Current Strategics: Coal, Iron, Horses, Oil, Aluminum, Uranium
Current Luxuries: Dyes, silk, cotton, grapes(wines), pearls, whales, furs, incense, spices, gold, silver, gems, marble, ivory, sugar
Food resources: Wheat, sheep, deer, fish, cattle, bananas
D's additions(that I know of): Titanium(strategic), crab(food or luxury), HE3(strategic), cocoa(luxury)?
My own hopeful list: Copper(strategic), corn(food), rice(food), shrimp(food; on coast only), crawfish(food; in lake or marsh only), alligators(luxury), timber(strategic), hardwoods(luxury), llamas(food), ostriches(food), otters(luxury), lions(luxury), sharks(luxury), pandas(luxury), tigers(luxury), rhinos(luxury), citrus(luxury or food), potatoes(food) * , hot peppers(luxury), goats(food, mountain only), moose(food, tundra only), penguin(luxury, snow only), polar bears(luxury, snow only), garlic(food)
Notes: The luxury animals are meant to work with camps or boats, and allow or improve the new buildings of zoo and aquarium. Timber can be required for early siege units, early gunpowder units(wooden stocks), and pre-industrial navies. Other than that I tried to give a mix of everything, and make many resources(like tigers, pandas, lions, alligators, etc.) specific to a single continent, as I'm guessing that's part of the assigning process during map generation. Maybe in the distant future certain resources can have random events tied to them, potato famines and droughts and mad cow for land food, or oil spills for sea resources.
I would just like to know, is this mod playable online? If not, will it be playable online? If not, are there any mods that can or will play online?
had a weird issue.. couldnt move units unless i gave them there promotions, while having promotion save on.. plus more ctd playing small at epic,raging barb,random seed,policy save no time vicwarlord playing catherine on samll continents... ctd happens when discovering civil service and a civ capitulating giving me 2/3 cities. + just to know...were elephants always soo strong!!?? ill try it again anyways..in case i can keep on but it seems to me that the mod comes unstable after reloads..
Alligator? Is it that common? And what do people use it for? Just curious because up here in ND, we dont have those...
Worst case for gold in current front page test on 1 city challenge is aroundabouts 375K, which since the per city limit is about 201K is almost twice the value and loops around.
City had a pop of 96 and was beginning to plateau
Please note that it loops before arcology, but that arcology prolly needs to be part of a generous scaledown on the per pop gold mechanics.
Culture breakdown for one city generates a rather large overflow. Dunno what to do about that though, mostly a core game mechanic. Ironworks still OP in quick
great mod keep up the amazing work.. thx for redeeming civ 5 for me.
Do any of these CtD's keep you from moving forward? And what other mods are you running?
If you are talking about Siam's Elephants then yeah, they are beasts.
Hi guys,
I'm kinda new to this forum, so I beg your pardon if this question has been asked else where.
I just downloaded the Call to Power v9 and installed it on my Civ V but when I set up game and click on launch the game crashes giving me a CIV V Core.dll error.
I'm using Windows 7 and I meet the system requirements to play the game.
I had installed Economy mod previously but I disabled it and deleted it but I stil get a CTD.
Sorry once again if this has been asked elsewhere.
LeoPaRd slot granted!
It took a very loooooooonnnnggg time to test it enough.
Values start going into negatives at around 256k since they use a signed variable. This goes for production, gold, and even science techoverflow. It will probably do the same for culture but I don't see that happening with this mod.
This latest version seems to lock up. One of the earlier versions was very stable, but the latest incarnation seems to lock up. This has occurred on a number of games. It just simply hangs and you have to go to the task manager to close it out.
I am running Win 7 64 bit, not sure if that makes a difference on this?
201k is where it flipped for me in testing, but there might've been a gold jump somewhere in there that took off 55k or something.
By endgame my one city was producing 1300 culture. I had 27+ wonders though. Was running ecotopia/pacifism/liberalism/conservatism/capitalism/eco-.../aristocracy, all maxed out after a while. happiness was around 220 by the end. Apparently Hermitage and broadcast tower work on happiness culture from happiness buildings. I'd have to check again, but thats the only conceivable way I could have that much culture.
However, the culture was around 680 when I ran out of policies to spend on.
No mods running. I think i can move forward as long as i keep the game running without any reloads...