Procylon's Call to Power Project

Good Mod, really like how much youve done in such a short time. Still playing it through. Are the movie images complete? Didn't get it on the tower of babel.
There seem to be too much gold, food, and production right away. Can you adjust the tile values to raise with the discovery of technologies instead?
Graneries +1 to fields. Trapping +1 to forest-food. Bronzeworking +1 to forest-prod. Etc. This adds definite asset value to techs.
 
Good Mod, really like how much youve done in such a short time. Still playing it through. Are the movie images complete? Didn't get it on the tower of babel.
There seem to be too much gold, food, and production right away. Can you adjust the tile values to raise with the discovery of technologies instead?
Graneries +1 to fields. Trapping +1 to forest-food. Bronzeworking +1 to forest-prod. Etc. This adds definite asset value to techs.

That is how it currently works, though I did give a boost to base tile and resource yields, so that is what you are seeing. The main reason I did this was to speed up the game in the ancient-medieval eras. I still have some more balancing to do of course, but I have already increased the city growth and research amounts.

There are currently no wonder images for any new wonders so what you see is whatever the game gives you.
 
I think this mod removed the rocket artillery. I have researched all of the techs and I don't have any rocket artillery’s, just the default artillery.

:edit:
Nevermind, I didn't have aluminum.
 
V3 is now live.

Here are the patch notes:

- Embarking should be available starting at Sailing.
- Culture Bomb radius is now 2.
- Culture Bomb cooldown decreased from 10 to 5 turns.
- Culture Bomb relations hit reduced from -50 to -25.
- Engineer rush increased.
- Merchant gold increased.
- Increased GP improvement yields, scaling with tech. Production, Gold, and science should now be roughly double your standard improvement for Engineer, Merchant, and Scientist respectively.
-Resource improvements such as the Plantation now scale with technology, in a similar, if not equal manner to the standard farms and mines.
- Research across the eras has been balanced. Ancient to renaissance should be solid. Let me know how post renaissance turns out.
- Late Renaissance to Future units and buildings increased in cost, scaling to double the cost by Future.
- Ships from Frigate onward have had their strength and ranged attack values modified. This is just an initial adjustment, so tell me how it goes.
- National wonders that you could build 4 of, are now limited to 1 until a fix is found.
- Specialist slots added to buildings where appropriate. Still lots more to add in later versions.
- Lowered growth. I think this should give you lvl 30-60 cities by modern. Significantly less than the 50-100+ before. Let me know how it goes. You can still get 100+ but you will likely have to get a future building or two before it is possible.
- As a result of lower population growth, research should slow down as well. Good chance that it may be too slow now starting early industrial and onward(timeline wise), but what I really need to know right now is whether or not the AI can roughly keep pace with you, or vice versa, on ~Prince difficulty.
- Fixed numerous problems where buildings did not give the advertised effect.
- Recon Visibility range has been raised from 6 to 10.
- Rebase range has been raised from 200% to 250% of aircraft range.
- Happiness per Natural wonder is now 2. Popup window still says 1 however.
- For every unique luxury resource you attain, you will now get 1 extra happiness.
- Trade route base gold raised to 2.
- Amount of happiness for each successive Golden Age is now 250 instead of 500.
- Golden Ages base turn length increased from 10 to 12.
- City strength from population has been raised from 1 point per 4 pop, to 1 point per 2 pop.
- Cities will now use culture to acquire tiles up to 9 hexes away from the city.
- Policy cost per extra city has been reduced across the board. From 30% to 20% on Duel, Tiny, and Small maps. From 30% to 15% on Standard maps. From 20% to 10% on large maps. From 15% to 10% on Huge maps. Let me know how this affects your cultural victories.
- Paradrop increased from 5 to 7.

I may have missed some, but this is most of it.
 
Nice mod so far also followin over at A site .. hope finish esp with progress made now on modding units and stuff. Thanx
 
I haven't tried the mod yet but I love the concept. I'll probably check it out tonight as I am loathe start a new vanilla game with the patch so close.

I like the list of changes you have planned. However, as a humble suggestion I would also agree with the above poster in suggesting making limited stacks optional, or at least a lower priority of things to get to. In general I like the idea of marrying the best aspects of CTP with the best aspects of Civ V, rather than trying to recreate CTP exactly in Civ V clothing.
 
- As a result of lower population growth, research should slow down as well. Good chance that it may be too slow now starting early industrial and onward(timeline wise), but what I really need to know right now is whether or not the AI can roughly keep pace with you, or vice versa, on ~Prince difficulty.

The research rates are fine. I just tried a game with only 3 cities (going for Cultural initially, then ended up annexing my whole continent), and even with +12000-ish Science in the Future Age I still had to wait 4-8 turns for each research. A lot better than Vanilla where I could one-turn Future Techs with 5 cities. The AI doesn't catch up though in Prince. My neighbors were still in the Renaissance when I was in Future. They seem to do ok until end of Medieval, and then they tend to slow down (and have negative GPTs, so that might be the problem). So its still the same than Vanilla Civ 5 in that aspect.

- Policy cost per extra city has been reduced across the board. From 30% to 20% on Duel, Tiny, and Small maps. From 30% to 15% on Standard maps. From 20% to 10% on large maps. From 15% to 10% on Huge maps. Let me know how this affects your cultural victories.

That's maybe slightly low. I unlocked Utopia around 1700 with 3 cities and the last 1000 years warring against all my neighbors. Maybe 20% increase on Standard?

On a sidenote, your mod + Battle AI mod makes the AI spam units like no tomorrow. I seriously killed something like 50 Spearmen when I fought Washington in the Classical Age. Crazy.
 
The research rates are fine. I just tried a game with only 3 cities (going for Cultural initially, then ended up annexing my whole continent), and even with +12000-ish Science in the Future Age I still had to wait 4-8 turns for each research. A lot better than Vanilla where I could one-turn Future Techs with 5 cities. The AI doesn't catch up though in Prince. My neighbors were still in the Renaissance when I was in Future. They seem to do ok until end of Medieval, and then they tend to slow down (and have negative GPTs, so that might be the problem). So its still the same than Vanilla Civ 5 in that aspect.

Have you noticed the AI city population levels post industrial? They are usually much lower than player populations which causes them to loose out on just about every front at that point.

That's maybe slightly low. I unlocked Utopia around 1700 with 3 cities and the last 1000 years warring against all my neighbors. Maybe 20% increase on Standard?

The idea was to make it possible to win a cultural victory with medium and large sized empires as well. With 3 cities, it wouldn't have that huge of an effect anyway.

If it is currently too fast, I would rather tweak other areas to reach the desired cultural win date.

On a sidenote, your mod + Battle AI mod makes the AI spam units like no tomorrow. I seriously killed something like 50 Spearmen when I fought Washington in the Classical Age. Crazy.

Even without Battle AI the AI spams military units. Mostly because they have lots more production capacity.

At some point I am going to have to play around with the AI flavors and see if I can get them to build more buildings, but I will wait to see how the upcoming patch fits in.
 
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. :)

I think it would be awesome if someone actually managed to implement the CTP system in Civ 5 . Though that would need a major overhaul .
 
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