Caveman 2 Cosmos (ideas/discussions thread)

I hope this thread is the right place for a little feedback to this mod: it could be much better than it is. Some of the content is great in theory, but doesn't work properly in game.

Actually I'm playing a game on the 5 Civ GEM Rom 2.7 World Map scenario, playing as China. No silk anywhere in reach, so it's not possible to build Culture (Chinese) - as China! Instead, there is Coca ressource in Asia, wich would be needed to build Culture (Nazca). No fine clay on the whole map, so it's not possible to build a Porcelain Workshop or Ming Vase Workshop.
Theory: Some fitting ressources and the right Culture Ac. to build culture ressources and get historically fitting cultural units or buildings for a good gameplay. Great theory. Instead, reality in game: :sad:
C2C is still unbalanced, lol. Also, you can get a lot of resources from improvements (it says so when you hover your mouse over the picture when giving orders to Workers).
Not sure if ALL resources are covered this way, but a lot can be "discovered" even when none of them exist on the initial scenario map.
Side note with some sarcasm: Closer to the end of the Tech Tree, you start getting buildings that provide resources en masse, but this is more like an insult in your context, loool.
 
I hope this thread is the right place for a little feedback to this mod: it could be much better than it is. Some of the content is great in theory, but doesn't work properly in game.

Actually I'm playing a game on the 5 Civ GEM Rom 2.7 World Map scenario, playing as China. No silk anywhere in reach, so it's not possible to build Culture (Chinese) - as China! Instead, there is Coca ressource in Asia, wich would be needed to build Culture (Nazca). No fine clay on the whole map, so it's not possible to build a Porcelain Workshop or Ming Vase Workshop.
Theory: Some fitting ressources and the right Culture Ac. to build culture ressources and get historically fitting cultural units or buildings for a good gameplay. Great theory. Instead, reality in game: :sad:
We aren't the map designers - but yeah there's lots of little things to work on as we go about the bigger things too. Of course you're right that it could (and hopefully will eventually be) much better than it is.
 
We aren't the map designers

It is not a problem of map design, but of the random ressource placement when the map is generated that leads to maps without fine clay (or without other ressources).

Ok, if the random ressource placement doesn't work properly, map designers could try to "hotfix" the problem by placing every single ressource on the map by hand. But that's quite a lot to do on a giant earth map.

/edit:
Other players focus the same problem.
 
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It is not a problem of map design, but of the random ressource placement when the map is generated that leads to maps without fine clay (or without other ressources).

Ok, if the random ressource placement doesn't work properly, map designers could try to "hotfix" the problem by placing every single ressource on the map by hand. But that's quite a lot to do on a giant earth map.

/edit:
Other players focus the same problem.
We don't have control over what nations get access to what on a random map and specific civ choices won't influence what random maps come up with. Might be an interesting option but we're angling more to eventually have the civ selections at the beginning be generic and you choose your cultural identity ingame and it can and should change now and then as you go, potentially with a lot of fracturing of the nation but should ultimately be worthwhile to keep modernizing your culture declaration.
 
I'm not sure if this has already been suggested, but has anyone ever considered adding independent sliders for each city? It would add a lot in terms of micromanagement but I'm totally on board with that.

I also don't have the first clue about modding so I don't know if there's a technical limitation that stops that from being implemented.
 
I'm not sure if this has already been suggested, but has anyone ever considered adding independent sliders for each city? It would add a lot in terms of micromanagement but I'm totally on board with that.

I also don't have the first clue about modding so I don't know if there's a technical limitation that stops that from being implemented.
What do you mean by sliders?
 
The research, culture, gold, and espionage sliders at the top left. I'm wondering if it would be possible to give each city its own set, rather than having sliders that change all of your cities at the same time.
Would probably be extremely difficult, particularly from a UI perspective (for me at least), but still an interesting idea, particularly if there were somehow local AND national sliders. It might make for an interesting civic selection that unlocks it. Will have to think on this. Kinda runs along the lines of having two build queues, one for private - where the public attitudes of the city guide the selection and you don't get any say in it except perhaps some kind of influence request - and the other a public state run queue that is either penalized or not quite as productive but is yours, as the state to decide what goes in it and what order, with the split of base production going into each based on various socialist vs libertarian civic selections.
 
Would probably be extremely difficult, particularly from a UI perspective (for me at least), but still an interesting idea, particularly if there were somehow local AND national sliders. It might make for an interesting civic selection that unlocks it. Will have to think on this. Kinda runs along the lines of having two build queues, one for private - where the public attitudes of the city guide the selection and you don't get any say in it except perhaps some kind of influence request - and the other a public state run queue that is either penalized or not quite as productive but is yours, as the state to decide what goes in it and what order, with the split of base production going into each based on various socialist vs libertarian civic selections.
Or simply better diversification of resources, not just by choosing to put ALL of them into ONE thing - be it on the global sliders OR in the city building queue.
Basically, the current system is entirely missing the option of simultaneously building something unrelated in a city AND having control over that city's "taxes" output direction.
 
Armed Guard promotions are pretty useless to me and the Auto Promote option keeps selecting them even for combat units.

Could law enforcement units with the Armed Guard promotion at least attack/arrest criminal units in cities (Arrest Criminal command)?
Or maybe could "Armed Guard" be disabled as an automatic promotion in the Bug menu?
 
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Armed Guard promotions are pretty useless to me and the Auto Promote option keeps selecting them even for combat units.

Could law enforcement units with the Armed Guard promotion at least attack/arrest criminal units in cities (Arrest Criminal command)?
Or maybe could "Armed Guard" be disabled as an automatic promotion in the Bug menu?
It would be cool if they could be kept from being included in auto promoting.
 
can someone pls change the Kamikazee icon, looks exactly like the Fanatic one, but pls leave the fanatic one the way it is, thx..
 

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can someone pls change the Kamikazee icon, looks exactly like the Fanatic one, but pls leave the fanatic one the way it is, thx..
What map/settings are you playing with in the screenshots? Getting to the "modern" era after only 1077 turns and with a balanced map (as far as I can see), is unobtainable for me.
Or are you playing are scenario?
 
What map/settings are you playing with in the screenshots? Getting to the "modern" era after only 1077 turns and with a balanced map (as far as I can see), is unobtainable for me.
Or are you playing are scenario?
Calendar shows that he is in 20th century while its ~1000th turn - indicating that he is playing on Normal (2000 turns) game speed.
 
can someone pls replace this map with the current one we have, this one has way more options ..
 

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