C2C : Empire Earth

@MrAzure

Ok hold up dude. Lets try to go over the ones you have first. While I did not really care when you made your own modmod to download I DO care when you add it to the SVN as a part of the mod that is by default on. Especially when nothing was checked over by me since I have been busy. No cool. However I am here now and lets go over this ok?

---Technologies---

Hygiene - Still no.

---Buildings---

Lichen Gather - Approved

Branding Hut - why is it have +1 Health?

Excrement Holes - Approved (We need to make a upgrade chain for this)

Bonemarrower - Rather than the :yuck: and :health: I think it shoudl not have either and just give the basic food. Also Medicine seems like a really long time. I think Ancient Medicine might be better.

Bloodhuntress Hut - Approved. However I think you should give it +1 :) from Sacrifice Cult tech.

Mammalian Hut - Approve if you rename it to Wet Nurse's Hut. And have it obsolete at refrigeration tech (for refrigerated breast milk)

Omega Crew - Could you explain this more.

Reptile Catcher - Ok I like the idea but the execution needs work ...
- Move to Hunting isntead of Cooking and Tool making
- Remove the :yuck: and :health:
- Rename to Lizard Hunting Camp
- Require only Hunter's Camp
- Remove Obsolte tech
- Have it give 1 Lizard resouce.
- Have it require Stone AND Silk in the city vicinity.
- Note the stone is for the places they live and the silk indirectly represents bugs to eat.
- Also give +1 :gold:

Nest Thief -
- Move to Scavenging tech
- Have it give :health: at Cooking tech rather than Charcoal resource.
- Have it require Poultry resource in city vicinity.
- Have it go obsolete at poultry Domestication tech.
- Remove the Hunter's Camp and Stick Gatherer requirements.

Earthworm Fetcher
- Rename to Earthworm Gatherer
- Move to Scavenging tech. And remove the other tech requirements.
- Have it give :health: at Cooking tech rather than Charcoal resource.
- Remove the Hunter's Camp and Stick Gatherer requirements.
- Have it require Peat Bog in city vicinity.
- Have it give 1 Bugs resource.
- Have it give +1 Food from Boat Fishing tech.
- Have it give +1 Food from Agriculture tech.
- Have it give +1 Food from Gardening tech.
- Remove Obsolete tech.

Snail Collector
- Rename to Snail Gatherer
- Move to Scavenging tech. And remove the other tech requirements.
- Have it give :health: at Cooking tech rather than Charcoal resource.
- Remove the Hunter's Camp and Rock Gatherer requirements.
- Have it require Murex AND Silk in city vicinity
- Have it give 1 Bugs resource.
- Have it give +1 Food from Gardening tech.
- Remove Obsolete tech.

Basket Flowers - This is a bit backwards if you had it it should require Flowers and Baskets resources. But since Floresty is way later I am going to have to say no to this building.

Mud Art -What do you mean by mud art?

Seasonal Garden - Ok this is WAY too early since even having this implies agriculture. So no to this.

Tree Carvings
- This should be moved to Wood Carving tech instead of Fine Edge Tools.
- It should require a Wood Carver's Hut instead of Stone Tool Maker.
- It should require Prime Timber resouce city vicinity instead of Wood resource.

Neolithic Barbershop (National Wonder) - Why is the Neothlith Barbershop way better than the normal Barbershop? This seems out of place even as a wonder. I am going to have to say no to this.

Hygienist Crafter - I am not understanding what this represents.

Housekeeper - I don't know. This seems weird. Didn't people just clean their own houses?

Medical Seamstress Hut - WAY too advanced and already covered with the Healer's Hut.

Laundry Hut - Approved

Hearth Grill - Too redundant with the Firepit. Also a bit too advanced for the time considering Fire Making tech is not even discovered yet. So No.

Agrave Worm Brood - No
Leafcutter Ant Brood - No
Bamboo Worm Brood - No
Honeybee Larvae Brood - No
Centipede Brood - No
Cicada Brood - No
Giant Cockroach Brood - No
Dragonfly Brood - No
Junebug Brood - No
Dung Beetle Brood - No
Jumiles Brood - No
Tarantula Grub Brood - No
Cricket Brood - No
Butterfly Pupae Brood - No
Pillbug Brood - No
Mopane Grub Brood - No
Mealworm Grub Brood - No
Lemon Ant Brood - No
Palm Weevil Brood - No

---Resources---

Fire - No

Insects - Approved if renamed to "Bugs" so it can cover other groups like spinders, worms, snails, etc.

---Changes---

Slaughterhouse moved to Chopping -A BIG no sicne it messes up the whole dependency chain if you move them.

Butchery moved to Earth Oven - Same for the butchery.

Captured Fire gives Resource Fire (2) - No because no fire resource.

Torches give Resource Fire - Again no for the same reason.

Bug Catcher obsoletes at Sedentary Lifestyle - No please put back to Sericulture which represents more advanced bug domestication.

Peat, Eggs, Flowers, and Raw Meat are revealed and enabled at Scavenging
- Peat = No.
- Eggs = Ok.
- Flowers = No.
- Raw Meat = No.

If you want to keep your setting please have it as a separate mod mod to download and not in the SVN. You can add the stuff I mentioned above but please keep the other stuff out. And any new stuff you want to add to C2C still needs to be approve by me if you want iot included in on the SVN. That's why we have modmods so you can be free to create what you want without stepping on the toes of the core mod. I really do appreciated your help, its just not all your ideas work for C2C in my opinion. Also please do not be offenced if some do not make the cut. I just want to make C2C the best it can be. And while more is more I want that more to be the best it can be.

Thanks. :goodjob:

EDIT: BTW for the ones I have questions about please leave them out for now. If I want them in the mod I will let you know. In short "when in doubt leave it out".
 
Ok hold up dude. Lets try to go over the ones you have first. While I did not really care when you made your own modmod to download I DO care when you add it to the SVN as a part of the mod that is by default on. Especially when nothing was checked over by me since I have been busy. No cool. However I am here now and lets go over this ok?

I agree, dont get OVER zealous now, ok thx.:p

Also when making a change to the SVN like you did for the TechInfo, you dont need to delete one and re-do it. All you needed to do was just add the stuff infront and the SVN will know what is going on, OK>
 
@HydromacerX
I don't understand where you get your historical research from. You don't want those bugs, when 80% of civilizations ate them, and they appear in the game in unique circumstances. It seems you want a limited scope/ on history than a real historical game. A Brood of Bugs gives more "meat" per year than it takes to raise a cow in several years.

A Branding Hut also seals wounds by pressing a hot rock against it.

I agree, dont get OVER zealous now, ok thx.:p

Also when making a change to the SVN like you did for the TechInfo, you dont need to delete one and re-do it. All you needed to do was just add the stuff infront and the SVN will know what is going on, OK>

Thanks for letting me know. I have difficulty understanding Hydro's point of view because history books, history professors, and academic journals say one thing, but he believes in another. I have a feeling this is going to happen again and again so in order to avoid drama I should keep it separate.

Without his approval, I am not allowed to make buildings, techs, units..pretty much anything. I do not like having those limitations, it seems like there is a design monarchy rather than a design democracy. I originally left because of those limitations placed against me by him, and because of Rightfuture emailing me twice a week for months(he has persistence), I came back and the first post was by Hydro reminding me I am not allowed to code.It seems like he is a Purist and I am an Innovator, two opposite design philosophies , which is not bad but it becomes a tug of war.


This is what I am going to do
1.I will turn off EnhancedPrehistoric Era by default (MLF Controls).
2.I will add a Folder called xEmpire Earth that will be off at Default (MLF Controls).

The 40% left for me to do for Prehistoric I will add to the Enhanced_Prehistoric folder.

Ancient to Galactic and Tech Tree Changes will be added to the Empire Earth Folder.

In that manner both parties are satisfied. I will make whatever I add inside the Empire Earth Folder as modular as possible inside it if needed it can be added to the base game.

Edit I will keep the file size low by only XML and DDS files. It's currently 1.6 Mb.
 
I don't understand where you get your historical research from. You don't want those bugs, when 80% of civilizations ate them, and they appear in the game in unique circumstances. It seems you want a limited scope/ on history than a real historical game. A Brood of Bugs gives more "meat" per year than it takes to raise a cow in several years.

We have a bug catcher already I don't think we need one for every type of bug there. And some don't even make sense. Like why would you have the termite one when we already ave a Termite Mound building? That seems extremely redundant.

Without his approval, I am not allowed to make buildings, techs, units..pretty much anything. I do not like having those limitations, it seems like there is a design monarchy rather than a design democracy. I originally left because of those limitations placed against me by him, and because of Rightfuture emailing me twice a week for months(he has persistence), I came back and the first post was by Hydro reminding me I am not allowed to code.It seems like he is a Purist and I am an Innovator, two opposite design philosophies , which is not bad but it becomes a tug of war.

Having it as a modmod is fine. Go nuts. Its just once it get into the main mod without approval that I get annoyed. I know my limitations don't always make sense and sometimes I even chnage my opinion after its been explained why. However since working on this mod for so long I feel like I should have sort of standard for them to all make sense with each other.

I realize I sound very hypocritical that I am doing the same thing as Afforess did to me in RoM/AND, but I would like to hope that my filtering of content is not in vein. I am not sure if you realize it but much of my own stuff get filtered like you and a majority of my ideas do not get made because I filter them out. Specifically the bug one. At fist I wanted to do what you did, but then realized they are better off just all being one building. And then it evolved into having Pests as auto-build building.

So while there are many things you bringing up I have not thought of myself there are many that I have and decided not to do already. I suppose the best way to get me to understand your stuff is to explain why and how it fits both historically and within game terms. Because to be it almost seems like your completely unfiltered and just posts anything that comes to mind. Here are examples of 10 buildings unfiltered off the top of my head that I would not add ...

1. Menstruation Hut
2. Paddy Cake Game
3. Tooth Collector
4. Doorbells
5. Back Shaver
6. Rock, Paper, Scissors Game
7. Door Mats
8. Door Hing Maker
9. Tick Remover's Hut
10. Flintstones Car Dealer

Understand what I mean now?
 
I believe a lot of it is fine, but pushed forward to the early ancient era, and remember, history is a giant battle. The winners write it.

1.Lets start with the Bugs.
I can make a Tech Called Bug Domestication.

Option 1
Bug Domestication
x14, y13 (right above Pictographs)
Requires Fire Making and Tribalism
Required For Apiculture
I can move the Hearth Grill to Earth Oven.

Option 2
Add them to Tech Sericulture

Lets see Hydro Recommendations:

Branding Hut - why is it have +1 Health?
Rocks were heated and used to seal wounds. I think I can move this to Fire making.

Excrement Holes - Approved (We need to make a upgrade chain for this)

The next upgrade will be Bagniokeeper at Pottery(Keeper of a bathhouse or brothel.) It will require Excrement holes and Harems. I will probably rename it to Ancient Bathhouse.

Bonemarrower - Rather than the :yuck: and :health: I think it shoudl not have either and just give the basic food. Also Medicine seems like a really long time. I think Ancient Medicine might be better.
I agree with this changes he recommended so I will make them.

Bloodhuntress Hut - Approved. However I think you should give it +1 :) from Sacrifice Cult tech.

This is good.

Mammalian Hut - Approve if you rename it to Wet Nurse's Hut. And have it obsolete at refrigeration tech (for refrigerated breast milk)
It seems like a Mammalian Hut could be confused with mammals. A Wet Nurse Hut is a decent name.

Omega Crew - Could you explain this more.
This is basically a group of children you bribe with eggs or meat to get them to do labor. At that time many mothers died at childbirth, so there were many orphans left behind when their fathers went hunting.

Reptile Catcher - Ok I like the idea but the execution needs work ...
- Move to Hunting isntead of Cooking and Tool making
- Remove the :yuck: and :health:
- Rename to Lizard Hunting Camp
- Require only Hunter's Camp
- Remove Obsolte tech
- Have it give 1 Lizard resouce.
- Have it require Stone AND Silk in the city vicinity.
- Note the stone is for the places they live and the silk indirectly represents bugs to eat.
- Also give +1 :gold:

Nest Thief -
- Move to Scavenging tech
- Have it give :health: at Cooking tech rather than Charcoal resource.
- Have it require Poultry resource in city vicinity.
- Have it go obsolete at poultry Domestication tech.
- Remove the Hunter's Camp and Stick Gatherer requirements.

Earthworm Fetcher
- Rename to Earthworm Gatherer
- Move to Scavenging tech. And remove the other tech requirements.
- Have it give :health: at Cooking tech rather than Charcoal resource.
- Remove the Hunter's Camp and Stick Gatherer requirements.
- Have it require Peat Bog in city vicinity.
- Have it give 1 Bugs resource.
- Have it give +1 Food from Boat Fishing tech.
- Have it give +1 Food from Agriculture tech.
- Have it give +1 Food from Gardening tech.
- Remove Obsolete tech.

Snail Collector
- Rename to Snail Gatherer
- Move to Scavenging tech. And remove the other tech requirements.
- Have it give :health: at Cooking tech rather than Charcoal resource.
- Remove the Hunter's Camp and Rock Gatherer requirements.
- Have it require Murex AND Silk in city vicinity
- Have it give 1 Bugs resource.
- Have it give +1 Food from Gardening tech.
- Remove Obsolete tech.

These are good changes, good idea, might tweak it a bit.

Basket Flowers - This is a bit backwards if you had it it should require Flowers and Baskets resources. But since Floresty is way later I am going to have to say no to this building.
I will make them give Wild Flowers as a resource. I am thinking about renaming it to Flowerworkers Hut.


Tree Carvings
- This should be moved to Wood Carving tech instead of Fine Edge Tools.
- It should require a Wood Carver's Hut instead of Stone Tool Maker.
- It should require Prime Timber resouce city vicinity instead of Wood resource.

Hmm this was carving on the side of a tree, but its more useful to have it represented tree trunks that were carved to wood figurines.


Neolithic Barbershop (National Wonder) - Why is the Neothlith Barbershop way better than the normal Barbershop? This seems out of place even as a wonder. I am going to have to say no to this.

I am thinking this and the Hygiene buildings are a bit too early, I think I can move the whole Tech to x 14 and require Fire Making and be required for Conduct.

Medical Seamstress Hut - WAY too advanced and already covered with the Healer's Hut.
I am thinking of moving it to Pottery and call it Infirmary Hut.
 
We have a bug catcher already I don't think we need one for every type of bug there. And some don't even make sense. Like why would you have the termite one when we already ave a Termite Mound building? That seems extremely redundant.

Hydro, why have you all those Fungii, Fruit, Seasoning, Seafood, Farms, Flowers etc buildings but don't allow the same for insects? That's just not logic...
 
Update -6393
Added Missing Building Schema file
Minor Edit of Stray Text in Art Defines.
 
Option 2
Add them to Tech Sericulture

If any domesticated bug buildings were added then option 2 is where they would go.

Rocks were heated and used to seal wounds. I think I can move this to Fire making.

Thanks for explaining. The Approved for the Branding Hut.

This is basically a group of children you bribe with eggs or meat to get them to do labor. At that time many mothers died at childbirth, so there were many orphans left behind when their fathers went hunting.

Then it should be called like "Child Labor Camp" or something. "Omega Crew" is a bit too vague on what it was suppose to be.

Hmm this was carving on the side of a tree, but its more useful to have it represented tree trunks that were carved to wood figurines.

I understand this, that why it Prime Timber in the city vicinity instead of "wood" which represents dead chopped lumber. The Wood Carver's Hut is still needed for the skills to carve a tree.

I am thinking this and the Hygiene buildings are a bit too early, I think I can move the whole Tech to x 14 and require Fire Making and be required for Conduct.

Its hard to place hygiene so early. We already have Sanitation tech but it doesn't come until X33. From what I can tell hygiene is a later development or if it was early it was linked to some sort of religious reasoning. Even some accounts say the opposite where being dirty was good. I am just not sure where it would fit in if at all.

I am thinking of moving it to Pottery and call it Infirmary Hut.

It still seems like these tech and buildings cover it.

Naturopathy
- Healter's Hut
- Healing Clay
- Mud Bath
- Leech Catcher

Animism
- Sage's Hut
- Sweat Lodge

Ancient Medicine
- Apothecary Shop
- Acupuncturist Shop
- Hippocratic Oath [Wonder]
- Plague Hospital
- Foundling Hospital
- Soap Maker

So like the Laundry Hut could be put at Sewing tech since that's where clothing is unlocked at.
 
Up Next

Adding Nature Dance (Prehistoric Dance)
Adding Moon Dance (Prehistoric Dance)

Fire Dance Obsoletes at Gas Lighting
Rain Dance Obsoletes at Marine Biology
Nature Dance Obsoletes at Wilderness Conservation
Moon Dance Obsoletes at Meteorology

--------------------
Adding Tech Celebration
Requires Conduct and Megalith Construction

Will Add Marine Festival, Earth Festival, Fire Festival , Sky Festival

Marine Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Seafaring
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 :gold: with Spice Trade
+1 :culture: with Commercial Whaling
Requires Rain Dance
Free Seahunter I Promotion
Requires Coral or Kelp or Reef in City vicinity
Requires Fish or Clams or Lobster or Murex or Whale or Pearls or Walrus or Shrimp (list incomplete)
Requires Celebration

Earth Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Masonry
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 :gold: with Spice Trade
+1 :culture: with Mountaineering
Free Sentry Promotion
Requires Nature Dance
Requires Crater , Medium Crater, or Large Crater or Caves in City vicinity
Requires Fine Clay, Stone, Marble or Obsidian or Jade (list incomplete)
Requires Celebration

Fire Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Bronze Working
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 :gold: with Spice Trade
+ 1 :culture: with Fire Brigades
Free Shock Promotion
Requires Fire Dance
Requires Dormant Volcano or Active Volcano in City vicinity
Requires Peat or Tar or Sulphur (list incomplete)
Requires Celebration

Sky Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Stargazing
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 gold with Spice Trade
+ 1 :culture with Astronomy
Free Tactics Promotion
Requires Moon Dance
Requires Tornado or Storm or in City Vicinty
Parrots or Incense, Indigo, Mushrooms , Tobacco, or Vanilla or Opium or Tea (list incomplete)
Requires Celebration
 
Hydro, why have you all those Fungii, Fruit, Seasoning, Seafood, Farms, Flowers etc buildings but don't allow the same for insects? That's just not logic...

But I do have some for insects ...

- Apiary (aka Bee Hive)
- Silkworm Farm
- Cochineal Farm
- Leech Catcher
- Termite Mound
- Bug Catcher

Note that the Termite Mound and Bug Catcher are very early prehistoric buildings that are made to go obsolete fast and come before most resources come into play.

Bees live basically anywhere so they were made as also a general building. However at one point we almost had a bee resource on the map.

Silkworm is basically like a crop in that they grow the mulberry bushes and harvest the cocoons.

Cochineal Farm uses the bugs as a dye. But similar idea.

Ok I will break this down ...

Agrave Worm Brood
- Change to "Mezcal Worm Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Prickly Pear in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Leafcutter Ant Brood
- Rename to "Anthill"
- Make it a clone o the Termite mound.
- +1 :food:
- Req Tool Making
- Obsolete at Cooking tech

Bamboo Worm Brood
- Change to "Bamboo Worm Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Bamboo in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Honeybee Larvae Brood
- Already covered by Apiary

Centipede Brood
- Do people eat these? I would think they would be too dangerous to eat.

Cicada Brood
- Change to "Cicada Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Almonds in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Giant Cockroach Brood
- Change to "Giant Cockroach Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Coffee in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Dragonfly Brood
- Dragonflies as far as I know are too valuable to eat. They eat mosquitoes so eating them would be counterproductive. However I am not sure how to get them to some how counter the mosquitoes pests.

Junebug Brood
- I don't think people eat these.

Dung Beetle Brood
This one is more complex. it improves soilof crops but not good for food. However Chinese have used as medicine. So a whole other aspect not sure on the stats for this.

Note that the "Rice Beetle" would be good to have with Rice + Silk.

Jumiles Brood
- Change to "Jumiles Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Corn in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Tarantula Grub Brood
- Change to "Tarantula Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Mangos in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Cricket Brood
- Change to "Cricket Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Spices in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Butterfly Pupae Brood
- there is another complex one. On the one hand having butterflies would help flowering crops. On the other hand some caterpillars can be poisonous. I am not even sure if people eat butteries.

Pillbug Brood
- I don't think people eat these.

Mopane Grub Brood
- Change to "Mopane Worm Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Resin in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Mealworm Grub Brood
- Change to "Mealworm Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Wheat in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

Lemon Ant Brood
- See Anthill.

Palm Weevil Brood
- Change to "Mealworm Gatherer"
- Moved to Sericulture instead of Cooking and Composite Tools
- Have it require Silk AND Dates in city vicinity
- Add +1 :gold:
- Remove Hearth Grill Requirement
- Remove Obsolete tech.

If you want to introduce more senctiosn please do the following ...

" ___ Gatherer"
Req Tech: Sericulture
Obsolete Tech: None
Req Req: Silk AND ____ in City Vicinity
Food: +1
Gold: +1

Thanks for finding a compromise with me.
 
Up Next

Adding Nature Dance (Prehistoric Dance)
Adding Moon Dance (Prehistoric Dance)

Fire Dance Obsoletes at Gas Lighting
Rain Dance Obsoletes at Marine Biology
Nature Dance Obsoletes at Wilderness Conservation
Moon Dance Obsoletes at Meteorology

--------------------
Adding Tech Celebration
Requires Conduct and Megalith Construction

Will Add Marine Festival, Earth Festival, Fire Festival , Sky Festival

Marine Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Seafaring
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 :gold: with Spice Trade
+1 :culture: with Commercial Whaling
Requires Rain Dance
Free Seahunter I Promotion
Requires Coral or Kelp or Reef in City vicinity
Requires Fish or Clams or Lobster or Murex or Whale or Pearls or Walrus or Shrimp (list incomplete)
Requires Celebration

Earth Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Masonry
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 :gold: with Spice Trade
+1 :culture: with Mountaineering
Free Sentry Promotion
Requires Nature Dance
Requires Crater , Medium Crater, or Large Crater or Caves in City vicinity
Requires Fine Clay, Stone, Marble or Obsidian or Jade (list incomplete)
Requires Celebration

Fire Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Bronze Working
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 :gold: with Spice Trade
+ 1 :culture: with Fire Brigades
Free Shock Promotion
Requires Fire Dance
Requires Dormant Volcano or Active Volcano in City vicinity
Requires Peat or Tar or Sulphur (list incomplete)
Requires Celebration

Sky Festival
National Wonder
+15% :culture: + 3 :) + 2 food
+ 1 :culture: with Ancestor Worship
+ 1 :culture: with Stargazing
+ 1 :culture: with Music
+ 1 :) with Drug Trade
+ 1 gold with Spice Trade
+ 1 :culture with Astronomy
Free Tactics Promotion
Requires Moon Dance
Requires Tornado or Storm or in City Vicinty
Parrots or Incense, Indigo, Mushrooms , Tobacco, or Vanilla or Opium or Tea (list incomplete)
Requires Celebration

These look good. I like them.
 
Now back and forth pandering, thats good.

MrAzure, here is what you need to do.

Just like CivPlayer8 did, make it a modmod like you were going to do, and not place anything in the core mod UNTIL approved by the TEAM. Thats exactly how he did it.
What the C2C Team then did was take "little" bits and pieces OUT of the modmod over MONTHs until everyone could test things out on how things were going, do you see what i am talking about??

One thing to remember, just like Koshling now, is gone except for only complete crashes till Jan or Feb, then he will be back again. Its just a busy time period right now is all.
AIAndy is indefinitely gone, except until you PM him, if needed badly. Till after school takes a break again (I believe).
DH is leaving to do his own mod also, so he is just around to finish what he has already started (Hopefully). (But then again he has said this for 3 years now:rolleyes:
Hydro is very very busy in RL also.
Thunderbrd just got a NEW job and will be limited until he gets his feet back on the ground, so i dont expect him to be completely around till like Feb also.
SGTSlick is mainly helping out in AND now, and kind of vanished from C2C for some reason?
Rightfuture i believe is gone completely now.
ls612 is gone also now doing Civ V stuff.
ori, again gone probably for good, hasn't said anything in about 4 months now.
Civ Fuehrer really hasn't been doing anything for the last 8 months or so.
Faustmouse is probably gone after Feb maybe sooner??
Nimek is around but i haven't seen from him too much lately??
DRJ same as above.
Acularius and RidetheSpiral23
haven't really been around now for 4 months or so.
CIVPlayer8 dont know, he hasn't said anything in about 5 months now??
SargontheGreat2 limited work, mostly Wonders. (He is in High School)
MagnusIlluminus was making Audio stuff, but after a few mp3's he has more or less quit also.
and ME well i have WAY over 1000 things to do, probably closer to 3000 :whew: but i am doing most of it myself, and getting exhausted doing so.

So please be patient ok and understand thx. . . SO;)
 
I'll remove
Honeybee Larvae Brood

This is where I got my information about edible bugs.
http://edibug.wordpress.com/list-of-edible-insects/

According to her:
Centipede
Most often found as a street food in China.

Then there is this:
Donghuamen Night Market boasts dozens of stalls selling some of the world’s most exotic snacks: from silk worm, to scorpion, starfish to centipede, you can find it and TRY it, here!
http://www.traveljunkiejulia.com/eating-scorpions-and-centipedes-in-beijings-night-market/

Dragonfly
eaten in Indonesia and China. Can be eaten in adult or larval form. In Indonesia, these are caught by dipping a reed in sticky palm sap and waving it through the air. Often eaten boiled or fried.

Junebug
June bugs (Phyllophaga) can be eaten at both the larval and adult stage. Native Americans roasted them over coals and ate them like popcorn.

Dung Beetle
despite the strange-sounding name, dung beetles, often eaten fried, are quite tasty.

Pillbug
AKA sowbugs, roly-polies, woodlice, these are actually terrestrial crustaceans, closely related to lobsters, crab and shrimp. When boiled, they are said to turn red.

Lets say we divide insects into two categories, Edible and Ornamental.

Edible
+1 :food: and + 1 :culture:
Anthill
Bamboo Worm Gatherer
Cicada Gatherer
Giant Cockroach Gatherer
Jumiles Gatherer
Tarantula Gatherer
Mopane Worm Gatherer
Mealworm Gatherer
Palm Weevil Gather
Rice Beetle Gatherer
Grasshopper Gatherer

Ornamental
+ 2:culture:
Butterfly Gatherer
Junebug Gatherer
Dragonfly Gatherer
Scarab Beetle Gatherer
Goliath Beetle Gatherer
Cricket Gatherer
Ladybug Gatherer
Praying Mantis Gatherer
Scorpion Gatherer
For Ornamental I can make Sanctuaries.
Require the Gatherer
+ 1 :culture: + 1 :gold:
The gold is because of Tourism.

Butterfly Sanctuary
Junebug Sanctuary
Dragonfly Sanctuary
Scarab Beetle Sanctuary
Goliath Beetle Sanctuary
Cricket Sanctuary
Ladybug Sanctuary
Praying Mantis Sanctuary
Scorpion Sanctuary

Now back and forth pandering, thats good.

MrAzure, here is what you need to do.

Just like CivPlayer8 did, make it a modmod like you were going to do, and not place anything in the core mod UNTIL approved by the TEAM. Thats exactly how he did it.
What the C2C Team then did was take "little" bits and pieces OUT of the modmod over MONTHs until everyone could test things out on how things were going, do you see what i am talking about??

I can do that, put it in its own modular folder that is off by default. What I put inside, make it modular for quick access like a Bug Folder for this bugs and a Festival Folder for the festival stuff and a general Prehistoric Folder for the rest INSIDE. I don't really mind, but I have like 50 or 60 so little "mini projects" I am going to add. Bugs and Festivals are just 1 of them.
 
I can do that, put it in its own modular folder that is off by default. What I put inside, make it modular for quick access like a Bug Folder for this bugs and a Festival Folder for the festival stuff and a general Prehistoric Folder for the rest INSIDE. I don't really mind, but I have like 50 or 60 so little "mini projects" I am going to add. Bugs and Festivals are just 1 of them.

Again NOT in SVN or core, you need a completely separate modmod, AWAY from C2C, like my Nazi Germany one. People ONLY should be able to use it by ONLY downloading it and installing it, thats what a modmod IS!! Not attached to the main game itself.
No buildings listed or otherwise should be even mentioned in the main C2C forum area, only YOUR modmod area of C2C. This thread should be the ONLY place of discussion to YOUR modmod.
Again like CivPlayer8 did with his civics. Take a look there.
That way NOBODY can tell you what to do for, or to, YOUR modmod. you are in total control that way.
 
Butterfly Pupae Brood
- there is another complex one. On the one hand having butterflies would help flowering crops. On the other hand some caterpillars can be poisonous. I am not even sure if people eat butteries.

The Bogong moth here in eastern south Australia was feasted upon in late spring as they are big and plentiful.
 
Again NOT in SVN or core, you need a completely separate modmod, AWAY from C2C, like my Nazi Germany one. People ONLY should be able to use it by ONLY downloading it and installing it, thats what a modmod IS!! Not attached to the main game itself.
No buildings listed or otherwise should be even mentioned in the main C2C forum area, only YOUR modmod area of C2C. This thread should be the ONLY place of discussion to YOUR modmod.
Again like CivPlayer8 did with his civics. Take a look there.
That way NOBODY can tell you what to do for, or to, YOUR modmod. you are in total control that way.

Well I guess it was time for me to get my own SVN and Installer :lol: Thanks for being clear, I was in a state of confusion, I thought modmods were a symbiotic relationship not an independent one. I will mention everything Empire Earth related here. If someone posts in the bug Thread, tell them to post here. I will of course have C2C stuff posted, that will that is C2C Exclusive, posted in the C2C Main forum. I can really modify the game as an Independent entity.

When there is a new complete version, I announce it here right?

Caveman 2 Cosmos Modmod Index
http://forums.civfanatics.com/showthread.php?t=458129
 
If you want to follow SVN
svn://svn.code.sf.net/p/theempireearth/code/


Make sure to Checkout somewhere Outside your Caveman2Cosmos Folder. I would recommend the Desktop. Then copy and paste the Folders Modules and XML to Caveman2Cosmos/Assets which should merge. I will do my best to group uploads so you only have to do this every few days or once a week.

Starting with Version 1, I will upload Empire Earth here at CivFanatics and Gamefront at major versions which should be about once every two weeks or month as a .zip.
 
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