Current Progress:
Ready for Alpha Test. You should see it on the ModHub, just put Proc into the search bar.
Here is an alternate download. Put this in your mod folder and then click the install button in game. I think anyway.
https://sourceforge.net/projects/ctpproject/
Current goal for Alpha Test is balancing and bug smashing.
You are going to have lots of gold in this mod. I will probably greatly increase maintenance in the future, but generally I want to see more buying of units and buildings. Most war machines are held back more by a lack of cash and resources than they are to a lack of production.
Version 3
50+ new techs.
Tons of new buildings. Look 2 posts down for the list.
New Units: Stealth Fighter, UAV's, DDX Destroyers, CGX Cruisers, and Powered Infantry.
Vast adjustments to core improvement yields as you progress through the tech tree.
Significant adjustments to base tile and resource yields to speed up the early game.
Significant balancing of tech progression.
Tons of bugs fixed.
Project Needs:
Icons for the buildings, techs, and units.
Graphics for wonders, units, and improvements.
Wonder pictures.
Tech audio.
To Come
Short term:
Balancing.
Bug smashing.
Mid term:
Expanded future era with new techs, units, buildings, etc.
New missiles, subs, carriers, helicopters, and tanks for the future era and beyond.
A second future era and a renaming of the current one.
Multi-Page tech tree.
Multi-Page social policies.
Governments and Religions for the Social policy trees
Civilization specific tech trees.
New improvements once we have unique graphics for them.
Long Term:
Sea cities, mining, etc.
Space cities.
Trade monopoly system.
Subversive Units.
This is a list of CtP features that made it stand out from previous civilization games. These are the features that I would like to bring to Civ 5. At least in Spirit. Some are on the indefinite wait list because they are so difficult to implement, but as soon as they are possible will make it on the list above.
1. Stack limits.
2. Sea and Space cities Sea Cities are doable, sea improvements will take some work... space cities are going to be tough if not nigh impossible. Need Artists.
3. Ranged units.
4. Trade Monopolies Yes and no. We will need to create buildings that use resources and generate ever higher quantities of gold... for instance, a building that requires 1 silk resource and produces say 4 gold a turn, and another building that requires 2 silk resources and produces say 8-12 gold a turn, more gold for 3 silk, and more gold for 4 silk. It may require modifying resources so that all are strategic, though perhaps not.
5. Ultra Huge Maps Almost. Huge maps in Civ 5 are good. Gigantic would be nice. However, a huge map on Civ 5 taxes even the best of CPU's by late game.
6. 32 Civilizations Halfway there. This will take a lot of work, but we should not be in a shortage for modded civs
7. Mountain Mining Doable, we just need to figure out how to make workers the only units capable of mountain transit, perhaps through a tech given promotion. Also, we need a graphic for a mined mountain. Production value for a mountain will probably be 3 base, and 4-5 mined. We will also want to add resources to their spawn table somehow. Need Artists.
8. Public works tile improvement system We don't need the CtP system per se, but there are quite a lot of improvements that need to come over. Airfields, listening posts, radar towers, scaled farms/mines/trading posts, sonar buoys, undersea tunnels, maglev, etc, etc. Need Artists.
9. Subversives! Can we make certain units invisible to all other units? The submarines show that we can. We will have to mutate the submarine mechanic to create our subversive units. Can we make subversives that do unique things like they did in CtP? Siphon production, siphon gold, poison water supplies, destroy buildings, etc? If possible, that will take some creative tinkering I am sure.
10. Vast 100+ city empires This comes after we create gigantic and larger maps.
11. Uniformity/Diversity slider(you could make vast plains, swamps, etc or mix it up) This will be tough. I won't have the expertise to do this, but perhaps a knowledgeable modder who likes a challenge? Any takers?
12. The ability to begin and END in any era! If you can choose which era you start in, it should be relatively straight forward(if time consuming) to turn this around to set your end era.
13. The ability to remove any unit/building/wonder from the game in the create game screen This is the hardest of the hard to mod in. Most likely you will have to load a separate mod for which sets of units you want. It might be easy, but probably never as easy as it was in CtP.
14. Empire wide food, production, and gold sliders Sliders are pretty much out. It would be interesting to use the happy mechanic and apply it too food however. This will be very hard to accomplish, but perhaps worth trying.
15. Awesome city management system Yes and no. We need the ability to set production on all of our cities at the same time. Also the ability to save Queue's and load them in other cities.
16. Well polished Future Era Civ 5 has the very small beginnings of a future era. This needs to be massively expanded upon. Hardest thing to do will be the graphics for all the units, wonders, and perhaps tile improvements that we need to add to the game. Currently working on.
17. Governments. The way CtP did governments was superb. Each one had a multiplier for gold, production, growth, etc that made each powerful in certain eras for certain reasons for certain builds. If I can, I mold the social policy screen to this end. Will begin this once FiresForever or someone else has added extra pages to the policy screen.
As you can see, some of these things are already good to go in Civ 5/Mods. Some of these things are extremely difficult to mod in. Some take more work creating graphics than anything else. Altogether, it is a lot of work.
If anyone would like to help with any of these features, especially in the art/graphics department, I think we can make something great. Where possible, I will probably try to compile as much quality work as I can from other sources.
Ready for Alpha Test. You should see it on the ModHub, just put Proc into the search bar.

Here is an alternate download. Put this in your mod folder and then click the install button in game. I think anyway.
https://sourceforge.net/projects/ctpproject/
Current goal for Alpha Test is balancing and bug smashing.
You are going to have lots of gold in this mod. I will probably greatly increase maintenance in the future, but generally I want to see more buying of units and buildings. Most war machines are held back more by a lack of cash and resources than they are to a lack of production.
Version 3
50+ new techs.
Tons of new buildings. Look 2 posts down for the list.
New Units: Stealth Fighter, UAV's, DDX Destroyers, CGX Cruisers, and Powered Infantry.
Vast adjustments to core improvement yields as you progress through the tech tree.
Significant adjustments to base tile and resource yields to speed up the early game.
Significant balancing of tech progression.
Tons of bugs fixed.
Project Needs:
Icons for the buildings, techs, and units.
Graphics for wonders, units, and improvements.
Wonder pictures.
Tech audio.
To Come
Short term:
Balancing.
Bug smashing.
Mid term:
Expanded future era with new techs, units, buildings, etc.
New missiles, subs, carriers, helicopters, and tanks for the future era and beyond.
A second future era and a renaming of the current one.
Multi-Page tech tree.
Multi-Page social policies.
Governments and Religions for the Social policy trees
Civilization specific tech trees.
New improvements once we have unique graphics for them.
Long Term:
Sea cities, mining, etc.
Space cities.
Trade monopoly system.
Subversive Units.
This is a list of CtP features that made it stand out from previous civilization games. These are the features that I would like to bring to Civ 5. At least in Spirit. Some are on the indefinite wait list because they are so difficult to implement, but as soon as they are possible will make it on the list above.
1. Stack limits.
2. Sea and Space cities Sea Cities are doable, sea improvements will take some work... space cities are going to be tough if not nigh impossible. Need Artists.
3. Ranged units.
4. Trade Monopolies Yes and no. We will need to create buildings that use resources and generate ever higher quantities of gold... for instance, a building that requires 1 silk resource and produces say 4 gold a turn, and another building that requires 2 silk resources and produces say 8-12 gold a turn, more gold for 3 silk, and more gold for 4 silk. It may require modifying resources so that all are strategic, though perhaps not.
5. Ultra Huge Maps Almost. Huge maps in Civ 5 are good. Gigantic would be nice. However, a huge map on Civ 5 taxes even the best of CPU's by late game.
6. 32 Civilizations Halfway there. This will take a lot of work, but we should not be in a shortage for modded civs
7. Mountain Mining Doable, we just need to figure out how to make workers the only units capable of mountain transit, perhaps through a tech given promotion. Also, we need a graphic for a mined mountain. Production value for a mountain will probably be 3 base, and 4-5 mined. We will also want to add resources to their spawn table somehow. Need Artists.
8. Public works tile improvement system We don't need the CtP system per se, but there are quite a lot of improvements that need to come over. Airfields, listening posts, radar towers, scaled farms/mines/trading posts, sonar buoys, undersea tunnels, maglev, etc, etc. Need Artists.
9. Subversives! Can we make certain units invisible to all other units? The submarines show that we can. We will have to mutate the submarine mechanic to create our subversive units. Can we make subversives that do unique things like they did in CtP? Siphon production, siphon gold, poison water supplies, destroy buildings, etc? If possible, that will take some creative tinkering I am sure.
10. Vast 100+ city empires This comes after we create gigantic and larger maps.
11. Uniformity/Diversity slider(you could make vast plains, swamps, etc or mix it up) This will be tough. I won't have the expertise to do this, but perhaps a knowledgeable modder who likes a challenge? Any takers?
12. The ability to begin and END in any era! If you can choose which era you start in, it should be relatively straight forward(if time consuming) to turn this around to set your end era.
13. The ability to remove any unit/building/wonder from the game in the create game screen This is the hardest of the hard to mod in. Most likely you will have to load a separate mod for which sets of units you want. It might be easy, but probably never as easy as it was in CtP.
14. Empire wide food, production, and gold sliders Sliders are pretty much out. It would be interesting to use the happy mechanic and apply it too food however. This will be very hard to accomplish, but perhaps worth trying.
15. Awesome city management system Yes and no. We need the ability to set production on all of our cities at the same time. Also the ability to save Queue's and load them in other cities.
16. Well polished Future Era Civ 5 has the very small beginnings of a future era. This needs to be massively expanded upon. Hardest thing to do will be the graphics for all the units, wonders, and perhaps tile improvements that we need to add to the game. Currently working on.
17. Governments. The way CtP did governments was superb. Each one had a multiplier for gold, production, growth, etc that made each powerful in certain eras for certain reasons for certain builds. If I can, I mold the social policy screen to this end. Will begin this once FiresForever or someone else has added extra pages to the policy screen.
As you can see, some of these things are already good to go in Civ 5/Mods. Some of these things are extremely difficult to mod in. Some take more work creating graphics than anything else. Altogether, it is a lot of work.
If anyone would like to help with any of these features, especially in the art/graphics department, I think we can make something great. Where possible, I will probably try to compile as much quality work as I can from other sources.