Caveman 2 Cosmos

There is few cases of wonders requiring wonders.
Pyramid and sphinx must be built in same city to get another wonder.
Two casino wonders needs to be built in same city to get another wonder.

SETI WW requires radio telescope NW, which requires 4 universities and other stuff.
Kepler Space Telescope is required by ET discovery.
This wonder needs space map to be built, as only space mission reward can build it.

This means you can't build ET discovery at all on regular maps.
 
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Question -- when I have cultural slider set to 100%, I get +15.2mil culture per turn. Once I set it to 90%, however, the numbers near the slider tell me that I should get +16 mil culture per turn. Is that a calculation error, or am I misunderstanding something?
 
Question -- when I have cultural slider set to 100%, I get +15.2mil culture per turn. Once I set it to 90%, however, the numbers near the slider tell me that I should get +16 mil culture per turn. Is that a calculation error, or am I misunderstanding something?
It's possible that specialist assignments changed at that point on the slider.
 
Is there any tech/improvement that can connect 2 continents like underwater tonnel (only coast tiles from what i see now) but through sea/ocean tiles?
 
Is there any tech/improvement that can connect 2 continents like underwater tonnel (only coast tiles from what i see now) but through sea/ocean tiles?
Deep Sea Exploration/Marine Architecture are needed.

It appears someone failed to add polar/tropical/deep variants...
Code:
        <BuildInfo>
            <Type>BUILD_TUNNEL</Type>
            <Description>TXT_KEY_BUILD_TUNNEL</Description>
            <PrereqTech>TECH_CIVIL_ENGINEERING</PrereqTech>
            <iTime>1000</iTime>
            <iCost>350</iCost>
            <bKill>0</bKill>
            <RouteType>ROUTE_TUNNEL</RouteType>
            <EntityEvent>ENTITY_EVENT_RAILROAD</EntityEvent>
            <TerrainStructs>
                <TerrainStruct>
                    <TerrainType>TERRAIN_COAST_DEEP</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA_POLAR</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA_DEEP</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_OCEAN</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <!--- can never be built in Trench Terrain -->
                    <TerrainType>TERRAIN_TRENCH</TerrainType>
                    <PrereqTech>TECH_DUMMY</PrereqTech>
                    <iTime>400</iTime>
                </TerrainStruct>
            </TerrainStructs>
            <HotKey>KB_T</HotKey>
            <iHotKeyPriority>1</iHotKeyPriority>
            <Button>Art/Interface/Buttons/builds/buildtunnel.dds</Button>
        </BuildInfo>
 
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Deep Sea Exploration/Marine Architecture are needed.

It appears someone failed to add polar/tropical/deep variants...
Code:
        <BuildInfo>
            <Type>BUILD_TUNNEL</Type>
            <Description>TXT_KEY_BUILD_TUNNEL</Description>
            <PrereqTech>TECH_CIVIL_ENGINEERING</PrereqTech>
            <iTime>1000</iTime>
            <iCost>350</iCost>
            <bKill>0</bKill>
            <RouteType>ROUTE_TUNNEL</RouteType>
            <EntityEvent>ENTITY_EVENT_RAILROAD</EntityEvent>
            <TerrainStructs>
                <TerrainStruct>
                    <TerrainType>TERRAIN_COAST_DEEP</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA_POLAR</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
                    <PrereqTech>TECH_DEEP_SEA_EXPLORATION</PrereqTech>
                    <iTime>500</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_SEA_DEEP</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_OCEAN</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                    <PrereqTech>TECH_MARINE_ARCHITECTURE</PrereqTech>
                    <iTime>1000</iTime>
                </TerrainStruct>
                <TerrainStruct>
                    <!--- can never be built in Trench Terrain -->
                    <TerrainType>TERRAIN_TRENCH</TerrainType>
                    <PrereqTech>TECH_DUMMY</PrereqTech>
                    <iTime>400</iTime>
                </TerrainStruct>
            </TerrainStructs>
            <HotKey>KB_T</HotKey>
            <iHotKeyPriority>1</iHotKeyPriority>
            <Button>Art/Interface/Buttons/builds/buildtunnel.dds</Button>
        </BuildInfo>
I hope i have it on my outdated svn (11133 cant find any info in civpedia)
 
I hope i have it on my outdated svn (11133 cant find any info in civpedia)
SVN 11133 is just past savebreaking changes, update to latest SVN as there were a lot of bugs.

Also you can't find terrain requirements for build infos in pedia - that wasn't added.
 
SVN 11133 is just past savebreaking changes, update to latest SVN as there were a lot of bugs.

Also you can't find terrain requirements for build infos in pedia - that wasn't added.
past savebreaking changes - im trying to reach at least cosmos, right now im in industrial era at 1000 AD
 
past savebreaking changes - im trying to reach at least cosmos, right now im in industrial era at 1000 AD
You stayed at extremely buggy version (lots of bugs happened after savebreaking changes).
Update to last SVN and start new game.
 
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Very cool, but could be another loose cable story.
So you kinda want Stellaris timeline not slower one that is Caveman2Cosmos :p
Want doesn't have anything to do with it. I simply have never been able to believe that the speed of light is the limit of speed. It seems nonsensical to me that there would BE a limit to speed.
 
Want doesn't have anything to do with it. I simply have never been able to believe that the speed of light is the limit of speed. It seems nonsensical to me that there would BE a limit to speed.
Special relativity doesn't allow that.
Simply it takes infinite amount of energy to accelerate something with mass to speed of light - that's how math does work.
No matter how fast you move photons move with same speed relatively to you: https://en.wikipedia.org/wiki/Michelson–Morley_experiment

You could lean on it by taking Neptune as radiation shield and fuel source and just accelerate.
https://en.wikipedia.org/wiki/Space_travel_using_constant_acceleration

General relativity has wormholes and space curvature - so if wormholes did exist or were easily created with gravity manipulation (we have such techs in game), then FTL would be possible by skipping space.

Also try to get quantum mechanics - its way worse when it comes to intuitive understanding.

Converting entire energy grid to nuclear/renewable mix is much easier than FTL in my opinion.
 
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Special relativity doesn't allow that.
Which is why, as the article says would be the case if these tests prove repeatable and true, which I really don't doubt they are, then it's probably wrong and most of our assumptions are false. However, like Newtonian physics, I'm sure it will all make for a good model up to a point within a particular frame of observation.
 
I have a BS in Physics, and I'm very skeptical of any kind of FTL travel. Its fine to hand-wave it away for games and sci-fi, but in reality, if you move faster than light you break causality. Also have to deal with time dilation of the traveller; Travelling at light speed the traveller will experience getting to his destination instantly. Going faster than light speed would be uhhh getting to his destination before he even leaves. Also, colliding with anything in space going >0.5c would cause a nuclear explosion.
 
Ahh.... the finite human mind displayed in it's own finite wisdom......just sayin'.
 
Its fine to hand-wave it away for games and sci-fi, but in reality, if you move faster than light you break causality
Only if you're assuming that the speed of light is the constant speed of time. If it isn't, which apparently it wouldn't be if these tests are true - the neutrinos aren't moving backwards in time - they're just clocking faster than the light is - then it just means our understandings are pretty much false from the ground up, though perhaps has been a useful crutch until now.

Also, colliding with anything in space going >0.5c would cause a nuclear explosion.
As a wave? The neutrinos in the test are being sent through all kinds of material, even stone, before reaching the test recording panel destination.
 
As a wave? The neutrinos in the test are being sent through all kinds of material, even stone, before reaching the test recording panel destination.
Neutrinos are one of least reactive particles - you would have to be inside of supernova to get radiation poisoning from neutrinos.
 
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