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Caveman2Cosmos v43 Player Guide

a city with no crime will never spawn a criminal
This means keep the overall Crime level in the Negative. The larger the negative number (ex. -500, -3000, etc) the more cushion you have even if you have a rough period where Crime per turn turns Positive. and if you keep the city Crime in the Negative then building things like Mercenary camp, Mercenary Riders and even Assassins can be used and won't eat you up in Crime. But it is, of course, always best to use these units outside your empire.
 
Sorry if this has been asked already, but does this mod include Varietas Delectat (Included in the BAT Mod 4.1)? That's the mod that makes a lot of units looks different for loads of civilization.
 
Sorry if this has been asked already, but does this mod include Varietas Delectat (Included in the BAT Mod 4.1)? That's the mod that makes a lot of units looks different for loads of civilization.
We used to have something like it and in a lot of cases still do - but found it was something we needed to trim for memory.
 
I need restart PC very often, because city and units layer disappears too soon
upload_2020-11-17_16-26-44.png
 

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I gotta say, this mod is an absolute stomping snorting BEHEMOTH of a creation, I LOVE IT. It has everything I ever wanted in a Civ game. PHENOMENAL JOB. There is almost no reason to go back to Civ VI apart from graphics. If you guys developed an independent spin off with that amount of depth and content, Firaxis will be history and you will be millionaires. :thanx:

Small question I can't seem to figure out:
- How exactly can you tell for a given city how much water pollution per turn from all sources is needed to flip the total water pollution per turn positive? i.e. I can't figure out if I can afford to build polluting buildings as it's difficult to say what the impact will be (The most I could find are the detailed tables in one of the threads showing the consequences of pollution at different thresholds, but little about the question above):deadhorse:
 
Been playing this for a few years on and off, really enjoy it.

Has something changed in v41 with the map generation? I usually use SmartMap with the Earth continents setting, and I'm getting much less varied maps than I used to on all identical settings, sometimes entirely plains
 
Has something changed in v41 with the map generation? I usually use SmartMap with the Earth continents setting, and I'm getting much less varied maps than I used to on all identical settings, sometimes entirely plains
Not that I remember, could be a bug showing itself due to some changes to other code than the mapscript code itself.
If you turn on python errors in the civIV ini file, you can help us figure out if there's a python error happening, will appear in game as a pop up with an error message that can help us fix the issue.

...\Documents\My Games\Beyond the Sword\CivilizationIV.ini

hidepythonexceptions = 0
 
Not that I remember, could be a bug showing itself due to some changes to other code than the mapscript code itself.
If you turn on python errors in the civIV ini file, you can help us figure out if there's a python error happening, will appear in game as a pop up with an error message that can help us fix the issue.

...\Documents\My Games\Beyond the Sword\CivilizationIV.ini

hidepythonexceptions = 0

I tried this and got nothing, then realised I'm an idiot. The map is generating as normal, but it looks like the Taiga biome graphics have changed? I didn't spot it right away because I'm slightly colourblind.

Herp derp, carry on

EDIT: Actually, there does seem to be an issue with the .py map file itself. I tested generating a map 20 times with the same settings, and I didn't get any error messages, but 6 times it generated a single-biome map.

I pulled in the map file from v40 and it works flawlessly.
 
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EDIT: Actually, there does seem to be an issue with the .py map file itself. I tested generating a map 20 times with the same settings, and I didn't get any error messages, but 6 times it generated a single-biome map.
Hmm, tested it, and can see it lacks a lot of terrain types, missing wetlands, rugged and some cold/hot terrains. I'll look into the script when I have time.
I pulled in the map file from v40 and it works flawlessly.
Could you upload the old script here?
You may have to zip it to be able to attach it to a post.
 
Can anyone recommend me CIV 4 mode in which-archers and ships can bombard, and planes can completely destroy unit. In normal CIV 4 air units can destroy till 50%
 
Can anyone recommend me CIV 4 mode in which-archers and ships can bombard, and planes can completely destroy unit. In normal CIV 4 air units can destroy till 50%
This one can once the units that do all that get powerful enough - creating a rather interesting shift in war strategy priorities really.
 
Hello, I've a question regarding goody huts. It appears that as far as revision 8805, GOODY_TRIBE has been removed from the list of possible goodies. It's still in the Civ4GoodyInfo.xml though. Was the removal intentional, or was it overlooked when the Civ4HandicapInfo.xml got restructured?
 
Hello, I've a question regarding goody huts. It appears that as far as revision 8805, GOODY_TRIBE has been removed from the list of possible goodies. It's still in the Civ4GoodyInfo.xml though. Was the removal intentional, or was it overlooked when the Civ4HandicapInfo.xml got restructured?
I can't say for sure, but suspect it was intentionally removed for balance reasons; having a second city way before it's even possible for anyone else to is far too unbalanced. A quick check shows GOODY_[settler type] is still in for low difficulties and post prehistoric (though lower difficulties currently aren't really recommended due to outstanding AI issues that are slow to be fixed).
 
So, this seems to imply that there are significant gameplay changes, and when I tried to update from the SVN after downloading 41.2, I noticed significant changes to the way cities gather food. The OP might want to be upgraded to reflect this, just saying.
 
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