Caveman 2 Cosmos (ideas/discussions thread)

Was Polynesia/Hawai'i recently removed? It was present in my last C2C game.
 
may have been mentioned already, but since we went back to less civs, the ONLY South America civ left is Inca, and the ONLY Oceania civ left is Australia. There needs to be more for these culture areas than just one civ

In the SVN version some have been added back (without the artwork).

South America
1. Incan (already in Core)
2. Jivaro
3. Tupi
4. Brazil

Oceania
1. Australia (already in Core)
2. Aborigines
3. Maori
4. Polynesia.

This also makes them each have 3 native cultures and 1 colonial culture.
 
The graphic for Electric Railroad looks so similar to the Railroad version that it is hard to distinguish them from glancing at the map; therefore, when attempting to target a location for workers to upgrade transpo, I have to resort to mouse-over tactics.

While not the end of the world, RI's mod has an easily identifiable coloration variance (lighter grey) to distinguish between the two railroad types...
Any thoughts?
 
That is perfect! :worship: Thx!
Now I just need to figure out what is SVN...

Look at the first post of the "SVN Discussion" thread. It allows you to download updates that need bug testing. You do not have to wait for a release version - but must be prepared for errors as existing things are changed or new things are added.

Adds some spice to the game. :)
 
Look at the first post of the "SVN Discussion" thread. It allows you to download updates that need bug testing. You do not have to wait for a release version - but must be prepared for errors as existing things are changed or new things are added.

Adds some spice to the game. :)
Thx my brotha from The UK... appreciate the help.
This game sure does ROCK!
 
IMO Spartacus is too over powered. It has a 25% chance to spawn a Gladiator unit. This Gladiator unit can be settled in a city to give +2 xp. But I feel that 25% is still too much, so far I have been able to settle almost 50 Gladiator units for a total of 100 +xp. I am using the double xp option so it takes much more to level but by the time Spartacus is too weak to be used, I expect to have a military city with 500 + xp.

Perhaps cut the chance down to 10%?
 
IMO Spartacus is too over powered. It has a 25% chance to spawn a Gladiator unit. This Gladiator unit can be settled in a city to give +2 xp. But I feel that 25% is still too much, so far I have been able to settle almost 50 Gladiator units for a total of 100 +xp. I am using the double xp option so it takes much more to level but by the time Spartacus is too weak to be used, I expect to have a military city with 500 + xp.

Perhaps cut the chance down to 10%?

And remove the option to settle a gladiator for the value of a GG... if you keep this then the % chance to spawn a Gladiator should be about 1% to maintain balance.

Or reduce the xp to 1 and cut it down to 5%.

Or leave it at 10-25% and take the settling option away entirely.
 
IMO Spartacus is too over powered. It has a 25% chance to spawn a Gladiator unit. This Gladiator unit can be settled in a city to give +2 xp. But I feel that 25% is still too much, so far I have been able to settle almost 50 Gladiator units for a total of 100 +xp. I am using the double xp option so it takes much more to level but by the time Spartacus is too weak to be used, I expect to have a military city with 500 + xp.

Perhaps cut the chance down to 10%?

I have suggested that the gladiator unit be reduced instead. I don't see why they should be as good as a Great General so 1 exp is enough I think. I also feel that they should be limited in number in a city based on what buildings you have in the city. Something like:-

- 2 for Gladiator School
- 1 for Fighting Pit
- 3 for Arena
- 5 for Colosseum
- 5 for Flavian Ampitheatre

It is the maximum allowed by summing those existing buildings together. The maximum will go down when buildings obsolete but you may already have more than the maximum anyway.

Also they should obsolete, if it is possible at automatic weapons.

Pie_at has the idea of Reservist settled specialists. I think they come to the aid of the city when it is attacked. They are only available if you are running "Military Tradition". Perhaps we could do something with these also. maybe link to partisans as well.
 
Perhaps make it at 5% spawn chance and also only +1xp.

And if you (or everyone else) do not get Spartacus, how about a 1% chance every turn for a Gladiator School to spawn a Gladiator?

I almost never use a Hero as a fighter, I settle them as Great Military instructors or as an other Great Person (because I get the Gladiators).

Can (or should) tamed animals be allowed to build Military animal standards, not just subdued?

I am glad that the settled military instructors do not give their xp to criminal units, Bandit Riders, but they DO give it to Ambushers, which can be then upgraded to Bandit Footpads. But since these are government sanctioned but publicly denied "terrorists" perhaps they should get all the xp. Many governments would recruit, train, and equip privateers to go and sink "enemy" ships, even though not at war, the privateers being called "pirates" and disavowed in public, but praised and materially supported in private.

There should come a time, a civic, where any hidden nationality units must become defensive only. I am not personally aware of any Western civilized nation that is using any. Al-Queda is not western. Some civics disable the construction of the criminal buildings, Highwayman's Hideout, but you can still use the existing units. Do not delete the units, but make them go defensive only. When you change the civic, the unit can attack again. Or can it be possible to have the hidden nationality flag removed when running that civic?
 
There should come a time, a civic, where any hidden nationality units must become defensive only. I am not personally aware of any Western civilized nation that is using any. Al-Queda is not western. Some civics disable the construction of the criminal buildings, Highwayman's Hideout, but you can still use the existing units. Do not delete the units, but make them go defensive only. When you change the civic, the unit can attack again. Or can it be possible to have the hidden nationality flag removed when running that civic?
Mercenaries and contractors are still used in secret by the western world today. Operation Cyclone is a recent example of this, CIA was training and equipping taliban to fight against Soviet in Afghanistan.
Just one of many examples.

@Gladiator discussion: Imo, settled gladiators should give culture/turn instead of experience.
 
Mercenaries and contractors are still used in secret by the western world today. Operation Cyclone is a recent example of this, CIA was training and equipping taliban to fight against Soviet in Afghanistan.
Just one of many examples.

@Gladiator discussion: Imo, settled gladiators should give culture/turn instead of experience.

I agree, Bay of Pigs is another example. but I think that is taken care of by trading units to these countries, or just outright giving them. I have done this often, giving a more updated army to a country to fight against a strong invader.

I do not think there are any actual CIA combat units. There are mercenary units taking a contract to fight, but they are private units, not a part of the US government.

And when was the last time you heard of a UN unit being attacked in Chicago? Paris? The Bahamas?
 
There are mercenary units taking a contract to fight, but they are private units, not a part of the US government.
That's exactly what an HN unit would be. Nobody should be able to prove that there's any directive coming from the government. I'm highly suspicious of a number of groups out there and what nation might be behind their actions.
 
But that is just what I am saying, it all takes place "out there" not here at home. Your HN unit is working in other countries, not roaming around outside Perth, or Los Angeles, well I was also going to say Moscow, but the state of the country there allows it now. But that is the point I am making, some civics should not allow your HN unit to engage in combat inside your own borders, just "out there".
 
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