Caveman 2 Cosmos

I'll set all recycling buildings air pollution to -1 (they do air pollution only) then.
If they had 10 - then -2, if 15 then -3 and so on.

That is achieved via the Civics. Not sure what the building is supposed to do on top of the what the civics do.
Those recycling buildings aren't tied to civic.

And changes are done.

----------------------------
Fusion tech obsoletes all power plants.
Should I change it, so renewable energy power plants aren't obsoleted, and all fossil fuels and nuclear power plants are replaced by fusion power plant?
Renewable power plants still would have their niche.

It is like removing all horse carriages instantly, just because car got invented.
Cars took their time to replace horses.
Techs have their inertia before you can get things unlocked by them.
 
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So now you will have to remove the stuff from the civics then.
I meant no matter what civic you are running, you can build those buildings.
Those buildings should help no matter what garbage civic you are running anyway.

Some civics should have per pop property modifiers instead of flat modifiers.
Is per pop tag for properties integer, or float?

We don't have electricity property yet, so power plants are supposed to be capable to supply sufficient energy for the entire city.
Renewable power plants are obsoleted by Artificial Nucleosynthesis (essentially advanced fusion) anyway.
 
So there is no smooth way to adjiust properties per pop.... unless trick used in handicaps can be used too.
You can specify per/#of population. So 1 per 10 population. That's the rounded off version of .1 per pop.
 
@Thunderbrd this Notes for the next breaking of save game compatability cycle mentions 14 techs with different internal name and ingame name.
When I sorted all techs in TechInfos I found around 110 such techs. I commented all of them right above their first tag.
So its like this:
<!-- TechGameName -->
<type>TechName</type>

Several techs, that weren't tied in tech tree like cold fusion ended on bottom of file.
 
Possible very bad game breaking news with 38.5. It seems that that the ai is messed up again. I have watched the Ottomans build a tribe, delete it and build another one and not moving it out. Went into the world builder and no one has over 1 city except for me.
 
Possible very bad game breaking news with 38.5. It seems that that the ai is messed up again. I have watched the Ottomans build a tribe, delete it and build another one and not moving it out. Went into the world builder and no one has over 1 city except for me.
Clear cache
 
Clear cache
Deleting the cache did no good. The ai is only building ONE city and that is it.I even reinstalled C2C and ran through a fast game resulting in the other civs hitting sedentary lifestyle with only the 1 city. I'm afraid this is still messed up. I guess i'm through with this mod until it gets fixed.
 
Deleting the cache did no good. The ai is only building ONE city and that is it.I even reinstalled C2C and ran through a fast game resulting in the other civs hitting sedentary lifestyle with only the 1 city. I'm afraid this is still messed up. I guess i'm through with this mod until it gets fixed.
Are you sure, that you didn't download V38.1 by accident?

On what settings you are playing?
 
Are you sure, that you didn't download V38.1 by accident?
I guess that's possible but the link said it was 38.5.

On what settings you are playing?
I played a small map with blitz speed and left all other settings alone.

Could there be another cache somewhere I am missing. When I started C2C again after deleting the cache and reinstalling, some of the settings such as the map size i use and the snail speed did not go to default as i expected.
 
I played a small map with blitz speed and left all other settings alone.

Could there be another cache somewhere I am missing. When I started C2C again after deleting the cache and reinstalling, some of the settings such as the map size i use and the snail speed did not go to default as i expected.
Are you playing with Start As Minors by chance?

I think there is an option somewhere that is causing this for some folks and we need to isolate which option it is. I'm not seeing them having ANY trouble with spreading on my test game at all. In fact, I was under the impression that they have a hard time spreading via naval transport but I have one proving me very wrong right now, dotting cities all up and down my continent's coastline - he's the fastest spreading civ in the game. I mean, they aren't spreading recklessly and I'm sure economics and balancing other training and construction needs keep them from going at MAXIMUM spread speed but certainly no problems.

So if something is freezing up the AI from all expansion, it really has to be some option somewhere. Or an old version downloaded.
 
I played a small map with blitz speed and left all other settings alone.

Could there be another cache somewhere I am missing. When I started C2C again after deleting the cache and reinstalling, some of the settings such as the map size i use and the snail speed did not go to default as i expected.
Those settings are stored in ini, and its in same folder as cache.

Maybe you outrun AI easily and they didn't even research tribalism, when you can found cities?
 
@Thunderbrd this Notes for the next breaking of save game compatability cycle mentions 14 techs with different internal name and ingame name.
When I sorted all techs in TechInfos I found around 110 such techs. I commented all of them right above their first tag.
So its like this:
<!-- TechGameName -->
<type>TechName</type>

Several techs, that weren't tied in tech tree like cold fusion ended on bottom of file.
So you're just noting the ones that are needing to be updated?
 
Those settings are stored in ini, and its in same folder as cache.

Maybe you outrun AI easily and they didn't even research tribalism, when you can found cities?
Would't they need to research tribalism to get to sedentary lifestyle though. In my little test game one of them got there and still only had one city.
 
Those settings are stored in ini, and its in same folder as cache.

Maybe you outrun AI easily and they didn't even research tribalism, when you can found cities?
I did not see any ini settings where my cache folder was. There was 1 other folder there called "profiles". Nothing else.
 
So you're just noting the ones that are needing to be updated?
I sorted all techs in techinfos too, so they go from earliest to latest too.
So when you are going to break save compability by renaming tags, then you can rename over hundred techs too.

For now techs with different ingame name looks like that (notice comment at top of tech define):
Code:
<TechInfo>
            <!-- Elephant Domestication -->
            <Type>TECH_PACHYDERM_DOMESTICATION</Type>
            <Description>TXT_KEY_TECH_PACHYDERM_DOMESTICATION</Description>
            <Civilopedia>TXT_KEY_TECH_PACHYDERM_DOMESTICATION_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_TECH_PACHYDERM_DOMESTICATION_STRATEGY</Strategy>
            <Advisor>ADVISOR_MILITARY</Advisor>
            <iAITradeModifier>10</iAITradeModifier>
            <iCost>45</iCost>
            <Era>ERA_PREHISTORIC</Era>
            <iAsset>6</iAsset>
            <iPower>2</iPower>
            <bTrade>1</bTrade>
            <iGridX>16</iGridX>
            <iGridY>13</iGridY>
            <Flavors>
                <Flavor>
                    <FlavorType>FLAVOR_MILITARY</FlavorType>
                    <iFlavor>8</iFlavor>
                </Flavor>
                <Flavor>
                    <FlavorType>FLAVOR_PRODUCTION</FlavorType>
                    <iFlavor>1</iFlavor>
                </Flavor>
                <Flavor>
                    <FlavorType>FLAVOR_GOLD</FlavorType>
                    <iFlavor>1</iFlavor>
                </Flavor>
                <Flavor>
                    <FlavorType>FLAVOR_SCIENCE</FlavorType>
                    <iFlavor>1</iFlavor>
                </Flavor>
                <Flavor>
                    <FlavorType>FLAVOR_CULTURE</FlavorType>
                    <iFlavor>5</iFlavor>
                </Flavor>
            </Flavors>
            <OrPreReqs>
                <PrereqTech>TECH_ANIMAL_HUSBANDRY</PrereqTech>
            </OrPreReqs>
            <Quote>TXT_KEY_TECH_PACHYDERM_DOMESTICATION_QUOTE</Quote>
            <Sound>AS2D_TECH_PACHYDERM_DOMESTICATION</Sound>
            <SoundMP>AS2D_TECH_PACHYDERM_DOMESTICATION</SoundMP>
            <Button>,Art/Interface/Buttons/TechTree/ElephantRiding.dds,Art/Interface/Buttons/RoM_Techtree_Atlas.dds,4,6</Button>
        </TechInfo>
 
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