreciate it alot.
 
If anyone is interested in testing the new WW2 unique units i have popped a new version of CCTP up on github:

https://github.com/firesforever/Community-Call-To-Power-Mod

The txt for the new units is still messed up but i am working on it :). If any units crash the game when built or are black, etc when testing let me know.

WW2 unique unit added:

China - 5 units
England - 11 units
France - 11 units
Germany - 10 units
Greek - 8 units
Italy - 11 units
Japan - 10 units
Russia - 11 units
USA - 11 units
 
:goodjob: Great work Fires...:king:
Cant wait to see the units in action.
 
Thanks to chrome the version of CCTP has just been updated on GitHub, if you are interested in playing around with it I suggest you go and download it then submit any issues you might find :).

To those who are contributing to the mod I would also suggest that you sign up to GitHub so everyone is always working on the newest version of the mod. If you need help with this just ask.

Note: If you use the latest versions of CCTP from GitHub expect it to not always be fully stable or feature complete.
 
Hi all,

I updated the OP with the link to GitHub. Thanks Fires for the idea to use the site; it should really cut down on the time it takes to release updates.

As Fires said, the version on GitHub is not fully completed; the issues that I know of are:
-Techs in Economic Tree without any bonuses
-Wonder Cost not balanced for the Eras
-Buildings/units past Renaissance not balanced for cost
-Guild Hall building does not work :(

Sorry that this is taking so long, but I underestimated the time it takes to get average city yields for each era. To balance up to Industrial, for example, I have to:
Spoiler :
1) Get city yields for ancient era
2) Balance units and buildings around those yields
3) Restart game so changes are present and check for any errors
4) Play game up to classical era
5) Get city yields for classical era
6) Repeat #2 but for classical era
7) Repeat #3
8) Play game up to medieval era
9) Get city yields for medieval era
10) Repeat #2 but for medieval era
11) Repeat #3
12) Play game up to renaissance era
13) Get city yields for renaissance era
14) Repeat #2 but for renaissance era
15) Repeat #3
16) Play game up to industrial era
17) Get city yields for industrial era
18) Repeat #2 but for industrial era
19) Repeat #3

Right now I am working on step 16. I'm in late Renaissance. After Industrial, I think I'll just make educated guesses for the future eras and then refine them as I get input.


For those who want to play-test the version, download the file on GitHub (I strongly suggest you keep your other file though [save the folder to your desktop or something so you can always put it back]), and play up to Industrial or beyond. What I'm looking for is game pace.
Are you getting too much money at any point in time?
Does the time taken to produce Units/Buildings feel right?
Are you having Happiness problems?
Are your cities growing too fast?
etc, etc.

All of this will help us to get to a stable update more quickly :D
 
I will be adding the WH40k units over the weekend so I am looking for suggestions on what units should be used to represent the CCTP units :)

WH40K mod link
http://forums.civfanatics.com/showthread.php?t=449649

Also if you want a good look at the units in game to help choosing then go to your config.ini file (Documents/My Games/Sid Meier's Civilization 5/) and set the minimum zoom distance to 6 as follows:

Minimum Zoom Level = 6.000000
 
:cry: Since me grandpa is in the hospital, i dont have the time to play / test CiV. Hopefully i will get some time next week. Keep up the great work team:lol:
 
Hello guys!

First of all I want to say, excellent work with this mod.

Second, I got a problem. it's about policy i adopt, there is nothing in them. I can adopt one, but the branches inside are non existent. I've tried to reinstall the mod but it did't help.
Any suggestions?
 
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