Caveman2Cosmos

Caveman2Cosmos v40 released!

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I downloaded the new version. I have over 800 turns on an Eternity game right now and no problems.

I do have a question.
Gatherers if used go away in that process.
Will they still if they have a promotion, or will we be able to keep those, and upgrade them to workers later?
 
So, even if they have a promotion, they still get used up if they are used to do anything, right? ;(
Or are there some things they can sill do, such as whatever they got a promotion in?
 
Gatherers are always used up when they build improvements. But not when they build routes.
 
Gatherers are always used up when they build improvements. But not when they build routes.
Cool. Good to know.

None of the later workers types get used up, right?
 
Cool. Good to know.

None of the later workers types get used up, right?
Naval ones and a few special types but not the usual core worker types, no.
 
Probably fishing boat and whaling boats types.

Yea. I wish that it would say this in the Civilopedia. Something like, "This unit will be consumed if used to create a farm, build a mine, construct a path or road, build a lumbermill …". Listing whatever else it can do.
 
PC, it says it on the unit type. For example, a Gatherer building an improvement on a wine resource will give you the option of "Gather Berries", and then down at the bottom it says "this unit will be consumed" . Same for Fishing nets, and a few other specific situations.
 
Hey, I experienced an odd thing.
I obtained a Captive - military, from defeating a barbarian and brought it back to my Capitol. One of the options on what to do with it says it can provide 90 food to the city for setting them free. I needed 232 food to hit pop 4 and had 3 Captives, so I used them for the food option.
Instead of me getting 270 food, I noticed (on the last one) that I was only getting 5 food for setting them free.
Is this WAI? If so, what could be causing this? What do I have to do to get the full 90? There is no mention on the Captive of needing Cannibalism for example.

Also, I have been seeing all of my opponents strength grow. Some are at 0.5, 0.4 and even 0.3 to me. So I started making more units to catch up. Yet, when I look at the Power graph, it shows me way ahead of everyone else. Which indictor is correct? Why is the other so far off?
I have 9 Obsidian Swordsman, 3 Obsidian Axemen and 3 Slingers. Most are out gaining xp from animals.
 

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Ok. I guess no one knows what could be causing this.

I have a different question now.
I defeated all the other civilizations in my game, in the Prehistoric Era, but it doesn't end so I can see my score.
It says I have 100% of the population. I conquered all of the Capitols (all civs only had 1 city). I control all of the wonders.
I went into worldbuilder and I see no other civs remaining.
I do see 3 animal sects, the Neanderthals and Insectoids listed in the Military Advisor (F5).
I hope C2C doesn't really expect us to kill all of the animals on the planet?
Also, If the civs are all gone in the Prehistoric Era, even before the Neanderthals appear (I am guessing the do eventually), I hope we don't have to go all the way to the later Eras to defeat these Insectoids to get a score also.
If it is possible, can we check a box to permit our game to end when the Civs are all defeated?
 
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Ok. I guess no one knows what could be causing this.

I have a different question now.
I defeated all the other civilizations in my game, in the Prehistoric Era, but it doesn't end so I can see my score.
It says I have 100% of the population. I conquered all of the Capitols (all civs only had 1 city). I control all of the wonders.
I went into worldbuilder and I see no other civs remaining.
I do see 3 animal sects, the Neanderthals and Insectoids listed.
I hope C2C doesn't really expect us to kill all of the animals on the planet?
Also, If the civs are all gone in the Prehistoric Era, even before the Neanderthals appear (I am guessing the do eventually), I hope we don't have to go all the way to the later Eras to defeat these Insectoids to get a score also.
If it is possible, can we check a box to permit our game to end when the Civs are all defeated?
Mastery Victory is on by default. It is a score-based victory condition in that victory is only decided at the end of the calendar c. AD2500. It also invalidates all other victory types.

If you turn it off at game start, your conquest/domination victory will be credited. However, I don't think this is possible for an existing game. To clarify, you can probably turn off the option in WorldBuilder (so by all means try), but it probably doesn't work, and may crash the game.

Mastery Victory is kind of messed up, and is barely 'supported', so if you suggested it should be off by default, I'd agree.
 
Hey, I experienced an odd thing.
I obtained a Captive - military, from defeating a barbarian and brought it back to my Capitol. One of the options on what to do with it says it can provide 90 food to the city for setting them free. I needed 232 food to hit pop 4 and had 3 Captives, so I used them for the food option.
Instead of me getting 270 food, I noticed (on the last one) that I was only getting 5 food for setting them free.
Is this WAI? If so, what could be causing this? What do I have to do to get the full 90? There is no mention on the Captive of needing Cannibalism for example.

That seems like a bug. I vaguely remember reporting it myself, and likewise getting no response. You might want to report it in the relevant bug thread.

Also, I have been seeing all of my opponents strength grow. Some are at 0.5, 0.4 and even 0.3 to me. So I started making more units to catch up. Yet, when I look at the Power graph, it shows me way ahead of everyone else. Which indictor is correct? Why is the other so far off?
I have 9 Obsidian Swordsman, 3 Obsidian Axemen and 3 Slingers. Most are out gaining xp from animals.

0.5 in green means they have 0.5 of your power. There is a BUG option to specify 'which way round' these ratios are.
 
0.5 in green means they have 0.5 of your power. There is a BUG option to specify 'which way round' these ratios are.
Ahh. That makes sense. I have played other mods, such as Realism Invictus and it was the other way around by default.
 
Hi

I have trained 3 watcher units and have chosen investigation, and after a while i have seen at the city screen 1 criminal, when i moved the mouse over the Defense.
Why i didn't see at any of the watcher units the capture criminal button?
 
Hi

I have trained 3 watcher units and have chosen investigation, and after a while i have seen at the city screen 1 criminal, when i moved the mouse over the Defense.
Why i didn't see at any of the watcher units the capture criminal button?
Investigation is a %age, and not a very big one. When it succeeds, the criminal becomes Wanted (status promo); only Wanted crims can be arrested.
 
Okay thank you.
One more thing, i dont understand is, that i have got around 120 units, my neighbor has got around 40 units only, and around same units.
So he doesn't have much more advanced units, but the power graph still shows him stronger, our strength ratio is 0.9.
How is it possible?
 
Okay thank you.
One more thing, i dont understand is, that i have got around 120 units, my neighbor has got around 40 units only, and around same units.
So he doesn't have much more advanced units, but the power graph still shows him stronger, our strength ratio is 0.9.
How is it possible?
I don't know how power is calculated. Frankly it's likely to be bugged (in the past - and perhaps this continues - Great Generals used to inflate it until they were used). I can only suggest that there is a BUG option for which 'way round' that ratio is, so sometimes 0.9 means they're 10% weaker than you.
 
I dont know anything about modding a game, but there might be some people here, who do. I think the strategic resource system is not realistic at all. Since there is no actual "stock" for the resources, it doesn't really matter, how many sources do you have of a certain strategic resource. In perspective of the economy, it doesn't matter, whether you have got only one source of oil for example, or 10, you still can build as many oil consuming units, as you want. It would be much more realistic, if there was a real production of these resources each turn, and then there was an actual stock of them which means, it would be also possible to trade certain amounts of resources with the other civilizations. There would be strategic resources, that were needed to produce units, like iron, copper, aluminium etc, and resources, that were needed to maintain the units each turn, for example oil. Lets say, if a swordsman needs 0.25 units of iron to produce, and you have one source producing 1 iron per turn, u could produce 4 swordsmen per turn, and if you dont produce anything, your stock would increase, so if you loose this source, u could still produce iron needing units until your stock runs out. About resources that are needed to maintain units, there would be a limit about having these kind of units depending on how many resources you have, or you could also buy resources from other civilizations that would be enough for a certain time.
I dont know, whether its possible to mod the game like this or is there already any mods that have got a similar system but i think it would make the game much more exciting.
 
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