Procylon's Call to Power Project

Decimatus

King
Joined
Oct 22, 2005
Messages
853
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.
 
Here is a list of the buildings I have added so far:

Spoiler :


BUILDING_MAHABODHI_TEMPLE

BUILDING_DOCKS

BUILDING_ZIGGURAT_OF_MARDUK

BUILDING_THE_LABRYNTH

BUILDING_PARTHENON

BUILDING_TEMPLE_OF_HEAVEN

BUILDING_SPHINX

BUILDING_STATUE_OF_ZEUS

BUILDING_TEMPLE_OF_SOLOMON

BUILDING_ABBEY

BUILDING_KONG_MIAO

BUILDING_AQUEDUCT

BUILDING_MAUSOLEUM_OF_MAUSOLUS

BUILDING_NAZCA_LINES

BUILDING_ARTILLERY_RANGE

BUILDING_CIRCUS_MAXIMUS

BUILDING_TERRACOTTA_ARMY

BUILDING_LITERARY_EPIC

BUILDING_GALILEO_TELESCOPE

BUILDING_SHAKESPEAR_THEATER

BUILDING_SEWER_SYSTEM

BUILDING_SUN_TZU_ART_OF_WAR

BUILDING_LEONARDO_WORKSHOP

BUILDING_THE_GRAND_MOSQUE

BUILDING_BACH_CATHEDRAL

BUILDING_AL_JABR

BUILDING_CITY_CLOCK

BUILDING_GUILD_HALL

BUILDING_EAST_INDIA_COMPANY

BUILDING_COPERNICUS_OBSERVATORY

BUILDING_PUBLISHING_HOUSE

BUILDING_GUTENBERG_BIBLE

BUILDING_FOUNDRY

BUILDING_PRISON

BUILDING_CONSTITUTION

BUILDING_PRINCIPIA_MATHEMATICA

BUILDING_MAGELLAN_VOYAGE

BUILDING_RANCH

BUILDING_DECLARATION_OF_INDEPENDENCE

BUILDING_HORSE_DERBY

BUILDING_THEORY_OF_EVOLUTION

BUILDING_WALL_STREET

BUILDING_WEALTH_OF_NATIONS

BUILDING_WAR_COLLEGE

BUILDING_MEGA_DAM

BUILDING_EDISON_LAB

BUILDING_POLICE_STATION

BUILDING_OIL_REFINERY

BUILDING_NAVAL_BASE

BUILDING_SUPERMARKET

BUILDING_TRANSCONTINENTAL_RAILROAD

BUILDING_AUTO_PLANT

BUILDING_RECYCLING_PLANT

BUILDING_MASS_TRANSIT

BUILDING_DRUG_STORE

BUILDING_CONTRACEPTION

BUILDING_TELECOMMUNICATIONS_NETWOR K

BUILDING_AIRBASE

BUILDING_CHEMICAL_PLANT

BUILDING_TEXTILE_MILL

BUILDING_FOOD_PROCESSING_PLANT

BUILDING_INDUSTRIAL_WAREHOUSE

BUILDING_INDUSTRIAL_SHIPYARD

BUILDING_INTERNATIONAL_AID_ORGANIZAT ION

BUILDING_SMALLPOX_ERADICATION

BUILDING_TELEVISION

BUILDING_HOLLYWOOD

BUILDING_SEMICONDUCTOR_PLANT

BUILDING_HUMAN_GENOME_PROJECT

BUILDING_SUPERCOMPUTER

BUILDING_AIRPORT

BUILDING_BIOTECH_INDUSTRIAL_PARK

BUILDING_INDUSTRIAL_ROBOTICS

BUILDING_NATIONAL_LABORATORY

BUILDING_GPS_SATELLITES

BUILDING_CURE_FOR_CANCER

BUILDING_CELL_TOWERS

BUILDING_SERVER_FARM

BUILDING_INTERNET

BUILDING_LARGE_HADRON_COLLIDER

BUILDING_BODY_EXCHANGE

BUILDING_GRID_ENERGY_STORAGE

BUILDING_CLOUD_COMPUTING_NETWORK

BUILDING_FUSION_POWER_PLANT

BUILDING_BIO_MEMORY_IMPLANT

BUILDING_QUANTUM_SUPERCOMPUTER

BUILDING_AI_CORE
 
I can't wait until we get some new unit and building graphics into this game.

Yeah. I expect to see the current issues working out in the next month or two. Lots of mods just waiting for the graphical pieces to fall into place. :)
 
can you make this compatible?

Because it is a very nice Modpack. Or can you tell us, witch part of the pack is incompatible? So we may can deactivate this part
 
can you make this compatible?

Because it is a very nice Modpack. Or can you tell us, witch part of the pack is incompatible? So we may can deactivate this part

Sorry I didn't explain earlier, been pretty busy with work.

My mod pretty mod completely changes, improves, or moves around most terrain, improvements, buildings/woonders, and specialists.

I can't tell you exactly where the conflict is right now, but with 2 huge mods that change so many of the same things...

If you take out those 4 files from the other mod, you might be able to get them to work together.
 
Its situations like this where Bethesda games has it right, Like with Oblivion and Fallout. Moding thoes games have load orders that prevent some mod conflicts.

When I looked at the code in CCMAT's mod and compared to this mod, I see a compatibility merge mod; which in turns would take the best of both mods and combine them into one. Other than that, there is no other better solution to make huge mods compatible with each other in this game.
 
Its situations like this where Bethesda games has it right, Like with Oblivion and Fallout. Moding thoes games have load orders that prevent some mod conflicts.

When I looked at the code in CCMAT's mod and compared to this mod, I see a compatibility merge mod; which in turns would take the best of both mods and combine them into one. Other than that, there is no other better solution to make huge mods compatible with each other in this game.

The devs have stated that they are going to add some exceptions and other language to allow us to do certain things. But there is only so much you can do with 2 huge mods.

Anyway you guys should check my mod out, as it adds quite a lot to the game. :) Still balancing of course. :)


And first patch is up. Made some improvements to early growth and happiness, as well as moving embarkation to Sailing. Enjoy.
 
just played half a game with this (had a terrible start and only got to settle one city for myself, my neighbors ere all an era ahead of me QQ.)

I like it! its quite good right now, and looking to get better. I think techs come a little too fast, i would slow down tech progression a bit. production is good, and i like the yields. there are a lot of wonders, it seems like they tend to snowball, at least in the game i played, Hiawatha had something like 12 wonders by the Renaissance while everyone else had 1-3.

another bit of weirdness that i couldn't find an explanation for: i was getting a free great artist every 20odd turns or so, it was outside of my normal GP counter, just showed up. I have two landmarks and used 3 for golden ages. for wonders i had the Sphinx and the Labyrinth.

as far as your upcoming plans, they look great, but for Stack limits, could you at least make it optional? i know it was a big part of Call to Power, but i am a big fan of 1upt and would really hate to lose the tactics there.

also for #7 Mountain Mining, check out the Art of War mod, he's made it so scouts have a promotion that lets them move through mountains, I'm sure it wouldn't be hard at all to link that to a tech.
 
just got a 2nd game going, and i think i need to revise my opinion of the yields, I started in a hilly forested area this time and my capital was turning out every unit up to the medieval era in 1-2 turns. it works quite well in a city thats half and half hills/flatlands, but if the city is all hills its just too much imo. maybe half the tile yields, but bump up the improvement yields a bit? seems like right now it doesn't really matter what you build on what tile since the tiles themselves have such high yields.
 
Glad you like it. :)

Yeah the production is going to be a little high at the moment. Going to be tweaking that and maybe slowing down research even more(I lowered it by 40% in version 2). Production will be tweaked though.

Weird that you were getting extra great artists. I don't have anything that should be doing that(wish I could add something like that though).
 
its real weird, i played another game and was getting engineers at the same rate, not sure whats doing it. I'm running your mod and the R.E.D mod, but that's just cosmetic. maybe it has something to do with specialists working wonders? the 1st game i had a specialist artist in the sphinx, and when i was getting engineers i had a specialist engineer in the labyrinth i think. thats the only thing i could think of.
 
Note: don't take this the wrong way, just trying to help.

Wouldn't this be better off in the Mod Packs forum rather than Mod Components forum if it changes so many things that it's incompatible with others?
 
its real weird, i played another game and was getting engineers at the same rate, not sure whats doing it. I'm running your mod and the R.E.D mod, but that's just cosmetic. maybe it has something to do with specialists working wonders? the 1st game i had a specialist artist in the sphinx, and when i was getting engineers i had a specialist engineer in the labyrinth i think. thats the only thing i could think of.

I added specialist slots to many wonders. There could be a problem with this since the vanilla game didn't have them.

When you get a random free GP, can you see if your total points to the next GP increases? And also maybe test and see if having no specialists on the wonders keeps this from happening?

Wouldn't this be better off in the Mod Packs forum rather than Mod Components forum if it changes so many things that it's incompatible with others?

You are right. I didn't even notice that other forum, or maybe I thought it was for other things when I had glanced at it before.

Maybe a mod can move it over? :)
 
Is having armies like CTP2 possible to mod in at all? That would be pretty awesome if it was doable.

Really I think that and then only having siege/artillery units fire multiple squares would be the ideal way to go. Obviously making army combat code is a lot of work though.
 
Is having armies like CTP2 possible to mod in at all? That would be pretty awesome if it was doable.

Really I think that and then only having siege/artillery units fire multiple squares would be the ideal way to go. Obviously making army combat code is a lot of work though.

Yeah, quite a bit of work on the implementing the army system, and then especially in training the AI how to use it.

I also think we would need to have access to the source to make it happen as well.

However, while I really liked the CtP combat, I am not sure that we necessarily need it with 1UpT.

If I ever see anyone put out such a mod/ability though, I will definitely test the concept out and see how well it meshes with the rest of the project and Civ 5. :)
 
Back
Top Bottom