Community Call to Power Project

I strongly doubt the update will be compatible with save games, as so much has been changed. For the monopolies, perhaps I wasn't clear in the Version Changes of the OP:

Starting in version 2.01, monopoly resources will be restricted to resources deemed by the game as bonus. They will not be tradeable with other civs, and they will have no other purpose but to be used to make the Monopoly Building. The Small, Medium, Large, and Huge X buildings have all been removed (or, more accurately, disabled), so that the only building in the chain is the Monopoly. The Monopoly will require 12 sources of a resource to be built (ie 12 Fish); upon completion, it will give 4 happiness, a Golden Age, and a boost to all instances of that resource in your empire. Continuing the Fish example, each tile with Fish on it will improve by 3 food and 1 gold. Additionally, each plot will only give 1 of that resource (no more tiles with 2 Fish), so you must claim 12 different plots with Fish before the Monopoly is build able. You will no longer need to worry about getting monopolies from strategics. Finally, luxury resources have been reinstated to help out in the early game happiness.

Yeah, the future eras are a doosey to work on. My computer can only handle so much Civ 5 (I have to play on Strategic for it to be almost bearable) before shutting down. It's rare that I play a game past the Industrial Era before something causes me to restart. If others want to help *WINK WINK ;) ;) ;) ;) ;) (subtle right?)*, just post your game statistics here in 50 turn intervals. For example:
Spoiler :
Turn 450: Empire has x cities, x gold/gpt, x Happiness, x Culture. Capital at x population. Capital has x food, x production (the important one), x gold, x science, and x culture. Empire averages (use Info Addict for this): x Food, x Production, x Gold, X Science.

This was actually the method I used to work on the eras up to Industrial. Right now I'm toying with letting FireTuner play my games for me up to the future eras, but oftentimes the civ I'm "playing as" gets killed off early. :crazyeye:
 
I have managed to get CCTP to work, but is there something wrong with the following:

Most Industrial Era units take for example, 8 turns, but other units take several hundred turns. In short, the cost of comparable units are often many, many timse multiplied.

Is there something wrong with this on my system, or am I missing something?

Your help is appreciated.
 
@ civ liberty: This is mentioned in the Known Problems. Basically, when Fires was adding the WWII units, he was working on the 5 yield system. Now that CCtP has moved back to using 1 as the base yield, those units are grossly inflated. It's being addressed. For now, you can just move the NewUnits folder (...Community Call To Power Project (v1)/Units/NewUnits) to the Z-Unused folder; this will remove the WWII units so the game will use the values listed for the "regular" Industrial units, which have been balanced. I had planned on putting a little hotfix out this weekend, but I found out I have two test coming up on the same day so I've been :hammer:...

@ starflame: Welcome to the forums! :D And thank you!
 
Hello all!

First time testing this mod. I usally like to play on slow game speeds (Epic and Marathon). Tried this mod with marathon speed today, and saw what I thought was a little bit strange things.

Is it meant for the granary to take 110 turns when an settler is made in 40 turns and a new tech in 70 turns for example?

And I also experienced marshes as all black?

Got 625 g from taking an barbarian encampment?

Using 2.01
 
@ Zimbaa The mod is only balanced for Normal Speed (Maybe Epic Speed Modmod is still working for Epic Speed, or maybe not, I have been absent from modding since early December and have not updated it). It will act realy odd on the other speeds. Unless theres been a silent fix for this, ie is not on the change/update logs.

Marshes showing as Black is a known issue.
 
Thanks for the quick replies. I'm a quite experienced programmer myself on some large projects (it's my job in fact) so I can fully appreciate exactly how large a job all this is, and so am really grateful that there are people who have the time to help out on projects like this. That said, while I don't have the time to actively take part I may be able to make one or two comments from time to time that may be of help, sharing experience hardly takes me long afterall :)

Regarding the monopolies: this sounds much more balanced, It also stops the problem of holding back on the upgrade buildings because of needing to get 2 huges (8 res) concentrated.

Regarding balance on marathon (my preferred style). I don't think things are particularly unbalanced, although it is hard to start out, when you get your first 1-2 buildings (slow) and a worker suddenly you transition from a couple of tents around a campfire to a productive civilisation and it gets easier for small upgrades. The biggest difference is you hesitate before combat. a lost unit can take 20k+ (on the 5s scale) to replace, or several turns. With the much much higher defences of cities you can take many turns pelting one to bring it down so many of your units will have experiences even past 200...the risk of losing a unit like that is not something you take lightly. You learn to very carefully hoard your units, you replace low exp units when you get the buildings that by mid era can start at 100 exp (enough to get the march perk which is a real game changer), even if it means you hoard all exp boosting wonders in 1 city only. Because you can't afford units, wars tend to be over 1 city at a time and then a cold peace while both sides lick wounds. The side that has to waste production on replacing an army instead of upgrading buildings...will lose in the long term!

This style I like, and the greatly extended unit promotion tree, particularly for ranged units, reflects this. I've been carefully training units by keeping them under fire from cities to get exp, and believe me it's beautiful when you have a machine gunner with barrage3, march and logistics (two attacks), are close to getting the extra range perk too, and the upgrade to bazooka is coming...of course now i have to start again for the new mod version, but meh :P. I'll do it again, and with the huge cost of later units it will only make the mod more tactical than ever on marathon. You may have balanced standard for standard players, but you may have inadvertantly made an ideal balance for the more sinister marathon players too!

If settlers are any more expensive then on epic it could seriously cramp any form of expansion. of course that becomes a problem in the late game or even mid game where you could make 20 settlers in one turn if it let you! I feel there is a need for a mid era settler, similar to the civil engineer. Civil engineers are insanely expensive, but they can build railroad in a single turn and the extra movement is very helpful. To balance a settler I'd suggest ignoring terrain, and giving it the ability to defend itself (a strength of 10 at most, enough to stop it being instadeath from everything ever, to push off any remaining spearmen or warrior level barbarians, etc). Depending on the cost it may call for defending while embarked. Something like that could be practical for sending settlers off alone to the few remote corners and islands still left by mid era in an attempt to glean extra income from the emerging buildings.

On a related note: workboats. Currently workboats are very very cheap for late game. Cheap enough that i could afford to build fishing boats on every water tile in my empire in a desperate attempt to boost the food supply in my highly oceanic empire, granted workboats are consumed in comparison to making farms, but then it's an instant process. It does bring up the question of upgraded workboats and what could they be used for. My suggestions are twofold: change fishing boats to not be a great tile improvement but a regular improvement and take time to build just like a farm. The same for oil wells. Second: add new improvements into the late game which really force a player to put an upgraded boat to use to counter slow production time. the improvements that come to mind are: remote pier (repairs the naval unit on this tile by 1hp per turn, even if they perform another action), and Coastal Fortress (defensive bonus like a fort, only built on coast, not ocean). It would add tactics into the relatively overpowered naval warfare by giving a big advantage to the defending units. Better yet if it is possible to have the coastal Fortress only help defend against naval units, but keep it vulnerable to shelling from the land and to bombing. I would also consider weakening fishing boats to give +1 foods, not +2, and only be buildable on coast, not ocean, while having a later version "Mass fishery" or "Fish Farm" that gives the +2 food, +1 gold, and is buildable on ocean too. For these improvements I'm thinking of Coastal Fortress being renaissance era, somewhere between harbours and seaports?, remote pier needing offshore platforms, so late industrial/modern, and mass fishery slipped into one of the environmentalist waves: very few techs boost sea compared to boosting farms or mines afterall. If it still needs balancing then coastal fort and remote pier could be great tile improvements that only the level 2 workboat can create, so it gives them quite an heavy cost, but the ability to be used as a last resort. I definitely think they should not be allowed on ocean though: these are for defending territory with shallow forts, not some obscure platform in the middle of the sea. I don't think ocean is considered enough of a penalty for late game, unlike land there is very little terrain or tactics to consider.

Yes, I know, lots of ideas, lots of things to think about, and I've not helped you decide on any of them :P I guess I'm on the end of the long list of requests.
 
Spoiler :
Thanks for the quick replies. I'm a quite experienced programmer myself on some large projects (it's my job in fact) so I can fully appreciate exactly how large a job all this is, and so am really grateful that there are people who have the time to help out on projects like this. That said, while I don't have the time to actively take part I may be able to make one or two comments from time to time that may be of help, sharing experience hardly takes me long afterall :)

Regarding the monopolies: this sounds much more balanced, It also stops the problem of holding back on the upgrade buildings because of needing to get 2 huges (8 res) concentrated.

Regarding balance on marathon (my preferred style). I don't think things are particularly unbalanced. The biggest difference is you hesitate before combat. a lost unit can take 20k+ (on the 5s scale) to replace, or several turns. With the much much higher defences of cities you can take many turns pelting one to bring it down so many of your units will have experiences even past 200...the risk of losing a unit like that is not something you take lightly. You learn to very carefully hoard your units, you replace low exp units when you get the buildings that by mid era can start at 100 exp (enough to get the march perk which is a real game changer), even if it means you hoard all exp boosting wonders in 1 city only. Because you can't afford units, wars tend to be over 1 city at a time and then a cold peace while both sides lick wounds. The side that has to waste production on replacing an army instead of upgrading buildings...will lose in the long term!

This style I like, and the greatly extended unit promotion tree, particularly for ranged units, reflects this. I've been carefully training units by keeping them under fire from cities to get exp, and believe me it's beautiful when you have a machine gunner with barrage3, march and logistics (two attacks), are close to getting the extra range perk too, and the upgrade to bazooka is coming...of course now i have to start again for the new mod version, but meh :P. I'll do it again, and with the huge cost of later units it will only make the mod more tactical than ever on marathon. You may have balanced standard for standard players, but you may have inadvertantly made an ideal balance for the more sinister marathon players too!

If settlers are any more expensive then on epic it could seriously cramp any form of expansion. of course that becomes a problem in the late game or even mid game where you could make 20 settlers in one turn if it let you! I feel there is a need for a mid era settler, similar to the civil engineer. Civil engineers are insanely expensive, but they can build railroad in a single turn and the extra movement is very helpful. To balance a settler I'd suggest ignoring terrain, and giving it the ability to defend itself (a strength of 10 at most, enough to stop it being instadeath from everything ever, to push off any remaining spearmen or warrior level barbarians, etc). Depending on the cost it may call for defending while embarked. Something like that could be practical for sending settlers off alone to the few remote corners and islands still left by mid era in an attempt to glean extra income from the emerging buildings.

On a related note: workboats. Currently workboats are very very cheap for late game. Cheap enough that i could afford to build fishing boats on every water tile in my empire in a desperate attempt to boost the food supply in my highly oceanic empire, granted workboats are consumed in comparison to making farms, but then it's an instant process. It does bring up the question of upgraded workboats and what could they be used for. My suggestions are twofold: change fishing boats to not be a great tile improvement but a regular improvement and take time to build just like a farm. The same for oil wells. Second: add new improvements into the late game which really force a player to put an upgraded boat to use to counter slow production time. the improvements that come to mind are: remote pier (repairs the naval unit on this tile by 1hp per turn, even if they perform another action), and Coastal Fortress (defensive bonus like a fort, only built on coast, not ocean). It would add tactics into the relatively overpowered naval warfare by giving a big advantage to the defending units. Better yet if it is possible to have the coastal Fortress only help defend against naval units, but keep it vulnerable to shelling from the land and to bombing. I would also consider weakening fishing boats to give +1 foods, not +2, and only be buildable on coast, not ocean, while having a later version "Mass fishery" or "Fish Farm" that gives the +2 food, +1 gold, and is buildable on ocean too. For these improvements I'm thinking of Coastal Fortress being renaissance era, somewhere between harbours and seaports?, remote pier needing offshore platforms, so late industrial/modern, and mass fishery slipped into one of the environmentalist waves: very few techs boost sea compared to boosting farms or mines afterall. If it still needs balancing then coastal fort and remote pier could be great tile improvements that only the level 2 workboat can create, so it gives them quite an heavy cost, but the ability to be used as a last resort. I definitely think they should not be allowed on ocean though: these are for defending territory with shallow forts, not some obscure platform in the middle of the sea. I don't think ocean is considered enough of a penalty for late game, unlike land there is very little terrain or tactics to consider.

Yes, I know, lots of ideas, lots of things to think about, and I've not helped you decide on any of them :P I guess I'm on the end of the long list of requests.


Wow, thanks for the feedback. As others have said, CCtP is not currently balanced for anything other than Standard speed, Ancient start, but it is good to hear that marathon is working well for you too :D. You mentioned a few things that I have been thinking about as well, so I figure I'll just put my thoughts down here to generate discussion :lol:.

Units
Spoiler :
I am considering the use of many late-game ranged (archery) units. In the early eras, ranged units are the mobile, unit killing force, while the siege units are stationary, city attackers. Or at least this is how I think it should be. What actually ends up happening is that I build masses of siege units which I use for both units and cities. In order to make the two classes more distinct, I will likely give the ranged units a bonus against units and give the siege units a penalty against units. I don't know if the penalty for the siege units will carry through the entire line or end at some arbitrary point. Historically, I know siege units have been used as anti-personnel weapons, but to keep them in this role would undermine the use of ranged units.

When the Modern Era rolls around, siege units gain mobility. At this point, I really don't see any further use for the ranged units. At the same time, air units are being built in higher quantities, undermining the effectiveness of ranged units further. I guess what I'm getting at is that by the Modern Era, the only thing I would assume player would build would be: 1)air units or 2)melee units (and I guess naval units, but since the AI is horrible with them...). If I can find a niche for the ranged and/or siege units past this point I'll exploit it, but for now the future of late game land bombardment units is looking kind of bleak.

One thing to consider would be to merge the ranged and siege unit line to make a class that is good at taking out units, while at the same time giving air units penalties against units, but then it would feel like I would be nerfing stuff just because. I dunno, I'll think about it further. :crazyeye:


As for the Fishing Boats, it really annoys me that the AI doesn't understand that it can place the boats on non-resource water tiles. It's getting to the point where I'm thinking about reverting the system back to the vanilla way of only allowing FB on resource tiles.

And please don't feel like there is a "line" for request. Fires and I try to work on things in clumps, and all suggestions that pertain to said clump are assessed time-independently. When we move to a different clump, we take different ideas into consideration.

So about you doing programming :D:D:D:D:D:D:D:D. Just playing, there's no pressure :)
 
How do I get the most recent version?
https://github.com/firesforever/Community-Call-To-Power-Mod

I don't know how to download these files! :)

No problem :). On the right, under Stats & Graphs there is a tab that is labeled Downloads. Hit that and then download in your preferred format (I always go with .zip). Extract the files to your Community Call to Power Project folder in the Mods directory (...My Games/Sid Meier's Civilization 5/MODS/Community Call to Power Project (v1).
 
Or Download version 2.01 from mediafire in the first post, this has just been released so no difference between that and the GitHub version atm :)
 
@ civ liberty: This is mentioned in the Known Problems. Basically, when Fires was adding the WWII units, he was working on the 5 yield system. Now that CCtP has moved back to using 1 as the base yield, those units are grossly inflated. It's being addressed. For now, you can just move the NewUnits folder (...Community Call To Power Project (v1)/Units/NewUnits) to the Z-Unused folder; this will remove the WWII units so the game will use the values listed for the "regular" Industrial units, which have been balanced. I had planned on putting a little hotfix out this weekend, but I found out I have two test coming up on the same day so I've been :hammer:...

@ starflame: Welcome to the forums! :D And thank you!
@Chrome-Rome, I tried that but the problem remains. For example: A Fighter (Industrial Era) is 930 hammers, but the Jet Fighter (Modern) is 44,385 hammers. This goes for all other units, buildings and techs.

Am I doing something wrong here?
 
Oh wow you are right. I guess the units were never updated. It's weird because I have all of the changes written down. I think what happened was that I changed them, but then forgot to pass the files on to Fires. :( I'll have it out by tomorrow (at least on Github). The buildings should already be cost adjusted. The wonders still need work though. They will be worked on after this school week...
 
Turn 52: Empire has 2 cities, 604/13 gold/gpt, 8 Happiness, +5 Culture. Capital at 4 population. Capital has 11 food (-8 for citizens, +3 surplus), 13.65 production (the important one), 12.1 gold, 3 science, and 3 culture. Empire averages (use Info Addict for this): 19 Food, 17 Production, 13 Gold, 4 Science.
 
Turn 52: Empire has 2 cities, 604/13 gold/gpt, 8 Happiness, +5 Culture. Capital at 4 population. Capital has 11 food (-8 for citizens, +3 surplus), 13.65 production (the important one), 12.1 gold, 3 science, and 3 culture. Empire averages (use Info Addict for this): 19 Food, 17 Production, 13 Gold, 4 Science.

Thanks Starfflame, but I already have a pretty good grasp on the early game :lol:. That doesn't mean that I don't value it (youre showing me that my early assumptions are correct :D), but what I really need are late-game (Industrial Era on down) stats. Additionally, if you would list the era that you are in it would help me out. For the entries themselves, I think it would be best if you play out a game to completion, and then post the statistics of the game. That way all of the information will be in one location. Thanks again :D
 
Hi all, and thanks for making this mod. Been trying it out the past couple of weeks (current version and the previous one).

In the current version (2.01), I noticed a few bugs. The ones I can think of right now are:

- One of the farm improvements seems to be still in the "5s" setting, currently my farmed plains are producing 34f 3p 2g.

- The building Aircraft Plant is bugged in that it requires an existing Aircraft Plant in the city (on the other hand I can build Airbases, although the text says they require an Aircraft Plant). In effect: No flying things :(

Also, the economy in my present game seems to be way off, which might be because my cities are huge (biggest one at 93), an effect of the farm bug mentioned above.

My game: Turn 413 (modern era): Empire has 15 cities, 7696 gold/gpt (golden age), 109 Happiness, 1612 Culture. Capital at 86 population. Capital has 395 food, 778 production, 985 gold, 196 science, and 140 culture.
 
case study for you: A mod called balanced sniper mod, something I was a huge fan of before I found this one. The short story is a chain of units to continue from the archer units: they have range 2, the last one ahs a range of 3. not that much more attack than before, very low defense, but +50% damage against infantry (non seige, non tank) units. They can generally kill a unit of their era unfortified in 1 hit 80% of the time, doing a lot less against tanks and such. Not quite balanced, but it gives an idea of their role

Personally I'm a huge advocate of ranged units.
Spoiler :

For defence: they can hurt the incoming force before they come, and if they are on a fort (yes, I actually use forts and citadels) they are just about strong enough to guarantee winning against another unit of their class. The second is the problem: I'd say guaranteed win against an injured melee unit of their era, perhaps 80%+ chance to win if fortified on defensive ground. Maybe at the moment their base strength is a little high. Crossbows are as strong in melee defense as a swordsman or even a pikeman, machine gunners are more balanced: not much more in defense but their offense is good, rocket launchers I think are a touch strong in defense again. On average i'd suggest take 10% or so off the base strength? They are not defensive units as such, although a preemptive snipe should be good, and they have the perk to not have to leave their defensive ground when attacking.
For offence: they can attack without taking damage back, they can hit without leaving safe ground, and can pile nicely. They will kill units of their own era usually in 2 attacks which is fair I think, but they can't take such a beating back. they are perhaps overly strong against cities that are not well developed: increasing their penalty against cities to 50% from 25% may be a thought.
General: I dont expect this to get any less useful in the late game either. It does need there to be a bigger gap though, so that you have to start more and more treating the long ranged standing weapons as needing a front defence line: make them support units. Compare to cannons which are offence units, and are even further behind.


Siege units
Spoiler :

Again, a huge fan of them: I like to hit from range, but they don't seem that effective against units to me. Not that they should be. Against cities they do often more than 6 times the damage of a ranged unit in the same class. Left unchecked for 4-5 turns a single cannon WILL bring down a city. This is a problem for Epic or legendary where responding to attacks if you lack units is just impossible. I don't know if there is a way to increase city HP under legendary though, but that could do it, and stop them being so terrifying.
Defence: perhaps a little high looking at the figures, but I have to say I've never EVER let anyone attack one of my cannons :P
Promotions: with higher buildings you can very very easily boost a siege to level 4 on training and this means barrage 1, barrage 2, march. A siege that can heal the damage the city hits it for every turn is very dangerous, perhaps too much so. Then again, if you lower strength, then the lower levelled range 2 siege weapons will be instantly killed. I think perhaps the later units, particularly those with range 3 or more, can be weakened. Afterall, if you can shoot so far, why would you be heavily fortified? Things like rocket launchers are actually quite vulnerable! This would help keep the 3 lines approach: melee, ranged, seige, with a 4th line of tactical air attacks. from far behind the line.



Melee units
Spoiler :

I keep underestimating these, but it has to be said that a good melee unit simply cleans house! The problem is that they have to leave defensive terrain to attack, they are probably stronger on defence than on offence until they are promoted. They are also exceptionally weak against cities since they take huge counterattack damage in the process unless their attack is alot higher than the city (then they tear it up instantly). Honestly I think they need to better emphasise their defensive points to give them a real role. I don't know if it is possible: but a chain of perks may be able to do it: Early eras: Shield Wall: +25% defence against ranged units when fortified. Mid Eras: Entrench: +50% defence against ranged units when fortified. Late Eras: IR masking: +75% defence against ranged units when fortified. The result would be that ranged units would be very much slowed down by a good defensive line, but could break them down eventually if not countered; but charging with a melee unit suddenly leaves them open to sniping if badly timed.


Other
Spoiler :

Cavalry / tanks. The offensive melee. have to say I've never seen it used effectively at horse stages: I tend to snipe them in advance just in case but when they get through they really seem to tear up my ranged units. Good! If anything, a bonus against ranged units makes sense. Tanks should probably always have a bonus against ranged units, but a weakness against seige and anti tank guns. We've seen in the past what happens when tanks try to charge field guns and the guns show that they work in short range too....The advantage of tanks to hit at high speed while still being hard to pick off with small arms is tactics enough: they are the counter attack against ranged units while infrantry are the defence against them. In reality a set of infantry dug in, concealed and making use of terrain and buildings is far more defensive than armour anyway. Of course, a couple of pelts with ranged units/seige before going in with tanks after is always welcome

Air units: it's been a long time since I looked at air units. I'd say the following though: They should not be the all encompassing solution to everything. Granted they are important to modern warfare, but they are not the do all end all. I would expect cities to be very effective anti air, and bombers should have a definite penalty against fortifications too. They should be more of a punishment to anyone who tries to make a sneaky attack and gets caught in the process, cutting holes in attacks and picking holes in defences. This in turn makes a big priority for anti air units to keep coverage on important points, or your siege units will suddenly disappear. Missiles are the siege unit of someone who has lost their temper and wants to win no matter the cost! Helicoptors I'd consider more on the halfway between tanks and bombers: the ultimate in offensive flexibility.



as you can see I'm quite a fan of having units fairly specialised, and of emphasising the value of fortifying and using defensive buildings.


@Borke. I'm surprised your culture is low? on my previous game (on the 5s system, but luxuries were not on 5s) I was at 13 cities in the early modern era with over 4000 luxury per turn. That said I did just about manage to get all but 6 of the wonders until that point.
 
@ Borke: Welcome to the forums!!! :D And thank you for the stats. Ill get to those in a second. I fixed the aircraft plant/airbase bug, which will go up on GitHub (and probably OP tonight, along with Modern Era units and possibly WW2 unit fixes). I haven't found the cause for the the farms giving so much food though; it doesn't look to be in the improvements, so maybe it was a policy/wonder that is giving you that effect. Was you food always that high or is it relatively recent? And your economy is rather impressive. :lol: While I believe some of it has to do with your population, the fact that you are pulling in 7700g+/turn and your capital has 778p is really troubling; I aimed for about 115-125p in standard cities by the time you enter Modern, with about 200p or so when you get to the end (rough estimates). Again, the only thing I can think of are policies/wonders. The policies have already been redesigned and are just waiting for dedicated lua work before they get put in; the wonders are admittedly in need of balance. I'm assuming your high happiness is coming from the wonders that give "x happiness per city?" Thank you so much for the information. :goodjob:

@Tritous: I like your ideas. :D My concern though is that specializing the units so much will force the AI to be even worse at these tactics, even with the proper flavors. I will take a look at modifying them, but it is not too high on my priority list as of now.
 
I do know the AI can be tweaked and has been tweaked in mods. I also know is it's damn hard to get right and I don't think it's such a trivial task. I would say that while a massive undertaking, it would make the mod really go into a whole new dimension, and become one of those that even new players to the game get recommended to download straight away. I'm fairly sure the AI doesnt use perks to consider tactics (a massive flaw), but they do use ranged units for defending cities and like to fortify at times too. I think the AI may use the combat strength estimation to decide its actions, but I don't think it considers such things for choosing what units to build

Naval battles however...could be an even harder undertaking.
 
@ chrome: I do have most of the wonders, so they might contribute to the production. However, a big chunk of it also comes from a buildings that are not re-balanced from the 5s model (Industrial Robotics stands out), as well as the population. I've got a lot of unoccupied citizens contributing 2p each... And not least, I am now noticing that mines seem to have the same fate as farms: 16p from a mine on a desert hill.
As for the farms: I don't think it's a wonder, cause my neighbours have 15f farm tiles as well (they are well behind in tech and social policies, which might explain the difference from me to them). So my best guess at the moment is that some tech is boosting it. The problem is I can't remember at which point the population started to skyrocket :(
And finally: Yes, I have a lot of social policies / wonders which give happiness for each city / garrison. It's the only thing that has allowed me to survive with this high population growth ;)

@ Tritous: The culture seems to be off on at least the Broadcast Tower, which is too low compared to other (earlier) buildings. Also there are no multiplier buildings, any culture building / wonder only gives a flat amount (except for Hermitage). All artist specialist slots are filled, but no great artist improvements.

Some additional bugs:
- Utopia Project cost is too high.
- Apollo Program cost might also be unintentionally high.
- Some buildings cannot be sold (examples: Guild Hall, Market), probably anything with too low maintenance cost.
- I think the monopolies are supposed to give FREE "small buildings" in every city with access to the relevant resource, but the Small Titanium Smelter is not behaving in this way, it is showing up in the production selection.

Edit: after reloading a few saved games, I can say that the jump in farm food occurred between turn 306 and 367 in my current game (6f -> 25f), though it did go up considerably after that still (25f -> 40f).
 
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