Caveman 2 Cosmos

I'm sooo gonna start a new game now, loool.

Went for Play Now in order to re-choose all BUGs.
I really see some nice stuff there, lol.
I also noticed that you re-modeled Cultures.
Next step:
Already adjusted MY versions of Pit's map (1z/40z), lol.
Now gonna start a new game there, can't decide on whether to go super slow OR super fast.
More opinions to come, lol.
But REALLY:
We *NEED* those many-many-many Civs!
Of course, UNLESS you are planning on SOON switching out of Civs to begin with, though I dunno how.
Like, is it gonna be "Generic Civ #1/2/3", OR "Mediterranean/African/European Civ", OR whatnot?

Ah, I get it, lol.
Now Settlers actually carry their home culture elsewhere, niiice.
I do hope the next step (culturally unique units that actually show their culture) is soon enough.
So far, this is a nice new twist, lol.
 
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I've noticed that the cost of hurrying production in my cities has dobled as soon as I entered the Information Age.
I'm playing with Complex Traits on and using a combination of Financial and Dynamic to reduce the cost of hurrying production and the jump in cost is very noticable.
For example, a building that takes 1000 :hammers: to build would cost me around 1800:gold: to hurry, but it now costs around 3750:gold:
Is this supposed to be this way?

Edit: NVM I found out what it was.
 
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I may be talking complete nonsense here and i dont know the numbers really but it could be a similar thing like in the prehistoric era where (let me make the numbers up) you get a total of maybe 30% gold/science/hammers and increasing it by 15% will look like a 50% increase.
 
I like how I now can split my NAMED units again (it was OFF in the latest versions).
I can now have an actual ARMY of "Macabeus'es", loool.
And I honestly LOVE the Cyrus Wonders - ya know, the one that brings your dead Heroes back as Generals, mwahahaha.
So instead of a 12-strength Hero, I can stack up a unit of 30-strength (and later combine it into 100 or 200-strength and beyond) and STILL attach that NAME to it.
And more so, I can now have an UNLIMITED AMOUNT of such units - an actual ARMY of them.
Just split the named unit and recombine it using additional unnamed units.
Sure, the "pieces" lose the [Lead by Warlord] promotion - but you can get that from ANOTHER Hero/General, yet recombine it to still be NAMED as your favorite one.
NEAT!!!!!
 
I found out what it was, Fiber Optics obsoletes the Moscow Kremlin, a wonder which grants -33% hurry cost.
That's why the hurry cost went up so suddenly.

Damn, there's so much stuff in this mod that every playthrough is unique for me either because new stuff is added or because I forget about old stuff.
 
I found out what it was, Fiber Optics obsoletes the Moscow Kremlin, a wonder which grants -33% hurry cost.
That's why the hurry cost went up so suddenly.

Damn, there's so much stuff in this mod that every playthrough is unique for me either because new stuff is added or because I forget about old stuff.
That's why we all love it so much, loool.
Except when they tease us with stuff that shows up and then gets reverted, booo.
LOL!
 
Fun fact:
There were 3 completely unused and hidden techs:
Cold Fusion, Global Governance and Religion.
They were here for decade hidden away.
Dummy Neanderthal had one neanderthal unit, it was removed and unit was changed accordingly.
 
Fun fact:
There were 3 completely unused and hidden techs:
Cold Fusion, Global Governance and Religion.
They were here for decade hidden away.
Dummy Neanderthal had one neanderthal unit, it was removed and unit was changed accordingly.
The one called Religion was there to attach all the religion promotions to so that there was nothing in the specific religion's tech. There was another reason but I forget what it was about.

As far as I know they are used just not for anything in the tech tree. Of course changes to the dll may have obsoleted their use.
 
The one called Religion was there to attach all the religion promotions to so that there was nothing in the specific religion's tech. There was another reason but I forget what it was about.

As far as I know they are used just not for anything in the tech tree. Of course changes to the dll may have obsoleted their use.
Changes to DLL made them obsolete very long time ago.
Someone just didn't bother to remove those techs on savebreaking changes.

Stuff in Religion tech was moved to Dummy tech at some point.
 
Changes to DLL made them obsolete very long time ago.
Someone just didn't bother to remove those techs on savebreaking changes.

Stuff in Religion tech was moved to Dummy tech at some point.
If I remember correctly they were originally on Dummy tech but someone wanted to split out the various bits to make things a bit clearer.
 
If I remember correctly they were originally on Dummy tech but someone wanted to split out the various bits to make things a bit clearer.
I guess this decision was vetoed or reverted, but tech stayed here.
 
I guess this decision was vetoed or reverted, but tech stayed here.
There have been many instances of a change that was given a brief comment on in the Forum here, but never pursued by anyone. The 1st 4 years were very hectic. The next 6 years only slightly less hectic. Things got lost.
 
In reply to the 40.1 release...wow...I just suddenly decided to download the latest release after having had the december release, and the new release in stunning. I don't know why you keep doing it, but I keep loving it. Very cool interface, much faster. Only thing I have noticed is that sometimes turns don't end "naturally" so to say...like, red dot, but no, hit enter to end turn, and nothing happens if I hit W or the such, just have to press enter or hit the red dot....but this is very minor to what is par-excellence.
 
Hi, I've updated from SVN a couple of dates ago, and I've a question regarding the Size Matters option (at least I think that's the one I'm looking for). Basically, it allows converting multiple copies of a unit into a stronger unit, e.g. 3 axemen turn into an axeman with 1.5x strength. However, it's not immediately obvious to me, what are the conditions for when a game allows it, for example:
1. I combined 3 stone macemen, and later combined 2 more triplets. That means I've 3 stone macemen with 1.5x strength. Why can't I combine them into a new unit with 2x (or whatever) strength? I remember doing it some versions ago with Zephyr Airships (since they are capped at 15, I just endlessly stacked them into more powerful versions, for fun :) )
2. 3 Catamarans can't be combined into a 1.5x strength Catamaran. Why?

In short, what options / properties should I look for in-game to understand, when this option is applicable?
 
In reply to the 40.1 release...wow...I just suddenly decided to download the latest release after having had the december release, and the new release in stunning. I don't know why you keep doing it, but I keep loving it. Very cool interface, much faster. Only thing I have noticed is that sometimes turns don't end "naturally" so to say...like, red dot, but no, hit enter to end turn, and nothing happens if I hit W or the such, just have to press enter or hit the red dot....but this is very minor to what is par-excellence.
I have found that using the Enter key with the numpad, ie next to the numbers, usually works. I don't think I have found a case where it doesn't other than when one of the units in the stack you have selected still has movement points left.
 
Hi, I've updated from SVN a couple of dates ago, and I've a question regarding the Size Matters option (at least I think that's the one I'm looking for). Basically, it allows converting multiple copies of a unit into a stronger unit, e.g. 3 axemen turn into an axeman with 1.5x strength. However, it's not immediately obvious to me, what are the conditions for when a game allows it, for example:
1. I combined 3 stone macemen, and later combined 2 more triplets. That means I've 3 stone macemen with 1.5x strength. Why can't I combine them into a new unit with 2x (or whatever) strength? I remember doing it some versions ago with Zephyr Airships (since they are capped at 15, I just endlessly stacked them into more powerful versions, for fun :) )
2. 3 Catamarans can't be combined into a 1.5x strength Catamaran. Why?

In short, what options / properties should I look for in-game to understand, when this option is applicable?

How many units you can merge is based on the era you're in:

Prehistoric: 3
Ancient: 9 (i.e, 3 merges of 3 units each)
Classical: 27

Etcetera

I'm not sure which kind of unit Catamaran is, but a variety of units can't merge/split... medics, criminals, crime fighters, hunters, and scouts come to mind.
 
How many units you can merge is based on the era you're in:

Prehistoric: 3
Ancient: 9 (i.e, 3 merges of 3 units each)
Classical: 27

Etcetera

I'm not sure which kind of unit Catamaran is, but a variety of units can't merge/split... medics, criminals, crime fighters, hunters, and scouts come to mind.
If I remember correctly Catamaran is a cultural scout unit, replacement for the outrigger.
 
I'm not sure which kind of unit Catamaran is, but a variety of units can't merge/split... medics, criminals, crime fighters, hunters, and scouts come to mind.
Catamarans are explorer boats thus cannot merge or split.
 
Thanks for clarification!

Regarding explorer boats -- is their inability to merge documented anywhere where I can see in-game? I'm just asking to know where to look regarding other units that might be unable to merge.
Also, one more question -- I'm in Ancient Era now, and, considering my post above, I was indeed able to merge three 1.5x obsidian macemen into a 2x obsidian maceman. However, I wasn't able to do the same to three 1.5x Horseman units. Why?

Update: I was able to combine them, when I got the three of them fully healed
 
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Thanks for clarification!

Regarding explorer boats -- is their inability to merge documented anywhere where I can see in-game? I'm just asking to know where to look regarding other units that might be unable to merge.
Also, one more question -- I'm in Ancient Era now, and, considering my post above, I was indeed able to merge three 1.5x obsidian macemen into a 2x obsidian maceman. However, I wasn't able to do the same to three 1.5x Horseman units. Why?

Update: I was able to combine them, when I got the three of them fully healed
Yes, documented on their combat class (type) description information.
 
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