Caveman 2 Cosmos

No. I think my computer have enough power for mod. I just don't like all this time-travels, galaxy stuff, transhumanism and over content from far far future. IMHO it's VERY unrealistic (yeah, I know, all fantastics are unrealistic). For example - all countries in the future WILL be using clones, not considering politic, social and other causes. I think in real future countries will not using technologies like clones so easy, except very far future. Same with other content from far future. I think, logical ending of the game with this mod - it's somewhere in the middle of transuman era and would be nice to have option for that.

Or I'm just too conservative. And too familiar to the classic timeline of Civ's. This option is also acceptable for me in this situation. :yuck:
Just stop playing when you hit the Information Era. Game should be decided by then anyway, so what's the fuss about? And besides the New late Eras are still a WIP. They are not complete.
 
Well that timeline is bit conservative for my taste
I completely agree with raxo on that. In-game Transhuman Era begins around 2050 and Nanotech Era around 2200. It is not that far-fetched. Of course, we don't got Grey Goo like on Philip K. Dick novels yet. However, we are already seeing a lot of progress in both fields.
http://bigthink.com/philip-perry/the-worlds-1st-molecular-robot-has-been-created-by-uk-scientists
But it's perfectly normal to fail on being precise because, as Kurzweil stated, when we talk about accelerating returns it is perfectly normal to not be precise, because our minds use a linear thought, not an exponencial one.
If anyone got time I have recommend Isaac Arthur cannel, he had a couple of very interesting videos on transhumanism and nanobots can give a lot of ideas on futuristic techs or buildings.
 
Just stop playing when you hit the Information Era. Game should be decided by then anyway, so what's the fuss about? And besides the New late Eras are still a WIP. They are not complete.
The problem with that is that you don't get the "end of game" stuff. All those graphs and timelines... Just not satisfying.
 
The problem with that is that you don't get the "end of game" stuff. All those graphs and timelines... Just not satisfying.
A Big :rolleyes: and a :p too.

Does the Space Race still work? Probably not........
 
There is a WIN in 10 turns victory you can turn on in the BUG options. If you have enough civ score.
 
One option would be to disable the pepper2000 module, which is where a lot of the future content resides. That won't change the tech tree at all, but it might help a little by reducing the number of buildings and other assets that need to be loaded.

The big challenge in designing the future eras is striking the right balance of realism. The farther in the future we go, the more liberties we take with speculative societies, economics, physiology, engineering, physics, and metaphysics. The purpose is not to make predictions, but to explore possibilities of what the future might be, because obviously none of us actually know.

Also, if you want to take the challenge of building a "Caveman 2 Contemporary" mod, maybe that would be good. We had "Rocks 2 Rockets" a while back, but I think that has gone inactive and is far out of date now.
 
Excuse me someone knows when will be release the new version for this great mod?
Yet to be determined. Several Projects still to be finished.
 
12 yrs ago today, the seed was planted that has grown into all this:
Happy Birthday Civ IV

What's it been... 7 yrs of that has been spent on C2C directly?
 
Holy cripes! I still remember opening this on Christmas day the year it came out when my wife bought it for me. I've played a little of V and none of VI. And tried MANY other mods. C2C kicks all the others' butts, hands down.
 
12 yrs ago today, the seed was planted that has grown into all this:
Happy Birthday Civ IV

What's it been... 7 yrs of that has been spent on C2C directly?
For C2C and the SVN koshling imported version 13 on June 29th 2011. I'll need to check further but I think v1 was put up by SO around August of 2010.
EDIT: the 1st post by StrategyOnly for this thread was; strategyonly, Aug 25, 2008 . The Mod has been around now 9+ years.
 
zappara, ALOT of his MOD in here, has alot of his stuff in here now
Dancing Hoskuld/Hydro/Koshling/ori/AiAndy/Thunderbrd/ls612/God-Emperor/NotSoGood/EldrinFal/
Zerver/bernie14/danrell/GeoModder/AlazkanAssassin/GarretSidzaka/OrionVeteran/johny smith/EmperorFool/Andrew_Jay/Duel/CivGoldTeam/Chugginator/civmansam/Kael/Supa/ArneoKerdarun/Zuul/MeteorPunch/Rabbit,White/Chalid/bmarnz/Aranor/Wyz_sub10/snafusmith/C.Roland
/woodelf/Sword_Of_Geddon/Robo Magic Man/TheBladeRoden/krowtrobot/seZereth/PSYX/
J_Period/Ploeperpengel/Chamaedrys/nautil/Hadrean/sepamu92/sharick/ggganz/Italicus/ArdRaeiss/
Hell's Angel/McGlocklinMA/DWolf/mirtan/Cafegio/korvgubben/The Conquests/Chiyu/hrochland/Khai/
Swarog/Walter Hawkwood/Fëanor/Nickolai/Axel/Mozza/bmarnz/Bakuel/Gedemon/Grave/Zebra 9/
bhiita/GeneralMatt/Houman/Edgecrusher/timboobaa/Polycrates/FuzzyWuzzyBunny/asioasioasio/
siam/magicmoon44/jojoweb/lamppost4/Sevo/Quueg/meatwad4289/Dale/avain/dutchking/Psychic_Llamas/frenchman/PW90/GigaNerd/Dr. Funkshadow/GIR/winddelay/Amra/esnaz/
Roamty/Vehem//Refar/Ekmek/Wolfshanze/Sto/cool3a2/Arian(movies)/modifieda4/The_J/jdog5000/
JustATourist/frenchman/Ket/keldath/The Capo/MadmanOfALeader/Afforess/Vincentz
/tsentom1/Aaranda/Jooyo/Jeelen/Hashishim/generalstaff/Os79/Killtech/FireClaw/
Antmanbrooks/JosEPh_II/Civ_Fuehrer/WimpyTheWarrior/Praetyre/VineFynn/SaibotLieh/Cephalo/
LunarMongoose/Sephi/Terkhen/ Karadoc/Quill18/Blue Boy/Aevum/MrAzure(posters)/Vokarya/
Geo-modder/Darrinus/Phungus420/glider1/platyping/

The list of contributors to the Mod over all those years. Impressive to say the least!
 
The list of contributors to the Mod over all those years. Impressive to say the least!
I shudder to think of how many have contributed that aren't being mentioned in that list even! Sparth, Toffer, Harrier, MagnusIlluminus, You... Seriously in need of an update!
 
I'm in there already. But yes some of the ones you mentioned are not.
 
This morning I had a brilliant idea on how to "easily" do the end the game at the end of the x era. After spending over an hour on it I am not so sure about the "easy" part as I am not even half way through the first XML file :lol:.

I think it may be possible to get a working version by just having a mod that changes a couple of tags on the tech XML. It wont be the "professional" but it should at least be playable. If I get anywhere with it expect an optional mod mod, i.e. it will be in the unloaded folder and if you want to use it you just copy or move it into the My_Mods folder.
 
Interesting. Care to share the method?
Just using modules to turn off and hide all the techs past the end point. They are still there so you don't get XML errors but they wont show in the tech tree or ,in theory, the pedia.

The buildings, units etc. will still appear in the pedia but you wont be able to build them. This is why it is not "professional".
 
I guess using Tofferpedia (I'm just gonna use that until an official rename gets assigned) would there be an option to also fix that part of the problem?
 
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