Caveman 2 Cosmos (ideas/discussions thread)

In early prehistoric time 10 gold is a lot, it can mean that research rate must be reduced. Later on it is about nothing, I agree.
This is one time cost, not constant maintenance.

That is you spend 10 gold to have one seasonal camp built.

By the way as resource gets more common on map its chance of discovery are falling.
 
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Sure, but even once 10 gold is quite something if you still have only one or 2 cities.

I just think that your reaction was too strong. While the seasonal camps were overpowered they could now become more or less uninteresting. In general I do like them, keep them worthy!
 
Sure, but even once 10 gold is quite something if you still have only one or 2 cities.

I just think that your reaction was too strong. While the seasonal camps were overpowered they could now become more or less uninteresting. In general I do like them, keep them worthy!
Not if you build all +gold buildings ;)

Also it was meant to be more like 3 - 5 per city or something like that.
That's why I made them more likely to discover resources too.
 
4 Suggestions

Seasonal Camps suggestions:
Make them require 1 or 2 plots between them to be able to be built.
That way they can't be spammed and each city can only have a few of them, three is 2 plots between, 5 if 1 plot between. More once getting BFC.

Culture Decay
To solve another problem as well as the culture spamming of Seasonal Camps if built outside cultural area and giving small Culture with unit posted on it (they only do that right, and also Forts and such, need unit on to give any culture at all?):
Introduce Culture Decay on any plot where a player has no active culture build-up.
That way when cities are taken over the land slowly reverts back, old Forts that are razed slowly lose their culture again, as do Seasonal Camps. It's especially annoying when taking out an enemy fort, getting Culture on it, razing it, and then having a plot of land out in the middle of nowhere forever suddenly even if no units are ever stationed there.

Workers:
I've long been unsatisfied with how they gain XP because when using 2+ workers to build together, to build faster, only the one finalising the build gains any XP. This leads to micromanaging which worker is to finish a build and enables fast tracking a few workers in level by having excess workers help build and just the one getting XP from the whole thing (and when no longer needing the other workers just deleting them, gaining money if using that option too, I don't though, no money from disbanding for me). As it is now I often set idle workers to simply build roads outside of my borders and raze them when done (gaining XP on units then too), just to keep getting XP on my workers.
Why not, if possible, simply set it so that all workers gain a very small amount of XP every turn, regardless of if working or not (symbolising that workers work always, maintaining or doing small stuff when not active on big builds). The amount of XP gained this way could be dependent on total turns in the game so that on shorter games more XP is given per turn and on longer games it takes a looong time to increase in level for workers.

Fishing Villages
On the topic of Seasonal Camps and more specifically resource finding I suggest Fishing Camp/Village, like Seasonal Camp but on coat plots only, also with the suggestion of 2 plots minimum between them, and that don't give Land Resources but give a chance to spawn a sea resource in the adjacent Coastal Plots under your Cultural influence (but only if no sea resource is adjacent to the Fishing Village/Camp already).
 
Tribe worked just fine. All this really is is posturing. :P
 
Tribe is unit unlocked at Tribalism.
Starter settler unit was called Band of Homo Sapiens before it was changed to Australopithecus band or something like that.

I bet there is a lot of people, who would nitpick at names of buildings, units, civics, techs and so on :D
 
Tribe is unit unlocked at Tribalism.
Starter settler unit was called Band of Homo Sapiens before it was changed to Australopithecus band or something like that.

I bet there is a lot of people, who would nitpick at names of buildings, units, civics, techs and so on :D
I would not bet against you on this. :yup:

And what is the real difference between Band of whatever and Tribe anyway? Earliest unit used could be called Family of Man. But I guess we are trying to "satisfy" the archeologist segment of our players with all these other suggestions. :rolleyes::p:mischief:
 
Just an idea flying by: Do an Terror bird unit could be an good idea?

Someone just made the art for it:
https://forums.civfanatics.com/media/rider_128.5918/
https://forums.civfanatics.com/media/veteran_128b.5919/

And we could use this paper for reference:
https://link.springer.com/article/10.1007/s12542-017-0388-y
Great idea, with and without the rider. We'd certainly need to be able to find them in the wild without the rider but they could make for a very interesting megalithic riding unit as well along the lines of the other alt timeline riding units.
 
After reading the following post I've been a lot about different ways to lower gold in later eras:
https://forums.civfanatics.com/threads/tools-against-too-much-gold.655117/page-2#post-15730842
I know some of you guys have already argued against this mechanic, but can we reconsider a white collar crime or corruption mechanic?
Think about it, in c2c crime is reduced by building law enforcer units and some buildings, however, police officers do next to nothing about white collar crime and criminal conspiracies, just look at Colombia and Mexico, where the government is literally controled by mobsters.
The crime-fighting mechanic in c2c doesn't accurately reflect corruption and white collar crime, it doesn't consider stuff like Jeffrey Epstein's enterprises or the North Korean Room 39.
White collar crime can present prehistoric times too, it can start as soon as there's barter or gift economies, because both things allow people to scam each other. Corruption and bribing can start as soon as the alpha members of the pack are succeeded by the chiefs of a tribe.
At the start of the game, violent crime is king, but at the end game and mid game, white collar crime and corruption is much more relevant, which can also be a good way of eliminating excess gold in late game through the addition of new units to the game to fight corruption and white collar crime.
Of course, crime is supposed to be handling these situations as well but point made. It would be a huge major project and things like electricity as a property would need to take precedent over this concept since it's so adjacent to what we do have in place, but it's a good idea I think.
 
Seasonal Camps suggestions:
Make them require 1 or 2 plots between them to be able to be built.
That way they can't be spammed and each city can only have a few of them, three is 2 plots between, 5 if 1 plot between. More once getting BFC.
Not currently possible without deeper programming.

ulture Decay
To solve another problem as well as the culture spamming of Seasonal Camps if built outside cultural area and giving small Culture with unit posted on it (they only do that right, and also Forts and such, need unit on to give any culture at all?):
Introduce Culture Decay on any plot where a player has no active culture build-up.
That way when cities are taken over the land slowly reverts back, old Forts that are razed slowly lose their culture again, as do Seasonal Camps. It's especially annoying when taking out an enemy fort, getting Culture on it, razing it, and then having a plot of land out in the middle of nowhere forever suddenly even if no units are ever stationed there.
The culture decay now exists but I like the idea of an improvement that claims the tile with your culture as long as a unit is there. That would be a little different to how it currently works with forts. Though perhaps forts should work that way - except they are intended to be able to claim surrounding tiles as well I think so it might not work as well as hoped if it did work like this.

Tribe worked just fine. All this really is is posturing. :p
I actually have to agree that until nomadic starts, there's really no need to call it a different name than the tribes we train later - though I think it has to be a different unit so you can qualify to have it... maybe.
 
Not currently possible without deeper programming.


The culture decay now exists but I like the idea of an improvement that claims the tile with your culture as long as a unit is there. That would be a little different to how it currently works with forts. Though perhaps forts should work that way - except they are intended to be able to claim surrounding tiles as well I think so it might not work as well as hoped if it did work like this.
1. Some improvements already use this <iUnique> tag.
It forces minimum distance between them.

2. I removed culture and ability to be built outside of borders from seasonal camps.
I guess I could add <iUnique>1</iUnique> to seasonal camp and increase bonus spawn chances even more.
 
1. Some improvements already use this <iUnique> tag.
It forces minimum distance between them.
k.. wasn't familiar with that tag. Interesting. Still I don't think it's all that applicable really. As for point 2, I was thinking in terms of a future project concept. Eventually these kinds of camps will have to work with nomadic starts and operating in the way I suggested may help.
 
Great idea, with and without the rider. We'd certainly need to be able to find them in the wild without the rider but they could make for a very interesting megalithic riding unit as well along the lines of the other alt timeline riding units.

I finally managed to hand an copy of the PDF I mentionned early, and, badly, the last Terror bird, was it: https://en.wikipedia.org/wiki/Psilopterus, badly far too little to be an candidate for an mounted unit.
 
Well, for an strange reason (probably the instability of Internet connection here), I can't edit my previous post, so here it is:

In fact, at the end of his paper, the author say that it was still possible that an more bigger terror bird are still alive when the humans started to colonize the region, but it was indeirect proofs:
https://www.researchgate.net/public...ence_from_the_late_Pleistocene_of_Uruguay#pf9 , so if you want here are the possible candidates from ZT2 modders:
 
Why not just have them ride ostriches. Or moa or elephant birds. I think people riding terror birds is about as likely as velociraptors.

Horses are native to the americas, and were still extant during the initial peopling of the two continents. So, that is also more likely as well.

Sorry for butting in. :)
 
Well, considering the c2c community and developers generally follow a "more is better as long as it doesn't conflict too much with already existing stuff" philosophy, a philosophy I agree with, and considering that we already alt-history stuff like Atompunk, Steampunk, Biopunk, Dieselpunk, etc... and even at one point one of the developers suggested adding a set of alt-histories centered about Post-Apocalyptic stuff (nuclear warfare, nanobots running amok, antimatter, rogue AIs...), I don't see why not we can have people ride ostriches, elephant birds, terror birds, giant dodos or even dinosaurs, I personally support adding Flintstonespunk stuff into the game :lol::lol::lol:

Edit: BTW I was thinking that if you guys don't want to have terror bird riders in the early game you can perhaps add it in the late game as part of the Biopunk alt-history.
 
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Earlier, TB, you mentioned that you'd like for maps to be forgotten up until a type of cartography tech. Such a system already exists in Pie's Ancient Europe, maybe him them up and see if they feel like sharing the code?
 
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