Caveman 2 Cosmos

Now see i WISH that was the case in MY game, HECK i only get 1 like in every 50 turns? and thats on Marathon also??? Do i guess its the game your playing that counts?????
You have done them, you tell me why. :crazyeye: As I said, I play V28, not SVN. I see they spawn always over workers, perhaps it depends on how many workers you have? I've got domination on GEM, and I seem to get one every five turns or so. However the medieval ones are useless for worker protection, asassins eat them for breakfast, and they can't even hold their own against promoted bandit footpads. Since my vassals keep pillaging my workers with every pirate unit they get, I collect them in the capital, and I use heavy axemen for worker protection.
The crusaders could come more often, I've got two in about 300 years, but I imagine myself in a game where the AI had built the crusade and then again am thankfull that they don't come every other turn. :D
 
Asto boring: did you check your BUG options? Not only is there flexible difilculty (which I for one don´t use) buta lot of other interestign stuff, like theadvanced spies, the terrain damage, the archer bombardment, expanded air missions and so on.
 
Greetings!

Just updated to version 28 (slowpoke, yeah). Gotta say, that the problem with the Biodome (i.e. the cycle which breaks on the first city and thus if this wonder isn't built in the capital, nothing is gonna get spawned) got copy-pasted to Kentucky Derby (though the idea with horse spawning is great :) ) along with the description (the one that says: "A baby Horse was born in the Biodome").

Also I had a quick question - there seem to be a lot of movies to different wonders; however, in game I am only able to view a small fraction of them (like the Shrine of Bab, the Golden Covenant and the National Archives). Is that a codec issue, or something else?

And another quick question - the wonder "Ellis Island" constructs only European Native Cultural buildings? So it's completely useless for European Civs ?

Thanks, and thanks again for the great mod :)
 
I'm not the bored guy, but is anywhere mentioned what they do, and what should be chosen? I found my first game not boring, but frustrating, since I didn't know that checking "multiple production" is a must. Building thousands of one turn buildings and the list getting always larger was frustrating. In my current second game I regret not choosing the options regarding traits introduced with V28 - I guess I read too late about them.
 
I'm not the bored guy, but is anywhere mentioned what they do, and what should be chosen? I found my first game not boring, but frustrating, since I didn't know that checking "multiple production" is a must. Building thousands of one turn buildings and the list getting always larger was frustrating. In my current second game I regret not choosing the options regarding traits introduced with V28 - I guess I read too late about them.

Most definitely what you "Less" choose if going to be LESS appealing, IMPO.
Here is what i use, but if you really want a game that has alot of fighting, choose Aggressive and Ruthless Barbs/AI.
And play WITH Barb Civ ON also.

Be-careful how you choose your TRAITs, its important ingame.

After v29 comes OUT, you will really have to pay attention to the NEW AI, they are WAY more confident and aggressive and willing to take a risk, and will trample you to a pulp.
 
I don't think I remember this, but why are the barbarians advancing in tech as you advance? All of a sudden barbarian destroyers pop out of nowhere.
 
Greetings!

Just updated to version 28 (slowpoke, yeah). Gotta say, that the problem with the Biodome (i.e. the cycle which breaks on the first city and thus if this wonder isn't built in the capital, nothing is gonna get spawned) got copy-pasted to Kentucky Derby (though the idea with horse spawning is great :) ) along with the description (the one that says: "A baby Horse was born in the Biodome").

Yes, a fix for that is in the beta (SVN) version. It is actually if the Biodome is not in your first city that the problem occurs.

Also I had a quick question - there seem to be a lot of movies to different wonders; however, in game I am only able to view a small fraction of them (like the Shrine of Bab, the Golden Covenant and the National Archives). Is that a codec issue, or something else?

I a not sure why the movies are not all playing. I am not even sure where to start looking but I agree it needs fixing.
 
Okay i'm up to the Classical era now and something is really bothering me. The amount of buildings is ridiculous. It's turning into a grind having to keep picking buildings to build and I often can't be bothered thinking much about it anymore. Is there some way to automate this.

Also, I am becoming ridiculously rich I get about 100 gold a turn with 100% science. I haven't even got senate yet, so it's of no use and by the time I do, the game it going to be too easy as I start being about to hurry the production of everything for a long time.

Also the Maori declared war on me and all he does is occassionally attack me with a horseman, 1 horseman, he's not even smart enough to stack some up and attack with all at once and he only attacks me once every 10 turns.

The game is starting to feel a bit imbalanced at this point. RoM was a lot more challenging, for one thing I needed to fight hard to earn top place and when someone declared war on me, it was genuinely scary. Also unless I managed to found a religion and build the special temple in the holy city, or focus on the economic tech line, I could rarely ever have 100% science with a profit.

I'm gonna keep playing and report how the medieval age turns out for me.

Oh and one more thing, Shamans don't have auto-religion spread, so I have to manually direct them to cities.
 
Okay i'm up to the Classical era now and something is really bothering me. The amount of buildings is ridiculous. It's turning into a grind having to keep picking buildings to build and I often can't be bothered thinking much about it anymore. Is there some way to automate this.

Also, I am becoming ridiculously rich I get about 100 gold a turn with 100% science. I haven't even got senate yet, so it's of no use and by the time I do, the game it going to be too easy as I start being about to hurry the production of everything for a long time.

Also the Maori declared war on me and all he does is occassionally attack me with a horseman, 1 horseman, he's not even smart enough to stack some up and attack with all at once and he only attacks me once every 10 turns.

The game is starting to feel a bit imbalanced at this point. RoM was a lot more challenging, for one thing I needed to fight hard to earn top place and when someone declared war on me, it was genuinely scary. Also unless I managed to found a religion and build the special temple in the holy city, or focus on the economic tech line, I could rarely ever have 100% science with a profit.

I'm gonna keep playing and report how the medieval age turns out for me.

Oh and one more thing, Shamans don't have auto-religion spread, so I have to manually direct them to cities.
Go into BUG and turn flexible difficulty on. It will modify every stat it can, in game as your playing, to keep it challenging, but not crushing.
 
I must say that the 100%:science: issue has been delt with in ver 28!

I currently have reached early ancient era (turn 573) and are running at 60% :science:/-8:gold: per turn, but at one point I was at 0%:science::eek:! And still running a 10:gold: deficit! I had to sell units, and was forced to raized neighboring city in order to get :gold: to cover the deficit.

I had 5 cities (all but the capital was size 1-2) at the time and the civics was; Chiefdom, Obedience, Strongman, Tribal, Slavery, Banditry, Folklore, Survival, Garbage Anywhere, No Borders, Oral Tradition, Native Lan, No Agr, No Currency. All in all a -50%:gold:, a +290% maint for dist to palace and +315% maint for number of cities.
I play Snail/Pre/Large PW2f/Deity (started at Immortal)/Rev ON

I can only say: Way to GO :goodjob:
 
No Revolutions doeswhat it says: it turnsrevolutions off. The whole mechnic behind it actually.
Scale city limits adjusts the citylimits from civics ( giving extra :mad: if you have too many) according to map size.

Thanks for explaining. The mouseover text might clear it up, but I do think that wording is confusing. "City limits" sounds like something about the size of the BFC! :crazyeye:

Wouldn't "Civic City Count Limits" (or something like that) be better?
 
Running v28 on a gigantic world, eternity speed with flexible difficulty (I just entered monarch) --

Due to starting out ridiculously easy - I sprinted out to a very early lead and got to rafts well ahead of everyone... Not that I need them at this point - but every. single. unexplored. island I pop (and I think I've done about 15 so far) has yielded hostile natives.

Is this by design - since I'm lapping everyone else? Or because I got this technologically advanced ahead of everyone else? Or - do I need to do something like load a scout into the raft (I don't see any seacraft that have any of the Scout-ish pluses for goody huts).

This was my first game in v28- intended really as playthrough - so I don't particularly care about getting anything from the huts (I could use the money, as I'm still running deficits even at 0 science, but I've gotten down to a point where I can at least stay solvent) -- I'm just wondering if there's something that's changed with the goody islands that's caused them to be nothing but bad news canoes!
 
Goody Islands use the same mechanic as goody huts the code associated with it just turns barbarian land units int sea units if you get hostile natives. You have just been having bad luck. I a doing some work on changing some of the other results too so that if you get a land unit it will be replaced by a navy unit instead but that is going slowly.
 
Goody Islands use the same mechanic as goody huts the code associated with it just turns barbarian land units int sea units if you get hostile natives. You have just been having bad luck. I a doing some work on changing some of the other results too so that if you get a land unit it will be replaced by a navy unit instead but that is going slowly.

That mechanic sometimes leads to land units spawning in the middle of the ocean, which is rather annoying. They should be changed to give rafts/canoes if you are at sea.
 
That mechanic sometimes leads to land units spawning in the middle of the ocean, which is rather annoying. They should be changed to give rafts/canoes if you are at sea.

You did not rad the second sentence of what I wrote:mischief:. I have done the code but for some reason it is not firing.
military units become a ship of the correct era,
gatherer or workers become a work boat
scouts become a scouting boat (kayak or carval)​
 
That mechanic sometimes leads to land units spawning in the middle of the ocean, which is rather annoying. They should be changed to give rafts/canoes if you are at sea.

I particularly like the land unit spawning in the coast tile. Apart from anything else, it gives me hope that there will one day be:
- combat between sea and land units
- gunships (and amphibious future tech?) that can traverse coast and reach nearby islands

In my vers it gets transported to the nearest mainland if you don't pick it up. A canoe on the other side of the world is worse than useless (when even most of my exploratory galleys are holed up hiding from pirates), whereas an obsolete land unit occasionally comes in handy.
 
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