Caveman 2 Cosmos

played the SVN version that was advised, here is the visual bug, in the stack there are 3 units but only 2 are highlighted, there have been no emissions yet, but I have not played for a long time
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Are you trying to show a bug by there only being two units in the selection group?
 
for example tribal guardian has bonus +200% city defense, but no additional health bar appears.
And it won't because it's only a measure of the HP of the unit, not the strength total. The strength total is reduced by the same % as the HP is diminished, however. And HP can be, at max, higher or lower than 100 while the health BAR assumes a full health is 100. There IS some small measure of increase/decrease in the overall size of the bar based on max strength of the unit, but that's not going to be adjusted by any situational bonuses, just the actual total unit strength at max itself.

I mean, let's put it this way, and I think its the way Rax put it, HP and STR got much much much more complicated in C2C and those complications were never really updated for the health bar in full. Some updates were done but they seemed to confuse the situation further - the mystery of how the health bar is generated and maintained was never fully cracked in the coding. So it may well just act crazy now.
 
look more closely in the lower left corner it is clearly written that there are 3 units in the stack
Oh, I see... yeah that is funny. @Toffer90 : This ball is definitely in your court I think.
 
Added treasury upkeep, incentive to spend money rather than hoard it, an abstract form of inflation. (Toffer)

Why did you feel the need for this?
 
Why did you feel the need for this?
It's a good idea isn't it? Helps to reduce (mostly late game) massively high amounts of stored gold.
 
Why did you feel the need for this?
1. A natural protection against hitting the integer overflow value, and it is very light code without a performance hit.
2. Reduce the "Too much gold" scenario without impacting the game much when gold amounts are normal.
3. Incentive to hurry cost or trade with gold, as your fortune lose value if it isn't invested into anything.
3.1 This makes the hurry cost inflation mechanic more significant than it currently is for most players.​
4. Makes sense that there's a maintenance cost for stockpiling riches, needs to be protected against thievery.
4.1 The treasury national wonder could perhaps reduce the treasury upkeep cost rather than providing the huge amount of income it currently does.
Anyhow, I pitched the idea briefly to TB 4-5 days ago, he liked the idea, so I went ahead with it.
 
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Anyhow, I pitched the idea briefly to TB 4-5 days ago, he liked the idea, so I went ahead with it.
I think we did suggest to post here to let Joseph know though. :)
 
So the National Treasury when you achieve it will compound this effect as long as the Treasury is not obsolete.

I just got back from a 3 day trip to Missouri (where I was born) to find my Grandfather and Great Grandfather's graves (father's side). Grandfather died when dad was 4.
 
So the National Treasury when you achieve it will compound this effect as long as the Treasury is not obsolete.
Reduce rather than compound, perhaps it shouldn't obsolete, or at least not obsolete until it's replaced by a better alternative that reduce the treasury upkeep expense more than it does.

Just to be clear, no building affect the new treasury upkeep atm.
 
It's a good idea isn't it? Helps to reduce (mostly late game) massively high amounts of stored gold.
Is there any in game (late game play) proof it does what is claimed?

Reduce rather than compound, perhaps it shouldn't obsolete, or at least not obsolete until it's replaced by a better alternative that reduce the treasury upkeep expense more than it does.

Just to be clear, no building affect the new treasury upkeep atm.
Yeah I got what I wanted to say backwards. Senior moment. :P :old:
 
Is there any in game (late game play) proof it does what is claimed?
I have a save where the player has 3.8 million gold in treasury and earning 80 000 gold per turn on 100% research, with the new treasury upkeep he only earn 40 000 gold per turn. So I'd say it helps as it was the biggest expense for the player in that save.

When units get higher upkeep the more advanced tech that unlocks them, the expense side of things will start to even out the huge income possibilities in C2C, but I still think income has to be curbed some for late game, some buildings provide too much income at that point.
 
Somehow I made a dot map location with 3 rings. Anyone know how I did it?

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shift+x changes the size, I added that functinality around a year ago, I didn't exactly inform the public very well about it though.
I intend to add in more shortcut information to the player in-game.
 
shift+x changes the size, I added that functinality around a year ago, I didn't exactly inform the public very well about it though.
I intend to add in more shortcut information to the player in-game.
Thanks for the amazingly quick reply! And thank you for all the time and care you've put into this.
 
shift+x changes the size, I added that functinality around a year ago, I didn't exactly inform the public very well about it though.
I intend to add in more shortcut information to the player in-game.
I can never remember how to use the dot map in the first place but it would be fantastic if I could find that info somewhere because I WILL forget by the time I play next even if I learn it again now.
 
I have a save where the player has 3.8 million gold in treasury and earning 80 000 gold per turn on 100% research, with the new treasury upkeep he only earn 40 000 gold per turn. So I'd say it helps as it was the biggest expense for the player in that save.

When units get higher upkeep the more advanced tech that unlocks them, the expense side of things will start to even out the huge income possibilities in C2C, but I still think income has to be curbed some for late game, some buildings provide too much income at that point.
That was an early observation of mine for Pepper's additions for the late eras as well. I did tone down some buildings and civics several years ago. When you are late game and you get a building that increases research, production, and gold by 50% that can be just Huge at that time in the game. But the idea was that following Hydro's building bonus scales that they, pepper's new buildings and civics were "supposed" to reach those high % levels. When they should have started to scale back because of all the %'s piling on.
 
Buildings HAVE to improve as they progress through replacements or there's no point to upgrading them. However... they do often need to be more gentle with what they give than our current setup has established.
 
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