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.