Procylon's Call to Power Project

I also like on the Tech screen the little quotes down there! Anyone know how many there are total? Really a nice touch i think.

Glad you like them :D there are 34 of them atm. I will get around to adding some more at some point, so if anyone has suggestions just let me know :)
 
Btw Fires, I actually had the PrereqPolicies table inside the policies table. So you are going to have to fix that as well.

After fixing it, clicking on the ideologies icon brings me back to the map, so I assume at this point I am seeing the ID's conflict.
 
Btw Fires, I actually had the PrereqPolicies table inside the policies table. So you are going to have to fix that as well.

This helped :)

There seems to be another problem in one of the policies but i am slowly tracing it down :)
 
finally found the bugged policy, for some reason it didn't like

<Type>POLICY_PLANNED_ECONOMY</Type>

so named it

<Type>POLICY_PLANNED_ECONOMY2</Type>

policies are working, now just need to sort out the branch locations
 
finally found the bugged policy, for some reason it didn't like

<Type>POLICY_PLANNED_ECONOMY</Type>

so named it

<Type>POLICY_PLANNED_ECONOMY2</Type>

policies are working, now just need to sort out the branch locations

Ah of course. It shares a name with a vanilla policy.

The Vanilla policies come back in some unexpected ways. When I first started modding I had some tech names that were basically policies and they were horribly broken until I modified the names a bit.
 
1380 is quite a bit early. How many cities? Marathon speed or other?

I had 28 cities and was playing on standard. I was the second to make it to modern, but almost last to hit industrial. I don't think the other ai were that far behind.
 
How would you feel about adding an Alchemy tech to the medieval era?
it could allow for an alchemist shop building (that would be replaced by the drug store)
it could give some sort of greek fire upgrade to wooden ships built in the city (perhaps a combat bonus against pre industrial ships) plus a minor gold bonus per city
 
Looking into the fishing boats thing.
Try the standard speed.

Should be able to build a monument, a worker, maybe a settler, and get a wonder knocked out by 500bc. If that isn't happening, I could use some numbers on the size and total production in your capital city.

I've just played the standard speed through to about AD1400. By AD1400 I had three cities and was the largest player in the game. I was just building a swordsman. One of my neighbours had entered the mediaeval era but otherwise we were all in classical. I've done a fairly detailed rundown for you of the first 100 or so turns:

Map - large, continents. 12 civs, randomly assigned. I got China.

I started on a grassland river estuary. There were 2 cotton hexes next to the city, a hill and a gold hill to the south. I built my first city on turn 1. My production times and costs for all units are listed below:

Monument - 36 turns, 2120 gold
Worker - 37 turns, 152 gold
Scout - 32 turns, 1390 gold
Settler - 30 turns, 2010 gold
Warrior - 43 turns, 1760 gold.

My research times were as follows:
Pottery, 31 turns
Animal Hus, 26 turns
Mining, 26 turns
Sailing, 26 turns
Trapping, 26 turns
Ec of Scale, 31 turns
Fermentation, 26 turns
Mysticism, 24 turns

I choose to research economies of scale and built a worker.

In turn 9 my exploring warrior frinds ruins with 85 gold.
Turn 14, more ruins, this time a 30 culture boost which gives me a social policy.
Turn 25, the first barbarians appear
Turn 31, my first research completes. I choose mining
Turn 43, I complete a worker and start on a monument

By turn 50 barbarians are starting to become an issue. Beijing is attacked by 3 barbarian warriors. My warrior unit is fighting to the east against groups of 2 or 3 barbarians. I spend some of my money on buying a warrior.

On turn 57 I develop mining and start on mysticism.

On turn 60 - 1600BC - I have my first golden age.

On turn 61 my first city expands to size 2.

By around AD1 I have two cities. Beijing is size 4. Shanghai is size 2. I've researched 6 techs. I have 2 workers and 3 warriors. I developed bronze working about 300BC.

By about 1400AD I'm was in to what I would call 'classical' development, with spearmen, swordsmen and archers and cities starting to expand to a useful size. However, technologically everyone in the game was way behind where they should have been.

What am I doing wrong? Is it the version of Civ that I'm on? Is the Steam version that I've got different? Am I failing to load the mod correctly?

What am I doing wrong?
 
How would you feel about adding an Alchemy tech to the medieval era?
it could allow for an alchemist shop building (that would be replaced by the drug store)
it could give some sort of greek fire upgrade to wooden ships built in the city (perhaps a combat bonus against pre industrial ships) plus a minor gold bonus per city

I have never really liked the idea of Alchemy in any significant form. If I did add it, it would probably be somewhere in Ancient or Classical era though. Maybe someday when I am looking for more techs to fill those eras.

I've just played the standard speed through to about AD1400. By AD1400 I had three cities and was the largest player in the game. I was just building a swordsman. One of my neighbours had entered the mediaeval era but otherwise we were all in classical. I've done a fairly detailed rundown for you of the first 100 or so turns:

Map - large, continents. 12 civs, randomly assigned. I got China.

I started on a grassland river estuary. There were 2 cotton hexes next to the city, a hill and a gold hill to the south. I built my first city on turn 1. My production times and costs for all units are listed below:

Monument - 36 turns, 2120 gold
Worker - 37 turns, 152 gold
Scout - 32 turns, 1390 gold
Settler - 30 turns, 2010 gold
Warrior - 43 turns, 1760 gold.

My research times were as follows:
Pottery, 31 turns
Animal Hus, 26 turns
Mining, 26 turns
Sailing, 26 turns
Trapping, 26 turns
Ec of Scale, 31 turns
Fermentation, 26 turns
Mysticism, 24 turns

I choose to research economies of scale and built a worker.

In turn 9 my exploring warrior frinds ruins with 85 gold.
Turn 14, more ruins, this time a 30 culture boost which gives me a social policy.
Turn 25, the first barbarians appear
Turn 31, my first research completes. I choose mining
Turn 43, I complete a worker and start on a monument

By turn 50 barbarians are starting to become an issue. Beijing is attacked by 3 barbarian warriors. My warrior unit is fighting to the east against groups of 2 or 3 barbarians. I spend some of my money on buying a warrior.

On turn 57 I develop mining and start on mysticism.

On turn 60 - 1600BC - I have my first golden age.

On turn 61 my first city expands to size 2.

By around AD1 I have two cities. Beijing is size 4. Shanghai is size 2. I've researched 6 techs. I have 2 workers and 3 warriors. I developed bronze working about 300BC.

By about 1400AD I'm was in to what I would call 'classical' development, with spearmen, swordsmen and archers and cities starting to expand to a useful size. However, technologically everyone in the game was way behind where they should have been.

What am I doing wrong? Is it the version of Civ that I'm on? Is the Steam version that I've got different? Am I failing to load the mod correctly?

What am I doing wrong?

By AD you have 2 cities? Size 4 and 2?

At this point I am pretty skeptical that you are even playing my mod. lol

Name every mod that you have enabled.
 
I have never really liked the idea of Alchemy in any significant form. If I did add it, it would probably be somewhere in Ancient or Classical era though. Maybe someday when I am looking for more techs to fill those eras.



By AD you have 2 cities? Size 4 and 2?

At this point I am pretty skeptical that you are even playing my mod. lol

Name every mod that you have enabled.

OK, I load the game. I hit the button for mods. I click accept. I click 'browse mods'. The only one with a green tick is the Procylon Call to Power v9. That's it. The only ones installed are v9, v8 of the same mod and a mongol mod which was in there when I started.

Maybe I'm being an idjit. To play the mod I just leave it ticked and then go 'back' from that window and press 'single player'?
 
OK, I load the game. I hit the button for mods. I click accept. I click 'browse mods'. The only one with a green tick is the Procylon Call to Power v9. That's it. The only ones installed are v9, v8 of the same mod and a mongol mod which was in there when I started.

Maybe I'm being an idjit. To play the mod I just leave it ticked and then go 'back' from that window and press 'single player'?

Go into your Documents/MyGames/Civ5/MODS folder and delete every CtP related file in there. Then redownload V9.

See if that fixes your problem.

When loading this mod on standard speed, your monument should take anywhere from 8-16 turns to build as seen from the first turn. By the time it is completed, your capital should be at least pop 3 or higher.

If you load it up and it looks like 30+ turns again, something is wrong.
 
Go into your Documents/MyGames/Civ5/MODS folder and delete every CtP related file in there. Then redownload V9.

See if that fixes your problem.

When loading this mod on standard speed, your monument should take anywhere from 8-16 turns to build as seen from the first turn. By the time it is completed, your capital should be at least pop 3 or higher.

If you load it up and it looks like 30+ turns again, something is wrong.

I redownloaded the v9 (from the mirror). Civ5 couldn't find it so I renamed it to a .7z file and extracted it using WinRAR as instructed. It then found it. Same problem.

However, I went in to the mod browser in Civ5 and downloaded v8 and installed it. I've started up the game and it seems OK - 12 turns to monument, for example.

What appears to be missing in the download that I have is the palace. I remember that there weren't any wonders listed in my capital city on the other games that I was playing and that I had just 1 research point. Now, playing v8, I have a palace and 4 research points.

So, I don't know why that would be, but at least I know what was causing the problem. Thanks for your help.
 
Realy wish that the CTDs issue with civ5 would get fixed. Back to this mod, play on epic huge map with 10AIs and 10 city states. So far all the Ais are keeping up in tech through R period. Unfortunately always hit the CTD wall around there and can't get by it eventually. So thanks for the constant updates as gives me the reason to restart time and time again. Great so far and seems fairly well balanced to me ... at least through R era. I'll wait for next update and start again .. thanx for the mod.
 
I was wrong, it hasn't fixed it. I have the v8 mod ticked but when I go to play it I get the standard game with standard tech tree instead. :cry:

I feel like such an idiot.
 
I redownloaded the v9 (from the mirror). Civ5 couldn't find it so I renamed it to a .7z file and extracted it using WinRAR as instructed. It then found it. Same problem.

However, I went in to the mod browser in Civ5 and downloaded v8 and installed it. I've started up the game and it seems OK - 12 turns to monument, for example.

What appears to be missing in the download that I have is the palace. I remember that there weren't any wonders listed in my capital city on the other games that I was playing and that I had just 1 research point. Now, playing v8, I have a palace and 4 research points.

So, I don't know why that would be, but at least I know what was causing the problem. Thanks for your help.

That isn't your problem. That is just a difference between V8 and V9.

I don't really know how you are having these problems other than perhaps a problem unpacking V9.

I am thinking that your terrain file is having an issue, which is why you see things like a palace change, but it takes 50 turns to build a monument. In V9, tile yield values were increased x5 with relevant increases to everything else to match. So if that broke I can see where you would have a problem.

Download this Terrain file I have attached. Extract it to the MODS/CtPV9/Terrain Folder.

If that doesn't work, I think we are out of luck.
 

Attachments

Realy wish that the CTDs issue with civ5 would get fixed. Back to this mod, play on epic huge map with 10AIs and 10 city states. So far all the Ais are keeping up in tech through R period. Unfortunately always hit the CTD wall around there and can't get by it eventually. So thanks for the constant updates as gives me the reason to restart time and time again. Great so far and seems fairly well balanced to me ... at least through R era. I'll wait for next update and start again .. thanx for the mod.

CtD Walls do suck. Just wish I could help you out.

I was wrong, it hasn't fixed it. I have the v8 mod ticked but when I go to play it I get the standard game with standard tech tree instead. :cry:

I feel like such an idiot.

Well it should be pretty much how you describe it. Download mod, click install button, enable mod, play.

The fact that this isn't the case could be any number of reasons.
 
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