Caveman 2 Cosmos

I would love it if there was an option where you would see resources in the fog of war unless you knew the tech when you last saw the tile.

It feels a bit weird that I’ll know there Iron on the other side of the continent because I had a scout there at the beginning of time before I even knew fire.
Don’t know how feasable that would be to accomplish though.

Having to re-check areas of interest after you’ve discovered a tech that reveals resources would also make scouts more usable after the first exploration part of the game as well.

I’ve also had some thoughts recently on a more expanded system regarding resources where some resources would need special units to be discovered.
Let’s take iron for example. So… you’ve researched iron so it has been revealed.
Your scout sees something shimmering in the rocks and reports back home that he’s found something but doesn’t know what it is (the tile gets a resource symbol that marks there’s an unidentifed resource there.
Out goes the geologist, visits the hill and examines it (could be an action) and can then reveal that it was just yet another copper rich hill (of which you already have plenty within the kingdom.

But wait a minute… the neighbor is building iron units so he must have a source, we don’t know where in his kingdom but perhaps it could be in those hills north of us where he settled recently. Let’s send a (not so) friendly party to check. And to be honest, aren’t those really rightfully ours?
interesting, im writing all your ideas down never know what and when can something be implemented.
 
1 thing that has bugged me for sometime is the runaway Spawn rate for Barb units in the Preh Era. I got Toffer to reduce it a bit several years ago but he wanted more play to see if it was a real problem. Since I do lots of playtesting because of the Civics (my area of current work). I have had Barb city wars last up thru Classical era on Immortal and Deity game levels

Maybe Osk21, tmv, Somebody or lobosan etc might have a suggestion on this for the levels they like to play?

I cannot play Pits' UEM scenario because I just don't have the time to play that Huge a Map or Longest Game speed anymore.
I'm still thinking this is a problem with scaling factors being applied to spawns. Units don't move faster so on faster games I think with size and speed being scaling considerations we're having a hard time hitting an appropriate amount of spawns either way. I realize all the arguments that scaling should apply but I think at least if it does than it needs to be a lot more blunted, muted, normalized, whatever term means the scaling should have at least LESS impact and effect. I see maps from players on faster speeds and it seems just swarming with spawns, animals and barbs alike. I'm not sure if toffer ever agreed to look directly at that or not.

@MesaC2CModder Do you know if this was ever addressed? I know we discussed it on discord a while back with flabbert and toffer but I don't know if they agreed or if anything was done.

It's good to have you here btw... it's actually much easier to discuss modding on a forum than it is on discord because it CAN take place over longer time gaps between messages easier.
 
I think it's also a landscape thing. I recall playing the biggest sized map comprised of islands (which put together would be at least a Standard continent or so) - and it was empty.
Like, a bird here and there, an animal every 10 islands maybe. Way less than a similar singular continent would produce, for sure.
And I mean like in Ancient already, so it's not a "too early timing" issue - especially since most of the land was uninhabited even by Barbs.
Basically, few-tiles islands didn't produce animals altogether, with very few exceptions. Or fish, which was weirder, since there was plenty of Water tiles, but still mostly empty.
I checked via WB, obviously. Really weird, lol.
 
Im playing hotseat only and yes i feel you...
And here I thought I was the only one 🤣

You should see the same behaviour when you’re a bit into a game (earlier the larger the and amount of civs I think, I play very large). I’ve had it since for over two years I think. It started arou d the same time as I stopped getting MAFs on larger games, so I guess it’s some form of mem-save/fix that had it as a side effect.
 
I'm still thinking this is a problem with scaling factors being applied to spawns. Units don't move faster so on faster games I think with size and speed being scaling considerations we're having a hard time hitting an appropriate amount of spawns either way. I realize all the arguments that scaling should apply but I think at least if it does than it needs to be a lot more blunted, muted, normalized, whatever term means the scaling should have at least LESS impact and effect. I see maps from players on faster speeds and it seems just swarming with spawns, animals and barbs alike. I'm not sure if toffer ever agreed to look directly at that or not.

@MesaC2CModder Do you know if this was ever addressed? I know we discussed it on discord a while back with flabbert and toffer but I don't know if they agreed or if anything was done.

It's good to have you here btw... it's actually much easier to discuss modding on a forum than it is on discord because it CAN take place over longer time gaps between messages easier.
not sure, since i never play on smaller then gigantic and on faster then snail im not sure how it is affected. And my recomendation is to rename faster speeds then snail as unsuported. Since the ideal experience should be around that, we cant balance for all speeds optimaly its just a mad man task
 
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i only play on Small "dryland" maps, cant stand to play with oceans and big lakes. Also, i play with 20-25 civs with Blitz. Cant stand also more than getting to each tech more than 2 turns. Believe u me, its really a hard game to do. I usually only have to use three sizeups for each unit, but with the new changes for some reason i have to use 4 now, and after Classical era, its really really hard to take down and one town/city. Course i dont attack until i either have horses or elephants. which is around mid-ancient era.
Old age, lol
 
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not sure, since i never play on smaller then gigantic and on faster then snail im not sure how it is affected. And my recomendation is to rename faster speeds then snail as unsuported. Since the ideal experience should be around that, we cant balance for all speeds optimaly its just a mad man task
Well... I'd tend to say we should perhaps try taking out the application of scaling to spawns entirely. I have made the case before and I don't think we've ever tried it, that one balanced frequency despite gamespeed and mapsize is likely to work nicely across the board. I take this as a kind of agreement? Scaling is applied in the spawn code IIRC. I seems rational to but in practice I don't think it comes across well. The %s the scaling applies may just be too strong, which would be an automatic calculation from some mapsize and/or gamespeed xml value. If we find that we do need SOME scaling, we may just need to split or read from a different xml tag or dampen it severely somehow.
Cant stand also more than getting to each tech more than 2 turns.
Isn't that pretty much the core thing that gets adjusted by gamespeed selection? I mean, blitz is even a selection mostly for testers to blast through techs fast for rapid testing. If I'm reading you right, you're saying you want techs super fast which is what you expect OF blitz - I tend to agree that it should actually be even faster than that on this setting but I'm not looking to open up everyone's preferences for argument either. (Correct me if I'm wrong but Blitz is the fastest setting we have, right?)
 
I never use other speeds besides Ultrafast or Eternity. In all honesty, I don't see the point for anything besides Fastest Speed and Slowest Speed.
The same goes for difficulty. Either Hardest or Easiest.
I mean, I still consider my playthroughs as TESTING, so that's precisely how I perceive it should be done anyways.
Of course, it's just me and myself, lol.
 
Interesting are barb cities problem or just roaming barbs?
The barb cities put out an endless supply of Military units. They can have stacks roamong and still have 60 70 or more units still inside the city it self.
U can take them out by military Force, but the effort is time consuming and very costly. The most effective method I have used is to surround them with palisades and then start making cities near them. Building as many Culture producing Bldgs wonders, and Story tellers as these new cities can handle with out going bankrupt.

I only use the game set up option that allows Barbs but none of the others that enhance Barbs.
 
Well... I'd tend to say we should perhaps try taking out the application of scaling to spawns entirely. I have made the case before and I don't think we've ever tried it, that one balanced frequency despite gamespeed and mapsize is likely to work nicely across the board. I take this as a kind of agreement? Scaling is applied in the spawn code IIRC. I seems rational to but in practice I don't think it comes across well. The %s the scaling applies may just be too strong, which would be an automatic calculation from some mapsize and/or gamespeed xml value. If we find that we do need SOME scaling, we may just need to split or read from a different xml tag or dampen it severely somehow.

Isn't that pretty much the core thing that gets adjusted by gamespeed selection? I mean, blitz is even a selection mostly for testers to blast through techs fast for rapid testing. If I'm reading you right, you're saying you want techs super fast which is what you expect OF blitz - I tend to agree that it should actually be even faster than that on this setting but I'm not looking to open up everyone's preferences for argument either. (Correct me if I'm wrong but Blitz is the fastest setting we have, right?)
Ultra is the fastest Gamespeed at 500 turns Blitz is 1K turns, Normal is 2k turns. I cannot play on any GS slower/longer than the 4K one Epic?

I normally Test on Blitz or Normal. I have done an Ultra and need to Do another one again to get past industrial Era. Before more big changes occur. Otherwise i have to start over. :P
One would think retired and at 73 I would have lots of time to play! But my playtime is not even 1/3 of what it used to be, I have Way too many Home projects in the works! House turned 53 this year! New roof in 21 new Windows main floor 22 new Hot water heater & Natural gas furnace in 23! And I still need to remodel the living room and basement bathroom Plus finish the retaining wall near the basement outside door.
Garden is also in full swing now. Canning green beans & pickles atm. Started to dig up new potatoes too. 156 hills of Taters takes a bit to hand dig up! Then sort and store afterwards for winter.
 
It would be great if it were easier to set up all of the options that I want in a game, and if I knew the place where I could check to see if I am playing with all of my option choices.
Do you mean game options? You can set on by default in CIV4GameOptionInfos.xml. And you can check what's enabled in F8 or F9 (advisor with victory screen).
 
Ultra is the fastest Gamespeed at 500 turns Blitz is 1K turns, Normal is 2k turns. I cannot play on any GS slower/longer than the 4K one Epic?

I normally Test on Blitz or Normal. I have done an Ultra and need to Do another one again to get past industrial Era. Before more big changes occur. Otherwise i have to start over. :P
One would think retired and at 73 I would have lots of time to play! But my playtime is not even 1/3 of what it used to be, I have Way too many Home projects in the works! House turned 53 this year! New roof in 21 new Windows main floor 22 new Hot water heater & Natural gas furnace in 23! And I still need to remodel the living room and basement bathroom Plus finish the retaining wall near the basement outside door.
Garden is also in full swing now. Canning green beans & pickles atm. Started to dig up new potatoes too. 156 hills of Taters takes a bit to hand dig up! Then sort and store afterwards for winter.
I wish I could garden like that here... mmmm taters! I get the home projects thing. Floors are still waiting on me and have been for as long as the unit review finalizing.
 
Soon to drop on Mod DB y'all:

ChatGPT Image Jul 13, 2025, 08_43_34 PM.png
I'll do a bit more sharing on this subject tomorrow, particularly assuming I've done this correctly and there are simply more places it needs to go and the old one needs to be turned off and so on.
 
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