Caveman 2 Cosmos (ideas/discussions thread)

Do we want to change the range bombard plot markers like so?
Untitled-1.jpg


Colour coded so green means units can be damaged, yellow means improvement can be destroyed or city defense can be reduced.
Grey markers slightly less opaque and removed from plots that are not fully revealed.
Green always override yellow if both are valid.
 
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Do we want to change the range bombard plot markers like so?
View attachment 593745

Colour coded so green means units can be damaged, yellow means improvement can be destroyed or city defense can be reduced when there's no units there to damage.
Grey markers removed from unrevealed plots.
Looks good.
 
Do we want to change the range bombard plot markers like so?
View attachment 593745

Colour coded so green means units can be damaged, yellow means improvement can be destroyed or city defense can be reduced.
Grey markers slightly less opaque and removed from plots that are not fully revealed.
Green always override yellow if both are valid.
Hell yeah. Good idea there Toffer! ;)
 
Played a game a week ago till around the Rifeling tech at nightmare with size matters. During the last war all damage was done and losses of units were done by city defenses. The damage from defenses was high enough that keeping the troops in the transports and taking the invasion penalty and moving the ships away was better than landing them next to the city and attacking from there.
Gold was limited till I started building courthouses and the university that reduces upkeep I think the amount of gold gained is balanced now but you can stack maintenance reduction to a point you get 5000 gold each turn.
My capital has 119% reduction of maintenance costs with the palace other cities around 80%
These include:
Courthouse 25%
Local Courthouse 10% (from the supreme court wonder)
Modern Warehouse 10%
Shinto temple 10%
Shinto Catedral 15%
Bailiff 10%
Tax Office 25%
 
In Rise of Mankind there is a mechanism to limit how far you can explore which extended by certain techs . Just wondering if there are any plans to implement such a feature ?

It would mean your first scout discovering the whole world
 
Sorry, it would mean your scout wouldn't discover the whole world!

There is a tiny CIV IV mod that does exactly this. It is called movementlimit I think, but it heavily slows down vanilla Beyond the Sword. I would really like this option. I used to play with it and set it very strict (move only three or four tiles away from first city before the first tech is discovered).

Was maybe this mod... https://forums.civfanatics.com/resources/movement-limit.22229/
 
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This sounds like an interesting mechanism. How exactly is it implemented?
if it makes turn times longer, then not no, but hell NO. . .
 
Just a suggestion but I think thief should obsolete out after matchlock or so. My rival/next door country (He is in the Atomic Age at least) lost the ability to make thugs due to losing a lot of territory and now is proceeding to spam the **** of out thief units because they are so cheap. They are all proceeding to go to one city and it is literally turning into a war.
 
There is a tiny CIV IV mod that does exactly this. It is called movementlimit I think, but it heavily slows down vanilla Beyond the Sword. I would really like this option. I used to play with it and set it very strict (move only three or four tiles away from first city before the first tech is discovered).

Was maybe this mod... https://forums.civfanatics.com/resources/movement-limit.22229/
DH wanted to do something like this a while back. If anyone wants to, I'd prefer it be an option myself. I have a concept of a solution for this that doesn't set up any hard limits and I'd have a hard time handling the feeling of such a hard limit being applied.

I concur with Toffer though that simply giving a limit to how far away from your territory a recon unit can go (should it only be limited to recon?) probably wouldn't extend turn times in any kind of perceptible manner. Unless it was done in a really careless manner perhaps.

Just a suggestion but I think thief should obsolete out after matchlock or so. My rival/next door country (He is in the Atomic Age at least) lost the ability to make thugs due to losing a lot of territory and now is proceeding to spam the **** of out thief units because they are so cheap. They are all proceeding to go to one city and it is literally turning into a war.
So not only lost the ability to make thugs, but a ton of other units between as well! I had originally placed a force obsolete point on all these units but then removed them after it was explained I wouldn't need them because the dll would force obsolete anything that's two stages back in the upgrade chain from something you can make now according to techs... or some such.

I think I was also told it works a touch differently on limited units - are you playing with limited or unlimited national units?

Either way, some work appears to need to be done to setup a force obsolete point on nearly any and all unit types if this sort of thing is happening.
 
So not only lost the ability to make thugs, but a ton of other units between as well! I had originally placed a force obsolete point on all these units but then removed them after it was explained I wouldn't need them because the dll would force obsolete anything that's two stages back in the upgrade chain from something you can make now according to techs... or some such.

I think I was also told it works a touch differently on limited units - are you playing with limited or unlimited national units?

Either way, some work appears to need to be done to setup a force obsolete point on nearly any and all unit types if this sort of thing is happening.
Unlimited. I did a force obsolete myself, I know how to edit XML fortunately. I am tired of having 30 plus thieves in one city every turn.
 
Unlimited. I did a force obsolete myself, I know how to edit XML fortunately. I am tired of having 30 plus thieves in one city every turn.
I was told this wouldn't be possible so I'm not sure where that changed somehow. Thanks for preparing me to work on setting up force obsoletes on all units unless I want to get into some code diving to see how the 'natural mechanism for that broke somewhere.
 
You're welcome. At least it was good thing I pointed it out.
 
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