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Caveman 2 Cosmos

Discussion in 'Civ4 - Caveman 2 Cosmos' started by strategyonly, Aug 25, 2008.

  1. Jayman1000

    Jayman1000 Prince

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    Thanks! :)

    Another question if I may, is building units in my state religions holy city supposed to give a -5% xp penalty? It is shown with green text as if it was supposed to be a bonus, but it is a penalty.

    SCREENSHOT:
    Spoiler :

    2020-12-23 06_36_33-Civ IV_ Beyond The Sword.png
     
  2. margolloxx

    margolloxx Chieftain

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    Have you ever heard the saying "Ignorance can be a blessing"
    Sorry for being silly :rolleyes:
     
  3. tmv

    tmv Emperor

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    That might have to do with traits. Anti-Clerical, Gloomy or Aloof could give you this if you use Thunderbrd's trait set. And green text only means this is present, whereas red text means these buildings are absent.
     
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  4. Thunderbrd

    Thunderbrd C2C War Dog

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    Ah yeah that's true - not quite the same red/green meaning here as on the combat help. Thanks for that reminder.

    But yeah, I was going to say it was probably the religious trait you selected that has this penalty associated with it.
     
  5. Jayman1000

    Jayman1000 Prince

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    Oh I see, that makes sense, I am aloof leader. Also thank you for clarifying that text color, I wasnt aware about that, good to know :)
     
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  6. Jayman1000

    Jayman1000 Prince

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    haha Im quite blessed by many things then :lol:
     
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  7. strategyonly

    strategyonly C2C Supreme Commander

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    :)Happy Holidays, SO!!!!
     
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  8. Thunderbrd

    Thunderbrd C2C War Dog

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    CivFanatics as a site is a little less festive than usual this year. They usually go deep with how much they change the entire theme and stuff for Xmas. Anyways they still have cool emojis for it!
    :snowlaugh::xmastree::gift::xmas::rudolf::snowcool:

    @SO - looks like you were getting some intense snow this week. A white X-mas for YOU for sure!
     
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  9. Jayman1000

    Jayman1000 Prince

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    Is there a way to avoid cities auto flipping to the new rebel civilization in a revolution? There are instances where no matter how large an army I have in the city it still flips to just a couple of very weak rebel units, while my massive army is simply ejected to a tile outside the city. It does ruin the revolutions experience somewhat in an immersion breaking way, is there perhaps a way to disable that auto flip?
     
  10. Thunderbrd

    Thunderbrd C2C War Dog

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    Cultural city flipping can be avoided by stocking the city with entertainers and law enforcement units. I'm not sure about Rev based causes though. Those are two different systems.
     
  11. Jayman1000

    Jayman1000 Prince

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    Yes it was Rev based city flipping through a revolution, I rejected the rebels demand, which is really fun :D. So I played around a little with the worldbuilder and spawned a large bunch of military units in a city that did this and at some point it seemed that enough units would reliably prevent the city from flipping through revolution. It just had to be a REALLY large amount of units though, I think there was a mix of 25 spearmen, axemen, enforcers etc in my city before it reliably prevent the flip. It does seem somewhat out of balance considering the few weak rebel units that are spawned; I'd rather more and stronger rebels would spawn.
     
  12. Blazenclaw

    Blazenclaw eccentric eclectic

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    It depends on the type, as TB was saying. If I remember correctly the Storyteller line of units has the highest revolt protection (might be too high, actually), followed by police line (enforcers), then a very small amount from regular military units.
     
  13. Jayman1000

    Jayman1000 Prince

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    I think I found a bug in the event system. Sometimes "industrious villagers" will build an improvement on a map bonus, but this can also happen on top of palisades, forts etc, so that the fort is replaced with a pasture for example..
     
  14. Jayman1000

    Jayman1000 Prince

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    I also tried the story tellers, had like 20 of them with multiple cultural revolt protection. This didnt help anything in this case though because I think they literally only help with revolt sentiment from different culture. My city had 100% of my own culture, but the revolt seems to stem from the fact that there is also another religion in there than my state religion (also im playing on nightmare, so this may(?) make the modifier from another religion much more influential).

    I wonder if the revolt protection from units actually stems from a raw strength stat and not the amount of units? Don't know if anyone knows how that works already, but it would be interesting to test this out as then a few crack elite merged troops with high strength could then keep a revolt in check rather than dozens of weaker ones.
     
    Last edited: Dec 27, 2020
  15. raxo2222

    raxo2222 Time Traveller

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    Events generally are buggy.
     
  16. raxo2222

    raxo2222 Time Traveller

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    This XML bug is already fixed.
     
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  17. strategyonly

    strategyonly C2C Supreme Commander

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    "Happy New Year!!"
     
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  18. margolloxx

    margolloxx Chieftain

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    SVN
    Is this supposed to happen?
    In my current game the minor Siamese leader (ancient era) has decided to give all his empire (except for the capitol) away as a colony. I believe this should lead to problems as they are a minor civ (not the colony nation though).
    In the attached savefile it happens when you end your turn.
     

    Attached Files:

  19. Yudishtira

    Yudishtira Spiritual/Creative

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    I have relations with Brazil at +7 and they're still Cautious. Two AIs have Pleased relations at -3. Is this a factor of difficulty level? It seems a bit extreme in both cases.
     
  20. Thunderbrd

    Thunderbrd C2C War Dog

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    Sounds like diff may have something to do with it. *dunno*
     

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