Procylon's Call to Power Project

Do you guys feel like it is happening more or less than vanilla?

I'm pretty sure that the actual game is to blame here, not your Mod. The crash is always the same. Crashes when the AI is moving units around, and nothing you can do will prevent it. Deleting units, changing production queues, even going in FireTuner and going as other players and such. Seems to happen much more when there are lots of units on the map. That's something quite common in your Mod though.

As far as the gold, I still need to increase the gold sinks and perhaps add some more in. Do you have a reference for about how much it was costing you to buy a standard unit?

About 1200 gold. I never bought anything though because my cities could produce pretty much anything in one turn.

Any specific cases of buildings or strings of buildings being overpowered?

I didn't mean overpowered in terms of actual production power. Only gold and happiness generation. You have several wonders that increase the gold yield of trade routes for example. If you can nab most of them you get insane gold generation. It's all actually very well balanced in the early game. Then at some point gold generation increases and you never have to look back.

At some point I will make it so that certain optional units have those requirements instead.

Maybe National Wonder type units where the player is only allowed a limited number? Like the walkers in Civ IV BTS? That would be really cool.

Once FiresForever releases the multiple social policy page mod, I plan to add 4-8 pages of social policies to include 10+ governments, 10+ religions, and dozens of flavor and specialization policy trees.

Awesome. Can't wait.

Did you mouse over the tiles to see what they actually were? I have seen certain graphical bugs where a tile looks like 1 terrain, but is actually another. Most common regarding mountains, but probably possible with others.

They were definitely snow, I took a screen shot. Only thing that could explain it is that there was a city there that I razed. Probably you can build a farm over city ruins. However that's only one tile. I built 5 farms on snow in the area. I thought some technology made it possible, I wasn't sure.

Glad you enjoy it, hopefully I can keep quality updates coming well into the future.

Gonna give it another go, this time on a duel map. Hopefully I can make it all the way to the end.
 
My latest game: Huge map, Marathon speed, King, Fractal, Random Civ ended as Catherine, 22 AI's, 28 CS's.

Will report anything.

I did have a thought though. Maybe the insane gold is what you said. You get all the wonders. That is because you teched there first. The gold might even out when AI keeps tech parity and gets wonders?

Edit: turned culture and diplo off.. They are to easy currently. Will be balanced later i know.
 
As to the game freeze/crash I have gotten those in this mod, in vanilla, and when use other mods. Have been able to get around 'sometimes' by turning of system and restarting and then zooming in as much as possible on the map. Had a freeze with french and when did this was able to get past it and continue to play. No idea if will work for others as doesn't always work for me .. ~80% of the time.
 
For the roads, the worst thing about them is when the routes get intercepted by another unit, forcing the player to re-route. But I do think roads should be built a little faster. Standard time for Civ 4 was three turns, but back then workers could stack, so it was more like one turn. I like the idea of an engineer. Perhaps it could become available in industrial era in time with the graphics switch of the standard worker?
 
I ran a few games with this mod, and like has been noted early, there are MAJOR mid to late game balance issues with gold, happiness, and production.

The first of these issues is the issue of the multitude of wonders. If one focuses on the trade route ones and builds a fair number of cities, they win the game. There is simply too much free gold production with zero cost to worry about.

Second is the issue of food. The game starts at a pretty good clip for growth, but then quickly explodes in size. I really enjoy population booms, but they need more negative cost associated with them. More often than not, buildings like the Police Station will cause a big pump in population, and instead of costing me anything, it actually increases my GPT as well. I end up vastly rewarded for growth, because half the growth buildings also give me gold per pop or science or culture per pop. You just hit a spot where you never ever have to worry about anything other than outproducing the AI to wonders, because the buildings take care of everything else.

I think the easiest solution to this is to have buildings that have more than flat costs. If I can build a building that gives me mega-happiness and growth, maybe have it cost me 1 gold per citizen per turn. Suddenly, I am looking at -20+gpt per city it is built in.

There in its essence is my biggest gripe with the mod. It eliminates almost all need for choices. I can throw my city anywhere because every tile is going to give me great returns. The only thought process for buildings is which one do I build first, because I certainly am going to build every single one of them.

In vanilla, there are many ways to win, albeit dominated by the ICS strategy. However, there are clear alternatives, like a small number of cities going for culture. In CTP, the only strategy is GROW GROW GROW, because if you do, everything else takes care of itself. My size 50 city will produce more happiness, culture, science AND gold than my size 5 one. If I have one suggestion it is this: have your buildings do one or two good things, but at a cost of something else. Everything short of a bank should have some manner of financial hit. If not, make it hurt production or happiness. If you cause players to make choices, you will have a game with far greater re-playability.
 
They were definitely snow, I took a screen shot. Only thing that could explain it is that there was a city there that I razed. Probably you can build a farm over city ruins. However that's only one tile. I built 5 farms on snow in the area. I thought some technology made it possible, I wasn't sure.

I recall that water tiles surrounded by ice are considered as Lake tiles, even in Vanilla. So you can build farms on any tile that is adjacent to a tile of fresh water. Including snow tiles besides the North Pole. It's kinda weird.
 
Maybe because I always spam trading posts is why I always have so much gold. To me they are the most powerful. They are only improvement that gives you science say a GS.

Actually your gold income is rather low for this mod... :p If you went for a food economy I think you would see about 2-5 times more gold.

I guess no more. It is frustrating though to be a week into a game and loose it. I don't play much. I want to start a huge epic game with your mod. By time I finish it though you will be on version 12.

I love huge maps too, but I also have the problem where there is an inevitable perma-crash somewhere near the end of the game that simply ruins days or weeks of work. But that is kind of how it is with any 4X strategy game, to one extent or another.

This is the second part to the road thing I mentioned above. Do you ever scale improvement cost? They keep getting better; but do they keep getting more expensive? I think that right there could sink a lot of money, yet still feel like I'm booming.

I think I was looking around for that but didn't see it outright so I moved on to some other things. I don't think I can scale it by era, so I may have to scale by version(road, rail, etc). I am not sure it even scales at all right now anyway, so I will have to look into it.

If with refrigeration the farm gets a +2, but costs gets a +2, that will make a big difference. I think that is realistic as well. As time progressed stuff cost more.

This may be doable. The problem I think would be that the -1 or -2 gold modifier for farms on refrigeration would add an icon to the tech which would clutter things up significantly.

I kind of want to remove these icons in general, but I will have to figure out how, while still ensuring that players know what a tech is giving them. Probably have to do a lot of help text updating to compensate.

I don't think the buildings are a problem. It is still the AI not building up. I will see on my next play through as you updated some stuff. I was still using 7 with slaves.

I have read other reports from vanilla where it seems like the AI doesn't really build any buildings at all. I am not sure if this is actually the case, but it would be a problem. Not sure how I could change it other than across the board flavor updates.

Yes, I did not have endless golden ages though. I had no use for the great people though. They all because golden ages. Taking that number down might help. Also if we have more happiness, can you scale golden age happiness required by a tech? Say you tech globalization and golden ages take more to get now?

I don't think a schema exists for that. Possible in the distant future, but I am not sure I could do that now.

I can scale golden age happiness using policies though, so once I expand that you might see more going on in that area.

So much to do so little time with the mod.

You ain't kidding. :)

About 1200 gold. I never bought anything though because my cities could produce pretty much anything in one turn.

The production cost may be a bit low in that case. Would you say that happened around industrial?

Part of the industrial revolution feel I want to involve buying of units using gold. Such as the US and many other nations practically going bankrupt by the end of WW2. So high production relatively, but huge sums of money being spent on the war machine when you have need for it.

Of course, if you didn't spend any money, you may not have had enough challenge fighting your AI opponent, which may result from a large tech advantage. Of course, at 1200 gold a pop, you could probably buy a thousand units which is too much.

So, an increase in unit production cost and hopefully tech parity(after other recent changes) may help to bring these together.

I didn't mean overpowered in terms of actual production power. Only gold and happiness generation. You have several wonders that increase the gold yield of trade routes for example. If you can nab most of them you get insane gold generation. It's all actually very well balanced in the early game. Then at some point gold generation increases and you never have to look back.

Maybe I will tone down some of the trade route increasing wonders and use more buildings such as the airport which each increase trade route gold. Maybe add some of that to harbors and whatnot to influence the fact that they also greatly increase trade in the empire.

Lets try +5% on harbors, and +10% on seaports. Yeah this will make them even more important. Going to tone down some of the +trade world wonders, maybe mix some other bonuses in there.

Should give you a bit more gold starting out. We will see if it is over the top. On a huge empire you might find anywhere from 150% more trade gold to 250% more trade gold. You may end up with more gold, but it should even it across the board, and I am increasing production cost enough so that hopefully more money is spent on units.

Maybe National Wonder type units where the player is only allowed a limited number? Like the walkers in Civ IV BTS? That would be really cool.

Not a native function in the xml's, but I do like the concept so I may try fitting it in down the line. :)

I did have a thought though. Maybe the insane gold is what you said. You get all the wonders. That is because you teched there first. The gold might even out when AI keeps tech parity and gets wonders?

Lets see how my trade gold tweaks work out. Though you may have already started your game...

As to the game freeze/crash I have gotten those in this mod, in vanilla, and when use other mods. Have been able to get around 'sometimes' by turning of system and restarting and then zooming in as much as possible on the map. Had a freeze with french and when did this was able to get past it and continue to play. No idea if will work for others as doesn't always work for me .. ~80% of the time.

Nice tip, I will have to try it out sometime. Though hopefully the game doesn't give me too many chances to use it... -_-

For the roads, the worst thing about them is when the routes get intercepted by another unit, forcing the player to re-route. But I do think roads should be built a little faster. Standard time for Civ 4 was three turns, but back then workers could stack, so it was more like one turn. I like the idea of an engineer. Perhaps it could become available in industrial era in time with the graphics switch of the standard worker?

Thinking about giving it the art of the great engineer. :) Not sure if it would do animate when working though, but could be nice.

The first of these issues is the issue of the multitude of wonders. If one focuses on the trade route ones and builds a fair number of cities, they win the game. There is simply too much free gold production with zero cost to worry about.

Going to see if I can address that somewhat. :)

Second is the issue of food. The game starts at a pretty good clip for growth, but then quickly explodes in size. I really enjoy population booms, but they need more negative cost associated with them. More often than not, buildings like the Police Station will cause a big pump in population, and instead of costing me anything, it actually increases my GPT as well. I end up vastly rewarded for growth, because half the growth buildings also give me gold per pop or science or culture per pop. You just hit a spot where you never ever have to worry about anything other than outproducing the AI to wonders, because the buildings take care of everything else.

Generally true. I can see how some of the buildings might not cost enough maintenance, especially the more traditional social/government buildings, so I may look at giving them maintenance costs that reflect per population. That may be a pretty good system that kind of also reflects the real world aspects of population growth. More people = more prisoners/patients/etc.

However, I may need a way to further incentivise those public buildings since you don't really see a city anywhere without them to some degree.

I think the easiest solution to this is to have buildings that have more than flat costs. If I can build a building that gives me mega-happiness and growth, maybe have it cost me 1 gold per citizen per turn. Suddenly, I am looking at -20+gpt per city it is built in.

lol, funny I thought about the same thing before reading that part of your post.

-20 is a bit soft though as many buildings already have maintenance that high starting in industrial. I may try something like -3-5+ gold per pop for some of them. On a 70 pop city your prison suddenly costs 200-350 gold per turn. Just a matter of getting the bonus right, which may be harder than it could be since I am missing some schemas that would make things like prisons and hospitals act as more than granaries.

If they had added crime and health to the game it would of course be easier. I will figure something out.

There in its essence is my biggest gripe with the mod. It eliminates almost all need for choices. I can throw my city anywhere because every tile is going to give me great returns. The only thought process for buildings is which one do I build first, because I certainly am going to build every single one of them.

In terms of tiles, I would like there to be a triumvirate of choices mostly based upon surroundings. Is this a production city, a food city, or a gold/science city. Unfortunately Civ 5 lacks some of the mechanics that made this more a part of the system as it was in CtP.

In general though, if you see a hill, you mine it. Or maybe farm it... maybe. Or possibly gold, but only if you are going for a certain gold strategy.

Buildings, well you do build all of them. Generally. Pretty much every city is going to have a hospital in it sooner or later. I don't feel that is a matter of choice, that is just how civilizations grow. Your choice here lies in whether you build it before a number of other buildings.

Where I really want you to choose is; "what is this city's purpose going to be?" In CtP, if you saw a city with 3 or more of a single trade good nearby, it was an economic hub. If you had a city next to a mountain range, it was going to be a production power player.

This obviously doesn't sound like a lot of choice, and in some ways it isn't. But it isn't so much about choosing which building to build or not to build. It is about growing an empire and how you leverage the land and resources you are given against your enemies.

Eventually as I add corporations and more national wonders(and fix certain bugs with national wonders), you will make more decisions toward specializing your cities.

In CtP the choices lie more in the grand strategy than in micromanaging cities. Civ 1-5 are pretty much about micromanaging city states.

CtP is more about micromanaging empires and war machines.

Everything short of a bank should have some manner of financial hit. If not, make it hurt production or happiness. If you cause players to make choices, you will have a game with far greater re-playability.

I would tend to disagree here, as most systems throughout history tend towards the capitalistic. If a building exists it will either be public funded such as a hospital/prison, or it will pay for itself through sales and production.

So my view towards buildings is to view them both as a source of production/food and a source of gold in the form of tax revenue.

Public buildings such as science/culture/growth probably could use more of a financial cost though. Everyone knows the game is way unbalanced on the gold end. So have some patience. :)

In vanilla, there are many ways to win, albeit dominated by the ICS strategy. However, there are clear alternatives, like a small number of cities going for culture. In CTP, the only strategy is GROW GROW GROW, because if you do, everything else takes care of itself. My size 50 city will produce more happiness, culture, science AND gold than my size 5 one. If I have one suggestion it is this: have your buildings do one or two good things, but at a cost of something else.

You also have to realize that I am still deep into the implementation of vast systems. The game is unbalanced post renaissance, which is evident from many posts. You can expect much more balance coming in the future. I haven't even touched civilizations or social policies yet. They are obviously mostly useless at this point.

Though, even in the current state of the mod, I can easily go OCC or maybe 4-8 cities and mop the floor with all the AI on the map, militarily, scientifically, etc. Having 50+ cities is far from the only way to win this game. You would definitely be in some trouble in CtP with only 10 cities or less. That isn't the case in this mod.


But in general, CtP kind of is about GROW GROW GROW. That is part of what made it great. You were more interested in creating empires than you were about what any given city was doing.

One of my fondest memories about cities in CtP revolves around looking at any given map and seeing a vast mountain range somewhere in the middle of my empire with cities snuggled all around it, knowing instantly how important that piece of real estate was to my future war machine.



Long story short; this mod is far from finished, and it isn't called the CtP Project for nothing. :) Thanks for the feedback.
 
Heh, my lowering of trade gold increases on wonders led me to find that industrial robotics had 30% on it, which is a godawful amount for each city.... :p

That isn't most people's gold problem, though a couple may have run into it in the end game. :)

I think I dropped maybe 100% off the wonders(replaced with more culture and happiness where applicable), which is made up by the 5% and 10% found on the harbors and ports. You will have more trade gold in general, but so will the AI.
 
Implemented some balance improvements for V7, which you can find on Source Forge now.

Patch notes can be found on the main page under "Other Changes".

From now on, you guys can expect to see a rough working copy of my current version up on the Source Forge. The way you know where I am at with the changes by looking at the current patch notes found in the Original Post, which are numbered. So if you download V7 now, you can see that current "Other Changes" goes up to number 16. If you download it tomorrow, maybe it will show changes up to 16, 17, 20, or who knows. And it will also be dated so you can reference that way as well.

This way you guys can test changes as I implement them and have a rough idea of where I am at when you download. I can also see if any changes crash you guys as you test it.

Many changes will invalidate your saves, so I suggest you just download a new version only when you finish a saved game.

As I reach points where I feel enough has been updated(generally after a major change has been made, or many smaller changes) and things are going well, I will push it to the modhub.

Enjoy. :)
 
I have an idea!:D

This would be hard to implement, and might take a bit (or a lot) of .lua coding, but maybe you could have a system where small towns or suburbs spring up in spaces that the player can designate for it. These towns would be like puppet cities where you don't choose what it produces, but it still gives culture, production, etc. These town would start at a population of 1, and you could implement a chance system where it has a chance of going up to 2,3,4 and maybe even become a certain population where you can start controlling it. You would designate spaces for it, so it won't take up your wheat that you were going to farm. Also, you could make it so based on the population it gets certain buildings.

But, I'm just dreaming :)

Maybe its because of a mod I'm using, but I seem to always have a lot less happiness than the AI. Sometimes the AI will have 9 and I will have 2. Sometimes they will have 11 and I will have -1. They also seem to dominate me in science early on, too. That's probably normal, though.
 
I ran a few games with this mod, and like has been noted early, there are MAJOR mid to late game balance issues with gold, happiness, and production.

The first of these issues is the issue of the multitude of wonders. If one focuses on the trade route ones and builds a fair number of cities, they win the game. There is simply too much free gold production with zero cost to worry about.

Second is the issue of food. The game starts at a pretty good clip for growth, but then quickly explodes in size. I really enjoy population booms, but they need more negative cost associated with them. More often than not, buildings like the Police Station will cause a big pump in population, and instead of costing me anything, it actually increases my GPT as well. I end up vastly rewarded for growth, because half the growth buildings also give me gold per pop or science or culture per pop. You just hit a spot where you never ever have to worry about anything other than outproducing the AI to wonders, because the buildings take care of everything else.

I think the easiest solution to this is to have buildings that have more than flat costs. If I can build a building that gives me mega-happiness and growth, maybe have it cost me 1 gold per citizen per turn. Suddenly, I am looking at -20+gpt per city it is built in.

There in its essence is my biggest gripe with the mod. It eliminates almost all need for choices. I can throw my city anywhere because every tile is going to give me great returns. The only thought process for buildings is which one do I build first, because I certainly am going to build every single one of them.

In vanilla, there are many ways to win, albeit dominated by the ICS strategy. However, there are clear alternatives, like a small number of cities going for culture. In CTP, the only strategy is GROW GROW GROW, because if you do, everything else takes care of itself. My size 50 city will produce more happiness, culture, science AND gold than my size 5 one. If I have one suggestion it is this: have your buildings do one or two good things, but at a cost of something else. Everything short of a bank should have some manner of financial hit. If not, make it hurt production or happiness. If you cause players to make choices, you will have a game with far greater re-playability.

I am not sure of your last part. You still have major penalties for number of cities if you go for culture. If I go capital and all puppets, the stratagy is the same for vanilla and CtP to me. 1 city and conquor for puppets. At the same time this aggravates the AI; as my current game is demonstrating. Of course I did put 22 civs, and 28 CSs on a huge map. I get DoW all the time and am in constant turmoil because I early on took out two civs.

I think a lot of stratagy is dependent on which leader you get (or choose). Map location, number of CSs, number of Civs. Maybe it is just my view of the game; but I don't think CtP made any options better or worse. Besides the still to be balanced late game issues.

Actually your gold income is rather low for this mod... :p If you went for a food economy I think you would see about 2-5 times more gold.

I will have to see on my next game. What is average science a turn for you? I was in the 3k range before last game crashed. I will see with my curent Marathon, 22 civs, 28 css, huge map turmoil.

I love huge maps too, but I also have the problem where there is an inevitable perma-crash somewhere near the end of the game that simply ruins days or weeks of work. But that is kind of how it is with any 4X strategy game, to one extent or another.

I could never finish a RoM game in Civ 4 if I did his gigantic maps. Late game crashes; most likely do to memory issues. It was known issue.

I think I was looking around for that but didn't see it outright so I moved on to some other things. I don't think I can scale it by era, so I may have to scale by version(road, rail, etc). I am not sure it even scales at all right now anyway, so I will have to look into it.

This may be doable. The problem I think would be that the -1 or -2 gold modifier for farms on refrigeration would add an icon to the tech which would clutter things up significantly.

I kind of want to remove these icons in general, but I will have to figure out how, while still ensuring that players know what a tech is giving them. Probably have to do a lot of help text updating to compensate.
What about a diffrent approach? Maybe add the negative effects not with the positive ones; but with a gold producing tech? Am at work so am not going to look up the techs. But what say if you get banking, you have cost increase on trading posts? You know that you are going to be makeing more money; but the trading posts now have to "go to the bank" which costs them more money?

This might seam a little gamey in places; but might be an option. While I love realism and being able to be "part of the world" some things need to give. It is a game. This way you get refrigeration (as I said) you increase your yields. You get (insert money makeing tech in same era) it now costs you more. Now I know people will avoid those techs; but if they are tied to the make money tech it will be give and take.

I think a give and take is a good thing.

I have read other reports from vanilla where it seems like the AI doesn't really build any buildings at all. I am not sure if this is actually the case, but it would be a problem. Not sure how I could change it other than across the board flavor updates.
Well, some people don't relize when a city is captured. All buildings go poof. I ran into that. Maybe if you set that option to keep all buildings. Set up a scenerio were you are on level you want to test. Mod just your civ to have an uber powerfull unit. Set your cities to be pre built with said uber unit defending. Run for n turns. Save, capture ai cities see what is built. Repeat.

I say mod your civ so you can just leave the ai alone; but not loose. This allows an almost un attended game. I do understand you can set if buildings are destroyed on capture; so again uber unit to roll map when you need to check cities.

I don't think a schema exists for that. Possible in the distant future, but I am not sure I could do that now.

I can scale golden age happiness using policies though, so once I expand that you might see more going on in that area.
I wasn't sure. If a SP can affect the golden age; seamed like a tech, building, etc could too. It is just a database afterall.

The production cost may be a bit low in that case. Would you say that happened around industrial?

Part of the industrial revolution feel I want to involve buying of units using gold. Such as the US and many other nations practically going bankrupt by the end of WW2. So high production relatively, but huge sums of money being spent on the war machine when you have need for it.

Of course, if you didn't spend any money, you may not have had enough challenge fighting your AI opponent, which may result from a large tech advantage. Of course, at 1200 gold a pop, you could probably buy a thousand units which is too much.

So, an increase in unit production cost and hopefully tech parity(after other recent changes) may help to bring these together.

I hardly buy units. Of course you say my gold is low anyway. I think I am going to set up a quick, duel for test. First run all trading posts. Second run all farms. I will place cities in same spot for growth. AI is random; but can see what I get. Maybe if I do an early warrior rush (low difficulty) I can keep playing past win and test with everything equal.

Maybe I will tone down some of the trade route increasing wonders and use more buildings such as the airport which each increase trade route gold. Maybe add some of that to harbors and whatnot to influence the fact that they also greatly increase trade in the empire.

Lets try +5% on harbors, and +10% on seaports. Yeah this will make them even more important. Going to tone down some of the +trade world wonders, maybe mix some other bonuses in there.

Should give you a bit more gold starting out. We will see if it is over the top. On a huge empire you might find anywhere from 150% more trade gold to 250% more trade gold. You may end up with more gold, but it should even it across the board, and I am increasing production cost enough so that hopefully more money is spent on units.

Not a native function in the xml's, but I do like the concept so I may try fitting it in down the line. :)

Lets see how my trade gold tweaks work out. Though you may have already started your game...

Nice tip, I will have to try it out sometime. Though hopefully the game doesn't give me too many chances to use it... -_-

Thinking about giving it the art of the great engineer. :) Not sure if it would do animate when working though, but could be nice.

Going to see if I can address that somewhat. :)

Generally true. I can see how some of the buildings might not cost enough maintenance, especially the more traditional social/government buildings, so I may look at giving them maintenance costs that reflect per population. That may be a pretty good system that kind of also reflects the real world aspects of population growth. More people = more prisoners/patients/etc.

However, I may need a way to further incentivise those public buildings since you don't really see a city anywhere without them to some degree.

lol, funny I thought about the same thing before reading that part of your post.

-20 is a bit soft though as many buildings already have maintenance that high starting in industrial. I may try something like -3-5+ gold per pop for some of them. On a 70 pop city your prison suddenly costs 200-350 gold per turn. Just a matter of getting the bonus right, which may be harder than it could be since I am missing some schemas that would make things like prisons and hospitals act as more than granaries.

If they had added crime and health to the game it would of course be easier. I will figure something out.

In terms of tiles, I would like there to be a triumvirate of choices mostly based upon surroundings. Is this a production city, a food city, or a gold/science city. Unfortunately Civ 5 lacks some of the mechanics that made this more a part of the system as it was in CtP.

In general though, if you see a hill, you mine it. Or maybe farm it... maybe. Or possibly gold, but only if you are going for a certain gold strategy.

Buildings, well you do build all of them. Generally. Pretty much every city is going to have a hospital in it sooner or later. I don't feel that is a matter of choice, that is just how civilizations grow. Your choice here lies in whether you build it before a number of other buildings.

Where I really want you to choose is; "what is this city's purpose going to be?" In CtP, if you saw a city with 3 or more of a single trade good nearby, it was an economic hub. If you had a city next to a mountain range, it was going to be a production power player.

This obviously doesn't sound like a lot of choice, and in some ways it isn't. But it isn't so much about choosing which building to build or not to build. It is about growing an empire and how you leverage the land and resources you are given against your enemies.

Eventually as I add corporations and more national wonders(and fix certain bugs with national wonders), you will make more decisions toward specializing your cities.

In CtP the choices lie more in the grand strategy than in micromanaging cities. Civ 1-5 are pretty much about micromanaging city states.

CtP is more about micromanaging empires and war machines.

I would tend to disagree here, as most systems throughout history tend towards the capitalistic. If a building exists it will either be public funded such as a hospital/prison, or it will pay for itself through sales and production.

So my view towards buildings is to view them both as a source of production/food and a source of gold in the form of tax revenue.

Public buildings such as science/culture/growth probably could use more of a financial cost though. Everyone knows the game is way unbalanced on the gold end. So have some patience. :)

You also have to realize that I am still deep into the implementation of vast systems. The game is unbalanced post renaissance, which is evident from many posts. You can expect much more balance coming in the future. I haven't even touched civilizations or social policies yet. They are obviously mostly useless at this point.

Though, even in the current state of the mod, I can easily go OCC or maybe 4-8 cities and mop the floor with all the AI on the map, militarily, scientifically, etc. Having 50+ cities is far from the only way to win this game. You would definitely be in some trouble in CtP with only 10 cities or less. That isn't the case in this mod.


But in general, CtP kind of is about GROW GROW GROW. That is part of what made it great. You were more interested in creating empires than you were about what any given city was doing.

One of my fondest memories about cities in CtP revolves around looking at any given map and seeing a vast mountain range somewhere in the middle of my empire with cities snuggled all around it, knowing instantly how important that piece of real estate was to my future war machine.

Long story short; this mod is far from finished, and it isn't called the CtP Project for nothing. :) Thanks for the feedback.

Long story is our posts. If I ever get to long winded for you just tell me. :)

Heh, my lowering of trade gold increases on wonders led me to find that industrial robotics had 30% on it, which is a godawful amount for each city.... :p

That isn't most people's gold problem, though a couple may have run into it in the end game. :)

I think I dropped maybe 100% off the wonders(replaced with more culture and happiness where applicable), which is made up by the 5% and 10% found on the harbors and ports. You will have more trade gold in general, but so will the AI.

Implemented some balance improvements for V7, which you can find on Source Forge now.

Patch notes can be found on the main page under "Other Changes".

From now on, you guys can expect to see a rough working copy of my current version up on the Source Forge. The way you know where I am at with the changes by looking at the current patch notes found in the Original Post, which are numbered. So if you download V7 now, you can see that current "Other Changes" goes up to number 16. If you download it tomorrow, maybe it will show changes up to 16, 17, 20, or who knows. And it will also be dated so you can reference that way as well.

This way you guys can test changes as I implement them and have a rough idea of where I am at when you download. I can also see if any changes crash you guys as you test it.

Many changes will invalidate your saves, so I suggest you just download a new version only when you finish a saved game.

As I reach points where I feel enough has been updated(generally after a major change has been made, or many smaller changes) and things are going well, I will push it to the modhub.

Enjoy. :)

And after I start my marathon game. For shame. I asked for it. So remember my thoughts are a version old. I think that would put me on version 15? I will make sure to mention in future what version I'm on.

I have an idea!:D

This would be hard to implement, and might take a bit (or a lot) of .lua coding, but maybe you could have a system where small towns or suburbs spring up in spaces that the player can designate for it. These towns would be like puppet cities where you don't choose what it produces, but it still gives culture, production, etc. These town would start at a population of 1, and you could implement a chance system where it has a chance of going up to 2,3,4 and maybe even become a certain population where you can start controlling it. You would designate spaces for it, so it won't take up your wheat that you were going to farm. Also, you could make it so based on the population it gets certain buildings.

But, I'm just dreaming :)

Maybe its because of a mod I'm using, but I seem to always have a lot less happiness than the AI. Sometimes the AI will have 9 and I will have 2. Sometimes they will have 11 and I will have -1. They also seem to dominate me in science early on, too. That's probably normal, though.

I personaly do not like this.
 
You kill everything I say :(.

Just kidding. :)

I was just thinking about cottages in Civ 4 then it progressed into that.

BTW, Decimatus are you thinking about adding any units to the Ancient Era?

I apologize. I don't want you thinking I'm harsh. D did not like my road idea; and I gave up on it. ;) I don't mind cottages; but it seams you don't want them to be that powerful.

Now here is something from what you said. What if you made multi GP buildings? Plant a GS you get there thing. Take a GM to it and now you have a medical facility (come on medication is big business; yet science). GM and GA some kind of Hollywood thing?

That would probably take the SDK. Or if you have a GS and a GM you can combine them for uber unit? Now I'm just thinking of crazy stuff.

And all because of your suggestion. :)

Now I could get behind that. I just don't want you to be able to get free puppets. That seams to powerful. Although if everyone had them; (and ai used them) it might balance out.
 
I apologize. I don't want you thinking I'm harsh. D did not like my road idea; and I gave up on it. ;) I don't mind cottages; but it seams you don't want them to be that powerful.

Its fine.:)

Now here is something from what you said. What if you made multi GP buildings? Plant a GS you get there thing. Take a GM to it and now you have a medical facility (come on medication is big business; yet science). GM and GA some kind of Hollywood thing?

That's a great idea, especially in this mod since you get tons and tons of great people.

That would probably take the SDK. Or if you have a GS and a GM you can combine them for uber unit? Now I'm just thinking of crazy stuff.

Gamma Ray Laser. :D

And all because of your suggestion. :)

YAY!:)

Now I could get behind that. I just don't want you to be able to get free puppets. That seams to powerful. Although if everyone had them; (and ai used them) it might balance out.

I was thinking everyone would have it, but after reading that it reminded me that the AI would not use it or use it way too much.
 
So I guess I'm playing v7 now with the patch notes 15, and I have noticed that you haven't updated the harbor to improve gold on water tiles. Just wanted to bring it to your attention.
 
I was just thinking about cottages in Civ 4 then it progressed into that.

I had a similar thought to this, actually. However, to fit better into CiV mechanics, I have very different ideas on implementation.

Ideally, i would like things like suburbs or exurbs to be implemented as Improvements. Perhaps recycling city models on adjacent tiles. These improvements would obviously need to be worker built, thanks to placement. There would be a new/upgraded version of this improvement every era.

Now here is where I diverge a bit. This would take the full SDK, so this is not a near term project:

Ex. I build a suburb on a tile next to my city. This suburb improvement would produce lets say 5 production (workforce), 2 science (innovation in the populace), and 2 unhappiness (think of unhappiness not as the opposite of happiness in this case, but the requirement for), and 5% growth to the city that works it (population boom). Obviously maybe gold goes in here somewhere as well.

What would make this tile unique is that 2 citizens can work it, instead of one. If two citizens are working it, you will get the base yield twice. Further improvements down the tech tree would have more slots per improvement (think major metropolitan areas).

The reasoning:
What tiles like this allow for is very dense city spacing in certain areas of your empire, which by their nature would have to focus on production/gold/science. However, these urban areas would have difficulty with maintaining food to feed the city. This may in turn require some sort of empire wide food instead of per city as it is now, or some other mechanic. The idea is that these cities would be your best bet for commerce and production, but you are going to have to dole out some serious happy bucket love to maintain them.
 
I had a similar thought to this, actually. However, to fit better into CiV mechanics, I have very different ideas on implementation.

Ideally, i would like things like suburbs or exurbs to be implemented as Improvements. Perhaps recycling city models on adjacent tiles. These improvements would obviously need to be worker built, thanks to placement. There would be a new/upgraded version of this improvement every era.

Now here is where I diverge a bit. This would take the full SDK, so this is not a near term project:

Ex. I build a suburb on a tile next to my city. This suburb improvement would produce lets say 5 production (workforce), 2 science (innovation in the populace), and 2 unhappiness (think of unhappiness not as the opposite of happiness in this case, but the requirement for), and 5% growth to the city that works it (population boom). Obviously maybe gold goes in here somewhere as well.

What would make this tile unique is that 2 citizens can work it, instead of one. If two citizens are working it, you will get the base yield twice. Further improvements down the tech tree would have more slots per improvement (think major metropolitan areas).

The reasoning:
What tiles like this allow for is very dense city spacing in certain areas of your empire, which by their nature would have to focus on production/gold/science. However, these urban areas would have difficulty with maintaining food to feed the city. This may in turn require some sort of empire wide food instead of per city as it is now, or some other mechanic. The idea is that these cities would be your best bet for commerce and production, but you are going to have to dole out some serious happy bucket love to maintain them.

Ok, now this could be better. I personally think that maybe sickness . health could work for this though. More people in a small area; higher sickness. SDK.. sigh..
 
outch i must check wich version i use now ;)
thank you for the hard work you done your mod is going more and more good
here i like a lot CTP2 and especially the future eraS (too short) the best for me was not really really the "space" (too easy to win after on vanilla CTP2) but it was the underwater cities and the road (magnet tubes but i don't have the english name i play french version sorry) from sea to water it was a good part of the game.
with your mod i found back some parts and i can only say than you again.

what about religions now? possible to have them like doctrine? or bad idea?
 
Ok, now this could be better. I personally think that maybe sickness . health could work for this though. More people in a small area; higher sickness. SDK.. sigh..

Obviously health would be a nice addition, but for now I was focusing in on a dynamic that would not require adding a full new element to gameplay.
 
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