Caveman 2 Cosmos (ideas/discussions thread)

I think its good where it is, if we start measuring a raft compared to a carval.. then we have to ask whether to relate movement to each other, or to turn time in years.

Does it take 400 years to cross the ocean?

Why does it takes 500 years for a fruit picker to be built....

All this realistic idea stuff isn't usefull unless someone has a real way to implement it.

Koshling did by thinking of a super eternity speed.

The autoendturn mechanism would help with that. so if you want to build a unit that takes 30 turns, your hunters and gatherers are set up in position, you could klick one time and the turns are done without asking for end turn each turn you don't do anything.

This way many turns can be processed, many more that before. Would still take long (processing) but during the turns the ecosystem "lives on", terrains shift, heavy rain clouds (storm)- for example a low coming from the sea, rain at the foot of a mountain range, elsewhere a fire and volcanoe erruption happen, barb A herbi gazelle gets eaten by barb B carni cheetah etc. much like a movie that floats by but in which you always could dive in and alter it one way or the other.

This could happen on a day to day basis... or year by year rather than 1000 years, somehow. Well the first turns from 1 Mio BC to 300.000 BC maybe 1 turn=333 years 700.000:333 years = 2100 turns for that timeframe ---as the human generations then were somehow half conscious about everything so it's like what the aboriginals call it the dream time era of humanity...

The problem is to make human progress not too slow within it. we would have to imagine what a tribe would have needed ( :food: and :hammers: wise ) to progress in lets say painting aside the dye or fine clay (like ocher) and how long that tribe would have to experiment with it to master it.... to get some timeframe within supereternity.

maybe during dream time, due to the unconsciousness (more trial & error than actual technological strategies) several technologies could be invented the same time, with the player only focusing on one especially. In real history people did not invent single technologies but always a set leading to another set.

So player could pick like 5 techs and have a focus on one of them. You can't say what tech will be finished first because it would be somehow random how much beakers will flow into each (only the focused tech will get an average amount of beakers per turn minimum at least so it won't be the last within the set of techs to research).

Even if......how could you compare it to real life? In real life the oceans have thermal currents. Ben Franklin found that by navigating the gulf stream ships could cut 2 weeks from the Britain - America crossing...Someone going to code currents into the game too?

Yes, like wind, currents could be tied to [lets say 3*3//5*5 tiles --- or better ovals like 4*7 tiles] areas of plots (more steady than wind [highs, lows], although currents also changed by different water level/changing climate during interglacial periods)

I'd rather have multplayer that doesnt OOS persoanlly.


I'd rather play super eternity on multiplayer - at least at home over LAN^^
 
I wonder, would people be interested in a simultanuous turn mode in single player?
The advantage is that all the AI calculations for unit movement are spread over a time when you can manage your empire yourself.
The disadvantage is that units move simultanuous so it matters who moves a unit first in a turn.
 
@Hanny

If you want them chnaged just make a list of all the ships and then their movement before techs (such as Astrolabe tech gives +1 sea movement) or promotions (such as Navigation I promotions gives +1 speed).

Raft = 1
Galley = 2
Caravel = 3
Sloop = 5
Destroyer = 8
Modern Destroyer = 9
Stealth Destroyer = 11
Fusion Destroyer = 13

And even if we don't use your idea I think some of the ships need tweaking, especially the new ships. Some weird speed changes where upgrades go slower than the previous unit. Note sure if that's how its suppose to be.

I'd love to see us add some ekranoplan units too (http://www.google.com/search?q=ekra...dLcm10QX-sYCjCQ&ved=0CEIQsAQ&biw=1669&bih=875) with an appropriate supporting tech (Tech: ekranoplans - requires flight + <some sea-oriented early-modern era tech>). Could include a fast but expenive transport-type unit (Caspian sea-monster for example), a very fast reconaisance unit, maybe others)
 
Since I always play on Eternity anyway I would love Super eternity. With autoendturn that is.

Two other things:
Sheriffs Office and Saloon are usefull buildings, but it seems kinda strange to build them in my capital or any other "old" city belonging to my core empire. Due to my tech progression in this game actually after a police station and coexisting with an intelligence agency.
Could a minimal distance to the palace be integrated with them, or a maximum distance to a cultural border?

The other is a selfish UI request:
Could a "wonder counter" be placed in the city screen? After several hundred turns stretched over a week of real time it´s sometimes hard to remember how many wonders I already built in a specific city and if the next one would hit the limit, or not.
I can count them in the buildings list of course, but with the vast amount of buildings a size 40+ modern age city acumulated it´s tiresome.
 
The other is a selfish UI request:
Could a "wonder counter" be placed in the city screen? After several hundred turns stretched over a week of real time it´s sometimes hard to remember how many wonders I already built in a specific city and if the next one would hit the limit, or not.
I can count them in the buildings list of course, but with the vast amount of buildings a size 40+ modern age city acumulated it´s tiresome.
There is one. Check left of the city name at the top of the city screen.
 
There is one. Check left of the city name at the top of the city screen.

:bowdown: Thanks.. sorry. I sometimes get lost in the mass of features that are already there :crazyeye:


And for not only creating work (even if it´s just pointing me to the stuff that you already did) I would like to offer at least some help.
I am no modder, but if you need some tech describtions to be written or translated to German I could do that to let you guys have more times for the "real" stuff :)
 
I'd rather play super eternity on multiplayer - at least at home over LAN^^

yeah man, we are playing at home over lan, and direct IP option. There seems to be a current problem with naval movement, (see multiplayer woes) that the ship units are causing us OOS about 90% of the time when moving, or move attacking. So unless we reload every turn.. its impossible. Once we get a chance again, I have to get a repeatable oos with exact instructions for AIAndy with save. Are you currently doing a mult. player game at home atm? Share with me if you have similiar problems.
 
I'd love to see us add some ekranoplan units too (http://www.google.com/search?q=ekra...dLcm10QX-sYCjCQ&ved=0CEIQsAQ&biw=1669&bih=875) with an appropriate supporting tech (Tech: ekranoplans - requires flight + <some sea-oriented early-modern era tech>). Could include a fast but expenive transport-type unit (Caspian sea-monster for example), a very fast reconaisance unit, maybe others)

Those are cool! :goodjob:

Sheriffs Office and Saloon are usefull buildings, but it seems kinda strange to build them in my capital or any other "old" city belonging to my core empire. Due to my tech progression in this game actually after a police station and coexisting with an intelligence agency.
Could a minimal distance to the palace be integrated with them, or a maximum distance to a cultural border?

In modern times there are still Sheriffs even in big cities. I am not sure why you feel it should not be in a big city. Is it because the icon looking like an old west sheriff? Because there are many type of sheriffs ranging from the "Sheriff of Nottingham" to the modern version.

 
Except the job sheriff means something different in the UK and we don't have an equivalent here in Australia.

Maybe a slightly upgraded building to the Sheriffs Office named "Police City HQ" which will become available at roughly the same time with police stations ?
 
If you are moving all the "reveled" for fruit trees to the one spot then we could get rid of many of the current improvements since they become virtually duplicates.
 
Because there are many type of sheriffs ranging from the "Sheriff of Nottingham" to the modern version.

Yeah, but most of them are not the law enforcement one man armies the sheriffs office makes them with its usefull crime rate reduction.
And even in the US they seem to be more a small town alternative to a full fledged police department if I understand this article correctly.
Why not make them a bit less powerfull but buildable in any city, with the police department being an upgrade still bound to a bigger size? Would help counter crime in newly founded cities. This is sometimes a problem for me since I tend to send a settler/pioneer with an escort of caravans/trains/frights to set up some basics fast, sometimes resulting in having crime producing buildigns in a city long before it grows enough to counter those.
 
That sounds like a great idea. Can you please help make that happen with SO?

It's not the reveal we're moving, it's the enable. However, the optimal improvemtn remains downstream tech-wise in many cases. Not sure if that changes anything much though in regard to the point you're making.
 
Yeah, but most of them are not the law enforcement one man armies the sheriffs office makes them with its usefull crime rate reduction.
And even in the US they seem to be more a small town alternative to a full fledged police department if I understand this article correctly.
Why not make them a bit less powerfull but buildable in any city, with the police department being an upgrade still bound to a bigger size? Would help counter crime in newly founded cities. This is sometimes a problem for me since I tend to send a settler/pioneer with an escort of caravans/trains/frights to set up some basics fast, sometimes resulting in having crime producing buildigns in a city long before it grows enough to counter those.

In the picture above is the Sacramento county sheriff. Sacramento is the Capital of California.

If California was an independent country, its gross domestic product would be ranked between eighth and eleventh in the world.

http://upload.wikimedia.org/wikipedia/commons/b/b7/USA-World_Nominal_GDP.PNG
http://en.wikipedia.org/wiki/Comparison_between_U.S._states_and_countries_by_GDP_(PPP)

That's above Canada and Australia!

EDIT: I seriously need too make a California culture (maybe a Texas one too).
 
Sheriffs are extremely common in America, in all types of cities large and small... I guess it's just an American culture thing then... although only the ones in the deep south wear cowboy boots and hats lol. :cowboy:

I wrote this partially cause I wanted an excuse to use the cowboy smilie.... shameless
 
Sherriff's and their deputies are a County based law enforcement group. While Police departments are for village thru big cities. Police Depts are Not County agencies but municipal.

That is why in the US you actually have a Federal Marshall agency which supersedes State Police, another law enforcement agency on the State level.

Municipal, County, State, and Federal, with some specialty agencies stuffed in here and there.

JosEPh :)
 
@StrategyOnly can I get a new tech added in Oratory requires priesthood, is an ancient tech, leads to Coed of Laws, Aristocracy and Drama. Stats should be almost the same as Mathematics or Philosophy. Attached is the game text and a button.

Units: It will be the place for the early diplomat and envoy units which can interact with barbarian tribes and goody villages.
Buildings: It will also have a school of rhetoric which will reduce crime, give XP to envoys and diplomats and add a small amount of culture.
 
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