Community Call to Power Project

As i was saying, policy saving is not enabled by default - this small change would be great.

I hate to sound too ambitious however this would be a great feature (ive played ctp 1, and civ 3)

City builds 1 Resource (+1 lux or +2 strat).

Worker goes to city "picks up resource".

Worker goes to tile and "plants" resource. Lux can only have 1 copy per tile, Strat can have up to +8 copies per tile.


This would give it a nice feel. Im going to play advanced start games to enable policies, i like how reminiscent this is to CTP. Too bad there is no spaceship-throne room, or sea colonies eh?
 
I cant see any obvious reason why you couldnt, WHoward has done something similar using a unit, Prospectors.

It would be great, however, if the city radius could be expanded and we could cut out units from the mix. Then my computer would actually be able to run such a mod. :)

chrome-rome:
Spoiler :
I have written some XML to kick-start the implementation of the new food-importation mechanic. If you could write the corresponding Lua code to make the game actually understand what I have written, that would be great. I'm not sure that my code is the best (I'm quite a new modder) or that it will work.
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- edited with TextWrangler 4.0.1 (3152) by 3335d -->
<!-- enables importation of tile yields in Civilization V-->
<GameData>
	<!-- Table definition -->
	<Table name="TileYieldImportationModifier">
		<Column name="DistanceFromCity" type="integer" autoincrement="true"/>
		<Column name="PercentageYieldLoss" type="integer" autoincrement="false"/>
		<Column name="RoutePercentageYieldGain" type="integer">
		<Column name="RoadToTile" type="boolean"/>
		<Column name="RailroadToTile" type="boolean"/>
		<Column name="PossessesTheWheel" type="boolean"/>
		<Column name="PossessesFlightTech" type="boolean"/>
		<Column name="CityPossessesAirport" type="boolean"/>
		<Column name="ConditionalModifier" type="integer" autoincrement="false"/>
	</Table>
	<TileYieldImportationModifier>
		<Row>
			<DistanceFromCity>1</DistanceFromCity>
			<PercentageYieldLoss>0</PercentageYieldLoss>
		</Row>
		<Row>
			<DistanceFromCity>2</DistanceFromCity>
			<PercentageYieldLoss>0</PercentageYieldLoss>
		</Row>
		<Row>
			<DistanceFromCity>3</DistanceFromCity>
			<PercentageYieldLoss>0</PercentageYieldLoss>
		</Row>
		<Row>
			<DistanceFromCity>4</DistanceFromCity>
			<PercentageYieldLoss>100</PercentageYieldLoss>
		</Row>
		<Update>
			<Set ConditionalModifier="-96"/>
			<Where PossessesTheWheel="true"/>
		</Update>
		<Update>
			<Set ConditionalModifier="-1"/>
			<Where RoadToTile="true"/>
		</Update>
		<Update>
			<Set ConditionalModifier="-2">
			<Where RailroadToTile="true"/>
		</Update>
		<Update>
			<Set ConditionalModifier="-1"/>
			<Where PossessesFlightTech="true"/>
		</Update>
		<Update>
			<Set ConditionalModifier="-1"/>
			<Where PossessesAirport="true"/>
	</TileYieldImportationModifier>
</GameData>
I want the PercentageYieldLoss to increment by 100% for every unit away from the normal city radius that one goes, and the ConditionalModifiers to be all added and increment in the same way. The reason for the 100% is to ensure that nobody can get yields from beyond their normal city radius before The Wheel.

Please adjust this code as necessary for balance, to ensure the desired effect, to make it easier to implement into the Lua, and to make it actually work.
 
@ thadian: I'm glad you like it :). As is commonly the answer, almost anything is possible with lua, but the AI won't have any idea on how to use it. So we would basically just be adding another facet for the player; the AI would completely ignore it. For changes like that, the DLL is required. And I don't recommend advanced starts; the effects in the later eras have not been balanced yet, so it will be just a game where you see how much new stuff you can build, without any thought to consequences. That aside, a balance hasn't been struck for how much stuff a player should get to "catch up" to where they would be in a standard game. My best advice is to start in Ancient. On a standard map, there are usually 4-5 superpowers left by the time you hit Modern, so you can still experience the late game without the "runaway" civ.
 
As i was saying, policy saving is not enabled by default - this small change would be great.

I hate to sound too ambitious however this would be a great feature (ive played ctp 1, and civ 3)

City builds 1 Resource (+1 lux or +2 strat).

Worker goes to city "picks up resource".

Worker goes to tile and "plants" resource. Lux can only have 1 copy per tile, Strat can have up to +8 copies per tile.

There already are manufactured resources from City-States, and Hulfgar's mods have added manufactured resources from normal cities like Industrial Steel. Perhaps this could serve the same function without having to change the DLL.
EDIT:
chrome-rome, please look at my previous post. I have some XML in it which may be used with Lua (which I have absolutely no idea about except to enable mods on Macs) in order to implement the infinite city radius tool. My XML adds the numerical values necessary to balance the idea.
 
Something wrong with policies, only now caught it doign a test game(didnt get time last night). Part of Fires code, maybe you can poke him to take a look? :)

Spoiler :
[10938.259] Runtime Error: [string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:610: attempt to index field 'GovernmentsTitle' (a nil value)
stack traceback:
[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:610: in function <[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:595>
[10940.708] SocialPolicyPopup: Clicked on PolicyBranch: 11
[11104.650] TechPopup: stealingTechTargetPlayerID: -1
[11104.650] TechPopup: iValue: 0
[11126.162] WorldView: Blocked by moving camera
[11147.691] WorldView: Blocked by moving camera
[11160.233] LeaderHeadRoot: Handling LeaderMessage: 0, On behalf of the great German people, I bid you welcome!
[11256.751] Runtime Error: [string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:586: attempt to index field 'GovernmentsTitle' (a nil value)
stack traceback:
[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:586: in function <[string "C:\Users\Asus\Documents\My Games\Sid Meier'..."]:571>
[11257.656] SocialPolicyPopup: Clicked on PolicyBranch: 0
 
Hey Chrome-rome and Horem,

Bug 1: Good idea adding Evangalism Tech in social tree before Televagalism Tech...however I think you guys should in addition add a Tech or two in the Industrial Era between Evangalism and Televangalism. Im in Renaissance Era(turn 355) and just got 2 Free Techs from Electoral>Enfranchisment Policy and decided to research Evangalism and Televangalism in same turn. Boom...I skipped industrial era and came straight into Modern Era. Yet, I still have lots of techs in the other trees to finish up before reaching modern era. Oh Boy, was that strange for all my workers and cities to switch from Renaissance Era art to modern art lol. Also, jumping to Modern Era unlocked all Goverment Systems, Goverment Ideologies, and all Goverments except the last 3 in digital and information era. I will see what other strange changes happen because of this bug and update later.

Bug 2: After researching Biology and having Oil resource being revealed on map...when I make an oil well...no UI icon/counter shows up with the other strategic resources on the top of the screen so I dont know how much oil I have...I have to look back at all my Oil wells and count by hand. Does the UI icon for Oil show up in a later tech?

Bug 3: There is gap of about 30-50 turns between when you discover Replaceable Parts tech; which makes Rifleman obsolete and Military Science Tech; where you Great War Infantry that there is no basic unit for capturing cities, I only have Gatling gun and calvary/lancers and arty...so if I have no horses; which I do now...its very difficult to capture cities unless they are on the coastline.
 
@isnorden - Hi & welcome to the forum :) I take it you managed to download CCTP when you launch CiV after subscribing? If so could you please check your mods directory and see if it is there. If it is(CIV5MOD file), try opening it with WinRar/WinZip or anyother similar tool. If it opens without any errors(It could be downloading corrupt) extract it too a folder(Commuinty Call to Power (v1)) in your mods directory(either create one or tell Winrar too). After that see if you can play.

There is a alternative download on the OP. You can try downloading that and extracting it too your mods directory if you are still experiencing problems.

I didn't get the mod as a RAR file; I subscribed to it on Steam Workshop, which is supposed to extract and install mods to the right folder automatically. :confused: If the RAR works and the Steam download didn't, then I'll know that something got garbled en route to their site. At least that's a start towards solving the problem--thank you!
 
Hey 3335d, I did miss your post; I posted my bit then had to head to work. As for lua, I probably know no more than you. FiresForever is the one with the expertise. That being said, it was never a done deal for the infinite city span to be included. Personally, I think a popup menu would be a much better way to implement an importation system. Either way, it is not something that I have extremely high on my to do list, especially while there are still bugs and tech gaps to fix. If you can get Fires or another modder with lua knowledge to help you, then I say go for it, as it has the potential to be a great system. However, I can say that CCTP will most likely be using the menus, and only when the DLL is released. I realize that this is not exactly what you wanted, but I hope that CCTP can keep your interest long enough to see the importation factor in whichever form it takes :)

@ Horem: I'll see what I can do. :) No promises though, as he may be on a break.

@thaishmafia: 2)Yeah this is something that has only recently been sprouting up, and I have no idea why. The game sees Oil as a bonus instead of strategic resource. The only effect on gameplay is that you can no longer trade oil, but I'll be the first to admit that it is an extremely irritating bug. Horem managed to clean it up through the AssingStartingPlots.lua, but somewhere down the line it shifted back. The most likely outcome is that one of us will stumble upon the solution accidentally. Sorry, I know how much of an inconvenience this is. :(
3) Ooops, I'll change the obsolete tech. It was replaceable parts because that's where the infantry unit was, but that had to get moved due to the influx of new industrial era units. It'll be fixed in the next version.
 
Just played 400 turns. Huge map, epic speed, 21 civs.
Was very fun.
Sure i remember that mod is not balanced for epic speed, and there are few things looking weird, such as cost and overall development speed, but still fairly good playing :)

Short report:
I'v started with high resources, so with a lot of them added in this mod, those resources are just everywhere! on every second tile! thats fine with me. At start i'v build a capital on pure desert, with few flooded wheat for growth and pair stones and marble, but THEN! In the area of this capitol appears magnezite, titanium, iron, tons of them, by three-four of each! And i dont remember what else! probably oil there too.

ANd on top of this i'v build Petra!!! That was a boost! should'v played with one city challenge! And then more, i'v started to build all those industrial markets which adds +1production to those recource gathering tiles. Any wonder i can build now with 5 turns!!! any building with 1-2 turns! haha! that was pretty flavour and unusual game for me! More then, i choose capitol boosting socials, and i'v build there ziggurat and hangling gardens, and make a friends with all +food city-states, so that capitol making buildings AND people like crazy!! Its huuuge and standing on pure desert around! ) Couldnt even think of such result at start!

ALL Four neighbour AI declare wars on me, and i had time to build just two more silly cities, while i'm usually kinda rapid-expansion style of playing. All of them want my lands, probably because of value of those boosted tiles around capitol, heh. They were driven back and it was tough enough, probably AI build units too quick with all those resources around, I even hardly could go on counteroffense my looses was unproportional, and only after long-shots upgrades for my crossbowmen i could took few cities from crazy religious Spain ))

Thanks to mod-makers.:goodjob:
sorry bad spelling
 
OK, back after a quick experiment as Rome. I like a lot of the changes and features implemented. However, on Epic speed, I felt like I still didn't get to use my only unique unit hardly at all. It also felt like the AI was whizzing past me in terms of technology and they pulled wonders right out from under me all the time. Another thing is that even after I got Iron Working, no Iron was revealed to me. None. Does this lower the chance of finding iron? My hostile neighbor had 5 that he gave me after I defeated his army in defense. But that was the only time I had iron before quitting. And finally, I found the greatly expanded research tree pretty confusing. I think that's mostly because I wasn't used to the plethora of new entries. Anyway, that's it for now.



I had mixed feelings about the setup myself, for several reasons:

  • As you already said, the AI was zooming past me when it came to discoveries and wonders; it even snatched a wonder away from me when I was just a turn from completing the thing! By the late 20th century, my army was still using spears and trebuchets; the code needs to let human players work at the same speed as the AI.
  • I didn't see the iron mines after learning Iron Working, either; you're not alone. Hopefully, this was an error that will be fixed in a later version...
  • Requiring Monotheism for Solomon's Temple and for church wonders makes real-world sense, but I'd like to see more Happiness boosts on buildings dedicated to other faiths. Players who want a pagan empire in the 20th century (for whatever reason) should have that choice; it won't overpower or unbalance the game as a whole.
 
I played some games and i am reporting feedback.

First: Tech Tree - would be nice if it had a combined interface. This would be done by shading green for one type, blue for another type, orange for another type... The purpose is to see them ALL in one tree but KNOW which are different.

When i want to "Beeline" it becomes tough not having a spot with them all in one place so i can make a nice, cozy beeline.

Second: At several points in the tree, the Icon" of units and buildings unlocked falls down and is placed outside of its "box". This causes the other icons to also misplace and it can be tough to figure out what tech gives what.

I will upload screenshots of this when i see it again and i promise i will.

Third: There are NOT too many wonders, just the right amount for everyone to get a few "copies" of the same effect at different stages of the game. I never felt like i "missed my only chance" to get Bonus Y.

I hate to sound dumb but i get confused looking at all the citrus and banana icons - i didn't even realize until later that it was oak and citrus. The best way to avoid confusion is to at least re-color the icon. Same with Tin.

Now im afraid to build banana and deer farms in more than 1 city, because i don't want to screw myself out of the later end buildings with really high cost requirement. Does this cost requirement check local (city has to have 8 sheep? how?)

Or does it check global? (so i have 2 cities with flux of sheep + deer. Fine, your sheep and your deer.)

Fourth: The building pyramid system is just what this game needed. This adds a new dimension to the game, i spent half the game trying to get every single sheep and cow, resources i normally run away and hide from!

More resources need to be classified as Bonus, Luxury or Strategic and it needs to be clear what it is. Also, it needs to be more clear whether i get this now or when improved and by what improvement. (Oak, for instance)

One problem with the trees - I made the mistake of going with 2 banana cities and later was unable to get the top of the tree buildings because i did not have enough bananas. Does this count local or global bananas?

Resource discovery is a great way to put the "Fun" back into "Game". I already suggested in a few places a "Planting" system where a city could produce ONE copy of a resource - which a worker/civil engineer could then "plant" into the ground. I am just seeing a nice click here and its not going away.

Because its possible to hang in one era for a VERY long time without advancing to the next, it would be nice if there were an earlier copy of that wonder that gives +1 spy and spy promotions.

This would be a national wonder with no prerequisite - simply increases your spy capacity +1. This would be better than everyone getting a free spy just because i hit Renaissance. I mean, now i hit industrial, do you all get a second spy? The first spy i can live with being free, but the other spies you should have to pay for. Spy Hideout national wonder would be a "Tree" wonder that has ONE "upgrade" each era, and simply gives you that era's spy. This means instead of getting a spies because someone else advanced in the game, you get spies for building something. Also, 1 spy from ren to industrial removes espionage from the game until modern age for me. I play the mod "Medieval Espionage" which helps things a LOT, but 2 spies up front would be a real fix so you can "do something" with them. Not trying to debate anyone here, but it feels like my first spy lives in my capital so even when espionage is unlocked i don't get to use it until +1 era, and only minimally.

The best "Fix" i can think of: When era is reached, all players get TWO spies. England, 3 spies. Extra spies would cost a "Hideout expansion" national wonder which would require palace + era. This would increase your "total number" of spies by +1. I like espionage ok, but i like it even more when it does something. Currently, my only experience with it is waiting until industrial to have a spy i can "use" for "one thing" and its usually park in my favorite city state...
 
I learned about the "Government Systems" pages - which helps a LOT, wow. However, i recomend that some of them are made to work with the resource trees based on strategic vs lux.

Conservatism vs Liberalism - I am almost inclined to believe this mod was made by a hardcore republican who hates liberals. The reason i think this is because Capitalism and Conservatism are very powerful, while Liberalism is pretty weak. Liberalism should interact with Luxury Resources in some way, i think. In the end, when 2 modern political entities (conservatives and liberals) are both used, care should be taken to make sure one is not "better" than the other because then people like me are left to wonder why my worldview is presented as a garbage policy tree.

In the systems, Nationalism is named "NationalisM". This is the easiest fix in the whole mod XD
 
@thaishmafia: 2)Yeah this is something that has only recently been sprouting up, and I have no idea why. The game sees Oil as a bonus instead of strategic resource. The only effect on gameplay is that you can no longer trade oil, but I'll be the first to admit that it is an extremely irritating bug. Horem managed to clean it up through the AssingStartingPlots.lua, but somewhere down the line it shifted back. The most likely outcome is that one of us will stumble upon the solution accidentally. Sorry, I know how much of an inconvenience this is

Um if it is classed as a Bonus resource Chrome, it will not display on the topbar, since only strategics are shown there atm(you can change it I just dont know enough lua to do so).

@isnorden, Ya I knew how you were trying to download the mod(Workshop), it still downloads a compressed zip file with a different extention(.CIV5MOD) which you can open with any compression tool, it also keeps a copy of this file after it has installed or not installed the mod int he Mod folder.

@thadian Monopoly buildings use the global count. But you require at least 1 of the required resource in the city radius to build the first monopoly building, but for the ones after it will reduce your global count by 1 per building. So if you have say 3 cities and ea one of them cities has 1 banana you could build 1 monoploly building in ea city or 3 monopoly buildings in 1 city.

To ALL I too have noticed the lackage of Iron on occasion. I am currently looking in to it.
 
I learned about the "Government Systems" pages - which helps a LOT, wow. However, i recomend that some of them are made to work with the resource trees based on strategic vs lux.

Conservatism vs Liberalism - I am almost inclined to believe this mod was made by a hardcore republican who hates liberals. The reason i think this is because Capitalism and Conservatism are very powerful, while Liberalism is pretty weak. Liberalism should interact with Luxury Resources in some way, i think. In the end, when 2 modern political entities (conservatives and liberals) are both used, care should be taken to make sure one is not "better" than the other because then people like me are left to wonder why my worldview is presented as a garbage policy tree.

In the systems, Nationalism is named "NationalisM". This is the easiest fix in the whole mod XD

Also, "Socialism" is called "Socialsim".


Hey 3335d, I did miss your post; I posted my bit then had to head to work. As for lua, I probably know no more than you. FiresForever is the one with the expertise. That being said, it was never a done deal for the infinite city span to be included. Personally, I think a popup menu would be a much better way to implement an importation system. Either way, it is not something that I have extremely high on my to do list, especially while there are still bugs and tech gaps to fix. If you can get Fires or another modder with lua knowledge to help you, then I say go for it, as it has the potential to be a great system. However, I can say that CCTP will most likely be using the menus, and only when the DLL is released. I realize that this is not exactly what you wanted, but I hope that CCTP can keep your interest long enough to see the importation factor in whichever form it takes :)

I guess that if we *can* get a good Lua programmer, they would also be able to rework the city radius UI as well to make it look like the unified screen you speak of. This has the advantage of not requiring us to make any changes to the DLL. But I agree, bug fixes are more important at this point for you. I will approach someone who writes Lua to implement my proposal who is not already a part of this program.
 
Building iron in my city and placing it with a worker would solve my lack of iron problems by offering me a way to deal with it - much better than reworking map scripts to balance resource quantities.

Now that i know to monitor more carefully where and how i want to build my "resource trees" at, i can think about who would be funnest to use with this mod. Currently, i have been using this with emigration, cultural capitals and now i will start using it with all the other mods. I will post a list of small mods i know to be compatible without error once i get used to this mods play style, which seems to be more builder friendly.

At first i about jumped outta my socks when i saw the maintenance but then i saw all the ways into gold and all the ways out of every deficit - great work :)
 
@ isnorden: Horem has already mentioned the Iron thing (weird that I don't have that problem), so I'll speak to the religion bit. Way back when Decimatus was running Procylon's Call To Power, he made plans to implement a religion system, complete with Social Policies. He placed the Religious Techs that we still use now, and I am inclined to believe that he was going to add more, but he never got around to it. I will see where I can add more benefits for religions other that Judea-Christian so that the bias is eliminated.

@ thadian: Whew what a post :D.
1)I believe that there are too many techs to all fit on one Tech Tree. I promise that beelining gets better once you get use to it :D.

2)I've noticed the icons falling as well. I think it is tied to the bad prereq lines, which I am constantly on the lookout for.

3)For the oak and citrus, I take it you mean while in strategic view? As far as I know, there is no way to change the icons as they appear in SV. There have been some developments, but I don't think anyone has successfully added a new unit/resource that shows properly in SV. When they do, I will implement it immediately, as I don't like looking at duplicates either (the worse for me are all of the bonuses that use the iron icon).

4)Glad you like the monopoly system; the idea for that was developed in this thread (I think it was Horem's idea actually). Like Horem said, the building require at least one local source, but takes the resource requirement from the empire's total. The first monopoly buildings in the Ancient and Classical era do not require any quantity of resource to build, so you can spam those as much as you want (though I don't recommend this). Starting in the Medieval era, these buildings start requiring resources to build; the trade off is that they are much stronger.

If we do use a planting system, I think (just my opinion here) that it would be best for the later eras (Modern on back). There would have to be some limit on it though, or else every tile would have a resource on it.

5)The suggestion for the extra spy isn't bad at all. The way I have designed it, a player should spend 50 turns in Ancient, 75 in Classical, and then 100 turns for every era after. By that logic, spies don't come into play until turn 225. Yeah, I think I'll do that :D. Thanks. I'll withhold judgement on the extra wonder for now.

6):lol: Yeah, the Liberalism v Conservatism thing is completely coincidental; not that there's anything wrong with being extremely conservative *cough*. These effects were done by me about a year ago; there were so many policies that came before them that I had run out of ideas. Don't worry, I don't try to put any of my personal political/religious beliefs in the game. :D

**EDIT**
And thanks 3335d and thadian for the text issues. Just fixed them
 
3) For the oak and citrus, I take it you mean while in strategic view? As far as I know, there is no way to change the icons as they appear in SV. There have been some developments, but I don't think anyone has successfully added a new unit/resource that shows properly in SV. When they do, I will implement it immediately, as I don't like looking at duplicates either (the worse for me are all of the bonuses that use the iron icon).

**EDIT**
And thanks 3335d and thadian for the text issues. Just fixed them

Many of the resources appear just fine - when you pop up the resource icons Squid appears as it should, at least. However, on the regular-view map Squid, Tin, and many others look like vanilla resources like Fish and Iron. If possible, this should be fixed. Another suggestion - if you ultimately are able to fix the problems and implement entirely new 3D models, you should add CIV resources like Rice, Corn, et cetera.

Also, not to insult your work, but there are numerous grammatical errors in your Civiliopedia. I would help, but the Github text editor is excruciatingly slow for me.

I would state more ideas, but I do realize that bug fixes and optimization have a higher priority.
 
Hey Chrome-rome and Horem,

Wow...its a been a long, long night as in 520 turns long lol. Im currently playing as Egypt on large island map with prince difficulty and its year 2055AD. So far, Im doing pretty good...finally got to industrial era and Im rollin in 1800 gold, 900 research points, 500 social points, and about 50 faith per turn from a combined 7 cities (levels: 75,60,60,50,40,40,20).

1.) I noticed you can only build an aircraft plant or industrial shipyard or autoplant in one city...so you have to choose wisely...is that a bug or designed so players cities cant have one city with 3 plants producing high XP aircraft, ships, and tanks?

2.) Also, Manhattan Project is 54,000hammers while most of the building and units I can build are about 1000hammers...is it supposed to take that long to build?

3.) Industrial Era is super crammed with units...Im upgrading units like there is no tomorrow lol...I barely have time to build the early industrial units like Great War Infantry, Triplanes, and Great War bombers because like 1-2 techs later is an upgraded version of them...is it possible to spread it out a little bit? or does it represent real life where military tech during world I and world war II advanced very fast.

4.) I too have noticed low amounts of Iron, maybe 25 iron for the whole map, spread across 12 civilizations. Also Uranium and whale placement is pretty low throughout the map...maybe Ill try turning up the resources next game. All other resources; strategic and luxury seem to be fine.

5.) Im not sure if its cause I play CCTPP alot and used to the play style but after the Renaissance Era...Im outbuilding Wonders faster than all the AI Civs combined can do...especially as Egypt this game.

6.) Is it possible to have faith be used for something else than building missionarys and mosques? since Im have like 5000 faith and nothing to spend it on...maybe as a religon enhancer bonus...faith can be used to build units/more building types into the information age or something...idk.

**Overall, besides all the text mismatches and minor stuff, which can be corrected later...its a pretty solid release version.
 
3)For the oak and citrus, I take it you mean while in strategic view? As far as I know, there is no way to change the icons as they appear in SV. There have been some developments, but I don't think anyone has successfully added a new unit/resource that shows properly in SV. When they do, I will implement it immediately, as I don't like looking at duplicates either (the worse for me are all of the bonuses that use the iron icon).

Hey i have read a thread here on civfanatic about creating SV icons. Here is the link maybe this could help.
http://forums.civfanatics.com/showthread.php?t=469260
 
@3335d: Yeah, what I have been saying is that I didn't want to change text because things change so much, but I've heard about the poor text so much that I think I'll just go ahead and work on it.

@thaishmafia:Turn 520 and only in Industrial? Are you playing on something other than Standard game speed?

1) Yes it is. Those buildings give such great bonuses that I feel it would be ridiculous for a city to have all three. Additionally, the AI might have just spammed these buildings, which would drain all of their oil.

2) No it is not. Just gonna reduce that to a more reasonable amount.

3) Yeah, this is a product of the addition of all of the new WWI units. I tried to space them out some, but maybe I didn't do a good enough job. Of course, we can always think about it as the technological advances of warfare :)

4) On the Standard sized game I just fired up, with normal everything, there is a total of 98 Iron. I haven't seen the Iron issue, but others have. I know Horem is looking into it.

5) Can you give me a ballpark estimate of your production in the Renaissance? Way back when, I had the averages at 12p in Ancient, 20 in Classical, 36 in Medieval, 48 in Renaissance, 75 in Industrial, and 120 in Modern. This was before the Monopoly System and all of the assorted benefits though, so those numbers are probably skewed. However, if the average production of your empire is significantly higher than 48 (say, 65), then I'll have to rework things.

6) The Theocracy government will get faith bonuses. One idea I have is for faith to be used to go toward GAs. Granted, that requires Lua, but I think there's someone who can help us with that.

Whew, you guys are keeping me busy. I appreciate it though, so keep letting me know about any issues you find :D
 
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