Procylon's Call to Power Project

just wondering if you can make regular bombings reduce city populations?
Unfortunately I have don't know how to do this. Basically, if it is not in xml, I don't work with it. I am trying to learn lua though because it seems to open up more changes.

whats going on? I thought this mod was dead??.......It lives again thanks to chrome-rome.

Haha that made me laugh. jayjay, I hope you'll take a look at the update I posted a few days ago. It bring many changes to the game that I think produce a more balanced feel. And pyccos, your comment made my day. :) Don't forget that FiresForever is hard at work with updates as well.

As for the next update, I am still trying to find the right balance between game pacing and technology speed. I first tried reducing tech cost across the board by 33%, but the techs literally flew by. I want techs researched to represent a significant investment, not just a decision that can be made on a whim. So, after that horribly fast game, I ticked things down to a 25% reduction. I like this balance a lot more. I just want to finish up my game to spot any problems and then I'll release. One issue that is...interesting: I'm at turn 250 (mid-game) and nobody has hit Industrial yet. I have had the ability to do it in for about 40 turns, but I chose to grab Social Techs instead. Amazingly, I believe the same is true for the AI; by using InfoAddict v15, I saw that the number of techs per player goes 81, 75, 73, 70 (me), 46. This is more surprising considering that I completely wiped Darius out and took all his territory, so I have a huge empire (literally half the world). It appears that the tech flavors I put in are working, as the AI no longer beeline, but this may be a problem if they stall for too long. When I release, I would really appreciate if some of you would keep tabs on when the AI first reach the new eras. In this game (Standard map, Pangaea, Emperor, 6 civs), AI hit classical on turn 18, medieval on turn 68, and renaissance on turn 148. Is that an acceptable pace or would you all like it faster?

And, alas, I am going out of town for the holidays. I had hoped to have this out before I left but other stuff has been keeping me busy. I should release within a day or two of getting back. :)
 
i hope you'll take a look at the update I posted a few days ago

Yes Sir! and thanks to you for keeping this alive, it was always my fave mod with 5. Im useless at programming stuff but I'll be sure to leave feedback for you.
 
I would thank chrome and fire for their work on the project, but I do have a suggestion.

I think it would be a good idea to birth your new project into a fresh thread, where people like me can find links. I had to scorew through 5 pages and (I think) I find the right link of your updated version.

I'm sure as long as this thread was linked and credited it would be an acceptable move.
 
How significantly different is this mod now? Does it still have the same resource types as prior like poppies and the different levels of production facilities? Unit types?

I have really played since Decimatus stopped working on this and wanted to start again.
 
How significantly different is this mod now? Does it still have the same resource types as prior like poppies and the different levels of production facilities? Unit types?

I have really played since Decimatus stopped working on this and wanted to start again.

All of the features are still there. The difference ATM is that chrome has done an excellent job of making the mod more balanced, see post 1963 for all the details and the download link :)
 
I like to adjust and draw my own maps, but when I try to start a new game I get a runtime error and CIV crashes to desktop:

Assertion failed
farray.h
line: 149
i < ARRAY SIZE

This only! happens when I use the worldbuilder before.
Like starting a new game with a random generated map - everything works fine. Saving this map, open it with worldbuilder and save it again(not changing any tile or doing anything else)
and starting a new game with this map - it will crash.
I have this problem only with CTP.

Can someone confirm this?
 
I like to adjust and draw my own maps, but when I try to start a new game I get a runtime error and CIV crashes to desktop:

Assertion failed
farray.h
line: 149
i < ARRAY SIZE

This only! happens when I use the worldbuilder before.
Like starting a new game with a random generated map - everything works fine. Saving this map, open it with worldbuilder and save it again(not changing any tile or doing anything else)
and starting a new game with this map - it will crash.
I have this problem only with CTP.

Can someone confirm this?

I can confirm that I am getting the exact same error and that it only happens when using CTP
 
Okay, encountered a problem that does not allow the game to advance, unless I am doing it wrong.

When you build the Hagai Sophia( I think that is it) you get the choice of a free great person, but when you click on the icon or bar to make the choice, nothing happens at all and so the game won't go forward. Is there a fix or a way around that?
 
my comments, i dont know ho much you will already know but ill say it anyway.

First off great work! new resources, brilliant, markets what a great idea I was really worried at first; where's my happiness, new units is wonderful, new techs are great. Nice work this is my far the best mod around.

Problems: money wise its a but strange. 10,000 for highest city state bribe which is less than an upgrade from archer to crossbow!, archer upgrade is more expensive than swordsman, seems strange. the game runs slow with techs, by 1900 everyone is still in renaissance. on fractal still no resources.

Some policies seem odd, first off being able to get that free settler right away feels unfair, the 400% science from happiness increased my science from 200 to 1000 with a happiness of 50, this seems excessive.

My major problem is that the game runs really slowly with this mod. too slow to carry on late game on a large map. Even to begin the game or load it takes much longer than with vanilla or other mods.

keep up the great work! I hope this helps.
 
I like to adjust and draw my own maps, but when I try to start a new game I get a runtime error and CIV crashes to desktop:

Assertion failed
farray.h
line: 149
i < ARRAY SIZE

This only! happens when I use the worldbuilder before.
Like starting a new game with a random generated map - everything works fine. Saving this map, open it with worldbuilder and save it again(not changing any tile or doing anything else)
and starting a new game with this map - it will crash.
I have this problem only with CTP.

Can someone confirm this?

Yes the mod only works on a randomly generated map, trying to load a static one gives that error. The problem is related to a mod that ctp uses to place the new resources. It is on my long todo list, if someone made a good static earth map for the mod then I would of course bump this higher up the priority list ;)
 
It is simply not enought turns Maybe set 20% more on each gamespeed?

Yeah I think that too. I have it at 75% of the beaker cost now. Just testing for balance and such. I have also shortened the length of Medieval and Renaissance techs by 10%. Still looking for the right balance there.

I would thank chrome and fire for their work on the project, but I do have a suggestion.

I think it would be a good idea to birth your new project into a fresh thread, where people like me can find links. I had to scorew through 5 pages and (I think) I find the right link of your updated version.

I'm sure as long as this thread was linked and credited it would be an acceptable move.

Not a bad idea. I'll release the newest rendition in a new thread to officially kick start it. :)

How significantly different is this mod now? Does it still have the same resource types as prior like poppies and the different levels of production facilities? Unit types?

I have really played since Decimatus stopped working on this and wanted to start again.

All of the resources are in, although I don't know if they all should be. Here's my thinking: A lot of the resources are redundant. There is hardly any difference between all of the plantation resources, and the late game resources are really identical. This gets especially problematic with the monopolies, as you have many different monopolies that all do the same thing. Finally, there are no buildings that improve new resources like the forge or stable improves iron and mammals, respectively.

I want to remove most of the resources that were added. For each era, there should be a monopoly resource that grants a bonus for each of the main yields (production, food, and gold), as well as a few sprinkled in that fulfills the more "exotic" yields (culture, happiness, and science). The main yields should have about one resource per era; i.e., (rough example) for production, we have copper, iron, steel (maybe), coal, aluminum titanium. Obviously more work will have to be done to find good resources. Alternatively, the eras can alternate yields; i.e., ancient gets one production and one food monopoly, classical gets gold and culture, medieval gets science and happiness, etc.

Actually, I like the second layout more as it really stresses why getting, for example, a copper monopoly early can be huge. By doing so, you will have the only civ that gets a significant production bonus until renaissance.

However, since this is a pretty major departure from V9, I want to hear opinions on this.

All of the features are still there. The difference ATM is that chrome has done an excellent job of making the mod more balanced, see post 1963 for all the details and the download link

Thank you good sir!

I like to adjust and draw my own maps, but when I try to start a new game I get a runtime error and CIV crashes to desktop:

Did this happen in V9 or only since the update has been posted?

Does the file in post 1963 support the newest Civ 5 patch?

Technically yes, although...

Okay, encountered a problem that does not allow the game to advance, unless I am doing it wrong.

When you build the Hagai Sophia( I think that is it) you get the choice of a free great person, but when you click on the icon or bar to make the choice, nothing happens at all and so the game won't go forward. Is there a fix or a way around that?

...things like this happen from the new patch making changes to old buildings. The great person bug is a pretty well known problem; Fires and I tried to work through it when working on the policies but there doesn't seem to be a solution. I'll either completely remove that affect or just give whoever completes it a free Great Engineer or something.

Problems: money wise its a but strange. 10,000 for highest city state bribe which is less than an upgrade from archer to crossbow!, archer upgrade is more expensive than swordsman, seems strange. the game runs slow with techs, by 1900 everyone is still in renaissance. on fractal still no resources.

Some policies seem odd, first off being able to get that free settler right away feels unfair, the 400% science from happiness increased my science from 200 to 1000 with a happiness of 50, this seems excessive.

My major problem is that the game runs really slowly with this mod. too slow to carry on late game on a large map. Even to begin the game or load it takes much longer than with vanilla or other mods.

keep up the great work! I hope this helps.

This does help. I am happy to say most of these issues have been documented and are either fixed or are slated to be fixed.

The CS are currently unbalanced. I'm going to start looking for a way to make the cost of gifts increase by era, similar to Research Agreements. If that's not possible, I'll just have to find some fair value to set them at.

The techs are going to be sped up by about 25%, and some eras as much as 40%. I don't know if that is enough to get you to the nano era, but you should at least get to digital.

If you aren't getting any resources, try continents or Pangaea. We discovered quite a while ago that some maps are not compatible with CTP.

The settler has been changed to the first tier, instead of the opening tech. In its place there is -20% unhappiness from cities. Similarly, the policy that converts happiness to science has been nerfed from 400% (which actually turned out to be 800%) to 150%.

And the load times have always been a little long. I like to chalk it up to there being soo much more content. :D

I *should* have this newest update out by Tuesday. The only way I can see it getting pushed back is if problems arise from the patch that I didn't expect. Happy playing everyone, and for those living in the US of A, Happy 4th [party]!!!
 
Similarly, the policy that converts happiness to science has been nerfed from 400% (which actually turned out to be 800%) to 150%.
Pretty sure it doesn't work the way you think. It increases your science by that percentage while your civ is happy, and has nothing to do with how happy your civ is.
 
Pretty sure it doesn't work the way you think. It increases your science by that percentage while your civ is happy, and has nothing to do with how happy your civ is.

This is true - it works differently from the Happiness -> Culture Policy, even though it's worded the same.
 
All of the resources are in, although I don't know if they all should be. Here's my thinking: A lot of the resources are redundant. There is hardly any difference between all of the plantation resources, and the late game resources are really identical. This gets especially problematic with the monopolies, as you have many different monopolies that all do the same thing. Finally, there are no buildings that improve new resources like the forge or stable improves iron and mammals, respectively.

I want to remove most of the resources that were added. For each era, there should be a monopoly resource that grants a bonus for each of the main yields (production, food, and gold), as well as a few sprinkled in that fulfills the more "exotic" yields (culture, happiness, and science). The main yields should have about one resource per era; i.e., (rough example) for production, we have copper, iron, steel (maybe), coal, aluminum titanium. Obviously more work will have to be done to find good resources. Alternatively, the eras can alternate yields; i.e., ancient gets one production and one food monopoly, classical gets gold and culture, medieval gets science and happiness, etc.

Actually, I like the second layout more as it really stresses why getting, for example, a copper monopoly early can be huge. By doing so, you will have the only civ that gets a significant production bonus until renaissance.

However, since this is a pretty major departure from V9, I want to hear opinions on this.

I do agree with your points. At the moment there is no trade in resources because everybody needs its own resources to improve happiness - there is no incentive for trading. But I don't know how to address is problem - the big idea is still missing...

concerning the other resources like soya: these resources are traded sometimes, which is good. But if you lose the trade and you have build a buliding which requires soya then you have a negative stock. But I could not see any negative implications or does the building stop working or do you get a penalty like units if they miss e.g. iron? Perhaps I missed that.

But in general, I think that the resource system needs revision. More resources are nice but if they do not offer you clear choices and possibilities then they lose their significance.
 
Pretty sure it doesn't work the way you think. It increases your science by that percentage while your civ is happy, and has nothing to do with how happy your civ is.

This is true - it works differently from the Happiness -> Culture Policy, even though it's worded the same.

Ohhh.... well that explains that. I'll be figuring out a new policy then, as the whole point was to move away from the yield modifiers. Thanks for pointing that out.

I do agree with your points. At the moment there is no trade in resources because everybody needs its own resources to improve happiness - there is no incentive for trading. But I don't know how to address is problem - the big idea is still missing...

concerning the other resources like soya: these resources are traded sometimes, which is good. But if you lose the trade and you have build a buliding which requires soya then you have a negative stock. But I could not see any negative implications or does the building stop working or do you get a penalty like units if they miss e.g. iron? Perhaps I missed that.

But in general, I think that the resource system needs revision. More resources are nice but if they do not offer you clear choices and possibilities then they lose their significance.

A real problem is as you say; the resources greatly loses their sinificance because there are so many. Often, when trying to entice a civ to attack another civ, all that is requested is a few strategics. Considering what I am asking for, the agreement is highly lopsided. I don't want to change the way the AI values diplomatic trades until we as a community work out the best way to impliment the resources. And no, having less of a resource than you consume does not have any negative consequences.
 
I think there is a way to both make all of the resources useful, diverse, and interesting. What we could do is have each resource be "processed" by a corresponding building, and then trade the product. So, clay might be a resource, a pottery barn might be the building (heh), and pottery would be the new resource. Each product might produce +1 happiness or something minor, but that would create both demand for raw resources (a reason to have them) and a demand for the products, another thing to trade. It might be that each resource on the map produces 1 raw material, and either 2 or 3 product. One that your civ consumes, and 1 or 2 for trading. Might even be able to scale the quality with national wonders. Similar to the monopoly concept that we have now, but it would create two tiers of product, low quality pottery, and if you have the national wonder, high quality pottery; perhaps the high quality gives an extra happiness. If happiness is constrained enough, especially if we reduce the bonuses we are currently getting from policies, the demand will be there. There might even be a third tier available from a world wonder that only one civ can produce, like legendary quality weapons or whatever.

Hmm.... thinking further, could we integrate policies with product in some way also? Consider this, what raw materials would it take to produce a mongolian horse archer? I'll tell you right now its not just horses and people..... its the combination of society (policies), culture, technology, and raw materials. And if you compared other societies producing horse archers, their quality just wasn't anywhere close. So specialization has to happen in all three directions to get higher tier "things" be it units, products, whatever. So to produce a legendary horse archer, you might have a policy branch that caters to the "plains", technology that unlocks the unit, the raw materials (horses), and a world wonder. All of this is just an example of course.

Does this have any merit?
 
excellent work in the modern era, lots of new units, i look forward to seeing the new animations for them when you have time. Submersible aircraft carrier? How does that work? don't the planes get wet?

The markets and monopolies are great but by late game the effects are too strong, I had 1000 happiness by the end with over 40 cities. I didnt even bother building every happiness building i could. This meant with the cultural multipliers i adopted a new policy every 3 turns on a standard speed game.
 
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