Procylon's Call to Power Project

hmmmm if i said :
you must change SkipIntroVideo = 0
to SkipIntroVideo = 1 for turn it off it's more easier ^^^heam .... this new v9 is really cool i actually test it and it's run smoother
nice barbarians on your last post ... comprised game no? ;)

Comprised?

It is in V9 with raging barbarians turned on.
 
Wow, you are making great progress Proc!!

I can't figure out why so many people are saying that they love the 1UPT rule. It bugs the hell out of me to have to move a carpet of units across the map, waiting for one to get out of the way of the others all of the time. I'd rather be focusing on other strategy instead of how to route my armies around each other. I get the whole thing where you have to figure out which hilltops to place your artillery units, etc, but you can do that while sharing spaces with infantry, tanks, etc. But anyway, that's just my opinion. :)

Now that I know how to make the change to turn on multiple units per hex, I'll play your mod a few times with it and let you know how it goes. It's going to definitely be interesting when you get to the Industrial+ ages and that treasury starts building up. No more limits on the number of ground units you can buy per turn in a city. I'll have to see how that works out.
 
I want to share an idea for Great Artist that I have seen somewhere else: make great artist produce golden ages that are 50% longer than ohter GP Golden Ages. It was a cool idea in the mod that used it (can't remember the name), and I think it would give the artist more worth than the culture bomb.

BTW, you're updating V9 so much I can barely get through classical before a new one is released. I love the extra productivity :)
 
I support the 1UPT, and if stacks were implemented, I think more than 3UPT would get sticky fast. I think the only way to do it would be to treat the collection of units as one unit, so two mechs and an artillery could attack like a single 120(?) STR unit, or bombard like a single artillery. Something like Civ 3 had with it's armies, but not requiring a general, just a technology allowing units to combine and separate. I've been out of the loop lately, but I can't wait to start my new v9 test, kinda glad I waited a minute with all you've added recently.

In particular I think 1UPT represents historical accuracy. The Persians would have won Thermopylae with a stack of doom, and the allies could have won Market Garden. It makes sense that giant armies must march in columns in a specific order. Even if there is obviously enough space on the tile, military forces stick to roads, which are limited in size, and traffic jams of divisions was a problem from Alexander the Great to the Iraq War. Once the number of units is kept under control with maintenance, and AI tactics improve, the feel of battles will be much more realistic with no other changes required.

I've also been working on a list of mostly elite units that will for the most part take extra production and resources, but give more options and variety in combat throughout the ages. I'll let you place them w/ the correct tech.

Berserker - 1 iron req., 10 STR axeman, +50% vs melee units, +25% vs cities
King's Infantry - 20 STR, +25% vs mounted, 2 iron req.(mix of pikes and longswords to protect the king)
Militia - 14 STR cheap gunpowder unit, with extra low buy modifier
Marine - Same cost/STR as paratrooper, 1 iron req.(landing craft), starts w/ amphibious
Heavy Tank - 1 oil and 1 iron req, 60 STR, -50% vs cities, and in rough terrain
Air Cavalry - 3 move infantry, 1 oil req., no defensive bonuses
Ranger - 40-45 STR, w/ scout promotion, at least double cost of infantry
Guerrilla - 50 STR, 3 move, late game cheap unit for barbarian uprisings and low tech powers.
Goliath(mobile fortress) - 100-200 STR, 50-100 Ranged STR, 2 range, 1 move, no defensive bonus, 1 iron, 1 alum., and 1 uran. req., can't attack(haven't played late game much, so wide margin for STR values, maybe low value for mark I in nanotech, high for mark II in diamond)
 
For the governments, I know you said that you can only be in one at a time, but can you make it so that you can be in one, but at the same time improve another. For example, I just completed the monarchy tree. I'm in the medieval era and want to start working on republic for peace time bonuses. However, right now I'm in a war, so I don't want to lose the benefits that monarchy gives to units. I have one free policy from the oracle, but if I use it I'll have to switch out. Could you make adopting governments and buying policies be seperate actions?

Bug Reports:
-Work boats are really inexpensive. I think you might have the vanilla cost for it (35 hammers in my game).
-Harbor doesn't add hammers to water tiles.
-Barbarian camps only give 25 gold (not sure if intentional).
-Tech pace is moving pretty fast. Techs in a new era take about 12 turns, while techs in current era are 4-6 turns, with the slightly older ones going in less than 2 turns. This is with me having only six cities, four between 7-15, two 15+.
-Ai is blitzing through the ages. Year 835 BC and at least 2 ai are in Renaissance!
-I have 28 techs, next has 24 (renaissance), then 22 (renaissance), and another with 22
-In monarchy's Tribal Kingship, experience is more like 2.5, where it says 1.5. Not complaining mind you, but just not sure if it's working as intended (melee combat gives 12xp, ranged gives 6xp).

In other news, I am once again outpacing the ai in every category that matters, and second in the ones that don't. For a short while in v8 the ai was keeping pace with - and often ahead of - the human player, so somewhere from there to now something(s) has changed (or maybe I'm just playing better :)).

EDIT: Just noticed that the ai is not expanding out. It's turn 89 and two of the three met ai have only two cities, while one civ only has its capitol. This might be the reason why the ai has failed to keep pace...
 
Keep updating faster then I can play the game ... great.
I still think stacking at end of turn especially at sea should be in game .. but agree should be at 2 or 3. Now if all units needed a resource to make then I'd probably say stay at 1.
 
wow looks good, This is quite a project Good luck cant wait to see it all done and finnish should be great to play
 
@Ahovking: It's great to play now. Considering all that has been put into this mod, there are very few balancing tweaks that are necessary. If you play now, it will give Decimatus and the rest of us "testers" additional information from your unique viewpoint.

/Sales pitch :)
 
On the latest test version of jan 8 and also the older version of jan 2 of V9, I've noticed that the city placement recommandation is out of wack. It shows me a location somewhere nearby on top of a resource like marble, then the next turn when I've arrived at the location, it tells me to place a city over a location that cost 5 turns, then after the next turns it's 12 turns on a new location right next to an enemies border.

I follow the recommendation city spots everytime in Civilization 5 vanilla and civ 4, however it's pretty borked here in this mod, can you fix it in later test versions?
 
Wow, you are making great progress Proc!!

I can't figure out why so many people are saying that they love the 1UPT rule. It bugs the hell out of me to have to move a carpet of units across the map, waiting for one to get out of the way of the others all of the time. I'd rather be focusing on other strategy instead of how to route my armies around each other. I get the whole thing where you have to figure out which hilltops to place your artillery units, etc, but you can do that while sharing spaces with infantry, tanks, etc. But anyway, that's just my opinion. :)

Now that I know how to make the change to turn on multiple units per hex, I'll play your mod a few times with it and let you know how it goes. It's going to definitely be interesting when you get to the Industrial+ ages and that treasury starts building up. No more limits on the number of ground units you can buy per turn in a city. I'll have to see how that works out.

I prefer 1UpT over stacks of doom, but I prefer CtP's system over them both. Stacks of 9, with the back 4 ranged units providing fire support. Each side fires, killing or wounding units depending on firepower, and then the units fill in the spaces, and they fire again, and again, until one side dies or retreats. Eventually artillery will be on the front row and they melt like wax.

It is about as simple as it needs to be while showing a combined military approach. You can even put aircraft in your stack for an attack. The stacks of 9 allow for a certain amount of battlefield congestion without getting ridiculous. 9UpT also serves very well in showing a empire's approach to warfare. Lots of units, coming from lots of different places, forming together to fight wars.

What ends up happening in CtP is a train of units flowing from your cities, merging into stacks as they make their way to the front line. As the stacks arrive, you position them to your advantage, taking into account ranged firepower, flanking fast units, and front line meat shields.

You also have to build airfields to house your aircraft on the front, and each can only hold a stack of 9 aircraft, so you may need several airfields to support a war effort.

I always viewed CtP as the war gamer's Civ, with Sid Meier's being a city state sim. CtP is empire, and Civ is some test of time business. It's all one genre, but the grand warfare found in CtP could keep me going for years. Sid Meier's games usually have me getting real bored about 4 months after playing them. Of course this time is different, since it is so easy to change. :)


Anyway, to get CtP's 9UpT into Civ 5 is going to take quite a bit more than moving the tile limit to 9. A system would have to be created that implements a stack fighting concept similar to CtP's. It doesn't even have to graphically represent the 9UpT combat as it did in CtP, though I think people would often feel cheated if their stack died at an unexpected time.

I doubt that we ever see this system in Civ 5. Someone with programming knowledge would have to spend the time and effort to make it happen once the DLL is opened. So, unless someone just randomly makes a giant stacked combat mod, or someone volunteers for the job, it probably won't be happening. I wish that weren't the case.

I want to share an idea for Great Artist that I have seen somewhere else: make great artist produce golden ages that are 50% longer than ohter GP Golden Ages. It was a cool idea in the mod that used it (can't remember the name), and I think it would give the artist more worth than the culture bomb.

The problem is that GP golden ages eventually get to the minimum 3 turns for a golden age by GP, so the artist would suffer the same fate eventually. I would prefer some more options like GP's adding buildings to cities. I don't know why that wasn't put into the game.

You don't like the Culture Bomb? :) I have it set to a 2 tile radius, which is enough to make a serious change in a border.

BTW, you're updating V9 so much I can barely get through classical before a new one is released. I love the extra productivity

It comes in bursts. :) I work 12 hour shifts, 3 on 3 off. So when I have time off and can get around my son, and have coffee laying around, then I can do some solid work. :)

In particular I think 1UPT represents historical accuracy. The Persians would have won Thermopylae with a stack of doom, and the allies could have won Market Garden. It makes sense that giant armies must march in columns in a specific order. Even if there is obviously enough space on the tile, military forces stick to roads, which are limited in size, and traffic jams of divisions was a problem from Alexander the Great to the Iraq War. Once the number of units is kept under control with maintenance, and AI tactics improve, the feel of battles will be much more realistic with no other changes required.

Having limits represents historical accuracy, but I think 1UpT is too 1 dimensional. Having a higher stack limit that functions together to a certain extent would be better placed. Just a matter of creating a system that makes the units function together.

I remember I had this one weeks long CtP games with this guy. We had this gentleman's agreement not to battle until the end game. We both started on our own continents and filled them to the brim with cities. I think I had 80-100 cities. Eventually the time came for war, as announced by all the construction going on in the gulf between our continents. The undersea tunnels were coming. I was not totally prepared, but my production was probably 30-40% higher than his, and I had built quite a lot of leviathans behind well shielded cities. When he came, it was with perhaps a dozen or so stacks(100+ units) of War Walkers and Fusion Tanks. My first ~20 cities didn't even stand a chance, though they bought me critical time needed to switch from buildings to tanks. He took a large chunk of my continent, but I lucked out. My continent bottlenecked to a 1 tile isthmus where I had placed a city, with some valuable mountain ranges behind it. I held him off at that isthmus despite him bringing in 2 stacks of Plasma Destroyers and throwing everything he had down the little choke point. With my huge production, I pushed him back, retook my cities, and when I was crossing the channel he made to take his cities, he conceded the game.

It was a great game, and a great example of how combat can work when a good combat system is in place. If I can make it or something reasonably like it happen, I will. Otherwise, 1UpT is the next best thing.


In CtP this was called the Leviathan. Had about twice the strength of any other unit in the game, and lumbered along at 1 tile per turn. You put these in your cities, and god help anyone who had to face a stack of 8-9.

Not sure when I will add it in. Probably once I begin working on filling gaps in the military tree.

I am going to paste the rest in my wordpad for future reference, thanks. :)

For the governments, I know you said that you can only be in one at a time, but can you make it so that you can be in one, but at the same time improve another. For example, I just completed the monarchy tree. I'm in the medieval era and want to start working on republic for peace time bonuses. However, right now I'm in a war, so I don't want to lose the benefits that monarchy gives to units. I have one free policy from the oracle, but if I use it I'll have to switch out. Could you make adopting governments and buying policies be seperate actions?

I have no way of allowing access to the sub-policies without access to the government itself. It wouldn't make any sense anyway.

Once I can get more policy pages it will relieve this problem. There will be some government systems and ideologies that should help diversify your system while providing plenty of new bonuses.

At least assuming FiresForever finishes it. Wondering if he is starting to get burned out. Hopefully not. :) Haven't seen Lemmy in awhile either. Wonder how many of them are taking a break until the DLL is released.

-Work boats are really inexpensive. I think you might have the vanilla cost for it (35 hammers in my game).

Yeah, though I am not sure how I want to handle it. Probably at least a raise to 300-500 hammers. But most likely it will remain at that cost, so eventually you will be able to afford boats everywhere. CtP was like this, though you had it happen 3 times for each improvement.

-Harbor doesn't add hammers to water tiles.
-Barbarian camps only give 25 gold (not sure if intentional).

Harbor text fixed. No longer adds hammers.

Barbarian camp gold, not sure. I have it set, but it isn't taking effect. It may not be the correct value in which case I can not set it in the global defines xml. Though, if not there, then I know not where.

-Tech pace is moving pretty fast. Techs in a new era take about 12 turns, while techs in current era are 4-6 turns, with the slightly older ones going in less than 2 turns. This is with me having only six cities, four between 7-15, two 15+.
-Ai is blitzing through the ages. Year 835 BC and at least 2 ai are in Renaissance!
-I have 28 techs, next has 24 (renaissance), then 22 (renaissance), and another with 22

The AI blitzing eras and being a few techs behind sounds like normal. Getting to renaissance by 800bc is a bit quick. Do you know which techs they might have beelined? Perhaps by certain wonders that might have been completed?

-In monarchy's Tribal Kingship, experience is more like 2.5, where it says 1.5. Not complaining mind you, but just not sure if it's working as intended (melee combat gives 12xp, ranged gives 6xp).

Yeah I was thinking of some other values when I set that. It will be 50%. :)

In other news, I am once again outpacing the ai in every category that matters, and second in the ones that don't. For a short while in v8 the ai was keeping pace with - and often ahead of - the human player, so somewhere from there to now something(s) has changed (or maybe I'm just playing better

I am guessing that due to some toned down growth, the AI has been handicapped. I am not sure what it is, but if you give the AI some extra growth, they suddenly become superman.

I think perhaps I might give them a 10% growth handicap and see how they handle it. :)

Keep updating faster then I can play the game ... great.
I still think stacking at end of turn especially at sea should be in game .. but agree should be at 2 or 3. Now if all units needed a resource to make then I'd probably say stay at 1.

:)

I wonder how profound an effect a 2 unit limit would have on the game. The only reason I would do this would be to add a little flexibility to the game so that the AI isn't tripping over it's own feet every other step. And I think 2 would still be limited enough to matter.

I might try some tests in a week or two and see how it goes.

wow looks good, This is quite a project Good luck cant wait to see it all done and finnish should be great to play

Thanks. Though, you might be waiting a long time if you want to see it "finished" before trying it. :p
 
On the latest test version of jan 8 and also the older version of jan 2 of V9, I've noticed that the city placement recommandation is out of wack. It shows me a location somewhere nearby on top of a resource like marble, then the next turn when I've arrived at the location, it tells me to place a city over a location that cost 5 turns, then after the next turns it's 12 turns on a new location right next to an enemies border.

I follow the recommendation city spots everytime in Civilization 5 vanilla and civ 4, however it's pretty borked here in this mod, can you fix it in later test versions?

Are you running any other mods? I haven't touched any of the AI, so I am not sure what could be causing it.
 
V9 Updated.

33 Fixed issue where republic still reveals barb camps.
34 Fixed medieval-renaissance wonders that were grossly overpriced. Costs cut roughly in half.
35 Set barb xp cap to 2k, effectively removing it.
36 Fixed Tribal Kingship, should give 50% more xp not 150%.
37 Handicapped the AI 10% to growth on all difficulty levels. Now 90% on Prince, dropping 10% a level to 50% at diety.
As of January 9

Let me know how the AI handles the extra growth. Hoping it gives them just enough boost to pull even with the player.
 
When you reach the recommended location, the build cit icon should be flashing, and that should be your indicator of a good spot. All in all, a good spot should be fairly evident if you check tile yields and resources nearby.
 
Hey, I just got CtP 2 from gog.com for $6 to get a feel of the game, and maybe even better understand this mod. It is a very interesting experience compared to CIV, and has many things that really stand out. For instance, advanced improvments, shopping malls, maglevs, etc. I like the technologies, and the progression, too. The units were great, fun to use, and the battles were epic. The only thing I didn't like were the annoying sounds. That settler is so annoying when he says, "How 'bout here?"
 
V9 updated once more. Last time until I am off next I think, though I will try to muster up some energy during the work week. :)

38 Broad balance changes to medieval-modern buildings. Increased gold, production, and science outputs.
39 Slightly lowered building maintenance.
As of January 9


Please keep an eye out for CtD Walls and report as much info as possible. Thanks.


Hey, I just got CtP 2 from gog.com for $6 to get a feel of the game, and maybe even better understand this mod. It is a very interesting experience compared to CIV, and has many things that really stand out. For instance, advanced improvments, shopping malls, maglevs, etc. I like the technologies, and the progression, too. The units were great, fun to use, and the battles were epic. The only thing I didn't like were the annoying sounds. That settler is so annoying when he says, "How 'bout here?"

Nice! I prefer CtP 1. CtP 2 had a border system which was nice, but they watered down trade monopolies too much I felt, and they removed some things like space cities. Pretty much along the same lines as CtP 1 though.

I kind of miss some of the sound effects and voices. :p You just made me realize how quiet and boring Civ 5 is in the sound department. Though I fill that with music these days.

I tried putting in the advanced improvements with tech, at least as a standin. Though, the more I think about it, the more I realize the current improvements aren't enough. But I need the improvement art and some decent worker AI to handle full countryside upgrades every 2-3 eras. In CtP you just built up your PW and then went on a mad clicking spree, daring your old computer to croak and die from all the exertion. :p
 
effectively about "the recommandation for a city" when you reach the location it's give another one but for me i quickly check around for some ressources and i don't mind the other location i don't know why it does that now just ignore the next location when you reach the first one for me the first one was always good about ressources around.

awwwwww bad typing here i mean comprOmised game---- hard to beat them all--- with all of these babarians around your 3 cities. decimatus :) but something tell me you beat them all easily :P

i use the V9 06.01.11 version ..... hmmmm upgrading for the V9 09.01.11 or wait a few for the next one? .... this is the question you always done good work so fast i LOVE that
badly i can't help i never try modding.
 
ikillu64 ... if get to like CtP2 might want to go to Apolyton Site and ck out the source code mod. Changes game dramatically, also if don't like the terrain there is a mod to import CIV3 terrain into it and replace.

Off Topic I know.
 
Just installed the latest v9 (with changes 38/39). I'm running it with these other mods: Satellites Reveal Map (v.2), Hover Info (v.1), CsebMod - Extended Plot MouseOver Popup (v.2), CivWillard (v.1), InfoAddict (v.10), Number Diplomacy (v.2), & Luxury Resource Display (v.3). I haven't noticed any significant conflicts with those mods and yours yet.

I am getting the CtD about once every 10-15 times I click on one of the 5 tech branches. I've been playing for about 2 hours now and it's happened 5 times total. I also got it once when I tried to reload the saved game after a CtD when I clicked on the LOAD GAME button. Just a note, I played the v8 mod and it never CtD'd during the entire game (about 12 hours of play time).

I know you've worked really hard on the new tech tree style and it looks really nice. However, I think I still prefer the old style (single tree) vs. the new 5 page style. It's just my opinion, but I think I can better strategize my techs when I can see all of the possible techs on a single screen. Are other people finding it useful?

Also, here are two comments on gameplay:

I think the base Manufactory yield (+20 Prod) should be slightly increased. I got the Labyrinth at turn 13 and used the GE to place a manufactory. In past games I've tended to place them on crappy tiles (Deserts, Tundra) so I could increase the usability of that tile. I noticed though that if I throw it on a desert, that gives me +20 Prod, whereas a local unimproved Desert/Hill/River gives me +25 (and can be mined to yield +35). I'm thinking maybe +35 or +40 would be a good yield but in any event I think it should be slightly higher than I can get by just throwing a mine on a hill. But then again, maybe it's benefit is that you can use it to improve tiles that can't be improved by a mine and that +20 might be just right. What do you think? I'll play some more to see how the current yield works out in later ages when techs start providing addt'l bonuses to it.

Also, I really like how some gov'ts let the Garrisoned Units provide happiness!

And just a note about Multiple Units per Hex: I've discovered that only a single unit can garrison in a city and that also means that only one unit can get the garrison bonus from the gov't social policy.
 
I'm to date with v9 as of 4pm (est) with no other mods running (except PerfectWorld 3) and I cannot get passed the 150ish turn mark. I've attempted a couple different games with different leaders, but, being honest with the same set ups (what can I say I like what I like). Can anyone offer any ideas to get passed it? I've tried the zooming all the way in over unexplored area, to no avail. I'd love to get deeper into the game, but the farthest I've gotten is just into the Classical Era.

Attaching save file for your perusal.

Thanks
 

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