Caveman 2 Cosmos

I was showing C2C to a friend, pointing out the Neanderthal Embassy, and we both agreed that what this mod needs is a playable Neanderthal Empire. Can you maintain your cultural and/or genetic identity in the face of overwhelming numbers of H. sap. sap.s? This is your last chance to show the flat-faces that the First People still have a place in this world! :)
 
What exactly does the game need more religions for ?
The game abstracts from the real world by having only around 5-20 civs in place maybe, instead of hundreds of nations. With too many religions, the whole game concept of religion becomes redundant because every civ can have its own one, culture and happy bonuses from these become too easily accessible and this throws other parts of game balance out of wack in the course of it.
I think adding more religions does much more than 'just adding more religions' and I think game balance wise this is not always a good thing.

The reason for the extra religions is so you can find a religion that best suits your game play and so you can chop and change as circumstance dictates like with the civics. AAranda, who did all the base work, wanted to get rid of the idea that all religions are equal. My aim in taking them over is to make them work in game and make them equally different, ie each is overpowered in its own way but not compared to each other. Some more fiddling is needed in the C2C context and I am working my way through each at the moment.

Note: if you just stick to the one religion throughout the game you are missing the point of the extra religions. It was a valid approach in BtS but not so much in RoM & C2C. It would be like picking a civic and staying with it throughout the game. ;)

Here's my suggestion for the Wicca religion:

Spoiler :
Wicca

Symbol: a pentagram

Religion-founding movie: over the table, a pentagram collar and a book of witchcraft (also with a pentagram on the cover)

Religion bleep: a piece of a wicca chant, sung by a woman

Founding tech: Romanticism (it may be historically inaccurate, since Wicca only gained popularity since 1950s instead of since early Industrial era, but Romanticism seems to have influenced the new religious movements)

Wiccan Holy Circle (temple):
http://www.ufodigest.com/images/wicca-circle.jpg
- +2 happiness if Wicca is the state religion
- +1 culture
- Can turn 1 citizen into Priest
- +1 culture per Forest Shrine on city vicinity

Wiccan Shrine (monastery):http://4.bp.blogspot.com/-trrqfCHLxsY/TcQJ16LyAFI/AAAAAAAABj0/kMOCyRNOatA/s400/afa+wiccan+shrine.jpg
+10% science
+2 culture
+1 happiness with Church
- Required to create Wiccan Witches
- Spreads Wicca

Wiccan Shrine of the Goddess (cathedral):
http://i727.photobucket.com/albums/ww278/violashumski/2005pjcctemple0.jpg
Cost: 300 hammers (Double production speed with Stone, +15% production speed with Prime Timber)
- +1 happiness
- +2 happiness if Wicca is the state religion
- +1 happiness with Incense
- +40% culture, +10% food
- +1 culture per Forest tile on city vicinity
- Can turn 2 citizens into Priest
- Spreads Wicca

Wiccan henge (holy city shrine) - it'd be called Henge of the Goddess and the God:
http://farm5.static.flickr.com/4032/4532750043_1588d4f865.jpg
- +2 food, +2 culture, +1 great people point (preferably Great Prophet)
- +1 food, +1 culture per city with Wicca
- Spreads Wicca
- Provokes +1 unhappiness for 10 turns per each forest tile deforested if Wicca is the State Religion
- Provokes +1 happiness for 10 turns per each forest tile planted if Wicca is the State Religion
- Can only be built by Great Prophet

Wiccan Witch:
should be dressed like these: http://i1.peperonity.info/c/9C4D92/...gif_320_320_256_9223372036854775000_0_1_0.gif
- Always women
- Require Wiccan Shrine
- Spreads Wicca (consumes the unit)
- Can create Forest Shrines as tile improvement on forest tiles: each one gives +1 culture and +1 food (does not consume the unit)

Interesting idea for Wiccan, nice specialisation. Unfortunately I can't do graphics and would need someone else to do them. This is one reason why Jainism is not included, and all it needs at a minimum, is buttons.
 
One thing I've kind of always thought was needed for religions was some kind of scalable "cost." I say cost because I don't have another word, but the basic idea is a mechanism where it's harder to found a religion if you already have one.

That said I do kind of agree with klitz that there is some dynamic tension caused by religions. But I don't think it's all about limiting their number, though.

If the cost to found a religion goes up based on the number of them already founded (double for any you founded), then there'd be a natural equilibrium, I think.

Basically when you research one of the "found" techs, you have a chance to get a religion, even if you weren't the first one to tech it. That might increase the odds though.
 
CTD, when founding Mormon Church.
Error msg "Failed to allocate video memory. Please try reducing you graphics steeings.
File:\main\Civilization\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9RenderedTextureData.CPP, Line:177"

I can show all the other videos, no problems there. Is the Mormon video larger than the others?
 
CTD, when founding Mormon Church.
Error msg "Failed to allocate video memory. Please try reducing you graphics steeings.
File:\main\Civilization\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9RenderedTextureData.CPP, Line:177"

I can show all the other videos, no problems there. Is the Mormon video larger than the others?

No, in fact it is just a static picture so it is much smaller.
 
CTD, when founding Mormon Church.
Error msg "Failed to allocate video memory. Please try reducing you graphics steeings.
File:\main\Civilization\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9RenderedTextureData.CPP, Line:177"

All this is letting me know that you either have a low end PC (32 bit) plus a low end video card (less than 1GB)

Pls do the following, in the search area of Microsoft or if older PC the RUN area type in "dxdiag" , then as far as your video card just type in the name of it, and look at a review of it with a search from google or bing.

See below:

 
One thing I've kind of always thought was needed for religions was some kind of scalable "cost." I say cost because I don't have another word, but the basic idea is a mechanism where it's harder to found a religion if you already have one.

If the cost to found a religion goes up based on the number of them already founded (double for any you founded), then there'd be a natural equilibrium, I think.

Maybe something like the "Golden Age" GP trigger (probably need to be coupled with Divine Prophets option), where you have to have one more then the last time every time you want another golden age..
 
One thing I've kind of always thought was needed for religions was some kind of scalable "cost." I say cost because I don't have another word, but the basic idea is a mechanism where it's harder to found a religion if you already have one.

That said I do kind of agree with klitz that there is some dynamic tension caused by religions. But I don't think it's all about limiting their number, though.

If the cost to found a religion goes up based on the number of them already founded (double for any you founded), then there'd be a natural equilibrium, I think.

Basically when you research one of the "found" techs, you have a chance to get a religion, even if you weren't the first one to tech it. That might increase the odds though.

The game is allready doing this in reducing the chance of founding a religion with a consumable unit in a city by 20% for each religion allready present in this city (or at least I think its 20%)
 
Before adding more religions the issue of number of current religions when playing with limited religions on needs to be addressed. As it is, on giant map at the beginning of reneissance i currently have 8 civs left and like 9-10 religions founded (Judaism for example isn't founded yet and probably won't until existing holy city won't get captured).

If you turn limited religions off this effectively ends in one continent (or even civilization) who gets ahead getting ALL religions leaving other civs/continents faithless.

So before adding additional religions mechanism of founding and spreading religions need to be sorted out.

p.s. i dunno about solutions, maybe 1) give HUGE instability/unhappiness bonuses for non-state religions along with 2) if you are first to discover religion-giving tech there pops menu asking if you want to found this particular religion (option for limited religions), so you won't end up with one of 3 starting religions - shamanisn/druidism/ngaiism (i almost always end up with shamanism, only once i had druidism)
p.p.s. Wicca, or whatever it is spelled - we currently have druidism religion which is mirror of shamanism, except with edible plant resources instead of cattle ones - maybe just rework druidism with those suggestions?
 
The game is allready doing this in reducing the chance of founding a religion with a consumable unit in a city by 20% for each religion allready present in this city (or at least I think its 20%)
Except that I'm talking about reducing the chance of founding a religion for each religion already present (or founded) in the whole civ.
 
My suggestion would change the rule of automatic founding if you're first, to be a % chance. It also would allow a chance to found a religion those who aren't first to the tech.

Something like this:
-- first to a founding tech, base 50%
-- second to a founding tech, base 25%
-- third (or later) to a founding tech, base 0%
-- haven't already founded a religion +25%
-- for each of your cities w/o a religion +5%
 
I was thinking of making religions its own tech line.

I am in tech-lead in my current game.
To start spreading my religion (mesopotamism) I need to invent meditation.
To do that I will get Hinduism, Buddism, Kemetism and Judeaism.
4 religions founded so I can spread my current one.

There has to be a better way to do this right?
 
Before adding more religions the issue of number of current religions when playing with limited religions on needs to be addressed. As it is, on giant map at the beginning of reneissance i currently have 8 civs left and like 9-10 religions founded (Judaism for example isn't founded yet and probably won't until existing holy city won't get captured).

If you turn limited religions off this effectively ends in one continent (or even civilization) who gets ahead getting ALL religions leaving other civs/continents faithless.

So before adding additional religions mechanism of founding and spreading religions need to be sorted out.

p.s. i dunno about solutions, maybe 1) give HUGE instability/unhappiness bonuses for non-state religions along with 2) if you are first to discover religion-giving tech there pops menu asking if you want to found this particular religion (option for limited religions), so you won't end up with one of 3 starting religions - shamanisn/druidism/ngaiism (i almost always end up with shamanism, only once i had druidism)
p.p.s. Wicca, or whatever it is spelled - we currently have druidism religion which is mirror of shamanism, except with edible plant resources instead of cattle ones - maybe just rework druidism with those suggestions?

1) unless you are running a polythiest society.

Most religions are optional and you can remove them by deleting the directory in Assets/Modules/DancingHoskuld/Custom_Religions. The standard RoM religions are not optional and their folders just contain stuff to make them unique so deleting their folders will not get rid of the religion just the extra stuff.

I have been working on getting rid of the tactical need for missionaries and have all religions in your nation spread to all cities fairly quickly. That way missionaries are only needed to spread religions to other nations and we can put the national limits back on them.
 
With all this stuff about the religions going on, I want to ask a question. :x How does the religious decay work, exactly? I've had state Atheism for centuries sometimes and not a single city loses one. >.>
 
With all this stuff about the religions going on, I want to ask a question. :x How does the religious decay work, exactly? I've had state Atheism for centuries sometimes and not a single city loses one. >.>

I think it was designed that the least popular religion in a nation would fade away. Being intolerant has a faster decay rate for non state religions.
 
I'm one who refuses to pick a state religion in this mod, because its seems counter productive. Every bonus is negated by the crippling slow down of research come monasteries, the constant aggro-religious wars, and general lack of a need to use the random wonders of state religion. I play at mid levels of difficulty, eternity game, and like culture strangling other civilizations. Also I'm play a rev or three back so some things might not apply.

Anyway, the main thing your missing for religions is dogmatic fiat. If your the head of the state religion, the easiest way to take out a religion without war is to make a deal with the devil. Specifically, the Devil in the Details. In short, negate the reason for the other religions existence. Steal the parts that attract people to the religion in the first place. Alter the dogma until you eliminate the opposing religion. Nom that foe to death.

Granted this is a code heavy example but, make a set of civics that are for your state religion... though you can only have one set and must control the founding city to do so. Religious Civics for 1) Work Ethic, 2)Health Code, 3)Man vs. Nature, 4)War Ethic, 5)Afterlife Theory, 6)Sex roles, and last but not least 7) Role of the Religious Authorities. Optional: Berserk button.

1) Work Ethic deals with who works and how often. Do you have slaves and overlords? Is working people to death a good thing? Does manual labor cleanse the body or is it a punishment for the unworthy. Oddest of all... does your religion get the whole day off madness/requirement?

2) Health Code. Is such a thing a matter of cursed flesh and the problem for the civil leaders? Is it worthy of book 3 of 5 of your holiest of Holy Books? Does wallowing in body destroying sin cleanse the soul for later or soil the soul?

3)Man vs. Nature: Does man rule over beasts and the land? Is man a servant of the land? Is man an animal and in constant struggle against the other beasts? Do you no care and just want a cheese burger?

4)War Ethic: Is war only for self defense? Is war fodder the point of those in other religions? Does a caste of the society soil their souls so that others may avoid such a fate? Is dieing in war a ticket to the positive Afterlife or fated trip to be reincarnated again in the warrior caste?

5)Afterlife Theory: What is it like and does it suck? What do you have to do or avoid doing to get there? Is it a stop over or for eternity? Or is the point to fuse your soul with the afterlife and get out of this stupid reincarnation cycle bovine excrement?

6)Sex roles: (sex of leader picks dominant sex if applicable)... Do they have equal and opposite roles? Meh, its all flesh and irrelevant to faith. Does one sex own the non dominant one? How do breeding pairs work? Or is 'pairs' a misnomer?

7) Role of the Religious Authorities: Divinely Inspired Leaders? Grunt labor that leads by example? Advise givers? The ruling caste as they did something good in a past life?

Coding havoc, but you can have as many religions as you want as long as a starter slot is available. Granted its going to require some judgement calls... AI leaders can play merry havoc with your people's happiness and such if your Civics mash up with their religious ideals.

Berserk button is what you can do to set the flocks on a rampage... declare your nation a Pacifist one and warrior religions are going to force you to kill them to the positive afterlife or knock off that stupid. Seriously, Telling a Viking no war forever is going to get you lynched... that is literally telling them to go sit in a extremely boring afterlife until doomsday.
 
Hey there, great mod! Really love the prehistoric era. Got a problem though. Downloaded last week, started up a game on a giant map with almost all the extra gameplay options enabled. Worked like a charm.

When I tried to start a new save yesterday all the terrain was black with only a few overlays visible. I've tried starting games on different speeds, map sizes, different map scripts (I usually play on SmartMaps) and without selecting any extra gameplay options, but nothing works. Tried loading the game at least 30 times now, but still black terrain. My first save has black terrain too now. Even deleted the mod and downloaded and installed a new version, but that didn't help either.

Got an Windows 7 on a AMD Athlon II X4, 2.60 GHz, 6 Gb RAM with a GeForce GT 220. You'd think that'd be enough... Can you, or anyone else, help me?
 
Hey there, great mod! Really love the prehistoric era. Got a problem though. Downloaded last week, started up a game on a giant map with almost all the extra gameplay options enabled. Worked like a charm.

When I tried to start a new save yesterday all the terrain was black with only a few overlays visible. I've tried starting games on different speeds, map sizes, different map scripts (I usually play on SmartMaps) and without selecting any extra gameplay options, but nothing works. Tried loading the game at least 30 times now, but still black terrain. My first save has black terrain too now. Even deleted the mod and downloaded and installed a new version, but that didn't help either.

Got an Windows 7 on a AMD Athlon II X4, 2.60 GHz, 6 Gb RAM with a GeForce GT 220. You'd think that'd be enough... Can you, or anyone else, help me?


I went looking though alot of news articles the other day, all the way back to 2005 around the time Civ IV came out and found out that almost ALL of the time the black terrain has been an issue is people with a GeForce Graphics Card. Not saying it is not a good card because it is a good one, i have ATI and i have one of the best one's made and i myself have seen the black terrain also.
So i did alittle more research and one said make sure you have all the updates to the Graphics Card.
One said make sure you have all the Windows updates.

This is a problem which i do if i get the black terrain, besides what i mentioned just above:

Make sure you turn off your PC, around 1 minute or so, then turn it back on, try to play a Civ game but this time holding DOWN the "shift key" while it is loading. That works the best. And if this doesn't work sorry but again, d/l the mod and then do the same again as above, should work this time. Also make sure that RoM or AND are not in the same mod folder as C2C when playing. If not i am lost, try putting it in the Trouble Shooting area if this doesnt work and let me know what they say, thx.
 
UPDATED to 12.0, 26 May 11, 6:30 A.M.

Changes this version are so much different and way BETTER that i had to put this version out early, some of them are:

Dancing Hoskuld:

  • Modify Tengri religion for balance and it to Hydro's goods system.
  • Subdue Animals
    • now has a wild Cow unit.
    • changes made to get the AI to value the Myth buildings more.
    • Tracker/Hunters/Rangers are now national units. There is a limit to how many you can have.
  • Merchant Fleet event
  • Early merchant unit graphics
  • Neanderthal spawn rates now controlled by an INI file for local customization.

Hydromancerx:

  • - Took out the "Super Coal Power Plant" to fix the "Industrialism" crash.

    - 20 new "Fake Goods".

    - Building chains have been redone to accommodate the new "Fake Goods".

    - All Unique Buildings have become either normal buildings, wonders or taken out.

    - Woolly Mammoth can now be used at the Shearing Barn.

    - Fixed the gap between Good (Tablets) and Good (Books) with Good (Paper) for the Library and School of Scribes

Koshling:

A number of bug fixes and performance improvements have been made to the DLL as follows:
  • Fixed the 'industrialism' crash
  • Fixed another crash associated with missionaries
  • Improved the speed of AI decision making for city production and worker improvement building
  • Improved the speed of path calculations for AI unit moves
  • Reduced the number of callbacks to Python required, resulting in further overall performance improvements
  • Added granular specification of required Python callbacks, allowing modules to say which specific unit types (for can/cannotTrain) and build types (for canBuild) they want callbacks on

Overall, for mature games (certainly by Renaissance), and especially on larger maps, you should see at least a doubling in the speed for turn completion.
 
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