Caveman 2 Cosmos

Greetings once more! :)

Could someone please explain the mechanics behind crime, air and water pollution (i.e. the "features"). I've been trying hard to suppress these things for a couple of turns (i.e. building tree nurseries, ecologists and policecars), but then on a single turn everything pretty much inverted (sorry, the screenshot and savegame got lost here :( )

For instance, before that turn I had the maximum crime increase of about +1 in one of my cities. After that turn I had about +275 in some other city; and most cities started having a positive crime rate! Same happened to water pollution score, which was previously quite low (negative, in fact) mostly everywhere.
And after that turn things reverted to more-or-less normal figures, and crime crawled back to negative values in three or more turns.

Is this a mechanic of these features, or how else did it happen? Or did my figures glitch again (I once more managed to pump my city to over-the-integer limit culture, and its culture turned negative. During the game I also never got first place on the "most cultured" civ list, though my culture level clearly and evidently suppressed everyone else's).

The properties work by dimishing returns, ie as the levels get higher the rate of growth slows, and as they get lower decay slows. As for those numbers, there very well still could be odd bugs regarding display or calculation of properties, so if you find a save in which it is repeatable please post it in the bugs/crashes thread.
 
Greetings once more! :)

Could someone please explain the mechanics behind crime, air and water pollution (i.e. the "features"). I've been trying hard to suppress these things for a couple of turns (i.e. building tree nurseries, ecologists and policecars), but then on a single turn everything pretty much inverted (sorry, the screenshot and savegame got lost here :( )

For instance, before that turn I had the maximum crime increase of about +1 in one of my cities. After that turn I had about +275 in some other city; and most cities started having a positive crime rate! Same happened to water pollution score, which was previously quite low (negative, in fact) mostly everywhere.
And after that turn things reverted to more-or-less normal figures, and crime crawled back to negative values in three or more turns.

Is this a mechanic of these features, or how else did it happen? Or did my figures glitch again (I once more managed to pump my city to over-the-integer limit culture, and its culture turned negative. During the game I also never got first place on the "most cultured" civ list, though my culture level clearly and evidently suppressed everyone else's).
Be aware that many properties have strong diffusion between trade routes. So if you let one go wild on crime, it will make it tough to keep any other cities trading with that city under control (though the efforts to do so there will also diffuse somewhat back to the origin city too...) This means you should be careful too who you trade with.
 
Was something done with Revolutions in V28? No one seems troubled by revs in my current game, and we are at the beginning of renaissance.
 
Was something done with Revolutions in V28? No one seems troubled by revs in my current game, and we are at the beginning of renaissance.
Not that I know of, but Koshling heavily worked on AI civic choices, especially reducing the switching back and forth they did earlier. This this greatly improved the AIs stability, since most civic changes tend to make an impact onthe national rev index.
And a lot of law enforcement buildings were added too, some of them affecting local rev index.
 
On the otherhand, the larger conquered cities I've got constantly threaten and follow through with revoloutions. One of them isn't even bribable. Said revoloutions even allow the original CIV to violate it's peace treaty and declare war on me.

I'm getting annoyed to the point where I'm considering bringing down my own settler and then abondoning the city.
 
On the otherhand, the larger conquered cities I've got constantly threaten and follow through with revolutions. One of them isn't even bribeable. Said revolutions even allow the original CIV to violate it's peace treaty and declare war on me.

I'm getting annoyed to the point where I'm considering bringing down my own settler and then abandoning the city.

Yeah i agree with you on the settler part, i had that happen alot (before) i have even 2 heroes and 10 units in the city and still revolts. Bit again, if you reduce that, then it more than likely will reduce the revolting in other cities also, which isn't good game=play then, i think its best just to do what your doing, keep that city "razed" and pick up a few treasure units next to it, i like doing that.
 
On the otherhand, the larger conquered cities I've got constantly threaten and follow through with revoloutions. One of them isn't even bribable. Said revoloutions even allow the original CIV to violate it's peace treaty and declare war on me.

I'm getting annoyed to the point where I'm considering bringing down my own settler and then abondoning the city.

Send in the entertainers. Once you get your culture above 50% in the city they will stop revolting.
 
On using V28, and Story Tellars have been deactivated, and haven't progressed far enough for any other type. IF I had a great entertainer I could try a culture bomb, but that's not a soloution viable for multiple cities.
 
How do I replace the incredibly annoying theme music with something else (such as one of my own songs)? What happened to 'Secret Agent Man', anyway? It was a perfectly good tune. :mischief:


Link to video.
 
On using V28, and Story Tellars have been deactivated, and haven't progressed far enough for any other type. IF I had a great entertainer I could try a culture bomb, but that's not a soloution viable for multiple cities.

Oh, that is right. They are available in the SVN, fixed so that they are not OP and with AI, I think, So they will be in v29.

How do I replace the incredibly annoying theme music with something else (such as one of my own songs)? What happened to 'Secret Agent Man', anyway? It was a perfectly good tune. :mischief:

I think all you need do is put the music in Assets/Sounds/Soundtrack/Title. It will then select one of the ones in there randomly for play at start. I kept all four when StrategyOnly cut it back to just the one due to complaints.
 
How do I replace the incredibly annoying theme music with something else (such as one of my own songs)? What happened to 'Secret Agent Man', anyway? It was a perfectly good tune. :mischief:


Link to video.

And we tried Secret agent man last year. It was removed at my insistence. ;)
 
I think all you need do is put the music in Assets/Sounds/Soundtrack/Title. It will then select one of the ones in there randomly for play at start. I kept all four when StrategyOnly cut it back to just the one due to complaints.
So if I put all my mp3s in there I get my music in game?
 
So I was kind of curious, who all owns the steam version of civ4 and has looked at the community hub? There are a lot of C2C image posts from the look of it.
 
You forgot

Enormous: 240 x 160
Immense: 300 x 200

Also, when I was going around adding those new map sizes, teh only script I found that was overriding the WorldSizeInfos was PW3, so I made it do the same thing for the two new sizes.

It is possible the have your custom map size? If yes.. how you do it?
 
Hey, has terrain damage been removed?
 
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