Caveman 2 Cosmos

Thanks, just updated, so the hammer cost went up (e.g. the Oceanian culture now costs 2650 hammers), but the local production now affects it, so it's 6 turns to build (at least in my capital :) ). I didn't quite understand the math, it says that every Oceanian C.L. provides -5% to C.L. Oceanian everywhere, but also ups the cost of other C.L.'s by 10%, so how is it ultimately calculated? What's the best approach if I want to have all cultures everywhere, for example -- should I attempt to build new cities with diverse cultures, or focus on one culture?
The more variation you have in local cultures throughout your nation the more they will all cost, the local culture you have the most of will be the cheapest one to build in a city anywhere. The one you have the least of would be the most expensive one to build in any city. Idea is that if a culture is present in many of your cities it will not take much effort to get that culture present in a city where it's currently lacking, while a culture you have in e.g. only 1 of your 16 cities will take more effort to establish in those 15 other cities.

It will make more sense when you've played with it a while and seen how it works out in-game.

The best way to get as many cultures everywhere as possible is to train your settler in a city that have all the local cultures that are available to you, that way the city it founds will get them all too.
 
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@strategyonly your maps always were missing around fifth of all resources.
That is on those maps there is missing serious amount of content.

CAMEL - A Space Map - _Standard09_Snofru_V3_SVN
GUINEA_PIGS - A Space Map - Tiny_Alternate_System_v5
PEYOTE - A Space Map - _Standard03_V3_SVN, A Space Map - _Standard06_Thunderbrd_V3_SVN
SEA_LION_AND_SEAL - most of space maps.
WALRUS - most of space maps
ALL maps: MANGANESE

Desert Planet fixed - BEAVERS, HYDROTHERMAL_VENT, MAMMOTH, METHANE_ICE, NATRON, SEA_LION_AND_SEAL, WALRUS
psGiant Earth Map - 5 civs 12513 - GUAVAS, NATRON, PARROTS, TURQUOISE
StrategyOnly's Land_Testing C2C_Narnia 17 st 69X59 - DIAMOND, GEOTHERMAL_ENERGY, GUAVAS, HENNA, INDIGO, JADE, KAVA, METHANE_ICE, NATRON, NATURAL_GAS, PAPYRUS, PARROTS, RUBBER, TURQUOISE, WALRUS
StrategyOnly - ELEPHANTS, GEODE, GEOTHERMAL_ENERGY, GUAVAS, GUINEA_PIGS, HYDROTHERMAL_VENT, KAVA, LEMONS, MAMMOTH, METHANE_ICE, NATRON, NATURAL_GAS, PARROTS, PEARLS, RICE, SALT, WHALE

I put issue on github to fix scenarios - they were broken forever when it comes to resources.
 
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@KaTiON_PT

Praetyre Today at 7:51 AM
I think Discord might have a glitch of some sort; messages to KaTiON don't deliver and when I tried to add him Discord says the request failed. Would you mind contacting him (when he's on, of course) to ask if he's got issues on his end? I have another friend who has repeatedly raised the same issue, and I'd like to get back in contact with KaTiON at some point.
 
i think its a bug, theres an option to upgrade captive-civilian to captive-immigrant but after you do that theres no option for joining cities they become useless and, there isnt even an entry for captive-immigrant in civilpedia.
 
also i wanna know how do you completely take over the cities you capture from other civs, i completely removed this other civ and the cities i have capture still have that civilization name on top of city name, is there way to remove that ? i think it has to do with assimilation features which i know nothin about
 
its part of the revolution mod. if these cities rebel they will form their old civ again, meaning if you wiped England out and London rebels they will form England again.
 
its part of the revolution mod. if these cities rebel they will form their old civ again, meaning if you wiped England out and London rebels they will form England again.
LOL!
I like this on the contrary - this way I can show off my CONQUESTS, mwahahaha.
 
Question -- why can't I build Iroquois culture in Beijing? It does have Prime Timber + Ancient Forest in its vicinity... It appears that ancient forest isn't considered as a forest for some reason (it's in the reach of Beijing, I have "Larger Cities without Metropolitan Administration" enabled)
 

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You've answered your own question, it doesn't require ancient forest, it requires a regular forest.

Culture wonders have very specific requirements to increase the probability of them being built by different cities, to spread them around, and to reduce the probability for them all to be built too fast in a game making different games have different cultures present at the time they are relevant.
 
Yes, but that's kind of strange, since ancient forest is considered a forest for the purpose of, say, wood gatherers / lumber mills etc, but distinctly different from jungles (as it should be)... I've modified my cultures locally to accept ancient forest too (for now), but I kind of understand what you're going for.
 
One more question -- does Cyrus Cylinder work? It says it generates Great General points based on score, however, I don't see it contributing to the Great Military Person gauge.
 
One more question -- does Cyrus Cylinder work? It says it generates Great General points based on score, however, I don't see it contributing to the Great Military Person gauge.
It should work. On normal gamespeed it provides GG points every 5 turns, on eternity it provides points every 50 turn.
The amount is increased by the game score, but it is also decreased for each game turn that has passed. Something along the line of (Score/TurnNumber=GG points)
Having Vassals decrease the significance of game turns passed by a factor for each vassal you have..
 
It should work. On normal gamespeed it provides GG points every 5 turns, on eternity it provides points every 50 turn.
The amount is increased by the game score, but it is also decreased for each game turn that has passed. Something along the line of (Score/TurnNumber=GG points)
Having Vassals decrease the significance of game turns passed by a factor for each vassal you have..
This raises another annoyance-invoking point:
Periodical Wonders (or anything) should actually TELL you their period of action and/or even maybe how long until the next time.
While it's "hard" to miss Elections from political wonders (they POP UP) - the question above is absolutely UNTRACEABLE under normal circumstances.
Because nobody's gonna check EVERY turn, whether some ADDITIONAL GG points appeared out of nowhere - especially when you have a ton of hunters roaming.
This is one serious underdevelopment of this mod - a lot of stuff happens too much behind the scenes, even though it should be more transparent to the player.
And in most cases, it's just a matter of DESCRIPTION alone - like in the above case, just add "gives GG points every X turns", period, already enough to predict stuff.
I still fail to understand how "double culture every 1000 years" SCALES to different speeds - some of which have over 1000 years per turn, and some have yearly turns.
I bet there's some other stuff that also is lacking proper explanation in its description - and it really detracts from the playing enjoyment.
 
I do have issues with the resources in the C2C World mapscript. I have created some large Tropical and Temperate Earthlike maps and I found the following:
  1. Sea Lion and Seal as well as Walrus are non-existant in all of these maps
  2. Camels are missing in most of the tropical maps and overall are quite rare
  3. Stone is a a very rare resource and definitely could be more
  4. Copper is also quite rare, especially compared with other metals like Gold, Silver, Lead and Iron.
  5. In the polar regions there is nearly 100% water, almost no land (could be one reason for 1.)
@Toffer90 : Can you take a look at this? I will also check a few other map settings for my spacemaps.
 
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I do have issues with the resources in the C2C World mapscript. I have created some large Tropical and Temperate Earthlike maps and I found the following:
  1. Sea Lion and Seal as well as Walrus are non-existant in all of these maps
  2. Camels are missing in most of the tropical maps and overall are quite rare
  3. Stone is a a very rare resource and definitely could be more
  4. Copper is also quite rare, especially compared with other metals like Gold, Silver, Lead and Iron.
@Toffer90 : Can you take a look at this?
I'll look into it.
Number 1 is known to me; those bonuses have xml that tells the mapscript that they should not be placed anywhere, I didn't like the python script that add them on other mapscripts.
The python script for it doesn't consider any of the bonus xml, so it isn't possible for a xml modder to tweak their placement like it is with all other bonuses.
I would like to add new xml tags for bonuses that allows their placement without hardcoding, on a per bonus basis, in python all the placement factors for those resources.
I think the only thing special about them is that they can only be placed on coastal land, so only one new bonus tag is needed with a bit of dll code to put it to good use.
 
Another question -- there is an (originally) Neanderthal city of Lka in the south of the map. Why isn't it connected to trade network? I've researched Seafaring, and even if I were not to, it could be connected to other cities on the big continent by coastline.
 

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As a small QoL improvement, is it posible to make Properties always show in the same order between cities?
 
I do have issues with the resources in the C2C World mapscript. I have created some large Tropical and Temperate Earthlike maps and I found the following:
  1. Sea Lion and Seal as well as Walrus are non-existant in all of these maps
  2. Camels are missing in most of the tropical maps and overall are quite rare
  3. Stone is a a very rare resource and definitely could be more
  4. Copper is also quite rare, especially compared with other metals like Gold, Silver, Lead and Iron.
  5. In the polar regions there is nearly 100% water, almost no land (could be one reason for 1.)
@Toffer90 : Can you take a look at this? I will also check a few other map settings for my spacemaps.
I'll look into it.
Number 1 is known to me; those bonuses have xml that tells the mapscript that they should not be placed anywhere, I didn't like the python script that add them on other mapscripts.
The python script for it doesn't consider any of the bonus xml, so it isn't possible for a xml modder to tweak their placement like it is with all other bonuses.
I would like to add new xml tags for bonuses that allows their placement without hardcoding, on a per bonus basis, in python all the placement factors for those resources.
I think the only thing special about them is that they can only be placed on coastal land, so only one new bonus tag is needed with a bit of dll code to put it to good use.
Seals should be being placed anywhere coastal on the map but walrus should only be coastal and above 40 degrees north (or was it 60) probably 60.

I did ask for a tag for must be placed on coast but put the code in the post map script until a tag was available. The same is true for some of the map region specific animal resource placements. Though that never got beyond an initial draft. Guniea Pigs is the South American Region, no rabbits in Oceania that sort of thing.
 
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