Caveman 2 Cosmos

Question: Do garrisoned units with Policing stack? It doesn't seem like it, because ill get a warning about a revolution, build 5-10 police units, and the revolution will eventually happen anyways. Also, as the units start to increase with tech (i.e. city guard -> police guard) shouldn't the policing skill upgrade as well? from policing 1 to policing 2 etc. etc.
 
I updated my version of 7zip to the latest and that solved the installation problem I was having. The old version worked on .25, but not .26. If anyone else is having problems installing, update your compression software and see if that works.

I'm about to run this baby now.
 
Question: Do garrisoned units with Policing stack? It doesn't seem like it, because ill get a warning about a revolution, build 5-10 police units, and the revolution will eventually happen anyways. Also, as the units start to increase with tech (i.e. city guard -> police guard) shouldn't the policing skill upgrade as well? from policing 1 to policing 2 etc. etc.

The crime-fighting modifiers on police units stack, but the 10% stability bonuses do not (highest applies, and all the policing promotions [currently - @Hydro/ls612 - maybe we should adjust this so it increases **slightly**] are 10%). While crime will indirectly lead to instability, it's not (usually) the major cause, so police are not typically a very effective way to fight instability (low instability civics, explicit stability providing buildings, not running out of cash, not having too many non-state religions present, not being too far from a capital, or stands-as-capital-type-admin city, etc. are).
 
The crime-fighting modifiers on police units stack, but the 10% stability bonuses do not (highest applies, and all the policing promotions [currently - @Hydro/ls612 - maybe we should adjust this so it increases **slightly**] are 10%). While crime will indirectly lead to instability, it's not (usually) the major cause, so police are not typically a very effective way to fight instability (low instability civics, explicit stability providing buildings, not running out of cash, not having too many non-state religions present, not being too far from a capital, or stands-as-capital-type-admin city, etc. are).

There is a display bug, where the crime reduction abilities from Units and the promotion are not displayed as stacking, but in the property solver the values seemed correct in the debugger, so I figure that it is stacking as intended. Still would be nice to have that display issue fixed.
 
Well, my civ at the moment is in transhuman, with the best, stability civics, no taxes, and im getting all of my cities revolting. Playing on emperor i think.
 
Well, my civ at the moment is in transhuman, with the best, stability civics, no taxes, and im getting all of my cities revolting. Playing on emperor i think.

Police mechs solve that issue quite quickly. As does any other TH military, you should have plenty of money to support Assault Mechs and Dreadnaughts.
 
Well, my civ at the moment is in transhuman, with the best, stability civics, no taxes, and im getting all of my cities revolting. Playing on emperor i think.

Transhumance is not rally balanced yet, so there may be problems that far I to the game. Could you post your save for someone to look at (note to othe modders - this one is not really my area, but it sounds like a good opportunity for someone to take a look at...)
 
The portrait of Hidalgo from Mexico is wrong. Quin Shi Huang and Kublai Khan have the same portrait. The portrait of Mem de Sá from Brazil still doesn't work.
 
There is a display bug, where the crime reduction abilities from Units and the promotion are not displayed as stacking, but in the property solver the values seemed correct in the debugger, so I figure that it is stacking as intended. Still would be nice to have that display issue fixed.

On those property values, do they count as a per-turn reduction, or only a one-time reduction as long as the unit is garrisoned?

edit: nvm checked the xml and saw it says PerTurn
 
Okay the property modifiers on the police units don't seem to stack. Also, can we get older power plants to be obsoleted and removed as better ones replace it? For example, i have a fusion plant in my cities, why do i need the microwave/nuclear/coal plants as well? They eventually just explode and cause extra enviromental damage.
 
The portrait of Hidalgo from Mexico is wrong. Quin Shi Huang and Kublai Khan have the same portrait. The portrait of Mem de Sá from Brazil still doesn't work.

Thx all should be fixed now, hopefully?:blush:
 
I want to check on the following before I report it as bug, in case it is just my misreading/misunderstanding the settings:

Have Assimilation on.
I'm playing a European base culture (Greek).
Conquered the capital of an Asian (Sumarian I believe) AI, and while at it took them out of the game razing two other poorly placed cities.

Sorry, but I don't recall if I was able to rebuild the Asian culture or if the city kept it. Eitherway It now appears I'm able to build all Asian cultures (presuming other conditions met) as well as European clutures.

I thought Assimilation ment that you got to keep the unique cultures from the cities you capture (and perhaps thought they would be limited to only those cities?)... not that you got the whole list of them available everywhere.

Did I misread/misunderstand the hover text for Assimilation, or is this a bug?
 
I want to check on the following before I report it as bug, in case it is just my misreading/misunderstanding the settings:

Have Assimilation on.
I'm playing a European base culture (Greek).
Conquered the capital of an Asian (Sumarian I believe) AI, and while at it took them out of the game razing two other poorly placed cities.

Sorry, but I don't recall if I was able to rebuild the Asian culture or if the city kept it. Eitherway It now appears I'm able to build all Asian cultures (presuming other conditions met) as well as European clutures.

I thought Assimilation ment that you got to keep the unique cultures from the cities you capture (and perhaps thought they would be limited to only those cities?)... not that you got the whole list of them available everywhere.

Did I misread/misunderstand the hover text for Assimilation, or is this a bug?
It allows you to build the Asian Culture which then gives the Asian Culture resource which then allows you access to building any Asian Based Culture you qualify for in your individual cities. So yes, it sounds like its working properly.
 
OK, great. But wow! That is really powerful.

Perhaps there could also be a toned down varient which just lets you keep whatever unique culture you capture without giving you access to all under the parent/core culture.
 
OK, great. But wow! That is really powerful.

Perhaps there could also be a toned down varient which just lets you keep whatever unique culture you capture without giving you access to all under the parent/core culture.

Toned down option maybe, but not a replacement. Otherwise there would be no reason to even play with assimilation (IMO anyway). You still have to build the wonders yourself, and have the other prerequisites (eg, resources) for them.

You posted this in another thread as well, so let's just pretend I said the same thing there.;)
 
Thing is... you ARE capturing the local's culture. By nature of its current design, it will unavoidably give you access to the same building chain no matter how you do it. Remember... the Celts aren't Celts unless they qualify for and build the Celt world wonder. Otherwise, they're just another band of Europeans that MIGHT be able to build the Celt culture eventually. So you can't pre-define that if you take a Celt city, you can build the Celts... even they can't automatically. What they can build as a result of their culture, is exactly what you are assimilating.
 
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