Caveman2Cosmos v38.5 Player Guide Forward for v38 v38.5 We haven't done much to change the game for 38.5. Which is why it's v38.5 instead of v39. What we have been up to since the v38 release has been little but debugs and polishes. No new features or processes or assets. Not even many adjustments to those things. BUT there have been a LOT of rebalance efforts. debugs, and AI corrections - not NEW AI so much as getting it to work as it was designed. Still no claims of perfection but you should find the AI much more enjoyable to play against now. v38.5 is much what v38 was intended to have been. As a team, we've been disciplined in holding back on adding new content in the meantime, waiting for this mid-version before cracking open any more cans of worms. I'm really enjoying my personal play testing of this mid-release version and I'm sure you will as well. Things are working very nicely so far as we can see. I'm sure more bugs will be found but so far we're playing through some of the best game experiences we've ever had with C2C. Sometimes its best just to clean house right? We invite you to share in the quality of this new C2C experience. Yep... there went your summer v38 Since October of 2017, the goal for v38's release was a date of around, hopefully before, Christmas. Now it's Feb 2018, Superbowl Sunday, and Valentine's day is well and on the way. This is because with each version we are striving for more and more perfection than the last. My policy in this last preparatory thrust to get this release out was to try to have pretty much all bugs and complaints that could be resolved in a reasonable amount of time included. v37 was, admittedly, a mess when it came to balance factors, particularly in crime. We've been working hard on balance this version. In fact it seems to have been the central theme of what we've been striving to accomplish. I'm sure we have a lot more adjustments to go to get there to a 'balanced' game. But it's been a big part of what we've striven for in this release. Highlights in development this version include: Fleshing out the Medieval tech tree. Major work has been done on the futuristic and space material and has become part of the mod core and is slowly being more fully integrated. This includes 3 new eras at the end of the tech tree. Singular 'gateway' techs have been added to the beginnings of all eras. This means there is now only one tech that you can research to enter any given era. First to these goals will get a free tech to go with it but it will make buildings and units more expensive to build and train and may, depending on your game options, make the techs you haven't researched yet in the previous era now more expensive to achieve. Tech, building, and unit recosting to help with improved game transitions and giving us the ability to now react more effectively to large scale insights to game imbalances. Merchant units have had a lot of focus on their abilities and features, as have criminals where they have overlapping similar functionality. Major AI improvements. Not the full warfare strategic mastery project we were hoping for but much improved behavior in a lot of places. Tons of tons of tons of debugs here and there. We'll never be fully on top of all that but we're getting better. Patches in memory leak issues, making it much more difficult to hit a Memory Allocation Failure. Integer overflow fixes. Patch fixes to allow play into later eras to not hit total collapse issues in general. More graphic improvements, particularly to religions. Expanded applications of the Group Wonders concept. New Game Options primarily focused on helping with gameplay balance factors to help you tune your game experience. Improvements and tweaks to global values and a very dedicated effort to get the game to progress through the timetable more accurately to the dates indicated. It's also important to understand that plans and programming improvements have been forming in the background during this cycle for some really big things to come. Since they aren't really up front and experienced in play at this point, I won't go into them much, but suffice it to say, this year, more than a year really, has generated a lot of forward movement that is not yet surfaced. Perhaps the best way to summarize the lion's share of our efforts is that the 'steamroll' effect that has kept this game from being competitive (one player gets out ahead and stays there getting all the benefits) was enemy number one. And I think we've done a lot of damage to that beast. I truly hope that players of all skill and experience levels will find this a more satisfying and competitive game now. I'm also finding that our development team is really starting to come alive. I see skills expanding and new members and although anyone who keeps up on the forums may think we fight like cats and dogs at times, throughout all this savage debate we've harmonized our efforts to achieve some incredible results. Also, I highly recommend @Toffer90 's Interface Overhaul Modmod which, sadly, is not yet quite ready for being fully merged into the core, but should be at some point soon. He could use some feedback from anyone who wants to get that for themselves and it usually doesn't mess with our ability to debug if you're running with it. And if you want to experience a precursor to the multi-maps space exploration system, the mod is capable of working with some great new maps that are included in the Maps and Scenarios sub-forum. Our core map-scripts don't generate off world locations but with these scenarios and maps you can explore out into space and beyond now. We're quite proud of this version release. I hope you enjoy playing it as much as we enjoyed getting it to this point of development! The Player's Guide My intention here is to explain not only just what is new in the version 38 release, but also to help to summarize some important things for anyone new to Caveman2Cosmos in general. I will NOT try to explain the basics of Civilization here. But it may come through anyhow. This is also not a marketing document, but an aide to players. There are more strategic notes in the Strategy and Tips sub-forum, and it's also a great place to leave your insights for others. But this is to help give an initial overview of the elements of C2C that makes this a truly unique Civ experience. Not everyone will find this to be the ideal mod for Civ IV. We've been called over-engineered, kitchen sink, the largest mod for Civ IV that exists, built on top of some 4 mods before it with equally large ambitions. As one of our founders, @Hydromancerx stated repeatedly in the early days of the mod, some 7-8 years ago, MORE IS MORE is the founding philosophy here. However, although it IS huge and complex, with a bewildering array of options for the player, and probably intimidating to many, we've taken a lot of steps to ensure that the game can be configured to be nearly as basic as Vanilla BtS with just some additional content, or can be set up to include an incredible degree of additional depth for those craving deeper immersion. Thus it is important for a guide such as this to help players understand how to get out of C2C what they are seeking. While the name of the mod may encapsulate our long-term design intentions, we have sought to do far more than just expand the scope of the game's timeline. We've also intended to further flesh out every era, add meaningful new content in every game sector and deepen and develop new and core game mechanics so as to make this a more powerful model of Human development and an experience of true strategic mastery. For that is what our mod is REALLY about, the story of the span of the human experience. C2C is about all of us, no matter what nation we hail from in this one life that will span a blink of time in the big picture of the experience of mice and men. This is an exploration of where we've been, what our ancestors experienced. What we learned from those experiences and what we've passed on. It's about where we're headed. Where we could have gone and did not. And most of all WHY these experiences have taken place, how they sprouted from those that preceded them. It is from the past that we can learn about our future. The whole of human consciousness from Caveman to Cosmos is our legacy, and it's far bigger than any of us can imagine. But perhaps our mod can expand that imagination just a little bit.