Procylon's Call to Power Project

In the early game, you need to watch carefully your happiness and monitor your cities. If you spam cities you will be really hurt as happiness buildings arent abundant. That being said, there are a few that help, and you have to just expand slowly and then as you get more and more happy buildings, you grow out or grow your population. Yes you can have really big cities or you can go for lots and lots and lots. Ive noticed the AI likes to build cities as close as possible and in the beginning they get a lead on me. However, in a few ages I catch up as my cities grow bigger and I still continue to expand outward. At times it does get a bit hard, but by the modern era you shouldnt have too many happpiness worries. But ya never know. I would like to see a bit added on the Golden Age as well, but when you have them in the later periods it does make a difference.

I typically play Immortal and Deity, and the extra population growth with the AI not having to deal with happiness at all is just crushing. I've basically gone from playing mainly Deity (Immortal when I want to try fun, non-gamey strategies) down to playing King because the early game has too many happiness problems. I mean I can play for a warrior rush into a horse-rush if need be at higher levels, but often the AI cities grow high enough that even after they shrink from capture they nuke my happiness.

And on Immortal I was routinely winning with non-gamey strategies that didn't rely on attacking as fast as possible in Vanilla Civ 5, but in CTP the happiness problems mean its impossible to keep up just by being efficient. Even on King If I wait too long to start attacking I'll get crushed economically. It probably makes sense to adjust how the happiness reductions work or adjust the level of happiness at which military penalties kick in.

Also rushing is easier, horsemen are higher on the tree and the tech comes with a good happiness building.
 
Did you start manually putting in IDs in V6? I thought the autoincrement function of a table would handle this better than manually making IDs. Starting with V6 I can't use any other mod that adds new buildings/units without making a lot of units/buildings disappear. Also starting with V6 I can start a game but when I try to load a V6 or V7 save game it crashes.

I began using Lemmy101's techtree editor which added them to all my previous buildings. And then I added 20+ buildings on top of that which didn't start out with ID's so I incremented them up on top of everything else.

The wierd thing is, this works fine for my desktop and my laptop. Problem is, dozens of people have CtD problems with it. No one has yet to tell me that V6 or 7 works without intervention....

The fix action I think we have found, is that you need to delete all the ID's in all the building/buildingclasses tables.

I am on vacation at my parent's house and can't get AOL to install on my computer for anything, so I can't upload a fix until probably the 3rd of December.

So, until then, if anyone wants to try out V7, they have to manually delete the ID's from the Buildings & BuildingClasses xml's.

Next time, I am going to preload the newest version on Source Forge before I do a wide release so that I can see any big problems like this before it hits the modhub.

But anyway, you can find V7 on SourceForge if you can't wait 2 weeks and want to delete 248 rows from the xml's. Easy but tedious.

Sorry for the inconvenience.

How will these optional tech pages work? Will techs on these pages still be divided up into eras?

I believe so. I am not sure if they have to be the same width, but I don't think they do.

Basically there can be as many pages as I want. I can name them how I like. Most likely it will be a page for Offense, a page for Defense, a page for Social techs, a page for Happiness, Culture, etc, etc. I can prereq techs in the alternate pages to techs in the main tree, and the pipes won't show. So when you learn a tech on the main tree, there will be a good chance that it might open up a tech or two on alternate pages, depending on what it is.

So the way the alternate pages will work will be a kind of refinement of the original pages. Just extra room to allow for specialization. I am thinking there will be some mini-trees in the extra pages, but most will dead-end before they get to 3 or 4 techs long.

I will tailor it so that you will be more rewarded for going further down a line, but of course you won't be progressing down the main tree while you specialize for an upcoming war. Or you might go down an alternate page for a certain wonder that you want to build, or maybe some extra food from your farms.

I am hoping to learn the system and get it off the ground as my next goal after I fix the current V6/7 problems. So, V8 should give you guys at least a taste of how it is going to work.

I also have some more suggestions for Extra buildings

I did add the Gigascraper for V6, to represent a miles long multi-billion ton monstrosity natural wonder. I have been contemplating how to implement some of the skyscrapers in the early 20th century. I am thinking a series of national wonders. Skycraper by itself is a bit too ubiquitous to be a single building. You could say that about a lot of things, but it is a little more true with "skyscraper". So probably a good chance that I will have a number of the tallest buildings as wonders or natural wonders down various alternate tech paths.

Brewery is good. Not sure if I want to add it to the main tree or to the alternate tree. There are actually a good number of buildings that I have written down that I am wondering where to put them. Subways, Casino's, Amusement parks, etc, etc. Once I get a good framework for alternate tech pages, I will decide where they go.

The biggest limitation with techs that I face is that the tech will only display 5 icons. Be those buildings, units, or even improvement upgrades. I could put 30 things on one tech, but it is much better having a tech reveal all it's goodies at a glance rather than having to go deep into civpedia just to see what you get.

Make all religion specific buildings (Synagogue, Cathedral, Mosque, etc) give -5 happiness in addition to positive cultural effects (and additional effects if you wanted to differentiate between the religions somewhat). The state religion would give effects that negate that happiness modifier. So, being a Jewish state would give +10 happiness for each synagogue thus making synagogues give a net happiness. Some sort of religiously tolerant government would give a +5 happiness for each religious building- so they’d all have zero effect on happiness. Thus, there would be some reason for going for a homogeneous society (happiness bonuses) but a religiously tolerant society would bring other benefits (mostly cultural). Thus, religious diversity isn’t the automatically superior option, though it would remain a valid option.
Just my two cents on that.

One of the things I am going to do with alternate tech pages is have a general religion page, and I will likely move many of the religious techs from the main tree over there. Kind of the same for social and government techs. Once I get a separate religion page I will likely begin adding tons of religion buildings. But, I also need to figure out a way to tie religion buildings to the religion policies that I am going to add. There are going to be some undesireable loopholes though(such as taking one religion, building it's buildings, and then switching to another relgion), so it is going to take some engineering to get it to work out the way I want it to.

But yeah, it is going to grow semi-organically as I figure out the path I want to take.

I typically play Immortal and Deity, and the extra population growth with the AI not having to deal with happiness at all is just crushing. I've basically gone from playing mainly Deity (Immortal when I want to try fun, non-gamey strategies) down to playing King because the early game has too many happiness problems. I mean I can play for a warrior rush into a horse-rush if need be at higher levels, but often the AI cities grow high enough that even after they shrink from capture they nuke my happiness.

And on Immortal I was routinely winning with non-gamey strategies that didn't rely on attacking as fast as possible in Vanilla Civ 5, but in CTP the happiness problems mean its impossible to keep up just by being efficient. Even on King If I wait too long to start attacking I'll get crushed economically. It probably makes sense to adjust how the happiness reductions work or adjust the level of happiness at which military penalties kick in.

I run all my test games on prince, so that is what I am going to balance it to. If I hear complaints that everyone can win on deity easily, then I will take action, but if you find it too tough because certain game mechanics create perfect storms on those difficulties I will generally look upon that favorably. Making the hardest difficulties even harder is a better scenario than simply keeping them as they are in Vanilla(which I would say is easier than it should be).

Of course, having said that, I barely even have my foot in the door when it comes to the complete overhaul that I am undertaking with this mod.

My first goal was to expand the tech tree and create the baseline skeleton for the economy/units/etc. That is pretty much done with V7, once I get a working copy online.

My next goal is to implement an expanded government/religion policy system, which is going to drastically alter the balance landscape.

For each major system I add, it is going to require a lot of balancing. So in general, I don't need it to be 100% perfect anytime soon, as it is going to drastically change with each new system I implement. What I want is it to be playable to the extent that you guys can enjoy it as you test out my newest changes. And of course I generally want to balance it to a baseline between each update so that it stays manageable, otherwise I could get so lost in the changes that I wouldn't know how to fix it. :p

Anyway, don't take this to mean I don't want to hear balance suggestions, because you guys definitely play more than I do, and it lets me know where the game is at. :)
 
Removing all the IDs from the building files fixed the disappearing building problems when using other MODs with this one. Removing all the IDs from the 2 Units files fixed the crash on loadgame bug.
 
Question: What IDs are you referring to? Or more specifically, what text string symbolizes an ID?
 
Question: What IDs are you referring to? Or more specifically, what text string symbolizes an ID?

<ID>99</ID> is an example. It would be the first line after <Row>. I removed all the <ID>xxx</ID> in the CIV5Buildings, CIV5BuildingClasses, CIV5Units, and CIV5UnitClasses files.
 
Removing all the IDs from the building files fixed the disappearing building problems when using other MODs with this one. Removing all the IDs from the 2 Units files fixed the crash on loadgame bug.

That is great news. :) I had also heard reports that people couldn't load saves. Not that they crash, but that they can't load them. Wonder if unit ID's cause both.
 
Here are some proposed optional tech pages techs & their effects (mostly unlocking wonders that I've already proposed).

HAPPINESS TECHS

1. Fermentation
Requires: Agriculture
Effect: Allows construction of the following Building
Brewery (Building) + 5 Happiness, -5% production, city must have a source of wheat

2. National Broadcasting Networks
Requires: Mass Media
Effect Unlocks the following Wonders
Public Television Network (national Wonder): +10 happiness and +10% science for every city with a broadcast tower
CN Tower (Toronto): Cost of culture grabbing tiles -25% throughout the empire

3. Athletics
requires: Agriculture
Effect: unlocks the following building and wonder
Gymnasium (building): +1 happiness
Olympic Games:+ 1 happiness for every coliseum, gymnasium, and stadium in the empire

4. Modern Sports
Requires: Mass Media
Effect: unlocks the following wonders
Astrodome: + 10 Happiness, + 1 gold for every specialist in this city
Ericsson Globe: (Stockholm) +10 Happiness +1 gold for every stadium in the empire

5. Video games Industry
Requires: Computers
Effect: adds the following building and wonder
Video Arcade (building): +5 happiness, -10% production
Firaxis HQ: + 10 Happiness +10% gold and -10% production for every city

6. Digital media
Requires: internet
Effect: unlocks the following building and wonder:
Internet Café (building): + 5 happiness, +5 % Science, + 5% Gold, -10% production
Digital Media City Landmark Building (seoul): +1 Science for every Specialist in the city


COMMERCE TECHS

1. Terrace
requires: agriculture
Effect: +1 food on hills; unlocks the following Wonder
Banaue Rice Terraces:+2 food production in every square worked by this city (city must be within 2 hexes of a mountain)

2. Advanced Trade Networks
requires: Guilds
Effect: unlocks the following Wonders
Hanseatic League: +20% gold from trade routes (city must be built on the Coast)
Wieliczka Salt Mine: +1 production +1 Gold in every square worked by this city
Iwami Ginzan: +1 production for every citizen in this city (city must have a source of silver within its radius)

3. Modern Banking
requires: Corporations
Effect: unlocks the following Wonders
National Bank (national Wonder): +10 happiness + 10% Gold For city with a Bank
First Bank Building (Toronto): +10% Gold from trade routes

4. Insurance Industry
requires: Corporations
Effect: unlocks the following Wonder
Metropolitan Life Tower (NYC) + 10% food in every city +10% culture in this city
Transamerica Pyramid (san Francisco) +10% Food in every city, +1 Gold for citizen in this city

5. Early Skyscrapers
Requires: Corporations
Effect: Unlocks the following Wonders
The Auditorium Building (Chicago): +1 Science for every specialist in this city
Park Row Building (NYC): +1 Gold from every specialist in the city
The Woolworth Building (NYC): +10% Culture + 10% gold in this city
Empire State Building (NYC): immediately enter a golden Age, +1 Gold for every citizen in this city

6. Improved Skyscrapers
Requires: Early Skyscrapers
Effect: Unlocks the Following Wonders
World Trade Center (NYC): + 100% Gold from trade Routes
IDS Center (Minneapolis): + 100% Culture in this city
The Rialto (Melbourne): + 10% Gold in every city in the empire

7. Modern Skyscrapers
Requires: Improved Skyscraper and Globalization
Financial Center (Taipei): +1 Gold for every citizen in this city
Burj Khalifa (Dubai): Immediately enter a golden Age
Shard of Glass (London): -25% Unhappiness for number of citizens in the Empire
Messeturm (Frankfurt): +2 Happiness for every city connected to the Capital
Milad Tower (Tehran): Cost of culture grabbing tiles -25% throughout the empire

8. Tourism Industry
Requires: Advanced Flight
Effect: +10% Gold in every city with a wonder; Unlocks the following wonders
Akshardham: 1 gold 1 science for every citizen in this city
Disneyworld: -25% Unhappiness for number of cities in the empire

9. Automobile Industry
requires: combustion
Effects: +5 happiness for every Auto Plant; Unlocks the following Wonders:
Chrysler Building (NYC): + 10% production, +10% Gold for every city with an auto plant
Standard Oil Building (Chicago): +10% production +10% Gold for every city with an Oil Refinery

10. Business Logistics
requires: Corporations
Effect: allows for the following Building and Wonders:
Department store (building): +10% Food +1 gold for every 4 citizens
Sears Tower (Chicago): + 10% Gold For every Department Store in the empire

11. Sustainability
Requires: Ecology
Effect: Unlocks the following Wonders
Eden Project: 10% food in this city; +25% research in this city
Fuhrländer Wind Turbine (Laasow) +25% production in this city

12. Canned Foods
requires: refrigeration
Effect: +2 food for every Manufactory, Academy, Landmark, and Customs House

CULTURAL TECHS


1. Classical Engineering
Requires: construction
Effect: unlocks the following Wonders
Appian Way: faster movements on roads
Amphitheatre of El Jem: +4 happiness, + 20% culture in this city
Hadrian's Wall: +50% combat bonus vs barbarians
Pont du Gard: +1 food in every tile worked by this city
Ishtar Gate: Defensive Buildings 25% more effective

2. Islamic Architecture
Requires: Fundamentalism
Effect: Unlocks the following wonders:
Alhambra: 10% bonus to all defensive structures, +10% Culture in this city
The University of Sankoré: +1 Science for every 3 Citizens in this city,+25% Culture in this City
Saladin citadel: Defensive Buildings 25% more effective
The Blue Mosque:+1 culture and +1 science for every 2 citizens in this city

3. Greco-Buddhist art
requires: Classical Engineering
Effect: unlocks the following:
Buddhas of Bamiyan: +1 00% Culture in this city (city must be built within 2 hexes of a mountain)
Borobudur: -25% unhappiness for number of citizens
Kiyomizu-dera: +10 Happiness (City must be built on a river)
Sigiriya: +5 Happiness; + 50% culture in this city
Lumbin&#299;: -25% unhappiness for number of cities

4. Gothic Architecture
Requires: Theology
Effect: unlocks the following Wonders
Ulm Minster (Ulm): enter a Golden Age
Cluny Abbey: Culture cost of adopting new policies reduced by 25%
Saint Sophia Cathedral (Kiev): -25% Unhappiness for number of cities in the empire

5. Early Monuments
requires: Mysticism
Effect: +2 culture for landmarks; unlocks the Following Wonders
King Ezana's Stele: +20% culture in every city in your empire
Moai Statues: +1 gold, +1 production, and +1 food in all ocean tiles in this city(must be built on the coast)
Church of Saint George (Lalibela): +2 culture for each temple
Masada: +100 great General emergence

6. Advanced Monuments
requires: Early Monuments
Effect: +2 culture for landmarks; unlocks the following Wonders
Jantar Mantar: +1 Science for every specialist in the city
Harmandir Sahib: +100% Great People growth in this city
Saint Catherine Monastery: +5 happiness;+ 1 culture for every 3 citizens in this city
Peterhof Palace:+25% Culture generation throughout your empire

7. Improved Monuments
Requires: advanced Monuments
Effect: +2 Culture for landmarks; unlocks the following Wonders
Neuschwanstein Castle: +10 Happiness
Mount Rushmore: culture cost of acquiring new tiles reduced by 75% in every city
The White City (of Tel Aviv): +20% production of all buildings in this city

8. Modern Monuments
requires: Improved Monuments
Effect: +2 Culture for landmarks; unlocks the following Wonders
Gateway Arch (St Louis): Enter a golden age
The Motherland Calls (Stalingrad): +50% Great General Generation
Bahá'í Terraces:+ 10% culture in all cities; + 5 happiness
Monument of Light (Dublin): + 5 happiness +100 culture in this city

9. Modern infrastructure
requires: railroad and electricity
Effect:+1 gold for Landmarks; unlocks the following Building and Wonders
Subway (building): +1 happiness; +1 gold per every 4 citizens in this city
Golden Gate Bridge: Empire enters a golden age
Channel Tunnel: +1 production, +1 Science, and +1 Gold for every plot worked by this city

10. Land Reclamation
requires: Modern infrastructure
Effect: unlocks the following building and wonders
Levee(Building): +1 production, +1 food in ever river tile
Palm Islands:+ 10 Happiness;+ 100% Culture in this city
Zuiderzee Works: +2 production from water tiles worked by this city

11. Motion pictures
Requires: Mass Media
Effect: unlocks the following building and wonder
Cinema: + 2 happiness; + 2 Culture; +1 gold for every 2 citizens in the city
Bollywood: Unhappiness from number of Citizens halved

12.National parks
requires: Nationalism
Effect: +2 culture for landmarks; unlocks the following Wonders
Yellowstone National Park + 10 happiness +10 gold on Old Faithful (must have Old Faithful in radius)
(Canadian) Museum of Civilization (national wonder): +50% culture + 50% science in this city

13. Televangelism
requires:National Broadcast networks
Effect:Unlocks the following Wonder
Hassan II Mosque: +100 Culture in this city (must be coastal)

SCIENCE TECHS

1.Ancient higher-learning institutions
requires: philosophy
Effect: +1 science per Academy; unlocks the following Wonders
Aristotle's Lyceum: + 100% science in this city
Nalanda University: +10% Science for every city

2. Fundamental research
requires: electricity
Effect: +1 science per academy; unlocks the following wonders
National Science Foundation (national Wonder): +10% research in every city
Library Tower (LA): +1 science for every citizen in this city
IBM Tower (Atlanta): +10% science in every city
Lomonosov University (Moscow): +100% Science in this City

3. Advanced Space Research
requires: Manned Spaceflight
Effect:+1 Science per Academy; unlocks the following Wonder
SETI project: +100% Science in this city

4. Advanced Medicine
requires:Penicilin
Effects:+1 Science per academy; Unlocks the following wonders
National health Service (national Wonder): +25% food in every city, -10% Gold in every city (must have a hospital in every city)
Guy's Hospital: +25% food in this city, +1 science for every specialist in this city

MILITARY TECHS

1.Military Modernization
Requires: combustion
Effect: unlocks the Military Modernization great Project
Military Modernization (project): grants the blitz upgrade to any tanks, panzers, mechanized infantry, or Modern Armor that you build in the future

2. Military industrial Complex
requires: atomic Theory and fundamental Research
effect: +3 Science per Military Base, unlocks the following wonders
BREN Tower(Nevada Test Site): + 2 free Technologies
Henry J. Kaiser Shipyards: +25% production of Naval Units in this city (must be built on the cost)
Uralvagonzavod: +25% production of armored vehicles in this city
Boeing Aircraft Plant: +25% production of air units in this city

3. Modern Military Doctrines
requires: Military Science
effect: unlocks the following wonders
National Naval Academy (national wonder): +25 experiance for all future Naval units built in your empire (must be a coastal city)
National Air Force Academy (national Wonder): +25 experience for all future air units built in your empire
New Port News Shipyards: +25% production of Naval Units in this city (must be built on the cost)
Royal Military Academy Sandhurst: +25 experience for all future land units built by your country
Panzertruppenschule (Kama): +25 experiance for all future armored units built by your country
 
Thanks for the help TanisX; I guess I did not look hard enough. For those who are going to be deleting the ids to make v7 run, might I suggest the replace (control h) function. Just put <id> in the find and change to whatever. Do the same for </id>. This may be common sense to some, but for those who are less computer savvy, it could save a lot of time.
 
Thanks for the help TanisX; I guess I did not look hard enough. For those who are going to be deleting the ids to make v7 run, might I suggest the replace (control h) function. Just put <id> in the find and change to whatever. Do the same for </id>. This may be common sense to some, but for those who are less computer savvy, it could save a lot of time.

is there a comment line? If so it makes bad code; but if <id> is at the beginning of the line can you change it to "<!--" and than change "</id>" to "-->". This would comment out a line in xml code.. I don't know moding in Civ5 though isn't it xml?

Replace all would have fix that in a snap. Again would have weird comments; but if it works for us fanatics who cares.

Edit:

Find and replace as I say above works just fine. Do one than other and it will comment out all the lines you don't want.

Added fixed files in txt format.
 

Attachments

Get rid of the generic one, and have a national park for every one of the happiness wonders (need it in tile radius to get).
 
gonna have to disable this mod for now, i like it, but the ai, scary stuff

also, some feedback.

the labyrinth is incredibly powerful, its probably the best early game wonder by far, it gives two engineer specialist slots, and 2 added engineer points, and a free engineer! building this wonder will give you around 16 hammers for your capital (before bonuses!)

EDIT: argh! i lied, there is so much good about this mod that i keep coming back to it, even if it just chews me up :lol:

EDIT2: lost again to 25+ spearmen. i dont know what im doing wrong, i guess i could just rush bronzeworking, and just spam spearmen forever, and see if i compete with the ai
 
Lol I know what you mean. I thought it was because I was using battle a.i. mod, but perhaps the aggresiveness is coming from this mod. I love it though - no more building/city spam. It really helps you see what is really necessary...
 
I always make a beeline for the tech with crossbowmen to help combat the ai's early spamming of melee units. If I'm lucky enough to have enough time and hills to campout on that is.
 
Ok, I fixed all the files to play v7. I found an odd thing. In my capital I was spamming slaves to help the empire when I got colusiums so I could increase happiness. I tried to build one; but couldn't until I finished my que of slaves. Once finished I was able to que the buildings. I am not sure if this is a bug as after that I could add stuff to que.

Edit 1: No one has posted since me.. So next finding. CS's spammed slaves. I don't know if it because of your mod or the CS diplomacy mod I have active.. but weird to see 3-4 slaves sitting on the border all the time.
 
Great to see the fix is working for everyone. :) Thanks for the help in finding and testing for solutions.

Here are some proposed optional tech pages techs & their effects (mostly unlocking wonders that I've already proposed).

Good suggestions. I will put them in my notepad and save them for when I am brainstorming new tech/wonder ideas. :)

gonna have to disable this mod for now, i like it, but the ai, scary stuff

also, some feedback.

the labyrinth is incredibly powerful, its probably the best early game wonder by far, it gives two engineer specialist slots, and 2 added engineer points, and a free engineer! building this wonder will give you around 16 hammers for your capital (before bonuses!)

EDIT: argh! i lied, there is so much good about this mod that i keep coming back to it, even if it just chews me up

EDIT2: lost again to 25+ spearmen. i dont know what im doing wrong, i guess i could just rush bronzeworking, and just spam spearmen forever, and see if i compete with the ai

I have been watching the AI in this mod, and I have come to several conclusions:

1. The AI really really hates it when another player settles a city anywhere near them. I am not sure if this is tied to proximity, or perhaps even as far as the AI has explored. I think the AI might have certain settling plans for territory it has explored, and if you settle where it planned to go, you piss it off.

The more you settle, the more the hatred compounds. Games where I kept myself to 1-8 cities, the AI never declared war on me, even if I culture bombed them back to back. Buying tiles probably angers them on a similar level.

2. If the AI runs out of places to settle, and you are next to them, they will covet your lands. Also, as they no longer need to produce settlers, they have more time to build armies.

3. As production is quite a bit higher than in Vanilla, it seems as if the AI hits a unit threshold where it decides that it has to use it's vast armies against whomever it hates at the time. Which is unfortunate for the player because that is usually a lot of units.

4. The AI really doesn't know how to use it's units, or plan far enough ahead to know that it is loosing melee units at such a high rate that even if it destroys every enemy unit, and brings all cities down to 1HP, it won't be able to take a single city. This makes it quite possible to survive impossible odds while you build and move units to the front.


So yeah, I see how big and strong the AI can get, but from my point of view, it is the one and only thing that allows the AI to compete on a near even level. And honestly, I have had a lot of fun with the extremely close fights I have had with the AI as a result. :)


Ok, I fixed all the files to play v7. I found an odd thing. In my capital I was spamming slaves to help the empire when I got colusiums so I could increase happiness. I tried to build one; but couldn't until I finished my que of slaves. Once finished I was able to que the buildings. I am not sure if this is a bug as after that I could add stuff to que.

Edit 1: No one has posted since me.. So next finding. CS's spammed slaves. I don't know if it because of your mod or the CS diplomacy mod I have active.. but weird to see 3-4 slaves sitting on the border all the time.

It seems like the slaves aren't working out. There is the production bug, but the main reason would be that the AI simply can't handle them. I used Great Engineer AI for the slave AI, so I am pretty sure that it is an issue of the AI saving slaves for Wonders, which in many cases the AI never gets to even start because the player jumps on them immediately.

So, when I fix V7 and launch it, I will also remove slaves until a later date when I can implement it in a working manner.
 
I recorded my beginning invasion of Rome. I will edit to add link once YouTube is done uploading (40 mins!) TheMeinTeam is one who helped me get recording down. I used your mod, the diplomacy mod, add trees mod, capable settlers, and unlimited barb exp. If they are attacking I should get exp from it!

I show off a little micro part way through. I also stop to show the CS's and the slaves. I know you said you will work on this all ready; but you can see. I am spamming mostly trading posts. This is warlord difficulty (In future I will record me setting up game as intro so you can see what I'm playing); but I am roflstomping the AI.

I had to embark to get to Rome; talk about a choke point. I have all ready taken out America as you see I own Seattle. They were bottom half and tasty.

This is just a clash of mods; but the CS diplomacy is joke with GPT you can make. 2k for CS's isn't anything. Although with the old amount, you could buy the world easy. It plays really fast. My vid is in double speed? Don't know why I didn't do it on purpose.

Any questions on what you see ask; this is just a game in progress.

Edit:
Viedo --> http://www.youtube.com/watch?v=QHspvMBl3Ro

Edit 2:
I added captions for your viewing pleasure. Parts 2 and 3 will come shortly for my invasion.
 
I recorded my beginning invasion of Rome. I will edit to add link once YouTube is done uploading (40 mins!) TheMeinTeam is one who helped me get recording down. I used your mod, the diplomacy mod, add trees mod, capable settlers, and unlimited barb exp. If they are attacking I should get exp from it!

I show off a little micro part way through. I also stop to show the CS's and the slaves. I know you said you will work on this all ready; but you can see. I am spamming mostly trading posts. This is warlord difficulty (In future I will record me setting up game as intro so you can see what I'm playing); but I am roflstomping the AI.

I had to embark to get to Rome; talk about a choke point. I have all ready taken out America as you see I own Seattle. They were bottom half and tasty.

This is just a clash of mods; but the CS diplomacy is joke with GPT you can make. 2k for CS's isn't anything. Although with the old amount, you could buy the world easy. It plays really fast. My vid is in double speed? Don't know why I didn't do it on purpose.

Any questions on what you see ask; this is just a game in progress.

Edit:
Viedo --> http://www.youtube.com/watch?v=QHspvMBl3Ro

Edit 2:
I added captions for your viewing pleasure. Parts 2 and 3 will come shortly for my invasion.

I would watch that, but by the time the video loads I will be on a plane home. lol

Did you focus military from the beginning or get dragged into wars that you went on to win?
 
I would watch that, but by the time the video loads I will be on a plane home. lol

Did you focus military from the beginning or get dragged into wars that you went on to win?

Part 2 and 3 are up, so that is over 30 mins of me playing civ! Wow; and all on your MOD. I still haven't conquered Rome yet. :(

So your question I was peaceful Beeline to happy tech for my first 5 cities. After I was sitting happy I went horse and wiped America out. Part way through the war I convinced Rome to help me. He never did anything though as you can see they really were mountain blocked.

Rome got mad at me when I took all of America and they got there late. This caused them to declare on me. I was fine with this having good happiness; good GPT; and good science. I must admit that this war is dragging on though and I would like a little peace. I don't think I'm behind the other civs not fighting; but don't want to fall behind.

At the warlord level of difficulty it does seem farely easy to warmonger and not fall behind.
 
Many of the games I play where war happens, I will expand until the AI is pissed at me and they end up declaring war before I am anywhere near ready. Usually they have 15-40 units to my 1-5. I hold them off simply because I usually have decent city placement(2 tiles from a river which is really perfect), and of course focusing on their melee units bones them just about everytime.

I haven't really played an early game warmonger with this mod yet. I can see how you could steamroll the AI though. Try your next warmonger game on something higher than Prince and let me know how the AI fairs then. :)

I will try and check out the videos when I have a connection that can handle it. :p
 
Yes, I will have to up the AI. It was two easy. But the endless Rome units are starting to get annoying. I'm not loosing as I'm taking over; but I can see it getting long. No bugs though! Well besides the slave things.
 
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