Caveman 2 Cosmos

Guys, if you love C2C and have a Twitter account (and if you don't yet, just start one to help this thing get out there further!) then go to
@thunderbrd1 and retweet out my pinned release tweet! https://twitter.com/thunderbrd1 And it can't hurt to also help boost the let's play posts from @IdioticUlt1mara while you're at it!

I'm also not on Facebook myself but if YOU are, take this twitter post and make it a FB post and start spreading it around there too! Let's get the word OUT!
 
In reference to that Normal-Duel-Settler game I started a while ago, I recently reached AD1930. I am a little way into researching Transhuman era techs, and building mostly early Modern era buildings. So very many buildings get obsoleted before I ever see them available to be built. I am still getting about one tech per turn, but now and then a tech takes two turns.

I have not as yet updated to v38. I will probably wait until this game ends to do so.
 
In reference to that Normal-Duel-Settler game I started a while ago, I recently reached AD1930. I am a little way into researching Transhuman era techs, and building mostly early Modern era buildings. So very many buildings get obsoleted before I ever see them available to be built. I am still getting about one tech per turn, but now and then a tech takes two turns.

I have not as yet updated to v38. I will probably wait until this game ends to do so.
A lot was done to make your settings work a bit better since you reported last.
 
In reference to that Normal-Duel-Settler game I started a while ago, I recently reached AD1930. I am a little way into researching Transhuman era techs, and building mostly early Modern era buildings. So very many buildings get obsoleted before I ever see them available to be built. I am still getting about one tech per turn, but now and then a tech takes two turns.

I have not as yet updated to v38. I will probably wait until this game ends to do so.
That combination will work better after additive modifiers of Handicap, Map size and Beeline stings will be replaced with multiplication - Normal-Duel-Settler will see 3x more expensive techs.
You should be in Modern era by 1930.
 
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I have not been on here too much for a long time, but I still play C2C quite a bit. Thanks for all the hard work all of you do with this mod. I have not touched vanilla Civ4 since I found this years ago. I'm trying to see how far I can go with my latest game before I get the new release though. I just got to the classical era with it last night.
 
Is it possible to change research costs for each era, by era (as opposed to cost of all research), during a running game, for all players?

I'm currently in Medieval era and techs are taking about 2-3 turns for (maybe a bit longer for AI as I am larger than all but one), but I feel this too fast. I think I would like techs to be about minimum 5, perhaps even 10 turns. I attempted to modify iResearchPercent but didn't see an appreciable difference; instead, I learned that iResearchPercent applies to the game as a whole based on the era in which the game was started. Thus, I can't have a different modifier for all Classic era techs, then a higher one for Medieval era. Nor would it be useful to simply change iResearch for the era this game started in, as that would penalize AI that have fallen behind.

Hmm, I might simply increase the iResearch anyway and then turn on some of the AI-favorable options via worldbuilder, and bump it more if research starts getting short again.
 
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attempted to modify iResearchPercent but didn't see an appreciable difference; instead, I learned that iResearchPercent applies to the game as a whole based on the era in which the game was started. Thus, I can't have a different modifier for all Classic era techs, then a higher one for Medieval era. Nor would it be useful to simply change iResearch for the era this game started in, as that would penalize AI that have fallen behind.
Used to be the case but no longer. A change JUST before release made iResearchPercent count to adjust tech costs for the era the game is in.

It's sounding like we might need to adjust that progression.

That said, the tech cost formula needs to go back to what we had at the beginning of the v38 cycle. I hope we can do this without screwing up the timing of tech progression too much. I'm finding it perfect throughout the Prehistoric era.
 
Is it possible to change research costs for each era, by era (as opposed to cost of all research), during a running game, for all players?

I'm currently in Medieval era and techs are taking about 2-3 turns for (maybe a bit longer for AI as I am larger than all but one), but I feel this too fast. I think I would like techs to be about minimum 5, perhaps even 10 turns. I attempted to modify iResearchPercent but didn't see an appreciable difference; instead, I learned that iResearchPercent applies to the game as a whole based on the era in which the game was started. Thus, I can't have a different modifier for all Classic era techs, then a higher one for Medieval era. Nor would it be useful to simply change iResearch for the era this game started in, as that would penalize AI that have fallen behind.

Hmm, I might simply increase the iResearch anyway and then turn on some of the AI-favorable options via worldbuilder.
You can always redirect your commerce to science conversion:
Gold for unit upgrades and hurrying, culture for faster border growth and espionage for spying your enemies.

What map size/handicap/speed you are playing?
What is your date? For Medieval it should be something between 600 and 1300 AD.
 
That said, the tech cost formula needs to go back to what we had at the beginning of the v38 cycle. I hope we can do this without screwing up the timing of tech progression too much. I'm finding it perfect throughout the Prehistoric era.
I did simulation of changing modifiers to purely multiplicative modifiers and other simulation of removal map size modifier altogether.
Only edge cases are going to see tech cost changing by more than 10% when switching to purely multiplicative modifiers.
I also marked places where cost is going to change between 5 - 10% of absolute value.

After removal of speed modifiers smaller maps will see increase of tech costs and bigger maps will see decrease of tech costs.

Beeline Stings will modify past tech costs differently too.
 

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You can always redirect your commerce to science conversion:
Gold for unit upgrades and hurrying, culture for faster border growth and espionage for spying your enemies.

What map size/handicap/speed you are playing?
What is your date? For Medieval it should be something between 600 and 1300 AD.

At the moment, 2 techs into Medieval at 831 AD.

The problem with simply adjusting my slider is that I still benefit indirectly from the fast techs, just that the commerce is going to other things; likewise, it would not affect the AI, who would quickly outpace me if I simply hampered myself with a slow tech rate (even if I could catch up again via espionage perhaps). In my current game, I feel that my position ahead of the AI is appropriate given many factors in the game (chiefly the extent and position of my civ), as well as unit and build rates (so simply playing a slower game speed wouldn't be advisable). So, I would like to maintain that relative position, and the build rate of everything else, but just have slower tech progression overall.
 
At the moment, 2 techs into Medieval at 831 AD.

The problem with simply adjusting my slider is that I still benefit indirectly from the fast techs, just that the commerce is going to other things; likewise, it would not affect the AI, who would quickly outpace me if I simply hampered myself with a slow tech rate (even if I could catch up again via espionage perhaps). In my current game, I feel that my position ahead of the AI is appropriate given many factors in the game (chiefly the extent and position of my civ), as well as unit and build rates (so simply playing a slower game speed wouldn't be advisable). So, I would like to maintain that relative position, and the build rate of everything else, but just have slower tech progression overall.
Hm so calendar is bit late for you.
You didn't say on what map size, difficulty and speed you play.
 
Good job with the new release! The mod gets better and better every time.

You should fire up the bug report topics for the new release. I have a report. Nothing serious just a little problem in the Sevopedia, in the Traits part of the Leaders tab.
 
Good job with the new release! The mod gets better and better every time.

You should fire up the bug report topics for the new release. I have a report. Nothing serious just a little problem in the Sevopedia, in the Traits part of the Leaders tab.
We're awaiting DH's involvement in that as classically he takes this role.
 
I went ahead and decided to get the new release. I am not very far into it yet, but it looks very good so far. Changing the early wonders you get before sedentary lifestyle looks like a good idea, because you can only have 1 of them now. I had been getting as many as 3-4 of them before, giving me a big advantage. I still have a decent advantage though, at least on my continent, because i popped a hunter from a goody hut. It finally died, but not before being a great help to me in 2 ways. Subduing animals and getting me a great hunter which I promptly upgraded and sent out.
 
Just small nitpick: You didn't update how many techs we have:

734+ Technologies
f4g1Fo9.jpg

We have now 929+ Technologies
Spoiler This screenshot doesn't have updated religious icons though :
5VK67V7.jpg
 
Just small nitpick: You didn't update how many techs we have:



We have now 929+ Technologies
Spoiler This screenshot doesn't have updated religious icons though :
5VK67V7.jpg
Make sure to tag @strategyonly so he sees this sort of first page update request.
 
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