Caveman 2 Cosmos

Interestingly enough, I have an old document on a private wiki of mine that details my yet-to-be-completed plan for a more "adult" (in more than just the prurient sense) C2C. I figured I'd be better off not mentioning it in public on Civfanatics, though, given this is a family-friendly website (though I do recall DarkCiv having ethnic cleansing as an option, which could have some interesting interactions with Thunderbrd's proposed representation of Ideas and Cultures).
 
I still don't see how thumbscrews is a building.
That's like saying: "Hey I have some ideas for health buildings: Toothbrush, Dental Floss, etc..."

I would suggest just leaving it at "Torture Chamber" No reason to go any further than that.
 
Interestingly enough, I have an old document on a private wiki of mine that details my yet-to-be-completed plan for a more "adult" (in more than just the prurient sense) C2C. I figured I'd be better off not mentioning it in public on Civfanatics, though, given this is a family-friendly website (though I do recall DarkCiv having ethnic cleansing as an option, which could have some interesting interactions with Thunderbrd's proposed representation of Ideas and Cultures).
Maybe there IS a point where you need to start separating things out like this.
I still don't see how thumbscrews is a building.
That's like saying: "Hey I have some ideas for health buildings: Toothbrush, Dental Floss, etc..."

I would suggest just leaving it at "Torture Chamber" No reason to go any further than that.
I understand what you're saying. They aren't buildings in any more of a sense than a crime is a building really. But the city must put production into it so as to reflect the cost of creating these things. They wouldn't be an equipment because a unit wouldn't use them. Not with the current structure anyhow. But an unusual amount of thought and production and time went into creating these things in the Dark Ages, and this is one way to express it. I wanted the city to be taxed the production to produce them and each one cumulatively adds more and more unhappiness and unhealth and disease and at some point it can really be something you've over-invested into and you end up paying a dear price for it. This plays into the disease afflictions I'm about to develop. So yeah, it could've stopped there, but I wanted to, as an educational point, touch on the depth to which leaders had invested into this stuff during the Medieval era. If they weren't making great technological strides, why? What WERE they focused on? And here it is, new ways to establish control and power over the people and finding ways to get an edge over the multitudes of enemy states. This is intended to color the era for what it was and give us a new building dynamic - accessories that can create a huge amount of cumulative espionage and anti-crime (which is really showing here the gradual moves towards preparing to make negative crime = oppression, an almost equally bad thing as crime itself) but at an increasingly untenable cost.
 
You are on a very slippery slope, and I disagree with your approach for more reasons than I care to invest the time into arguing.
 
You are on a very slippery slope, and I disagree with your approach for more reasons than I care to invest the time into arguing.

I can understand your point of view.

But from someone living in Europe, these were things our ancestors had to live with. As bad as they were they are ingrained in our thoughts.

So I respect TB's ideas.
 
Which is why they are a module that you can turn off. Then you don't get "bothered" by them at all.
I suppose I should probably make these modular to match.

I can understand TM's points, even if I emotionally rail against any form of sheltering the audience from an honest expression of the reality of human history, I can respect the good in why a person is motivated to do so.

I would like to think that even if it is hard for those with such a perspective to understand it, the expression of these things in mod form also has a good intent as well. I don't think it's positive to deny the darkness in life and human choices by looking away. IMO, that's no way to help us cognize that it's not only possible, but something we should consider what we learned from, why it happened, and what we can do to prevent it in our future, lest history repeat itself, as it always does. When we look away from the potential for evil that exists in men's souls, we too easily forget we must oppose it, and the things that lead to it. We're not including Torture in depth so as to enable sadistic fantasizing, and it very well should disturb the soul a bit. Let it remind us that the ends do not always justify the means!

We even took the color out to lessen the 'gore' and focus more on the dulling of joy and happiness that such things brought into the world, bleaching the life out of the people of the day. There is more to come (in game dynamics rather than similar material) that will make it yet further clear that these things are to be considered an atrocity. Of course, back then, leaders were morally bankrupt, overwhelmed by the intoxication of power and the fear of its loss. With things like these objects in the world, you had a lot to fear the loss of power over!

It usually leads people to more positive insights to consider what darkness can exist and why, than it does to never consider such horrors.
 
Last edited:
I think the dark elements are rather excessive as well. Even from a historical standpoint, many torture devices quickly fell out of use, or may have never been used. Local laws, customs, and rulers curbed excessively evil actions. If alcohol bans are represented in the game, why not torture and slavery bans? The lighter sides of human nature should be acknowledged, and honestly I'm tired of bad stuff popping up in the recommendations.

How about assigning some of the torture devices to be (negative) Trait-based?
 
Which is why they are a module that you can turn off. Then you don't get "bothered" by them at all.
I don't turn them off, I just Do Not use them in game for my empire. And if I find an AI that does, it gives me impetus to conquer them. To wipe the "blight" from the land. Which is the same view I will take over the Torture Techs.
 
Final word, or rather my final word:
My biggest problem with their inclusion is the inevitable, "Why stop there?" Why not include all the hideous and grotesque devices (want to skip meal? actually look up some of the stuff)? And from there it's not a long leap to discussing extermination camps, and gassing chambers.

I could be wrong, but weren't most of those devices used on POWs or captured/suspected spies and not on everyday criminals? I'd be more accepting of more public display criminal punishments (behanding, Scarlet A, etc...)
 
Is that still showing on non-Fight or Flight games? That REALLY would be a bug. I've tried to fix that so if it still shows up I have a bigger problem somewhere.

My rangers don't have the Option to use Pursuit from the red shield. Just Trap Hunting, Restful recovery and Escape Plans. So I guess you are Okay there after all.
 
If alcohol bans are represented in the game, why not torture and slavery bans?
It would be a good idea to include such a ban. Agreed. We do have slavery bans though. And perhaps in the long run it would be more accurate to make the ban = the obsoletion point rather than there being an absolute point of obsoletion as there currently is, at the Emancipation tech.
How about assigning some of the torture devices to be (negative) Trait-based?
I feel that would get a little too intertwined with the trait system but perhaps at some point eventually there should be some connections between the two.
I don't turn them off, I just Do Not use them in game for my empire. And if I find an AI that does, it gives me impetus to conquer them. To wipe the "blight" from the land. Which is the same view I will take over the Torture Techs.
That's really how I would invite anyone to react to it. How can a villain be villainized without being given the capacity to stand out as one?
Why not include all the hideous and grotesque devices (want to skip meal? actually look up some of the stuff)?
I felt it was enough here. At least for Medieval. Water torture, as we all know, was invented long before and has been used as recently as the last decade, by our own forces. The goal is to be as tasteful as possible while not ignoring these things existed.
And from there it's not a long leap to discussing extermination camps, and gassing chambers.
Perhaps not. And I must say I can see cause for their inclusion, although I think we'd be getting to the level of really needing to optionalize or modularize or something to isolate it from the main. And I can see good arguments to do the same for these as well, as well as harems, brothels and many crimes. This subject is making it obvious that we should very soon start working to create another option to isolate these more 'adult', as Praetyre put it, subjects. I can understand why anyone would not want them in their game.
I could be wrong, but weren't most of those devices used on POWs or captured/suspected spies and not on everyday criminals?
Yes and no... it was for both. You'll notice some deviation in the stats to reflect a concept of application differences. It did lean more towards enemies of state or church and not as often about high profile criminals, which tended to get much more public displays, which would be more appropriate in fleshing out the development of the Executions tech. Believe me though, in this era, the most gruesome tortures/executions were the ones reserved for all to see so as to make a truly horrific point to the public about the 'wages of sin'.
I'd be more accepting of more public display criminal punishments (behanding, Scarlet A, etc...)
Just curious, is there something about it not being done behind closed dungeon doors that makes it somehow more acceptable for the game to include?
My rangers don't have the Option to use Pursuit from the red shield. Just Trap Hunting, Restful recovery and Escape Plans. So I guess you are Okay there after all.
Yeah, my latest fixes must've taken care of it. I noticed the problem in our MP game and tried to fix it and you must've been going on memory. Whew... thanks for checking!
 
Honestly, my objection to torture buildings isn't squeamishness (no offense intended to anyone else here) but the fact that, as one person put it, they are more like equipment for a dungeon than they are buildings unto themselves. While I am fully in support of attempts (likely by Tbrd) to incorporate POWs into C2C, we already have :espionage: bonuses for dungeons. More interesting to me would be to give bonuses (of both :espionage: and to various mechanics associated with POWs) to certain civics. Granted, I think they already get this, and said bonuses go far beyond just interrogation, in the general field of terror doctrine (ala Reinhard Heydrich or, to take a fictional example, the Doctrine of Grand Moff Tarkin), police states and mass surveillance.

Also, while I realise C2C does deal in "what-ifs", the iron maiden is not a Medieval device- it's first recorded actual use outside of literature and the like is (no doubt inspired by the former) in the dungeon of Uday Hussein. It's questionable how effective such a device would be for anything but pure sadistic murder; the spikes would probably rapidly pierce the victim's heart and at the very least would cause severe injury and internal bleeding, not exactly the best way to obtain information.
 
There is already a way to turn off/ban Slavery, Cannibalism and Human Sacrifice available. Either with a great person or in the case of Slavery with a Zoroastrian missionary.

The POW side of the game has not been expanded beyond Captives. Why not add a mission in cities that have dungeons or similar to get espionage points or even plans from the captives. It would need the captive unit to "remember" who it was from first so you can get the right targets. This then would allow "Conventions on Prisoners of War", ransom back of high level units and so on. Much more interesting than just more buildings :lol:
 
Much more interesting than just more buildings
Also much more effort than I intend to give this side of the game at the moment. But when I do, and I've considered similar things, as I've discussed with you at least for a trial mechanism, I figure such 'buildings' would play a role in giving the player more result options.

Also, while I realise C2C does deal in "what-ifs", the iron maiden is not a Medieval device- it's first recorded actual use outside of literature and the like is (no doubt inspired by the former) in the dungeon of Uday Hussein. It's questionable how effective such a device would be for anything but pure sadistic murder; the spikes would probably rapidly pierce the victim's heart and at the very least would cause severe injury and internal bleeding, not exactly the best way to obtain information.
I know that some were developed earlier, but I didn't feel like getting too hung up on details. BTW, what kind of dating are you saying this would mean it should have?

Honestly, my objection to torture buildings isn't squeamishness (no offense intended to anyone else here) but the fact that, as one person put it, they are more like equipment for a dungeon than they are buildings unto themselves. While I am fully in support of attempts (likely by Tbrd) to incorporate POWs into C2C, we already have :espionage: bonuses for dungeons. More interesting to me would be to give bonuses (of both :espionage: and to various mechanics associated with POWs) to certain civics. Granted, I think they already get this, and said bonuses go far beyond just interrogation, in the general field of terror doctrine (ala Reinhard Heydrich or, to take a fictional example, the Doctrine of Grand Moff Tarkin), police states and mass surveillance.
There are many buildings we have that are not buildings at all but are currently the best way to express the concept. Take Natural Wonders you construct in the beginning of the game, or Community Discussions (I suppose you could make a place for this but that's not really what the production cost is meaning in this case) or Tournaments, which are more of an event. These items are all prototypical... they aren't made by a specified manufacturer of such things. This makes them unusually expensive BUT unnecessary to be made more often than once. As a result, it really does fit as a building. You wouldn't have Toothbrushes for a bathroom unless the city only needed one bathroom and then, sure you could get into the minutae of ways to improve the bathroom. Castles already work in this modular method of improvement and this is just a further extension. Furthermore, I didn't put much thought into the construction costs yet because those base charts are about to be redesigned, but I figured I'd make them pretty cheap to reflect how few driving forces of industry in the city would need to be dedicated to creating them and how relatively quickly they come together in relation to an actual constructed building.

If I find other areas in the game that can use a similar approach to accessorizing, I'm not at all against using this method there either. I just haven't gone out of the way to figure out what other buildings might be able to benefit from a similar approach... yet. I AM trying to open the path for other applications of this kind of thinking though. (And by kind of thinking, I'm not talking about the dark and sordid nature of such devices.)
 
Last edited:
This game is pretty resourceful:
sYPpb75.jpg

109 different map resources!
 
Hello to everybody!
I wanted to say this mod is awsome and also wanted to ask some few questions, which are:

1)Which is the bigest scenario with the highest number of civs?

2)Is there a way to avoid all that "unrealistic" units (as bison rider)? I would like to have a more realistic experience such as TotalRealism but keeping the features of this mod (please take no offense, im just puting an example)

3)Is it posible to add/change the unit graphic pack, or some skins for some units? Again, It kinds of turns me down when I find some "unrealistic" or fantasy skins...

4) On every previous game I´ve played with this mod, the world became to much "gobalized" even before reaching antiquity, for example zululand owning the entire Africa with a massive army and with connections and wars across all Asia. Its fantastic to be able to play the game from a very early beginig, but I believed it should be more balanced to avoid those situations to happen that early

Great great mod above all, congrats!
Waiting for an answer, Regards!

Ignacio.
 
2)Is there a way to avoid all that "unrealistic" units (as bison rider)? I would like to have a more realistic experience such as TotalRealism but keeping the features of this mod (please take no offense, im just puting an example)

Depends on how much you want to take out or keep in. You can remove all alternate timeline stuff by editing MLF_CIV4ModularLoadingControls.XML in the Assets/Modules folder and changing a 1 to a zero ie
Code:
                <Module>
                    <Directory>Alt_Timelines</Directory>
                    <bLoad>1</bLoad>
                </Module>
Change it from <bLoad>1</bLoad> to <bLoad>0</bLoad>

If you want to keep some bits go into Assets/Modules/Alt_Timelines and edit its MLF_CIV4ModularLoadingControls.XML to affect the changes you want. Be Warned we have made efforts to ensure it works but some things may have slipped through the cracks.
 
Thank you for your answer, what about the other questions?

Wanted to download the new version (v.37) but when unziping it I get A LOT of mistakes, and files corrupted. Is there another place from where to download it? Or which is the repository to use svn?
 
Thank you for your answer, what about the other questions?

Wanted to download the new version (v.37) but when unziping it I get A LOT of mistakes, and files corrupted. Is there another place from where to download it? Or which is the repository to use svn?
SVN instructions here
 
Back
Top Bottom