Caveman 2 Cosmos

Not sure where else to put this question, so I'll throw it up here: What exactly are the differences between the different types of Workers enabled at Plough (i.e. Dog Worker, Buffalo Worker, etc.), other than that some start with different promotions? I can't tell the difference from looking at the list of items they can build, nor do their Civopedia descriptions explain the difference.

I have not gotten round to changing the pedia screen for workers to show their work rate yet.
 
ibuild needs to be increased. Even on marathon everything is 2 or 3 turns kinda thing.. its lame. Basically makes automating mandatory.
 
ibuild needs to be increased. Even on marathon everything is 2 or 3 turns kinda thing.. its lame. Basically makes automating mandatory.

It is FAST i will say that, but dont make it to much faster, that is what i do testing on, and really anything over 10 i stop playing and watch tv for awhile, back and forth. . .
 
I am playing on Eternity and have to say this is balanced nicely for me now

(although the early prehistoric sometimes is a drag [playing England on GEM: Bull Leaping like 150 turns lol - well I had my citytiles on food not production], the later eras are ok again - for example in early ancient: Atl-Atl like 4 turns, village hall like 15 turns in normal size 8 cities)
 
I am playing on Eternity and have to say this is balanced nicely for me now

(although the early prehistoric sometimes is a drag [playing England on GEM: Bull Leaping like 150 turns lol - well I had my citytiles on food not production], the later eras are ok again - for example in early ancient: Atl-Atl like 4 turns, village hall like 15 turns in normal size 8 cities)

England on GEM is such a sucky start - really nothing to do for a considerable time. Shame we can' have progressive (scripted) geo-morphism, then we could have an ice-age land bridge that goes away maybe 15000BC or so. Map-driven scripting of terrain like that might be an interesting project at some point. Obviously we'd have to fix the bugs that arise from terra0-forming that joins/separates land masses first though...
 
I am playing on Eternity and have to say this is balanced nicely for me now

(although the early prehistoric sometimes is a drag [playing England on GEM: Bull Leaping like 150 turns lol - well I had my citytiles on food not production], the later eras are ok again - for example in early ancient: Atl-Atl like 4 turns, village hall like 15 turns in normal size 8 cities)

ibuild, as in - rate in which terrain improvements are built.

With all the techs that give bonuses to worker speeds, civics that increase worker speeds, workers that can be upgraded into dog/elephant/llama/buffalo, worker promotions, trait modifiers too. With all this stuff now in the game I think iBuild should be increased. OR maybe from like farms onwards, everything apart from prehistoric stuff, is increased (this would probably be better I think). Prehistoric seems fine but later on improvements are just way too fast.
 
England on GEM is such a sucky start - really nothing to do for a considerable time.

Yes the first like 400 turns are harsh but thx to your autoendturn mechanism, improved animal spawning and the nowadays much earlier availability of rafts (simple woodworking->raft building) its quite ok once you are able to pass that first couple of hundred turns.

I started on deity this time to see what the AI makes of it, having 2 cities from the start. As it turns out it was able to keep the fragile mix of maintenance, military, buildings and research in balance.
England has quite a lot of food to grow and so I was able to have a size 5 city by the turn 1000, a marker I use to compare my previous games with. I am able to say it is a good indicator to reach it.

As your cities grow VERY slowly in the beginning and AI has 2 cities the rich english soils were a little compensation; a good teching strategy also helped to conquer a celtic city around the time I researched tribalism. I had to delay founding more cities for some time because of the extraordinary maintenance, even disbanded the former celtic capital which I also had conquered. Colonies, sigh.

Well I am catching up but the field is leveled very much to my taste. The AI has an advantgage of all the camel, equine, elephant, riding techs which I had to pass on to be able to reach some civic changing techs while still in golden age which I Great Merchantly triggered once I had "caste" tech in my bag. So I depend on my Atlatists and my +40% strength commander. My enemies have stacks at my border but dont dare to enter flat terrain next to my generals defensive stack(s)... Annoying still: One can really see badly what the enemy stacks units are.

Spoiler :
attachment.php


So far into the game: IT'S FUN again playing England on GEM [and having the landbridge terraform historical event(s) would be even more so]. AI can compete, Vikings and 2 yet unknown civs are ahead score-wise, luckily not so in tech, although I picked creative as my first trait I am only 8th in the cultural ranking that came in shortly . GDP wise I was able to catch up to the first and have like 550 to his 650 in my golden age (7000ish BC). But my 2 biggest cities run 'lesser wealth' so I can have my slider at 100% tech. the 3 new colonies in spain really cost but thx to new civics with lesser maintenance it's getting better and I rised on scoreboard a bit.

Strategy now is to settle a bit of Africa have a larger fleet, form a maginot line and to avoid landwars in asia ;)

Spoiler :
attachment.php


Shame we can' have progressive (scripted) geo-morphism, then we could have an ice-age land bridge that goes away maybe 15000BC or so. Map-driven scripting of terrain like that might be an interesting project at some point. Obviously we'd have to fix the bugs that arise from terra0-forming that joins/separates land masses first though...


So you cant make an event that at turn X tile X;Y changes its terrain from sea to grassland? (or in this case from grassland to sea) But if the script allows that a vulcano is erupting on a sea tile and after it cooled down it becomes barren maybe we could manipulate such an event code, enter the exact tile X;Y in the Channel where it shall erupt and have the vulcano expire 1 turn after its erupted so there we have the landbridge gone as instead of barren the territory in the specified code is changed to sea?

I really dont know if something would work but we could do it with a lot of tiles and each event would have another outcome tilewise and turnwise - we would have to leave out the vulcano eruption graphic stuff and maybe replace it with some storm graphic, so when the sealevels rise the land drowns in epic rain^^ may even take some turns before its completed! Yeah I already see the black sea rising (poor Hitties), North Sea as well... indonesia... well a lot of coding (mostly copy pasting) to do for each tile but if we knew the mechanic everyone could do one part of the world...

Imagine cities drowning and are destroyed and we have underwater ruins^^
Later, cities could be defended by dikes (and other sirens haha other such buildings) not to drown in rising seas...



@Sgt Slick Yeah gatherers are pretty balanced, workers could take longer for actions its true.
 
ibuild, as in - rate in which terrain improvements are built.

With all the techs that give bonuses to worker speeds, civics that increase worker speeds, workers that can be upgraded into dog/elephant/llama/buffalo, worker promotions, trait modifiers too. With all this stuff now in the game I think iBuild should be increased. OR maybe from like farms onwards, everything apart from prehistoric stuff, is increased (this would probably be better I think). Prehistoric seems fine but later on improvements are just way too fast.

I agree. We have a lot of new ways to improve on those so the baseline needs to increase to give that meaning. Improvement Upgrade costs could be generically increased too to provide more meaning to those modifiers as well.


Annoying still: One can really see badly what the enemy stacks units are.
Yeah, I'm still spending some time considering how much information will be necessary to come up in the plot help and how much it could/should be divided into different hotkey accessed panels to keep things within a visible and comprehensible framework. The mod has grown to demand this very much, yes.
 
Isn't that more or less what FfH in the mods area was about? It had an Ice Age, and blizzards, that eventually went away?? I dont know:dunno: i never played it.

FfH2 has an option called "End of Winter," with the world starting frozen (Ice, Tundra) and gradually warming up, resulting in the terrain changing to Plains, Grasslands, etc.
 
It might be a question which was mentioned before but I haven't found it.

I have a troubles with killing units marked as civilians class (e.g. town watcher - civilians). I havent noticed this kind of troubles in previous c2c versions.
Do you know how to get a city with "civilians class" defence? this is an expected feature?

Edit: It seems that with Guards(strenght: 9) I dont have these kind of troubles. Have anyone else noticed this problem?
 
So, I'm encountering a problem. I downloaded C2C from the mirror (not desura), and both times, upon extraction it immediately gets errors for just about every file, and unzips a folder that contains 10,000 files at 0kb total. I tried downloading the mod twice, both times it did this, resulting in 20,000 useless files.
 
Do you have the most recent/updated version of 7zip?
 
I've searched around but I can't find the answer to this, and I'm not even sure if this is the place to post it. Apologies all around.

I've built some Goliath Airships, which apparently can carry fighters, and I've some early fighter double biplanes. I can't load the planes onto the airship, either by rebasing the fighters onto it, or loading them on when both are in a city. Is this a feature that hasn't been enabled yet?
 
I noticed that too. Maybe (I'm just making an hypothesis, I'm not sure at all) you can carry only planes which are able to perform carrier operations

On a similar note, I noticed that mechanized infantry is able to carry tactical bomber drones (I don't remember the exact name, sorry)
 
I've searched around but I can't find the answer to this, and I'm not even sure if this is the place to post it. Apologies all around.

I've built some Goliath Airships, which apparently can carry fighters, and I've some early fighter double biplanes. I can't load the planes onto the airship, either by rebasing the fighters onto it, or loading them on when both are in a city. Is this a feature that hasn't been enabled yet?

I'll have to take a look at the xml for both the Goliath Airship and the Early Fighter to find out exactly. It's possible that, as Hale suggested, the Early Fighter wouldn't qualify to go on a Carrier as well, which, if so, would need to be potentially reconsidered if the Goliath Airship SHOULD be able to carry them.
 
I'll have to take a look at the xml for both the Goliath Airship and the Early Fighter to find out exactly. It's possible that, as Hale suggested, the Early Fighter wouldn't qualify to go on a Carrier as well, which, if so, would need to be potentially reconsidered if the Goliath Airship SHOULD be able to carry them.

As far as I know both the early fighters (biplanes and double biplanes) I've tried can be loaded onto a carrier ship.
 
A quick glance of the units xml showed thet Goliat Airships can carry special cargo in form of "specialunit_Fighter".
This tag is not used on the early fighter.
 
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