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Caveman 2 Cosmos (ideas/discussions thread)

There are several units that are defend only, but they have no combat strength anyway, so it is an instant kill. Can they be given strength so they CAN defend?
Entertainer line.
 
Great General - Thinking on it some buildings give points towards GGs and have a chance per successful combat in your territory of generating one. It was probably the latter that I saw happen. Since neither the GG pool nor the Great People pool was anywhere near full and was unchanged. You can get GGs from the general pool.

Specialists tags - similar to buildings- provide a % to the speed of building a combat class. I think.

There are several units that are defend only, but they have no combat strength anyway, so it is an instant kill. Can they be given strength so they CAN defend?
Entertainer line.

That probably needs to be changed to "can't capture cities" rather than "defend only". They should be like missionaries and corporate execs in that.
 
There are several units that are defend only, but they have no combat strength anyway, so it is an instant kill. Can they be given strength so they CAN defend?
Entertainer line.
I want this. Bad. But the code relies on no strength for many behaviors. I've determined a way around most of the issues it creates but it's a matter of time to implement. This opens up other cans of worms beyond that too but I've been making preparations for this shift as I've been working on combat class assignments all along.

Thinking on it some buildings give points towards GGs and have a chance per successful combat in your territory of generating one. It was probably the latter that I saw happen.
Yes, some buildings do give GG pts but those begin to add weight to the chance to birth GGs on the normal GP pool. Other tag effects are adding % modifiers to the amount of xp awards that translate into GMP pts after battles, some affecting only battles (xp award events) inside borders.
 
just thinking of the complaint of too much money, too bad it cannot be set up with a toll for crossing others land when you have open borders. So much gold per unit, per turn.
 
Ello, I have noticed that there are a number of nuclear and biological weapon units in the game. However there no chemical units! (That I could find on the civpedia except for poisoned weapons units and promotions). Thus I highly recommend that a chemical arsenal be created for the game.

It should start with the ancient/classical age with some toxic smokes such as arsenic smoke, mustard smoke, sulphur smoke(perhaps promotions to arsenists giving them an option to bombard a tile with poison smoke bombs.

These could update to early modern artillery cannons that can be promoted to use chemical agent laden shells such as chlorine gas, mustard gas, cyanide gas. Bombs laden with these chemicals should also be able to be specifically dropped from all military aircraft if the city or airbase hosting them has access to the chemical agents (as a resource). If carried on a carrier as an airbase, the carrier should have to have a special promotion to be able to supply the aircraft with chemical weapons. The chemical can be dropped via bomb or through spray-systems on aircraft. These gases should act as light collateral damage to both military units and civilian populations.

Later on the industrial/modern era, nerve agents such as sarin, cylcosarin, tabun, soman, and the V-series nerve agents such as the infamous VX, as well as the other, less commonly known gases (VE,VG,VM) should be available for use having significantly more devastating effects on the targets. (V series gas effects lasts longer because of long-term residue.) As an aside, ricin, produced by organisms, is also an extremely deadly chemical agent developed around this time, though I do not believe it is a nerve agent.

In the late modern era, novichok nerve agents should be made available which are around 8 times more powerful in its toxic effects than VX. These are dispersed as an ultra-fine powder rather than a gas. Novichok chemical agents can penetrate the vast majority of all chemical personal protection equipment. The cppe should be represented as promotions for infantry and early tanks for some defense against chemical attacks. Later tanks should automatically be given these promotions due to them being built in real life with chemical warfare protection.

After the invention of rocketry and whatnot, cruise missiles and eventually ballistic missiles carrying such chemical agents should be available for production. Also, in the medieval period or classical era, trebuchets should be able to launch dead farm animals after a promotion to spread disease to cities as a siege tactic.
 
Ello, I have noticed that there are a number of nuclear and biological weapon units in the game. However there no chemical units! (That I could find on the civpedia except for poisoned weapons units and promotions). Thus I highly recommend that a chemical arsenal be created for the game.

It should start with the ancient/classical age with some toxic smokes such as arsenic smoke, mustard smoke, sulphur smoke(perhaps promotions to arsenists giving them an option to bombard a tile with poison smoke bombs.

These could update to early modern artillery cannons that can be promoted to use chemical agent laden shells such as chlorine gas, mustard gas, cyanide gas. Bombs laden with these chemicals should also be able to be specifically dropped from all military aircraft if the city or airbase hosting them has access to the chemical agents (as a resource). If carried on a carrier as an airbase, the carrier should have to have a special promotion to be able to supply the aircraft with chemical weapons. The chemical can be dropped via bomb or through spray-systems on aircraft. These gases should act as light collateral damage to both military units and civilian populations.

Later on the industrial/modern era, nerve agents such as sarin, cylcosarin, tabun, soman, and the V-series nerve agents such as the infamous VX, as well as the other, less commonly known gases (VE,VG,VM) should be available for use having significantly more devastating effects on the targets. (V series gas effects lasts longer because of long-term residue.) As an aside, ricin, produced by organisms, is also an extremely deadly chemical agent developed around this time, though I do not believe it is a nerve agent.

In the late modern era, novichok nerve agents should be made available which are around 8 times more powerful in its toxic effects than VX. These are dispersed as an ultra-fine powder rather than a gas. Novichok chemical agents can penetrate the vast majority of all chemical personal protection equipment. The cppe should be represented as promotions for infantry and early tanks for some defense against chemical attacks. Later tanks should automatically be given these promotions due to them being built in real life with chemical warfare protection.

After the invention of rocketry and whatnot, cruise missiles and eventually ballistic missiles carrying such chemical agents should be available for production. Also, in the medieval period or classical era, trebuchets should be able to launch dead farm animals after a promotion to spread disease to cities as a siege tactic.

The combat mod plan encompasses nearly all of this. It's just taking years to implement is all ;) A good writeup of a suggestion though... something to refer to later when working on those plans.
 
DH After Editing said:
Great General - Thinking on it some buildings give points towards GGs and have a chance per successful combat in your territory of generating one. It was probably the latter that I saw happen. Since neither the GG pool nor the Great People pool was anywhere near full and was unchanged. You can get GGs from the general pool.
That's correct. There are some wonders which give GG pts to the general pool. So therefore I was thinking it might not be so bad to have some capacity for Doctors and Engineers to potentially emerge from GMP earnings (albeit very uncommon.) And a few more points stemming from this:

1) It would be cool to have (once we can have more pop assignable specialists) assignable trainers for Explorers, Combatants, Naval Combatants and Aerial Combatants... they'd give +1 xp to their type and would be commonly heavily limited in how many could be assigned. Just trainers... not great people. Ex: Drill Sergeant. Mind... they'd have to be entirely optional since a game option now toggles XP awards from population-assignable specialists.

Where are we at with breaking those specialist limits?

2) If we're to continue to have GGs be birthable by the standard GP pool then perhaps we should find some wonders to add Great Hunter and Great Admiral - and once the Great Aviator comes into play some for them as well.

DH After Editing said:
Specialists tags - similar to buildings- provide a % to the speed of building a combat class. I think.
Should be very easy to do. Pretty much the whole structure is already laid out since it's been done for buildings. It's just a matter of time to get it done. If I don't get to it soon, remind me.
 
Where are we at with breaking those specialist limits?

Nowhere at the moment. I just upgraded my machine and even though I made two backups all my work on Civ IV seems to have gone missing. I am just hoping that I copied the folder with my work into a different folder than the one I was aiming for.

edit I did copy a back up by hand and accidentally put it in a subfolder of where I wanted it. This means I have recovered much of my work but I still seem to have lost the python I was working on:(.
 
Anyone else unable to extract the files after they download?

Keep getting an unknown method error during extraction with winzip.
 
Use 7zip. As it is very big they have opted to compress it more using some 7-zip only algorithms, so Winzip or Winrar can not handle the archives.

Cheers
 
Was it intended that some workers cannot do certain improvements? Camel Worker cannot do Thatch cutter, or plant picking camp.

Can Tamed Bears create stories about bears? Just not the specific bear, unless that can be implemented, tamed Moon bear, Grizzly, so on.
 
Was it intended that some workers cannot do certain improvements? Camel Worker cannot do Thatch cutter, or plant picking camp.

Bug edit Thatch Cutter is there but Plant Picker wasn't.

Can Tamed Bears create stories about bears? Just not the specific bear, unless that can be implemented, tamed Moon bear, Grizzly, so on.

Not intended at this time. In fact I may remove that from all the subdued and tamed units as these buildings are more to do with the Story Teller line. On second thoughts I may keep it on the subdued animals so you have something to do with them.

Besides all you need is a Bard or later and that will build the Story building or the Stories pseudo wonder to give you the equivalent to the Story building in all cities. You need the specific Myth/Song building to be able to build the story buildings and that does require subduing an animal.
 
I got an event that every Axeman is promoted to Shock I. I was happy first, before I realized that I am still deeply in the stone age and this doesn't work for Stone Axemen :). Is it possible to change the event to work for all axemen kind of units?
 
Bug edit
Not intended at this time. In fact I may remove that from all the subdued and tamed units as these buildings are more to do with the Story Teller line. On second thoughts I may keep it on the subdued animals so you have something to do with them.

Besides all you need is a Bard or later and that will build the Story building or the Stories pseudo wonder to give you the equivalent to the Story building in all cities. You need the specific Myth/Song building to be able to build the story buildings and that does require subduing an animal.

By the mid Classical, and definitely by the Renaissance, wild animals are very few and far between. Barbarians will have built a palisade on every resource by then so no more animals will spawn.
 
Not all animals spawn on resources. If you haven't built the myth by then you aren't likely to get it. You should not be able to get all of them anyway. I have been known to keep larger islands free of barbarians and other ai just to get the animals of that region.
 
Sorry posted this in Bugs too.

I notice this change is in SVN now:


Adjusts handicap infos so that population costs some education depending on the game difficulty



I see why but in a new game this means you are starting at -1 eduction per turn which after 25, 50 , 100 turns means at least -1 science every time,.

In prehistoric that is very crippling.
 
@MacCoise: Remember that you're playing the SVN version, a development build not really meant to be played but for testing; balance will come in due time. DH (or someone) is going to add more education bonuses to prehistoric buildings/myths soon.

It is a good change since all the properties should have ways to get worse, it also makes sense that education is harder to maintain with a larger population.
 
@MacCoise: Remember that you're playing the SVN version, a development build not really meant to be played but for testing; balance will come in due time. DH (or someone) is going to add more education bonuses to prehistoric buildings/myths soon.

It is a good change since all the properties should have ways to get worse, it also makes sense that education is harder to maintain with a larger population.

Thanks. And I agree.

That change makes the start game almost unplayable for now though so I was just asking was it intentional.

Maybe giving the Palace a +1 or +2 Education would balance out this early period before it is even possible to get any buildings

More generally it would seem to make sense that some civics could also give an education bonus
 
Thanks. And I agree.

That change makes the start game almost unplayable for now though

I tried a new game after it and it is very interesting. I took Scientific/Financial leader though, enabled tech difusion (I see it works better now than in the beginning) and lowered difficulty to Immortal/nightmare, but I still have a great fun. For some time I was down to 3 or 4 :science: beakers of my own but myths made it better. Still having education property around -100 but I got through to Tribalism.

Even when some +1 education buildings are added, you won't get them in the very beginning, so you have to get used to it a bit. Prioritize Oral Tradition for its +5 education and animal myths for example. I don't think -1 science is crippling, its, exactly, a prehistoric society. We just got used too much to the free specialists coming from Education property and I always thought it was a little dumb.

Also, city growth has its drawbacks now. In some cases you could get a few civilians from conquered cities to make the capital size 7 and I assume its going to be tough to keep such a megapolis educated :)
 
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