Procylon's Call to Power Project

I'm a bit confused with monopoly buildings. It says you need 2 huge buildings for a monopoly one... I have two huge horse buildings and spare horse resources, but it still says I need one more huge one to build the monopoly. I guess it isn't counting the one present in whichever city is selected, or is this intended behavior, so really you'd need 3 huge buildings.

On an unrelated note I didn't know the AI could do this. I was warring with the Iroquois, and they were being attacked from the other side too. I took all but their last city (size 1), and was moving to take that one too, and I guess they gave up because they gave me all their stuff INCLUDING their last city. They were able to defeat themselves. :/

edit: game crashed now it wont load. :(
I wanted to see if my third horse city let me build the monopoly, oh well.

I had a similar problem when I tried to allow national wonders to be built in 4's. Instead of 4, it would be 3, and when you built the 4th, one of your other national wonders disappeared...

Not sure how to fix this other than to set it to 1-2 and say it is 2-3.

I did build a monument first. The temples were not greyed out, it was simply not in the build que.

As to the techs being miss after Rudder, I just downloaded the latest version last night about 8pm CST and played it till the point the techs were just not there.

What Civ?

Also, have you deleted all versions of this mod besides the current?

I'm pretty sure the new resource mod will not add to maps with pre-set resource placement.

Seems to be the case, though I am somewhat surprised to see some of the seemingly random map generations to also have this problem. I suppose they are less random than I thought.

Is the resource limitation true?(about each map 320), and the bigger the maps the lesser the resources tiles?Just a question.

I generated a huge map with legendary resources and about killed my computer when I scrolled the screen, so I think it scales. :p

the ai has no idea how to play with out luxury recourses i think it was tied to there (stance) towards others and the happiness issue they do not know how to balance it with expanding they mass city's then stop all of a sudden and have -15 happiness all of them. the ai is very very friendly every one is an ally when domination is the only victory setting enabled? the main problem imo is that the ai is not prioritizing the correct actions happiness wise.

Yeah, the next fix is going to include some help for the AI.

The problem is, that it will be hard to fix this for the player and the AI without giving the endgame too many happy faces. Wish I could scale it more to the era.
 
I still dont understand how happiness works anymore. I have built buildings that should give me 20 happy faces, but they dont...they only give me 13. Even when I build a new one, im only getting a portion of what I should be. If HF's are going to be reduced like this, then somehow the text needs to be updated on all buildings so i know how far to grow out my cities. Also, am i getting less HF's on marathon mode even though I have to pay higher costs to build the city, then say someone on a faster game? If so, I dont think thats a good thing. I can see paying a higher cost, both in gold and time, but I shouldnt be taking a hit on what a building can do...at least thats imho.
 
plz plz bring back luxury recourses the game feels like there is no advantage from owning 1 location to another and the ai does not fight any more they are really passive.
 
plz plz bring back luxury recourses the game feels like there is no advantage from owning 1 location to another and the ai does not fight any more they are really passive.

I can see why you say this, and I was thinking this for a time, but I think D will be able to balance it out. When he does, we will all be glad he did. However, I will say that the ai doesn't know how to use the new system. I think it might require .dll before they do.
 
Deci, I was playing the Arabs. The only active mod is v9. No other v9 mod on there.

Redownload and try the techs again to see if it will work, see if they will all show up?
 
Ronnoc do you have any other mods installed? Even if v8 is not active it still manages to interfere somehow. It could be the same with some other mods I guess?
 
Ronnoc do you have any other mods installed? Even if v8 is not active it still manages to interfere somehow. It could be the same with some other mods I guess?

Yup, it interfered, working great now, including temples. I am really enjoying this mod, thanks Deci!!!
 
I think once everything gets worked out it will no doubt be awesome. I love the buildings and what they do, its just getting over the initial loss of HF's from luxuries that we are all used to. What about giving 1 HF for every resource that is now connected into the empire? This would give a bit more help to expanding out the cities, and would make sense that someone would be happy with a connected resource. Im still confused on buildings that give happiness not giving the full amount. I saw someone say it depends on the city size, is this true? Also, will text be going in to say this, so we have an idea?

One other thing, ive noticed the AI spamming cities like crazy, yet they never get over 1. I see why they do this to increase their science. Also, seeing different wonders being built now, and the AI are not all entering the same eras at the same time. One other thing, is how civil the AI treat me and others now. I really like that. I know some prolly wont, but many cultures were civil with each for long periods of time, and I find this so refreshing. Also, get many updates from the AI about how im friends with their friend, which makes us friends, in a way haha. I kinda like this. Im also thinking that the reason they would dislike you so much was prolly because of the amount of luxuries we got over them.

One funny reason for Russia not liking me was that the description under diplomacy said "i was taking the same path to victory that they were, and they didnt like it!" Heck, I dont even know what that path was, but i liked the description under diplomacy haha.
 
I'm extremly happy for new ressources ;)
before it's not woring fine but at least work already at 90% time for me to update my game for have the 27 one :).

Thank you so much D (all name you like that now hahaha). you exactly done the work i always want to done.... but without knolwedge it's a bit hard.

haaaa CTP into civ5 ;) i have a question and possible it's can be a suggestion

for have more civilisation to choose is that possible to fusion a mod (if the creator agree of course) with your mod?

because i have see here around on this forum a nice mod with lot new civilisations added.
 
I think once everything gets worked out it will no doubt be awesome. I love the buildings and what they do, its just getting over the initial loss of HF's from luxuries that we are all used to. What about giving 1 HF for every resource that is now connected into the empire? This would give a bit more help to expanding out the cities, and would make sense that someone would be happy with a connected resource. Im still confused on buildings that give happiness not giving the full amount. I saw someone say it depends on the city size, is this true? Also, will text be going in to say this, so we have an idea?

I don't think the luxuries can give HF anymore because they are now all strategic. For the buildings, I think the new rule is that cities can no longer give more happiness than there are citizens. I don't know how well this works though now as citizens give 1.5 UH instead of one. In a city with 4 citizens, you will net -2 happiness (+4 from buildings -6 from pop). That is why it is so important in the beginning to grab monarchy for the garrisons. However, once the first happiness monopoly gets set up, happiness will cease to be an issue.
 
As expected the official patch has done a bit of messing up most of the mod :p, text displays etc on tech tree, missing wonders and buildings in techs etc, but im sure your on it D :p, cant wait to give it a go now that denounces are finally fixed :)
 
I still dont understand how happiness works anymore. I have built buildings that should give me 20 happy faces, but they dont...they only give me 13. Even when I build a new one, im only getting a portion of what I should be. If HF's are going to be reduced like this, then somehow the text needs to be updated on all buildings so i know how far to grow out my cities. Also, am i getting less HF's on marathon mode even though I have to pay higher costs to build the city, then say someone on a faster game? If so, I dont think thats a good thing. I can see paying a higher cost, both in gold and time, but I shouldnt be taking a hit on what a building can do...at least thats imho.

It is based on popultation. If you have 10 pop in a city, you can get 10 happiness from buildings. Happiness per city and wonder happiness generally ignore this rule.

plz plz bring back luxury recourses the game feels like there is no advantage from owning 1 location to another and the ai does not fight any more they are really passive.

There is more advantage in owning 1 location than before. Extra luxuries were always useless. The happiness bonus was good starting out, but worthless later on in the game.

I just need to balance out the early happiness and get the AI on the same page.

Deci, I was playing the Arabs. The only active mod is v9. No other v9 mod on there.

Redownload and try the techs again to see if it will work, see if they will all show up?

If you have already tried deleting all other versions of CtP and aren't trying to run a special map script, downloading it again might work,

I think once everything gets worked out it will no doubt be awesome. I love the buildings and what they do, its just getting over the initial loss of HF's from luxuries that we are all used to. What about giving 1 HF for every resource that is now connected into the empire? This would give a bit more help to expanding out the cities, and would make sense that someone would be happy with a connected resource. Im still confused on buildings that give happiness not giving the full amount. I saw someone say it depends on the city size, is this true? Also, will text be going in to say this, so we have an idea?

Probably won't be able to do this. I should be able to make it more manageable through other methods though.

I'm extremly happy for new ressources
before it's not woring fine but at least work already at 90% time for me to update my game for have the 27 one .

Thank you so much D (all name you like that now hahaha). you exactly done the work i always want to done.... but without knolwedge it's a bit hard.

haaaa CTP into civ5 i have a question and possible it's can be a suggestion

for have more civilisation to choose is that possible to fusion a mod (if the creator agree of course) with your mod?

because i have see here around on this forum a nice mod with lot new civilisations added.

You could run other civilization adding mods with CtP, but it will be awhile before I actually add new civs myself.
 
just finished a game won by culural victory which came a little too fast 500 turns about..at epic speed. Ajusting this would help..Also aligator resorces seem to dissaper from time to time thought the icon stays there. little glitch in corn field. also uranium in oasis cannot be mined.In my game only me (Russia) and (USA) seemed to have expanded well in civ size and in tech i guess. while the others did fairly well except for tech advancement. Egypt that had only 2 citys. they started populating when i started building near them. The maximum of wonders built by ai was 5... Also many of the new resorces even on high are generally 1 or 2... ai value of resorces is a joke... also some civs run into debt like -2900 gold. i was playing standard map no mods with 6 ai on warlord barbarian raging no time vic disabled start bias and ranndom personalities continents epic time resorces high and water level low.
 
Ok after the patch, your mod looks reduced. Some text strings say TEXT....And the wonders are removed, other buildings are shown. Tomorrow i will look and will change something and report.
Happy to sea that the loading time is reduced.
 
Ok thanks Dec, I understand now and have watched my city closely and I see how it has changed. i actually dont mind now that I understand, and can plan accordingly. I think if you just give us some time to adapt to the change it will go over, though I that maybe if you reduce unhappiness by number of city(at least in the start) that would help. In my marathon game I get +3.2 for each new city. However, with the new buildings i can eventually get past this, just takes a bit longer, and even on high resources, they seem so darn scarce. If I switch to very high or legend, then there are too much haha.
 
just finished a game won by culural victory which came a little too fast 500 turns about..at epic speed. Ajusting this would help..Also aligator resorces seem to dissaper from time to time thought the icon stays there. little glitch in corn field. also uranium in oasis cannot be mined.In my game only me (Russia) and (USA) seemed to have expanded well in civ size and in tech i guess. while the others did fairly well except for tech advancement. Egypt that had only 2 citys. they started populating when i started building near them. The maximum of wonders built by ai was 5... Also many of the new resorces even on high are generally 1 or 2... ai value of resorces is a joke... also some civs run into debt like -2900 gold. i was playing standard map no mods with 6 ai on warlord barbarian raging no time vic disabled start bias and ranndom personalities continents epic time resorces high and water level low.

I need to find the culture victory variable and increase it from 5 to maybe 7 or higher.

I will take all mine-able resources off oasis. I don't think any others should be appearing on them, but if that is the case let me know.

What is the corn glitch exactly?

And does the alligator graphic disappear, or the actual resource? Can you build a camp and get the resource?

I am working on the AI and resources.

Ok after the patch, your mod looks reduced. Some text strings say TEXT....And the wonders are removed, other buildings are shown. Tomorrow i will look and will change something and report.
Happy to sea that the loading time is reduced.

They have the patch loaded now? I will spend tonight meshing them together as well as some other improvements to the mod.

Ok thanks Dec, I understand now and have watched my city closely and I see how it has changed. i actually dont mind now that I understand, and can plan accordingly. I think if you just give us some time to adapt to the change it will go over, though I that maybe if you reduce unhappiness by number of city(at least in the start) that would help. In my marathon game I get +3.2 for each new city. However, with the new buildings i can eventually get past this, just takes a bit longer, and even on high resources, they seem so darn scarce. If I switch to very high or legend, then there are too much haha.

I am going to reduce the happiness per pop back to 1 from 1.25, so that should help. I will also look into some other things to bring it into balance.
 
I think you should replace the religion of Zoroastrianism with the Bahá'í faith. Both religions were started in the same place, and it currently has 7 million followers today.
 
My favorite patch change may be that I can now set % modifiers for the golden ages. 10% to science, food, gold, and production is what I will start out with. :)

I think you should replace the religion of Zoroastrianism with the Bahá'í faith. Both religions were started in the same place, and it currently has 7 million followers today.

I will do a little more research on it once I actually implement religions.
 
Was curious on the building screen when it shows the new buildings we can make, do you think there is anyway that if we highlight the name of, lets say small gold shop, that it could tell us if we have one already and in which city? Its not that bad when we have 4 or 5 cities, but if we start expanding and get 10, 15, or 20, its going to be real hard remembering what is where. Or perhaps you might come up with something better. Or perhaps at the top where we have the resources, have another spot that would list the number of those special shops we have...that would also be real helpful i think, not sure if it could list the city, but what the heck.

Also, now that im into it, im digging all the new buildings. Lots of fun making them and then finding more of a resource to make an EVEN BIGGER BUILDING!! MUWAHAHAHAH, my plans of dominating the alligator trade are now almost complete....ahem...sorry about that, let me just put my maniacal alter ego back in that dark pit...there...all safe now! :)
 
My favorite patch change may be that I can now set % modifiers for the golden ages. 10% to science, food, gold, and production is what I will start out with.
anyway to add no anarchy for gov changes while in a golden age?
 
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