Caveman 2 Cosmos

Thanks!
One more question -- the Terra Sigilliata wonder currently requires having the ROMAN_EMBASSY building (not the CULTURE_ROMAN) bonus. Is this intended? I patched it locally, but I thought perhaps that was a minor bug.

And one more observation -- there appear to be two Piazza San Marco wonders to construct -- one is made available by researching Guilds, and the other -- by researching Architecture and having Christianity as state religion.
 
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And one more observation -- there appear to be two Piazza San Marco wonders to construct -- one is made available by researching Guilds, and the other -- by researching Architecture and having Christianity as state religion.
I think one is the place and the other the basilica on that place. Certainly a bit strange if those two "buildings" are in different cities.
 
Skis manufactured resource were in game for decade - now you can build ski factory at Modern Sports!
Before some buildings were boosted by presence of Skis, but you couldn't obtain them.

Some resource producers were obsoleting before resource ran out of any use.
Now it is ensured, that you can always produce any resource.
Resource obsolescence should be much more sane.

That is resource can go out of use, and then come back as museum artefact, novelty item or historical tourism thing, but technical capacity to make them should always exist.
That is some buildings could produce culture or research (archaeologists doing stuff with old tablets/scrolls for example).

There is planned morphing buildings project, where they completely change just like natural wonders.
 
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I guess no one cared to make it presentable.
You must agree that
  • Forest dynamically grow from young to regular to ancient as well as burn down each game turn.
    • no pop-up or messages are given, this just happen.
  • The worker builds related to planting forests were fixed up so they actually work.
Is far more informative for the SVN users than:

Clean up of commented code from the last branch merged. -- Toffer
Merge branch 'forestBuildAging' -- Toffer
Fixed some issues, all branch features are tested and work. -- Toffer
Added a forgotten tag in IMPROVEMENT_GROW_FOREST -- Toffer
Test related to appveyor -- Toffer
initial commit -- Toffer

These two changelog versions both talk about the same exact changes.
 
You must agree that
  • Forest dynamically grow from young to regular to ancient as well as burn down each game turn.
    • no pop-up or messages are given, this just happen.
  • The worker builds related to planting forests were fixed up so they actually work.
Is far more informative for the SVN users than:

Clean up of commented code from the last branch merged. -- Toffer
Merge branch 'forestBuildAging' -- Toffer
Fixed some issues, all branch features are tested and work. -- Toffer
Added a forgotten tag in IMPROVEMENT_GROW_FOREST -- Toffer
Test related to appveyor -- Toffer
initial commit -- Toffer

These two version both talk about the same exact changes.
I didn't say, that your version is less readable.
Just that no one edited appveyor logs.
 
SETI is a World Wonder. It should be a National Wonder, like the International Space Station, representing international co-operation being welcomed as new nations develop the appropriate tech.

ET Discovery is also a WW, requiring SETI. ET Discovery would be better represented as an event, one made more likely with certain techs/wonders, but imo it should not be a certainty that it is going to happen, and certainly not something that you can make happen at will.
 
Is there a way to turn off the mod that makes it when you too much production it turns the overflow into money?
 
Is there a way to turn off the mod that makes it when you too much production it turns the overflow into money?
That's vanilla behaviour, not a mod, so it would have to be specially programmed.
 
That's vanilla behaviour, not a mod, so it would have to be specially programmed.
Sorry I think I misspoke. In caveman to cosmos I had a production city and it had so much production it could only make one thing at a time because there is a specific mod in C2C that if you have to much production you don't make all the buildings in your age you can you only make one and all the rest of the production turns to gold. So I was wondering if there was a way to turn that mod off
 
Sorry I think I misspoke. In caveman to cosmos I had a production city and it had so much production it could only make one thing at a time because there is a specific mod in C2C that if you have to much production you don't make all the buildings in your age you can you only make one and all the rest of the production turns to gold. So I was wondering if there was a way to turn that mod off
Are you playing V40? In SVN production is now always smoothly transferred until you run out of things to build or when you hit process.
 
did an SVN update - 1.2 GB
seems like a lot of changes from last time i was here
lol looks like entire FPKs got downloaded - there were issue for short time with FPKs, that everything downloaded and not just this patch FPK file.
FPKs are art container and patch FPK is by far smallest one as it contains recently added/changed art.

Later after that FPKs got repackaged on V40 release.
 
After a long break (There Is a Life Beyond C2C) I started to play C2C again (almost as soon as I realized the modmod I am addicted to, Sparth's Civ Megapack, is playable again). I play the most recent download version and I have noticed a lot of interesting changes - most of them are good ones.

1. Some techs have been moved from Prehistoric to Ancient (I noticed Sailing and Falconry) - good, because coastal trade routes in the first era were too early. If you want to link your cities early, you must make roads.

2. Founding or capturing two more cities in the late Prehistoric is not going to bankrupt you. Good.

3. Missionnaires cannot be built until (IIRC) Meditation, so early Classical era. I can understand this but it makes early religion spread much more tricky. I am a bit after the middle of Ancient era now, so I still need to wait some time (the slowest game speed)...

4. Removed strict limits of some units (Hunters, Ambushers, Stalkers etc.). Very good (although it was possible to play with Unlimited National Units - or maybe I haven't noticed I have switched this on).

5. Interesting changes to leader traits. I like to push them to their limits (Developing Leaders/No Negative Traits/No Positive Traits/Pure Traits) but now most of traits have 3 degrees of magnitude available in various eras. However, with Spiritual trait (generating a Great Prophet starts GA), Divine Prophets, being obsessed with discovering as many religions as possible and making my Capital filled with as many Great Wonders as possible (with some other trait it gives a lot of free Specialists, e.g. Priests) it means almost non stop Golden Age.

6. I tried to abuse Hidden Nationality units again. Capturing a rival city with one of them makes it a Barbarian one - this way I try to get all Culture groups (up to now I lack only North America and Oceania). In the previous versions of C2C if I did not like the Civ that emerged, I captured the city again, rinse, repeat. Now it does not work that way - if the Civ is destroyed, it emerges as the same Civ; if not - it is a random Civ but if you don't like it, you cannot change it by recapturing and reemerging. E.g. I captured Thebes with 9 merged Neanderthal Warriors (one Quality Up promotion) and group of Ambushers (also one Quality Up for each) and after some turns it emerged as Israel. After capturing it again, Israel appeared again. The same with Assyria - after capturing (IIRC) Nineveh twice in both cases Parthians emerged. Fortunately I have realized that Egypt belongs to the Africa culture group, so I declared war on Egypt and took Memphis...

S.

Edit: of course, Neanderthal Warriors cannot attack cities without a war, so I had to capture Memphis with Ambushers only. However, Neanderthals made it possible to destroy reemerged, minor Civs.
 
5. Interesting changes to leader traits. I like to push them to their limits (Developing Leaders/No Negative Traits/No Positive Traits/Pure Traits) but now most of traits have 3 degrees of magnitude available in various eras. However, with Spiritual trait (generating a Great Prophet starts GA), Divine Prophets, being obsessed with discovering as many religions as possible and making my Capital filled with as many Great Wonders as possible (with some other trait it gives a lot of free Specialists, e.g. Priests) it means almost non stop Golden Age.
For a while you can have that, but it will slow down a lot in the later game when not so many religions are possible. Furthermore, you might find numerous combinations that can give a lot of power in very different ways. There are quite a few 'super-combos' to be discovered. This is just one.
 
3. Missionnaires cannot be built until (IIRC) Meditation, so early Classical era. I can understand this but it makes early religion spread much more tricky. I am a bit after the middle of Ancient era now, so I still need to wait some time (the slowest game speed)...
Missionaries can be built earlier if you use the State Church civic.
 
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