New Version (V2) is Published! Please refer to Change Notes below for details
. As there were a lot of changes to the mod, please let me know if you're seeing something broken. I'm expecting at least one Hotfix for this version. Am also open to new ideas if you have any. Please leave any thoughts, concerns, bugs, etc., below. Thanks!
Direct Download: https://forums.civfanatics.com/resources/combat-power-projection-system.26252/
Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=974998487
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Change Notes for V2:
- Fixed several missing text keys which broke Civilopedia.
- Fixed several logic problems in the main CPPS processing loop, which limited the number of units impacted by CPPS. I expect you'll seee a LOT more impacts in this version.
- Added a popup window, accessed through the "Additional Information" menu, that allows a player to change which civs are impacted by CPPS. They can now choose between "Human Only" or "All Civs (including AI)". Before, to make this change required editing mod files via a text editor. It can now be done/redone several times in the same game.
- Added a new Notification icon, to notify human players when their units are impacted by CPPS
- Added customized icons for the Expeditionary Forces and Red Ball Express promotions.
- Added a new feature where creating units (either through training, gold/faith/culture purchase) has a chance to lower the population of the creating city by 1. The "larger" the unit is (in manpower), the larger the chance for population loss. Human players have a 50% higher chance of losing population, compared to AI civs (IF they are impacted by CPPS in the first place).