Caveman 2 Cosmos

But more importantly than the AI Handicap setting is this, finding out How the Barb AI gets top of the Line units, usually 2 levels above, before the player does. You have stone spear str 4 and the Barbs show up with Spearman str 6. Or you have Horsemen and the Barbs show up with Light Cavalry. That seems to be more important to me.
That was change recently. Originally what random barbarians spawn at was based on date not tech level. Those they build in cities are based on tech level. I think all barbarian spawns were changed to tech level only recently.
 
That was change recently. Originally what random barbarians spawn at was based on date not tech level. Those they build in cities are based on tech level. I think all barbarian spawns were changed to tech level only recently.
I wouldn't call it recently, TB did it like a year ago, give or take. Edit: Nov. 19. 2017. so half a year ago, I guess that is quite recent in relative terms.
 
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It's based on the leading player's tech level and from a coding perspective that's the easiest way to define it. Keep in mind, however, that it doesn't HAVE to be the same tech as what unlocks those units for the player. We could put techs in that leave a bit of a margin if we wish. Anyone could address that if they want to. I just put in what I did as a placeholder, figuring that eventually we'd revisit the subject.
 
The AI players have a bad habit of making new cities very long distances away from their next nearest city, often in areas disconnected by barbarians and other empires. Then they lose them because they can't defend them.
 
The AI players have a bad habit of making new cities very long distances away from their next nearest city, often in areas disconnected by barbarians and other empires. Then they lose them because they can't defend them.
I have had them cross a water ignoring three small islands (each big enough for two cities) then past an area with 4 barbarian cities to settle in a small space between the barbarians and me! :lol: They still had pleaty of room on their continent, even if they were at war with the other occupant. Also the resources that were near where they settled were available on those small islands.

This is very much what they did in vanilla also, but in vanilla they could keep their cities. It is a tactic to slow the player. I don't think the AI has been adjusted to take into consideration the C2C downside of putting a city so far away.
 
This is very much what they did in vanilla also, but in vanilla they could keep their cities. It is a tactic to slow the player. I don't think the AI has been adjusted to take into consideration the C2C downside of putting a city so far away.

Because of this basic tactic given to the AI by the game makers I have started to use a tactic also used by the AI thru C2C coding to cut the AI off from doing this. I use wooden towers and make a line of them at choke points to cut off areas from the AI. For a long time they have been doing something similar to claim land near a player especially with forts. But now I do it quicker with wooden towers manned by a cheap mil unit. And I use this especially if caught on a land mass between 2 AI. In addition I will now make exiles to kill off "wandering" ie encroaching AI workers who them selves are used to cut off land areas so they can plop a city close to the human player.

As the AI builds closer and closer to these lines I upgrade them to palisades and then eventually to Forts. And in strategic places my own city.

Also I use captured Neanderthal warrior or Thieves/rogues to take over and hold any tower/palisade that the AI has built but left unmanned.
 
It's especially bad when playing with "start as minor civs", because anyone with any strategic advantage can loot the cities for pretty much free.
 
It's especially bad when playing with "start as minor civs", because anyone with any strategic advantage can loot the cities for pretty much free.
We really don't recommend Start as Minors any more. We know the AI struggles with being in a perpetual state of war.
 
Because of this basic tactic given to the AI by the game makers I have started to use a tactic also used by the AI thru C2C coding to cut the AI off from doing this. I use wooden towers and make a line of them at choke points to cut off areas from the AI. For a long time they have been doing something similar to claim land near a player especially with forts. But now I do it quicker with wooden towers manned by a cheap mil unit. And I use this especially if caught on a land mass between 2 AI. In addition I will now make exiles to kill off "wandering" ie encroaching AI workers who them selves are used to cut off land areas so they can plop a city close to the human player.

As the AI builds closer and closer to these lines I upgrade them to palisades and then eventually to Forts. And in strategic places my own city.

Also I use captured Neanderthal warrior or Thieves/rogues to take over and hold any tower/palisade that the AI has built but left unmanned.
That is what I do, but in this case I was filling in while building an army to take out those 4-5 barbarian cities.

I don't think Watch Towers have a zone of control whereas palisades do (or maybe it is forts). This ZoC is very useful in blocking movement and controlling where the enemy has to attack.
 
Is there a way to adjust inflation modifiers in game, such as using BUG or another method? If not, could someone point out the memory address where the data is located? I have sort of a "magic spacemans/stable time loop" headcanon going, but the expenses add up to over a million gold per turn - I've had to edit the treasury amount (at address 092) in order to have the game stop thinking I had run out of money.

Thank you.
 
Is there a way to adjust inflation modifiers in game, such as using BUG or another method? If not, could someone point out the memory address where the data is located? I have sort of a "magic spacemans/stable time loop" headcanon going, but the expenses add up to over a million gold per turn - I've had to edit the treasury amount (at address 092) in order to have the game stop thinking I had run out of money.

Thank you.
Only through civics.
 
I suppose I should rephrase that, then - is there a way to reduce the accumulated amount of inflation that comes from hurrying buildings? I've got a tiny issue of 1200% to deal with at the moment...
 
I suppose I should rephrase that, then - is there a way to reduce the accumulated amount of inflation that comes from hurrying buildings? I've got a tiny issue of 1200% to deal with at the moment...
Only editing civic to math this 1200 will "fix" it.
 
Fixed it by adjusting values in CIV4GameSpeedInfo.xml, found in the Caveman 2 Cosmos file structure. I'll leave it there.
 
Fixed it by adjusting values in CIV4GameSpeedInfo.xml, found in the Caveman 2 Cosmos file structure. I'll leave it there.
Instead of messing with the GS file you could have adjusted the Hurry Inflation Decay Rate in one of the Global Define files. It's currently set to 1 which is Way Too Low now.

Also I believe this Define is set too high:

</Define>
<Define>
<DefineName>NEW_HURRY_MODIFIER</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>

Found in GlobalDefines.xml
 
Hurry Inflation Decay Rate in one of the Global Define files. It's currently set to 1 which is Way Too Low now.
The higher that value is the longer the inflation penalty from hurrying production lasts. It is currently set to 1 turn of increased inflation per hurry production.
Blitz and Normal decay every turn.
Long every second turn
Epic every third turn
... Eternity every 10 turn.
Also I believe this Define is set too high:

</Define>
<Define>
<DefineName>NEW_HURRY_MODIFIER</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>

Found in GlobalDefines.xml
That one means that if a building cost 100 hammers then it will cost 150 gold to do a hurry production.
200 hammers will cost 300 gold to hurry.
etc.
 
The higher that value is the longer the inflation penalty from hurrying production lasts. It is currently set to 1 turn of increased inflation per hurry production.
So I had it reversed.

I thought there was another one that caused the decay rate to increase After the penalty was removed. And it's the decay rate that is a major problem not the Penalty offset number of turns.
 
It's really hard to change religion in latest CVN. If i would try I had 432 turns of anarchy. I think it's a bag.
 
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