Caveman 2 Cosmos

On the trade route issue. The argument is that the trade route calculation is expensive when not just when Advanced Economics is active because it calculates trade routes every turn. It is also "unfair" because player one gets the best trade routes.

Why are there trade routes - probably because trade in the real world can't be simulated by the trade mechanism in Civ.

So why throw them out why not have a different mechanism. Why not just set-up and change trade routes between nations when you talk to them via the diplomacy screen and then only the calculation of the income needs to be done each turn.

Have a new diplomacy function "Establish Trade Network". See if there are any spare route ends in each nation and join them. Perhaps see if more profitable routes between these nations than currently exist from these nations to other parties. Take into account diplomacy.
 
I did not know it was "un-fair" and that one player got the best deal. I thought all players got routes with the best cities for them, regardless if any other players already had routes with the same cites. Thought the rule of only one route with each foreign city was only valid per player and that each player coud have 1 trade route each with all other foreign cities.

Cheers
 
To those who wonder where this Trade Route discussion came from see this thread in the Rise of Mankind-A New Dawn sub-forum. http://forums.civfanatics.com/showthread.php?t=529079

It's a "possible" new direction for Trade and several Set up Options that both mods use (like Advanced Economy for one). Feel free to read and contribute.

JosEPh
 
Hi, I've run into a problem and I was hoping you guys could help, I'm playing as England and I've reached the point where I should have modern Armour, I've researched all the required techs and have tanks and oil products but it's not available for construction.

Are there other requirements that aren't mentioned in the civpedia or is it a bug?

btw I am running v33, downloading v34 now.
 
Hi, I've run into a problem and I was hoping you guys could help, I'm playing as England and I've reached the point where I should have modern Armour, I've researched all the required techs and have tanks and oil products but it's not available for construction.

Are there other requirements that aren't mentioned in the civpedia or is it a bug?

btw I am running v33, downloading v34 now.

It'd be nearly impossible for me to comment on any v33 bugs at this point as we're well past that point. Strong likelihood it's been resolved by now.
 
Hi, I've run into a problem and I was hoping you guys could help, I'm playing as England and I've reached the point where I should have modern Armour, I've researched all the required techs and have tanks and oil products but it's not available for construction.

Are there other requirements that aren't mentioned in the civpedia or is it a bug?

btw I am running v33, downloading v34 now.

It'd be nearly impossible for me to comment on any v33 bugs at this point as we're well past that point. Strong likelihood it's been resolved by now.

I dont believe it was a bug or anything, it more or less having to do with meeting ALL the requirements of ALL the other requirements to make Modern Armorer(Meeting just the requirements for Mod Arm is not all, check everything that makes it a unit also, like coal/iron for an example, i'm just sayin'), i always have to go back and check and see what EACH thing that lead up to the unit or building needs for a requirement, if that makes any sense??:crazyeye:
 
I dont believe it was a bug or anything, it more or less having to do with meeting ALL the requirements of ALL the other requirements to make Modern Armorer(Meeting just the requirements for Mod Arm is not all, check everything that makes it a unit also, like coal/iron for an example, i'm just sayin'), i always have to go back and check and see what EACH thing that lead up to the unit or building needs for a requirement, if that makes any sense??:crazyeye:

Thanks for the reply, I updated v34 and still can't build them.
how am I supposed to figure out the requirements for units are if it isn't what's mentioned in the civpedia?
I've met those requirements, if I turn on the option to show all units and hold my mouse over modern armour it still doesn't tell me what the requirements are.
I don't know where else to look.
 
Thanks for the reply, I updated v34 and still can't build them.
how am I supposed to figure out the requirements for units are if it isn't what's mentioned in the civpedia?
I've met those requirements, if I turn on the option to show all units and hold my mouse over modern armour it still doesn't tell me what the requirements are.
I don't know where else to look.

In any of the areas you have looked have any RED anywhere? Look at EACH of the things that require Mod Arm.
 
Both the Sevopedia and the hover over get their information on requirements from the XML. I am not sure that either show all the detail than may be in the expression system. Does anyone know if they do?
 
In any of the areas you have looked have any RED anywhere? Look at EACH of the things that require Mod Arm.

I went through the tech tree, I hadn't missed any, looking at the civpedia modern armour page there is no red text and in one of my Mil production cities, the only red text is for combat simulator, which as far as I understand is just an upgrade to the military base with no units unlocked.
Finally I double checked I'd got all the wares and products that could possible be required
as far as I can tell it just hasn't unlocked when it was supposed to, Hyperbaric tanks not unlocked too.
although all the other tanks are, light, heavy etc.

It occurs to me that I started this save on v32 and have gone through the rejigging the doodads twice, maybe it's got a bit confused.
Thanks for your help strategyonly, I'll try starting a new game.
 
I think this is an awesome mod idea and am going to try it as soon as it finishes and i bring up my BTS game again :king:. I was just wondering if you might consider expanding it to Warlords and the base game. :)
 
I think this is an awesome mod idea and am going to try it as soon as it finishes and i bring up my BTS game again :king:. I was just wondering if you might consider expanding it to Warlords and the base game. :)

It is highly unlikely. The code and XML are totally different. Functions we use are not in the earlier versions.
 
Is there a specific reason the paleolithic myths do not require the palace and can be build anywhere?
 
Yes, each give a free building in every city and the main building can not be built in teh same city as this fre building, so you can only build it in one city ever, after taht the free building granted stops it from being built again elsewhere.
A very nifty approach I must add.

Cheers
 
Is there a specific reason the paleolithic myths do not require the palace and can be build anywhere?

People were complaining that they could not build them in their science city, so they have been changed to pseudo National Wonders. All the myth buildings that currently require the Palace will be changed eventually.
 
Currently im playing China and im ending war with Babylonia. What was strange (and in some way cool) that Hammurabi build his military power mostly on Tammed Animals. Can be seen as bug but its not because my other neighbour (Ghandi) is using normal military units. Also Ghandi is training a lot of bandit units and assassins. Hammurabi is (was) more passive and dont send cirminals on me :P

Anyway, nice diveristy.
 
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