Caveman 2 Cosmos

\Why don't we implement GST rates as a civic category? Instead of the static income (commerce) we could make it a percentage increase in tax income, an increase in anger, a decrease in production, an increase in sick (unless you have socialised civic?) and a small increase in instability.
The category could consist of:
Spoiler :
No GST (+2 Happy (when it is avaliable to choose as a civic {is that possible?}), No increase in taxes)
5% Rate (+5% tax increase)
10% Rate (+1 Anger, 10% tax increase,)
20% Rate (+2 Anger 20% tax increase, -1 Productivity)
30% Rate (+3 Anger 30% tax increase, -1 Productivity)
40% Rate (+4 Anger, 40% tax increase, -2 Productivity)
50% Rate (+5 Anger, 50% tax increase, -2 Productivity, small increase in instability)
60% Rate (+6 Anger, 60% tax increase, -2 Productivity, small increase in instability, +1 sick {unless you have socialised civic?}]
70% Rate (+7 Anger, 70% tax increase, -2 Productivity, small increase in instability, +1 sick {unless you have socialised civic?})
80% Rate (+8 Anger, 80% tax increase, -2 Productivity, increase in instability, +1 sick {unless you have socialised civic?})
90% Rate (+9 Anger, 90% tax increase, -2 Productivity, moderately large increase in instability, +2 sick {unless you have socialised civic?})
100% Rate (+10 Anger, 100% tax increase, -3 Productivity, large increase in instability, +3 sick {unless you have socialised civic?})

This civic category might be avaliable only in Advanced Economy custom option? (They probably should be unlocked by the same tech aswell).
I can understand if this needs some tweaking, but to me this seems like a good idea, even if just to give people the upper hand in the economy for a short time (or to give them that tyrannical feel of evil despotism).

Edit: I've created the icons (and attached a zip of them), which are listed to the civic which they should be assigned to. They might require some editing, but are all scaled to 64 x 64 dss format for compatability with civ 4.
 

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@VineFynn

I think such a system could be exploited with all the Happiness buildings. It would be much too easy to stay happy and max out at 100%. I think each 10% it should make +1 Anger. Then yo would think twice before raising your taxes too much.

Thanks, I thought that it might need some tweaking to avoid exploitation. I've changed it accordingly.
 
Need help with building a Shipwright which allow production of wooden boats. I can build the Carpenter's Workshop, but not the Rope Weaver's Hut or Sail Weaver's Hut's. Is there a certain Civic I need for this - I've looked but cannot find one and it does not appear you need anything special to build these buildings. Please help!
 
Need help with building a Shipwright which allow production of wooden boats. I can build the Carpenter's Workshop, but not the Rope Weaver's Hut or Sail Weaver's Hut's. Is there a certain Civic I need for this - I've looked but cannot find one and it does not appear you need anything special to build these buildings. Please help!

You need Good (Rope) and Good (Sails) as well as Good (Wood). No you do not need a specific civic. The Rope Weaver needs the Weaver's Hut or Good (Leather), while the Sail Maker needs Good (Cloth) or Good (Leather).
 
Hello strategy and other members of C2C team

Could you tell what modules i can move to unloaded modules folder without breaking the game? Reason i ask is that IMO there are too many buildings and religions but same time i love your two new eras and new techtree.

I moved some modules in unloaded folder but get lots of errors..

Btw when can we hope the first AND 1.76 based version?:) I know its just a beta for now but cant wait C2C based on that..
 
Hello strategy and other members of C2C team

Could you tell what modules i can move to unloaded modules folder without breaking the game? Reason i ask is that IMO there are too many buildings and religions but same time i love your two new eras and new techtree.

I moved some modules in unloaded folder but get lots of errors..

Btw when can we hope the first AND 1.76 based version?:) I know its just a beta for now but cant wait C2C based on that..

Any thing under DancingHoskuld can be removed except tsentom1_python_wonders. If you don't want to remove all religions then you can just remove the individual folders under DancingHoskuld/Custom_Religions. Although you can't get rid of the default RoM religions.

Similarly each folder under my Custom_Units and Custom_Wonders can safely be removed. Subdue_Animals has to be removed you can't remove parts of it and tsentom1_python_wonders can't be removed.

The dlls are basically the same between C2C and AND already, we just need to move to the newer Python and make C2C changes to it.
 
Hello strategy and other members of C2C team

Could you tell what modules i can move to unloaded modules folder without breaking the game? Reason i ask is that IMO there are too many buildings and religions but same time i love your two new eras and new techtree.

I moved some modules in unloaded folder but get lots of errors..

Btw when can we hope the first AND 1.76 based version?:) I know its just a beta for now but cant wait C2C based on that..

I would say I am the major culprit when it comes to the massive amounts of buildings. However most of my buildings are interconnected and interdependent upon each other. I would say just delete the Hydro folder but I think even that would break some things in the core too. Thus its not recommended.

In short if you like less then AND is for you. C2C was made with the "more is more" philosophy so we could explore new modding features without as many limits.

I suggest if you do not want to get overwhelmed by buildings that you play on slower speeds (Snail is what I aim for) and also select to "hide unavailable buildings" in the BUG controls. This will make things easier to scroll through on the city screen.
 
Dancing H & Hydro

thanks for replays!

I have been playing AND since beginning but recently have became more and more interested to C2C. I am trying to make personal mod that should be combination of AND and C2C. Goal is use C2C techtree and some of its interesting additions like subdue animals and couple new religions..

I am also planning to add over 200 unique units that i have implemented in AND so i belive more is more philosophy my self also;) I am just more unit fan than building fan:lol:

One question, how difficult it is to use C2C techtree with AND? Is there anything special that i should know?

thanks again, you have done great job!
 
Dancing H & Hydro

thanks for replays!

I have been playing AND since beginning but recently have became more and more interested to C2C. I am trying to make personal mod that should be combination of AND and C2C. Goal is use C2C techtree and some of its interesting additions like subdue animals and couple new religions..

I am also planning to add over 200 unique units that i have implemented in AND so i belive more is more philosophy my self also;) I am just more unit fan than building fan:lol:

One question, how difficult it is to use C2C techtree with AND? Is there anything special that i should know?

thanks again, you have done great job!

Well i was the one to do the additional tech tree eras and YES it will be VERY difficult to do, you will ALMOST have to redo alot of the XML files (maybe 80%), just for the tech tree changes.
 
Well i was the one to do the additional tech tree eras and YES it will be VERY difficult to do, you will ALMOST have to redo alot of the XML files (maybe 80%), just for the tech tree changes.

Thanks Strategy,
thats what i was afraid.. So it will be much easier to use C2C as base and try take off some components. New tech tree is great, thanks for that. I will wait until 1.76 AND based C2C is out and then start working my personal mod.

Forgot to ask, I need to convert my custom units to work with C2C. Is there only additional new techs in the new tech tree or did you remove some of old AND/RoM tech tree?
 
Thanks Strategy,
thats what i was afraid.. So it will be much easier to use C2C as base and try take off some components. New tech tree is great, thanks for that. I will wait until 1.76 AND based C2C is out and then start working my personal mod.

OR, just put some of your ideas of what you want changed/added in the ideas/suggestions area then people will get the benefit of everything.

Thats what i did for 2 years with Zappara. Then when he was finished what he wanted to do, then to AND and suggested some stuff, and then when he was (almost) finished took on from there. But always leave the bak file to know what you have changed (JFI)
 
OR, just put some of your ideas of what you want changed/added in the ideas/suggestions area then people will get the benefit of everything.

Thats what i did for 2 years with Zappara. Then when he was finished what he wanted to do, then to AND and suggested some stuff, and then when he was (almost) finished took on from there. But always leave the bak file to know what you have changed (JFI)

I use this personal modmod to do a alternative world history scenario and i will post it when its ready. It suppose to be AND scenario but now looks like it will be a C2C scenario. I will do it modular and release it when its ready just in case if someone else would like to try it.

Did you noticed my question? Is there all the old techs from AND/RoM tech tree in this new one?
 
OR, just put some of your ideas of what you want changed/added in the ideas/suggestions area then people will get the benefit of everything.

Thats what i did for 2 years with Zappara. Then when he was finished what he wanted to do, then to AND and suggested some stuff, and then when he was (almost) finished took on from there. But always leave the bak file to know what you have changed (JFI)

SO has a point. If there are a bunch of new units you want to add perhaps we would like to add them to C2C as well but just are not aware of them yet (or have not had time to put them in).

In short its much easier to work as a group than by yourself (believe me I know it from doing HAND by myself). Post your ideas and stuff you would like changed. While we are less likely to take things out we do more often than not add or even tweak things based on peoples input.

Did you noticed my question? Is there all the old techs from AND/RoM tech tree in this new one?

Nearly all are there. However there are a few exceptions. Such as when we re-did the future era techs to accommodate the new Galactic era. For instance "Future Tech" is now called "Analyze Strings". And I believe that Space Colonies was named something else. There are a sprinkling of that kind of stuff in the tree where the tags are the same but the names were changed. Ex. "Animal Husbandry" to "Livestock Domestication" or "Fishing" to "Boat Fishing".
 
I just want to inform those who wonder whether they should play with barbarians - I already played 750 turns well into late Renaissance with Barbarians on and Revolutions off and it's operating perfectly. Barbarians no longer form a country just develop on their own pace (quite slow, to be honest)

Another observation is the huge amounts of gold that everyone is making at maximum research. This is a bit off balance...now the economic civics only vary my incomes between extra 100 or extra 400...i basically can't go red. The AI also has loads of cash.

I also noticed that the AI drafts too much of its population into militias..and basically slows his growth..I personally never use that unit

The Ai seems to overbuild bombards and cannons for some reason too

That's that I wanted to share, otherwise, I am happy about that version very much. It's really stable and rewarding.

Cheers!
 
Is there only additional new techs in the new tech tree or did you remove some of old AND/RoM tech tree?
I believe Afforess removed some of RoM's techs such as Digitalised Property and Biological Networks. Or maybe SO removed some of AND's. I'm not sure.
 
Could there be a possibility of a lite version of this mod (maybe with just the prehistoric and future eras)?
 
Could there be a possibility of a lite version of this mod (maybe with just the prehistoric and future eras)?

What to you mean "lite"? Like Prehistoric era and Galactic era only? Or do you mean techs without buildings? I am just not sure what your asking. In short asking for a "lite" C2C is an oxymoron. :lol:
 
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