Caveman 2 Cosmos

Apologies for the incredibly dumb question, but how do i clear the cache?

As you can tell, i'm about as technologically illiterate as they come.
Go to here: C:\Users\<username>\Documents\My Games\Beyond the Sword and delete Cache folder.
That is for pre-steam version for Windows 7.
 
Time for my annual complaint about the properties! Currently the AI has better information about the properties than is given to a player. All that a new player is given is that negative numbers are good and positive numbers are bad except for Education which is the other way around. Isn't there some way we can give some guidance to players, especially new players? E.G. have the numbers green when they are fine, yellow when they are becoming a concern and red when they are very bad and need immediate action?

An simplistic, old and probably now incorrect example for Crime could be:-

Fact:
At Tech X in column 15 a bunch of major crimes become available. They require Crime at value N.​
Rules:
Before you reach a tech in column 13 any value of Crime is OK so the number stays green but once you reach column 13 the number, if above N, turns yellow.

Once have started researching the tech (or get the tech) and Crime is N or above the number is red.

It also goes red if the Crime is below N but the change in Crime last turn indicates it will go over N in less that 2 turns, yellow if it will go over in less than 10 turns.​

What I am after is some guidance for new players with a default set of rules for the value and change in value of the properties that can be displayed easily. This is something missing from the Properties at the moment. Elsewhere I have discussed the idea of letting a more experienced player set up these rules for themselves to better suit their way of playing but that is another project.
I suppose we could call on one of the AI routines to show a green yellow or red indicator, Green (property is in a very good status), Yellow, (property may not be something you should be panicking about but it's not great - AI doesn't react here yet), or Red (property status is probably rather painful right now - an AI would be reacting if it can.)

Can an AI function result be exposed to python? I'm sure it can... I just haven't tried to do that before. AI functions are treated a little funny in some technical ways I'm not completely clear about (virtuals).
 
I suppose we could call on one of the AI routines to show a green yellow or red indicator, Green (property is in a very good status), Yellow, (property may not be something you should be panicking about but it's not great - AI doesn't react here yet), or Red (property status is probably rather painful right now - an AI would be reacting if it can.)

Can an AI function result be exposed to python? I'm sure it can... I just haven't tried to do that before. AI functions are treated a little funny in some technical ways I'm not completely clear about (virtuals).
That would be a good start.
 
I found out, that you start getting crimes at 350 on Sedentary lifestyle and at 75 on Classical lifestyle x-grid assuming you researched techs, that unlock these crimes.
I made guide to properties earlier.
 

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I found out, that you start getting crimes at 350 on Sedentary lifestyle and at 75 on Classical lifestyle x-grid assuming you researched techs, that unlock these crimes.
I made guide to properties earlier.
:lol: That is not a guide it is some of the the bare facts with no guidance at all.

Guidance, using the Australian Cultural Imperative (only used when talking to foreigners)
  • Green - "No worries mate."
  • Yellow - "Crikey"
  • Red - "Struth/Strewth"
There is a higher level one but that only happens when beer is involved, mostly by not being present or having plutonium in it.:lol::joke:
 
I suppose we could call on one of the AI routines to show a green yellow or red indicator, Green (property is in a very good status), Yellow, (property may not be something you should be panicking about but it's not great - AI doesn't react here yet), or Red (property status is probably rather painful right now - an AI would be reacting if it can.)

Can an AI function result be exposed to python? I'm sure it can... I just haven't tried to do that before. AI functions are treated a little funny in some technical ways I'm not completely clear about (virtuals).

Like I said before, the AI needs to take the current direction of change of a property into account too, not just the current level. Otherwise the AI will systematically over-train property control units. You can curb that by making the AI more apathetic towards properties, but then the AI will respond too slow to emergencies.

It is a core concept in strategy that to solve a problem, you use the right amount of force on it. Not too much and not too little. Fiddling with parameters won't give a satisfactory outcome if the algorithm is clunky.
 
Like I said before, the AI needs to take the current direction of change of a property into account too, not just the current level. Otherwise the AI will systematically over-train property control units. You can curb that by making the AI more apathetic towards properties, but then the AI will respond too slow to emergencies.

It is a core concept in strategy that to solve a problem, you use the right amount of force on it. Not too much and not too little. Fiddling with parameters won't give a satisfactory outcome if the algorithm is clunky.
Which is what I was alluding to in my example. If the current level is "Danger! Danger, Will Robinson." but in 2-3 turns it will be "Oh! The pain, the pain" then the latter is the displayed alert level.
 
Like I said before, the AI needs to take the current direction of change of a property into account too, not just the current level. Otherwise the AI will systematically over-train property control units. You can curb that by making the AI more apathetic towards properties, but then the AI will respond too slow to emergencies.

It is a core concept in strategy that to solve a problem, you use the right amount of force on it. Not too much and not too little. Fiddling with parameters won't give a satisfactory outcome if the algorithm is clunky.
If you can code all that have at it.

Building demands do value based on some of that thinking and the overcomplication causes problems with the caching. Kiss is always preferable for ai programming. A little overreaction just means more margin to be unconcerned for a longer stretch later.
 
Time for my annual complaint about the properties! Currently the AI has better information about the properties than is given to a player. All that a new player is given is that negative numbers are good and positive numbers are bad except for Education which is the other way around. Isn't there some way we can give some guidance to players, especially new players? E.G. have the numbers green when they are fine, yellow when they are becoming a concern and red when they are very bad and need immediate action?

An simplistic, old and probably now incorrect example for Crime could be:-

Fact:

At Tech X in column 15 a bunch of major crimes become available. They require Crime at value N.​
Rules:

Before you reach a tech in column 13 any value of Crime is OK so the number stays green but once you reach column 13 the number, if above N, turns yellow.

Once have started researching the tech (or get the tech) and Crime is N or above the number is red.

It also goes red if the Crime is below N but the change in Crime last turn indicates it will go over N in less that 2 turns, yellow if it will go over in less than 10 turns.​

What I am after is some guidance for new players with a default set of rules for the value and change in value of the properties that can be displayed easily. This is something missing from the Properties at the moment. Elsewhere I have discussed the idea of letting a more experienced player set up these rules for themselves to better suit their way of playing but that is another project.

How do you figure the AI knows more about the properties as the human player does?


Your example of reaching a tech which enables Crimes is a prime example of what the AI has no idea about. The AI just knows the current property values, some of the property effects from Buildings you can build but not all of them and the AiWeight and operational ranges of each property. The AI has no idea about the negative impact from things like Diseases but the human player can figure this out from the buildings list.

The only thing that is really lacking there is documention especially for new players.
 
Yeah it would be nice to see for example where is dynamic equilibrium of properties.
From my test it seems equilibrium of crime (Noble) and disease without property counters and 1 population in city is around 60.
Education is slow to climb (its climbing rate depends solely on difference between demand and supply, decay probably kicks in later, all properies probably are like this when being on good side), but would fall as crime and disease.

Things could be different if property consumers were at 100 and property producers were at 101.
 
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@Thunderbrd I found another fossil:
Barbarian civ has a lot of entries like this:
<Building>
<BuildingClassType>BUILDINGCLASS_VERSAILLES</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Unit>
<UnitClassType>UNITCLASS_ITHOBAAL</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>

Its in CIV4CivilizationInfos
 
@Thunderbrd I found another fossil:
Barbarian civ has a lot of entries like this:
<Building>
<BuildingClassType>BUILDINGCLASS_VERSAILLES</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Unit>
<UnitClassType>UNITCLASS_ITHOBAAL</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>

Its in CIV4CivilizationInfos
And why shouldn't it contain those entries?
 
Other NPCs entries don't contain them at all.
That's because other NPC's don't need them...
There was an issue with barbarians building wonders and world units a couple of years back, and therefore wonders were disabled in those entries for the barbarian NPC.

The issue might have been resolved in the dll code at a later stage, but I wouldn't know anything about that. Perhaps they are no longer necessary, but it don't hurt to have those entries there.
 
That's because other NPC's don't need them...
There was an issue with barbarians building wonders and world units a couple of years back, and therefore wonders were disabled in those entries for the barbarian NPC.
Are those all Earthly National/World/Group wonders?
 
From terrain/features I got these combinations of terrains and features.

Oasis can't be next to each other, next to river and next to coast. Can't be placed on Hill.
Flood Plains must be on tile bordering river and must be on flat terrain.
Cactus, Tar Pit and Peat Bog must be on flat terrain.
Forest/Ancient Forest are essentially same thing.

Allowed features on terrain (Earth):
Salt Flat - Nothing.
Dunes - Oasis, Flood Plains, River, Desert Outcrop.
Desert - Oasis, Flood Plains, Cactus, Savanna, Tar Pit, Desert Rocks, River.
Scrub - Oasis, Flood Plains, Forest, Cactus, Savanna, Very Tall Grass, Tar Pit, Rainwater Basin, Desert Rocks, River.
Plains - Flood Plains, Forest, Bamboo, Savanna, Very Tall Grass, Tar Pit, Peat Bog, Rainwater Basin, River.
Grassland - Jungle, Forest, Swamp, Bamboo, Savanna, Very Tall Grass, Tar Pit, Peat Bog, Rainwater Basin, River.
Taiga - Forest, Tar Pit, Peat Bog, Rainwater Basin, Polar Rocks, River
Tundra - Tar Pit, Rainwater Basin, Polar Rocks, River.
Permafrost - Polar Rocks, River.
Ice - Tar Pit, Polar Rocks.

Jagged - Tar Pit, Volcano, Polar Rocks, River.
Badland - Tar Pit, Volcano, Desert Rocks, River.
Barren - Tar Pit, Volcano, Dark Rocks, River.
Rocky - Forest, Bamboo, Savanna, Very Tall Grass, Tar Pit, Volcano, Dark rocks, River.
Lush - Jungle, Forest, Swamp, Bamboo, Mangrove, Very Tall Grass, Tar Pit, Rainwater Basin, River
Marsh - Jungle, Forest, Swamp, Bamboo, Mangrove, Very Tall Grass, Tar Pit, Rainwater Basin, River
Muddy - Jungle, Flood Plains. Forest, Swamp, Bamboo, Mangrove, Very Tall Grass, Tar Pit, Rainwater Basin, River.

Water features:
Reef and Coral - Temperate Coasts and Lakes.
Sea Grass - Temperate/Tropical Coasts
Kelp - Temperate/Polar Coasts
Ice - Polar Coasts/Seas/Oceans/Trenches.

Are they all right?
That guide can be useful for Earth map makers.

Spoiler All Earth terrains with allowed features :

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I always disagreed with Peat Bog not being on hills but settled for swamp being on hills.

Tar Pit should not be on Ice which is basically glacier.

The rest look good.
 
I always disagreed with Peat Bog not being on hills but settled for swamp being on hills.

Tar Pit should not be on Ice which is basically glacier.

The rest look good.
Then these should be changed in featureinfos.
 
Not sure I'd agree with Rocky having Forest on it. Possibly a savannah type, very sparse, but not a full forest really.
I also never really understood why Savannah has a production like Forest has at all. I'd likely make that an extra food instead of a production, from herds wandering the savannah.
 
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