Caveman 2 Cosmos

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.

Very good - it means there are many new things to discover about C2C :) This way fits my favourite playstyle well, but some day I may be bored...

Missionaries can be built earlier if you use the State Church civic.

IIRC Monotheism will be the next tech to discover (and thanks to GA I do not suffer from Anarchy), so I will try this - thanks :) My favourite Ancient era Religion is Mesopotamism (nice buildings giving a few free promotions, nice GW's), not Shamanism...

Another thing I have just discovered (and I like it very much) is the possibility to use military units to carry the defenceless ones (workers, subdued and captured units) if I choose proper promotions. This is useful especially at larger, undeveloped empty areas between various parts of the empire.

For some time the greatest challenge for my empire were sea monsters. I have made a footstep at a neighbour, small continent (the one with Egypt and Assyria - I left Heliopolis only, now it serves as a source of subdued animals and XP for my Hunters and Stalkers) and the greater pain were ultrastrong Sharks - I hoped my 9 merged War Galleys promoted to Sea Hunter III would be enough but they have been eaten for breakfast. The situation is under control now (one city at the proper end of my continent, one city at the proper end of the another one and my Galleys may work as a shuttle - they do not need to be outside cultural borders beteween turns) but I wonder how it is possible to kill such monsters... before the Industrial era. Maybe I could use many War Galleys/Quinquiremes/Decaremes and their ranged atatcks to soften the beast but I am afraid this is not a reliable method.

S.
 
For some time the greatest challenge for my empire were sea monsters. I have made a footstep at a neighbour, small continent (the one with Egypt and Assyria - I left Heliopolis only, now it serves as a source of subdued animals and XP for my Hunters and Stalkers) and the greater pain were ultrastrong Sharks - I hoped my 9 merged War Galleys promoted to Sea Hunter III would be enough but they have been eaten for breakfast. The situation is under control now (one city at the proper end of my continent, one city at the proper end of the another one and my Galleys may work as a shuttle - they do not need to be outside cultural borders beteween turns) but I wonder how it is possible to kill such monsters... before the Industrial era. Maybe I could use many War Galleys/Quinquiremes/Decaremes and their ranged atatcks to soften the beast but I am afraid this is not a reliable method.
Are they attacking when you can't see them? They may not be so difficult to defeat if you have some good spotting ships to see them before they attack.
 
Another thing I have just discovered (and I like it very much) is the possibility to use military units to carry the defenceless ones (workers, subdued and captured units) if I choose proper promotions. This is useful especially at larger, undeveloped empty areas between various parts of the empire.
Don't get too attached to this... some of it is due to a bug that's keeping the ability to carry what should only be captives from properly filtering down to ONLY captives so that now it's also enabling carrying any other type of unit.
 
Are they attacking when you can't see them? They may not be so difficult to defeat if you have some good spotting ships to see them before they attack.

Fortunately, I can see them - the "Seek and Hide" option is not on. However, I would prefer to be able to get rid of them - especially that new continents wait for me to be discovered after Seafaring and I would prefer to not to lose e.g. a Galley filled with Master Hunter units (some of them have two Quality Up promotions). Yes, I know - I may use some warships as a shield, but anyway...

About carrying units: yes, I have noticed I may transport more types of units than described. However, the subdued and captured ones would be enough.

S.
 
Fortunately, I can see them - the "Seek and Hide" option is not on. However, I would prefer to be able to get rid of them - especially that new continents wait for me to be discovered after Seafaring and I would prefer to not to lose e.g. a Galley filled with Master Hunter units (some of them have two Quality Up promotions). Yes, I know - I may use some warships as a shield, but anyway...

About carrying units: yes, I have noticed I may transport more types of units than described. However, the subdued and captured ones would be enough.

S.
The sharks are powered to be a solid challenge for an outrigger. It doesn't seem right for them to be taking down Galleys... maybe such larger ships should have a major boost vs animals?
 
Hello, I've a question regarding the Great Farmer. It used to be able to place any bonus anywhere on the map, however, in my current game (I use the Large Space Map scenario) I can see that the great farmer can place different bonuses depending on the tile you send him to. Is this intended, or a bug? If so, what's the logic behind it (e.g., are the available bonuses random, or somehow dependent on terrain type)?
Also the Great Farmer can't place a bonus on a plot that already has a bonus. This includes ones you have not yet discovered. This means you may think that the plot is OK to put a bonus because you can't see one but there is actually one there.
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 for the early religions should be available as soon as you build the correct building. It should not be based on any Civic. If this has changed then religions are even more broken than before. In face all early religions should be removed due to the breakages as they are no longer balanced.
 
Missionaries for the early religions should be available as soon as you build the correct building. It should not be based on any Civic. If this has changed then religions are even more broken than before. In face all early religions should be removed due to the breakages as they are no longer balanced.
The first civic doesn't even allow a state religion. Are you sure some don't also disallow the training of missionaries, or at least non-state ones? I can't remember...
 
The first civic doesn't even allow a state religion. Are you sure some don't also disallow the training of missionaries, or at least non-state ones? I can't remember...
Nothing bans the creation of missionaries. You have to have the religion in the city to build the building to build the missionaries but it does not need to be the State Religion. Except for Yoruba which is as originally designed but I think we decided was an error and we put it back to the same as the others. All this is so that you can spread a religion to all your cities before you choose it as your State Religion.
 
Nothing bans the creation of missionaries. You have to have the religion in the city to build the building to build the missionaries but it does not need to be the State Religion. Except for Yoruba which is as originally designed but I think we decided was an error and we put it back to the same as the others. All this is so that you can spread a religion to all your cities before you choose it as your State Religion.
Doesn't they all need Priesthood tech to make missionaries?
This means Mesopotamian religion has to wait a while.
 
Missionaries can be built earlier if you use the State Church civic.

I have discovered Monotheism, changed to SR, mid-late Ancient (e.g. Writing but no Bronze Working yet). My Capital has Shamanism, Druidism, Tengrism, Mesopotamism, Yoruba, Ngaiism, Andeanism, Kemetism and Zoroastrianism (Divine Prophets, some of them used to build shrines instead of founding religions - IIRC Kanaanism still waits for its Prophet). The only two Missionaires I may build are Scribes (Kemetism) and Magi (Zoroastrianism). I have built special buildings for Shamanism and Mesopotamism.

The sharks are powered to be a solid challenge for an outrigger. It doesn't seem right for them to be taking down Galleys... maybe such larger ships should have a major boost vs animals?

I checked it in the WB (I hope I have found the proper unit). Lone Great White Shark. XP: 67. Level: 9. Base Strength: 750. Damage %: 22. Promotions: Feral I and II, Bully I, Bottleneck I-IV, Might I. I may have found a wrong unit because IIRC it appeared as 4+ Str out of 13,5. When I checked attack odds with my merged 9 War Galleys, it was 0% (plus some chance to withdraw), the same with merged 3 Galleys (also Sea Hunter III).


S.
 
Weird on the missionaries, but I don't use those religions typically so I don't know. I typically either use Hinduism or Buddhism. I use Divine Prophets, Choose a Religion and Limited Religion. So maybe one of those options change things.
 
Weird on the missionaries, but I don't use those religions typically so I don't know. I typically either use Hinduism or Buddhism. I use Divine Prophets, Choose a Religion and Limited Religion. So maybe one of those options change things.

It is possible - I play without Choose a Religion and Limited Religion. Anyway, Meditation is not THAT far (if I choose it as the free tech after Classical Lifestyle, it may be 26 or so techs ahead). However, the Hammurabi Stele of Laws is very tempting and usually I want to build it ASAP.

S.
 
Doesn't they all need Priesthood tech to make missionaries?
This means Mesopotamian religion has to wait a while.
No. Priests are not missionaries and missionaries are not priests. The intent was to have the animistic and early non-theistic religions spread early but have the more modern polytheistic and monotheistic religions require Meditation.

Weird on the missionaries, but I don't use those religions typically so I don't know. I typically either use Hinduism or Buddhism. I use Divine Prophets, Choose a Religion and Limited Religion. So maybe one of those options change things.
Chose Religions is very unbalanced. The religions are more balanced to the eras they are shown in the tech tree. Choosing a Classical religion when you are in the Prehistoric era gives you a big advantage. Even with the disadvantage of not being able to build their missionaries.
 
It should not be based on any Civic. If this has changed then religions are even more broken than before. In face all early religions should be removed due to the breakages as they are no longer balanced.
No Civic up thru Medieval Era has changed ANY Religion or Religion Option. Your problem is elsewhere. UNLESS another Modder has been adjusting Civics without me knowing about it. I have not been much involved that past couple of months because of an ongoing health issue.
 
No. Priests are not missionaries and missionaries are not priests. The intent was to have the animistic and early non-theistic religions spread early but have the more modern polytheistic and monotheistic religions require Meditation.


Chose Religions is very unbalanced. The religions are more balanced to the eras they are shown in the tech tree. Choosing a Classical religion when you are in the Prehistoric era gives you a big advantage. Even with the disadvantage of not being able to build their missionaries.

I would not think it is too much of an advantage with limited religions. I mean I only have one religion and not a bunch of religions. Also I can not build too many buildings right away due to cost of them.
 
I checked it in the WB (I hope I have found the proper unit). Lone Great White Shark. XP: 67. Level: 9. Base Strength: 750. Damage %: 22. Promotions: Feral I and II, Bully I, Bottleneck I-IV, Might I. I may have found a wrong unit because IIRC it appeared as 4+ Str out of 13,5. When I checked attack odds with my merged 9 War Galleys, it was 0% (plus some chance to withdraw), the same with merged 3 Galleys (also Sea Hunter III).
That shark is just a touch promoted... jeez. Something is odd about the base str. Are you playing with SM uncut but not SM? This sort of thing can happen with that setup.
 
That shark is just a touch promoted... jeez. Something is odd about the base str. Are you playing with SM uncut but not SM? This sort of thing can happen with that setup.

Just Size Matters, e.g. late Prehistoric Hunters start with STR 2 and 2/3 HP. Maybe the WB shows incorrect numbers - when I wanted to correct some bug a few years ago, I had changed (IIRC) HP of an Ambusher to 100 and it turned this unit into a real monster with HP multiplied by 100 (I am not sure, but maybe it was necessary to promote it).


S.
 
Just Size Matters, e.g. late Prehistoric Hunters start with STR 2 and 2/3 HP. Maybe the WB shows incorrect numbers - when I wanted to correct some bug a few years ago, I had changed (IIRC) HP of an Ambusher to 100 and it turned this unit into a real monster with HP multiplied by 100 (I am not sure, but maybe it was necessary to promote it).


S.
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Just Size Matters, e.g. late Prehistoric Hunters start with STR 2 and 2/3 HP. Maybe the WB shows incorrect numbers - when I wanted to correct some bug a few years ago, I had changed (IIRC) HP of an Ambusher to 100 and it turned this unit into a real monster with HP multiplied by 100 (I am not sure, but maybe it was necessary to promote it).


S.
True, any manipulation of unit details in the WB is not all that safe with SM. And IIRC, it will show Strength totals as 100x more than they are according to what you see in game. Still, that's a hugely promoted shark and has taken a lot of victims and even if not bugged, has become a true monster due to its massive killing spree.
 
No Civic up thru Medieval Era has changed ANY Religion or Religion Option. Your problem is elsewhere. UNLESS another Modder has been adjusting Civics without me knowing about it. I have not been much involved that past couple of months because of an ongoing health issue.
I am still unable to play C2C as I can't get a working version. Last time I played was back in October. Therefore I can only go and comment on what people say here.
 
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