Sid Meier's Civilization V

Sid Meier's Civilization V

Combat Power Projection System
40 Comments
Scuffed Axel Stone 30 Jul, 2024 @ 9:06am 
Huh, great mod, deserves way more comments/downloads. Really adds a lot of depth to warfare and makes it at least a bit less of a snooze versus the vanilla AI.
S-Man  [author] 27 Mar, 2021 @ 10:59am 
Appreciate the feedback, but from what I can tell, the Exploration Continued was incorporated into JFD's Rise to Power mod.

This mod (CPPS) already adjusts attrition, based on terrain type, as well as its distance to the nearest friendly city.

The discussions about a hierarchical promotion system is just using the collaboration space in the Discussions to flesh the details of this system out - it has nothing to do with CPPS directly.

However, if you want to join the conversation, come to the collaboration space and help us more fully design what this promotion system looks like and how/when it applies.

I don't see it becoming a part of CPPS, but would compliment it in many ways.
Kung Fu PANDA 27 Mar, 2021 @ 7:33am 
If there's anyway I can help lmk
Kung Fu PANDA 27 Mar, 2021 @ 7:33am 
I hope I'm not rambling too much about this, I'm just really excited.
Kung Fu PANDA 27 Mar, 2021 @ 7:31am 
The fantastic thing about this is, the roleplaying component. The more advanced tech the unit, the less debuff promotions it endures. Take a look at JFD's version the mod is called Exploration Cont. Expanded: https://civilization-v-customisation.fandom.com/wiki/JFD%27s_Exploration_Continued_Expanded

This wiki page had a wealth of excellent mod's that need dll free versions...........
Kung Fu PANDA 27 Mar, 2021 @ 7:13am 
JFD had a feature in his mod where depending on what land type you were in and what unit you were using, your unit would get different debuff promotions. Is this mechanic possible to add without affecting DLL? because if so, you should talk to him about it. It's a gamechanger
S-Man  [author] 19 Mar, 2021 @ 2:07pm 
@reyinfierno100 - I don't play VP, so I'm not sure about that. As this mod is fairly self-contained (only working with data coming from the mod itself), there's a good chance it will work with VP.

If you do try it, please come back here and let us know how it worked out. If there are some problems, I can probably make some changes to this mod that will make it work better with VP.

Thanks!
Malasuerte 4 Mar, 2021 @ 7:11am 
hi. vox populi compatible?
S-Man  [author] 31 Oct, 2020 @ 1:33pm 
@Inlogica - try this for now:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/974998487/2995417278826773385/

At least there isn't as much pain with character limits in the Discussions tab. It's still painful to exchange pictures, but for this mod, that may not be too much of a problem.

As soon as you're up on Civfanatics, we can move the conversation over there.
Inlogica 31 Oct, 2020 @ 1:12pm 
@S-Man
Very nicely done! I really like the new attrition pop-up and the idea of pop-conscriptions for war.
Now ive tried with 2 different E-mails to verify on civfanatics but sadly im still waiting for the
confirmation E-mail for both accounts. If you could make an exception i'd like to talk more in-depth about the mod on your "suggestions" page on steam until i get verified on civfanatics.
S-Man  [author] 31 Oct, 2020 @ 8:41am 
New Version (V2) is Published! Please refer to Change Notes here for details:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/974998487


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 come to the collaboration site to exchange information:

https://forums.civfanatics.com/threads/replacement-supply-system-for-civ-v.617066/


Hopefully it won't take the Civfanatics moderators tooooooo long to create an account for you if you need it. I guess they're focused on Civ6 these days.
Inlogica 31 Oct, 2020 @ 6:18am 
@S-Man
Great to hear, i can't wait to get my hands on the newest version! Unfortunately i'm still waiting for the confirmation E-mail from the forum :/
S-Man  [author] 30 Oct, 2020 @ 3:34pm 
@Inlogica:OK - mod is completed. You can take a look on the collaboration site, specifically posts #32 & 33. Will give you a pretty good idea what's new.

What's also new, that I'm sure you'll notice: a lot more units get hit with supply penalties than before. There were several bugs in the process functions that quit early after only a few units were impacted. This is no longer the case: now any unit that should be impacted, will be impacted...

I'll publish early tomorrow if no other changes are suggestion. Good luck getting on Civfanatics. That's really the only place to efficiently collaborate on any mod. Steam is just too unfriendly.

Thanks.
Inlogica 30 Oct, 2020 @ 2:06pm 
Sound's wonderful! I'm really looking forward to see the new changes. It is really a privilege to have the chance to talk to such a talented mod-author like yourself and i can't stress enough how much i appreciate your work.
There are countless other things i'd love to discuss about modding combat in civ. However, i easily lose myself in it's complexity and i was hoping if someone could help me in that matter. Like other mods which overhaul the supply or warfare elements in civ. If you're still interested, i'd like to ask more questions (some questions outside of CPPS aswell) to improve the overall combat mechanics of the game. Thank you for everything you've done for this community, and thank you for reading.
S-Man  [author] 30 Oct, 2020 @ 1:44pm 
I'm testing the mod completely. I wrote this mod very early in my "career" with LUA. I've learned a lot since then (and reviewing the code sometimes makes me cringe...).

The reason I'm reviewing the code is I've already found a few large bugs that might have resulted in some of the inconsistent behavior you're seeing.

Once the code is in a better place, I plan on adding the popup to select AI or Human Only participation with CPPS. I expect that to take 2 hours or so to code and test. I don't think I'll get it today, but I'm pretty sure the next version (2.0) will be out tomorrow - unless I get some more suggestions between now and then.

I'm also expecting a hotfix out fairly soon afterwards, based on anything you might find in experimenting with the new version.
Inlogica 30 Oct, 2020 @ 1:28pm 
It will affect both barbs and produced/purchased units but as mentioned below the "older" units will suffer more than the captured ones (roughly 1 out of 10 times) And since im playing as germany, i just build 2 units and the rest of my army consists of captured barbarians. When i play and move my troops into action mostly those 2 units will be affected by the supply penalties
(despite the fact that they are stationed within my borders) If you allow this question: when will the newest version be available? Again thanks for your time and help.
S-Man  [author] 30 Oct, 2020 @ 1:17pm 
In all your playing with this mod, have you ever seen it impact more than one combat unit per turn?

Reason I'm asking is I found a bug in the code that looks like it might stop processing after a unit a two. The bug is now fixed, and I'm seeing lots of units impacted per turn.

Reason I'm asking is perhaps it has noting to do with captured units, because the way the function was structured is it would always impact "older" units first, and quite after an impact or two. With that, you'd almost never see the later -acquired units impacted.

It's easier to notice supply impacts on individual units now with the new Notification icon... :D
Inlogica 30 Oct, 2020 @ 11:28am 
@S-Man
As always thanks for the quick reply. If i may, i'd like to address another issue that i've encountered while using your mod: When i play germany and have an army of self produced unit and captured barbs, the supply penalties only take effect on self produced units
(no matter if they are stationed within or outside your borders) while the barbarians almost never get affected by the supply penalties (10% or even less)
S-Man  [author] 30 Oct, 2020 @ 11:04am 
Give it a bit of time, the forum moderators aren't tremendously responsive, unfortunately. But the site is a great resource.
Inlogica 30 Oct, 2020 @ 9:30am 
@S-Man
Tried to activate my account but the forum won't send me the confirmation E-mail.
S-Man  [author] 30 Oct, 2020 @ 9:11am 
@Inlogica - I'd appreciate any ideas you have. The best way to interact is via the mod's collaboration space:

https://forums.civfanatics.com/threads/replacement-supply-system-for-civ-v.617066/

On civfanatics,there aren't any text limits, so the posts can be as long as needed. Also, it's MUCH easier to post pictures on that site, compared to Steam.

Thanks!
Inlogica 30 Oct, 2020 @ 9:02am 
You're doing gods work friend! I cant stress enough how much i appreciate your work.
If i may, i'd like to add you as a friend because i got some more questions and suggestions but only if you're interested and deem me worthy of your time.
S-Man  [author] 30 Oct, 2020 @ 8:41am 
OK, the "remove population" function is working, the Civilopedia crashing is fixed, and the CPPS_APPLICABILITY variable now works.

I'm currently adding a "popup" that will allow you to change this value during the game, so you won't have to edit mod files to affect a change. Hope to have that done today.

As it stands, those are my only changes required for this mod - unless anyone has any suggestions?

Thanks!
Inlogica 30 Oct, 2020 @ 8:37am 
@S-Man
No worries, i'll gladly wait until you're ready. This mod is truly a work of art and i have nothing but respect for the effort you put into it. Forgive me for my english because i meant that i changed all healing from the Changes.sql
-- Territory-based Healing
UPDATE Defines SET Value = 0 WHERE Name = 'ENEMY_HEAL_RATE'; -- Original Val = 10
UPDATE Defines SET Value = 1 WHERE Name = 'NEUTRAL_HEAL_RATE'; -- Original Val = 10
UPDATE Defines SET Value = 5 WHERE Name = 'FRIENDLY_HEAL_RATE'; -- Original Val = 20
UPDATE Defines SET Value = 25 WHERE Name = 'CITY_HEAL_RATE'; -- Original Val = 25
and then i went to CPPS Global.ini to change CPPS_APPLICABILITY from 1 to 2
in order to make the reduced healing only for HUMAN players
(since the AI has a rough time in war) but sadly the reduced healing still applies to human and AI players.
S-Man  [author] 29 Oct, 2020 @ 4:00pm 
@Inlogica - you'll have to forgive me. I haven't looked at this mod in literally years. Have to reacquaint myself with it.

How did you reduce healing for AI civs only? I'm curious how that might work.

The healing rates are changed in the Defines database and apply to all civs equally (city states too) - this change is in the CPPS Rules Changes.sql file.

I'm currently working on an update on the mod - mostly to fix the errors reported below, and am bogged down in the "remove population when units are built" problem. Making progress, but it's really hard to manage the population reduction for the first game turn for loaded saved games.

Anyways, I'll look more closely at your post tomorrow and see if we can't make some progress. I have a "day off" finally and hopefully can get some work done! :D
Inlogica 29 Oct, 2020 @ 11:09am 
Help please!
Im a huge fan of your mod (and im really trying to understand it's complexity)and i've tried to adjust some settings via tweaking the ini. files. I wanted to disable CPPS for AI and minor Civs so it would be more of a challenge for human players. I also reduced the healing in- and outside friendly borders (for human players only) i changed the CPPS_APPLICABILITY by 2 as instructed but sadly the AI still uses CPPS healing rates. Please help me.
Designer225 11 Jun, 2020 @ 12:52am 
Yeah, this mod is missing a PediaEntry to each of promotions PROMOTION_EXPEDITIONARY_FORCES and PROMOTION_REDBALL_EXPRESS. You will have to add a PediaEntry with the contents of TXT_KEY_PROMOTION_EXPEDITIONARY_FORCES and TXT_KEY_PROMOTION_REDBALL_EXPRESS, respectively.
Kung Fu PANDA 26 Aug, 2018 @ 1:45pm 
Tried this mod alone. It still breaks my civilopedia.
Kung Fu PANDA 26 Aug, 2018 @ 1:38pm 
I run mac os with a few mods. Your mod seems to break my civilopedia. What type of mods should i look out for that may conflict with CPBS?
Malevelon Creek Forever! 4 Oct, 2017 @ 12:26pm 
Sure, why not?
Or may be even further scale up\down depending on the type of unit player\AI tries to recruit. So, for example, melee units increase 50% of losing the pop, while rangered units (archers, catapults, artyllery) increases only 15%, and air\naval units increase like 5%. And more units player\AI tries to produce from one city in rapid succession, the more chances of losing the pop.

The reason behind that, is that melee units are "bigger". How many soldiers it takes to form a company? How much there's logistics guys, ary\air to common infantry\cavalry men? How many melee guys to archer guys in medieval battles? Commonly, in battlefield of medieval, there's more melee, than rangered guys.

I also think that 1 pop city shouldnt produce any combat units at all, but problem is - if you can't produce any unit\building and left with (choose production screen) and cannot pass the turn, so it's good to let 1 city pop to build combat units without losing anything like you said.
S-Man  [author] 4 Oct, 2017 @ 12:00pm 
Great feedback. I didn't test against Barbs much before, but will look into how to address that. They're hard enough already, and don't need any extra help.

Good idea about the commenting out the Insta-heal. Makes more sense most people may want to keep it in by default.

I'm not 100% sure, but I think I like the idea about removing 1 pop per unit (especially for Gold-purchased units). What do you think about "scaling" that based on city size. For example, if city pop > 5, then 100% chance of losing 1 pop. If 2-5, then a 50% chance of losing 1 pop. For city size 1, no loss of pop. Definitely makes citizen/army management much more realistic, which was the entire point of this mod in the first place! If you like the idea, I'd appreciate any suggestions how to "scale" the pop change.
Malevelon Creek Forever! 4 Oct, 2017 @ 11:33am 
That thing about population. What i ment, that when you creating new unit, it takes one citizen from the city, like settlers do. So you left thinking of bigger army, or suffering limited time debuff in production (its not need to be scripted. 10 citizen perfomance vs 5 citizen perfomance is already different enough for that). City defence is also becomes an issue, because even if you can create units fast like 1-2 turns for new unit, city eventualy will run out of citizens, and left defenceless. So having like one city-fortress like you can in vanilla is not impossible, but very difficult, and as you said about promotion, add to game logic and immersion.
Malevelon Creek Forever! 4 Oct, 2017 @ 11:33am 
It's not really the notification thing. Its the barbarians. They get healed after battle for like 50hp, while some times your troop loses 50hp, and dies on the next turn. And it's doesnt matter what kind of territory it is. It just happens. Oh, and barbarians always heal 50hp per turn! Battling them of is alot difficult in the early stages. Its hard, but not in a fun way, so to speak :c

About promotion. May be. But you also could let it be like it is now, just comment line of code that removes it.
S-Man  [author] 4 Oct, 2017 @ 11:17am 
@Blue Versus Red: You know, you're absolutely right about the Insta-heal promotion. If I'm trying to make the combat system a little more realistic, it seems like that promotion should be the first thing to remove, no? I suppose I could add a line to the mod that removes it, and allow a player to simply comment that line of code if they wanted to play with the promotion included.

I guess I'd forgotten that you could lose units to Attrition. I think I could figure out how to add a notification if this happens.

Population does already factor in to the formula that determines how many units a civ can supply, then adds a production penalty if there are too many units. Normally, that penalty reaches 70% of all Production, although this mod reduces that to 25%. Is this impact reduced too much?
Malevelon Creek Forever! 3 Oct, 2017 @ 9:37am 
Its a good mod, battles are much more difficult to handle. Altho healing becomes OP, especialy insta-health promotion. Also it is rather confusing that your units just dissapear without trace and no notification.
Could you also make so to recruit one unit you need one citizen. So your army is not only restricted by money, but also by population.
Malevelon Creek Forever! 2 Oct, 2017 @ 1:05pm 
Whoa, looks very good on paper, going to play this mod sometime soon ;)
S-Man  [author] 26 Jul, 2017 @ 6:12am 
@Darthlox - it isn't conveyed. The game determines which city is in the best position to supply the unit (which isn't always the nearest city) - and determines Attrition based on that.

Technically, a unit is never in or out of supply. The mod cares more about how much the unit is "stretching" the supply line - the more the stretch the more the chance of impact. The basic formula focuses how what the potential supply line length of a city is and what percentage of that length is the unit using.

And worse case, there is a 70% limit to the chance of Attrition occurring for any unit no matter how far from a supply city they are.

Darthlox 22 Jul, 2017 @ 8:00pm 
This sounds really cool, but how are the distances with supply lines conveyed? Is there a visual in game that sholws if a unit is supplied or not, and how far away it is from being supplied?
S-Man  [author] 17 Jul, 2017 @ 12:28pm 
@Lonewolf - forts have no impact - only cities - if we're talking about supply lines. I experimented with using Citadels, but the code was not very efficient. You basically have to scan the entire map every turn to figure out where the Citadels are, or try to set up an event to fire when they are built. It will take a better LUA programmer than me to figure this out, but that's probably not too hard to find.

If there's any interest in this mod, I can maybe give it some more time to flesh out concepts like these.
Lonewolf 17 Jul, 2017 @ 9:59am 
Does use of forts affect this?