Caveman 2 Cosmos (ideas/discussions thread)

We were going to do the Chinese as a separate set and give access based on Heritage (base culture) BUT further research showed that even the Chinese is actually the same set, just different names and associated text about the signs but if you align them up right they end up pretty much being identical with the only real difference being that the Chinese were more concerned about the year than the month of birth - which in essence just makes the Chinese calendar fall directly in line with the influence of House of Jupiter. Match up the wheel so that Monkey = Aquarius and it becomes pretty apparent its the same list in the end. Ultimately there was only one time that Astrology was 'invented' and the reference to that is in cuneiform saying something to do with how the Lord God Enlil divided the sky into 12 parts. It's been a tech with us since Sumeria, and of course we keep finding that most technology in the ancient world was spread by Sumerians and neighboring civilizations that learned from them. Astrology, on the tech tree, therefore, like most of the Ancient tree, is quite late, as most of the entirety of the Ancient tree came about in an almost overnight fashion in Sumer. It is, however, placed where it is, because it reached a peak of fashion of use during the Babylonian period of supremacy. Even the original Sumerian 12 signs weren't quite what the Greeks made popular and widespread knowledge of in the Western world eventually - and because of how prolific their education was about including it, many historians who haven't kept up with the latest knowledge still believe that Astrology was invented in Greece. It is quite likely that the Chinese system is just another way to express that same original.

I don't find that convincing. There are 12 moons in a year everywhere, and is equally divisible in any culture. Anthropologist do like to draw connections, and seeing the same simple number isn't even a coincidence. Also, I feel like very strong evidence is needed to rule out a separate Chinese invention.

I kind of assumed 12 near was the number of group wonders you wanted in the set. If we add Asian and American wonders to that group, would it be too many?

Also, the Mezoamericans deserve gameplay acknowledgement but I don't know if they had signs as they are more known for their huge cycles. I could see them getting the planets "signs" in the end.
 
I don't find that convincing. There are 12 moons in a year everywhere, and is equally divisible in any culture. Anthropologist do like to draw connections, and seeing the same simple number isn't even a coincidence. Also, I feel like very strong evidence is needed to rule out a separate Chinese invention.

I kind of assumed 12 near was the number of group wonders you wanted in the set. If we add Asian and American wonders to that group, would it be too many?

Also, the Mezoamericans deserve gameplay acknowledgement but I don't know if they had signs as they are more known for their huge cycles. I could see them getting the planets "signs" in the end.
I urged the creator to do all that, even though the Native American ones from both north and south are just new age horsecrap that didn't actually exist. She refused due to the unnecessary effort. Besides, the descriptions of the Chinese starting from Monkey = Leo - sorry I said Aquarius before but Aquarius is Tiger are almost identical so its literally the same signs just reassigned by Buddhist monks who rewrote the story and put animals responding to Buddha in the order of their Zodiak but kept the same basic descriptions of the signs.
 
I wrote in another thread, but not to great extent:

Does anyone else care for the utter overpoweredness of the Bactrian Cataphract as well as the Coyote Runner to a lesser extent? Both of them are much stronger than their contemporaries...

Also the boatyard gives at least 2 free specialists and in coast-focused cities possibly 8 free specialists, (one for each fishing boats). Am i wrong to rush this building ASAP on every new coastal city?
 
Not wrong at all, boatyard is great to make nearly useless water cities somewhat viable imo, otherwise they'll never ever produce anything, moreso now that production bonuses from buildings don't apply to buildings' bonus production. What that means is that you no longer get 6 hammers from a +4 hammer +50% hammers building, you get just the flat +4, and the +50% is applied to tiles yield, which in water is usually 0, and maybe specialists, so specialists are the last option to have some hammers in island cities for 80%+ of the game. Ten free specialists isn't that big of a deal as it sounds in C2C, everything is bigger here, or at least that was the idea originally. There have already been a lot of nerfs all around recently.
I guess if you put them all into gold or science and forget about production it might feel a little unbalanced, but you have to unlock enough appropriate specialist slots in the first place, which is going to require, again, hammers to do, and heavily specialized cities have always been a thing, if a large port city isn't great at making commerce, who should be?
 
I know I've complained about this before but it really it is a problem for me, certain criminal units can pillage all the improvements they want with no notifications. I have to check each square my cities work manually every few turns and truthfully I really can't, it puts a lot of strain on my eyes to flip through city square. I know it is not a bug so not a big concern but for me it is, so I am not sure where to post this but here.
Edit: Forgot to mention, but scoundrels are the worst of the bunch, they will take out multiple improvements a turn and obviously are really cheap or high priority for the AI because they make a lot once they discover the technology for it.
 
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I know I've complained about this before but it really it is a problem for me, certain criminal units can pillage all the improvements they want with no notifications. I have to check each square my cities work manually every few turns and truthfully I really can't, it puts a lot of strain on my eyes to flip through city square. I know it is not a bug so not a big concern but for me it is, so I am not sure where to post this but here.
Edit: Forgot to mention, but scoundrels are the worst of the bunch, they will take out multiple improvements a turn and obviously are really cheap or high priority for the AI because they make a lot once they discover the technology for it.
You sure you're not getting notifications on that? Have you tried going through your notification log?
 
This easily can get spammed, so even if notification appears, it is not visible.
Which is why if you open up the notification log it should have them all there in order. Then you can double click on the notification line to go to where it's pointing at on the map as well.
 
Which is why if you open up the notification log it should have them all there in order. Then you can double click on the notification line to go to where it's pointing at on the map as well.
No there are no notifications for certain criminal units. I only get notified if they destroy the road. I know how to use the event log, I rely heavily on it.
Edit: I notice it seems to be a lot of the criminal units before gun fighter that don't seem to notify.
Another edit: I also know the sound of improvement being destroyed very well, once they can build thugs that sound plays a lot.
 
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No there are no notifications for certain criminal units. I only get notified if they destroy the road. I know how to use the event log, I rely heavily on it.
Edit: I notice it seems to be a lot of the criminal units before gun fighter that don't seem to notify.
Another edit: I also know the sound of improvement being destroyed very well, once they can build thugs that sound plays a lot.
THAT is a bug then, if a raze is taking place without notifying. Criminals, such as scoundrels, only have the raze action available, not the sabotage action, and I'm unable to currently say why that could possibly miss giving a log event notice. I'll try to remember to look into it when I start coding again in some months - maybe someone else would be willing to check it out the meantime.
 
I started a new game on the latest SVN and have after about 300 turns have already killed about 8 THIEVES! Is this now WAD ?? They have killed a lot of my units as well.
 
I started a new game on the latest SVN and have after about 300 turns have already killed about 8 THIEVES! Is this now WAD ?? They have killed a lot of my units as well.
For me it starts at cutthroats, man do the AI mass produce criminals after that point. By the way gunfighter has no notifications about pillaging either I found out the hard way, now I have a bunch of improvements missing I didn't know about.
 
For me it starts at cutthroats, man do the AI mass produce criminals after that point. By the way gunfighter has no notifications about pillaging either I found out the hard way, now I have a bunch of improvements missing I didn't know about.
hmm... you're saying you got the notifications from earlier forms of razing but not later? I've never known the notification log to vary - it either fires correctly always or never in my experience. If it's variable and sometimes works accurately and sometimes does not, I'm really not sure how to answer to that or even begin looking into it.

You don't have any bug option settings regarding notifications that could explain that do you?
 
Not that I know of, I know the notifications work with thugs. I don't remember which early units they work on, the only one that comes to mind is exile. I don't really get many criminal units until cutthroats/scoundrels are available.
Edit: Sorry, it was a scoundrel or a cutthroat that was still lurking around giving me trouble. Notifications do work starting with gunfighters.
 
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Not that I know of, I know the notifications work with thugs. I don't remember which early units they work on, the only one that comes to mind is exile. I don't really get many criminal units until cutthroats/scoundrels are available.
That may just be due to how enabled they are to reach you via routes and the clashing of borders, then the faster you kill them, the faster they'll replace those killed. Anyhow, it's the intermittent notification failure that I'm finding disturbing.
 
how come my "agents" spies etc, cant enter certain area's of the map, really tee-ing me off, crips they r spies should be able to enter everyplace on map .. . .
 

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how come my "agents" spies etc, cant enter certain area's of the map, really tee-ing me off, crips they r spies should be able to enter everyplace on map .. . .
They can't enter unrevealed part of map, because they can't reveal map by themselves.
@Toffer90 changed this recently.
 
well then how come i cant even enter that city, and its NOT just NOT revealed areas, its alot more than that, i have revealed areas and they still cant go to that part of the map???,, needs to be changed again. . .they should be able to enter anyplace on the map ..


ie: spying is the act of obtaining secret or confidential information from non-disclosed sources or divulging of the same without the permission of the holder of the information.
 
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Hmm, yeah perhaps spy units should be allowed to scout even though they cannot be killed.
Sorry about that, will change it back.

They should perhaps just have a higher than normal upkeep cost to deter player from using them as ultimate scout unit.
 
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