Ideas and Suggestions

Gilga, please, PLEASE teach CSs how to construct new cities, and put a dummy building in all CS cities that makes them unrazeable unless conquered by a major civ (conquest by another CS would cause the building to be rebuilt) until we fully implement Whoward's DLL and meld it with our own. I would like to interact with them as minor nations, not just as unit/yield vending machines.
 
Suggestion for CCTP v4.03:

Speed up research/tech gain in the first era - SOLVED
As it is now things take too long time, I use around 75-50 turns for one tech after 200 turns, this is way to slow. Since many things also is moved to techs like resources, there is not much to do before techs is gained. Something around 20 turns for each tech would be ideal with a population of 2-3.

SOLVED:
I found out that it is possible to easily edit this in Technologies.sql and CCTP_Game Pace Rules.sql so this is not necessary)

Make all techs act as prerequisite for other techs
I found it to easy for me as a player to "cheat" and select the important techs that ie. give me better units when Ai civs research all kind of unimportant things. To make it most "fair" for Ai civs to have any chance I think most of the techs should act as prerequisite for other techs.

Make all techs count toward the most important techs
Also to make it even more "fair" for Ai civs important techs that really give an advantage, like great troops, should need many other techs so no matter what you choose to research, sooner or later you will have to get many techs to get the important ones.
 
Delay resource request from player cites and city states until later
Request like "city .... wants/demands truffles" and such have no purpose in start of the game (first few hundred turns) since all resources and improvements have to be researched. Delaying this kind of messages until some reach classical era or something like that would make sense.
 
Merge all techs into one tree
In Rise of mankind mod to civ 4 there was around 200 techs and all was shown in the same tree so you easily could get the big picture and see the tech connections through eras. In CCTP the seperation into 3 trees for each era is kind of fancy but the overview and tech connection between eras is lost. Also I have to click and look through 24 tech trees to see all the techs and it is impossible to get an overview. Would be great to see all techs in one tree.
 
Suggestion for CCTP v4.03:

Speed up research/tech gain in the first era - SOLVED
As it is now things take too long time, I use around 75-50 turns for one tech after 200 turns, this is way to slow. Since many things also is moved to techs like resources, there is not much to do before techs is gained. Something around 20 turns for each tech would be ideal with a population of 2-3.

SOLVED:
I found out that it is possible to easily edit this in Technologies.sql and CCTP_Game Pace Rules.sql so this is not necessary)

Make all techs act as prerequisite for other techs
I found it to easy for me as a player to "cheat" and select the important techs that ie. give me better units when Ai civs research all kind of unimportant things. To make it most "fair" for Ai civs to have any chance I think most of the techs should act as prerequisite for other techs.

Make all techs count toward the most important techs
Also to make it even more "fair" for Ai civs important techs that really give an advantage, like great troops, should need many other techs so no matter what you choose to research, sooner or later you will have to get many techs to get the important ones.

Delay resource request from player cites and city states until later
Request like "city .... wants/demands truffles" and such have no purpose in start of the game (first few hundred turns) since all resources and improvements have to be researched. Delaying this kind of messages until some reach classical era or something like that would make sense.

Merge all techs into one tree
In Rise of mankind mod to civ 4 there was around 200 techs and all was shown in the same tree so you easily could get the big picture and see the tech connections through eras. In CCTP the seperation into 3 trees for each era is kind of fancy but the overview and tech connection between eras is lost. Also I have to click and look through 24 tech trees to see all the techs and it is impossible to get an overview. Would be great to see all techs in one tree.

Oh lot of suggestions...
Sure the most seems usefull.
But not all are doable, i dont know how to limit the we love the king day for example, and the techtree merging into one would also need a huge ammount of time.
The "extended" version (no more avaible) of CCTP got the all techs requirement.
But that doesnt mean that the AI is better with this configuration, but its doable, but has not my primary yet.

My current update is comming and has a lot of changes, we will see how your suggestion can be implended in the next future updates.
Iam still close with time and coding is time consuming as hell.

Thanks for the feedback;)
 
Some more suggestions:

Random events
Random events that give options and rewards/punishment like baby boom, weddings, disasters etc
Maybe also some critical events that can have an big impact on an empire and can shift the power balance in the world.
Here is some from Civ 4

Diplomatic options
Diplomacy in Civ 5 is very boring and limited. The options is very few and not much to do about it.
Things like loans, give land, request help, pressure, cooperation, arrangements, selling/buying tiles and border areas, buying/selling unique buildings/units, science/production/food/happiness trade, map trading etc

Border expansion/control/defense
I personally prefer a buffer zone between me and the other civs and like to build defensive structures to defend my lands. But borders is only influenced by cities so if you want to conquer a strategic mountain pass or if you want a resource you have to build a city very close and hopefully in time you will get the tiles. I think this whole border subject could have been expanded and made into an interesting gameplay aspect of the game. So some new defensive structures/options, some way to increase the borders and a way to get resources that is outside the borders would be great.

Unit/promotions upgrade tree/paths window/menu
It would be great to have an ingame menu/window where it is possible to see the upgrade paths for units and promotions. Here is on mod that add a promotion tree window ingame

Enhanced user interface
This mod look just awesome. Love all the added UI functionality. Any chance to integrate this into CCTP?
 
Merge all techs into one tree
In Rise of mankind mod to civ 4 there was around 200 techs and all was shown in the same tree so you easily could get the big picture and see the tech connections through eras. In CCTP the seperation into 3 trees for each era is kind of fancy but the overview and tech connection between eras is lost. Also I have to click and look through 24 tech trees to see all the techs and it is impossible to get an overview. Would be great to see all techs in one tree.

I completely agree with this! I am new to this mod and it is awesome in scope. The gorilla in the room is the tech tree. It looks cool, but is very illogical. Could we maybe have each tech tree be completely independent of each other, or have one tech tree per era? It is a hard learning curve for me & I've been playing civ since civ2.
 
I completely agree with this! I am new to this mod and it is awesome in scope. The gorilla in the room is the tech tree. It looks cool, but is very illogical. Could we maybe have each tech tree be completely independent of each other, or have one tech tree per era? It is a hard learning curve for me & I've been playing civ since civ2.

The current view of the techtree is one of the oldest spots of CCTP.

One time ago Firesforever created the multiple pages mod (for policies and technolgies)

At this time this was a great step forward (and no expansion in sight, no bugs).
We loved the policy system and the techtree wasnt that full at its now is.

The idea behind the splitt techtree was, to splitt it into construction, research and military (iirc)

Ok thats known.

Then with the release of BNW, when i took over CCTP there was no discussion of removing the multiple techtree.

So i started to understand the way it works and reranged the broken technolgogies to a working version back.

Since this day the current system was left because it worked.

Then with filling in new technolgies the tree got bigger and bigger and sure not so userfriendly at all.

To roll back to the one page system, would mean that all the hours of work done so far, would be wasted and someone needs to recode the entire system.

To be honest i will not do this, if you like to get a one techtree page then its up to you guys.;)


My plan was, to introduce at least two new ages, and then merge the technologies better in this ages.

But with the lack of time on my side and also to be honest i didnt played CiV for weeks (lost the fun of playing this game), this idea was left abandoned.
 
As I have stated before I would love if we could use multiple maps in the game. I hope that someone, someday implements it.
 
No, I mean like multiple planets and star systems for the later eras.

For more feedback you should ask ether om the creation subforum or SDK/lua forum.

For me i see no way of doing this, since this would need dll and api changes that are way over me.:crazyeye:
 
The only way I can think of right now would be to have a star map and replace the cities with planets, then when you chose one, the game would have to autosave the star map, and load the particular planet map. I can kinda see that happening, however I am not sure how you would communicate information between the planet save and star map save(such as planter development, landing of troops,ect.), but I'm sure there are people here much smarter than me with a better way of doing it.

The city screen could be re-worked into a planet screen, but that wouldn't give you your multiple maps.
 
could there be an option for revolt or revolution where cities very unhappy might leave the country?
 
could there be an option for revolt or revolution where cities very unhappy might leave the country?

Gedemon's Revolutions and Cultural Diffusion mods are for you. I play them with CCtP and they work almost flawlessly together.

As for multiple maps, I was looking for a full-fledged version. It is not something that I can do, I would have to research how it was done in Civ IV and/or get some of the Caveman 2 Cosmos developers to aid us in implementing multi-maps here.
 
Gedemon's Revolutions and Cultural Diffusion mods are for you. I play them with CCtP and they work almost flawlessly together.

As for multiple maps, I was looking for a full-fledged version. It is not something that I can do, I would have to research how it was done in Civ IV and/or get some of the Caveman 2 Cosmos developers to aid us in implementing multi-maps here.

Iam curiuos, played Revolution a long time ago, and the mod was very cpu activ.

Does this changed, or is it still cpu intensiv mod?
 
Gedemon's Revolutions and Cultural Diffusion mods are for you. I play them with CCtP and they work almost flawlessly together.

As for multiple maps, I was looking for a full-fledged version. It is not something that I can do, I would have to research how it was done in Civ IV and/or get some of the Caveman 2 Cosmos developers to aid us in implementing multi-maps here.

Thank you I will give a try
 
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