Caveman2Cosmos

This is the only mod where I can spend weeks on a single game. I love it. Thank you for the great work.
 
I just started a new game with the new version, playing as the Picts.

I should have been the civ to found Druidism but it never happened.
I discovered the tech, but Druid wasn't founded.

Someone else founded Shamanism a few turns earlier so the religions are there.
 
I just started a new game with the new version, playing as the Picts.

I should have been the civ to found Druidism but it never happened.
I discovered the tech, but Druid wasn't founded.

Someone else founded Shamanism a few turns earlier so the religions are there.

Do you have the Divine Prophets option on? If you do you should have gotten a Great Prophet who could then be used to found the religion.
 
If you are looking for the next generation of Civ games, and you want deeper better, gameplay, and can look past Civ IV graphics. You only have to check this out.

Caveman2Cosmos
http://www.moddb.com/mods/caveman2cosmos

and if you don't believe that there is full Civ expansion of improvements every couple of months, just read this.

More updated
http://forums.civfanatics.com/showthread.php?t=506878
and -For the Lazy.
Spoiler :

Well, new version, new thread...

v32 + SVN 6079:
Last updated: 04 September 2013, latest changes shown in RED.

Major changes
- Sci-fi punks stuff:

· Now Cyberpunk and Atompunk have their own culture wonder, like Steampunk, Clockpunk, Dieselpunk or Biopunk
· Cyberpunk buildings: Cyber Insect Lab, Insect Manipulation Lab (requires Biopunk too), Dream Simulation Center, Dream Artist, Dream Propaganda
· Atompunk buildings: Fast Breeder Reactor, Clean Nuclear Reactor, Hi-Tech Nuclear Reactor, Medium Class Skypad Apartments, Pushbutton Automat, Videophone Network, Small Reactor Factory, High Energy Lab, Nuclear Power Complex (gives free Good (Nuclear) building), Venture Industries
· New Steampunk unit: Cloud Destroyer

- Expansion of later eras, mainly Transhuman: an expanded Transhuman tech tree, and lots of new buildings and resources to transform your empire (work in progress, see details below)
- Merged Super Forts mod component:

· Added new possibilities to forts (and improvements in general): now they can generate culture and expand your borders, can be bombarded, can upgrade without being worked (fortifying units over those), and the visibility they provide can be changed. More info in the Super Forts thread
· Currently the three C2C fort types generate 2/turn, have 2 visibility range, can be bombarded, and need military presence to upgrade (but there isn't a defined upgrade chain yet)

- Added "Graphics paging" option: a method of dynamic processing of improvement and other over-plot stuff graphics that allows to save about 30% of RAM memory usage (with bigger maps, more RAM saving), so removes MAF errors and the need of use viewports in most cases, but at cost of a small delay when switching between map zones. This system can be activated in BUG Options screen

New content
- New buildings:

· Later era buildings: Holographic Networks, Exocortex Networks, Holographic Theatre, Orbital Drydock, Digital Globe, Holographic Solar System, Neuroscience Center, Evolution Simulator, Systems Biology Simulator, Applied Psychology Lab, Digital Offices, Digital Advertising Firm, Mechatronics Lab, Speech Recognition Software, Molecular Biology Lab, Blogs, Blacknet, Gesture Recognition Software, Facial Recognition Software, Intuitive Algorithms, Natural Language Algorithms, Evolutionary Algorithms, Binary Consciousness Algorithms, Artificial Intelligence Core, Recharging Node, E-Stock Market, Biomorphics Lab, Anthropomorphic Lab, Aeroponics Lab, MRI Lab, 3D Body Atlas, Autodoctor, Medical Diagnostat, Anima Chamber, Neuron Regenerator Lab, Neurotransmitter Manipulator Lab, Somatosensory Manipulator Lab, Psychoscanner, Mechanical Organs Lab, Medical Prosthetics Lab, Augmented Organ Lab, Cybernetic Organ Lab, Singularity Brain Lab, Fertility Clinic, Phenotype Studio, Genotype Studio, Gestation Tanks, Uterine Replicator, Anima Studio, Resurrection Hub, Neuroinduction Field, Genetica Apparel Shop, Holographica Apparel Shop, Cybernetica Apparel Shop, Bioluminescent Boutique, Photosynthesis Boutique, Dattoo Parlor, Genetica Salon, Cybernetica Salon
· Traps: Spiked Pit Traps, Germ Traps, EMP Traps, Nanobot Traps and Gravity Traps
· Goods production: Holographic Projector Factory, Cellphone Factory, Pasta Maker's Shop, Confectioner's Workshop, Roasting House, Pasta Factory, Confections Factory, Coffee Factory, Barrel Factory, Cloth Factory, Ghee Factory, Perfume Factory, Kevlar Factory, Graphene Factory, Nanoactuator Factory, Digitized Membrane Factory, Medical Tricoder Factory, Hypospray Factory, Stimpack Factory, Flash Memory Factory, Metamaterials Foundry, Plasma Generator Factory, Liquid Metals Foundry, Shockwave Engine Factory, Microgenerator Factory, Nanogenerator Factory, Novus Refinery, Superstrong Alloy Foundry, Antigrav Generator Factory, Cybernetic Chloroplast Factory
· Other: Social Networks, Modern Cartographer, Psychology Lab, Cellphone Store, Wireless Networks, Modern Mill, Electric Vehicle Recharging Station, ISP Offices, Neon Boutique, Waterclock

- New resources:

· Later era resources: Holographic Projectors, Kevlar, Graphene, Enzymes, Nanoactuators, Digitized Membranes, Stimpacks, Medical Tricoders, Hyposprays, Flash Memory Devices, Metamaterial Wares, Plasma Generators, Organic Photonic Cells, Microgenerators, Liquid Metal Wares, Shockwave Engines, Nanogenerators, Novus Chemicals, Antigrav Generators, Superstrong Alloy Wares, Cybernetic Chloroplasts, Antimatter, Megastrong Alloy Wares
· Other: Cellphones, Graphite, Pasta, Marzipan, Roasted Coffee

- 39 new Transhuman era technologies: Hypothetical Biochemistry, Cybersociology, Designer Microbiology, Unification Physics, Binary Legislation, Hypermagnetics, Simulated Reality, Oort Cloud Probes, Binary Subconciousness, Quadruple Helix, Neuron Engineering, Novo Paleontology, Binary Semiotics, Synergetics, Social Calculus, Astrogation Constellation, Evolved Construction, Botanical Alchemy, Nutraceutical Animals, Technological Singularity, Abyss Colonization, Comprehensive Cybernetics, Animamaterials, Transhumanism, Knowledge Merchantilism, Binary Psycokinesis, Human Transmutation, Whole Brain Emulation, Mainstream Cloning, Media Hivemind, Nanopunk, Augment Consumables, Mass Surveillance, Photon Thermodynamics, Amplified Wavelengths, Electromagnetic Voltage, Bacterium Engineering, Battlefield Sports and Supercharged Crystallography
- New Wonders:

· World: Species Recovery Center, Proteomic Encyclopedia, Genomic Encyclopedia
· National: National Legal Database (gives free Safety (National Legal Database) building), National Academic Database, Orbital Prison (gives free Safety (Orbital Prison) building)

- New civilizations: Zapotec, Paleo Indians, Minoans
- Merging BUG 4.4:

· Upgraded Victory Screen to BUG 4.4, mostly adds HOF mod 1.61.001
· Updated main interface for bug fixes in same place as in BUG 4.4 (reverted due to errors)
. Merging all other Python stuff. Worldbuilder, PLE and some screens were not changed since C2C versions are more advanced

- Added new background to Technology advisor and Sevopedia screens
- Added Unmanned Machine Gun unit
- Added two new traditions, one each for the basic Military and Naval standards/mascots building
- Seven new heroes: Augustine I and Pancho Villa (Mexican), Manuelito and Narbona (Navajo), Mungo Man (Aboriginal), Po Ngbe (Olmec) and Buffalo Hump (Comanche)

Changed/removed content
- If you build the Bear trainer Wonder you can now build the Bear units in any of your cities
- Added Damage on Attack Chance stuff to Pit Traps, Mechanical Traps, Land Mines, Booby Traps and Robotic Traps
- Tweaked Modern Machine Gun tech requirements: now requires Miniaturization AND Automatic Weapons, rather than Automatic Weapons AND Advanced Metallurgy
- Changed Hellenistic Era Warships upgrade chains:

· Previous: Raft -> War Canoe -> War Galley -> Trireme/Quinqereme/Decareme
· Now: Raft -> War Canoe -> War Galley -> Trireme -> Quinqereme -> Decareme
· Dromon upgrades to Galleass instead of Caravel
· Phoenician Bireme can't upgrade to Caravel anymore, only to Galleass

- Make Nok Sculpture Workshop wonder require Clay in the vicinity and the bonus class WONDER rather than GENERAL
- Units may no longer withdraw when defending a city
- Moved National Cyber Security and Cyber Security Office to Cyberwarfare tech
- Tech Quote updates by cdman1990
- Changed Lethal Injection to upgrade to Cryogenic Prison too
- Mercenaries civic now produces Mercenaries Camp and Mercenaries Stables 50% faster
- Added Drill IV requirement to Heroic II promotion (now requires Heroic AND Drill IV)
- Updated the GEM map by Northstar1989 and DRJ
- Given training costs to tamed animals
- First part of the golden age for sacrificing humans (and Neanderthals) - does the calculations but does not give the golden age yet
- Hidden the "Upscaled Costs" game option
- Internal code additions and changes

Graphical
- Changed dds of Olmec leader PoNgbe (a better looking one)
- Changed Manchuria Civ color from Yellow to Blue
- Made a new icon/button for Online Genealogy building
- Gave Hubble and the ISS new icon/buttons since they did not have their own unique ones
- Added new buttons and text for all Traditions
- Changed Leader Portraits for Denmark and Manchuria
- Found an amazing color portrait of Little Crow of the Lower Sioux and replaced the old one
- New Hatshepsut leader art
- Canute the Great now has color portraits

Obsolescence
- Now some worker build tasks will obsolete to tidy things up a bit:

· "Build Grain Gatherer" obsoletes with Agriculture
· "Build Rock Gatherer" obsoletes with Mining
· "Build Stone Tools Workshop" obsoletes with Masonry
· "Build Scavenging Camp" obsoletes with Hunting
· "Build Scavenging Camp" (cow, sheep... version) obsoletes with Dog Breeding

- The following items will obsolete with Teleportation:
· Four car-related Crimes and Automobiles resource
· Speedway, Trailer Park and School Bus Station buildings
- Tweaked Animal Testing Lab to go obsolete at Species Uplifting
- Tweaked Shearing Barn not to go obsolete anymore since its the only source of Wool resource
- Now Water Mill, Windmill, Cooper and Ghee Maker go obsolete at Globalization
- Changed Perfume Maker to go obsolete at Globalization, instead of Vertical Farming

Tech changes
- Changed Digital Warfare to Digitization, and moved forward in the tech tree (to X84 Y13)
- Made new Pedia, Quote and icon/button to Digitization tech
- Moved Cyberpunk forward (to X84 Y11)
- Moved Cyberwarfare forward (to X83 Y13, now a Transhuman tech)
- Cyberwarfare now requires War Simulations AND Wearable Computers
- Digitization now requires Cyberwarfare AND Media Psychology
- Cyberwarfare was added as a requirement to Cyberpunk, Military Robotics and Virtual Society techs.
- Digitization was added as a requirement to Genome Encyclopedia, Virtual Society and Augmented Reality techs
- Cyberpunk now requires Cognitive Robotics AND Cyberwarfare (removed Cybernetics requirement)
- The following techs were moved from Galactic to Transhuman: TECH_SHIELDING, Artificial Evolution, Artificial Life, Advanced Shielding, Mind Uploading, Smart Dust, Terra Computer, Nanomining, Megastructure Engineering, Organic Cities, Advanced Warmachines, Cryogenics, Orbital Megastructures, Optronics, Photonic Satellites
- Renamed Automated Services to Droids, and moved back (to X91 Y15)
- Moved Holographics up vertically by 1 (to X91 Y5)

Trait changes
- Organized: increased from +10% in capital to +20%
- Humanitarian: changed -crime to -disease
- Isolationist: an extra 5%
- Anti-clerical: changed % based free units to a solid number, so from +8 to like +22
- Scientific: +25% war wariness instead of +20%
- Temperamental: changed to -1 XP instead of -2
- Excessive: +15% XP needed for promo up from +10%
- Barbaric: 2 free XP for new units, extra 1 crime, -25% instead of -10% but no penalty
- Industrious: added +disease and but also some sort of bonus that's relevant early game, +4 from the prehistoric quarry type improvements
- Raised the effect of crime/disease changes caused by traits

Related to new content
- Modern Machine Gun upgrades to Unmanned Machine Gun
- Reduced cost of Pit Traps and changed its tech requirements: now requires Trapping and obsoletes with Machinery. Now this building upgrades to Spiked Pit Traps.
- Holographic Flight Simulator and Holographic Combat Simulator now require Holographic Projects resource
- Now Fatty Acid Factory requires Factory AND Molecular Biology Lab, and population 13 to build
- Protein Lab and Nucleic Acid Lab give bonuses with Enzymes resource and Biomathematics tech
- Graphite Mine provides Graphite resource
- Now Quern, Water Mill, Windmill, Donkey Mill and Oxen Mill upgrade to Modern Mill
- Weaver's Hut upgrades to Cloth Factory
- Perfume Maker upgrades to Perfume Factory
- Cooper upgrades to Barrel Factory
- Changed Coffee House and Cafe: requires Roasted Coffee instead of Coffee
- Ghee Maker upgrades to Ghee Factory
- Art Store gives bonus with Graphite too
- Cartographer's Office upgrades now to Modern Cartographer
- Safety (Orbital Prison) building replaces many punishment buildings (Maximum Security Prison and its free building, all "Capital Punishment" chain and Jail)
- Hydraulics Factory also requires Biomorphics Lab (now requires Factory AND Biomorphics Lab)
- Bionics Factory also requires Binary Consciousness Algorithms (now requires Factory AND Binary Consciousness Algorithms)
- Changed yields of Greenhouse to 2 2 2 and doesn't require water or give additional bonuses with techs anymore
- Changed commerce of Hydroponics Lab to 3 rather than 5%, and doesn't require water, give additional bonuses with techs or produce +crime anymore. Added Water Pipes AND Greenhouse requirements too (now Laboratory AND Water Pipes AND Greenhouse)
- Added Antigrav Generators resource requirement to Gravity Traps
- Changed resource requirements of Metamateral Walls to Metamaterials, rather than Steel Wares AND Titanium Wares
- Changed resource requirements of Superstrong Alloy Walls to Superstrong Alloy Wares, rather than Nanotubes
- Changed resource requirements of Megastrong Allow Walls to Megastrong Alloy Wares, rather than Nanotubes
- Changed resource requirements of Anti-Matter Battery to Antimatter, rather than Nanotubes
- Changed tech requirements of many later Transhuman technologies due to MrAzure's redesign of later Transhuman era (too many changes, please press "Show" to see them...)
Spoiler:

Bugfixes
DLL
- Fixed crash reported by Faustmouse
- Fixed some bugs in the DamageToAttacker mechanism
- Generated a WIDGET_PEDIA_JUMP_TO_ROUTE and a Route Help Hover (helps to create Routes pedia pages)
- Fixed crash reported by SO
- Fixed crash reported by Chmoosi
- Fixed pathing bug reported by n47
- Fixed potential hang when using stack attack
- Fixed rare crash when a player cannot build any city defense AI types, reported by SO
- Reinstated incorrectly moved unit city defense modifier processing
- Updated debug DLL
- Fixed unit flickering and spurious audio playing as you click around

Other
- Removed plot yields for Natural Wonders now that they have been moved to the buildings - fixes "strange plot yields" bug
- Adjust Platyping's Empire State Building Wonder to use C2C bonus classes for exclusion (doesn't give unique bonuses anymore)
- Changed credits for "HydroMancerX", it should be just "Hydromancerx"
- Fixed Italian leaderhead pictures
- Croatian leader Tomilav had 3 positive traits! Gave him Fanatical instead of Organized
- Took out the NoBadGoodies for the Hand Ram
- Fixed Great Bath still being built if you don't exit Civ before starting a new game
- Deleted duplicated Horse Archer and Horseman unit art styles for Rome
- Fixed untranslatable text for Fort Knox and Big Ben
- Removed ability to upgrade Captives due to an error in mission costs
- Turned down the volume of the Tech Tracking, it was scaring a lot of people when they are playing it was so loud
- Deleted duplicated Attila pedia entry
- Cleaned up some tech' pedia entries
- Fixed Bear, Deer and Dog Totem buildings not working correctly

and that is just up until 9/5/2013


and to really get a feel for the massive development.
http://forums.civfanatics.com/forumdisplay.php?f=449
Actually read through the forums, and see the extraordinary progress.

Impressed yet?, well they completely revolutionized game turns again.
So much more than any other game mod, so much improved speed.
It practically runs better than Vanilla Civ.

Come see how fast it gets even better!!
Now they are working on the Cosmos.
 
If you are looking for the next generation of Civ games, and you want deeper better, gameplay, and can look past Civ IV graphics. You only have to check this out.

Caveman2Cosmos
http://www.moddb.com/mods/caveman2cosmos

and if you don't believe that there is full Civ expansion of improvements every couple of months, just read this.

More updated
http://forums.civfanatics.com/showthread.php?t=506878
and -For the Lazy.
Spoiler :

Well, new version, new thread...

v32 + SVN 6079:
Last updated: 04 September 2013, latest changes shown in RED.

Major changes
- Sci-fi punks stuff:

· Now Cyberpunk and Atompunk have their own culture wonder, like Steampunk, Clockpunk, Dieselpunk or Biopunk
· Cyberpunk buildings: Cyber Insect Lab, Insect Manipulation Lab (requires Biopunk too), Dream Simulation Center, Dream Artist, Dream Propaganda
· Atompunk buildings: Fast Breeder Reactor, Clean Nuclear Reactor, Hi-Tech Nuclear Reactor, Medium Class Skypad Apartments, Pushbutton Automat, Videophone Network, Small Reactor Factory, High Energy Lab, Nuclear Power Complex (gives free Good (Nuclear) building), Venture Industries
· New Steampunk unit: Cloud Destroyer

- Expansion of later eras, mainly Transhuman: an expanded Transhuman tech tree, and lots of new buildings and resources to transform your empire (work in progress, see details below)
- Merged Super Forts mod component:

· Added new possibilities to forts (and improvements in general): now they can generate culture and expand your borders, can be bombarded, can upgrade without being worked (fortifying units over those), and the visibility they provide can be changed. More info in the Super Forts thread
· Currently the three C2C fort types generate 2/turn, have 2 visibility range, can be bombarded, and need military presence to upgrade (but there isn't a defined upgrade chain yet)

- Added "Graphics paging" option: a method of dynamic processing of improvement and other over-plot stuff graphics that allows to save about 30% of RAM memory usage (with bigger maps, more RAM saving), so removes MAF errors and the need of use viewports in most cases, but at cost of a small delay when switching between map zones. This system can be activated in BUG Options screen

New content
- New buildings:

· Later era buildings: Holographic Networks, Exocortex Networks, Holographic Theatre, Orbital Drydock, Digital Globe, Holographic Solar System, Neuroscience Center, Evolution Simulator, Systems Biology Simulator, Applied Psychology Lab, Digital Offices, Digital Advertising Firm, Mechatronics Lab, Speech Recognition Software, Molecular Biology Lab, Blogs, Blacknet, Gesture Recognition Software, Facial Recognition Software, Intuitive Algorithms, Natural Language Algorithms, Evolutionary Algorithms, Binary Consciousness Algorithms, Artificial Intelligence Core, Recharging Node, E-Stock Market, Biomorphics Lab, Anthropomorphic Lab, Aeroponics Lab, MRI Lab, 3D Body Atlas, Autodoctor, Medical Diagnostat, Anima Chamber, Neuron Regenerator Lab, Neurotransmitter Manipulator Lab, Somatosensory Manipulator Lab, Psychoscanner, Mechanical Organs Lab, Medical Prosthetics Lab, Augmented Organ Lab, Cybernetic Organ Lab, Singularity Brain Lab, Fertility Clinic, Phenotype Studio, Genotype Studio, Gestation Tanks, Uterine Replicator, Anima Studio, Resurrection Hub, Neuroinduction Field, Genetica Apparel Shop, Holographica Apparel Shop, Cybernetica Apparel Shop, Bioluminescent Boutique, Photosynthesis Boutique, Dattoo Parlor, Genetica Salon, Cybernetica Salon
· Traps: Spiked Pit Traps, Germ Traps, EMP Traps, Nanobot Traps and Gravity Traps
· Goods production: Holographic Projector Factory, Cellphone Factory, Pasta Maker's Shop, Confectioner's Workshop, Roasting House, Pasta Factory, Confections Factory, Coffee Factory, Barrel Factory, Cloth Factory, Ghee Factory, Perfume Factory, Kevlar Factory, Graphene Factory, Nanoactuator Factory, Digitized Membrane Factory, Medical Tricoder Factory, Hypospray Factory, Stimpack Factory, Flash Memory Factory, Metamaterials Foundry, Plasma Generator Factory, Liquid Metals Foundry, Shockwave Engine Factory, Microgenerator Factory, Nanogenerator Factory, Novus Refinery, Superstrong Alloy Foundry, Antigrav Generator Factory, Cybernetic Chloroplast Factory
· Other: Social Networks, Modern Cartographer, Psychology Lab, Cellphone Store, Wireless Networks, Modern Mill, Electric Vehicle Recharging Station, ISP Offices, Neon Boutique, Waterclock

- New resources:

· Later era resources: Holographic Projectors, Kevlar, Graphene, Enzymes, Nanoactuators, Digitized Membranes, Stimpacks, Medical Tricoders, Hyposprays, Flash Memory Devices, Metamaterial Wares, Plasma Generators, Organic Photonic Cells, Microgenerators, Liquid Metal Wares, Shockwave Engines, Nanogenerators, Novus Chemicals, Antigrav Generators, Superstrong Alloy Wares, Cybernetic Chloroplasts, Antimatter, Megastrong Alloy Wares
· Other: Cellphones, Graphite, Pasta, Marzipan, Roasted Coffee

- 39 new Transhuman era technologies: Hypothetical Biochemistry, Cybersociology, Designer Microbiology, Unification Physics, Binary Legislation, Hypermagnetics, Simulated Reality, Oort Cloud Probes, Binary Subconciousness, Quadruple Helix, Neuron Engineering, Novo Paleontology, Binary Semiotics, Synergetics, Social Calculus, Astrogation Constellation, Evolved Construction, Botanical Alchemy, Nutraceutical Animals, Technological Singularity, Abyss Colonization, Comprehensive Cybernetics, Animamaterials, Transhumanism, Knowledge Merchantilism, Binary Psycokinesis, Human Transmutation, Whole Brain Emulation, Mainstream Cloning, Media Hivemind, Nanopunk, Augment Consumables, Mass Surveillance, Photon Thermodynamics, Amplified Wavelengths, Electromagnetic Voltage, Bacterium Engineering, Battlefield Sports and Supercharged Crystallography
- New Wonders:

· World: Species Recovery Center, Proteomic Encyclopedia, Genomic Encyclopedia
· National: National Legal Database (gives free Safety (National Legal Database) building), National Academic Database, Orbital Prison (gives free Safety (Orbital Prison) building)

- New civilizations: Zapotec, Paleo Indians, Minoans
- Merging BUG 4.4:

· Upgraded Victory Screen to BUG 4.4, mostly adds HOF mod 1.61.001
· Updated main interface for bug fixes in same place as in BUG 4.4 (reverted due to errors)
. Merging all other Python stuff. Worldbuilder, PLE and some screens were not changed since C2C versions are more advanced

- Added new background to Technology advisor and Sevopedia screens
- Added Unmanned Machine Gun unit
- Added two new traditions, one each for the basic Military and Naval standards/mascots building
- Seven new heroes: Augustine I and Pancho Villa (Mexican), Manuelito and Narbona (Navajo), Mungo Man (Aboriginal), Po Ngbe (Olmec) and Buffalo Hump (Comanche)

Changed/removed content
- If you build the Bear trainer Wonder you can now build the Bear units in any of your cities
- Added Damage on Attack Chance stuff to Pit Traps, Mechanical Traps, Land Mines, Booby Traps and Robotic Traps
- Tweaked Modern Machine Gun tech requirements: now requires Miniaturization AND Automatic Weapons, rather than Automatic Weapons AND Advanced Metallurgy
- Changed Hellenistic Era Warships upgrade chains:

· Previous: Raft -> War Canoe -> War Galley -> Trireme/Quinqereme/Decareme
· Now: Raft -> War Canoe -> War Galley -> Trireme -> Quinqereme -> Decareme
· Dromon upgrades to Galleass instead of Caravel
· Phoenician Bireme can't upgrade to Caravel anymore, only to Galleass

- Make Nok Sculpture Workshop wonder require Clay in the vicinity and the bonus class WONDER rather than GENERAL
- Units may no longer withdraw when defending a city
- Moved National Cyber Security and Cyber Security Office to Cyberwarfare tech
- Tech Quote updates by cdman1990
- Changed Lethal Injection to upgrade to Cryogenic Prison too
- Mercenaries civic now produces Mercenaries Camp and Mercenaries Stables 50% faster
- Added Drill IV requirement to Heroic II promotion (now requires Heroic AND Drill IV)
- Updated the GEM map by Northstar1989 and DRJ
- Given training costs to tamed animals
- First part of the golden age for sacrificing humans (and Neanderthals) - does the calculations but does not give the golden age yet
- Hidden the "Upscaled Costs" game option
- Internal code additions and changes

Graphical
- Changed dds of Olmec leader PoNgbe (a better looking one)
- Changed Manchuria Civ color from Yellow to Blue
- Made a new icon/button for Online Genealogy building
- Gave Hubble and the ISS new icon/buttons since they did not have their own unique ones
- Added new buttons and text for all Traditions
- Changed Leader Portraits for Denmark and Manchuria
- Found an amazing color portrait of Little Crow of the Lower Sioux and replaced the old one
- New Hatshepsut leader art
- Canute the Great now has color portraits

Obsolescence
- Now some worker build tasks will obsolete to tidy things up a bit:

· "Build Grain Gatherer" obsoletes with Agriculture
· "Build Rock Gatherer" obsoletes with Mining
· "Build Stone Tools Workshop" obsoletes with Masonry
· "Build Scavenging Camp" obsoletes with Hunting
· "Build Scavenging Camp" (cow, sheep... version) obsoletes with Dog Breeding

- The following items will obsolete with Teleportation:
· Four car-related Crimes and Automobiles resource
· Speedway, Trailer Park and School Bus Station buildings
- Tweaked Animal Testing Lab to go obsolete at Species Uplifting
- Tweaked Shearing Barn not to go obsolete anymore since its the only source of Wool resource
- Now Water Mill, Windmill, Cooper and Ghee Maker go obsolete at Globalization
- Changed Perfume Maker to go obsolete at Globalization, instead of Vertical Farming

Tech changes
- Changed Digital Warfare to Digitization, and moved forward in the tech tree (to X84 Y13)
- Made new Pedia, Quote and icon/button to Digitization tech
- Moved Cyberpunk forward (to X84 Y11)
- Moved Cyberwarfare forward (to X83 Y13, now a Transhuman tech)
- Cyberwarfare now requires War Simulations AND Wearable Computers
- Digitization now requires Cyberwarfare AND Media Psychology
- Cyberwarfare was added as a requirement to Cyberpunk, Military Robotics and Virtual Society techs.
- Digitization was added as a requirement to Genome Encyclopedia, Virtual Society and Augmented Reality techs
- Cyberpunk now requires Cognitive Robotics AND Cyberwarfare (removed Cybernetics requirement)
- The following techs were moved from Galactic to Transhuman: TECH_SHIELDING, Artificial Evolution, Artificial Life, Advanced Shielding, Mind Uploading, Smart Dust, Terra Computer, Nanomining, Megastructure Engineering, Organic Cities, Advanced Warmachines, Cryogenics, Orbital Megastructures, Optronics, Photonic Satellites
- Renamed Automated Services to Droids, and moved back (to X91 Y15)
- Moved Holographics up vertically by 1 (to X91 Y5)

Trait changes
- Organized: increased from +10% in capital to +20%
- Humanitarian: changed -crime to -disease
- Isolationist: an extra 5%
- Anti-clerical: changed % based free units to a solid number, so from +8 to like +22
- Scientific: +25% war wariness instead of +20%
- Temperamental: changed to -1 XP instead of -2
- Excessive: +15% XP needed for promo up from +10%
- Barbaric: 2 free XP for new units, extra 1 crime, -25% instead of -10% but no penalty
- Industrious: added +disease and but also some sort of bonus that's relevant early game, +4 from the prehistoric quarry type improvements
- Raised the effect of crime/disease changes caused by traits

Related to new content
- Modern Machine Gun upgrades to Unmanned Machine Gun
- Reduced cost of Pit Traps and changed its tech requirements: now requires Trapping and obsoletes with Machinery. Now this building upgrades to Spiked Pit Traps.
- Holographic Flight Simulator and Holographic Combat Simulator now require Holographic Projects resource
- Now Fatty Acid Factory requires Factory AND Molecular Biology Lab, and population 13 to build
- Protein Lab and Nucleic Acid Lab give bonuses with Enzymes resource and Biomathematics tech
- Graphite Mine provides Graphite resource
- Now Quern, Water Mill, Windmill, Donkey Mill and Oxen Mill upgrade to Modern Mill
- Weaver's Hut upgrades to Cloth Factory
- Perfume Maker upgrades to Perfume Factory
- Cooper upgrades to Barrel Factory
- Changed Coffee House and Cafe: requires Roasted Coffee instead of Coffee
- Ghee Maker upgrades to Ghee Factory
- Art Store gives bonus with Graphite too
- Cartographer's Office upgrades now to Modern Cartographer
- Safety (Orbital Prison) building replaces many punishment buildings (Maximum Security Prison and its free building, all "Capital Punishment" chain and Jail)
- Hydraulics Factory also requires Biomorphics Lab (now requires Factory AND Biomorphics Lab)
- Bionics Factory also requires Binary Consciousness Algorithms (now requires Factory AND Binary Consciousness Algorithms)
- Changed yields of Greenhouse to 2 2 2 and doesn't require water or give additional bonuses with techs anymore
- Changed commerce of Hydroponics Lab to 3 rather than 5%, and doesn't require water, give additional bonuses with techs or produce +crime anymore. Added Water Pipes AND Greenhouse requirements too (now Laboratory AND Water Pipes AND Greenhouse)
- Added Antigrav Generators resource requirement to Gravity Traps
- Changed resource requirements of Metamateral Walls to Metamaterials, rather than Steel Wares AND Titanium Wares
- Changed resource requirements of Superstrong Alloy Walls to Superstrong Alloy Wares, rather than Nanotubes
- Changed resource requirements of Megastrong Allow Walls to Megastrong Alloy Wares, rather than Nanotubes
- Changed resource requirements of Anti-Matter Battery to Antimatter, rather than Nanotubes
- Changed tech requirements of many later Transhuman technologies due to MrAzure's redesign of later Transhuman era (too many changes, please press "Show" to see them...)
Spoiler:

Bugfixes
DLL
- Fixed crash reported by Faustmouse
- Fixed some bugs in the DamageToAttacker mechanism
- Generated a WIDGET_PEDIA_JUMP_TO_ROUTE and a Route Help Hover (helps to create Routes pedia pages)
- Fixed crash reported by SO
- Fixed crash reported by Chmoosi
- Fixed pathing bug reported by n47
- Fixed potential hang when using stack attack
- Fixed rare crash when a player cannot build any city defense AI types, reported by SO
- Reinstated incorrectly moved unit city defense modifier processing
- Updated debug DLL
- Fixed unit flickering and spurious audio playing as you click around

Other
- Removed plot yields for Natural Wonders now that they have been moved to the buildings - fixes "strange plot yields" bug
- Adjust Platyping's Empire State Building Wonder to use C2C bonus classes for exclusion (doesn't give unique bonuses anymore)
- Changed credits for "HydroMancerX", it should be just "Hydromancerx"
- Fixed Italian leaderhead pictures
- Croatian leader Tomilav had 3 positive traits! Gave him Fanatical instead of Organized
- Took out the NoBadGoodies for the Hand Ram
- Fixed Great Bath still being built if you don't exit Civ before starting a new game
- Deleted duplicated Horse Archer and Horseman unit art styles for Rome
- Fixed untranslatable text for Fort Knox and Big Ben
- Removed ability to upgrade Captives due to an error in mission costs
- Turned down the volume of the Tech Tracking, it was scaring a lot of people when they are playing it was so loud
- Deleted duplicated Attila pedia entry
- Cleaned up some tech' pedia entries
- Fixed Bear, Deer and Dog Totem buildings not working correctly

and that is just up until 9/5/2013


and to really get a feel for the massive development.
http://forums.civfanatics.com/forumdisplay.php?f=449
Actually read through the forums, and see the extraordinary progress.

Impressed yet?, well they completely revolutionized game turns again.
So much more than any other game mod, so much improved speed.
It practically runs better than Vanilla Civ.

Come see how fast it gets even better!!
Now they are working on the Cosmos.

Epic things for epic mod! :)
Thanks the devs of this mod for making this the definitive civ experience.
 
Decided to download this mod. Warning on the front page says, "don't use desura." Went to the Civfan page and pressed the download button. Went to the desura page. Can't find a "mirror" anywhere on that page. Is there some simple, easy way to just download this mod? I'd like to try it, but if I can't even download it . . . :rolleyes:
 
Decided to download this mod. Warning on the front page says, "don't use desura." Went to the Civfan page and pressed the download button. Went to the desura page. Can't find a "mirror" anywhere on that page. Is there some simple, easy way to just download this mod? I'd like to try it, but if I can't even download it . . . :rolleyes:

I can't find "mirror" anywhere either on the main page either. On the main page click on the file name in the Latest Downloads box below the Desura stuff. That should bring up a new screen with two buttons a red one with "Mirrors" to its left. That is the button you want.
 
Decided to download this mod. Warning on the front page says, "don't use desura." Went to the Civfan page and pressed the download button. Went to the desura page. Can't find a "mirror" anywhere on that page. Is there some simple, easy way to just download this mod? I'd like to try it, but if I can't even download it . . . :rolleyes:

http://www.moddb.com/mods/caveman2cosmos/downloads

I got mine from here.
 
I have one question regarding culture and unique units - I've read that in order to (for example) build praetorians I need a special resource called "Roman culture". In order to have this culture I need a "Roman culture" World Wonder. But... if it's a World Wonder, what's going to happen when someone else build it first? They'll have praetorians and I (if playing as Romans) won't?

If so - then it sucks completely. What's the point of choosing Romans if I can't really play as Romans? I could be just a random civ in that case...

Is there any way to change it into traditional Civ IV way or at least make culture world wonders available only to "correct" Civs (like "Roman culture" world wonder available only to Romans so noone could "steal" it from them?)?
 
That is the point of C2C. If we could get rid of the initial choice of civ we would. At least it would avoid the confusion and expectations like yours.

There has been talk about a mod or option that would improve your chances of getting the culture that matches the nation you choose at start, but it is not high on the priority list.
 
That is the point of C2C. If we could get rid of the initial choice of civ we would. At least it would avoid the confusion and expectations like yours.

There has been talk about a mod or option that would improve your chances of getting the culture that matches the nation you choose at start, but it is not high on the priority list.

But it's impossible to "rid of the initial choice of civ". There are civs which have their unique city names and are defined (destined) to be Egyptians, Romans, Russians etc. In this case we're going to have Roman empire with Roman leaders, Roman cities and Roman flags unable to build praetorians because Sioux civ with Sioux leader, Sioux flags and Sioux city names somehow got it first.

But it seems it has to be like that. In recent times I often find something that is marvelous at first but then has something that totally pushes me back and make me think "WTH?!".
In Europa Universalis IV everything is awesome except one thing. The first time I saw "shattered retreat" was also my last time I played it. I just have no desire to play a game with such idiotic thing.

C2C is, at least for me, an ultimate Civ - this is how Civ V should've look like. But this thing (playing as for example Romans, building Roman cities but being unable to build Roman UUs because someone else built this world wonder)... it ruins this mod for me. And only one question comes to mind... OH, GOD, WHYYYYYYY?!
 
But it's impossible to "rid of the initial choice of civ". There are civs which have their unique city names and are defined (destined) to be Egyptians, Romans, Russians etc. In this case we're going to have Roman empire with Roman leaders, Roman cities and Roman flags unable to build praetorians because Sioux civ with Sioux leader, Sioux flags and Sioux city names somehow got it first.

But it seems it has to be like that. In recent times I often find something that is marvelous at first but then has something that totally pushes me back and make me think "WTH?!".
In Europa Universalis IV everything is awesome except one thing. The first time I saw "shattered retreat" was also my last time I played it. I just have no desire to play a game with such idiotic thing.

C2C is, at least for me, an ultimate Civ - this is how Civ V should've look like. But this thing (playing as for example Romans, building Roman cities but being unable to build Roman UUs because someone else built this world wonder)... it ruins this mod for me. And only one question comes to mind... OH, GOD, WHYYYYYYY?!

Thats the same way i feel actually. I love everything else about this mod(the depth, alternate timelines, galatic map), but the weird quirk with UU/UB totally turns me off.
 
But it's impossible to "rid of the initial choice of civ". There are civs which have their unique city names and are defined (destined) to be Egyptians, Romans, Russians etc. In this case we're going to have Roman empire with Roman leaders, Roman cities and Roman flags unable to build praetorians because Sioux civ with Sioux leader, Sioux flags and Sioux city names somehow got it first.

But it seems it has to be like that. In recent times I often find something that is marvelous at first but then has something that totally pushes me back and make me think "WTH?!".
In Europa Universalis IV everything is awesome except one thing. The first time I saw "shattered retreat" was also my last time I played it. I just have no desire to play a game with such idiotic thing.

C2C is, at least for me, an ultimate Civ - this is how Civ V should've look like. But this thing (playing as for example Romans, building Roman cities but being unable to build Roman UUs because someone else built this world wonder)... it ruins this mod for me. And only one question comes to mind... OH, GOD, WHYYYYYYY?!

Thats the same way i feel actually. I love everything else about this mod(the depth, alternate timelines, galatic map), but the weird quirk with UU/UB totally turns me off.

No offense, then dont play. (Did i take my meds:crazyeye: :hmm:)
 
But it's impossible to "rid of the initial choice of civ". There are civs which have their unique city names and are defined (destined) to be Egyptians, Romans, Russians etc. In this case we're going to have Roman empire with Roman leaders, Roman cities and Roman flags unable to build praetorians because Sioux civ with Sioux leader, Sioux flags and Sioux city names somehow got it first.

If they built the pratorians then they must be the Romans. Yes it is also possible to get is of the initial nations with their city names and their leaders. It is just not easy. We have already started moving away from leaders with our developing leaders mod so soon only the name will be a throw back to the leaders of nations like vanilla BtS.

And only one question comes to mind... OH, GOD, WHYYYYYYY?!

The answer is simple - that is the way the modders like it.
 
No offense, then dont play.

No offense taken, it seems that only you took it that way. We're just pointing out what we dislike about it, saying "then don't play it" is childish IMO. I just expressed my opinion that this option is, in my humble opinion and according to Civ IV mechanics, stupid.

If they built the pratorians then they must be the Romans.

Nope, they aren't and never will be. They are Sioux living in their Sioux cities under their Sioux leaders. Praetorians (or Roman legions) are the pride of Romans (and everyone's who's playing as Romans) and being unable to build them... it's just frustrating at best. Not to mention that having other cultures require even more absurd things to acquire - I've read a bit about gaining for example Byzantine culture. I can't build Byzantine UUs until I capture city with some other culture etc. It's ridiculous IMO.

And actually they built praetorians because:

1. researched this tech faster for some reason or built it faster because thir city was slightly more productive,
or
2. had the priviledge of having proper resource near their capital while map generator was not so generous for me.

It's not really how it should work IMO.

It was one of the best Civ features - I choose my civ, AI gets his. I chose Romans, so I, as a Roman ruler, may build Roman cities and have praetorians while other civs have their own leaders, cities and UUs.

Yes it is also possible to get is of the initial nations with their city names and their leaders. It is just not easy.

Random city names? As great as those random unintelligible forest/mountain/sea names? Because I have no idea how to reconcile this idea with city names.

The answer is simple - that is the way the modders like it.

Of course, but this is not in fact an answer to this question.
 
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