Procylon's Call to Power Project

once again this mod DOES NOT work with the maps earth, terra. the earth map causes a ctd the terra has no resources. The great Merchant gives u 32k when u use it with a city state and only 30 friendship points. is this correct? Great job and THANK YOU for keeping this mod alive
 
feedback after my first finished game with the latest version:
the gradual research mod slows things down significantly. I finished my game in 2050 and I still was in the Industrial Area - and I was the most advanced nation (King dificulty, standard speed). I guess I'll try my next game without that mod. What are your experiences?

I play on Standard map with legendary resources on Emperor. Depending on the government I get to Industrial between turn 270-300. I can get to Modern most games and often times Digital as well. I guess I never have to play it out so much as I constantly stop the game to tweak stuff here and there. I do think things need to be sped up. When planning things I remember trying to make the techs take about 9 turns on average to research. Now, I don't think it's feasible, especially if you are only hitting Industrial. Did you try to beeline through eras or did you take your time?

Number figuring
Spoiler :

I'll speed up the tech speed. The building and unit cost will also have to be sped up to keep pace. I just don't want to go through the feeling of blazing through techs too fast again. Doing the math, each era should take about 62.5 turns if you play a 500 turn game. That is really fast imo. If - and this is a big if - the player gets 10 techs before progressing to the next era, that's only 6.25 turns per tech. What's worse, those 10 techs cut out at least half of the total techs in the era. To grab about 70% - which I think is ideal - would require techs fly by at 4.5 average. I think the easiest solution would be to double the number of turns in a game, but that would lead to a whole series of problems, all of which requiring the AI to still be competitive (or alive).

So, short answer: I'll speed up the techs to make 6 the new average. If it feels like it's too fast/slow again, it'll be adjusted as needed.
***EDIT***
Actually (more number figuring)
Spoiler :
Not every era has to be the same length. I think we can speed through ancient as most of it is just getting the starting units and improvements. I'd rather like to keep the relatively deliberate pace of the classical period so my favorite civ's units get a decent reign of terror. Are there any other eras that can be shortened to provide more space for the others?


I think the game is now better balanced concerning gold. at the end of my game I had a hughe surplus (+10.000/turn) but I think I had even more and the version before the current one.

Good to hear. Was there ever a point where you were struggling to stay positive, and if so, was it manageable? Conversly, was there a point when you were banking too much. I thing anything under 2000/turn is ok.

I had some graphical problems - icons of units disappeard from time to time but they came back after reloading. also the resource icons do not show up if I try to activate them.

I think this is due to computer stress. My pc will literally black out if I play too long in one setting, even in strategic view.

I did not have any crash during the whole game and did not notice any major bugs, although I have the feeling that I missed something in the social policies - I have to pay more attention the next time. I think it was one of the policies which should give you +1 happines per city per trade route with your capital.

I'll check them. I also have some (more) changes I am thinking about making to some policies and buildings to make them more viable. They are as follows:

Spoiler :

A lot of these I am still iffy about. My problem is that I always want to tweak things instead of letting them be :mischief:.

1) Temple of Solomon now gives 2 culture, 2 happy, and a free policy. I thought the insane culture and the free policy was too much.

2) Garden gains 1 happy but loses 1 culture.

3) Remove free policy from Shakespeares Theater, drop culture down to 3, and add 8 happiness. The reasoning is that the Drama technology emphasizes happiness. I also think there are a lot of +culture buildings as is.

4)Opera house gives 2 happy, 5 culture, no Great Artist points, and maintenance is increased from 70 to 130 (not taking into account Gradual Research's maint mod). This was due to the opera house requiring the museum but costing less in hammers and giving less culture. Now it seems like an adequate improvement in the culture line.

5) Reduce culture from Missionary church to 5 and increase happy to 3.

6) Constitution now gives 6 culture, down from 12.

7) Prison now gives 75 production and 2 happy. Removed the plot culture modifier and increase maintenance to 140. Before no one ever uses the prison because your culture was already spread out. Now it gives great benifits but it is expensive.

8) Remove +5 production for specialist on Declaration of Independence. There aren't any specialist yet (debating about this one).

9) Television gets 2 science (4 base) but loses plot culture bonus. Who said TV was bad for you??? :lol:

10) Imperialism now gives -20 unhappiness from number of cities. The settler is moved to Forcible Imposition, which loses its previous bonus. The settler from opening the branch was too strong.

11) Absolure Monarchy gets -50% unhappiness from occupied citizens. Fits more with the war theme.

12) Dynasty gives a GG instead of a bonus for them.

13) Divine Right gives 10xp to all new units.

So, am I doing too much? Are there any other things you would like added to the change list? Anything removed?



It was a very entertaining game! Everybody involved in the mod did a very nice job!
Glad you like it. And thank you for the feedback.

The great Merchant gives u 32k when u use it with a city state and only 30 friendship points. is this correct?

I think the entire City State system needs reworking. I personally don't like the increased decay rate, among other things.

To answer your question, I didn't touch it, so it's the same as when D was here. So while technically correct, I don't think it is balanced. I personally prefer to just not play with CS, at least until we ca address the issue.

Great job and THANK YOU for keeping this mod alive

And thank you for playing
 
I play on Standard map with legendary resources on Emperor. Depending on the government I get to Industrial between turn 270-300. I can get to Modern most games and often times Digital as well. I guess I never have to play it out so much as I constantly stop the game to tweak stuff here and there. I do think things need to be sped up. When planning things I remember trying to make the techs take about 9 turns on average to research. Now, I don't think it's feasible, especially if you are only hitting Industrial. Did you try to beeline through eras or did you take your time?

No, I didn't beeline throug eras but took my time. I never changed my government from monarchy because I had happiness issues and could not afford to change.... But do you always play with the gradual research mod? Is it necessary to use it?



Good to hear. Was there ever a point where you were struggling to stay positive, and if so, was it manageable? Conversly, was there a point when you were banking too much. I thing anything under 2000/turn is ok.


Yes, I had a period when I did enjoy about -500/turn but could solve this. Upgrading units is very expensive - on average 5000 gold I guess. So you need a high surplus to get your units upgraded. It took me ages to upgrage my huge army in my last game.



I think the entire City State system needs reworking. I personally don't like the increased decay rate, among other things.

To answer your question, I didn't touch it, so it's the same as when D was here. So while technically correct, I don't think it is balanced. I personally prefer to just not play with CS, at least until we ca address the issue.


I agree. CS system needs reworking. At the moment, you cannot be friends with CS because the decay rate is very high but the numbers for the friends-relationship hasn't changed (30-60 influence). As I already mentioned, I do like the ideas of the City State Diplomacy Mod with its diplomatic units. It would be great if you can return to the CS issue sometime later ;)
 
No, I didn't beeline throug eras but took my time. I never changed my government from monarchy because I had happiness issues and could not afford to change.... But do you always play with the gradual research mod? Is it necessary to use it?

I always play with it, but it is not necessary. It just increases the cost of techs, buldings (and maintenance), and units. It also gives +3 happiness at the start and removes the specialist. If you want to revert the cost back to how D had them but keep the specialist and happiness, just delete all the sections in Gradual Research.sql except those two. I labeled them in the sql because I figured people would want to make their own adjustments :).
 
I agree. CS system needs reworking. At the moment, you cannot be friends with CS because the decay rate is very high but the numbers for the friends-relationship hasn't changed (30-60 influence). As I already mentioned, I do like the ideas of the City State Diplomacy Mod with its diplomatic units. It would be great if you can return to the CS issue sometime later ;)

found some where the files that control city state is

it is in CIV5GlobalDefines.xml

found by looking for "MINOR_CIV"(and more),"MINOR_Gold" and "CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE"
that i think is what control both cost to increase and decrease.
if you try delete that rows you should get original settings.
 
Hm. That's strange. Did you try to load a saved game? I only had that error when I tried that. Also, delete the cache folder of CIV 5. I usually do that to avoid errors when I install a new mod.

i got the same error when trying to load a savegame with the new version 9. any help with the workaround?

i had not deleted the cache prior to this, but even after doing so the save games would not load. is that game a bust or is there something else i can try?

thanks
 
I always play with it, but it is not necessary. It just increases the cost of techs, buldings (and maintenance), and units. It also gives +3 happiness at the start and removes the specialist. If you want to revert the cost back to how D had them but keep the specialist and happiness, just delete all the sections in Gradual Research.sql except those two. I labeled them in the sql because I figured people would want to make their own adjustments :).


I see. In my current game I play without that mod and research is much faster. I'm in the year 1100something and will be entering the Industrial Era rather soon. And as I still have difficulties to activate the Gradual Research Mod, I will have to play without it - unless you can give me a step-by-step help :confused:

Just tried to load my saved game - and it is not working with the new patch :mad: and I really had a very nice game going on! BUT I could start a new game...
 
I see. In my current game I play without that mod and research is much faster. I'm in the year 1100something and will be entering the Industrial Era rather soon. And as I still have difficulties to activate the Gradual Research Mod, I will have to play without it - unless you can give me a step-by-step help :confused:
QUOTE]

Yeah sure.
1) Open Civ 5
2) In the mods section enable CTP and Gradual Research (enabling Gradual Research now is not necessary but it provides an easy way to make sure you have done everything correct later).
3) Go to Gradual Research in your mod install directory (My Documents/ My Games/ Sid Meier's Civilization 5/ MODS/ Gradual Research.
4) Open Gradual Research (the MODINFO File).
5) Press Ctrl S to save the file. Alternatively, you can go to File ->Save. If it won't let you save, it is probably because you haven't done any changes to the file. If this is the case, just type a random character on the file and then delete said character. This should let you save the file.
6) Go back to Civ 5's mods section. If you enabled Gradual Research in step 2, it should now *not* be enabled. This is the sign that everything has been done correctly. Now, when you enable it, the changes will take hold.

/instructions

I think they made the mod system more trouble than it needs to be. But anyway, here you are. The key thing is to have CTP enabled when you go back to save the Gradual Research modinfo file. My guess is that saving it after CTP is enabled makes it use CTP's values as the standard, rather than Vanilla Civ.

found some where the files that control city state is

it is in CIV5GlobalDefines.xml

found by looking for "MINOR_CIV"(and more),"MINOR_Gold" and "CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE"
that i think is what control both cost to increase and decrease.
if you try delete that rows you should get original settings.

Great find! It might take a day or two but it will get changed back. The only problem now is deciding what values to make the gold gifts. Does anyone know about a scaling system that can increase cost across eras, similar to Research Agreements?

Forgot to add that I put in flavors for all techs leading up to Modern. The AI plays much differently. For those who have looked at the notes I put out with this update, you will see that I constantly had more techs (by 10-20) than every other AI, even if they had more Science output than me. After changing things, I have died twice (YAY!!), and on the third game I am behind in techs, even at turn 200. The AI have more Science than before and I believe more infrastructure. They are also using the Social Tech Tree; I saw the Kong Miao go in the Classical Era, as opposed to early Renaissance. All in all it makes for a more competitive AI. Combined with this new patch, I suspect you all will have some very interesting games. If only we could get the AI to spend its money...

I'll release it all after getting the CSs back in order and lower the cost of techs, units, and buildings so people don't get bogged down in the eras. One thing I'm toying with is changing the ratio between techs/ buildings/units. So, even if techs will cost 6 turns on average, buildings will take 8-10 and units 6-8. I want the player to feel whenever they make a building instead of a unit and vice versa.
 
the liberterianism civic is bugged.

the tooltip reads that it gives 400% of excess happiness as tech, but it appears to give 800% of total happiness as tech. i was in mid industrial era and went from ~400/turn to ~2k per turn.
 
the liberterianism civic is bugged.

the tooltip reads that it gives 400% of excess happiness as tech, but it appears to give 800% of total happiness as tech. i was in mid industrial era and went from ~400/turn to ~2k per turn.

That is definitely not good. I'm going to drop it down to 150% (actually 150, not 300 :)), because even at 400%, it would have doubled your research rate. Somewhere between 20-30% tech increase is what I'm shooting for. When I planned it, I figured no one would have huge happiness surpluses. Obviously not the case. Thanks for bringing it to my attention.

Either today or tomorrow I'm going to look at the xml changes the new patch made possible. As I see policies that give gold to buildings, I'm thinking about redoing many of the policy branches. The main changes would be to give buildings like the library extra science, factories extra production, etc. There will also be several instances of buildings gaining completely new yields, like science to temples and markets. The goal is to emphasize the importance of buildings in cities. In fact, many of the "+X amount of Y yield in every City" were just stand ins until we could add yields to buildings. Would this be something you all are interested in or do you want to stick with the policies as they are??
 
speaking for myself, i think new yields on different buildings and having certain buildings that different goverment types would favor sounds very interesting. aside from the liberterianism bug, the balance feels decent.

it may just be me having a run of bad luck, but since coming back to this game with this mod, i feel that iron is a bit too rare, perhaps due to the vastly increased variety of resources? i have had 3 games in a row with no iron anywhere near my start playing on 'high' resource levels to try to avoid it.

this is the type of thing that could just be due to a small sample size, but i am interested in what other people are experiencing.

thanks for updating this mod by the way, i am not exaggerating when i say it is the reason i still pick up civ 5 from time to time.
 
speaking for myself, i think new yields on different buildings and having certain buildings that different goverment types would favor sounds very interesting. aside from the liberterianism bug, the balance feels decent.

+1
it may just be me having a run of bad luck, but since coming back to this game with this mod, i feel that iron is a bit too rare, perhaps due to the vastly increased variety of resources? i have had 3 games in a row with no iron anywhere near my start playing on 'high' resource levels to try to avoid it.

this is the type of thing that could just be due to a small sample size, but i am interested in what other people are experiencing.

I think it's just luck of the draw. I play standard maps with legendary resources and I have had anywhere from 4-24 iron in my starting era. Hopefully, as you play more games your average will get higher :).

thanks for updating this mod by the way, i am not exaggerating when i say it is the reason i still pick up civ 5 from time to time.

It feels weird taking credit for this so I'll just say I am glad you like it :D
 
well thanks to whoever is taking the effort to keep updating it since the original creator took a step back.

Well in that case that will go to FiresForever and myself :) Additional thanks go out to the members keeping this alive with their comments and suggestions.
 
I enjoy this mod after a few weeks of playing and here is why.

It feels like the "important" things in a civ game - a good start with a future resource or 2 - a neighbor not too far away, 2 city-states (for me, a culture and a maritime) are lesss important.

Instead, most of my time is spent using features and flavors which is more fun than building 8 units to prepare invasion and tech longswords.

great mod and i look forward to more!
 
Just a note: the tech spazziness will probably reemerge unless a patch changed the float type. The tech was where it was because tech victory ppl found that the tech didn't like to behave in the last few ages. Dunno, I'll take a look when I have time.
 
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