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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Call To Conquest, a new mod, is now available in the Directory. Thanks, Locutus.
This is not a proper readme but just some preliminary remarks. I've tried to put most everything anyone needs to know into the Great Library. Check it out.
1) Quickstart: Strongly recommended to avoid early game tedium.
2) Barbarians: I never play with them. You probably won't need them, the AI players should be enough to deal with.
3) Map Size: Huge or Gigantic recommended. Not sure about oversized ones, but certainly nothing smaller.
4) Customize Map: I've changed the city's border radius in such a way that you really need a lot more land. So I recommend something like 30% water v 70% land.
4) Number of Civs: 8 recommended. Big numbers are probably not viable and less than this probably makes the game too easy.
5) Difficulty levels: Don't be too ambitious. Try Medium to get the hang of it. Actually, I've never tried it on impossible.
6) Diplomacy: You may get some early diplomatic agreements but generally your close neighbours don't like you. Once things start happening, it's always worth checking the 'Intelligence' screen though. 
7) Strategies: Don't be deceived if the game seems to be quite easy at the start: a turtle strategy shouldn't work. Your goal is to conquor the world and you have to build up your Civ and then get on with it fairly quickly. And you can't count on 'taking them out one at a time'.
Known issues: If you use the Autopilot option so that your planes will automatically return to their airbases, you will find that occasionally Biplanes (only Biplanes) will run out of fuel. I'll try to fix this in a future patch.
Finally, here's the first patch. There were a couple of 'in development handlers' that I neglected to remove and I've made a tweak to some DiffDB settings. Unzip to your "Call To Power 2" folder.
Attachment: ctc_patch_070703.zip
This has been downloaded 115 time(s).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Yes, and there's lots of new stuff.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Martin,
I tried out that diplomacy code that I wrote last year, but it just didn't work in this mod. This is supposed to be a totally military conquest orientated mod so there's not a lot of room for standard diplomacy.
Unfortunately, the Cross Water Invasion stuff has been put on hold. I had this game going where I thought "These guys should be mounting an amphibious assault". So I tried to code up what I would do if I were them. But it only worked on that map: when I tried it on different maps, it just wasn't general enough. We need better geographic functions that will allow us to deal with continents, oceans, and lakes. I've got some ideas about this, but I don't know if I'll ever have time to work them out.
If you've been playing it you'll have noticed that there's lots of new stuff. I'm starting to document it and will get back to you later.
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tlatoani
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Mexico
Aug 2001 time: 23:29
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quote: Originally posted by Peter Triggs
Martin,
I tried out that diplomacy code that I wrote last year, but it just didn't work in this mod. This is supposed to be a totally military conquest orientated mod so there's not a lot of room for standard diplomacy. |
So developing the economy first and then going after your enemies is not the ideal strategy for this mod?
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Well that's still the basic idea but I tend to build up my defenses a lot more than I used to.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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quote:
Unit update only works when the units are in cities; and later updates don't catch anything that was missed the first time round, so armies in the field at the time of the appropriate upgrade miss out - could this be changed
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How strange: that's the way the old updater worked. Have you tried using the sentinal button. Select an updatable unit in a city and press the sentinal button. You should first get a message asking if you want to update the unit and then a message asking if you want to automate the procedure.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Um, no. Anybody else get this? Did you get any other error messages.
gu119.spr is the Musketeer (red jacket with bearskin hat). It's in the zip and, AFAIK, this has been the standard number for it since MedMod.
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Maquiladora
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Ive played 2 games so far both for about 150 turns each. I really like the increased effectiveness of mines (even on hills!) and the early taxation is very useful.
Ive lost a few cities in each game, mostly from the AI surrounding me with 6 or 7 size stacks until they knew they could attack and win, so im rushing for early catapults.
It would be good if you could make the bazaar more rewarding to build. In the default game it was +10% too and i never built it, maybe if it was 25 or +50% gold and twice production cost.
Theres not too many changes that its confusing to jump into and its really challenging. Now i should probably play more.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Good that the unzipping problem seems to be under control.
Maquiladora
quote:
It would be good if you could make the bazaar more rewarding to build. In the default game it was +10% too and i never built it, maybe if it was 25 or +50% gold and twice production cost.
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How about +10% and 1 gold per citizen? I find myself struggling for gold until I get to the Industrial Revolution. I've got to adjust what happens after that because the gold can just pile up.
Myrddin:
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To help the AI further, it would make sense to tone down Bombardment - a couple of turns with a large bombardment stack makes taking a city easy. The AI does not seem to know how to do this, or how to counter it, so reducing the effectiveness of bombardment would help it.
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I think you're right: bombardment is overpowered. The AI will bombard from within cities (if you have a stack next to one of it's cities, it will often bombard it). It will also use it's ships to bombard your coastal cities sometimes. But for a human player, being able to bombard does make taking cities quite easy. As you say, it needs to be toned down but I don't know by how much. If you can't take cities the game will stagnate. I remain to be sold on this 'History in your lunch hour' business (Rise of Nations, but I think Civ3 might have appropriated the slogan for their advertising); on the other hand, I think that one of the reasons why there's not a lot of people left around here is that the big mods have tended to be made for the core players who are really good at the game and happy to play for a lot of hours. Difficult.
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I assume the main reason for the submit option is to build Killer AIs, rather than have them stuck in pointless endless wars - seems a good idea
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It was Lou Wigman's idea (See this thread) Immortal Wombat did the initial coding and I added the trigger conditions so that it was more event driven.
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The first government change I got was Republic, which seems better than many of the later types - was I just lucky with my research, or does this reflect the tech tree. Similarly Modern Democracy seemed to arrive earlier than I was expecting
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There are three government 'threads':
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Right: Monarchy => Theocratic Empire => Fascism => Global Corporatism
Center: Classical Democracy => Republic => Modern Democracy => Virtual Democracy
Left/Other: Oligarchy => Theocracy => Communism => splits up here
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Progressing along any thread should always take you to a better state. But I hope I got this right: Hex once remarked about how powerful the parameters in govern.txt are, and he sure wasn't kidding
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No bugs seen, apart from CTP2's predilication to crash to the desktop in late game
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That is a major bug and shouldn't be happening. Any idea as to what might be causing it?
Last edited by Peter Triggs on 11-07-2003 at 04:58
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Maquiladora
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quote: How about +10% and 1 gold per citizen? I find myself struggling for gold until I get to the Industrial Revolution. I've got to adjust what happens after that because the gold can just pile up. |
That would be better, still even in say a size 10 city making 50 gold thats only an extra 15 gold to build the bazaar. Maybe it could be +15% gold and 2 gold per citizen? Just an idea but its a shame when a building isnt worth building at any stage but the AI *is* building it, which then puts the AI at a disadvantage to be wasting production on it when the human knows better.
To solve the problem of too much gold later on you could disable the bazaar when a more modern marketplace style building is built, so it isnt a cumulative gold benefit but just upgrades the bazaar to marketplace for +25% gold or something.
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