Caveman 2 Cosmos

I would add ...

12. Goods now spread via trade routes like resources do (still cannot trade them).
13. Traps and Towers now give damage to enemy units outside your city.
14. Some new promotions to go with the new terrain.
15. New Punishment buildings to counter the Crime buildings (ex. Gallows, Guillotine, Electric Chair, etc).
 
Great work!
I have tried your mod in a multiplayer LAN game, and it works.
We do get an occasional "Out of Sync" error. We are not sure why yet. Usually, we can just reload the previous autosave and continue, without any long term problems.

A couple of questions and suggestions:
1) There are certain empires, that, I haven't figured out how to get: Mexico, Israel, Apache, Neanderthal and a few others. I see that they require a certain culture, but, I can start off with American culture and not know how to get Mexico, which falls under the same heading, for example.
Neanderthal Caves, says, it requires Neanderthal culture, but, how do we get that? Will just having Stone hooked up, before Ritualism permit this?
I have tried loading a game as Cherokee, but, with "minor race" checked, thinking, it would give me the option to change to Apache culture somewhere later in the game. I haven't seen any so far.
Are these AI empires exclusively?

2) We have used the Leader Picker: http://www.civfanatics.com/civ4/reference/leader_picker_bts.html
A version, that, included the new traits and Empires from C2C, would be nice link to have.

3) Eliminating redundant leader traits, and adding the leaders having the missing trait combos would spice things up. I look for more options under the new traits. Such as Seafaring/Scientific, Organized/Protective, Devious/Imperialistic, Devious/Scientific and a few others. There are alot of CHR/PRO duplicates. We can already select "Unrestrictive Leaders", if, we want those traits on a different empire.
 
A couple of questions and suggestions:
1) There are certain empires, that, I haven't figured out how to get: Mexico, Israel, Apache, Neanderthal and a few others. I see that they require a certain culture, but, I can start off with American culture and not know how to get Mexico, which falls under the same heading, for example.
Neanderthal Caves, says, it requires Neanderthal culture, but, how do we get that? Will just having Stone hooked up, before Ritualism permit this?
I have tried loading a game as Cherokee, but, with "minor race" checked, thinking, it would give me the option to change to Apache culture somewhere later in the game. I haven't seen any so far.
Are these AI empires exclusively?

See the culture requirements here.
 
I am really pleased with this addition (soon to be released) version of C2C.

1. The new buttons for the Animals, nice, only one i dont like is the Elephant, if i wasn't for the tusks, won't be able to see what it actually is?
2. The new spawning system for the Neanderthals, nice. (Should make most happy)
3. The new spawning of the Animals, really nice touch. (I like this alot)
4. The new Civics added are a much needed touch.
5. The added new buildings and "Crime Wave", nice touch.
6. Alternate Timelines, nice touch, (best is if you dont like it you can take it out of the game).
7. Adding of the Balloons, way different Warfare now, better be on your toes.
8. New terrain features, makes for a way better looking and realistic map.
9. One of the best (if not the best) SDK Programmer in Civ IV today. Thx so much.
10. A new Professional Audio person will be joining the group also.
11. And to those just adding alittle at a time, THANKS so much.

Just a little something to "wet" everyone's appetite!


I cant list everything right now, but just thought i'd put this out there for now, and thx to everyone for trying the Great Mod :goodjob:

I just want to say how gratifying it is to see all the activity on these boards. It just seems to grow and grow, and it's really very motivating
 
Yeah this mod is great. Everytime i visit the forums to catch up on whats been happening theres always something new that has been added and lively,friendly discussions taking place about improving the mod even more.

-ColonelFlag
 
See the culture requirements here.

Thanks!
I printed it out immediately in landscape mode.
Of course, I noticed, that, Neanderthal isn't on the list.

Let me give an example, and try to understand how this works.
Let's say I want to try Mexico.
It says Mexico is (culture American), needs Iron.
So, do I begin the game as American? get the American culture, and so long as I have Iron hooked up in my cultural radius, I can choose to change to Mexico? Is that how it works?
Or, Does one have to start as a minor nation?
The civilopedia that comes with the mod, is a little vague on these kinds of questions.
I am not even sure how fossils appear yet. I have a whale resourse, so, I Plesiosaur fossils become available? Where? In the water?
I admit, I haven't played that far yet. Maybe, it will be something obvious.

Also, I thought there were more leaders with this mod. I remember seeing more, such as Franco of Spain, Willamina of the Dutch, Dido of Carthrage, and Lenin of Russia.
Though this could be a different mod. I downloaded a New Dawn also.
Some of the Empires with only one leader could use a 2nd. A friend of mine and I were thinking of a Seafaring leader for Portugal, Spain, and the Dutch, as all three were known at one time for their overseas territories and "Spanish Gallons". Even, Rome, Greece, Byzantium, Germany, Japan and the U.S. had a few huge naval battles in their time. Perhaps, there are unknown leaders to be flushed out there.
I could see Russia or possibly the U.S. getting one of those leaders with Spy points.
 
@plasmacannon

If you start out as America then you get as you Unique building "Native Culture (American). With this you can build many of the cultures that share that culture such as the Aztecs, Mayans, Inca, Sioux, Apache, etc. However they also need the right resource in the city vicinity.

Getting colonial cultures like Canadian, Mexican, Brazilian or American is harder. You need to obtain European culture and then build the specific parent nation too. For example to get Mexican you need Culture (Spanish) as well as Native Culture (American). This can be extremely difficult since Culture (Spanish) has its own requirements as well such as native Culture (European) and needs horses nearby. In short for Mexican its Horses + Iron + Spanish + European + American. If you can get all those in one city then you can build Mexican culture.

Note that there are 2 different American cultures, the regional and the civ.

As for Plesiosaur Fossils you need a Whale Resource nearby plus a Fossil Terrain Feature nearby. This is very rare mind you.
 
If you have the pre-requisits for a culture you will get an extra building available called (culture) Country. Once built, the city you build this in and only that city now have access to the countrys special unit/building ( Rurales in the case of Mexico ).
 
If you have the pre-requisits for a culture you will get an extra building available called (culture) Country. Once built, the city you build this in and only that city now have access to the countrys special unit/building ( Rurales in the case of Mexico ).

Don't know if it's feasible, but would it be possible to create a new tag like <CannotBeBuiltOnSameContinentAs> ? You could create National or World Wonders called 'Colonial Expedition' which can't be built on the same continent as your Palace, and give you a Base Culture to all cities on the new continent, plus increase revolt risk.

Maybe a few techs down the line you can build another building 'Colonial Integration' which removes the revolt risk and gives you the Base Culture to all your cities on every continent.

So England could build 'American Colonial Expedition' in a city they found overseas and all the cities on that new continent get 'Culture (American)'. Then after the city grows to size 10 or so, and they discover Liberalism or Radio or something, they can build 'American Colonial Integration' and get that culture in every city on every continent.

As a side note, it might be less confusing to rename the 'Culture (American)' to 'Culture (New World)'.
 
Thanks guys.
That's what I was trying to figure out.
It doesn't sound like, I have to start as a minor civ to do this either, good.
It does sound like it is possible for one to get several different "empires" worth of UUs and UBs.
This should be an interesting game indeed. :)
 
Don't know if it's feasible, but would it be possible to create a new tag like <CannotBeBuiltOnSameContinentAs> ? You could create National or World Wonders called 'Colonial Expedition' which can't be built on the same continent as your Palace, and give you a Base Culture to all cities on the new continent, plus increase revolt risk.

Maybe a few techs down the line you can build another building 'Colonial Integration' which removes the revolt risk and gives you the Base Culture to all your cities on every continent.

So England could build 'American Colonial Expedition' in a city they found overseas and all the cities on that new continent get 'Culture (American)'. Then after the city grows to size 10 or so, and they discover Liberalism or Radio or something, they can build 'American Colonial Integration' and get that culture in every city on every continent.

As a side note, it might be less confusing to rename the 'Culture (American)' to 'Culture (New World)'.

Yeh, pretty easy
 
As a side note, it might be less confusing to rename the 'Culture (American)' to 'Culture (New World)'.

Well that's the thing. In the beginning I tried to call them things like "Discovered America" and such but then there was an uproar about random maps don't have Earth specific places. Yet we use Earth civs and cultures. So I had to limit to a culture and no necessarily a location on real Earth. Note that You can only build one o Culture (American), which is the civ one. The other Culture (American) is a "good" and is produced by the building called Native Culture (American). Native Culture (American) has the same icon as the "good" Culture (American) which is a Map of North and South America. The other Culture (American) has the USA flag.

Note that if we get more civs put in I may just have Culture (North American) and Culture (South American) to distinguish between all the "Americans".
 
You don't have to make all things same, you know. It's just for preventing confusion. ;)
 
Hmm this doesn't seem right.
Mine: +2 hammers, +1 with iron working, +1 with geology.
Shaft mine: +3 hammers, requires explosives.

Geology and Explosives are both located in x52 in the tech tree, so your mines can go from +4 hammers to +3 hammer shaft mines.
 
Had something funny happen in my game where all my cities suddenly only needed 1 food to grow regardless of the size. Here are the civics I was running:

Republic, Patrician, Bourgeois, Coinage, Banditry, State Church, Church, Waste to Sea, Open Borders, Written Tradition, Interpreters.

Don't think it was a building because some of the cities had no food building other than free Granary from the Strategic Grain Reserve.
 
Had something funny happen in my game where all my cities suddenly only needed 1 food to grow regardless of the size. Here are the civics I was running:

Republic, Patrician, Bourgeois, Coinage, Banditry, State Church, Church, Waste to Sea, Open Borders, Written Tradition, Interpreters.

Don't think it was a building because some of the cities had no food building other than free Granary from the Strategic Grain Reserve.

If you are not getting the latest stuff from the SVN, then you wont have the fix for this problem. A new version is coming out real soon now with the fix in it.
 
Has anyone tried and tested C2C with PitBoss? I can't get it to work as the PB is basically OOS with the clients from start, and rejoining an existing game doesn't make a difference.
 
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