Procylon's Call to Power Project

Sneaks, your art is fantastic. I would pay you if I had the money. :)

I really like the policy page buttons. I wonder though if the tech page buttons will need a similar makeover to keep everything together?

I foresee problems with culture output being unable to sustain progress in a reasonable manner with such a large number of policy trees. Not sure how it should be handled, but as a quick fix culture output could be increased somewhat.

Yeah, there will be. I won't increase the culture output generally. I will decrease the policy cost increase from each additional policy as well as from number of cities. I could lower each by 2-3% and essentially double the number of policies you can buy over the course of a game. It will take some balancing for sure though.

One of my bigger concerns is that the AI might get to a point where it spends way too much time in anarchy, or generally doesn't know how to navigate through the policies without killing itself at every corner.

What I may end up doing is threading the flavors of the policies along specific lines. So entire batches of policies that work together would be bundled with a single high flavor type, such as production. Even if most of the policies don't even touch production. I could then give a certain civ a high production flavor and expect them to follow that specific set of policies.

This would essentially mean that say Russia for instance, would always go totalitarian/Autocratic/Atheis/Communist/etc, as that would be a bundle of policy branches that would work together.

Of course, I know many people might not like the static nature of this. Russia always going Communism might be boring, even if it makes the AI more effective in it's policy choices. Of course, the AI is pretty predictable as it is, so perhaps it could be a step up....

The first option would be to check the box in the advanced setup that randomizes leader personalities. At least if that works with modded leader flavors...

Second option would be to create a series of mini-mods which could offer random or preset changes to the CiV AI flavors. So you could just load another mini-mod and get different outcomes for your leader policy paths, such as Washington going Communist and Catherine going Democratic.

Third option would be to get someone to create some lua that would basically randomize the leader flavors in a way that would still have them choosing 1 path out of the several available.


Basically, we are going to have so many policies that the thematic options available to the player is going to be quite large. The AI however, could be seriously hamstrung by the choices(specifically choices that have it going into a locked policy, thus throwing it into anarchy).

If anyone has suggestions on how this could be handled, especially if you know how to code an applicable system, let me know. :)
 
I love the new images. Great work.

Decimatus, if I can sugest something, it's having more than one social policy tree available in the Ancient era.

Sorry, the next 200 policies only open up in the Diamond Era.... heheh

Imperialism, Autocracy, maybe Plutocracy, the Religions, and at least 2 of the religious ideologies will be available in Ancient. :)
 
Here are some ideas for a Citizenship and Labor Laws policy Tree:

Slavery
* Spoils of War:
* House slaves:
* Debt Bondage:
* Slave Trade:
* Philosophical Justifications:
Starting Era: Ancient
Incompatible with: Free labor, Communism, Socialism, Populism, Anarchism,

Caste System
* Priest Caste:
* Warrior Caste:
* Farmer caste:
* Merchant Caste:
* Artisan Caste:
Starting Era: Classical
Incompatible with: Communism, Socialism, Populism, Anarchism

Serfdom
* open field system:
* Manorialism:
* Villeins:
* Bordars:
* demesne:
Starting Era: Medieval
Incompatible with: Free labor, Communism, Socialism, Populism, Anarchism, Capitalism,

Free Labor
This represents a system where formal slavery or serfdom is outlawed.
* Emancipation:
* sharecroppers:
* Freedom to contract:
* Trade Unions:
* cooperatives:
Starting Era: Ancient
Incompatible with: Labor Army, Slavery, Serfdom, Feudalism

Labor Army
This represents a modern system of unfree labor where the state tries to manage the working class like it would an army. Worker's are subject to harsh discipline by a state that claims to be working for their best interests.
* State-run Trade Unions:
* Obligatory Labour duties:
* Strict Discipline for Workers:
* Forced Requisitioning:
* Rationing:
Starting Era: Industrial
Incompatible with: Free labor, Labor Aristocracy, all democratic or republican political systems

Social Darwinism
* land tenure:
* gilded age:
* New imperialism:
* Survival of the Fittest:
* Eugenics:
Starting Era: Industrial
Incompatible with: Communism, anarchism, socialism, populism

Labor Aristocracy
This represents a system where the elite tries to pacify the workers by turning them into "labor aristocrats," essentially giving them a bigger piece of the pie in exchange for social peace.
* welfare state:
* bourgeoisification:
* nationalistic working class:
* consumerism:
* profit sharing:
Starting Era: Industrial
Incompatible with: Communism, Social Darwinism, Feudalism

Eudaimonic Society
This is a futristic society made possible by scientific advances particularly in the field of robotics. Now that robots do all the work the common person has ample time to fulfill completely his or her potential.
* Humanist Econometrics:
* Molecular Assemblers:
* post-scarcity society:
* Digital Abundance:
* Total Living:
Starting Era: Nanotech
Incompatible with: Social Darwinism, caste System, Labor Army, Slavery, Feudalism

Conscription
* Feudal Levies:
* Impressment:
* Militias:
* The Nation in Arms:
* Universal Military Service:
Starting Era: Ancient (Hammurabi had it...)
Incompatible with: Pacifism, Standing Army

Standing Army
* Professional Soldiers:
* Standardized Training:
* Retirement benefits:
* General Staff:
* Military industrial Complex:
Starting Era: Classical
Incompatible with: Conscription
 
(Playing huge true start location earth map, marathon speed, King difficulty, currently around turn 775, tech early/mid modern era, 15 cities, around 2200 science and generating a gold surplus of app. 60k per turn without golden age)

* No crash walls yet! This is the first game I've been able to play so far without constant crashing! (Yet..) If you guys have been doing any stability improvements: Great work!
* Oil. While this fits nicely with political stuff going on from the 1970's and onwards, I think oil may be somewhat overpowered. Imo, the refinery oil bonuses (+200 tile prod, +800 tile gold), auto plant and the ship building (+400 and +600 prod), is a bit too much.
* Difficulty: The AI seems to be unable to work with the changed mechanics, so I'll probably need to up the difficulty a notch for my next game.
* Battleships: At 80/70 these are a bit too powerful imo.
* Ranged infantry: Machine gunners and the rocket launcher guys might need a slight nerfing. Something like -2 ranged attack would do it.

Overall I love this mod - In my opinion, CiV might actually be as good a game as I had hoped if the core engine gets more stable and you guys continue to add amazing content!

Quick suggestion: There's been a number of issues with circular references in the technology tree - I guess it would be quite simple to build a small application to analyze the xml files and find any of these; would such a tool be of any use to you if I made one?
 
Here are some ideas for a Citizenship and Labor Laws policy Tree:

Archived, thanks. :)

* No crash walls yet! This is the first game I've been able to play so far without constant crashing! (Yet..) If you guys have been doing any stability improvements: Great work!
* Oil. While this fits nicely with political stuff going on from the 1970's and onwards, I think oil may be somewhat overpowered. Imo, the refinery oil bonuses (+200 tile prod, +800 tile gold), auto plant and the ship building (+400 and +600 prod), is a bit too much.

Thanks. :)

Oil wasn't just important after the 1970's, it has been key pretty much since we started making fuel out of it. Japan bombed Pearl Harbor for oil.

The US for instance spends anywhere from 300-600 billion a year just on oil. And that doesn't even include the cost to refine it and move it around the country. If oil is overpowered in the game, it's because that is how it is in real life. :)

If only I could get a trade monopoly system in the game where people could sell oil to the highest bidder...

Civilization is really missing an economic victory.

The number may need to go up or down, but 800 is a drop in the bucket when you are making 65k a turn and you only have 3-6 oil nodes.

* Difficulty: The AI seems to be unable to work with the changed mechanics, so I'll probably need to up the difficulty a notch for my next game.
* Battleships: At 80/70 these are a bit too powerful imo.
* Ranged infantry: Machine gunners and the rocket launcher guys might need a slight nerfing. Something like -2 ranged attack would do it.

Yeah the AI is an ever present problem. :p

Well like oil, battleships are overpowered. :p Also, you might have noticed that each battleship requires 1 oil, so you probably couldn't get too many of them.

Anyway, as strong as they are, 1 carrier full of aircraft eats them alive, as it should be.

If I dropped them to range 1, no one would build them, besides the AI who already doesn't know how to use them. Its possible that their strength could use a reduction though. With 1UpT ranged need to be able to fire over the unit in front of them, and even further as tech moves along. The cannons and artillery line still outrange them.

Any idea when religions are going to be added? This is great work so far!

That depends on what my work schedule looks like, but perhaps not until V10. I will get 2 pages of Government policies out, finish the tech tree, and then work on the religions. I am thinking 1-2+ months.
 
Ok here are some ingame pictures, and i am sure you will all agree sneaks art work is looking awesome :)

First is the main social page, if anyone knows how to get rid of the white border around the edge (or make the line less jagged) of the circles let me know the .dds and psd files are attached :)

Second is the government page

To sneaks: the environmentalist picture should have a green background as it is in the government ideologies section
 

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Woops! I will fix the background on that one.

Also: Because the stupid soldier's crazyeyes are covered, I will probably leave that one as is.

Check the circle image DDSes you have. Are they sitting on a white background? If so, just change it to black.
 
I added a .rar file of the DDS version of each of the buttons. Throw these in, and see if it helps.

The last 2 buttons:
RELIGIONS
attachment.php


RELIGION IDEOLOGIES
attachment.php
 

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Attached are placeholder images for the rest of the policies.
 

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Game Report

Game was played as Rome, Emperor, Huge, 12 civ, 16 CS, Standard speed

CTD
It was around turn 84 or so when the crash happened. I was in the early medieval era. When I tried booting up the autosave file, I got another CTD, effectively locking me out of the game. This is not the first time that this has happened, nor the first update that I have seen this crash. It's worst than the CTD wall because I can't even get in the game anymore :mad:.

Science
In terms of science, I generally like how you have handled it. I think it might just be how I play (build lots of cities, make a lot of improvements, attack when you get Legions), but I was cruising through the techs after a certain point. I think I was making about 60 science/turn, and the techs were 240-280 each. Granted, I had a lot of high population cities and I was in Republic. Not exactly game-breaking, but something to think about. My science was only augmented by libraries and Republic.

Also, I never realized how many new techs you put in until I went through the pages. I tried to clean up the techs in Medieval before moving on to Renaissance and had to go through no less that 40 techs! Very nice. :goodjob:

City-States
I was allied with a maritime CS. In the CS "diplomacy" box, it said that I was getting 2,000 food in my capital and 500 food in the rest of my cities. I know this is wrong, but it could get confusing for those new to the mod.

Build Times
I think the build times are great. With Rome's ability and the bonus in Republic, it still took 5-7 turns to build the most expensive buildings. Wonders range from 8-20 turns, depending on how recent they are. Powerful units, like Legions, take 7-9 turns to build. Great job!!

Money
I was making about 400 gold/turn. Don't remember what the ai were banking. My stack was around 4000 before when the CTD occurred. The ai were at similar numbers. This suggest too things to me:
1) The ai are spending their money.
2) The ai are not making any money.
I am more inclined to go witht he first option.

Yields
As you are aware, plantations are still attached to calendar. Also, lake tiles still give 11 food base. I think these two might just be hard-coded in. Are the buildings like the brewery that improve certain resources going to be added to the help out the other resources?

I had a little idea that I think would be fun to test out. Why don't you increase the Natural Wonder's yield totals to 80-100, with a focus on gold? The reason I bring this up is because irrigated plains on a river gives 35/15/10=60 after unlocking Republic. I understand that eventually normal tiles will surpass the benefits of Natural Wonders, but I think having that happen in the Medieval Period is a little early. Industrial Era, with the accompanying empire boom would be a good time for the Natural Wonders to be "normal." Again, just something to think about.

Ok here are some ingame pictures, and i am sure you will all agree sneaks art work is looking awesome

Agree! I really like the color scheme that he has going.
 
Ok here are some ingame pictures, and i am sure you will all agree sneaks art work is looking awesome :)

First is the main social page, if anyone knows how to get rid of the white border around the edge (or make the line less jagged) of the circles let me know the .dds and psd files are attached :)

Second is the government page

To sneaks: the environmentalist picture should have a green background as it is in the government ideologies section

Maybe get rid of the science bubbles?
 
chrome-rome: Are you using InfoAddict? I stopped using it and that stopped the crash on load bug for me. But this was probably because I was 250+ turns in and IA might have problems with a 20+ meg file. Since you are playing a Huge map did you have a lot of it explored when it crashed? Did it crash while scrolling around the map in normal mode?
 
It crashed after I moved one of my workers and set an improvement to build. I didn't have a lot of the map discovered in area terms but I did have alot discovered in one direction (sent my scout straight. And yeah, I do (did) play with IA. Just tried rebooting it but still had the load bug. I will try a new game later without IA and see if I get a CTD.

Lol, I had to turn of CivWillard and now I have to go without IA; I'm going to feel so blind :confused:
 
Another graphic fix for this mod:

Add these 2 attached files in the zip to your project at set VFS to True on both of them.

The result will be the following:

Each Yield Icon will = 5 of that yield type, meaning that you won't see the big bushel of apples until a tile is yielding 25 food.

On top of that, it will now show number values at 30, 35, 40, 45, 50, and 55. 60+ will turn into the star graphic.


I absolutely hated the fact that every single tile had a bushel with a star, anvil with a star, and gold bar with a star. This should fix this up nice and pretty.
 

Attachments

Another graphic fix for this mod:

Add these 2 attached files in the zip to your project at set VFS to True on both of them.

The result will be the following:

Each Yield Icon will = 5 of that yield type, meaning that you won't see the big bushel of apples until a tile is yielding 25 food.

On top of that, it will now show number values at 30, 35, 40, 45, 50, and 55. 60+ will turn into the star graphic.


I absolutely hated the fact that every single tile had a bushel with a star, anvil with a star, and gold bar with a star. This should fix this up nice and pretty.
That's great!:)
 
Game Report

Game was played as Rome, Emperor, Huge, 12 civ, 16 CS, Standard speed

CTD
It was around turn 84 or so when the crash happened. I was in the early medieval era. When I tried booting up the autosave file, I got another CTD, effectively locking me out of the game. This is not the first time that this has happened, nor the first update that I have seen this crash. It's worst than the CTD wall because I can't even get in the game anymore :mad:.

Hopefully running it without IA will fix your issue.

Science
In terms of science, I generally like how you have handled it. I think it might just be how I play (build lots of cities, make a lot of improvements, attack when you get Legions), but I was cruising through the techs after a certain point. I think I was making about 60 science/turn, and the techs were 240-280 each. Granted, I had a lot of high population cities and I was in Republic. Not exactly game-breaking, but something to think about. My science was only augmented by libraries and Republic.

Also, I never realized how many new techs you put in until I went through the pages. I tried to clean up the techs in Medieval before moving on to Renaissance and had to go through no less that 40 techs! Very nice. :goodjob:

Glad to hear that my tinkering hasn't ruined it completely. :) Adding new techs should help stretch some of the ages out and give more combat with those units too.

City-States
I was allied with a maritime CS. In the CS "diplomacy" box, it said that I was getting 2,000 food in my capital and 500 food in the rest of my cities. I know this is wrong, but it could get confusing for those new to the mod.

You mean this is what it showed you, or what it was actually giving you?

Build Times
I think the build times are great. With Rome's ability and the bonus in Republic, it still took 5-7 turns to build the most expensive buildings. Wonders range from 8-20 turns, depending on how recent they are. Powerful units, like Legions, take 7-9 turns to build. Great job!!

Good.

Money
I was making about 400 gold/turn. Don't remember what the ai were banking. My stack was around 4000 before when the CTD occurred. The ai were at similar numbers. This suggest too things to me:
1) The ai are spending their money.
2) The ai are not making any money.
I am more inclined to go witht he first option.

I may need to tweak them so that they do use their money. The AI could be stuck on the old system that might be telling them spending more than X gold on X item is bad.

Yields
As you are aware, plantations are still attached to calendar. Also, lake tiles still give 11 food base. I think these two might just be hard-coded in. Are the buildings like the brewery that improve certain resources going to be added to the help out the other resources?

Yeah I did a /Delete all in the feature yield table and still didn't get rid of that rogue 1 food. I don't know where it is coming from. Calendar's phantom connection to plantation is probably sitting right next to it.

I had a little idea that I think would be fun to test out. Why don't you increase the Natural Wonder's yield totals to 80-100, with a focus on gold? The reason I bring this up is because irrigated plains on a river gives 35/15/10=60 after unlocking Republic. I understand that eventually normal tiles will surpass the benefits of Natural Wonders, but I think having that happen in the Medieval Period is a little early. Industrial Era, with the accompanying empire boom would be a good time for the Natural Wonders to be "normal." Again, just something to think about.

I could raise it some more. Natural wonders are rare enough anyway, I never see them in my city borders.

Oh, Decimatus, maybe change the tile yields for GP Improvements and the new yields for Natural Wonders?

You mean increase them?

Another graphic fix for this mod:

Add these 2 attached files in the zip to your project at set VFS to True on both of them.

The result will be the following:

Each Yield Icon will = 5 of that yield type, meaning that you won't see the big bushel of apples until a tile is yielding 25 food.

On top of that, it will now show number values at 30, 35, 40, 45, 50, and 55. 60+ will turn into the star graphic.


I absolutely hated the fact that every single tile had a bushel with a star, anvil with a star, and gold bar with a star. This should fix this up nice and pretty.

That is awesome Sneaks! Definitely going in the next upload.

I have a request though. Would it be possible to make the numbers go up to 95 and make 100+ the star?
 
*snip*

You mean increase them?


*snip*

Well, just adjust them to the new system of base 5

EDIT: Also, I took a crack at doing a splash image for Neuschwanstein castle for another mod, wondering if you'd like me to try some for the new ones in here so they're not proper pics?

attachment.php


EDIT2: I know it's not the right dimensions, if I knew them I'd do it that size
 
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