Caveman 2 Cosmos

I agree. The only thing I find annoying about the space part is that at some point your generals/admirals inevitably start appearing in space cities, and good luck getting them back to Earth.
@Toffer90 or @MattCA can you ensure, that no unit can spawn on tile with wrong map category?
 
@Toffer90 or @MattCA can you ensure, that no unit can spawn on tile with wrong map category?
I tried to write that rule in but there are so many spawning mechanisms and each needs to consider it when it invokes the spawning. It's too late by the time the unit is being initialized because then it just errors out the creation of the unit - it has to be considered at the point the plot is determined and that usually happens in the call to spawn point.
 
I tried to write that rule in but there are so many spawning mechanisms and each needs to consider it when it invokes the spawning. It's too late by the time the unit is being initialized because then it just errors out the creation of the unit - it has to be considered at the point the plot is determined and that usually happens in the call to spawn point.
If this unit belongs to player, and is in incompatible tile, then move it to capital on next turn.
This could be more developed once we start messing around space stuff.
 
If this unit belongs to player, and is in incompatible tile, then move it to capital on next turn.
This could be more developed once we start messing around space stuff.
Sure though I'd rather ultimately that generals CAN spawn in space cities as such cities should be legal placement for land units to defend. It is transportation units and spaceport systems that work like airports that should be able to get them out of there or to where you want them to go.
 
Sure though I'd rather ultimately that generals CAN spawn in space cities as such cities should be legal placement for land units to defend. It is transportation units and spaceport systems that work like airports that should be able to get them out of there or to where you want them to go.
Yeah, there could be building or something, that would allow spawning units in cities despite incompatible map categories of city plot and unit.
 
Am I missing something, if you start in atomic age you can not build Trade Post and by extension glass workshop. Applied economics removes Trade Post but I need Glass to build the Trade Post replacement!? Bug or am I Missing something?
 
Starting at a later era is not really supported. AFAIK starting at Ancient works somewhat, but if you start that late in the tech tree there will be issues.
 
Starting at a later era is not really supported. AFAIK starting at Ancient works somewhat, but if you start that late in the tech tree there will be issues.
In what way is it not supported? Because except for Applied economics I haven't had a problem or am I playing wrong what am I missing!?
 
This is an issue with the UN in general, there's very little to vote on other than those civics and ending wars
Wasn't there talk at some point of creating "Peacekeeper" units or something? I could never get a global civic vote passed due to at least one civ defying, and even if a vote to stop a war passes, it doesn't seem to have any effect.

Maybe if a bill has a majority yes vote but fails because a country defies it, a coalition could be formed where each supporting civ contributes a military unit to try and strong-arm them into accepting it.
 
We had some UN units kinda like that once but it never really worked as hoped for numerous reasons so is still a major possible future project.
 
What advanced economy in game setup changes? Like I see in player guide but dont quite get it. And does it affect turn time at current version of c2c?
 
What advanced economy in game setup changes? Like I see in player guide but dont quite get it. And does it affect turn time at current version of c2c?
It only enables the free trade agreement diplomacy trade. Shouldn't affect turn times.

Edit: {
Hmm, free trade agreements also require the advanced diplomacy option.... so I think I'll remove the advanced economy option as it's just a minor extension to the advanced diplomacy option.
Anyone think this is a bad idea, should free trade agreement as a trade deal require an exclusive game option, or just be part of the advanced diplomacy option?​
}
 
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It only enables the free trade agreement diplomacy trade. Shouldn't affect turn times.

Edit: {
Hmm, free trade agreements also require the advanced diplomacy option.... so I think I'll remove the advanced economy option as it's just a minor extension to the advanced diplomacy option.
Anyone think this is a bad idea, should free trade agreement as a trade deal require an exclusive game option, or just be part of the advanced diplomacy option?​
}
Advanced Diplomacy also is BUG option too...
Unless it just lets tailor what Advanced Diplomacy can do
 
Advanced Diplomacy is not a BUG option.
Interesting...
Spoiler :

Civ4BeyondSword 2021-12-06 17-16-13-06.png

Civ4BeyondSword 2021-12-06 17-15-28-38.png

 
Strange, I suspect the BUG option does nothing.

Will have to investigate that further.
Looks like this is one of the few BUG options that actually is set up to change the game option when toggled.
Hmm, probably best to change it to a more typical BUG option so we can remove the game option for it.
 
It only enables the free trade agreement diplomacy trade. Shouldn't affect turn times.

Edit: {
Hmm, free trade agreements also require the advanced diplomacy option.... so I think I'll remove the advanced economy option as it's just a minor extension to the advanced diplomacy option.
Anyone think this is a bad idea, should free trade agreement as a trade deal require an exclusive game option, or just be part of the advanced diplomacy option?​
}
Thanks for answer
 
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