Caveman 2 Cosmos (ideas/discussions thread)

I usuall overlook my Nuclear Meltdowns. The message gets somehow lost between the many other messages and before the sound appears I usually have already finished my turn.

Would it be possible to have a pop-up window that informs about a nuclear meltdown?

(Or even better, could we have an option that remove them totally from the game? This is one of those things that are realistic (somehow) but provide absolutely no fun imho)
 
As mentioned elsewhere I think we need to change the way the specialists work. Here is an example using the Gladiator specialist.

The Gladiator specialist can only be made by settling a Gladiator unit in a city. You can only get Gladiator units from combat. When the hero Sparticus wins a battle he may inspire some locals to become Gladiators. This is in addition to any other results of the combat.

This unit has always been a bit over powered and I made some changes recently to reduce this. However it can still be over powered in that you can end up with huge numbers of exp in a city.

1. Number of settled specialists in a city

Currently the number of population specialists you can have in a city is determined by civics and buildings. I suggest we extend this to the settled specialists also.

This will require a new tag in the Specialist and Building schema files and perhaps the Civic schema also.
Specialist Infos - tag for the number allowed where -1 means unlimited as usual.

Building Infos - group tag for specialist id and how many extra are allowed​

In the example of the Gladiator Specialist I would suggest one be the number allowed in a city with the Gladiator School allowing 6 extra and perhaps the Colosseum and Arena buildings allowing one or two more.​

2. Obsoleting a specialist
To allow for more game immersion perhaps specialists should obsolete. For example Priests and Settled Priests should start off as Shamans but auto upgrade when you get the Tech Priesthood.

In the case of the Gladiator Specialist perhaps it should become obsolete as Fencing but instead of becoming a new specialist automatically each becomes two new units Fencing Instructor which can build the building or be settled as a new specialist Fencing Instructor which gives either a morale boost or exp to cavalry units.

The tags for this are a bit more complex since we may want to create many new units/specialists from one specialist, or one new unit/specialist from many old. With slaves for example three normal slaves will become one Immigrant with any left overs becoming a Freed Slave.​
 
I like it all! Might take me a bit to be ready to do the tag for #1 due to the massive hours I've been working lately but when I can get to it it won't take me long to implement at all assuming most of the actual functioning takes place in py.

And not to dim the desire to make this happen, can we suspend actual implementation of this stuff (doesn't mean we can't work on it on our ends) while we keep moving towards a potential release here? I'm thinking we're very very close. We've made dramatic improvements in the AI and added plenty of new strategic content and debugged a lot... there's only a few small tasks on my agenda before I think we'd be ready - primarily the big one is waiting for Alberts2's next AI adjustment.
 
I like it all! Might take me a bit to be ready to do the tag for #1 due to the massive hours I've been working lately but when I can get to it it won't take me long to implement at all assuming most of the actual functioning takes place in py.

I am not completely sure where the code will be. If it is in Python then it is in the dreaded MainInterface code all 7000+ lines of it. I have decided that I will be storing my work to encapsulate bits of this code on the SVN as I go. A lot will have no effect in game at all but it will make it easier to maintain and extend in future.

And not to dim the desire to make this happen, can we suspend actual implementation of this stuff (doesn't mean we can't work on it on our ends) while we keep moving towards a potential release here? I'm thinking we're very very close. We've made dramatic improvements in the AI and added plenty of new strategic content and debugged a lot... there's only a few small tasks on my agenda before I think we'd be ready - primarily the big one is waiting for Alberts2's next AI adjustment.

I am not sure. I am about a third of the way through the animals and I have just started changing the tamer elements as part of it. Not much got done last week at all due to illness.
 
Yeah, I'm not finding much time here myself... I have not spent many weeks in my life at work as much as I have this week. We'll see what I can do over the weekend but even my general energy level is going to need some dedicated recovery time. We're launching a new product here so it'll get easier eventually but for now 6am-7pm seems to be the norm. Doesn't leave a lot to shave off for modding. So we're in patient progress mode for a bit here.
 
For me that's basically where I'm at. I've been considering some of the AI work pretty much along the lines of bug fixing. I suppose we should soon take stock of all reported and unresolved bugs to give ourselves a list of what we should get done before we can release. And if you have a project you're working on that you want to get done before release that would be included.

I know for me there's a few display bugs to address still and a few AI issues recently reported that I think I can get sorted out fairly easily. There could be more that still need to be done but largely that's what I can think of off the top of my head. Alberts2's next update should resolve the big problem I'm currently aware of but may also need a little time to sort out any funny stuff with.
 
There is also the bird units not doing what the XML says in regard to where they can go and when. EG wild pigeons should never be able to enter oceans but they love to attack from there.
 
Yeah I've been meaning to look into that further. Sure.

EDIT: I've got this diagnosed... the tag isn't loading properly so I'm reprogramming the tag and all it's applications since it wasn't setup all that properly anyhow.
 
Hi! In the upper left corner of the screen after the research button wrote 40/turn + 7 TD. What means TD?
 
Tech Diffusion. If you're falling behind in technology, that's a (slight) catch-up method.
 
I would like to suggest that units with hidden nationality is made unable to influence cultural borders trough combat. I'm thinking about the IDW feature option in RevDCM bug options.

It is mainly for game balance reasons as the player is far better at exploiting this feature than the AI, this is especially unfair at peace time. It also makes sense that rouge-like units don't have the ability to affect the culture as they have to keep their own cultural background hidden from the local population.

What do you think?
 
I would like to suggest that units with hidden nationality is made unable to influence cultural borders trough combat. I'm thinking about the IDW feature option in RevDCM bug options.

It is mainly for game balance reasons as the player is far better at exploiting this feature than the AI, this is especially unfair at peace time. It also makes sense that rouge-like units don't have the ability to affect the culture as they have to keep their own cultural background hidden from the local population.

What do you think?

I do not agree. Covert type units often try to convert locals to their cause, and can promote their home nationality cultural morals and etiquettes. At times during our long rise to modern times conquests have been made by first influencing the population in covert like ways before taking over, not only nations but also religions have done this, going as far as creating new traditions to include the new areas too.
Covert unit types might not tell their nationality but their actions, even during battles, can influence the population (culture) in many ways. Though is it not more often in a negative way (considering USA and what a lot of people in nations they have trodden over in various ways think of them)?
Though changing it from only IDW to a button to use, with a new or old type of unit, entertainers perhaps, able to cross borders even without Open Borders or Right of Passage, with a chance of killing the unit in question perhaps. This should not be too powerful from start, and not too weak during late game, so percentage counted perhaps, taking x percentage of the culture Y nation has on the plot, converting it to own culture, so not a percentage of the total culture on the plot, just from Y nation to own. Only to weaken the culture of an opponent in a plot (or surrounding plots), not taking over completely.

Cheers
 
I would like to suggest that units with hidden nationality is made unable to influence cultural borders trough combat. I'm thinking about the IDW feature option in RevDCM bug options.

It is mainly for game balance reasons as the player is far better at exploiting this feature than the AI, this is especially unfair at peace time. It also makes sense that rouge-like units don't have the ability to affect the culture as they have to keep their own cultural background hidden from the local population.

What do you think?
Actually, when I think about it, the IDW feature should only be active between nations that are at war; and rouge-like units should be unchanged.
 
Ok there are my suggestions after few plays in last months I made:

Horseman strenght should be reduced to 4 from 6
This unit is much stronger then other units player can build in this era. In reality first real threating horse units was chariots and they are much weaker then Horseman. I know that on steppes horse was used to riding before chariots but we dont have evidences that he was stronger then for example Egyptian Chariots. Horses in that times was much smaller then we know and if they was to war then maneuverability was they biggest assets. Plus fighting without any saddles or something similar can be tricky.

Arsonist strenght should be reduced to 7 or 6.\
I know they have limits (national limit 4) but I cannot image how simple arsonists can be twice stronger then band of obsidian axemans. They should be used only as early game siege units with some fighting capabilities.


Two naming suggestions:

Flailman - maybe we change his name to Heavy Maceman (to get same pair like Axeman-Heavy Axeman)?

Pikeman and Heavy Pikeman - I suggest change them respectively to Heavy Spearman and Pikeman. In reality Pikemans in later eras was even less armored then pole weapon warriors from middle ages and ancient times. They used better tactics and guns to their advantage.
 
IMO, the horseman unit shouldn't even exist at all.
While there is some evidence that man rode horses at the time, it appears to be the exception or daring act. The use of actual mounted troops did not occur until much later and marked the end of the chariot. Somewhere in the archives here is a long discussion about it where I also provided links supporting my position. *I just mark it up as slightly less silly than giraffe/bear/etc... riders or all the 'punk' techs*
 
Horseman strenght should be reduced to 4 from 6
This unit is much stronger then other units player can build in this era. In reality first real threating horse units was chariots and they are much weaker then Horseman. I know that on steppes horse was used to riding before chariots but we dont have evidences that he was stronger then for example Egyptian Chariots. Horses in that times was much smaller then we know and if they was to war then maneuverability was they biggest assets. Plus fighting without any saddles or something similar can be tricky.
This suggestion does have merit I think. Perhaps not as low as 4 but maybe 5 or so would help to achieve a little better balance. Main thing is it probably won't happen until a full review process that ensures the units are balanced more thoroughly on many checkpoints including strength. Something like the Naval review is certainly pending for land units!

Arsonist strenght should be reduced to 7 or 6.\
I know they have limits (national limit 4) but I cannot image how simple arsonists can be twice stronger then band of obsidian axemans. They should be used only as early game siege units with some fighting capabilities.
I despise unit limits on units that wouldn't be all that difficult to replicate. I definitely think there's strong room to adjust and alter these units to get them to blend in with their era balance-wise without needing them to be OP countered by Unit limits. Strength, again, is only one checkpoint here. They are quite strong in many ways and it may be they should be pulled back on strength significantly. But that tugs at other units on the web of interconnectedness through upgrades and contemporary peers so again, it needs a more thorough evaluation.


Flailman - maybe we change his name to Heavy Maceman (to get same pair like Axeman-Heavy Axeman)?
I get the thinking here but I'm not in agreement with calling a flail a mace. They are clearly different weapons.

Pikeman and Heavy Pikeman - I suggest change them respectively to Heavy Spearman and Pikeman. In reality Pikemans in later eras was even less armored then pole weapon warriors from middle ages and ancient times. They used better tactics and guns to their advantage.
There is some validity to this suggestion. I'm wondering how equipment will change some of the naming on units all around. For example, the main difference for these units is Long Polearms vs Short Polearms. Long Polearms won't need to always be pikes and by the time the later versions showed up they were probably Bill Hooks or one of about a hundred types of polearms developed during that period.

IMO, the horseman unit shouldn't even exist at all.
While there is some evidence that man rode horses at the time, it appears to be the exception or daring act. The use of actual mounted troops did not occur until much later and marked the end of the chariot. Somewhere in the archives here is a long discussion about it where I also provided links supporting my position. *I just mark it up as slightly less silly than giraffe/bear/etc... riders or all the 'punk' techs*
There's also, as we showed through that discussion and research on all our behalves, the indication that there is not evidence to the contrary and there is cause to understand why such validating evidence for horseback riding before the chariot would be missing. Logic is against the presumption that the chariot preceded mounted warriors, while there is some admitted (though I believe very weak) logic that does also support the suggestion that the chariot was the first expression of the horse in use in battle. And the lack of evidence does not constitute evidence.

My point is that we don't know, and the researchers in the field agree we don't know, so we've gone on a consensus of what seems to make the most sense.

In all honesty, the one argument that seems to make sense, since I don't see early humans as being weak, fearful, and unimaginative, would be that there could've been a rather commonly held, tied to nature belief, that it was wrong to involve an innocent animal such as a horse, in a violent conflict the animal would have no personal benefit from engaging in. It may well have required a civilized and nature-disconnected mindset to have introduced this... and THOSE people I could see as being weak and fearful and perhaps imaginative enough to come up with an answer far more complicated than 'get on the thing's back and ride it'.

But assuming early man had no compunction, does it not seem infinitely more industrialized to build a cart for the horse than it does to simply figure out how to tame one by riding it long enough? As much bravery as would be required to simply survive as a hunter of mammoths, I seriously doubt the horse was as feared as we are presuming it to be by such early people. That kind of bravery requires fostering of a culture of daring within the community... at least among males.

And they were, if we take more modern examples of unindustrialized peoples, most likely fairly free to think on their own and each would've sought to bring their own unique contributions to the tribe... I think under such conditions it would be impossible to imagine horses not becoming usefully ridden by prehistoric man.

Once ridden, warfare is an immediately obvious next step... provided you didn't have an innate respect for all living things that tends to come from natural living. Warfare, as we know it, was usually what we would simply call skirmishes until we had sedentary lifestyles and began carving up land for ownership, at which point it became much more diabolical. So little evidence for horse riding in combat makes a lot of sense since we didn't have nearly the degree of combat and conflict until right around the time that the chariot would've been invented... that doesn't mean it didn't or couldn't have existed however.

Plus, before this time we also:
1) Didn't have writing to record one way or another
2) Most artistic messages left behind were from regions not highly endowed with horses as a local resource
3) Didn't use tools to assist like tack and harness, even ropes, nothing to leave a trace on the dental records of horse fossils
4) Didn't leave behind massive battlefields of destruction for archeologists to find or not find any horse remains among the dead

So again, no evidence for or against mounted battle can exist pre-writing. And the Chariot most likely predates writing itself. This does not mean it had to come before mounted combat. Sedentary (city) lifestyle, organized warfare, writing, the chariot, kingship, all came about at exactly the same time in history, sprung up out of the sudden emergence of Sumeria and the city building peoples of India. It happened nearly overnight and what was taking place before that is still largely a mystery. So we're just arguing over conjectures and what logical answers we can come to in our heads without evidence to back either theory.
 
I get the thinking here but I'm not in agreement with calling a flail a mace. They are clearly different weapons.

I know the differences but in c2c 90% of the (ethnic) models of flailmans are using maces - not flails. Only european and asian models got flails. And in the end bot flails and maces are used in the same way - to smash plate or other heavy armour.
 
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