Caveman 2 Cosmos

I noticed those two globals, I wonder if they are unused.
Code:
<Define>
        <!-- Research rate boost for knowing first OR tech prereq. -->
        <DefineName>TECH_COST_FIRST_KNOWN_PREREQ_MODIFIER</DefineName>
        <iDefineIntVal>10</iDefineIntVal>
    </Define>
    <Define>
        <!-- Research rate boost for knowing additional OR tech prereqs. -->
        <DefineName>TECH_COST_KNOWN_PREREQ_MODIFIER</DefineName>
        <iDefineIntVal>10</iDefineIntVal>
    </Define>

There are no traits, that change tech costs by the way.
Not yet anyhow.
I'm not sure if those are in use but I don't think they are.
EDIT: Oh, right, as a part of tech diffusion most likely yes.
 
All I know is that the AI is more apt to Not spend any real effort in researching a Religion than they used to do. Before I could not get a religion until late Classical or early Med Era because the AI had them all. Now after getting into Ancient Era I can get any that I want. And I have.

Is Tech Diffusion the real reason for this change by the AI? I would think not.

Or is it because I now only set the Victory setting to Space Race?
 
Or is it because I now only set the Victory setting to Space Race?
Could well be that changes the priorities a lot.

MIGHT be due to the techs being 'global' now but I didn't think I did anything to change the AI on that because it shouldn't need it - once it's no longer available they'd stop considering it.

The specific leaders in play can vary as well and some care more than others to go for religious techs.
 
Culture flips don't happen in C2C. There are only espionage flips, AP etc. votes, or flips through Rev.
 
Culture flips don't happen in C2C. There are only espionage flips, AP etc. votes, or flips through Rev.
So vanilla option "flip cities by culture" or something like that doesn't work, or just volume and flow of culture effectively makes cities culture flip proof?
 
So vanilla option "flip cities by culture" or something like that doesn't work, or just volume and flow of culture effectively makes cities culture flip proof?
Well yes the option (City Flipping After Conquest - but they don't flip before conquest either lol) doesn't work, and no, cities will culture revolt over and over, but will not flip, whereas in vanilla the 2nd (or at most 3rd) culture revolt meant a flip. I have had a city with culture revolt percentage over 200, but it still only revolts, never flips (not until Rev gets involved anyway).
 
Culture flips don't happen in C2C. There are only espionage flips, AP etc. votes, or flips through Rev.
Untrue. My wife took a lot of cities by culture in her last game. I should mention that it can't happen if minimum 1 city radius option is on.
 
Looks like Tech Diffusion cheapens techs, that are known by other civs.
This works for other techs not just religious techs (they can be researched by one player).
Tooltip is half working: It seems to calculate amount of turns it takes to research tech, but it doesn't take in account tech diffusion effect when displaying amount of research needed.
@Thunderbrd or @Toffer90 could fix that, so it accounts for tech diffusion when it comes to amount of beakers.
Tech diffusion does not cheapen techs that are known by other players, tech diffusion gives the player a beaker bonus per turn based on how many other players know the tech.

Nothing to fix in the display as far as I understand.
 
Tech diffusion does not cheapen techs that are known by other players, tech diffusion gives the player a beaker bonus per turn based on how many other players know the tech.

Nothing to fix in the display as far as I understand.
I meant relatively cheapen, as in screenshots few posts above you can see, that some techs are cheaper to research than others in same column (smaller amount of turns to research).
 
Untrue. My wife took a lot of cities by culture in her last game. I should mention that it can't happen if minimum 1 city radius option is on.
Yeah well that's just great. Apparently culture flipping has been working all along, just not for me. Maybe Rev disables it. I don't see any way of finding out or fixing it, so I'll have to keep playing without culture flips. I'm overjoyed as you can imagine.
 
I should mention that it can't happen if minimum 1 city radius option is on.
You mean Minimum City radius, the one that hardens the 8 tiles surrounding the Main City tile right?. Because the 1 City Tile Start Option the does not hinder Culture wars. I'm fighting that on 3 fronts in my current game that I posted the save for raxo. And in the process am learning what the Patriot Act form Bards (STs etc.) can do for you when your young city is about to be overrun from foreign culture influence. And to save one when it goes into revolt and has the revolt countdown going.

I meant relatively cheapen, as in screenshots few posts above you can see, that some techs are cheaper to research than others in same column (smaller amount of turns to research).
I do not have WFL Nor Beeline Stings On raxo and that screen shot of Hunduism Religion tech has been long passed. It's cheaper because of 2 things, I'm researching now at a higher point level And I'm receiving a Huge # of RP from TD because of the Tupi's massive Tech lead. So yeah it would only cost 5 turns instead of the 8-10 that the column(s) I'm researching in now are costing.
This means you could deduce how advanced tech leader is as techs are cheaper if other civs researched them.
This is true. And is a consideration for future research paths.
 
I do not have WFL Nor Beeline Stings On raxo and that screen shot of Hunduism Religion tech has been long passed. It's cheaper because of 2 things, I'm researching now at a higher point level And I'm receiving a Huge # of RP from TD because of the Tupi's massive Tech lead. So yeah it would only cost 5 turns instead of the 8-10 that the column(s) I'm researching in now are costing.

This is true. And is a consideration for future research paths.
Yeah turn timer in tech tree hover takes under account effects of tech diffusion as shown in screenshots - I showed four pairs of techs, where each pair is in same column.
That is you can see which techs gets TD boost in tech tree - those with boost will be shown as needing less turns to be researched.
 
Great to see the amount of players for this mod still. I am still hooked on the mod and play quite often. Though with civ6 new mechanics I am having a blast with it too. Thanks to all of you guys on the team who helped put this mod together. I have over 2000 hours into playing it. :D I was looking forward to the proposed multiple maps that was presented some years ago. Was the idea scraped or abandoned, or is it still being worked on? :D
 
Great to see the amount of players for this mod still. I am still hooked on the mod and play quite often. Though with civ6 new mechanics I am having a blast with it too. Thanks to all of you guys on the team who helped put this mod together. I have over 2000 hours into playing it. :D I was looking forward to the proposed multiple maps that was presented some years ago. Was the idea scraped or abandoned, or is it still being worked on? :D
Multimaps need developer to finalize it - I think @Thunderbrd said that @Toffer90 will be good enough to do it, hes now working on PPIO.

Now we have space maps - handmade maps (though can contain generated Earth) that are temporary substitution for mutimaps.
Few of them are added to mod in SVN.

Here are all new spacemaps.
https://forums.civfanatics.com/threads/tiny-earth-long-space-maps.615465/
https://forums.civfanatics.com/threads/snofrus-space-maps.639529/
https://forums.civfanatics.com/threads/kations-space-maps.630777/
 
This is my completed Settler Mastery game. What map should I use at a Warlord level that will allow me to found cities and fight in space?
Any maps in my post above (links).

Try Noble handicap, as three easiest ones cheapen buildings/units/techs for players.

Also it should take 4x more time to reach endgame.
 
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Maybe Rev disables it.
Perhaps. Not sure about that.
You mean Minimum City radius, the one that hardens the 8 tiles surrounding the Main City tile right?
Yes, not your 1 tile start option.
And I'm receiving a Huge # of RP from TD because of the Tupi's massive Tech lead.
That's only going to apply when you're researching techs your known competition already has. This being on would definitely make religious techs that nobody knows yet seem a lot more expensive by comparison since others don't know them yet. That could also be having an impact on which techs some AI players choose to research since it being cheaper in round count to reach other techs may be an influence, not sure about that though.


@Cosmic Fox : Good to see ya around bud! As I recently said in our Discord server, when it becomes clear that games can reliably reach the later stages of the game and still be stable and enjoyable, then it will be more appropriate to spend time on multimaps. It's starting to look more and more possible all the time but there's a lot of projects yet between now and then.
 
Please does anyone have any clue as to any option or ini or other setting that disables culture flips (apart from the one TB said)?

Or even where I should look in the code to find one?
 
Please does anyone have any clue as to any option or ini or other setting that disables culture flips (apart from the one TB said)?

Or even where I should look in the code to find one?
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