Caveman 2 Cosmos

This has been stated a few times in various posts in various threads. I really think the first post should be edited to say this. Anyway, after I d/l the file I made a new .7z file that has the files in the correct folder for my own personal use later if I ever delete and want to reinstall later but don't want to redownload (everything I d/l gets copied to DVD for later use as I have a inconsistent internet connection).

I am still talking to MrAzure as to WHEN he put the contents of this d/l in the moddb for d/ling, cause i had like 6 different part 1's that were incorrect. But this is an ALL-IN-ONE d/l:

http://forums.civfanatics.com/showpost.php?p=11498010&postcount=5077
 
I am still talking to MrAzure as to WHEN he put the contents of this d/l in the moddb for d/ling, cause i had like 6 different part 1's that were incorrect. But this is an ALL-IN-ONE d/l:

http://forums.civfanatics.com/showpost.php?p=11498010&postcount=5077

Assuming he did it after you got everything straightened out, I suggest making this the main download link. Just a suggestion, or at least link to it in the main download thread.

ETA---(I know that this thread is the main thread, but buried on page 120whatever isn't an ideal solution)
 
I am still talking to MrAzure as to WHEN he put the contents of this d/l in the moddb for d/ling, cause i had like 6 different part 1's that were incorrect. But this is an ALL-IN-ONE d/l:

http://forums.civfanatics.com/showpost.php?p=11498010&postcount=5077

I copied my actual mod folder and compressed it to a .zip at revision 2548 (May 13th around 740PM). I didnt touch any downloads and all the updates were thru SVN. The last thing i remember getting and update for were some Banditry and Silverthoungue promotions.
 
To answer my own question:

from A_New_Dawn_GlobalDefines.xml

<!--Afforess:
How much Golden Ages lower the food requirement for city growth-->
<Define>
<DefineName>GOlDEN_AGE_PERCENT_LESS_FOOD_FOR_GROWTH</DefineName>
<iDefineIntVal>-25</iDefineIntVal>

So, in golden age cities require 25% less food to grow.

This looks very counterintuitive to me. In prehistoric era golden age affects city growth too much. For example, I have another 20 turns before my city will grow to size 2, now I've got Cave Dwelling and on next turn I will have size 2 city. On another hand, let's say I'm in golden age and there are 3 turns before city growth, golden age ends and here I am with another 30 turns to wait. I think that provokes unneeded and unintuitive micromanagement with counting turns to adjust golden age start.

I will remove that modifier in my games, but please tell me, what's reasoning behind it? May be it would be better to add some extra food every turn while in golden age? Then there will be no such huge leaps in number of turns for a city to grow when golden age starts or ends.

What do you think?

I think I rather like the reduced food needed to grow when in Golden Age. People are happy and thriving and are more apt to expand businesses with less resources at hand, taking a chance on the booming economy to expand and potentially gain more in the long run.

Besides it's a strategy game after all and one of the many things I plan ahead on when to do is when to enter a Golden Age. City Growth doesn't decide when I'll do so though, even if I do plan against growth for a city, or multiple ones, when I know a Golden Age is coming up soonish. I can even cap growth on cities that will grow before I enter a Golden Age, telling the populace that there is a ban on expanding businesses in the city for the time being.
City Growth factor is just an added bonus though, the main and always foremost reason for me to enter a Golden Age, and plan accordingly for, is Civic changes. I hold off entering a Golden Age until the same turn I get access to a civic I want to change to, and make sure that in the Golden Age allotted time I can reach several, depending on where on the tech tree I am, other important civic changes. If not I wait until I have a couple or more civics to change to and am able to reach the other nearby civic changes within the Golden Age.
Second most important factor is Wonders. If I've managed to get equal to, or even passed, the tech leader and I have a choice of at least one Wonder I deem important, possibly with some semi-important ones too, and possibly a few others lined up in nearby technologies, then I also enter a Golden Age to build them faster, hopefully fast enough to be first to having them built. This I also plan ahead for, knowing fully well when Wonder opportunities are on their way.
Third in line is Revolt Status. If it starts ramping up too fast, due to whatever, a Golden Age can very well save a Nation from total ruin.

When planning ahead for Golden Ages city growth just falls in line anyway as another part of the stratagem behind Golden Ages. Strategy is the main reason I play and enjoy Civilization and simply removing one part isn't in my best interest. I tend to bore too easily as it is already.

As for the weird sudden number changes until city growth;
During a Golden Age people want to be a part of the great economy and expand businesses, families, and so on, and move into cities to find their luck. Thus cities boom as well.
After a Golden Age ends people draw back, stop expanding, might move away from cities again, with the economic fall some even starve due to less income or even from having no work at all. Thus cities go into recline.

Cheers
 
I copied my actual mod folder and compressed it to a .zip at revision 2548 (May 13th around 740PM). I didnt touch any downloads and all the updates were thru SVN. The last thing i remember getting and update for were some Banditry and Silverthoungue promotions.

Are we suuposed to unzip the file in a new C2C folder or copy it in the existing C2C?

I used StrategyOnly 2 files (dowloaded after the "update") and I am missing many XML files when loading C2C, so I am trying your upload.
 
Are we supposed to unzip the file in a new C2C folder or copy it in the existing C2C?

I used StrategyOnly 2 files (downloaded after the "update") and I am missing many XML files when loading C2C, so I am trying your upload.

Never override an OLD C2C folder, always delete it or re-name it, just incase something like this happens.

Have you gotten the latest Part 1, its dated: 13 May?
 
Never override an OLD C2C folder, always delete it or re-name it, just incase something like this happens.

Have you gotten the latest Part 1, its dated: 13 May?

Well I 've done that first, renamed my C2C to old, and copied the 2 zips in a new one, and when I loaded it and had the "XML missing" errors, i thought that was because I needed to copy the new files in the old folder. That was dumb though, i agree with you, i should have kept a copy of my C2C.
I did use the May 13 update, yes.
 
Well I 've done that first, renamed my C2C to old, and copied the 2 zips in a new one, and when I loaded it and had the "XML missing" errors, i thought that was because I needed to copy the new files in the old folder. That was dumb though, i agree with you, i should have kept a copy of my C2C.
I did use the May 13 update, yes.

As far as i know, as long as you do part 1 then part 2 exactly the same, there is NO problems anymore??:confused:
 
Well I 've done that first, renamed my C2C to old, and copied the 2 zips in a new one, and when I loaded it and had the "XML missing" errors, i thought that was because I needed to copy the new files in the old folder. That was dumb though, i agree with you, i should have kept a copy of my C2C.
I did use the May 13 update, yes.

Did you put part 2 in the assets folder?
 
Euh, i don't know (i don't think so, unless the zip was "foldered" that way), I just copied the whole C2C folder of part 2 in Mod, as if it were a patch

First of all. This is a realy great mod and I still love to play it. Good work!

But ... I am missing many XML files when loading C2C V23 too. Like HannibalBarka ... could someone help?

Many thx ...:goodjob:
 
Euh, i don't know (i don't think so, unless the zip was "foldered" that way), I just copied the whole C2C folder of part 2 in Mod, as if it were a patch

That's your problem. The part 2 files should go in the assets folder.

@SO - There are a lot of people getting tripped up on this. It would be nice to give some guidance at the download page - at least until you get this all in one download file. If you you copy part 2 on top of part 1, the part 2 files are going to the Caveman2Cosmos folder, not the Caveman2Cosmos/Assets folder as they should.
 
I had some truble getting part 1

finaly got it and installed it.

I got like a hundred unit health and resource errors then it crashed saying some of the new resources are clashing or something... IDK... it was a mess

just a flood of errors o.o
 
I had some truble getting part 1

finaly got it and installed it.

I got like a hundred unit health and resource errors then it crashed saying some of the new resources are clashing or something... IDK... it was a mess

just a flood of errors o.o

You need to install part 2 in the Assets folder, not anyplace else, i hope that helps.
 
Small thing, but the small archer icon in the build popup (not the inside city one) appears as a slinger, it's fine inside the city screen and otherwise causes no problems.

Some interesting changes to the early tech tree there, nice to see a focus on how important stone working was to early man
 
OK, now, after all the helpful feedback on my original gamespeed balancing by JosEPh, Bluegenie, Koshling, and others, I have instituted my second pass at this. Below are the full details.

Gamespeed Turn#s and Research Modifiers

Snail:

(Era: Turns/Techs/Research Modifier)

Prehistoric: 750/88/100 --- 50KBC-8000BC
Ancient: 800/41/222 --- 8000BC-1000BC
Classical: 900/45/250 ---1000BC-500AD
Medieval: 600/36/400 --- 500AD-1300AD
Renaissance: 900/56/250 --- 1300AD-1800AD
Industrial: 900/75/300 --- 1800AD-1950AD
Modern: 900/64/400 --- 1950AD-2025AD
Transhuman: 600/49/400 --- 2025AD-2125AD
Galactic: 900/74/500 --- 2125AD-2275AD

TOTAL: 7250 Turns

Eternity:

(Era: Turns/Techs/Research Modifier)

Prehistoric: 1500/88/100 --- 50KBC-8000BC
Ancient: 1600/41/250 --- 8000BC-1000BC
Classical: 1800/45/300 ---1000BC-500AD
Medieval: 1200/36/400 --- 500AD-1300AD
Renaissance: 1800/56/300 --- 1300AD-1800AD
Industrial: 1800/75/300 --- 1800AD-1950AD
Modern: 1825/64/400 --- 1950AD-2010AD
Transhuman: 1080/49/400 --- 2010AD-2100AD
Galactic: 1800/74/500 ---2100AD-2250AD

TOTAL: 14405 Turns

Epic:

(Era: Turns/Techs/Research Modifier)

Prehistoric: 300/88/100 --- 50KBC-8000BC
Ancient: 320/41/222 --- 8000BC-1000BC
Classical: 260/45/250 ---1000BC-500AD
Medieval: 240/36/400 --- 500AD-1300AD
Renaissance: 360/56/250 --- 1300AD-1800AD
Industrial: 360/75/300 --- 1800AD-1950AD
Modern: 365/64/400 --- 1950AD-2025AD
Transhuman: 240/49/400 --- 2025AD-2125AD
Galactic: 360/74/500 --- 2125AD-2275AD

TOTAL: 2895 Turns

As always, feedback is appreciated in the Balance Thread.
 
Back
Top Bottom