Caveman 2 Cosmos

It isn't game breaking, I am mostly just happy with the game not crashing anymore after 2 hours and getting swamped by like 12 exiles/thieves in a city early on making crime nearly impossible to control.

Thanks for your responses, I believe I have the speed set to "Eternity"
 
Hello. Sorry I am new here. First I want to say love this MOD and thanks all the creators for it... Me problem.. I have played on v 36 or 35 and i finished it few times. I have some freeze after end of turn but it happend in about every 50-100 turn now I deleted old version of c2c and put v38.5 and it is happend every 5 turns... Can you help me and tell me what is wrong ? Becouse I couldn't find here such problem. Maybe me computer is little bit slow but he was running good on older versions. I put Standard map Marathon speed Immortal level and 21 opponent (maybe this is the issue - to many opponents ? )
 
Do you mean the game freezes permanently? It's normal for the game to freeze while it is processing turns. In my 7 players, gigantic map game I'm in the classical era and each turn takes around 15 seconds to process.
 
Hello. Sorry I am new here. First I want to say love this MOD and thanks all the creators for it... Me problem.. I have played on v 36 or 35 and i finished it few times. I have some freeze after end of turn but it happend in about every 50-100 turn now I deleted old version of c2c and put v38.5 and it is happend every 5 turns... Can you help me and tell me what is wrong ? Becouse I couldn't find here such problem. Maybe me computer is little bit slow but he was running good on older versions. I put Standard map Marathon speed Immortal level and 21 opponent (maybe this is the issue - to many opponents ? )
Do you mean the game freezes permanently? It's normal for the game to freeze while it is processing turns. In my 7 players, gigantic map game I'm in the classical era and each turn takes around 15 seconds to process.

It is freeze for 10 min... so its crash you cant do nothing. I have played big maps and turn some times takes 5 min on me PC but not freeze/crash
Do you mean the game freezes permanently? It's normal for the game to freeze while it is processing turns. In my 7 players, gigantic map game I'm in the classical era and each turn takes around 15 seconds to process.

No it is crash not freeze
 
I have ultimate subduer - 100% success rate.
Spoiler :

Civ4BeyondSword 2018-08-22 16-27-15-82.jpg

I also pick promotions, that allows hunting of bigger, meaner animals, that are in groups too.

I think these promotions are remnant of old system.
Spoiler :

Civ4BeyondSword 2018-08-22 16-45-39-20.jpg



I'm playing on Emperor - Noble feels like Settler in my opinion.
 
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I have ultimate subduer - 100% success rate.
Not unusual for a Master Hunter. You might want to pick a few more Bottleneck promotions, since this unit has a Party group size (and only very large groups have any chance of defeating this unit), plus a few stealth attack promotions (even without enhanced stealth this unit seems to get stealth attacks according to your screenshot). The Sting promotion is not that important compared to the other ones, I think. Quality upgrade is always nice, as well, but only if you don't need to adapt the unit any further (losing the XP can be a real pain).
 
Hello Everybody.

I´m playing a 38.5 game, and i find annoying the animals on interior lakes. Is there any posibility of making naval units in cities near interior lakes to get rid of it?. I´m on renaissance and i have ornithoterps air units but they only do 40% damage so i can´t kill them. Also i think that animal spreading must decrease as you build newer/modern roads (i have paved roads now) because is annoying having so much animals on reinassance and so on.
 
Hello Everybody.

I´m playing a 38.5 game, and i find annoying the animals on interior lakes. Is there any posibility of making naval units in cities near interior lakes to get rid of it?. I´m on renaissance and i have ornithoterps air units but they only do 40% damage so i can´t kill them. Also i think that animal spreading must decrease as you build newer/modern roads (i have paved roads now) because is annoying having so much animals on reinassance and so on.

Hi there. They are pretty easy to kill off with few ranged attacks.
 
Hello,
I´m checking that solution but it´s not so easy Tajo, you have a ranged assault damage limit so you can´t kill them completely. In anyway thanks for suggesting. Are there another ideas?
 
If you don't mind using world builder you can press ctrl+w (avoid seeing the minimap for spoilers) and manually delete the units by right clicking them.
 
Mmmmm, I don´t think that using world builder is a solution. For me using word builder is cheating. It would be nice to have some naval unit for fresh water lakes instead of doing ranged damage. To kill this units with ranged attack you have to do it with an unit with 100% max ranged damage (improved with promotions) and that is very difficult.
 
It has been suggested that the Hunter line have this ability, ie the ability to kill units on fresh water lakes but not seas. It probably should require nets and/or gunpowder.

edit re Great Farmer

I can't find the discussion on the Great Farmer taking so long or its work rate scaling incorrectly, so I am posting here.

It is possible for us to remove a lot of what is in the Python and put it in the XML. Basically it would be
  • same current Python call to ensure that there are no discovered or undiscovered resources on the plot
  • XML BuildInfos entry to control work rate cost
  • Python onImprovementBuilt to add the resource after the work is done.
Disadvantages: Need a duplicate set of BuildInfos, one for each plant and animal

Advantages:
  • uses normal scaling factors for work rate
  • new ones can be added in the XML (almost)
  • subdued animals can use the same code
edit 2 it may need a special set of improvements as well but then it could also fix the problems with the forestry and terriforming stuff also.
 
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edit 2 it may need a special set of improvements as well but then it could also fix the problems with the forestry and terriforming stuff also.
I don't know this for sure, but didn't we add tags to replace the python entirely on all this?
 
There are too many things, that seems to have intentionally same name...
That is that DLL and XML edits for links are necessary.
 
@Thunderbrd it appears recosting was bit incosistent - in first 3 columns I managed to find several recosting errors, that is building was recosted after least expensive tech not most expensive tech.
Also i'm checking building prereqs of buildings.
That is if prereq of X doesn't appear later than X.

I already made sure, that resource prereq doesn't appear later than building.
Something could slip due to recosting errors though.

All modifiers are set to 100 and I have recosting guide in excel, so its easy to check.

There is weird issue with Jade Carvers:
They are unlocked at Carving (X8), but they need building unlocked at Barter (X12, Jade Merchant local) or Trade (X24, Jade Importer), that is much later.
Cultural Jade Carvers have additional proxy tech prereqs:
Liangzhu - Celebration (X17)
Olmec - Megalith Construction (X16)
Shang - Sacrifice Cult (X23)
You need 9 techs from staring point to reach Carving, and you need 42 techs to reach Barter from staring point.

From description of Jade Merchant/Importer it sounds like it should be like this:
At Carving you have Jade Carver, that needs Jade in city vicinity.
At Barter/Trade you can build Jade Traders, that you can build anywhere as long as one of cities has Jade Carver.
------------
Executioner's Hut (X8 - Conduct) required Chief's Hut (X15 - Chiefdom).
Removed this requirement.
Chief's Hut also required Chiefdom civic.

Jewelry Store (X10 - Personal Adornment) required Gem Cutter (X22 - Mining).
Removed this requirement.
Here seems like Gem Cutter should require Jewelry Store not vice wersa.

Ger requires Equine Domestication (X16)/Portable Shelters (X12) and Stable, but Stable is now at Animal Riding.
Bumping Ger prereq to Animal Riding/Portable Shelters.
Ger is religious building, that needs Tengrism, and this religion with tech of same name needs Animal Riding.
Animal Riding is one column right to Equine Domestication.
Equine/Camel/Elephant Domestication are OR prereqs for Animal Riding.

Enclosure - Amphibian Pond (X12 - Animism) requires Zoo (X58 - Zoology) or Carnival (X24 - Trade).
Moving Tech Prereq to Trade (You will have researched Animism if you research Trade).

Bamboo Bridge (X13 - Carpentry) is two columns ahead of Stone Bridge (X11 - Stone Bridge), but Stone Bridge replaces Bamboo Bridge....
Next one - Brick Bridge is at Masonry (X24)
This means I need to look for better place for it.
Megalith Construction (X16) looks good enough - this is effectively more advanced version of Stone Building tech.
Stone Bridge will now require Megalith Construction.

Flocks of.... Effect are limited to Earth (Poultry Domestication)

Removed obsolete building prereq from Imu - Stick Gatherer is obsolete at Earth Oven (Fire Making needed for that tech obsoletes it).
Prehistoric era has been revised.---------------------------------------------------------------------------

Brahmin Library (religious, X21 - Caste System) requires School of Scribes (X28 - Writing).
Brahmin Library now requires Caste System and Writing.

Thlaloc's Altar (religious Great Wonder, X23 - Sacrifice Cult) requires Temple of Tlaloc (religious, X33 - Mathematics)
Thlaloc's Altar now requires Mathematics - You will have researched Sacrifice Cult when you research Mathematics.

Mausoleum (X24 - Masonry) requires Graveyard (X30 - Scriptures)
Mausoleum will require Scriptures instead of Masonry - You will have researched Masonry when you research Scriptures.

Leadsmith (X24 - Lead Working) requires Forge (X25 - Metal Casting) or Foundry
Leadsmith will require Lead Working an Metal Casting.

Whale Oil Maker (X25 - Oil Lamps) requires Whaler's Dock (X46 - Commercial Whaling)
Whale Oil Maker was moved TWO WHALE eras ahead into Medieval era - now it will require Commercial Whaling - If you have Commercial Whaling, then you already researched Oil Lamps along the road.
As a result Barter Post prereq will be removed - it is obsoleted in Classical era - There was Barter Post OR Trading Post as secondary building prereqs.
Whale Oil resource will have unchanged tech reveal.

National Mint (National Wonder, X25 - Metal Casting) requires Bank (X48 - Banking)
And another one is sent two eras into future.<BuildingClasse
National Mint will require Banking instead of Metal Casting - you will have that tech by time you reach Banking.

National Archives (National Wonder, X28 - Writing) requires Library (X34 - Literature)
Moved National Archives to Literature - You will have researched Writing when you research Literature.

Ancient Veterinarian (X30 - Veterinary Medicine) required Officium (X35 - Officium)
Removed that requirement - It isn't possible to have two pairs of building OR requirements:
[Counter Hut OR Officium] + [Cat Breeder or Dog Breeder]
Unless GOM allows that but idk how to use that.
Whole Ancient era is now revised.---------------------------------------------------------------------------

River Authority (X32 - Mathematics) requires Courthouse (X33 - Code of Laws)
River Authority now requires Mathematics and Code of Laws

Olympic Games (Great Wonder, X34 - Athletics) requires Colosseum (X35 - Construction)
Olympic Games now requires Athletics AND Construction.

Porcelain Workshop (X38 - Aesthetics) required Potter's Workshop (X45)
Now it requires Potter's Hut - These don't obsolete.
Classical era is done.------------------------------------------------------------------------------------

Catacombs no longer require Bunker or Bomb Shelter - not enough overlap in first case (only 2 columns) and Catacombs is obsolete by time Bomb Shelters are available.
Now it requires only Castle or Star Fort.

Hand Water Pump (X45 - Agricultural Tools) required Water Tower (X75 - Physics).
Removed this requirement.

EU University Group Wonders (X48 - Education)
Added secondary tech prereqs - needed by secondary building.
Now some of them have redundant techs just like Natural Wonders, Achievements, Guilds and Corporations.
Courthouse - Code Of Laws (X33)
Anatomy Lab - Anatomy (X49)
Artist Colony - Free Artistry (X52)
Bank - Banking (X48)
Medieval era complete.---------------------------------------------------------------------------------------

Corporations (X54 - Corporation) - Primary tech.
Most of corporations are unlocked before Consumerism (Shopping District, mid Modern era) and Civil Engineering (Modern Offices, end of Industrial era)
Now Corporation departments can be built in Renaissance - Modern eras when they are unlocked.
Now departments require Modern Offices or Officium and Shopping District or Trading Post.

Removed -1:hammers: from Zoo.
Someone was funny.
Renaissance era finished.--------------------------------------------------------------------------

Military Academy (X62 - Military Science) was moved back to Nationalism (X59) - MA Group Wonders needs it.

Bayreuth Festspielhaus (Great Wonder, X63 - Romanticism) requires Opera House (X67 - Realism).
Moved this Great Wonder to Realism.

Chamber of Commerce (X65 - Assembly Line) requires Modern Offices (X69 - Civil Engineering).
Added alternate prereq of Officium.

Removed obsolete Henna/Indigo Gatherers from Dye Factory prereqs.

Removed -5%:hammers: from Festival and -1:hammers: from Fairground.

National Weather Service (X66 - Meteorology) requires Modern Offices and Broadcast Tower (X69 - Civil Engineering/Radio).
Added Civil Engineering and Radio prereqs.

Electrician's Workshop (X67 - Electricity) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.

Dive Bar/Liquor Store/Tsukiji Fish Market (Great Wonder) (X68 - Refrigeration) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.

Auto Repair Shop, Automobile Dealership, Car Rental Store, Car Wash, Chop Shop, Gas Station, Parking Garage (X69 - Motorized Transportation) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.
Industrial Era cleaned.--------------------------------------------------------------------------------------

Toy Store no longer requires Toy Factory - Modern era infrastructure is good enough.

Manhattan Project (X75 - Fission) required Laboratory (X78 - Modern Physics)
Now it requires University.

Mall/Supermarket (X75 - Consumerism) had Barter Post as one of alternative requirements.
Removed it as it was practically obsolete.

Portland Building (Great Wonder, X78 - Postmodernism) required Regional Planning Commission (X88)
Removed this requirement.

Hockey Night in Canada (Great Wonder, X80 - Mass Media) requires National Sports League (National Wonder, X83 - Modern Sports).
This World Wonder was moved to Modern Sports - Mass Media will be researched if you have Modern Sports.

Removed Pacifism prereq from Missile Lab - probably it meant to be opposite situation: On Pacifism Missile Lab meant to be disabled.

Added hint for four Great Wonder casinos: Circus and Luxor Casinos, that they need to be build in same city so you can build Las Vegas Strip, and that you must not build Monte Carlo Casino here.
Removed all "Can be built once" entries as those aren't helpful.
Modern Era is revised.--------------------------------------------------------------------------------------------

Fixed typo in Garden City.
By the way its third National Wonder that I'm moving to proper place - three of them were in Regular Buildings.

Insect Manipulation Lab (Bio/Cyberpunk, X90 - Nanotechnology) required Pheromone (X93 - Biopunk) or Cyber Insect Lab (X94 - Cyberpunk).
Made it exclusively Cyberpunk building - Cyberunk needs Nanotechnology along the way.

Applied Psychology Lab (X91 - Media Psychology/Cloud Computing) requires Neuroscience Lab (X93 - Genetic Biochemistry).
Added prereq of Genetic Biochemistry to Applied Psychology Lab.

Moved RePet from Cloning (X92, Information) to Mainstream Cloning (X102, Nanotech) - it is too early for animal cloning.

Pleistocene Park (X92/X94 - Cloning/Ecological Engineering) requires Cloning Factory (X102 - Mainstream Cloning).
Pleistocene Park now requires Mainstream Cloning.

Ground Scrubbers now reduce air and water pollution by 50 instead of increasing air pollution by 100 at cost of decreased water pollution (-200).

Electronics Store was obsoleteing too fast - moved its obsoletion to Posthumanism, was at Personal Robotics not too far from Augmented Reality, that had buildings making use of it.
Information era is done.----------------------------------------------------------------------------------

Space Plot map category now has ingame name of Cislunar Plot.

Shockwave Vehicle Dealership (X102/X103 - Holographics/Internal Shockwave Engine) required Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Dropped Evolutionary Algorithms prereq.

Removed long obsolete prereqs of Barter/Trading Post from Hypermarket.

Shockwave Engine Factory (X103 - Internal Shockwave Engine) required Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Dropped Evolutionary Algorithms prereq.

Bionics Factory (X105 - Bionics) required Binary Consciousness Algorithms (X106 - Exocortex Networks).
Stepped down that requirement to Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Binary Consciousness Algorithms requires Evolutionary Algorithms - former is expansion of latter.
Those two Nanotech Factories are unlocked on techs, that reveal Shockwave Engines and Bionic Suits respectively.
Now those resources can be produced as soon as those techs are researched.
Nanotech era is finished.-----------------------------------------------------------------------

Removed long obsolete Inventor's Workshop building prereq from Open Source Technology.
Transhuman era done.------------------------------------------------------------------------------

Here it seems like no building has its prereqs unlocked before it.
Only recosting Earth stuff - Pepper had outdated National/Great wonder scaling factors.
Also fixed few space buildings.
Galactic era done.----------------------------------------------------------------------------

Dinosaur Park no longer requires long obsolete Paleontology Lab.
Further recosting of Pepper's National/World Wonders.
Cosmic era done.------------------------------------------------------------------------------------

Recosting/building prereq review complete.
 

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@Dancing Hoskuld your Jade Carvers are bit confusing - can't build them until you can build Jade Importer at Barter.

Spoiler :

Civ4BeyondSword 2018-09-28 14-04-59-11.jpg
Civ4BeyondSword 2018-09-28 14-05-05-87.jpg
Civ4BeyondSword 2018-09-28 14-05-11-44.jpg


You will have Carving tech if you have Barter tech.
 
@Dancing Hoskuld your Jade Carvers are bit confusing - can't build them until you can build Jade Importer at Barter.


You will have Carving tech if you have Barter tech.
If you have Jade in the vicinity you should be able to build a Jade Carver. To build it anywhere else you need to import it first. It was an attempt at a local/national/foreign split in the resource. It did not work as well as I would like.
 
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