Procylon's Call to Power Project

K cool thanks. I think Ill only limit them to a max of one slot per building instead of completely eliminating them.
 
K cool thanks. I think Ill only limit them to a max of one slot per building instead of completely eliminating them.

If you want to see the full effect you should set it to 0. There are so many buildings and most of them have specialists. Even with only 1 slot the AI will fill them all and won't grow cities that are as big.
 
New marathon test started. I already finished a test of v8 from ren to industrial with no unreported issues. So far, for both v8 and v9 the maintenance seems to be multiplied by the game speed for buildings. Not sure if that is intentional(20 maintenance buildings actually cost 60). I had a good idea for trade posts to make them more realistic and possibly end AI TP spamming. If you lower the base value to 5, but find a way to add +5 for each adjacent resource, and +10 or more for an adjacent city, it would make them appear far more naturally around the map, and act more like suburbs outside a city.

*I do remember a weird glitch from v8 that I haven't seen mentioned. When checking the demographics, under one of the categories, listed as the 'worst' value was the "nanotech era". I believe it was under approval, or soldiers. No crash or other issue was caused by this, and when I checked back at a later turn it was gone. But maybe there is a name change that caused this after the patch.
 
I am actually considering making some significant changes to the current V9 setup, but I would like to hear some feedback from you guys regarding it.

Currently there are 13 categories which kind of fits with some general CtP concepts, but isn't so great if there is no way to view them all on one page.

On one hand, it is much harder to really plan your techs out unless you know what is coming and when.

On the other hand, it makes it more organic since you get to this point where you don't want to go through the trouble of planning it out since you have to look through so many pages to even get a clue where to start planning.

So, it is an unseemly burden to plan out your tech path in the current V9 system. Perhaps this makes it more fair to the AI, or maybe it makes it too frustrating for the player? Personally I can get used to it, and I am sure many of you can as well, but perhaps not for the majority of players.

What do you guys think?

Damn D, you're uploading new versions faster than it takes us to test the previous ones!

I was somewhat surprised by the burst of productivity I had in the past 2-3 days as well. It was magic finger time I guess. :)

I finished my playthrough with disabled specialists, on Emperor it was something else. The AI's growth bonus really came through on this one, all the AI cities were larger than mine in the beginning, until the AI's trading post spamming caught up with them much later in the game. In the early game the AIs had roughly double my population, giving them a huge science and production boost. All I could do was make Spearmen and Horsemen to try to stay alive. Egypt was in the game and since they were the biggest Civ they were grabbing all the Wonders, bastards. The AI happiness bonus was also huge, most of my cities were on production to prevent happiness from going below -10 and their cities were still growing like weed. The AI was also building infrastructure, most of the cities I captured had more buildings them my capital in them, nice.

As predicted it made the early game very difficult. It was practically permanent war for the first half of the game. War was more realistic this time around, the nations involved would lose of their armies trying to take a couple of cities, and this would leave you open to attacks from other Civs that were waiting for the opportunity. I teamed up with Egypt against Japan and I got all the Japanese cities except one. Funny thing is I only conquered two and Japan gave up three more negotiating for peace. This was a mistake as it angered Egypt and they attacked me next. We lost most of our armies there, so much that even China attacked Egypt afterward. At some point Egypt was at war against all other nations which was their downfall.

Did you tweak the expansion flavors for this Mod? I noticed that as soon as the map is filled the AI will start attacking City States and weaker nations to gain more land. Even India does it. Maybe it's because they build incredibly large armies and feel the need to use the units, I don't know.

So all that being said less specialists results in much larger AI cities which I think is good right now. You still get great people from wonders so not all is lost. To compensate you could also make National Wonders generate great people as well. As a temporary fix for the trading post spamming maybe you could make their yield closer to farms? The AI wouldn't know any different but would end up with bigger cities in the late game.

Based on this kind of feedback it makes me want to pare down or outright remove the majority of specialists in the early game. Perhaps start adding them in the late renaissance era after the AI and players have grown appreciably. Honestly, +200 specialist is a bit much, even for CtP. I may end up doubling GP points on buildings that I remove specialists from.

Or, perhaps I can make a food creating specialist from some of the growth buildings and see how that works out? Early specialists are bakers/etc, and later specialists are more factory workers and whatnot.

I didn't tweak expansion. Most likely the enhanced growth brought the AI up to speed quicker than usual.

Whoops, meant technocracy, not v democracy. V. Democracy already has weaker military values than many early govts. I think Technocracy and Ecotopia would be as bad as fascism culturally.

Just about. Technocracy is a logical progression from communism for those who take that route. I tend to think that Ecotopians would be more self stylized and fanatical about their own brand of culture, wishing to spread it all around. So maybe average or high. Overtime I will likely add some more functions to the governments. Piety(with Lemmy101's and CaptainBinky's upcoming religion system), Pollution(modeled off piety),Culture; perhaps even diplomacy and some others.

Do you guys think I should add governments in before I get the multiple social pages mod? You would be limited to one branch of social polices, though it could well be more interesting than the current system which is not up to speed.

1) Lake tiles are 11 food. Not sure if that was intentional or not, but I think it should be 15.
2) In the very begining, the monument cost less than a warrior, scout, or worker. The settler cost about half that of the scout (not exact but you get the idea). Again, not sure if this is intentional.

1 Thought I got them all. Going to have to search for the rogue yield. :)
2 I didn't notice that in my early test game. I may have to look at it again though.

Also, I do need to find the settler's cost setting. I think I have seen it before, but I can't remember since it scales with something not found in the standard unit xml. It scales ok, just need it to scale a tad bit more.

And then for something unrelated to just this version specifically, I have always felt as though the wheat bonus is lacking. I was thinking that making the farm improvement should add more than just the standard amount of food. For example, an iron hex gains more production from the mine improvement than a normal hill does. I just think it should be the same way with wheat.

I am attempting to do more with resources in general. For wheat and other food resources, V9 current has the Food Processing Plant that adds 10 food(IIRC) to all food resources near the city.

At some point resources like wheat will also be used up by buildings. Bakery for wheat and whatnot.

Like I said, I only just started, but so far I am liking the changes. It just feels more intuitive.

Great. :)

I want to know how everyone feels intuitively, especially about the tech tree being dismembered. :) Even more so after I add in more techs and paths and you guys no longer remember how to beeline without thinking about it. :)

+5 happiness for a strategic is fine, but there doesn't seem to be any reason for me to mine that second gold mine at the moment... may as well stick a great person's special there... any way you can make each strategic resource +3 happiness or something? edit: or make multiple golds tradeable without losing the initial 5 happiness from the first gold (i.e. just trade the second one?)

also, kinda irks me that wheat cows deer and fish aren't considered a strategic resource. any plans to tweak that?

Definitely plans. :) In the original tree, there was only so much room to add in extra goodies like resource processing buildings and whatnot. But with the tech tree pages I can now fill some gaps, add tons of deadend techs, and generally fill out lots of missing content.

haaaaaa excellent i leave only 1 week and see tons of news i just come to said v8 work but hahaha no need to say ^^ time to switch to v9

let's see your work it's good now i'm sure it's more good.

(i love the ctp2 magnetic tube (after rails) if you can have them into your mod (with of course the right settings for moves with graphics it's can be perfectly )

keep the work good

Yeah, they are ghetto rigged into the game now. A tech upgrade to rails that increases your move speed. :) Watch out though, it seems there can be issues where if you move too far in one go the game might crash.

New marathon test started. I already finished a test of v8 from ren to industrial with no unreported issues. So far, for both v8 and v9 the maintenance seems to be multiplied by the game speed for buildings. Not sure if that is intentional(20 maintenance buildings actually cost 60). I had a good idea for trade posts to make them more realistic and possibly end AI TP spamming. If you lower the base value to 5, but find a way to add +5 for each adjacent resource, and +10 or more for an adjacent city, it would make them appear far more naturally around the map, and act more like suburbs outside a city.

It is affected by era, which is what I used to increase maintenance across the board. Once I get things settled I will go back and balance by building so that the tooltip isn't misleading.

*I do remember a weird glitch from v8 that I haven't seen mentioned. When checking the demographics, under one of the categories, listed as the 'worst' value was the "nanotech era". I believe it was under approval, or soldiers. No crash or other issue was caused by this, and when I checked back at a later turn it was gone. But maybe there is a name change that caused this after the patch.


Sounds weird. Were you running infopanel or anything?
 
Also, something I wanted to address separately.

The multi-tech pages mod adds some obvious crashes at random times. You click a category, and it is back to the desktop.

From what I can tell, this frequency is somewhere in the neighborhood of 1 crash for every 30-50 entries into the tech categories. Has anyone experienced crashes at a higher frequency than this?

Also, is this an acceptable crash ratio for most people?
 
Updated the current test V9 on sourceforge:

5 Updated GlobalDefines with Unit Maintenance, Gold, and Settler updates to bring it more in line with recent changes.
6 Increased Growth exponent and multiplier. Should take slightly more to grow for each additional population.
 
"Do you guys think I should add governments in before I get the multiple social pages mod? You would be limited to one branch of social polices, though it could well be more interesting than the current system which is not up to speed. "

Great Mod D!!! Love it but what exactly do you mean by the above? I kinda like being able to pick and choose from the different policies!

MXX
 
How I can disable Multiple Tech Page Mod? When I click default techtree I have only agroculture and nothing more.:confused: (v.9)
 
Sounds weird. Were you running infopanel or anything?

Negative, like you, I'm running this mod only, so there is little doubt where the problem stems. This could possibly be a vanilla error where sometimes the wrong string is grabbed in demographics panel, but it's the first time I've seen it, and I generally check the demographics at least a few times every game. So far so good on the new test, but 150 turns isn't much to go on in marathon, and I start in renaissance but I don't usually have stability issues til after industrial starts. Probably just caused by Vista, only 3 gigs RAM, plus vanilla's need for more patching. *And I'm always ready to try one of your new mechanics. Maybe label it govt. test so everyone who dl's knows what they're getting into.
 
"Do you guys think I should add governments in before I get the multiple social pages mod? You would be limited to one branch of social polices, though it could well be more interesting than the current system which is not up to speed. "

Great Mod D!!! Love it but what exactly do you mean by the above? I kinda like being able to pick and choose from the different policies!

MXX

I am going to implement the multiple social policy page mod as soon as it is ready. My first order of business is to implement governments, but you will only have 1 government at a time.

So my question is, do you want to keep the current policies which are generally not very useful, or would you rather see governments implemented sooner?

How I can disable Multiple Tech Page Mod? When I click default techtree I have only agroculture and nothing more. (v.9)

The default tree is empty. Click the other categories for the techs in the game.

I assume you don't really care for that system?

Negative, like you, I'm running this mod only, so there is little doubt where the problem stems. This could possibly be a vanilla error where sometimes the wrong string is grabbed in demographics panel, but it's the first time I've seen it, and I generally check the demographics at least a few times every game. So far so good on the new test, but 150 turns isn't much to go on in marathon, and I start in renaissance but I don't usually have stability issues til after industrial starts. Probably just caused by Vista, only 3 gigs RAM, plus vanilla's need for more patching. *And I'm always ready to try one of your new mechanics. Maybe label it govt. test so everyone who dl's knows what they're getting into.

I know there are some other bugs with demographics such as it listing only 2 billion population and then stopping. Not sure if this could be an extension of that or where it could be coming from. If you see it again, take a screenshot please. :)

I may try it out. Better to start now than later, since adding governments will require a whole new round of balancing. But it will be days away yet if I do start on it.
 
The default tree is empty. Click the other categories for the techs in the game.

I assume you don't really care for that system?

An idea maybe is great, but for me I prefer default techtree, because I like to have in view all tech in "tree".

I will play more on this, maybe I'll come to like in future.
 
D -

I am currently hard coding the entire xml schema in a xsd file. Once I have this you might be over joyed to see the whole thing at once. Maybe you will find stuff you didn't know about. I'm trying to leverage more excel default than do all the coding manually. I didn't realize who big the database was when I first started this.

I can do it; it is just a matter of having the time and still have a life. Props to you for your hard work. I think that is why I never started MODing.

Anyway, will have to try 9 now. As for my current game, I am dominating military; but not in all categories. I will try and show you the info addict charts so you can see.
 
"I am going to implement the multiple social policy page mod as soon as it is ready. My first order of business is to implement governments, but you will only have 1 government at a time.

So my question is, do you want to keep the current policies which are generally not very useful, or would you rather see governments implemented sooner?"


Oh, cool! Personally I would like to see Governments put in first to see how that goes.

MXX
 
Hey D,

Just started a game with the updated v9 (medieval era) and I had over 400,000 gold???? Is this intentional?

MXX
 
An idea maybe is great, but for me I prefer default techtree, because I like to have in view all tech in "tree".

I will play more on this, maybe I'll come to like in future.

1 tree on one page simply isn't big enough to handle what I wish to do with it, and due to pipe clutter, leaves too many poor tech paths. I am considering condensing it down to 6 pages.

It would streamline down to Sciences, Engineering, Social, Religion, and Military. Possibly with one or two more in there. I feared 13 pages would be a bit much, and generally it is. I work tomorrow, but the day after I will likely reduce the number of pages and see how that feels.

I am currently hard coding the entire xml schema in a xsd file. Once I have this you might be over joyed to see the whole thing at once. Maybe you will find stuff you didn't know about. I'm trying to leverage more excel default than do all the coding manually. I didn't realize who big the database was when I first started this.

As long as the schema are separated into the tables they belong to, that should be great. :)

I can do it; it is just a matter of having the time and still have a life. Props to you for your hard work. I think that is why I never started MODing.

I never modded games much beyond a few variables here and there. Civ 5 has made it so easy though, that you can get alot done with a little pattern recognition and patience. :)

Oh, cool! Personally I would like to see Governments put in first to see how that goes.

MXX

I will see about doing that right after I tweak the tech tree a bit more. :) Hopefully have a test version with governments up on sourceforge in 2-4 days.

Just started a game with the updated v9 (medieval era) and I had over 400,000 gold???? Is this intentional?

MXX

Yes and no. I generally gave each advanced start a significant amount of gold so that you wouldn't be forced to sell off tons of buildings or units because your economy was too small. This was extremely important for nanotech and diamond, but I never tested it for class/med/ren advanced starts.

Though, even if you have 400k, I doubt it gets you very far. Probably enough to buy a dozen units?

It will be tweaked, but there has been a lot of balance changes given the new system. Major rebalancing is in order once I implement the governments(which will pretty much destroy whatever current balance exists).
 
As long as the schema are separated into the tables they belong to, that should be great. :)

I never modded games much beyond a few variables here and there. Civ 5 has made it so easy though, that you can get alot done with a little pattern recognition and patience. :)

Yes, they will be diffrent tables. From your stand point as there is a large number of tables how should they be displayed in excel? 1 table per sheet? (Lots of sheets), or number of sheets there are folders in civ?

AI
BasicInfos
Buildings
Civilizations
Diplomacy
GameInfo
Interface
Leaders
Misc
NewText
Technologies
Terrain
Units
Golbal

I am leaning twords 14 sheets with tables on each sheet that match where they are. I can also get you a visual representation of the schema as the program I an utilizing to make the schema file has a visual automatically. I might throw that into Visio for easy reference; not sure.

Once you get the tech tree more ironed out I still want to make you an extended tree with all the paths. I am pretty good with large flows and making it legibal. I have yet to see your new tree as I really wanted to finish my last game. I'm at turn 1100 or so and just hitting industrial. I forget date though. It is AD.

On tech tree, do you have Visio? It might be useful for planning your tree.
 
Decimatus have you got version 8 of your mod without Multiple Tech Page Mod.
Edit.
Ok I find it. :)


When I play in v.9 your mod and I choose education in tech page, game crash.:confused:
 
I absolutely abhor the Multi-page tech tree as it is. It takes half my turn just to tab through the dozen or so mini-trees just to know what is there. I would say try to fit them into lets say:
Culture - All culture/happiness techs
Science - Tech stuff
Military - All of it together
Infrastructure - Production/Growth improvements
Commerce - Gold/Trade
 
Actually I'm going to agree with Sneaks here. Earlier when I said it was intuitive it was bacause I was only working with the ancient era techs, which were categorized in an obvious fashion. Once I got futher (farthest ever played was to renaissance), it became harder and harder to find the tech I wanted and especially to plan two or three techs down the road. I do think the multi-tree approach will be great once the individual branches are fleshed out a bit, so I don't mindwaiting it out :). Currently, though, it is a bit of a nuisance...
 
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