Caveman 2 Cosmos

Does anyone know if building trails or roads etc in neutral lands limit the spawning of animals?
 
Issue isn't known...

About "My Neanderthal Canoes with "Sea Animal Hunter" promotion does not receive any more xp at 20xp when defeating sea animals (like crabs, cod etc)."

I have started a new game and it doesn't happen here. I used the worldbuilder in the first game to give great people, wonders and some buildings to my capital and to some other civs as well, I dont know if maybe this has somehow affected the issue with those boats. Im sorry for any confusion I caused about this, just wanted to help because I like this mod so much. But since it doesnt happen in a new game Im assuming it could be something that I did, and not something wrong with the mod.
 
Does anyone know if building trails or roads etc in neutral lands limit the spawning of animals?
@Toffer90 you may be able to confirm but I believe it DOES limit that plot with some animals, doesn't it? I set this up in the coding but I swear I've forgotten as much as I know these days.
 
About "My Neanderthal Canoes with "Sea Animal Hunter" promotion does not receive any more xp at 20xp when defeating sea animals (like crabs, cod etc)."
You must be on an old version, the sea animal hunter promotion doesn't exist anymore, now ships need the regular animal hunter promotion to get exp above 20 (40 if on double XP to level option) from combat with animals.

I saw no reason for there to be two different promotions for sea and land units in this regard.
 
I think it does... I know building an improvement limits the spawn, and I would think routes would be set up to have a similar effect.
Exactly what I was thinking though I can't remember if routes alone count - I sorta think they might have been isolated in the code from counting as a full improvement. Meh... Don't remember.
 
When you say roads limit the spawning of animals, do you mean they limit what species of animals spawn, how often they spawn, or both?
 
Spawn rules (in vanilla) are something I am not 100% sure on, but I am pretty confident that roads had no impact at all on barb spawn. As such, if roads have an impact on animal spawn, it would have to be an explicit addition to the animal code, not a leftover from civ4 spawning.
 
It's not based on original Vanilla at all now for animals. Vanilla only cared about making sure the potential spawn was in the fog of war so whatever was revealed and visible to any player couldn't be spawned in. Our spawning mechanism (there are actually 2 but we pretty much only use our dedicated xml driven one for animals) makes it possible for only some animal types to spawn on improved tiles. What Toffer and I have collectively forgotten is if a route makes a tile considered improved under this system. Some animals will spawn on improved plots just fine but many are set to be more sensitive to human intrusion and therefore won't. Our mechanism also allows spawning on completely visible plots and potentially even within borders and possibly within cities for some animal types that are rather man-friendly. (such as pigeons)
 
I can't believe the amount of BS around Lincoln and the abolition of slavery!:mad: Union slave-owners were not affected by the Emancipation Proclamation - it was not a measure aimed at abolishing slavery at all. The 13th Amendment abolished slavery (in the US), and was adopted in December 1865, after Lincoln's death and the end of the war.
 
You must be on an old version, the sea animal hunter promotion doesn't exist anymore, now ships need the regular animal hunter promotion to get exp above 20 (40 if on double XP to level option) from combat with animals.

I saw no reason for there to be two different promotions for sea and land units in this regard.

I followed the link to download from here:

https://forums.civfanatics.com/resources/caveman2cosmos.15324/

Clicking on Download button opened up this page:

https://www.moddb.com/mods/caveman2cosmos

And under the files tab there I clicked on Caveman2Cosmos v40.1 which linked to:

https://www.moddb.com/mods/caveman2cosmos/downloads/caveman2cosmos-v401

That's where I downloaded it from the "Download Now" button. The downloaded file is Caveman2Cosmos_v40-1.7z. The top entry of the changelog there is ## v40.1.1351 - 2020-02-11

So this is the version I installed.
 
The 13th Amendment abolished slavery (in the US), and was adopted in December 1865, after Lincoln's death and the end of the war.
Here is the relevant quote (admittedly from Wikipedia, see https://en.wikipedia.org/wiki/Thirteenth_Amendment_to_the_United_States_Constitution):

On April 8, 1864, the Senate passed an amendment to abolish slavery. After one unsuccessful vote and extensive legislative maneuvering by the Lincoln administration, the House followed suit on January 31, 1865. The measure was swiftly ratified by nearly all Northern states, along with a sufficient number of border states up to the death of Lincoln, but the approval came with President Andrew Johnson, who encouraged the "reconstructed" Southern states of Alabama, North Carolina, and Georgia to agree, which brought the count to 27 states, and caused it to be adopted before the end of 1865.

Or in other words, this amendment was confirmed by Congress and the ratification process was well underway when Lincoln was murdered. The amendment process is usually a lengthy one, although it rarely takes 202 years, 7 months and 10 days (https://en.wikipedia.org/wiki/Twenty-seventh_Amendment_to_the_United_States_Constitution).
 
Here is the relevant quote (admittedly from Wikipedia, see https://en.wikipedia.org/wiki/Thirteenth_Amendment_to_the_United_States_Constitution):



Or in other words, this amendment was confirmed by Congress and the ratification process was well underway when Lincoln was murdered. The amendment process is usually a lengthy one
So as I said, nothing to do with the Emancipation Proclamation (of January 1863). Your quote further indicates that not only was it not adopted until after the war, but in fact it could not be, since it required ratification by rebel states.
 
So as I said, nothing to do with the Emancipation Proclamation (of January 1863). Your quote further indicates that not only was it not adopted until after the war, but in fact it could not be, since it required ratification by rebel states.
Lincoln certainly did not foresee his own death, and the amendment process was going on. Lincoln himself certainly favored abolition, but felt his primary duty as president was to preserve the union. This is also the reason why the amendment process could not be completed before the end of the war - according to the union's point of view, the southern states had never left and thus had to be counted. It might have been easier to resolve the issue of abolition if the union had considered the secession to be criminal but effective (so the union states might have been able to resolve these issues on their own), but that would really have opened a can of worms, both legally and politically. There were still many enemies of abolition even in the North, and many more who did not want the war to be about abolition. There are two different explanations about the war, it was either about slavery or about state rights, but during the war the south said that it was about slavery

Our new government is founded upon exactly the opposite idea; its foundations are laid, its corner-stone rests, upon the great truth that the negro is not equal to the white man; that slavery subordination to the superior race is his natural and normal condition. (Alexander H. Stephens) https://www.battlefields.org/learn/primary-sources/cornerstone-speech

whereas the north said that it was about the union-state-relationship

Descending from these general principles, we find the proposition that in legal contemplation the Union is perpetual confirmed by the history of the Union itself. The Union is much older than the Constitution. It was formed, in fact, by the Articles of Association in 1774. It was matured and continued by the Declaration of Independence in 1776. It was further matured, and the faith of all the then thirteen States expressly plighted and engaged that it should be perpetual, by the Articles of Confederation in 1778. And finally, in 1787, one of the declared objects for ordaining and establishing the Constitution was "to form a more perfect Union."

But if destruction of the Union by one or by a part only of the States be lawfully possible, the Union is less perfect than before the Constitution, having lost the vital element of perpetuity.(Abraham Lincoln) https://avalon.law.yale.edu/19th_century/lincoln1.asp

A bit different from how many see it today, isn't it?
 
Raft have a cargo volume of 66 while the unit it upgrades to, Canoe, only has 22 volume. So you can't have Canoe Builder building if you want to produce usable troop transports like the raft. Of course if you want to keep producing good transport ships like the raft, one could avoid building the Canoe Builder (but the building also gives nice economic bonuses), but wouldnt it be better if the raft and the canoe was not on the same production/upgrade line?

Im still on the current release version (I have yet to use the SVN) so I dont know if this is also still like this in the latest dev version through the SVN?
 
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Raft have a cargo volume of 66 while the unit it upgrades to, Canoe, only has 22 volume. So you can't have Canoe Builder building if you want to produce usable troop transports like the raft. Of course if you want to keep producing good transport ships like the raft, one could avoid building the Canoe Builder (but the building also gives nice economic bonuses), but wouldnt it be better if the raft and the canoe was not on the same production/upgrade line?

Im still on the current release version (I have yet to use the SVN) so I dont know if this is also still like this in the latest dev version through the SVN?
Rafts are so cheap to build I suggest their capacity should be 33, canoes should be at least the same, maybe 44 or 55, but not double.
 
Rafts are so cheap to build I suggest their capacity should be 33, canoes should be at least the same, maybe 44 or 55, but not double.

I'd go with that. But should you then be able to build more of the rafts now that they can only have half the volume? Currently limited to max 5 rafts. Which reminds me of another issue I see is if you have a city that is not connected to the trade network, and you have, say, neanderthal culture in the other cities, then you will be able to build both 5x neanderthal rafts in your main cities AND 5x rafts in your non-trade network connected city, effectively enabling you to achieve twice the amount of transports by having a city not connected to trade network(correct me if Im wrong but this seems to be how it is working now?). I dont think having a city not connected to trade network should give you an advantage? Maybe rafts and neanderthal rafts should share the same max limit (or maybe the raft and the neanderthal rafts should not be mutually exclusive build options).
 
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Rafts are so cheap to build I suggest their capacity should be 33, canoes should be at least the same, maybe 44 or 55, but not double.
It isn't set quite according to direct value assignments so much. It has a volume of 1 and in the way SM translates it becomes a volume of 33, while the canoes less due to the size and volume comparison. Rafts were intended in this scheme to be concurrently available to canoes, while they don't as good speed or power. I may have to make rafts not upgrade directly to canoes for this reason, bypassing them to upgrade to galleys directly once available so they can remain trainable throughout the canoe segment. Canoes don't get more carrying capacity for having better combat quality but reduced size compared to Rafts. That's why canoes are overall not as strong as rafts for carrying.

When you get canoes, there's a small wait til sed life which does allow for an additional grouping to accommodate larger unit volumes.

I'd go with that. But should you then be able to build more of the rafts now that they can only have half the volume? Currently limited to max 5 rafts. Which reminds me of another issue I see is if you have a city that is not connected to the trade network, and you have, say, neanderthal culture in the other cities, then you will be able to build both 5x neanderthal rafts in your main cities AND 5x rafts in your non-trade network connected city, effectively enabling you to achieve twice the amount of transports by having a city not connected to trade network(correct me if Im wrong but this seems to be how it is working now?). I dont think having a city not connected to trade network should give you an advantage? Maybe rafts and neanderthal rafts should share the same max limit (or maybe the raft and the neanderthal rafts should not be mutually exclusive build options).
Are these limited units? Strange... don't see why they would be.
 
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