Procylon's Call to Power Project

Maybe someone can look into the earth (terra) files and make them compatible.
Some strange bugs happens when the mapgenerator not realize the new resource system.
It would be great, if this could be possible to make a ctp earthmap, like some other mods doing, with the original start of each civ an citystate.
;)
 
I don't think you can make earth (terra) maps compatible with the new resource system since those maps use set resource placement.
 
There's something funny in this mod, there's no resources whenever I play the game.
Tried with Germany,Standard settings Continent map type, then tried with Russia, Duel, Standard settings Archipelago map type but no resources anywhere.
This is the only mod I have that's active...any idea?
 
Currently on this mod, doing the city states quest is almost useless as the amount of influence given from those quest was not tweaked (And influence loss has been increased). Due to that, at the next turn that influence is depleted, and wathever you did (Connecting road, slaying another city state, even gifting units) would revert to neutral.
This means that the only reliable way to make friends with city states is bribering them with gold, which, BTW is fairly easy.
Please tweak that.


There's something funny in this mod, there's no resources whenever I play the game.
Tried with Germany,Standard settings Continent map type, then tried with Russia, Duel, Standard settings Archipelago map type but no resources anywhere.
This is the only mod I have that's active...any idea?

Have you tried clearing the cache? Sometimes it just get corrupted with other mods.
 
Just a suggestion that some might find useful if you play, like me, with a huge map, small continents, tons of civs and city-states, and a legendary resource start, and are crashing nearly every other turn about 600 turns in or so - go from DX10/11 to DX9. I've had a SIGNIFICANT reduction in crashes, to the point where I've gone another 100 turns and not had a single problem yet.
 
Currently on this mod, doing the city states quest pretty pointless as the amount of influence given from those quest was not tweaked (And influence loss has been increased). Due to that, at the next turn that influence is depleted, and wathever you did (Connecting road, slaying another city state, even gifting units) would revert to neutral.
This means that the only reliable way to make friends with city states is bribering them with gold, which, BTW is fairly easy.
Please tweak that.
To that feedback I'd like to add the next:

The AI seems to perform pretty well early game (to the point they reach classical age at turn 15:eek:), however the AI perfomance start to decline as the game progress, reaching its peak at renaissance and then falling back, maybe because they don't know what to do with the extra units/tech/civics??.
Also AI fail at sailing as they build mostly cogs (At least on my playtrough).

And last but not least: The late game buildings that are required to build airplanes/ships/tanks, while powerful (Very high production boost, anyone?), they seem to be a mayor hindrance to the AI and weaker civs, since those buildings chew as much as 2 oil. That means that smaller civs will get weaker since even if they have some oil, they have to sacrifice most of it to be able to build those expensive buildings and then, if they have luck, build a tank or airplane.
On the other hands, those civs who have plenty of oil and are big and powerful will become even more powerful as they will have more production (and oil for those civs might not be a problem, btw).
On short: A counter-productive building for smaller civs, über for bigger civs, so: unbalanced, need a tweak.


Another feedback: There are some wonders that break the balance early game since they give insane amounts of :c5science: for their era (Copernicus wonder +200:c5science:? temple of heaven +80:c5science:?). Perhaps you might need to tweak the tech cost also, since I've found that techs starting from Industrial start to get extremely expensive, to the point that I'm playing as the lead civ with +2300:c5science: a turn and techs like globalization take more than 10 turns. (Think about the smaller civs, if for me it takes so long, waht about them?:eek:).
Cheers.
 
To that feedback I'd like to add the next:

The AI seems to perform pretty well early game (to the point they reach classical age at turn 15:eek:), however the AI perfomance start to decline as the game progress, reaching its peak at renaissance and then falling back, maybe because they don't know what to do with the extra units/tech/civics??.
Also AI fail at sailing as they build mostly cogs (At least on my playtrough).

And last but not least: The late game buildings that are required to build airplanes/ships/tanks, while powerful (Very high production boost, anyone?), they seem to be a mayor hindrance to the AI and weaker civs, since those buildings chew as much as 2 oil. That means that smaller civs will get weaker since even if they have some oil, they have to sacrifice most of it to be able to build those expensive buildings and then, if they have luck, build a tank or airplane.
On the other hands, those civs who have plenty of oil and are big and powerful will become even more powerful as they will have more production (and oil for those civs might not be a problem, btw).
On short: A counter-productive building for smaller civs, über for bigger civs, so: unbalanced, need a tweak.


Another feedback: There are some wonders that break the balance early game since they give insane amounts of :c5science: for their era (Copernicus wonder +200:c5science:? temple of heaven +80:c5science:?). Perhaps you might need to tweak the tech cost also, since I've found that techs starting from Industrial start to get extremely expensive, to the point that I'm playing as the lead civ with +2300:c5science: a turn and techs like globalization take more than 10 turns. (Think about the smaller civs, if for me it takes so long, waht about them?:eek:).
Cheers.

Thats how oil works though...if you have it you can be rich and have awesome stuff, if you dont you are in trouble and at the mercy of those who do have it. Why change that? Even in the RL word, countries that have the oil are much better off than those that dont. Also, you can now see why wars can start over oil, because if you and your border buddy both find a place with oil, letting the other get it means that you will be at a disadvantage, thus you have to act before they do or get ready for tanks!! I personally see nothing wrong with it, but thats me. I also dont think those wonders are too outrageous since they both need mountain cities dont they? Which makes it a bit harder to get unless you plan early for it.
 
Thats how oil works though...if you have it you can be rich and have awesome stuff, if you dont you are in trouble and at the mercy of those who do have it. Why change that? Even in the RL word, countries that have the oil are much better off than those that dont. Also, you can now see why wars can start over oil, because if you and your border buddy both find a place with oil, letting the other get it means that you will be at a disadvantage, thus you have to act before they do or get ready for tanks!! I personally see nothing wrong with it, but thats me. I also dont think those wonders are too outrageous since they both need mountain cities dont they? Which makes it a bit harder to get unless you plan early for it.

It's true that is a somewhat good mimick of RL, but gameplay-wise is terrible: It encourages stronger empires to be stronger and weaker empires to be weaker.
That wouldn't be a hassle if it were some balancing forces (Like revolutions? anyone?) or something else to compensate.
I remember ROM from Civ4 with revolutions: If you were big, very big and strong doesn't mean that you will win the game since unexpected thing could (and should) happen.
Here in this mod you just conquer 1 or 2 civs and with what you got you have a GG for everyone else since the AI pretty much fails to stop you.

I'd rather prefer a system which mimicks RL BUT is also gameplay-friendly, that is that it doesn't break the gameplay too much in favor of RL things.
That's RL-vs-gameplay. Dunno what you would chose (The midway is the best, of course).

And about those wonders that require mountains: Their drawback doesn't balance out their über-bonuses. Building the temple of heaven almost mean that you would get techs every 2 turns until entering renaissance (I could be wrong of course, I haven't checked all the costs, but it's something like that).
 
The problem with making any game too much like real life, is that real life is an unbalanced unfair piece of . lol XD

In real life, if a country is lucky enough to have a "start location" (lol??) in a desert filled with oil, they will be a big player in the world for as long as they can survive.

In a game however, the player wants to always have an equal chance, and that the AI's can have an equal chance. Sometimes realism is not the most fun way to approach game balance :)
 
Well I play on Marathon mode, so im not getting quite the advantage that you speak of. I also find, that those are not built much due to the fact it does take mountains, which also means I need to plan ahead for them.

I still dont agree with you on the oil, because it making stronger empires stronger is the whole point. If an empire has gold, they would be stronger, if an empire has any resource of value(which can change with the times) it will make them stronger. The weaker shall get weaker and thats life as we know it. Changing this, imho, doesnt reflect RL as we know it and I believe that what Dec is going for. It does suck when you are the weaker, but that just makes the game more fun to me. And, I also think its ok to disagree...we both love the mod and want whats best for it!;)
 
Well I play on Marathon mode, so im not getting quite the advantage that you speak of. I also find, that those are not built much due to the fact it does take mountains, which also means I need to plan ahead for them.

I still dont agree with you on the oil, because it making stronger empires stronger is the whole point. If an empire has gold, they would be stronger, if an empire has any resource of value(which can change with the times) it will make them stronger. The weaker shall get weaker and thats life as we know it. Changing this, imho, doesnt reflect RL as we know it and I believe that what Dec is going for. It does suck when you are the weaker, but that just makes the game more fun to me. And, I also think its ok to disagree...we both love the mod and want whats best for it!;)

Yep, but CiV is far away from being "realistic" as it was Civ4. There are no religions, the heads of state (leaderheads) are funny because even at ancient era you can see Washingtong in a furnished place or Alexander riding a horse before they even discover horseback riding. They also live from the entire game (From the start to the end).
The cities are always healthy (there are no slums). There is no spionage no corporations, CiV is far mor simple than Civ4, so in order to make the game realistic we must focus on balanced and important first.

Anyway, I agree that the mod should attempt to make the game more realistic but first it should focus on "more" realistic features (like religion) before attempting on RL things like the über empires or something else.


So far I have seen: Those building make a GG for everyone else if you are the lead and build them first. What I'm trying to explain is that it's almost pointless to keep playing if you are leading far away from them, and the weaker empires don't even have a chance to rise.
It's not challenging for them, but impossible to even catch you. When I play if I manage to control half a continent I realise that from that point on I would win since only humans could prove a challenge on that point, AI's would always fail unless advanced like yourself.

Don't forget we are playing a game that is meant to be an enjoyment. Balance and fair play comes first, then RL thing. It would be better if there could be a way to mix them together, to make both a good game and a realistic one.
 
Balance faaaaaaaaaar out weighs realism anyday, for any game, as long as we're making a "game". Realism should exist to enhance experience along side of balance and not as an obstacle to balance. When incompatible, realism should never be picked over balance. A rule for any professional game designer. "Realism over playability and balance" mentality leads to massive problems and the creation of a game very VERY few people would enjoy playing. example: Flight simulations. I tell you this as a simulation fan.
 
Balance faaaaaaaaaar out weighs realism anyday, for any game, as long as we're making a "game". Realism should exist to enhance experience along side of balance and not as an obstacle to balance. When incompatible, realism should never be picked over balance. A rule for any professional game designer. "Realism over playability and balance" mentality leads to massive problems and the creation of a game very VERY few people would enjoy playing. example: Flight simulations. I tell you this as a simulation fan.

Couldn't agree more, playability is always number 1, nice graphics and realism by itself tend to lead to boring games. We need interesting and challenging games, not History simulators.
 
Also if we want 100% realism, your 5000000 gold cost Modern Tank (or Attack Chopper) that took 20 turns to build would be able to be destroyed by a barbarian rpg launcher :P
Would that make a fun experience in the long run? :)
 
Rpg's dont destroy modern M-1s...not hardly, they can, however, blow off a track. Thus hindering it severely, but hardly destroyed.

As for balance, thats someones way of saying "I dont like this and it should be the way I say". I see this is all the time in mmo's, where one side, say PVP, doesnt like the way powers work and start the "balance" rants. Thus, PvE, then gets hit with changes that ruin their game, all in the name of "balance". Realism is the reason, why they made sure that a barbarian sword unit, wouldnt be able to destroy a tank. I watched the video of that and they said it 'was numerically impossible". Strangely, though, they didnt just come right out and say it...I wonder what that means.

Realism of units, currency, food, and what not, is just as important as perceived balance. Thus we are playing this alpha, to help "balance" it out for Dec, who by the way im worried about again, as I havnt seen him post lately. I let him decide, what needs to be "balanced" by giving him the input i see, and I see oil as a hugely valuable resource that helps out the Empire that has it, to crush, both economically and militarily, the other Empires that dont. Changing down oil to be less of this, is, IMHO, not a good idea, as having oil is a powerful asset. It would be the same as Uranium, should this be changed to so everyone can build the big bombs? This game isnt about being fair to those who dont have a valuable resource,its about the building of an Empire or Civ, thru the good times and the bad. Thus, you could end up fighting against an Empire that has oil and can come at you with tanks, while you are like, "oh Crap" what do i do now.

Still, its looks like im in the minority here, but ill leave the last word up to Dec. Please post every now and then please Dec, so we know you are doing ok.
 
I reinstalled v9 version of the mod, but with the dlc fix( I dont have the dlc), and when I tried to load my modded save, it wont work, runtime error. When I tried to start a modded game, it takes a long time, and when the game started, it says I already won. Also the speech in the beginning is for Mongols instead of Ottoman. I only could play my vanilla saves. Help!
 
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