Caveman 2 Cosmos

Yesterday was StrategyOnly's Birthday.

A Belated :bday: to the Boss. :clap::hatsoff:
 
Yesterday was StrategyOnly's Birthday.

A Belated :bday: to the Boss. :clap::hatsoff:
Happy Birthday SO! Hope your next year is filled with pleasant surprises.
 
That is an example of how much Gold has already been reduced. It used to be Much Much more in previous versions. Many Players would have been in the Millions of Gold in treasury with 10s of thousands per turn at 100% research.

Gold reduction is an Ongoing process that will Not be complete until all parts and Projects are finally added to the Mod. Pepper2000's late game additions thru added Eras is still being processed, analyzed and an ongoing balancing act. And you have not even reached that part of the game yet.


Early Civics for early game I have been working on to reduce early game gold glut. But Gold Glut is different in the eye of each beholder/player. You see 100,000 treasury with 5000/turn in Ren as too much. Others do not. I see it as one modder (of many) working on balancing as evidence that it is coming down. Is it complete? Heck No! Will it get fixed I one fell swoop of the Modding axe? Again heck No!

And the Mid game is still to be addressed as well. But Thru Civics I can only get one stage of the game done at a time.

Also raxxo has recently (last couple of months) reduced All Gold % modifiers thru out the mod, just like his latest reduction to Culture. And this also dictates that all previous work on the early game has to be re-analyzed and the Early Civics reworked. Which in turn slows down the work on Mid game Civics. And Civic changes are but one of the points of reduction to Gold, Culture, Production, and Research in the Mod

This Mod is still an ever changing process and will Not be finished anytime soon.

Understood. I suppose this doesn't change anything, but I misread my treasury; I had nearly 1 million.

On an unrelated note (trying not to double post), has anyone else had trouble with selecting specialists? I find sometimes that the arrows won't respond, but when you click on the specialist icon, every click on an arrow you made gets registered. My changes never seem to stay either; is there a way to "lock" specialists, so that only you can add, remove, and move specialists?
 
On an unrelated note (trying not to double post), has anyone else had trouble with selecting specialists? I find sometimes that the arrows won't respond, but when you click on the specialist icon, every click on an arrow you made gets registered. My changes never seem to stay either; is there a way to "lock" specialists, so that only you can add, remove, and move specialists?

Yes, this bugs at least me too.Damn priests always keep appearing.
 
Understood. I suppose this doesn't change anything, but I misread my treasury; I had nearly 1 million.
the amount of gold is highly dependent on the chosen difficulty, in my deity game i had to stop building more cities till a had some more gold income as the research rate was forced lower due the lack of gold and had an income of 2000/per turn at the start of the Renaissance but managed to spend all of that on mostly upgrades and trading with AI's and that was with building markets, banks and other gold producing buildings.
 
Yes, this bugs at least me too.Damn priests always keep appearing.
There are tricks to working the assignment system. Remove what you want to assign elsewhere from what they are doing and let them fall to their AI designated default, usually that's citizens, then assign them to where you want them to go. Check after each pop growth that they are how you would prefer them because that's when the AI reassigns some at times.
 
My internet is 98% down this weekend and who knows when it will get fixed.

So...

Who will be packaging the mod for release and when? Does anyone have any reason for us to delay further?
 
I'm very pleased that the freeze has begun, signalling that a new version is under way. I haven't been able to play a game to the end with version 38.5 due to crashes (no, I haven't reported them, sorry), so looking forward to a more stable version.

I do have a small request regarding the Unit Naming mod. I use this mod in every game, but with the expansions of unit types in the recent versions, it has hit some sort of max capacity. It now have 60 rows with unit types, but the 61st just shows the name (I believe it's "Carrier") and no box to fill out.
If it's just some variable that has to be changed from 60 to something else, is there someone who can change this to something higher?
I'm only able to change XML my self, and haven't been able to figure it out.
Thanx.
 
Understood. I suppose this doesn't change anything, but I misread my treasury; I had nearly 1 million.
the amount of gold is highly dependent on the chosen difficulty, in my deity game i had to stop building more cities till a had some more gold income as the research rate was forced lower due the lack of gold and had an income of 2000/per turn at the start of the Renaissance but managed to spend all of that on mostly upgrades and trading with AI's and that was with building markets, banks and other gold producing buildings.
@VCrakeV ,
What is your difficulty level for that game? What size map? How many AI? Do you use the More Resources Option as well as the More Rivers Option? Are you building the bulk of the World Wonders?

All these Choices/Options and Many More will have an effect on your Gold in a particular game.

Would you post/upload your save game for us?
 
@VCrakeV ,
What is your difficulty level for that game? What size map? How many AI? Do you use the More Resources Option as well as the More Rivers Option? Are you building the bulk of the World Wonders?

All these Choices/Options and Many More will have an effect on your Gold in a particular game.

Would you post/upload your save game for us?

I might later, but you should be able to reach a conclusion after I answer those other questions.

I am playing on Prince, large map, I think 7 AI (a few more now, due to emerging civs), and I can't recall the resources and rivers options (I think default). I haven't been building the bulk of wonders (especially religious ones - I was not aware you needed the appropriate religion as state religion to build certain wonders), but I have been able to build pretty much any wonder I wanted without fear of it being stolen. I am well in the lead, with over 2x the score of the second-place civ. So, clearly a gold glut is expected, but I never bothered improving gold revenue, as it just improves easily since many buildings provide gold in addition to other yields. I've since started building gold-orientated buildings, just to see how high my income can get. I'm getting 12k per turn, with dozens of cities sprawled across a large continent, and a couple of colonies on another.

Perhaps the problem is difficulty, and the snowball effect that causes a leading player to just easily improve in every aspect at an exponential pace.
 
Perhaps the problem is difficulty, and the snowball effect that causes a leading player to just easily improve in every aspect at an exponential pace.

You should definitely try harder difficulties. Sometimes there is too much gold on the hardest ones too but it can vary.
 
Check after each pop growth that they are how you would prefer them because that's when the AI reassigns some at times.

Yeah, I have to unless I want an army of priests. This reassign is the problem and it would be great to be able to tell the AI to just leave them as they are. Maybe even tell where to put the new pop growth.
 
Yeah, I have to unless I want an army of priests. This reassign is the problem and it would be great to be able to tell the AI to just leave them as they are. Maybe even tell where to put the new pop growth.
I'm not sure why it reassigns more than just the additional population. As for telling it where to put the new pop growth, there's not really a way to do that at the moment but we have considered some ways to improve this before. The problem is it requires both code and python work and few of us are that capable and team work has been a little lax on this issue. I'll take some of the blame on that. I started some things but I'm not quite sure where they need to plug in from where they are.
 
I am not having this problem. The specialists are staying assigned to what I assign them. Only new population may be assigned to ones I don't want. This suggests that we already have a mechanism in place. I just don't know what or where.
 
I am not having this problem. The specialists are staying assigned to what I assign them. Only new population may be assigned to ones I don't want. This suggests that we already have a mechanism in place. I just don't know what or where.
I thought that was how it was supposed to go and that it just often seems more aggressive about reassigning because I often forget to check for long periods of time. Since I often do forget, I've never confirmed it ONLY assigns new population. It WILL reassign everything at once according to what the AI would have it be if you click on the city tile in the city screen though. Pop that has not been assigned by you can also re-assign itself at will to match the current AI perceived needs. This can change as you adjust the slider.
 
I am not having this problem. The specialists are staying assigned to what I assign them. Only new population may be assigned to ones I don't want. This suggests that we already have a mechanism in place. I just don't know what or where.

But When you 1st get Unlimited Specialist, and the 1st is Engineers iirc, then the system wants all available specialists to be an Engineer. When you could also have a Priest or Merchant or maybe a Scientist. New cities getting engineers is not a problem for getting one. But engineer is also one of the weakest specialists. Many times I would rather have a merchant or Priest for the extra gold to help pay for Upgrades and keeping the Research slider as close to 100% as possible.

I guess the real quibble is that once we set the list and then you unlock a new building or civic that gives another slot or makes that specialist Unlimited the game will reassign all your specialists to what It think you should have. And there is no lock that I have found to stop the game from doing that. I'm fairly sure that is what Tajo is posting about as well.
 
But When you 1st get Unlimited Specialist, and the 1st is Engineers iirc, then the system wants all available specialists to be an Engineer. When you could also have a Priest or Merchant or maybe a Scientist. New cities getting engineers is not a problem for getting one. But engineer is also one of the weakest specialists. Many times I would rather have a merchant or Priest for the extra gold to help pay for Upgrades and keeping the Research slider as close to 100% as possible.

I guess the real quibble is that once we set the list and then you unlock a new building or civic that gives another slot or makes that specialist Unlimited the game will reassign all your specialists to what It think you should have. And there is no lock that I have found to stop the game from doing that. I'm fairly sure that is what Tajo is posting about as well.
No it is not reassigning except if I have too many, ie it goes from unlimited to limited and I had more than the limit. Even then it only reassigns the ones over the limit.

I haven't even turned of the governor AI; an option from vanilla. I know that I used to have the problem but I have not seen it for many games now.
 
No it is not reassigning except if I have too many, ie it goes from unlimited to limited and I had more than the limit. Even then it only reassigns the ones over the limit.

I haven't even turned of the governor AI; an option from vanilla. I know that I used to have the problem but I have not seen it for many games now.

I don't use the Governor AI myself except when I can hurry a building or unit, when that becomes allowed. So you have yours On?
 
I don't use the Governor AI myself except when I can hurry a building or unit, when that becomes allowed. So you have yours On?
The one in the bottom right corner (or is it left) of the grey block where you can actually turn on an d off city growth rather than use that weird "avoid growth" thing that doesn't work? Yep. By default it is on. Not the options one, not talking about that.

edit should be one's and they are off by default.I have them all off.

Those buttons are supposed to be how you tell a city governor how to manage the city. It does not have enough options for C2C and the "Avoid Growth" actually stops growth rather than the "Avoid Growth" option elsewhere.

We asked for an automated version of the governor one that turned on to stop growth before unhappiness or unhealthiness happened and turn growth back on again when the conditions in the city improved. Basically automation of a bit of micro management. What we got was usles.
 
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