Caveman 2 Cosmos (ideas/discussions thread)

No idea about the first but the answer to the second is no it can't be done.

Your best bet is just to figure out which Culture you want, then use the Worldbuilder to plant the appropriate resources in your starting city: the ones required the build that culture.

I think eventually this should either be in a Map Script or as a game option.
 
Your best bet is just to figure out which Culture you want, then use the Worldbuilder to plant the appropriate resources in your starting city: the ones required the build that culture.

I think eventually this should either be in a Map Script or as a game option.

I just wonder how you whant to do this for the Cultures that require two base cultures or even depned on a other Culture you have to found first?
 
There seems to be bit of a discontinuity in the merchant line units. Early merchants upgrade to trade caravans. However trade caravans require a trading post to build them, which in turn requires a bazaar, which goes obsolete with Mercantilism. This means that after you discover Mercantilism you cant build the pre-req buildings for any trade-line unit until motorised transport (apart from supply trains, whuich you can't build without castles which are themselves civic-limitted).

It seems to me that there should be somthing plugging this hole that doesn't require buildings that either (a) go obsolete; or (b) require specific civic choices that are unrelated to trade (no reason castle-dependent ones shouldnt be BETTER, but there should be some basic unit I think)

Edit - also 'Grand Central Station' gives a railroad station in every city - even those on other continents! I think this should be every city on the same continent
 
There seems to be bit of a discontinuity in the merchant line units. Early merchants upgrade to trade caravans. However trade caravans require a trading post to build them, which in turn requires a bazaar, which goes obsolete with Mercantilism. This means that after you discover Mercantilism you cant build the pre-req buildings for any trade-line unit until motorised transport (apart from supply trains, whuich you can't build without castles which are themselves civic-limitted).

It seems to me that there should be somthing plugging this hole that doesn't require buildings that either (a) go obsolete; or (b) require specific civic choices that are unrelated to trade (no reason castle-dependent ones shouldnt be BETTER, but there should be some basic unit I think)

Edit - also 'Grand Central Station' gives a railroad station in every city - even those on other continents! I think this should be every city on the same continent

1. I will have to look into the Bazaar thing. I forgot that changing all those market buildings would mess up the Trading Post.

2. What do you mean about plugging the hole?

3. Can that even be done to give a free building only on your continent? In addition is there a way to make free buildings only given to connected cities? This would be great for the "Goods" so they can act like resources.

EDIT:

Updated the SVN with ...

- Removed Bazaar as a req for the Caravan Post.
- Removed Barter Post req from Early Merchant.

This should help with the gap since you will always be able to make an early merchant and the Caravan Post will last longer.
 
1. I will have to look into the Bazaar thing. I forgot that changing all those market buildings would mess up the Trading Post.

2. What do you mean about plugging the hole?

3. Can that even be done to give a free building only on your continent? In addition is there a way to make free buildings only given to connected cities? This would be great for the "Goods" so they can act like resources.

EDIT:

Updated the SVN with ...

- Removed Bazaar as a req for the Caravan Post.
- Removed Barter Post req from Early Merchant.

This should help with the gap since you will always be able to make an early merchant and the Caravan Post will last longer.

I have never been able to build the trade caravan because I never get to build its required building. this means that I go from Early Merchant to Supply Wagon.
 
1. I will have to look into the Bazaar thing. I forgot that changing all those market buildings would mess up the Trading Post.

2. What do you mean about plugging the hole?

3. Can that even be done to give a free building only on your continent? In addition is there a way to make free buildings only given to connected cities? This would be great for the "Goods" so they can act like resources.

EDIT:

Updated the SVN with ...

- Removed Bazaar as a req for the Caravan Post.
- Removed Barter Post req from Early Merchant.

This should help with the gap since you will always be able to make an early merchant and the Caravan Post will last longer.

By plugging the hole I just meant having some nnit after bazaars go obsolete before supply trains, but since you have removed the need for trading posts to build early merchants that helps some. The problem for me is that the intermediary unit require castles to build, but you can only build castles in certain civics. Net result is you go a long long long time between early merchants and supply trains.

I just assumed ther was a way to give guiding on the continent because wonders vanilla bts had on-continent effects.
 
I have never been able to build the trade caravan because I never get to build its required building. this means that I go from Early Merchant to Supply Wagon.

It should be much easier now. For instance in my game I had a horse resource nearby and built the Donkey Farm which allowed me to build the Caravan Post. In short you need one of the following ...

Donkey Farm = Horse Resource in City Vicinity
Llama Farm = Camel Resource and Peak in City Vicinity
Reindeer Farm = Deer Resource and Polar Location in City Vicinity
Oxen Farm = Cows in City Vicinity
Camel Trainer = Camel Farm OR Camel Herd OR National Camel Breeder

Those are a lot of choices and cover a lot of possible locations on the map. You should be able to get some sort of pack animal for the Caravan if you make sure you build one of those 5 buildings.

By plugging the hole I just meant having some nnit after bazaars go obsolete before supply trains, but since you have removed the need for trading posts to build early merchants that helps some. The problem for me is that the intermediary unit require castles to build, but you can only build castles in certain civics. Net result is you go a long long long time between early merchants and supply trains.

I just assumed ther was a way to give guiding on the continent because wonders vanilla bts had on-continent effects.

1. Castles don't need specific Civics, you just need at least size 6 city and high walls in the city. However something like a stagecoach would be neat as an in between unit.

2. Like what? Power to all cities on your continent? Or health to all cities on your continent. I have never seen a free building on all cities on your continent. If there is let me know. I would love to change it if there was.
 
It should be much easier now. For instance in my game I had a horse resource nearby and built the Donkey Farm which allowed me to build the Caravan Post. In short you need one of the following ...

Donkey Farm = Horse Resource in City Vicinity
Llama Farm = Camel Resource and Peak in City Vicinity
Reindeer Farm = Deer Resource and Polar Location in City Vicinity
Oxen Farm = Cows in City Vicinity
Camel Trainer = Camel Farm OR Camel Herd OR National Camel Breeder

Those are a lot of choices and cover a lot of possible locations on the map. You should be able to get some sort of pack animal for the Caravan if you make sure you build one of those 5 buildings.



1. Castles don't need specific Civics, you just need at least size 6 city and high walls in the city. However something like a stagecoach would be neat as an in between unit.

2. Like what? Power to all cities on your continent? Or health to all cities on your continent. I have never seen a free building on all cities on your continent. If there is let me know. I would love to change it if there was.

Could be those I am thinking of. However the fact that they exist I plies the code is there already, so extending it to free buildings should be super-easy. I'll look at adding a suitable tag to the XML if you think it would be useful...?
 
Of all those combinations for pack animals I rarely get those combos. I see at best 2-3 camel resources per map. And deer has been scarce in the last version too. I know... it all depends upon the map. :/

And why does Donkey farm have to have a :yuck: attached to it? Just makes it plain unwanted. Same for oxen farm, but you do get 1 more usable item from oxen that you don't from donkey. Cow farm would also fall into this category except it allows for dairy and then cheese. But both those end products are weak and at best filler for keeping a city growing. They should be a bit better at what they give.

JosEPh
 
@SO,

You have 2 tech preq/AND for Monotheism displayed. Did you use the one we discussed? To help with splitting up the paths to reduce getting multiple religions?

5 hours into this versions D/L and still have 10% more to get (90MB). Hope it finishes by morning. Blankety Blank Satellite dsl ! :p

JosEPh
 
As far as ideas go, there seems to be a lot of good mods out there. Are you incorporating ideas from the defunct Genetic Era for Warlords mod like underwater cities?

The old Wolfhanze mod seemed to have a lot of new war units in it. Are you all exploring the ideas from other modpacks and the creation and customization parts of the forum? I would put out a call for new modders to help there.

My favorite mod historically was the Extra mod by Chiyu. It took ideas and units from all the official scenarios. I really like the way the tech tree flowed. The Planetfall mod by Maniac (remade Alpha Centauri) has all sorts of future technologies and underwater resources. The Dune Wars, and Mars, Now! mods seemed to have some ideas and units which also could be incorporated.

As far as new ideas go, I would explore all biome terrain types from atlases, such as different types of forest and marshes. Not all deserts are the same. Rain levels and altitude could make things interesting. There have been some seasonal mod ideas tossed around, like the World History mod idea in the creation forum. I liked the idea of keeping up with the perfectworld random map scripts, and maybe the GEM (giant earth map) premade map for scenarios.

As far as prehistoric creatures, I offer giant ground sloths. As far as alternative world units, I recommend steam cars, and clockwork automatons. Science fiction, cyberpunk, and steampunk literature, as well as roleplaying games dealing with the future have a lot to offer as far as ideas. Would be neat to have ringworld, dyson sphere progression. Maybe plasma weapons could lead to chemical lasers could lead to particle weapons.

Diseases, like plagues, have shaped history and could be interesting as they spread like religions and corporations, especially with their effect on wars. Global events like crusades and other movements could be inspired by choice of technology/civics and could change the scope of a country's authority, i.e. democracy could affect ability to easily declare war.

Politics and points of view could change the shape of a countries progress. Books like Jared Diamond's Guns, Germs, and Steel as well as Howard Bloom's The Lucifer Principle have interesting insight into the progression of societies.
Somebody mentioned the Total War mod earlier, are you all incorporating any parts of these or other realism mods. Maybe you could attract other mod builders to contribute.

I did notice that you no longer have any active thread in modpacks since they created the subforum, some of the other projects still have threads, To keep up interest I would recommend that you try to restablish a linked thread to keep up interest. Not everybody knows that C2C has an active project! It seems tucked in amongst all the others in the project forum.

As this is the logical extension to AND/HAND, the ROM mod, the REVDCM mod, and the Revolutions / Dale's Combat mod mods / and BUG mods, have you made any attempts to reach out to their older members through their threads? I would make some attempt to contact Afforess, Zappara, Glider, Dale, and Jdog5000 , they may not be active but may throw you a few new ideas, comments, or problem solving. Even if they were busy they might have ideas worth exploring or a moment to dabble in their past love for civ iv modding. I would also reach out to Vincentz on his mod ideas, and Chiyu with his previously mentioned Extra Mod. I recommend that you make some attempt to reach out again. If you only can team up for a moment it would be glorious!

I hope you are open for a few of my thoughts! I love your mod and support all the progress you are making. I offer anything I can do to help. Maybe you could organize a task list and phase planning so that others can contribute.
I can't stress enough how much I appreciate you all!!!
 
@rightfuture

If you could list some features from these different mods you think would fit that would be great. We already looted some from FfH Age of Ice and I want some more desert landmarks and even terrain to be looted as well from Dune Wars.

Helping locating and identify possible things to loot and use for C2C would be great if you want to help out.
 
No problem. I highly recommend starting by looking at chiyu's Extra Mod! It is chock full of developed ideas from CIV IV published scenarios and expansion packs.

I would also recommend looting technology from other games. There are lots of technology progressions and tech trees from games like Age of Empires, Ceasar, Ascendancy, Gal Civ I and II, Space Empires V and the Master of Orion series. There are a good bit of 4X games (Strategy: eXplore, eXpand, eXploit, eXterminate). I could explore a few and list them, as well as some popular ideas from science fiction for future technologies. Good ideas are built on the backs of other good ideas. We all borrow and build upon. All you might have to do is google a tech tree for the game.
Cultural anthropology and socialism books also have some interesting ideas for the progress and evolution of human culture from prehistoric times. A few minutes just looking at the table of contents of some textbooks or popular books on Amazon.com might yield some interesting ideas!!
I would also look up lists for improving civ type games. I remember seeing wish lists for civ v,iv, iii etc. and a quick google search might yield some low hanging fruit that would be exciting!!! I encourage others who read this thread to drop some ideas here, even if they can't mod.

Here's an idea, would a dam terrain improvment be useful? It could create a lake or reservoir. Drain swamp could create a flood plain. Here's another idea Flash Flood, could temporary turn terrain into a swamp. Reminds me of the Sim City series. Disasters are fun and interesting. Maybe someone could organize everything from hurricanes to fires. Fires still change the way cities work.

There are a number of empire building games out there like medieval kingdom builders. Maybe some interesting ideas lie there?

I'm sure a few thread readers have an idea from a science fiction book or alternative world fiction they have read they they could share.

I would take a moment to download some of the old mods in the modpacks or projects sections of the civfanatics forums and look at their tech trees. It wouldn't take long and would yield some quick results for ideas.
I will try to go through them when I can. I recommend that viewers of this thread go through the mod and make some suggestions also!
I would start with Extra, Planetfall, and the Genetic Era for Warlords, for some really good tech trees that may have some ideas with developed code attached. I know people have looked at games similiar to civ, liked the forked Call to Power series.

I seem to remember some old video games like MegaLoMania (had some cavemen technologies if i remember correctly), and some old Bullfrog, and Lionhead games like Powermonger, Populus, and Black and White that might have a techtree and ideas to look at. Maybe someone could find an old playbook, strategy guide or manual.

Here's a thread with ideas for civ v - could be used here.
http://forums.civfanatics.com/showthread.php?t=336095
http://forums.civfanatics.com/showthread.php?t=251440
http://apolyton.net/showthread.php/175194-Civ-V-Player-Wishlists

www.weplayciv.com has a wish list doc for civ iv that may still have good ideas.
I used to have a wishlist for Civ III somewhere.


I think the Extra mod had a good working volcano from one of the official scenarios.

Some new technologies can be based on ideas like Globalization,Drive up window(fast food restaurants). and Outsourcing in the modern era. How about non-indigenous species as a plague in the modern era; example, killer bees, carp, kudzu.

Lot's of sciences have 'ologies like philosophy,biology, and psychology that could be used as specific tech tree technologies.

Hope I can be an inspiration to somebody :)
 
@rightfuture

1. Link to chiyu's Extra Mod?

2. I have actually looted a lot from Age of Empires, Empire Earth, CivCity Rome, Sim City, Outpost and some other games. Also have been eyeing Starcraft stuff recently.

3. I have many history books, 2 of which i use often, I also have some on specific cultures. Plus there is always wikipedia and the rest of the net to access.

4. If anything we have too many ideas and not enough man power and time to do it all. It will takes us years to finish stuff on our lists. For instance some of the ideas I posted here 2 years ago and have only finally gotten around to doing. Note the ideas were for RoM/AND but still they work just as well for C2C, if not more so.

In short find me some already made stuff that can be converted and then its doable. If its just ideas, then i have more than enough of those on my list to get done. Anything to save me time and effort is appreciated. However if it takes more work to convert than it would making it from scratch, I would rather do it myself. Case in point i tried to loot some wonders from "Travel Through Time" mod and they were so incomplete I ended up just making them myself.
 
This is somewhat of a random inquiry, but it doesn't show up in the Tech Tree and I'm curious if I've spotted a placeholder or a cancelled feature of some sort: What is the Global Governance technology (dead end leading off Globalization) and what does it do, exactly? Sounds like some kind of new UN technology to slow the creation of the UN. In any case, an eye-in-the-pyramid would make a much cooler icon, rather than the existing Communications Networks one.
 
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