Caveman 2 Cosmos

How do I reduce the frequency of fires? I'm having fires every three or four turns, and I'm getting sick and tired of it. Personally I think you put that in just to be buttheads...
 
Check the flammability property in your cities. There are extra fire events that happen for levels at or over values of something like 5, 25 (2, I think), 50 (2, I think), 100, and 150. As the flammability goes up the additional events get more severe. If you can keep it below 100 you will eliminate a couple of the worst of the extras. (There are also still a few "fire" type events that don't have a relation the flammability property, like the forge burning up, inherited from regular BtS).

The key to keeping that property low before the fire management techs is primarily to just avoid building every building that gives flammability all in one city. Pick and choose and spread them around to your various cities. There are a few early(ish) buildings that reduce flammability slightly, but they often have maintenance costs or may have other undesirable qualities so stacking all of them in every city may not be a great plan either.
 
I want to say one more time what i was saing earlier.

Neatherdhal wariors are overpowered.
In latest svn i started new game at emperor diff and i build 7 of them
and I easy capture city with 55% defense without loose any unit.

Please give them
-20% city attaclk modifier
remove combat I free promo becasue the are too powerfull for that early stage of game

It is important because having 2-3 conqered cities before tribalism makes game already won.
It should be almos impossible to capture city at that early stage of the game


And i must say this early stage of game is awesome. We must only take down ability to win so early.
 
@Nimek

As I recall correctly someone said the Neanderthal Warriors were "underpowered" and that they were useless compared to other units like the Spiked Clubman. I am not sure who to listen to. I have not gotten them in a while so I cannot say either way.

But isn't that the same as saying you have a ton of Spiked men and do the same, i believe they come about the same time dont they, i NEVER go for the Neander Warrior/Culture anymore because they DONT upgrade, i dont like that, so i dont play that way.:confused:
 
Neanderthal Warriors have 4 :strength: vs Spiked Clubman 3 :strength:

35% (4 vs 3) more power is a lot on eerly game. So please give them -20% city attack to show that they are very powerfull but very stupid (compare to homo sapiens)
 
Neanderthal warriors dont get a +25% against melee like the Spiked Clubman does, so... And regarding the malus for city attack: I don't think they should get one as they are led by homo sapiens leaders
(who nevertheless should be able to, over time, "become" neanderthals - by trait maybe "interbreeding", which would give your units more strength and your citizens more health [neanderthals could heal better than homo sapiens] in exchange to city attack, science etc)

Mabye the attack one promotion (+10% strength) the Neanderthal Warrior receives when being built could be taken away - but then again, the last game I used the Neanderthals I was glad they were like right now cause on higher difficulties they may save you from hordes of advanced units like spiked or maces while you still have only one good unit to build, namely neanderthals for quite some time. They are allrounders. And also, you don't have stone near your first city most of the time. When you have secound city the wonder is long built elsewhere or the unit is outdated.
 
@Nimek

As I recall correctly someone said the Neanderthal Warriors were "underpowered" and that they were useless compared to other units like the Spiked Clubman. I am not sure who to listen to. I have not gotten them in a while so I cannot say either way.

Just in case you had not realized - he's talking (I think) about the Neanderthal culture special unit, but the regular 'wild' Neanderthal here.
 
@Koshling

I am talking about culture special unit
 
Neanderthal Warriors have 4 :strength: vs Spiked Clubman 3 :strength:

35% (4 vs 3) more power is a lot on eerly game. So please give them -20% city attack to show that they are very powerfull but very stupid (compare to homo sapiens)

But like SO just said they don't upgrade. Seems like a good trade off. You build them and can use them for an early rush but wait too long and you have a bunch of un-upgradable units.

Just in case you had not realized - he's talking (I think) about the Neanderthal culture special unit, but the regular 'wild' Neanderthal here.

Oh ... Hmm. But still they are suppose to be the feared units of the Prehistoric.
 
I have only one city, and having a smokehouse is pretty much required for city growth.

Check the flammability property in your cities. There are extra fire events that happen for levels at or over values of something like 5, 25 (2, I think), 50 (2, I think), 100, and 150. As the flammability goes up the additional events get more severe. If you can keep it below 100 you will eliminate a couple of the worst of the extras. (There are also still a few "fire" type events that don't have a relation the flammability property, like the forge burning up, inherited from regular BtS).

The key to keeping that property low before the fire management techs is primarily to just avoid building every building that gives flammability all in one city. Pick and choose and spread them around to your various cities. There are a few early(ish) buildings that reduce flammability slightly, but they often have maintenance costs or may have other undesirable qualities so stacking all of them in every city may not be a great plan either.
 
I noticed that Worldbuilder went through drastic changes. Is there any way I can just place a building in a city if I need to? You don't have the old display showing buildings any more.
 
I noticed that Worldbuilder went through drastic changes. Is there any way I can just place a building in a city if I need to? You don't have the old display showing buildings any more.

Actually the buildings have been taken out along time ago, about 4 version or more. But if you want any back in you'd have to go through the normal XMLing of NEW buildings tutorial to be added, sorry, C2C is just too big now to include all that wasted space.
 
I noticed that Worldbuilder went through drastic changes. Is there any way I can just place a building in a city if I need to? You don't have the old display showing buildings any more.

If you like to search high and low using the button version to add a building, the button version is still available in the player mode same as default WB.

If not then use the new one.
I don't see the point of both places using button version so I removed button version totally in City mode.
 
Up through last version I could go into Worldbuilder, go to City Mode, and a display showing all the building icons would show up, and one could then just click on the building icon and it would be added to the city.

Actually the buildings have been taken out along time ago, about 4 version or more. But if you want any back in you'd have to go through the normal XMLing of NEW buildings tutorial to be added, sorry, C2C is just too big now to include all that wasted space.
 
So how do I do that? How about some documentation on the changes made?

If you like to search high and low using the button version to add a building, the button version is still available in the player mode same as default WB.

If not then use the new one.
I don't see the point of both places using button version so I removed button version totally in City mode.
 
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