Caveman 2 Cosmos

Entire review is now complete.
Spoiler :

There is weird issue with Jade Carvers:
They are unlocked at Carving (X8), but they need building unlocked at Barter (X12, Jade Merchant local) or Trade (X24, Jade Importer), that is much later.
Cultural Jade Carvers have additional proxy tech prereqs:
Liangzhu - Celebration (X17)
Olmec - Megalith Construction (X16)
Shang - Sacrifice Cult (X23)
You need 9 techs from staring point to reach Carving, and you need 42 techs to reach Barter from staring point.

From description of Jade Merchant/Importer it sounds like it should be like this:
At Carving you have Jade Carver, that needs Jade in city vicinity.
At Barter/Trade you can build Jade Traders, that you can build anywhere as long as one of cities has Jade Carver.
------------
Executioner's Hut (X8 - Conduct) required Chief's Hut (X15 - Chiefdom).
Removed this requirement.
Chief's Hut also required Chiefdom civic.

Jewelry Store (X10 - Personal Adornment) required Gem Cutter (X22 - Mining).
Removed this requirement.
Here seems like Gem Cutter should require Jewelry Store not vice wersa.

Ger requires Equine Domestication (X16)/Portable Shelters (X12) and Stable, but Stable is now at Animal Riding.
Bumping Ger prereq to Animal Riding/Portable Shelters.
Ger is religious building, that needs Tengrism, and this religion with tech of same name needs Animal Riding.
Animal Riding is one column right to Equine Domestication.
Equine/Camel/Elephant Domestication are OR prereqs for Animal Riding.

Enclosure - Amphibian Pond (X12 - Animism) requires Zoo (X58 - Zoology) or Carnival (X24 - Trade).
Moving Tech Prereq to Trade (You will have researched Animism if you research Trade).

Bamboo Bridge (X13 - Carpentry) is two columns ahead of Stone Bridge (X11 - Stone Bridge), but Stone Bridge replaces Bamboo Bridge....
Next one - Brick Bridge is at Masonry (X24)
This means I need to look for better place for it.
Megalith Construction (X16) looks good enough - this is effectively more advanced version of Stone Building tech.
Stone Bridge will now require Megalith Construction.

Flocks of.... Effect are limited to Earth (Poultry Domestication)

Removed obsolete building prereq from Imu - Stick Gatherer is obsolete at Earth Oven (Fire Making needed for that tech obsoletes it).
Prehistoric era has been revised.---------------------------------------------------------------------------

Brahmin Library (religious, X21 - Caste System) requires School of Scribes (X28 - Writing).
Brahmin Library now requires Caste System and Writing.

Thlaloc's Altar (religious Great Wonder, X23 - Sacrifice Cult) requires Temple of Tlaloc (religious, X33 - Mathematics)
Thlaloc's Altar now requires Mathematics - You will have researched Sacrifice Cult when you research Mathematics.

Mausoleum (X24 - Masonry) requires Graveyard (X30 - Scriptures)
Mausoleum will require Scriptures instead of Masonry - You will have researched Masonry when you research Scriptures.

Leadsmith (X24 - Lead Working) requires Forge (X25 - Metal Casting) or Foundry
Leadsmith will require Lead Working an Metal Casting.

Whale Oil Maker (X25 - Oil Lamps) requires Whaler's Dock (X46 - Commercial Whaling)
Whale Oil Maker was moved TWO WHALE eras ahead into Medieval era - now it will require Commercial Whaling - If you have Commercial Whaling, then you already researched Oil Lamps along the road.
As a result Barter Post prereq will be removed - it is obsoleted in Classical era - There was Barter Post OR Trading Post as secondary building prereqs.
Whale Oil resource will have unchanged tech reveal.

National Mint (National Wonder, X25 - Metal Casting) requires Bank (X48 - Banking)
And another one is sent two eras into future.<BuildingClasse
National Mint will require Banking instead of Metal Casting - you will have that tech by time you reach Banking.

National Archives (National Wonder, X28 - Writing) requires Library (X34 - Literature)
Moved National Archives to Literature - You will have researched Writing when you research Literature.

Ancient Veterinarian (X30 - Veterinary Medicine) required Officium (X35 - Officium)
Removed that requirement - It isn't possible to have two pairs of building OR requirements:
[Counter Hut OR Officium] + [Cat Breeder or Dog Breeder]
Unless GOM allows that but idk how to use that.
Whole Ancient era is now revised.---------------------------------------------------------------------------

River Authority (X32 - Mathematics) requires Courthouse (X33 - Code of Laws)
River Authority now requires Mathematics and Code of Laws

Olympic Games (Great Wonder, X34 - Athletics) requires Colosseum (X35 - Construction)
Olympic Games now requires Athletics AND Construction.

Porcelain Workshop (X38 - Aesthetics) required Potter's Workshop (X45)
Now it requires Potter's Hut - These don't obsolete.
Classical era is done.------------------------------------------------------------------------------------

Catacombs no longer require Bunker or Bomb Shelter - not enough overlap in first case (only 2 columns) and Catacombs is obsolete by time Bomb Shelters are available.
Now it requires only Castle or Star Fort.

Hand Water Pump (X45 - Agricultural Tools) required Water Tower (X75 - Physics).
Removed this requirement.

EU University Group Wonders (X48 - Education)
Added secondary tech prereqs - needed by secondary building.
Now some of them have redundant techs just like Natural Wonders, Achievements, Guilds and Corporations.
Courthouse - Code Of Laws (X33)
Anatomy Lab - Anatomy (X49)
Artist Colony - Free Artistry (X52)
Bank - Banking (X48)
Medieval era complete.---------------------------------------------------------------------------------------

Corporations (X54 - Corporation) - Primary tech.
Most of corporations are unlocked before Consumerism (Shopping District, mid Modern era) and Civil Engineering (Modern Offices, end of Industrial era)
Now Corporation departments can be built in Renaissance - Modern eras when they are unlocked.
Now departments require Modern Offices or Officium and Shopping District or Trading Post.

Removed -1:hammers: from Zoo.
Someone was funny.
Renaissance era finished.--------------------------------------------------------------------------

Military Academy (X62 - Military Science) was moved back to Nationalism (X59) - MA Group Wonders needs it.

Bayreuth Festspielhaus (Great Wonder, X63 - Romanticism) requires Opera House (X67 - Realism).
Moved this Great Wonder to Realism.

Chamber of Commerce (X65 - Assembly Line) requires Modern Offices (X69 - Civil Engineering).
Added alternate prereq of Officium.

Removed obsolete Henna/Indigo Gatherers from Dye Factory prereqs.

Removed -5%:hammers: from Festival and -1:hammers: from Fairground.

National Weather Service (X66 - Meteorology) requires Modern Offices and Broadcast Tower (X69 - Civil Engineering/Radio).
Added Civil Engineering and Radio prereqs.

Electrician's Workshop (X67 - Electricity) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.

Dive Bar/Liquor Store/Tsukiji Fish Market (Great Wonder) (X68 - Refrigeration) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.

Auto Repair Shop, Automobile Dealership, Car Rental Store, Car Wash, Chop Shop, Gas Station, Parking Garage (X69 - Motorized Transportation) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.
Industrial Era cleaned.--------------------------------------------------------------------------------------

Toy Store no longer requires Toy Factory - Modern era infrastructure is good enough.

Manhattan Project (X75 - Fission) required Laboratory (X78 - Modern Physics)
Now it requires University.

Mall/Supermarket (X75 - Consumerism) had Barter Post as one of alternative requirements.
Removed it as it was practically obsolete.

Portland Building (Great Wonder, X78 - Postmodernism) required Regional Planning Commission (X88)
Removed this requirement.

Hockey Night in Canada (Great Wonder, X80 - Mass Media) requires National Sports League (National Wonder, X83 - Modern Sports).
This World Wonder was moved to Modern Sports - Mass Media will be researched if you have Modern Sports.

Removed Pacifism prereq from Missile Lab - probably it meant to be opposite situation: On Pacifism Missile Lab meant to be disabled.

Added hint for four Great Wonder casinos: Circus and Luxor Casinos, that they need to be build in same city so you can build Las Vegas Strip, and that you must not build Monte Carlo Casino here.
Removed all "Can be built once" entries as those aren't helpful.
Modern Era is revised.--------------------------------------------------------------------------------------------

Fixed typo in Garden City.
By the way its third National Wonder that I'm moving to proper place - three of them were in Regular Buildings.

Insect Manipulation Lab (Bio/Cyberpunk, X90 - Nanotechnology) required Pheromone (X93 - Biopunk) or Cyber Insect Lab (X94 - Cyberpunk).
Made it exclusively Cyberpunk building - Cyberunk needs Nanotechnology along the way.

Applied Psychology Lab (X91 - Media Psychology/Cloud Computing) requires Neuroscience Lab (X93 - Genetic Biochemistry).
Added prereq of Genetic Biochemistry to Applied Psychology Lab.

Moved RePet from Cloning (X92, Information) to Mainstream Cloning (X102, Nanotech) - it is too early for animal cloning.

Pleistocene Park (X92/X94 - Cloning/Ecological Engineering) requires Cloning Factory (X102 - Mainstream Cloning).
Pleistocene Park now requires Mainstream Cloning.

Ground Scrubbers now reduce air and water pollution by 50 instead of increasing air pollution by 100 at cost of decreased water pollution (-200).

Electronics Store was obsoleteing too fast - moved its obsoletion to Posthumanism, was at Personal Robotics not too far from Augmented Reality, that had buildings making use of it.
Information era is done.----------------------------------------------------------------------------------

Space Plot map category now has ingame name of Cislunar Plot.

Shockwave Vehicle Dealership (X102/X103 - Holographics/Internal Shockwave Engine) required Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Dropped Evolutionary Algorithms prereq.

Removed long obsolete prereqs of Barter/Trading Post from Hypermarket.

Shockwave Engine Factory (X103 - Internal Shockwave Engine) required Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Dropped Evolutionary Algorithms prereq.

Bionics Factory (X105 - Bionics) required Binary Consciousness Algorithms (X106 - Exocortex Networks).
Stepped down that requirement to Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Binary Consciousness Algorithms requires Evolutionary Algorithms - former is expansion of latter.
Those two Nanotech Factories are unlocked on techs, that reveal Shockwave Engines and Bionic Suits respectively.
Now those resources can be produced as soon as those techs are researched.
Nanotech era is finished.-----------------------------------------------------------------------

Removed long obsolete Inventor's Workshop building prereq from Open Source Technology.
Transhuman era done.------------------------------------------------------------------------------

Here it seems like no building has its prereqs unlocked before it.
Only recosting Earth stuff - Pepper had outdated National/Great wonder scaling factors.
Also fixed few space buildings.
Galactic era done.----------------------------------------------------------------------------

Dinosaur Park no longer requires long obsolete Paleontology Lab.
Further recosting of Pepper's National/World Wonders.
Cosmic era done.------------------------------------------------------------------------------------

Recosting/building prereq review complete.

I'll try to resolve this Jade issue so Jade Carver will be able to use it in city vicinity at Carving tech - it shouldn't need Jade Importers unlocked at Barter/Trade
You need to research 40 techs after Carving to actually build Jade Carver on Barter when you get Jade Importer.
Jade Importers would need Jade Carver and would make resource.
Then cultular Jade Carvers could make their trade goods.

Stone Tools Workshop and other improvements gives Jade to entire empire.
Jade Carver now requires Jade in city vicinity.
Jade Importers now need Jade Carvers.
Since Barter tech Jade importer requires bonus in vicinity it is forced to be in same city as Jade Carver.
Trade Jade tech Jade importer can be built anywhere.

Needs building in city:
Code:
            <BuildingClassNeededs>
                <BuildingClassNeeded>
                    <BuildingClassType>BUILDINGCLASS_JADE_CARVER</BuildingClassType>
                    <bNeededInCity>1</bNeededInCity>
                </BuildingClassNeeded>
            </BuildingClassNeededs>

Needs building anywhere:
Code:
            <PrereqBuildingClasses>
                <PrereqBuildingClass>
                    <BuildingClassType>BUILDINGCLASS_JADE_CARVER</BuildingClassType>
                    <iNumBuildingNeeded>1</iNumBuildingNeeded>
                </PrereqBuildingClass>
            </PrereqBuildingClasses>
This is what Pepper uses extensively to glue space empire.

Culture Jade carvers then need either Jade trader.

Great work as always @raxo2222!
:clap: :goodjob: :bowdown:
 
I did following change to Jade:
Resource itself is revealed and enabled at Carving, when Jade Carver and Cultural Jade Carvers are unlocked.
It needs Jade in city vicinity.
Barter Jade trader is unlocked at Barter and can be built only in city with Jade Carver.
Trade Jade carver is unlocked at Trade and needs Jade Carver anywhere.
Cultural Jade Carvers need any of those two, their culture is unlocked after Barter.

Spoiler :

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Spoiler :

There is weird issue with Jade Carvers:
They are unlocked at Carving (X8), but they need building unlocked at Barter (X12, Jade Merchant local) or Trade (X24, Jade Importer), that is much later.
Cultural Jade Carvers have additional proxy tech prereqs:
Liangzhu - Celebration (X17)
Olmec - Megalith Construction (X16)
Shang - Sacrifice Cult (X23)
You need 9 techs from staring point to reach Carving, and you need 42 techs to reach Barter from staring point.

From description of Jade Merchant/Importer it sounds like it should be like this:
At Carving you have Jade Carver, that needs Jade in city vicinity.
At Barter/Trade you can build Jade Traders, that you can build anywhere as long as one of cities has Jade Carver.
------------
Executioner's Hut (X8 - Conduct) required Chief's Hut (X15 - Chiefdom).
Removed this requirement.
Chief's Hut also required Chiefdom civic.

Jewelry Store (X10 - Personal Adornment) required Gem Cutter (X22 - Mining).
Removed this requirement.
Here seems like Gem Cutter should require Jewelry Store not vice wersa.

Ger requires Equine Domestication (X16)/Portable Shelters (X12) and Stable, but Stable is now at Animal Riding.
Bumping Ger prereq to Animal Riding/Portable Shelters.
Ger is religious building, that needs Tengrism, and this religion with tech of same name needs Animal Riding.
Animal Riding is one column right to Equine Domestication.
Equine/Camel/Elephant Domestication are OR prereqs for Animal Riding.

Enclosure - Amphibian Pond (X12 - Animism) requires Zoo (X58 - Zoology) or Carnival (X24 - Trade).
Moving Tech Prereq to Trade (You will have researched Animism if you research Trade).

Bamboo Bridge (X13 - Carpentry) is two columns ahead of Stone Bridge (X11 - Stone Bridge), but Stone Bridge replaces Bamboo Bridge....
Next one - Brick Bridge is at Masonry (X24)
This means I need to look for better place for it.
Megalith Construction (X16) looks good enough - this is effectively more advanced version of Stone Building tech.
Stone Bridge will now require Megalith Construction.

Flocks of.... Effect are limited to Earth (Poultry Domestication)

Removed obsolete building prereq from Imu - Stick Gatherer is obsolete at Earth Oven (Fire Making needed for that tech obsoletes it).
Prehistoric era has been revised.---------------------------------------------------------------------------

Brahmin Library (religious, X21 - Caste System) requires School of Scribes (X28 - Writing).
Brahmin Library now requires Caste System and Writing.

Thlaloc's Altar (religious Great Wonder, X23 - Sacrifice Cult) requires Temple of Tlaloc (religious, X33 - Mathematics)
Thlaloc's Altar now requires Mathematics - You will have researched Sacrifice Cult when you research Mathematics.

Mausoleum (X24 - Masonry) requires Graveyard (X30 - Scriptures)
Mausoleum will require Scriptures instead of Masonry - You will have researched Masonry when you research Scriptures.

Leadsmith (X24 - Lead Working) requires Forge (X25 - Metal Casting) or Foundry
Leadsmith will require Lead Working an Metal Casting.

Whale Oil Maker (X25 - Oil Lamps) requires Whaler's Dock (X46 - Commercial Whaling)
Whale Oil Maker was moved TWO WHALE eras ahead into Medieval era - now it will require Commercial Whaling - If you have Commercial Whaling, then you already researched Oil Lamps along the road.
As a result Barter Post prereq will be removed - it is obsoleted in Classical era - There was Barter Post OR Trading Post as secondary building prereqs.
Whale Oil resource will have unchanged tech reveal.

National Mint (National Wonder, X25 - Metal Casting) requires Bank (X48 - Banking)
And another one is sent two eras into future.<BuildingClasse
National Mint will require Banking instead of Metal Casting - you will have that tech by time you reach Banking.

National Archives (National Wonder, X28 - Writing) requires Library (X34 - Literature)
Moved National Archives to Literature - You will have researched Writing when you research Literature.

Ancient Veterinarian (X30 - Veterinary Medicine) required Officium (X35 - Officium)
Removed that requirement - It isn't possible to have two pairs of building OR requirements:
[Counter Hut OR Officium] + [Cat Breeder or Dog Breeder]
Unless GOM allows that but idk how to use that.
Whole Ancient era is now revised.---------------------------------------------------------------------------

River Authority (X32 - Mathematics) requires Courthouse (X33 - Code of Laws)
River Authority now requires Mathematics and Code of Laws

Olympic Games (Great Wonder, X34 - Athletics) requires Colosseum (X35 - Construction)
Olympic Games now requires Athletics AND Construction.

Porcelain Workshop (X38 - Aesthetics) required Potter's Workshop (X45)
Now it requires Potter's Hut - These don't obsolete.
Classical era is done.------------------------------------------------------------------------------------

Catacombs no longer require Bunker or Bomb Shelter - not enough overlap in first case (only 2 columns) and Catacombs is obsolete by time Bomb Shelters are available.
Now it requires only Castle or Star Fort.

Hand Water Pump (X45 - Agricultural Tools) required Water Tower (X75 - Physics).
Removed this requirement.

EU University Group Wonders (X48 - Education)
Added secondary tech prereqs - needed by secondary building.
Now some of them have redundant techs just like Natural Wonders, Achievements, Guilds and Corporations.
Courthouse - Code Of Laws (X33)
Anatomy Lab - Anatomy (X49)
Artist Colony - Free Artistry (X52)
Bank - Banking (X48)
Medieval era complete.---------------------------------------------------------------------------------------

Corporations (X54 - Corporation) - Primary tech.
Most of corporations are unlocked before Consumerism (Shopping District, mid Modern era) and Civil Engineering (Modern Offices, end of Industrial era)
Now Corporation departments can be built in Renaissance - Modern eras when they are unlocked.
Now departments require Modern Offices or Officium and Shopping District or Trading Post.

Removed -1:hammers: from Zoo.
Someone was funny.
Renaissance era finished.--------------------------------------------------------------------------

Military Academy (X62 - Military Science) was moved back to Nationalism (X59) - MA Group Wonders needs it.

Bayreuth Festspielhaus (Great Wonder, X63 - Romanticism) requires Opera House (X67 - Realism).
Moved this Great Wonder to Realism.

Chamber of Commerce (X65 - Assembly Line) requires Modern Offices (X69 - Civil Engineering).
Added alternate prereq of Officium.

Removed obsolete Henna/Indigo Gatherers from Dye Factory prereqs.

Removed -5%:hammers: from Festival and -1:hammers: from Fairground.

National Weather Service (X66 - Meteorology) requires Modern Offices and Broadcast Tower (X69 - Civil Engineering/Radio).
Added Civil Engineering and Radio prereqs.

Electrician's Workshop (X67 - Electricity) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.

Dive Bar/Liquor Store/Tsukiji Fish Market (Great Wonder) (X68 - Refrigeration) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.

Auto Repair Shop, Automobile Dealership, Car Rental Store, Car Wash, Chop Shop, Gas Station, Parking Garage (X69 - Motorized Transportation) requires Shopping District (X75 - Consumerism)
Added alternative prereq of Trading Post.
Industrial Era cleaned.--------------------------------------------------------------------------------------

Toy Store no longer requires Toy Factory - Modern era infrastructure is good enough.

Manhattan Project (X75 - Fission) required Laboratory (X78 - Modern Physics)
Now it requires University.

Mall/Supermarket (X75 - Consumerism) had Barter Post as one of alternative requirements.
Removed it as it was practically obsolete.

Portland Building (Great Wonder, X78 - Postmodernism) required Regional Planning Commission (X88)
Removed this requirement.

Hockey Night in Canada (Great Wonder, X80 - Mass Media) requires National Sports League (National Wonder, X83 - Modern Sports).
This World Wonder was moved to Modern Sports - Mass Media will be researched if you have Modern Sports.

Removed Pacifism prereq from Missile Lab - probably it meant to be opposite situation: On Pacifism Missile Lab meant to be disabled.

Added hint for four Great Wonder casinos: Circus and Luxor Casinos, that they need to be build in same city so you can build Las Vegas Strip, and that you must not build Monte Carlo Casino here.
Removed all "Can be built once" entries as those aren't helpful.
Modern Era is revised.--------------------------------------------------------------------------------------------

Fixed typo in Garden City.
By the way its third National Wonder that I'm moving to proper place - three of them were in Regular Buildings.

Insect Manipulation Lab (Bio/Cyberpunk, X90 - Nanotechnology) required Pheromone (X93 - Biopunk) or Cyber Insect Lab (X94 - Cyberpunk).
Made it exclusively Cyberpunk building - Cyberunk needs Nanotechnology along the way.

Applied Psychology Lab (X91 - Media Psychology/Cloud Computing) requires Neuroscience Lab (X93 - Genetic Biochemistry).
Added prereq of Genetic Biochemistry to Applied Psychology Lab.

Moved RePet from Cloning (X92, Information) to Mainstream Cloning (X102, Nanotech) - it is too early for animal cloning.

Pleistocene Park (X92/X94 - Cloning/Ecological Engineering) requires Cloning Factory (X102 - Mainstream Cloning).
Pleistocene Park now requires Mainstream Cloning.

Ground Scrubbers now reduce air and water pollution by 50 instead of increasing air pollution by 100 at cost of decreased water pollution (-200).

Electronics Store was obsoleteing too fast - moved its obsoletion to Posthumanism, was at Personal Robotics not too far from Augmented Reality, that had buildings making use of it.
Information era is done.----------------------------------------------------------------------------------

Space Plot map category now has ingame name of Cislunar Plot.

Shockwave Vehicle Dealership (X102/X103 - Holographics/Internal Shockwave Engine) required Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Dropped Evolutionary Algorithms prereq.

Removed long obsolete prereqs of Barter/Trading Post from Hypermarket.

Shockwave Engine Factory (X103 - Internal Shockwave Engine) required Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Dropped Evolutionary Algorithms prereq.

Bionics Factory (X105 - Bionics) required Binary Consciousness Algorithms (X106 - Exocortex Networks).
Stepped down that requirement to Evolutionary Algorithms (X103/104 - Ontological Engineering and Nanoelectronics).
Binary Consciousness Algorithms requires Evolutionary Algorithms - former is expansion of latter.
Those two Nanotech Factories are unlocked on techs, that reveal Shockwave Engines and Bionic Suits respectively.
Now those resources can be produced as soon as those techs are researched.
Nanotech era is finished.-----------------------------------------------------------------------

Removed long obsolete Inventor's Workshop building prereq from Open Source Technology.
Transhuman era done.------------------------------------------------------------------------------

Here it seems like no building has its prereqs unlocked before it.
Only recosting Earth stuff - Pepper had outdated National/Great wonder scaling factors.
Also fixed few space buildings.
Galactic era done.----------------------------------------------------------------------------

Dinosaur Park no longer requires long obsolete Paleontology Lab.
Further recosting of Pepper's National/World Wonders.
Cosmic era done.------------------------------------------------------------------------------------

Recosting/building prereq review complete.


I'll review map resources.
TechReveal - resource is visible on map - usable by Vicinity buildings.
TechCityTrade - resource can be traded and is on resource list with valid improvement - usable anywhere.

It should be fast as I fixed all recosting errors.
I didn't check building prereqs for space buildings - these items are new (1 - 2 years VS 8 - 10 year old mod).
Also I noticed some space buildings have cost of Earth buildings.

Coffee (X36 - Spice Trade both Reveal+Enable):
Moved Rutabaga Farm from Irrigation to Spice Trade as it needs coffee.

Ancient Metals (Copper/Tin/Lead/Gold/Silver/Iron/Platinum Ore)
Removed Road/Ship Building tech requirements from National Smelters - was that to force Ancient civs to build cities near respective ore resources?
Both Road and Ship Building are in beginning of Classical era.
It defeated purpose of National Smelters.

Cow will be revealed at Hunting (it is revealed at Canine Domestication and enabled at Animal Husbandry).
Aurochs Hunter Camp needs Cow in vicinity and is unlocked by Hunting/Shelter Building.
Cow resource can represent cow ancestors too.

Henna, Indigo, Iron/Platinum Ore, Sugar, Sulphur had switched Reveal and Enable techs.

Methane Ice can be used by Nanotech era.
Gas lamps are long replaced and obsolete by this time - removed this OR prereq.

Pig/Sheep had switched Reveal and Enable techs too.
Pig/Sheep like Cow now has Reveal at Hunting to allow vicinity buildings earlier and now has Enable at Canine Domestication.
Pig/Sheep resource may be as well their ancestors in Prehistoric era.

Prime Timber will be revealed at Gathering to cover all vicinity buildings - earliest one needing Prime Timber in vicinity is unlocked at Basketry.
Since you can't build improvement for Prime Timber until Wood Working, Curare (Prime Timber/Indigo, makes poison, unlocked at Poison Crafting) and Rattan Grove (Prime Timber/Cotton, unlocked at Basketry) will have Raw Vicinity requirement for Prime Timber.
This is prime example of resource unlocked earlier than its main uses after my changes.
You have vicinity buildings making (indirect) use of Prime Timber before it is used as building material.

Silk:
Snail Gatherer (is unlocked at Scavenging, same column where Silk is Revealed on map.
Since improvement is unlocked at Silk's enable tech of Sericulture, I made Snail Gatherer use RawVicinityBonus tag for Silk.
Snail Gatherer will be moved to Trap Fishing as it needs Murex in addition to Silk in vicinity.
Murex will be RAW vicinity too, as Murex get their improvement at Fishing.

Sugar:
Candy Shop (X22 - Apiculture) - now can use Honey as alternative to Sugar, as Sugar is unlocked way later (X35/X36 - Calendar/Spice Trade).

Tea:
I'll move its Reveal tech to Folk Medicine - good tech for some experiments on plants, also this tech is in same column, where earliest building needing tea in vicinity is unlocked.

Uranium will have both Reveal and Enable on Quantum Physics - nothing needing it is unlocked earlier.
 
Last edited:
Well please, make it a priority
I can't even add gold otherwise it'll crash

I suggest if you're so Adamant on using the WB you'd do the Same as I, Learn what You Can, and Can't do in that minefield, and Save before you go into it, It has been a Minefield for Years now, It has been flagged as a Minefield and something that needs to be Addressed for about as long, but seeing the WB Isn't a critical system and besides that a Very Very complex beast nobody was available to do something about it,
Also I would suggest changing your tone, the team has moved Multiple mountains at this point volunteering their time, They're not going to be motivated by you cracking the whip, if anything you just shoved it down the list, If I'd be capable at working with the WB you'd certainly done so

in any case, TL;DR; Either Learn to use it properly, or Learn how it works and how You Yourself can contribute to the team by fixing it

And I really can't praise the people working on this project, Past, Present and Future, enough for the work they've put into this project
 
I suggest if you're so Adamant on using the WB you'd do the Same as I, Learn what You Can, and Can't do in that minefield, and Save before you go into it, It has been a Minefield for Years now, It has been flagged as a Minefield and something that needs to be Addressed for about as long, but seeing the WB Isn't a critical system and besides that a Very Very complex beast nobody was available to do something about it,
Also I would suggest changing your tone, the team has moved Multiple mountains at this point volunteering their time, They're not going to be motivated by you cracking the whip, if anything you just shoved it down the list, If I'd be capable at working with the WB you'd certainly done so

in any case, TL;DR; Either Learn to use it properly, or Learn how it works and how You Yourself can contribute to the team by fixing it

And I really can't praise the people working on this project, Past, Present and Future, enough for the work they've put into this project
I am not "Cracking a whip" to anyone stop trying to be a white knight just because i made a request, if it sounded bad then sorry

But i'm really, really frustrated since it's a thing i really enjoy using and seeing it crash when adding gold just made me angry
I've got to thank @KaTiON_PT for helping me out though
 
A bit of history on World Builder.
  1. the BtS version does what is intended but the code is a nightmare to work with. It takes hours of study before you can even feel confident any change you make will do the right thing, and it is easy to forget that complexity if you don't work on it for a few days. The users interface is not optimal either.
  2. Platyping a BtS (not C2C) modder came up with a much better user experience.
  3. Alberts2 (I think) merged Platyping's code into C2C.
  4. Platyping decided to make the python code of various parts of BtS easier to work with. In many cases it is easy to see that the programmers were being paid by lines of code not for efficient or easily maintained.
Where we are now in C2C and the amount of work needed means that it may be best to go back to before Alberts2 did his changes, merge in the new Platyping version and then merge in any work on those files done by others.

I am not sure if Toffer has done any work in any of the affected files.
 
Why is the barbary macaque aggressive? Isn't it a passive animal?
Almost all primates are aggressive to some degree. Certainly, barbary macaques (also known as barbary apes) are reasonably well documented for having aggressive encounters with humans - although it should be noted, that might be because they live in some of the closest proximity to humans, resulting in more opportunities for conflict. They are definitely more aggressive than, for example, a deer or a raccoon.
 
Why is the barbary macaque aggressive? Isn't it a passive animal?

Time to cook some Sopa de Macaco
Passive animals group should be renamed.
@Thunderbrd what would be good name for that group of animals?
There are 3 groups of animals:
Passive, Neutral and Aggressive.
 
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I thought they were called Creatures, Beasts and Predators. That's the team names I outlined when we implemented those new teams.
Thread link
Yes, but their NPC "civilizations" are called that.
Spoiler :

Civ4BeyondSword 2018-10-04 15-37-01-41.jpg

Civ4BeyondSword 2018-10-04 15-37-17-64.jpg

Civ4BeyondSword 2018-10-04 15-36-51-80.jpg

 
Ok, what about:
Fauna Creature
Fauna Beast
Fauna Predator

Then they would also be grouped together in the alphabetical sorting of the pedia.
Sounds good.

And it is now in SVN
 
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Can't be that.

@Sparth added all of them in SVN 8840 but then reverted it in SVN 8851.
I wonder what happened then.

This quote background could be era themed (have art like one in screenshot) art if Toffer ever wants to overhaul tech splash screen.
 
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Did all the icons get converted to DDS3? Did it stop because I upgraded the Tech tree to Platyping's? Or was it simply that they did not work well on the Tech Tree while looking great great in the pedia?
 
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