Caveman2Cosmos

Isn't there a depleting resource option in the game options? I'll have to check on my next game.
 
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.

Nobody? :(
 
There is a plan to implement this, but it's a huge project with no particular priority at the moment, so unless you can change that, prognosis is probably years rather than months. Even with priority this could still take years.

Master of Mana (modmod of Fall From Heaven II mod of BtS) already does this for a very limited number of resources, so maybe by some miracle that might speed up the project here.
 
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There is a plan to implement this, but it's a huge project with no particular priority at the moment, so unless you can change that, prognosis is probably years rather than months. Even with priority this could still take years.

Master of Mana (modmod of Fall From Heaven II mod of BtS) already does this for a very limited number of resources, so maybe by some miracle that might speed up the project here.

Oh really? Thats a pity, I never thought, that it would take so much time. Are you member of this modding group? If yes, may i ask, what changes are in priority now? :)
 
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Oh really? Thats a pity, I never thought, that it would take so much time. Are you member of this modding group? If yes, may i ask, what changes are in priority now? :)
@Thunderbrd, @Toffer90 and @billw2015 (I would say) are the currently active "project" modders (sorry if I missed someone). @raxo2222 is also active on team, but to my knowledge he only does xml fixes rather than projects like this one. @JosEPh_II tweaks civics from time to time. Other people contribute translations, and @DrD_AVEL is revamping the font icons. I am regarded as a team member - one of the feedback, playtesting and ideas guys.

Tbrd is working on a comprehensive review of all units and unit chains. Toffer is mostly on a break. Bill is working on general bug fixes and speedups.

For more information, you'd better ask them.

ETA: I forgot @MattCA , who is a DLL modder, but as to what he's working on, I'm the wrong person to ask.
 
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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.
That's pretty close to the eventual plan but before we get there, we know of other volumetric resource method options and may have to use them because of some more pressing data needs in other areas. So those other number crunching options need to be considered for how much they will take up in our resources before we can assume we can get this done in a similar manner to what you've explained. It's the best case, sure.

As Yudishtira mentioned, I'm working on the units at the moment. This comes before the volumetric resources because it's at the core of a ton of projects that are nearly complete and just need some initial assignments on a fairly stable and fleshed out unit array. One of those projects that this pushes us closer to being able to move forward further on is the 'equipment mod'. THAT mod needs to determine if we are using volumetric resources or not before it can really be fully implemented. Equipment also needs an inventorying system in place for yields and equipment and resources, which is also needed for the nomadic start mod. So basically everything I'm working on is one big tree of projects and usually has narrowed down to the most immediate current need to address first. Yes, this is along the way on that plan, but Bill's work on making the whole system work so much better is going to need to be very successful if we're to see the full expression of the C2C vision. So really, in a lot of ways, we're both working towards this project. But yeah, it's going to be a long long while. The mod is nearly a decade old at this point and has been worked on fairly consistently ever since we began. We all have day jobs as well here.
 
I dont know, whether its a bug or not, but i got a big revolution almost in my whole empire without any prelude. I mean i have seen, that the revolt state is worsening, but i didn't understand, why. No crime, no unhappiness, no disease in any of the cities. And then when i rejected the terms of the cities, they started to revolt. But its crazy, now it happens with almost every city, and normally 10-15 revolting units appeared around almost all of my cities, and they get reinforcement in every turns. If i count the troops of the two revolting countries, they are already stronger, than my whole army, even though i was the strongest between the civilizations. And of course they always raze the cities, which is also weird, even if it was their own city before i captured it. I have lost 4 cities with many wonders already, because i had only 5-6 Marines as a garrison in each cities, which dont have chance even with the defending police squads against 10-15 enemy marines, bazookas or even heavy tanks. (the revolting arabs have got almost 40 heavy tanks, while i have got about 15). When i take a look at the revolt state, what affects it in a bad way, only buildings. So should i destroy all of these buildings and wait until the revolt state gets back to safe? Is there any other ways to affect the revolt state?
 
I dont know, whether its a bug or not, but i got a big revolution almost in my whole empire without any prelude. I mean i have seen, that the revolt state is worsening, but i didn't understand, why. No crime, no unhappiness, no disease in any of the cities. And then when i rejected the terms of the cities, they started to revolt. But its crazy, now it happens with almost every city, and normally 10-15 revolting units appeared around almost all of my cities, and they get reinforcement in every turns. If i count the troops of the two revolting countries, they are already stronger, than my whole army, even though i was the strongest between the civilizations. And of course they always raze the cities, which is also weird, even if it was their own city before i captured it. I have lost 4 cities with many wonders already, because i had only 5-6 Marines as a garrison in each cities, which dont have chance even with the defending police squads against 10-15 enemy marines, bazookas or even heavy tanks. (the revolting arabs have got almost 40 heavy tanks, while i have got about 15). When i take a look at the revolt state, what affects it in a bad way, only buildings. So should i destroy all of these buildings and wait until the revolt state gets back to safe? Is there any other ways to affect the revolt state?
Are you struggling with crime perhaps?
 
I dont know, whether its a bug or not, but i got a big revolution almost in my whole empire without any prelude. I mean i have seen, that the revolt state is worsening, but i didn't understand, why. No crime, no unhappiness, no disease in any of the cities. And then when i rejected the terms of the cities, they started to revolt. But its crazy, now it happens with almost every city, and normally 10-15 revolting units appeared around almost all of my cities, and they get reinforcement in every turns. If i count the troops of the two revolting countries, they are already stronger, than my whole army, even though i was the strongest between the civilizations. And of course they always raze the cities, which is also weird, even if it was their own city before i captured it. I have lost 4 cities with many wonders already, because i had only 5-6 Marines as a garrison in each cities, which dont have chance even with the defending police squads against 10-15 enemy marines, bazookas or even heavy tanks. (the revolting arabs have got almost 40 heavy tanks, while i have got about 15). When i take a look at the revolt state, what affects it in a bad way, only buildings. So should i destroy all of these buildings and wait until the revolt state gets back to safe? Is there any other ways to affect the revolt state?
If your percentage of income going into your treasury is over 60% that can lead to revolts.
 
Well, no crime at all, its in every city below 0. Does anyone have ever to set the tax rate higher, than 0%? Because i can keep it on 0% already at a very early stage of the game. Maybe its a bug also, but in C2C the income starts to increase very early and u dont need to care about it after that during the whole game. I remember in the previous mods of the game i always had to play adjusting the tax rate, but here not necessary at all. In the current game before the revolution i was at over 60.000+ every turn. But actually its maybe i started this game with an earlier version of C2C, and continued it with the most recent version. Have you guys also the same issue?
 
Well, no crime at all, its in every city below 0. Does anyone have ever to set the tax rate higher, than 0%? Because i can keep it on 0% already at a very early stage of the game. Maybe its a bug also, but in C2C the income starts to increase very early and u dont need to care about it after that during the whole game. I remember in the previous mods of the game i always had to play adjusting the tax rate, but here not necessary at all. In the current game before the revolution i was at over 60.000+ every turn. But actually its maybe i started this game with an earlier version of C2C, and continued it with the most recent version. Have you guys also the same issue?
I also believe large amounts of unhealth can cause rev sentiment. You could also be dealing with a harsh trait for that?
 
Well, yes, there are unhealthiness in many cities, but not everywhere. But it seems, that i managed to deal with it, i have chosen only those civics, that decrease the national and local rebelliousness, and the revolt status has started to improve everywhere.
 
Well, yes, there are unhealthiness in many cities, but not everywhere. But it seems, that i managed to deal with it, i have chosen only those civics, that decrease the national and local rebelliousness, and the revolt status has started to improve everywhere.
Yeah civics IS the biggest factor or should be.
 
On the domestic advisor screen, is it possible to set it up, that we can see the revolt status there as well?
I remember, that it was possible before, but now i cant find it.
 

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Caveman2Cosmos v40.1 is released!

Download Now!


Mostly graphic improvements and fixes with no noteworthy rule changes or new content additions. Just a better game.

The big changes to come are still in the kitchen ;)
 
Oh snap...... Umn, did you set the cooking timer Sir? Because, ummnn, gee, I kind of wanna finish this appetizer of my current game :D.
 
Oh snap...... Umn, did you set the cooking timer Sir? Because, ummnn, gee, I kind of wanna finish this appetizer of my current game :D.
Don't worry... it's a pretty big turkey that's still going to take a long while. At least my project is... not sure about the other chefs as much.
 
Is there any way to see straight away, which units can be upgraded? Selecting them one by one and check it is a bit time consuming.
 
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