Procylon's Call to Power Project

how are you all able to keep the ai at bay with only 5 or so units.

in the last game i just tried japan had somewhere north of a dozen citys all 2 tiles apart from each other... and i had 4 and my cities were unhappy.

i spent some turns trying to get my happiness back up, only to meet war again.

i cant even unlock iron before im under attack once again

EDIT: also, i tried rusing to crossbows, but its not possible, its after engineering! i need like over a dozen techs to get it D:
 
Japan can be tough because of the 'do full damage regardless of hp' trait. I've had Samurai do 3 dmg to mech infrantry fighting them. For early game I try to keep my cities down to 3. Fill up scientist specialities for those free techs. I think you only need 4 techs to get to the tech with crossbowmen using this mod. I would try to get Writing first though for the good science boost building and wonder.
 
how are you all able to keep the ai at bay with only 5 or so units.

in the last game i just tried japan had somewhere north of a dozen citys all 2 tiles apart from each other... and i had 4 and my cities were unhappy.

i spent some turns trying to get my happiness back up, only to meet war again.

i cant even unlock iron before im under attack once again

EDIT: also, i tried rusing to crossbows, but its not possible, its after engineering! i need like over a dozen techs to get it D:

~5 archers.

One thing you must know about how the AI fights is that they commit a single wave to a single city at a time. So all you have to do is kill the melee units in each wave and then pick off their siege units at leisure.

City placement can be key. If your city is surrounded by plains, it gets tough. If your city has a fair choke point, or better yet, a river placed strategically to stop enemy units just within artillery range, then you can hold them off all day long.

Depending on where the AI is in the tech tree, it can be harder to kill the melee units. If the AI has lots of cav or lancers it can be a real pain, but by then your army should be built up.


Of course a lot depends on map size, how many AI, etc. It sounds like you have been having to start wars pretty early. I would say that if you plan on fighting on small, crowded maps, to go for archers right off the bat. If you have a more wide open map, you could wait longer.

I think you only need 4 techs to get to the tech with crossbowmen using this mod.

It is more than 4 I think, but it is closer than longswords and knights so it is a pretty good tech to beeline to if you feel a war is coming.

And archers are experts at the defensive war, so you can level them up while you work to crossbows.
 
~5 archers.

One thing you must know about how the AI fights is that they commit a single wave to a single city at a time. So all you have to do is kill the melee units in each wave and then pick off their siege units at leisure.

City placement can be key. If your city is surrounded by plains, it gets tough. If your city has a fair choke point, or better yet, a river placed strategically to stop enemy units just within artillery range, then you can hold them off all day long.

Depending on where the AI is in the tech tree, it can be harder to kill the melee units. If the AI has lots of cav or lancers it can be a real pain, but by then your army should be built up.


Of course a lot depends on map size, how many AI, etc. It sounds like you have been having to start wars pretty early. I would say that if you plan on fighting on small, crowded maps, to go for archers right off the bat. If you have a more wide open map, you could wait longer.



It is more than 4 I think, but it is closer than longswords and knights so it is a pretty good tech to beeline to if you feel a war is coming.

And archers are experts at the defensive war, so you can level them up while you work to crossbows.

archers take 2-3 turns to kill an infantry, thats more than enough time for their archers to attack, or even the infantry to just simply walk to you... i have tried falling the archers back, but then they just attack the city! :mad:
 
archers take 2-3 turns to kill an infantry, thats more than enough time for their archers to attack, or even the infantry to just simply walk to you... i have tried falling the archers back, but then they just attack the city! :mad:

Their archers will almost always attack the city if they have a choice between your archers and the city.

It doesn't matter what their archers are doing as long as you kill the melee before they can actually attack your city. Melee units that are in the red will almost never attack a city, even if the city only has 1hp.

It depends on the terrain around the city, but you have to figure out where to setup the kill zones. Archers with a river between them and the enemy are pretty much invincible.

Place your archers level with your city, or in key points that allow them to bait enemy units towards them. Make it so that the enemy stops right in front of the archer or group of archers where they can be easily killed.

Unless the enemy has a great tech advantage, archers can easily defend against a melee unit that only has 1-4 life, so feel free to risk the melee surviving in those cases.

Once your archers get the 4th, 5th, and 6th promotions they begin to become progressively more invincible to the AI. +1 Range, +1 attack, and Indirect Fire. And it is easy to get that much xp when you are facing an onslaught of enemy units.

Would be easier to show you if I could I guess. I routinely survive overwhelming odds when the AI declare war on me. It helps that I plan out the city placement with war in mind for the area in the map where I foresee them attacking me. But mostly the AI doesn't know how to use it's units, and especially it doesn't restock it's melee units quickly enough to seal the deal on my 1hp cities.
 
I'd really like to test your MOD because it sounds very interesting, but the downloaded version from sourceforge crashes my Civ5 to desktop, when I start the game after setting it up.
My ModBrowser is still spazzy (will that be fixed anytime?) and I can't download the mod that way.

Is there anything I can do to make it work?
 
yes same problem here with the mod downloaded from sourceforge (the latest) v.7 it's crash but work perfectly with the one on the mod browser in-game v.5 i really want to update it any idea what's wrong with v.7?
 
Sorry for the confusion guys. V6/7 has an ID problem in the building and unit xml's.

You can fix the current V6/V7 problems by manually deleting the <ID> lines in Buildings.xml, BuildingClasses.xml, Units.xml, and UnitClasses.xml found in the documents/mygames/civ5/mods folder.

I went on vacation the day after launching V6 so I didn't have time to figure out the problem and upload a fix. I will be coming home on the 2nd, so hopefully that night I can upload the fixed version.
 
V6 and V7 are bugged as you cant start a game or even if you can (like me) you cant reload after saving.
Decimatus the maker of this mod is away till early december without a way to upload a new version so he resetted the mod to V5 in the modbrowser cause this version is stable.

Ah btw great mod, AI is a bigger challenge with their ICS and IUS :D

Edit: slower by a few secs ^^
 
ICS = Infinite City Spam, a strat where you really spam Citys close together filling every gap with a City even if the place is suboptimal, AI like that too (and with this mod really fast too).

IUS = Infinite Unit Spam, well with the raised production in this mod, the AI ofter overruns you in early game with spearmen and later when you attack them you must maw trough a lot of foes...
 
I'd really like to test your MOD because it sounds very interesting, but the downloaded version from sourceforge crashes my Civ5 to desktop, when I start the game after setting it up.
My ModBrowser is still spazzy (will that be fixed anytime?) and I can't download the mod that way.

Is there anything I can do to make it work?

Sorry for the confusion guys. V6/7 has an ID problem in the building and unit xml's.

You can fix the current V6/V7 problems by manually deleting the <ID> lines in Buildings.xml, BuildingClasses.xml, Units.xml, and UnitClasses.xml found in the documents/mygames/civ5/mods folder.

I went on vacation the day after launching V6 so I didn't have time to figure out the problem and upload a fix. I will be coming home on the 2nd, so hopefully that night I can upload the fixed version.

is there a comment line? If so it makes bad code; but if <id> is at the beginning of the line can you change it to "<!--" and than change "</id>" to "-->". This would comment out a line in xml code.. I don't know moding in Civ5 though isn't it xml?

Replace all would have fix that in a snap. Again would have weird comments; but if it works for us fanatics who cares.

Edit:

Find and replace as I say above works just fine. Do one than other and it will comment out all the lines you don't want.

Added fixed files in txt format.

Go to my previous post. I attached the files. Just change them back to an XML file by changing the extension. While I didn't delete the lines; commenting them out was much faster with find replace.

Can these files be added to source forge? In a zip or something? I manually install all my MOD's now anyway; browser doesn't work well.
 
V6 and V7 are bugged as you cant start a game or even if you can (like me) you cant reload after saving.
Decimatus the maker of this mod is away till early december without a way to upload a new version so he resetted the mod to V5 in the modbrowser cause this version is stable.

Ah btw great mod, AI is a bigger challenge with their ICS and IUS :D

Edit: slower by a few secs ^^

In your case(to fix the save game issue) you need to delete the ID's found in the Units.xml and UnitClasses.xml.

Or better yet, extract the new fix I just uploaded to your CtP Project folder. :)

Can these files be added to source forge? In a zip or something? I manually install all my MOD's now anyway; browser doesn't work well.

I should have done that earlier, thanks. :)

It is now uploaded to SourceForge, labeled V7 FIX.zip. It has all 4 files you need to fix the current problems.

1. Go to Documents/my games/Civ5/Mods/CtP Project
2. Extract V7 FIX.zip into the CtP Project folder.
3. Select Yes to overwrite.
4. Win.
 
If possible, when getting rid of slaves just try to give workers a smaller engineer boom(I think 25% of production cost). Since you can capture enemy workers it already basically represents slavery. This also shouldn't confuse the AI(hopefully).
 
I tried copying the 4 files from the fix into my CTP folder, but it still crashes when I try to start a new game. I have no other mods enabled. Any idea why it's still not working? Thanks!
 
actually i use the file given upper into .txt format and it's work great let's time for me to download the FIX and check if all still working (but why not hmm? ;) )
take your vacation now lol we can wait a few weeks then we can have a new release withotu FIX ^^ (v8 hehehe) have fun all
 
I tried copying the 4 files from the fix into my CTP folder, but it still crashes when I try to start a new game. I have no other mods enabled. Any idea why it's still not working? Thanks!

I think the files in the fix zip are named *.xml.txt so if you copy them it won't overwrite the files *.xml.
 
If possible, when getting rid of slaves just try to give workers a smaller engineer boom(I think 25% of production cost). Since you can capture enemy workers it already basically represents slavery. This also shouldn't confuse the AI(hopefully).

The slave already has the engineer production rush and that is what is causing the problem, so that would be pointless.

Also, I can't give it a % production rush. It is a base rush value and a multiplier value which I believe works off the number of turns played.

If I can figure out a way to implement it without the production bug and AI problems, I will. :)

I think the files in the fix zip are named *.xml.txt so if you copy them it won't overwrite the files *.xml.

The files have a .txt added at the end? They are .xml in the zip file sitting on my destop, I have no clue how that happened.

Can anyone confirm that renaming the extensions fixes the fix? lol this is ridiculous. I am stuck in the 1990's here. lol
 
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