Caveman 2 Cosmos (ideas/discussions thread)

I think a Great Chief is what a Warlord becomes when you capture one. It is not buildable.
OH?!
Damn, I'm stupid, lol.
And I was thinking about the Noble-line, but because of the ton of various names I never remember, I thought it's a "local mini-GG".
Still, my point holds - Pedia provides too little INFO on such "obscure" stuff.



Also, thanks to the one who told me how I could exploit Warlords via Cyrus Cylinder.
It's a bit too slow and impractical NOW (on Eternity) - but it's a GOLDEN GOOSE on Ultrafast.
Build tons of Warlords (they aren't unique, I think, otherwise it'd just be slower yet still effective).
Build enough Galleys (and do not upgrade them at all).
Board the former onto the latter.
"Sharkie, sharkie, sharkie - come here, boy/girl!"
What's BEST - it's REUSABLE for "give my Superman Unit infinite EXP", since I can consecutively Lead a ton of cheap units on the same plot, giving 15 EXP per GG.
And then make them "meet Sharkie-boy" AGAIN, RECYCLING them as GGs over and over again, FOREVER.
Only good for Infinite EXP, but that's a GOAL I also have, so it's perfect.
And I can always build an infinite ton of Warlords even for making them join the city as +2 EXP.
So, technically, I can have a Superman Unit (Squad) be first BORN in such a city - and then get even more EXP on top of it.
Just perfect for the creation of a Super Soldier.
Not that I'd need one in the type of a game I'm always playing, but it's still GOOD TO KNOW.
THAAANKS!!!
 
No offense meant, but the new graphic for vertical farm is ugly/weird. I thought they were little green crabs at first.
 
Sorry for extra posts, but for some reason the vertical farm for rice is god awful combo of the old and the new graphic.
Spoiler Rice Vertical Farm Screenshot :
upload_2020-4-21_8-4-41.png
 
How did you get latitude and longitude to display?
 
I think shift plus chipotle. My screenshot keys is Shift plus F12.
 
Okay, I guess the switch from low graphics to high graphics changed things.
 
I changed graphics back and they didn't change back. And the more I see them, the uglier they are, especially the ones that are a hybrid.
 
That one obsolete at copper working, an exception since it's unlocked so close to sedentary lifestyle.

I did not know that Copper Working had changed places, it makes more sense than what I originally thought I had read.

But still, why making them all obsoletes ways before what we had in the ancient versions of the mod?
 
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Neanderthals originally obsoleted at sedentary lifestyle, around the time of their extinction, raxo changed it to copper working a year back or so, I don't remember the reasoning behind that change.
One of things was to make Neanderthal worker actually buildable for players.
Also there were few other units, that were unlocked very close to Sedentary Lifestyle.
I removed Neanderthal unit, that was unlocked in Classical too :p
There was mismatch between obsoletion of Neanderthal units and Neanderthal culture source too (units obsoleteing after that Neanderthal wonder).
 
Question/idea if possible.
Can buildings react to properties?

If so, diseases/crime could be a lot more variable rather than simply being enabled or disabled.
An example would be how the common cold simply stops existing if you stack enough medical units, instead you could have it always exist and ramp up depending on the disease property.
Disease (Common Cold): +1:yuck:
+1 :yuck: +1:mad: with 50 disease
+1:yuck: +1:mad: -1% :hammers: with 100 disease

Crime (Shoplifting): -1 :gold:
-1 :gold: +1:mad: +1 experience for criminals with 100 crime
-2 :gold: +2:mad: with 200 crime
etc

Not serious numbers, but an example of how it could function.
Possibly gate some levels of it behind tech like with education.
 
Question/idea if possible.
Can buildings react to properties?

If so, diseases/crime could be a lot more variable rather than simply being enabled or disabled.
An example would be how the common cold simply stops existing if you stack enough medical units, instead you could have it always exist and ramp up depending on the disease property.
Disease (Common Cold): +1:yuck:
+1 :yuck: +1:mad: with 50 disease
+1:yuck: +1:mad: -1% :hammers: with 100 disease

Crime (Shoplifting): -1 :gold:
-1 :gold: +1:mad: +1 experience for criminals with 100 crime
-2 :gold: +2:mad: with 200 crime
etc

Not serious numbers, but an example of how it could function.
Possibly gate some levels of it behind tech like with education.
Very good idea. I think you would have to split each crime/disease into separate autobuilds (Common Cold 1 to n) for each level.
 
Question/idea if possible.
Can buildings react to properties?

If so, diseases/crime could be a lot more variable rather than simply being enabled or disabled.
An example would be how the common cold simply stops existing if you stack enough medical units, instead you could have it always exist and ramp up depending on the disease property.
Disease (Common Cold): +1:yuck:
+1 :yuck: +1:mad: with 50 disease
+1:yuck: +1:mad: -1% :hammers: with 100 disease

Crime (Shoplifting): -1 :gold:
-1 :gold: +1:mad: +1 experience for criminals with 100 crime
-2 :gold: +2:mad: with 200 crime
etc

Not serious numbers, but an example of how it could function.
Possibly gate some levels of it behind tech like with education.
We don't have tags to allow that. In Outbreaks and Afflictions, there will, however, be varied levels of intensity represented by layers of autobuilds, like Crime (Shoplifting) I, Crime (Shoplifting) II and so on. It could be very feasible to have crimes and diseases that have the lowest forms of them be almost always present.

Once units are sorted out, O&A is a very high priority project for me. The recent pandemic has been inspiring and I've been wishing it was my current project of focus - but even if I changed what I was working on I'd never get it completed in time to be in play during this RL outbreak. That said, the system will definitely be including Covid-19 when all is said and done. This is a very interesting moment in global history that we're witnessing.
 
Not that far off in Civ time variation and if you consider that the latest ones are more interbred and we can still point to people with their DNA, in a way they've never been fully extinct as they live on through many of us as a dwindling influence.
Are we now pandering to the "Historically correct group again"? This is supposed to be a What If Mod, not Realism Invictus. Or did SO want us to move to the More accurate history mod group?
 
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