Caveman 2 Cosmos (ideas/discussions thread)

Has there been a discussion about adding an option for a "midway" save point? Maybe after the automatic moves or after city production popups are done? My turns are so long that I can loose 15 minutes to the last end-of-turn save point on a crash.

You can increase the frequency of auto saves, make measures to speed up the game, or start a new game. Are you in a big war? How many cities do you have? Those are long turns.
 
Has there been a discussion about adding an option for a "midway" save point? Maybe after the automatic moves or after city production popups are done? My turns are so long that I can loose 15 minutes to the last end-of-turn save point on a crash.
Do you mean midway through an end turn processing? I think we'd probably want to just speed up end turn processing as a more important effort. I did notice it's pretty long still in industrial.
 
I'm already auto saving every turn and would like an additional save point like the "late Turn" option but in addition to regular auto saves.
It's me who takes so long to sort through my 25+ cities and units - not the AI (thanks to my awesome new CPU) :)
I do manual saves too but sometimes forget (also not using "wait on end").
 
When I'm at war late game, I sometimes end up with over 3 manual saves in the same turn because it takes me so long to manage things and I have had the game crash in the middle.

Edit: The SVN builds for the last year have been super stable compared to years ago!
 
When I'm at war late game, I sometimes end up with over 3 manual saves in the same turn because it takes me so long to manage things and I have had the game crash in the middle.

Edit: The SVN builds for the last year have been super stable compared to years ago!
True that!

I think it would be hard to feel a need to create more coded complexity on this sort of matter when it's so easy for the player to simply manually save when they are prepared for that delay, and hugely annoying when an autosave hits and they aren't.
 
How about triggering the existing "late Turn" save code in addition to the regular save code? Automatic file naming may need some thought though because of file naming conflicts.
Edit: these are all Bug optional suggestions.
 
How about triggering the existing "late Turn" save code in addition to the regular save code? Automatic file naming may need some thought though because of file naming conflicts.
Edit: these are all Bug optional suggestions.
I wouldn't tell someone not to setup such an option - but I'm frying other fish myself.
 
I wouldn't tell someone not to setup such an option - but I'm frying other fish myself.
I've already added a late turn autosave option to BUG settings that works. I did that in PPIO.

Though the original request from lobosan was that we add another autosave between the begin-turn-autosave and the late-turn-autosave. So that there are three different autosaves each turn.

There is a quick save function in the game, though I've forgotten the hotkey for it.
 
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Suggestion : How about keeping destroyed civilization's culture? It is just ridiculous to see cultures disappearing every time I destroy the last cities.
 
Suggestion : How about keeping destroyed civilization's culture? It is just ridiculous to see cultures disappearing every time I destroy the last cities.
The term culture has multiple applications and I'm getting the feeling there's a cross of a few applications of that term in this statement... When you destroy the last city of a nation, their national cultural influence (original 'culture' according to vanilla's use of the term) vanishes wherever it was. This is a GOOD thing for you because it stops being cause for your cities to revolt and leaves a lot less established cultural influence on plots to fight off so as to gain the ownership over those plots.

A 'culture' resource, is something you CAN collect a number of. We eventually mean for it to be something you can adopt as your civilization definition (although right now you do still just choose one 'civilization' definition at the beginning of the game and keep it the whole way through). Toffer has recently done a lot of work to make the capturing and collecting of cultures owned by other civilizations a bit more interesting than it previously was and from the sounds of it, I'm very intrigued to see it in play. Anyhow, it's a totally different thing and its what you need to gain access to the unique units and heroes and such OF those cultures. A civilization definition itself does not provide these things now, as it did in Vanilla.
 
You need to own a couple cities with a specific foreign culture before the culture integrates into your nation.
e.g. If you just destroy all Asian cities then the Asian culture will die out due to the intense genocide, repression and persecution it face from your fascist culture.

If you're thinking about the cultures produced from wonder type buildings, the resources, then that's another issue. those should perhaps be possible to spread to other cities somehow too.

Edit: If you meant territorial culture, as in borders and such, then ignore this post.
 
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Suggestion : How about keeping destroyed civilization's culture? It is just ridiculous to see cultures disappearing every time I destroy the last cities.
The term culture has multiple applications and I'm getting the feeling there's a cross of a few applications of that term in this statement... When you destroy the last city of a nation, their national cultural influence (original 'culture' according to vanilla's use of the term) vanishes wherever it was. This is a GOOD thing for you because it stops being cause for your cities to revolt and leaves a lot less established cultural influence on plots to fight off so as to gain the ownership over those plots.
It benefits the victor, but it isn't a good thing for anyone or for the game. It is in fact ridiculous as kaltruhe says.
 
It benefits the victor, but it isn't a good thing for anyone or for the game. It is in fact ridiculous as kaltruhe says.
My wife wouldn't even play the game if she couldn't eliminate competing and stability corrupting culture by defeating the nation she's at war with. She won't go to peace until they are completely gone just so she can eliminate competing culture. If you don't like that, you can play with the Requires Complete Kills option - you'll rarely ever be able to truly finish off a foe that way.
 
My wife wouldn't even play the game if she couldn't eliminate competing and stability corrupting culture by defeating the nation she's at war with. She won't go to peace until they are completely gone just so she can eliminate competing culture. If you don't like that, you can play with the Requires Complete Kills option - you'll rarely ever be able to truly finish off a foe that way.
There is too much culture being put out there by a factor of say 5. 400+ turns on Eons to get a single tile next to a captured city is also ridiculous. They both need fixing.
 
There is too much culture being put out there by a factor of say 5. 400+ turns on Eons to get a single tile next to a captured city is also ridiculous. They both need fixing.
I agree there's a glut of culture output in the game in general. It was kinda considered a cheap gift for a long time and could really use some review for a bit of restraint.

Once the new scaling factor tags planned for buildings goes in, I'm sure we'll be bringing sanity to a lot of the numerics of the game that are a little out of control at the moment.
 
The term culture has multiple applications and I'm getting the feeling there's a cross of a few applications of that term in this statement... When you destroy the last city of a nation, their national cultural influence (original 'culture' according to vanilla's use of the term) vanishes wherever it was. This is a GOOD thing for you because it stops being cause for your cities to revolt and leaves a lot less established cultural influence on plots to fight off so as to gain the ownership over those plots.

A 'culture' resource, is something you CAN collect a number of. We eventually mean for it to be something you can adopt as your civilization definition (although right now you do still just choose one 'civilization' definition at the beginning of the game and keep it the whole way through). Toffer has recently done a lot of work to make the capturing and collecting of cultures owned by other civilizations a bit more interesting than it previously was and from the sounds of it, I'm very intrigued to see it in play. Anyhow, it's a totally different thing and its what you need to gain access to the unique units and heroes and such OF those cultures. A civilization definition itself does not provide these things now, as it did in Vanilla.

Firstly I'm sorry for my short explanation in my starting post. I meant national cultural influence and thought it is unrealistic that we can just eliminate foreign influence by destroying them. For historical immersion and fun, I'd like to manage conquered people who lost their country by foreign enemy like Polish people during 18th century and WW2 (btw, no offence to Poland, just an example..). I'm going to try ' Requires Complete Kills option' as you suggested, but I think what I'd like to experience in c2c is handling conquered people and their remaining culture, not their government I destroyed.

p.s. I found that the latest Realism Invictus mod (https://forums.civfanatics.com/forums/civ4-realism-invictus.202/) implemented this remaining cultural influence after destroyed concept. It seems well balanced with revolution features which can also determine the actual revolter civ
 
I was thinking that it could be kinda fun if hunting mechanics were expanded into the future eras.
On Earth, you could use subdued animals to uplift some species, either supplementing or replacing cultures like Cetacean sapiens.
Then in the stellar, Orion Arm, Galactic, and supercluster zones you're basically "hunting" for primitive, modern, K1, and K2 species/civs respectively. The uplifted/subdued forms could add cultures and other buildings, or upgrade to settlers, workers, or military units. Or you could eat them and harvest their planets, if that's what you're into.
By the Observable and Distant universe, you're probably hunting space whales, crystalline entities, and other, lesser god-beings.
Spawning would probably have to be reduced to accomodate life seeding, though I don't think it's exclusive, and perhaps you seeding life could actually lead to these species spawning.
I know the space stuff is relatively low priority for development, but this would add a combat element to the very late game in lieu of, or perhaps in conjunction with having barbarians or actual NPCs in space.
 
I was thinking that it could be kinda fun if hunting mechanics were expanded into the future eras.
On Earth, you could use subdued animals to uplift some species, either supplementing or replacing cultures like Cetacean sapiens.
Then in the stellar, Orion Arm, Galactic, and supercluster zones you're basically "hunting" for primitive, modern, K1, and K2 species/civs respectively. The uplifted/subdued forms could add cultures and other buildings, or upgrade to settlers, workers, or military units. Or you could eat them and harvest their planets, if that's what you're into.
By the Observable and Distant universe, you're probably hunting space whales, crystalline entities, and other, lesser god-beings.
Spawning would probably have to be reduced to accomodate life seeding, though I don't think it's exclusive, and perhaps you seeding life could actually lead to these species spawning.
I know the space stuff is relatively low priority for development, but this would add a combat element to the very late game in lieu of, or perhaps in conjunction with having barbarians or actual NPCs in space.
There are some plans along these lines in the land unit design charts coming together. There will be more once we get further into fleshing things out - I'm mostly creating a skeleton of interactivity at the moment with the new unit concepts. There are new unit plans throughout all ages there, but due to glaring missing pieces, many for the later ages.

Including hunters, in hopes we can have some offworlds upon which to hunt for some truly exotic species at some point.
 
I don't know if this kind of event is already in, but;
- a possible global drought/famine event that can last 15+ turns scales with the speed, that cuts the food production like %80 or more, so cities may lose population, also the effect can be divided into north/south hemisphere if possible.
- similar events that inverts the effect, or related with disease, production globally
 
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