Procylon's Call to Power Project

Some Great stuff here!
Even if you have a duplicate post it then i can take on the role of judge dredd :scan:
Oh noes
Ok here is a quick look at how the government policy screen is now looking so you can see those pictures in game :)
Looks good. Can't wait to see the other pages.
Awesome work guys! I am still sick, but hopefully the doc will give me some good medicine today. And today is my last day of work, so even if I am still sick I will probably be working on new social policies(and replying to posts). :)

I need 50 sub policy ideas for the Government Ideology page(listed in the first post). Not so much the values/bonuses, just the names and concepts. For instance some sub-policies under Capitalism might be free market, private property, wage labor, etc.

Try to make them as historically relevant as possible.

Also, if you really feel that some of the Gov Ideology branches could be replaced with something better, let me hear your ideas. :)


In terms of development, once I finish Goverment Ideologies and maybe Government Systems, as well as skeletonizing the tech tree(and general balancing), I will be close to publishing V9 to the modhub.

I have a work trip that is supposed to leave for 3 weeks in late February though, so hopefully I can get a lot of this done before then.
That would be great if you could get it done before then. Sorry about you being sick, hope you get better.

Here are some sub policies.

Socialism
-Economic Planning
-Adhocracy
-Government Ownership
-Production for Use
-Social Dividend

Capitalism
-Economic Freedom
-Market
-Wage Labour
-Labor Law
-Privatization

Liberalism
-Popular Sovereignty
-Open Society
-Liberal Neutrality

Conservatism
-Tradition
-Social order
-Natural Law

Nationalism
-Gemeinschaft
-Organic Society
-Irredentism
 
Picture of the Government Ideologies social page attached
 

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How do you view the Tech Tree? When i click on tech tree I just see the five different tech icons, and when i click on any of them it just comes up with a list in the bottom right hand cornoer saying "not yet available
available
currently researching
researched"
yet none of the buttons are clickable.

Great work though the best mod i've seen
 
My last game (huge,deity,pangäa,marathon,V9,) crashed after someone finished the galileos telescope on turn 178. After ctd i can`t load the savegame anymore.Tried to load older saves but that does not work.
 
How do you view the Tech Tree? When i click on tech tree I just see the five different tech icons, and when i click on any of them it just comes up with a list in the bottom right hand cornoer saying "not yet available
available
currently researching
researched"
yet none of the buttons are clickable.

Great work though the best mod i've seen

Do you have any other mods running? This could cause this problem
 
I dunno but I feel like the pic that use to represent Liberty branch in vanilla would be the perfect pic for Pacifism. I have also found a few pics that could stand in as well. I like all of the ones already presented; I just thought I would give Fires a hard time :). My favorite of the group is the Statue of Liberty one, but for some people that might seem like a (big) strech.

For the Liberal/Conservatism ones, I have been looking for a good picture of the Democratic/Republican parties. I think it would be kind of wierd to see Regan everytime I want to be conservative. And then there's just something about representing real people that irks me a bit. So far, I have found these.

In an unrelated stand, I have the same problem as Gilgamesch with the save games, but not necessarily after the telescope has been made. I'm just surprised that the game won't allow me to start at an earlier turn after a crash has happened.

And finally: Get better soon D!!
 

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Just want to check something .. Running latest v9 and switched gov from Monarcy to Republic. Smiles were about 8 before switch, in anarcy dropped into -30+, when came out of anarcy it stayed in the -30s. Is this intnetional or a glitch?? Just curious. I'll try others later but if they all exhibit this behavior then once pick a gov might have to stay there. Great so far .. only 1 CTd and that was because steam d/l'd something for another game .. gotta luv steam.
 
I don't think conservatism or liberalism should be represented by Republican and Democratic symbols either. There are some Liberal Republicans and there are some Conservative Democrats.
 
Just want to check something .. Running latest v9 and switched gov from Monarcy to Republic. Smiles were about 8 before switch, in anarcy dropped into -30+, when came out of anarcy it stayed in the -30s. Is this intnetional or a glitch?? Just curious. I'll try others later but if they all exhibit this behavior then once pick a gov might have to stay there. Great so far .. only 1 CTd and that was because steam d/l'd something for another game .. gotta luv steam.

Look at bonus the government gives you. Monarchy give +3 happiness per garrisoned unit while Republic gives +0. That's the only thing I can think of.
 
@Snider: It may just have been that your happiness dropped because you lost the garrison happy bonus. When I switch, my happiness shifts to the happiness I will have in the new government and stays there throughout the anarchy. This way, I see if I'll have any happiness problems in the new government and can adjust accordingly. I think the same is happening to you (those +3 happy faces add up quick).

@ikillu: Yeah I was thinking that as I was putting them up. It kind of runs into the same problem I have with people, except now it's more generalized. I looked through symbols for the actual liberal and conservative parties, but I didn't find any that I thought fit in with the feel of the game. I also wanted to avoid anything that could be seen as offensive. Lol, it's definately a doosey.

For the religious ideologies, I tried to pick the most neutral ones I could find. I found pictures for Tolerant, Evangelical, and Secularism. The others I am almost afraid to touch for fear of upsetting someone.
 

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Okay, it seems I missed the post on social policies. Here are some revised suggestions.

Gov Ideologies

1 Socialism
+25% production in all cities
* central economic planning: +10% science in all cities
* nationalization: +1 happiness for every city connected with the capital
* state-owned enterprises: +10 food yield from farms and fisheries
* theory of productive forces: +10 production yield for mines, lumbermills, and manufactories
* 5 year plans: +25% wonder construction

2 Capitalism
+ 25% gold from trade routes
* laissez-faire: +10 gold per specialist
* market incentives: +5 gold per citizens
* invisible hand: +1 happiness for every market and supermarket
* supply and demand: +1 happiness for each luxury resource
* free trade: +25 gold yield for custom houses and trading posts

3 Liberalism
culture cost of social policy changes -25%
*free and fair elections: +1 happiness per city
*separation of church and state: +5 culture for temples
*civil rights: +10% science in every city
*Universal Suffrage: +50% combat strength for all cities
*social justice: +50% culture in all cities

4 Conservatism
+2 happiness for all temples, barracks, and police stations
* traditional institutions: +15% experience for all new units
* gradual change: culture cost of social policies -10%
* stability and continuity: +1 happiness for all garrisoned units
* Patriotism: +25% combat strength when fighting in your own territory
* Familialism: +20% growth rate in all cities

5 Environmentalism
+10% growth in all cities
* sustainable development: +10 food for every farm and fishing boat
* ecological economics: +10 science for every jungle or forest tile worked by your civ
* Renewable energy: +25% strategic resources
* Green Buildings: +2 happiness for every recycling plant
* Clean Transportation: +2 happiness for every mass transit
* Environmental and social justice:+1 happiness for each city in the empire

6 Nationalism
-20% unhappiness for population
* universal Conscription: +2 happiness from barracks and kreposts
* Ethnic Privilege: +5 production from each specialist
* ethnocentrism: +50% combat power for units fighting in your national territory
* Ethnic Hierarchies: +2 happiness from each police station and prison
* people's community: +10% culture in all cities

7 Populism
-20% unhappiness from population
* Mass Politics: +1 happiness for every city connected to the capital
* agrarian reforms: +10 food from farms
* referendums:culture cost of social policy changes -10%
* anti-intellectualism: -10% science in every city but +1 culture per citizen in every city
* Anti-elitism: +5 production from every citizen

8 Pacifism
-25% combat strength outside of your territory but +25% great people generation in every city
* Moral considerations: +5 culture from every temple
* nonviolent action: -20% unhappiness from number of cities
* non-aggression principle: +1 happiness from every city
* conscientious objectors: +25% great people generation in your capital
* isolationism: +25% gold in all cities

9 Imperialism
All units start with +15 experience
* expansionism: +25% bonus when fighting outside of empire's borders
* Drive for Autarky: +25% strategic resources
* Social Darwinism: +25% bonus when fighting outside of empire's borders
* powerful metropolitan center: +100% growth in the capital
* Hegemony: +50% great general generation

10 Anarchism
-10% unhappiness from population
* participatory decision making: +1 happiness per city
* worker self management: +4 happiness per factory
* remuneration according to effort: +5 gold yield for manufactories, mines, pastures, farms, fishing boats, and lumber mills
* consumer and producer councils: -10% unhappiness from number of cities
* democratic work life: +10% production in each city
 
Gov Systems

1 Federalism
-25% unhappiness from number of cities
* divided sovereignty: double culture cost of enacting new policies but -25% unhappiness from number of cities
* local autonomy: +10% culture in all cities
* enumerated powers: +5% production in all cities
* devolution: +10% growth in all cities
* administrative divisions: +25% gold from trade routes

2 Autocracy
+1 unhappiness from libraries, guild halls, and universities but -75% culture cost for enacting new social policies
* single person rule: +25% production in the capital
* unrestricted authority: +25% science in the empire
* paternalism: -25% unhappiness from population
* Divine Right: +25% culture in all cties
* Living God: +25% combat strength for all units

3 Aristocracy
+25% unhappiness from population but +15 experience for all new units
* rule of the best: +5 production per specialist
* military caste: +25% combat experience gain
* demesne: +5 gold and +5 food per farm
* noble privileges: +5 happiness per opera house and theater
* Peerage: +1 happiness for every city connected to the capital

4 Feudalism
+10% growth in every city
* act of homage: +1 culture per specialist
* oath of fealty: +1 happiness for every city connected to the empire
* vassalage: +15% experience for all new units
* Fiefdoms: +5 gold per each worked farm or pasture
* warrior aristocracy: units gain experience at twice the normal rate

5 Pluralism
-25% unhappiness from population
* polyarchy: +5% science in all cities
* interest groups: +15% great person generation
* compromise: -25% culture cost for adopting policies
* Non governmental actors: +5 gold from every specialist
* identity politics: +25% culture in every city


6 Parliamentary
-25 unhappiness from number of cities
* Checks and balances:+20% trade route gold yield
* bicameral legislature: +1 happiness for every city
* adversarial debate style: +10% science in every city
* partisan politics:-10% culture cost for adopting policies
* proportional representation: +20% great person generation


7 Constitutional
+1 happiness for each city connected to the capital
* Freedom of Speech: +10% science in all cities
* Freedom of Religion: +25% culture in all cities
* Freedom of the Press: +5 happiness for each printing press
* Freedom of Assembly: -10% unhappiness from population
* Accountability:+5 production per specialist

8 Plutocracy
-25% cost for purchasing buildings
* oligarchy: +100% great merchant generation
* patronage system: -10% science but -15% unhappiness from population
* unequal voting rights: +50 production from banks and stock exchanges
* business advocacy groups: +25% trade route gold yields
* Fusion of money and government:+200% gold production in the capital

9 Totalitarianism
+10% unhappiness from population but culture cost of new policies -15%
* Secret Police: +2 happiness for police station and prison
* Show trials: +1 happiness per each city connected to the capitol
* Politicized Army: +5 happiness per garrisoned unit
* Surveillance Society:each new unit gets +2 visibility
* Politicized Art: no happiness from theaters or television, +50% culture in every city

10 Electoral
+1 happiness for every city connected to the capital
* voting theory: +15% science per city
* Apportionment: -25% unhappiness from number of cities
* gerrymandering: -25% unhappiness from population
* majority rule: golden ages cost 50% less happiness
* political stability: culture cost of new policies -25%
 
How do you view the Tech Tree? When i click on tech tree I just see the five different tech icons, and when i click on any of them it just comes up with a list in the bottom right hand cornoer saying "not yet available
available
currently researching
researched"
yet none of the buttons are clickable.

Great work though the best mod i've seen

Try to delete the other mod folders you have downloaded previously.
No promises of course, but that fixed some issues I had where other deactivated mods were interfering.
 
Here are some ideas re religions.
I wasn't entirely certain what you meant by state divinity and didn't have any ideas for no religion (wouldn't that mean not picking a religion or going for secularism/ atheism?), so i didn't do anything with them. I'd replace one of those with either the Grecco-Roman or mesoamerican religions (or possibly something like animism )

Anyway, here are some religions

Religions
1 Buddhism
-25% culture cost for social policy changes
* the three jewels: triggers a Golden Age
* The 4 noble truths: +2 Free Social Policies
* The middle way: Specialists consume only half the normal amount of Food
* Five Precepts: +5 production per citizen
* Nirvana: -25% unhappiness from population

2 Hinduism
-20% Unhappiness from population in non-captured cities
* Bhakti: +5 happiness from temples
* Karma: Amount of Happiness required to start a Golden Age reduced by 25%
* dharma: +5 production per citizen
* Upanishads: enter a golden age
* Yoga: +15 experience for new units

3 Judaism
+1 science per specialist
* Ten commandments: enter a golden age
* Tanakh: +2 Free Social Policies
* Talmud: +25% science per city
* 13 principles of faith: +25% culture per city
* Zionism: +25% defensive strength for your cities

4 Zoroastrianism
length of golden ages doubled
* truth and order: +1 happiness for every garrisoned unit
* free will: -10% culture cost for social policy changes
* ritual purity: + 10% culture in all cities
* Avestan: enter a golden age
* Magi caste: +1 science per every specialist


5 Confucianism
immediately enter a golden age
* Rén: -20% Unhappiness from number of cities
* Li: -20% Unhappiness from population in non-captured cities
* Filial piety: +20% production in all cities
* Mandate of Heaven: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Policies
* Meritocracy: +25% science per city

6 Christianity
+25% great person growth
* The gospels: Purchasing tiles is 100% cheaper
* The golden rule: -20% Unhappiness from population in non-captured cities
* Nicene Creed: enter a golden age
* Sacraments: 25% of excess Happiness added each turn to the amount of Culture that may be spent on Policies
* Evangelism: +100% culture in all cities

7 Islam
+25% defensive strength for your cities
* The Hijra: enter a golden age
* Caliphate: -25% unhappiness from number of cities
* Five Pillars of Islam: +25% culture per city
* Sharia: -20% Unhappiness from population in non-captured cities
* Jihad: +25% combat strength when fighting outside of your territory

8 Taoism
+2 Free Social Policies
* Daodejing: immediately enter a golden age
* Compassion: +25% growth in every city
* Moderation: Specialists consume only half the normal amount of Food
* Humility: +5 production per specialist
* Harmony: -50% Unhappiness from population
 
The art you guys have been pumping out looks great. :) Try and stay away from symbols that are obviously tied to specific nations, political parties, people, etc. Keep it symbolic and applicable to all civs who might choose that policy.

Also, Fires, how will the branch order be determined? Will it automatically align itself to the branches that unlock first, or will I have to rearrange it once I decide the order in which they become unlocked?

Hope you start feeling better soon :)

Thanks. Whatever is wrong with me, it isn't something normal. I may have more days ahead where I am out of action. Got some energy tonight at least. Lets see if it keeps up over the next few days. Only schedule to work 1 day out of the next 9, so hopefully I can get lots done with the project. :)

I have encountered a bug, there are no barbs on the map (V9,22.1).

Odd. Are you sure you didn't accidentally turn them off?

Ok, I sort of agree with the machine gun, but you are right at least its balanced. On wikipedia it says that grenadiers were used a lot throughout the 1600's, but maybe they're wrong? Yes, I think cannon damage needs to be lowered further. Cannon vs rifleman at range is -5 for rifleman. I don't think it should take half of its health away. Sorry, I should have been more specific. I meant mounted melee calvary.

I will drop it by 2. Let me know if that makes a significant difference.

I think at some point I will split the mounted units into 2 groups. Mounted ranged and mounted melee. This would allow for the addition of units like Dragoons and whatnot that would fill those slots. Not sure when that will happen.

Ok now the industrial era.

New Units

I think I may implement Mortars and heavy arty as dead end bonus units. There isn't quite room to fit them into a unit line, but they could be pretty good as slighting more powerful versions of say Machine Gun and Artillery, which you would research only if you really needed to.

Spec Ops, Snipers, etc will likely stay out until I can implement them as part of a subversive unit system. Basically you will need spec ops or other subversive units to see them, and they will wreak havoc on your back lines unless you go out of your way to find and stop them. At least that is the idea. And it is relatively far away in implementation.

Units Changes

I think you may be right on the extra range on the missile squad. It will now have the Anti-Tank promotion.

Bombers and aircraft in general won't be getting any stronger until I can implement stack limits. Too easy to dominate the game with an endless stack of aircraft.

Paratrooper - Which era are you looking at implementing Marines? They technically originate from the beginnings of American history and I am sure other nations had the concept before then.

On one hand, Marines are stronger and fight harder than Army units in most situations, so I can see them being very strong all around, but on the other hand I don't know that there is quite room for them to fill a normal infantry unit slot in the tech tree.

I would probably create a marine that has 1-2 Amphibious promotions and leave them with that concept.

Or, I could make an entire line of them, which would allow them to be stronger than average infantry, but you get them later in each era. That would allow the strength to grow with the rest of the military while maintaining the specialization of beach landing.

New Tech Tree Files D.

Change Log:

Performance upgrade
Applied a pipe fix by "JANorton"

Awesome, thanks. :) If the tech pipe fix works it should save me tons and tons of time. Too much pointless rearranging just to fix little breaks here and there.

Like some of the others above I've hit a wall. There are no techs available for research that don't cause a CtD. I guess I can't really say that; I've only tried to choose Division of Labor, Chivalry, and Education. The load times are b'tween 4 and 5 mins so I stopped testing. Not sure if you're looking for save games. If so, here's one. The only other MOD running is perfectworld 3 v2.

The latest version addresses this issue.

After seeing some confusion on dragoon/grenadier era troops, I thought I'd throw my two cents in. Much of my knowledge come from the Total War: Napoleon franchise and it's predecessor. This is 1700-1800's era, so before this cavalry may have been organized differently. Dragoons were cavalrymen who could also dismount and fight in the style of line troops(fix bayonets, fire volleys from a line). Most other cavalrymen were equipped only with swords and/or lances. To get the dragoon to be right, you'd have to have a unit less strength than lancer, but with a 1 range ranged attack. It wouldn't make sense unless you gave all gunpowder, and modern ranged units at least 1 range. Grenadiers were elite troops formed of large strong men who could hurl the heavy bombs they carried farthest. Their size and training also gave them an advantage in melee. They would have the best strength, and ranged of contemporary infantry, and a bonus against cities and fortified troops, but would be very expensive as historically they were rare, elite troops. There were also what the French called 'Chasseurs', cavalry designed not for melee, but to ride around and fire their muskets from horseback. If you plan to add any or all of these you could throw in heavy cavalry as well. A tougher, slower cavalry that could break all but the best fortified troops. The French called them cuirassiers, the English had light and heavy dragoons, the light being mobile infantry, the heavies true to name were heavy cavalry. If you include light dragoons and chasseurs, you might want to have the dragoons need to set up(dismount) to handicap them vs the otherwise slightly weaker chasseurs. Mortars were also used in this era, but they were slower, heavier, and more cumbersome than most artillery and were most often used in long sieges, less out in open field battles. They had an advantage against fortified troops and city walls in that the shells dropped from too high an angle for earthworks or walls to be effective barriers.

That is generally what my research showed as well. Many of those units may be best as optional units on dead end techs.

Should the nuclear power plant no longer add to production?

All unit producing buildings also give gold and/or production. Some more or less.

I'd like to start suggesting additional social policy ideas. You'll be adding multiple social policy pages beyond governments, right?

Yeah, though I will likely focus on the pages listed in the OP before branching out.

I will create a new notepad to put policy suggestions in. :)

Hello!

I was just trying out this mod and I've attached a pic from turn 19. The values for food, production and gold seem really high! Is it supposed to be like this?

Thanks!

**Edit**
Forgot to mention, this is the only mod I have installed and the tech tree looks amazing by the way!

Yeah, thats how it is. :)

The cost of buying land need to be adjusted. it's too cheap for this mod's base yield.

The last time I changed this it caused a CtD Wall. But the latest patch notes seems to indicate they may have fixed it. Not in a hurry to test that theory though.

I've ran into two problems which are probably game engine related.

1. Your city can produce +-(negative) gold if it goes over somewhere between 256k~264k. I guess they use a strange 11 bit signed variable instead of a 3 byte one for gold production per city.

2. Traveling on land while having Levitation motors movement bonus can cause a crash when traveling very long distances that are not 100% roads or railroads. You have to start your travel on a road or railroad to get this crash. So if your entire travel path does not have any roads/railroads, or all roads/railroads the game will not crash.

1. I have seen something along those lines, though I wasn't able to tie it to a specific value. Also, when it happens to me, it seems to be related to the Anarchy that I recently experienced. Did you change governments near the negative gold event?

And it isn't limited to gold unfortunately. Seen it with production and research too. Going to have to keep an eye on it and think about possible solutions or workarounds.

2. Certain movement issues are documented, though it had sounded like they fixed it in recent patch notes. Could perhaps be a similar, yet different issue with routes though.

That would be great if you could get it done before then. Sorry about you being sick, hope you get better.

Here are some sub policies.

Thanks and noted. :)

How do you view the Tech Tree? When i click on tech tree I just see the five different tech icons, and when i click on any of them it just comes up with a list in the bottom right hand cornoer saying "not yet available
available
currently researching
researched"
yet none of the buttons are clickable.

Great work though the best mod i've seen

Do you have any other mods running? Also, you might ensure that you have no other versions of my mod still installed as they have been known to conflict with each other.

And thanks. :)

My last game (huge,deity,pangäa,marathon,V9,) crashed after someone finished the galileos telescope on turn 178. After ctd i can`t load the savegame anymore.Tried to load older saves but that does not work.

I haven't heard other reports about Galileo's Telescope. Could be something else with the beginning of a new turn that is crashing it. What if you start back a few saves and get a Great Engineer? You might have to use FireTuner to do it though. If you build the Telescope and it changes the outcome, it could give some good info.

Just want to check something .. Running latest v9 and switched gov from Monarcy to Republic. Smiles were about 8 before switch, in anarcy dropped into -30+, when came out of anarcy it stayed in the -30s. Is this intnetional or a glitch?? Just curious. I'll try others later but if they all exhibit this behavior then once pick a gov might have to stay there. Great so far .. only 1 CTd and that was because steam d/l'd something for another game .. gotta luv steam.

Most likely related to loosing the garrisoned units bonus found under monarchy.

For the religious ideologies, I tried to pick the most neutral ones I could find. I found pictures for Tolerant, Evangelical, and Secularism. The others I am almost afraid to touch for fear of upsetting someone.

Those first 2 pics are sweet. Though, for things such as the social policies I don't really want any art that directly references symbols of specifc countries, such as American Flags and whatnot. Some of the US Flag related art has looked pretty good, it just wouldn't fit very well unless you were playing as America.

Okay, it seems I missed the post on social policies. Here are some revised suggestions.

Gov Ideologies
Gov Systems
Religions

Noted thanks. :)

State Divinity will be something akin to the ruler being characterized as god or a god. Similar to the Egyptians in some respects.
 
Also, Fires, how will the branch order be determined? Will it automatically align itself to the branches that unlock first, or will I have to rearrange it once I decide the order in which they become unlocked?

The branches are statically placed in the order they were on your list, when you get everything figured out and implemented then i would have to go in and manually move the branches around to how you want them.
 
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