Caveman2Cosmos

Does anyone ever had to set the tax rate higher, than 0%? Because i can set it to 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 had to play adjusting the tax rate actually during the whole game, but here not necessary at all. In the current game before the revolution i was at over 60.000+ every turn. With this high number the events, where you need to spend some money (lets say spend 300 to rebuild a road) dont make any sense if the treasury increases with more thousand per turn. I think the balance should be adjusted a bit more. But actually maybe because i started this game with an earlier version of C2C, and continued it with the most recent version, so maybe the sync was not perfect. Have you guys also the same issue?
One more thing; i love the game and the mod a lot, but for me at the endgame gets a bit boring, because nothing really happens. At that point my economy and army is mostly the strongest, and am researching the fastest, so according to technology am in front of the other civilizations by far. So the only thing i can do is to declare war and capture enemy cities. Is it not possible to add to the newest version some end game crisis that gives and extra challenge at the end of the game?
 
Does anyone ever had to set the tax rate higher, than 0%? Because i can set it to 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 had to play adjusting the tax rate actually during the whole game, but here not necessary at all. In the current game before the revolution i was at over 60.000+ every turn. With this high number the events, where you need to spend some money (lets say spend 300 to rebuild a road) dont make any sense if the treasury increases with more thousand per turn. I think the balance should be adjusted a bit more. But actually maybe because i started this game with an earlier version of C2C, and continued it with the most recent version, so maybe the sync was not perfect. Have you guys also the same issue?
The work on this issue is ongoing and involves numerous plans of attack and further under consideration.
One more thing; i love the game and the mod a lot, but for me at the endgame gets a bit boring, because nothing really happens. At that point my economy and army is mostly the strongest, and am researching the fastest, so according to technology am in front of the other civilizations by far. So the only thing i can do is to declare war and capture enemy cities. Is it not possible to add to the newest version some end game crisis that gives and extra challenge at the end of the game?
With the planning I'm doing now, there will be a number of pretty spectacular things being setup to take place in the later game. It's just underdeveloped so far is all.
 
Nice, thats good to hear. Can you please share some of these spectacular things with us?
https://docs.google.com/spreadsheet...VoIGJPc0q0t9Y_LKgAo1xbFXk/edit#gid=1554637716

I'm still working on the production tab at the bottom but the tech, upgrades, combat, movement, withdraw&pursue stats are all planned out and I don't think I'll have to do much adjusting there.

Some of what this unit plan sets us up for are some profound events in the lategame, an AI revolution - terminator style, offworld hunting experiences, alien invasions and a spiritual battle over souls.
 
https://docs.google.com/spreadsheet...VoIGJPc0q0t9Y_LKgAo1xbFXk/edit#gid=1554637716

I'm still working on the production tab at the bottom but the tech, upgrades, combat, movement, withdraw&pursue stats are all planned out and I don't think I'll have to do much adjusting there.

Some of what this unit plan sets us up for are some profound events in the lategame, an AI revolution - terminator style, offworld hunting experiences, alien invasions and a spiritual battle over souls.

Sound interesting. Now i have got an installation issue. I have got an original CIV 4+Warlord+BTS on Steam, but after i reinstalled win10 home, reinstalled CIV 4+Warlord+BTS in this sequence, but when i try to run BTS patch 3.19, i get an error saying, that BTS is not installed properly. Of course the C2C Mod is not working either, i get the attached error. Does anyone know the solution for it?
 

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Sound interesting. Now i have got an installation issue. I have got an original CIV 4+Warlord+BTS on Steam, but after i reinstalled win10 home, reinstalled CIV 4+Warlord+BTS in this sequence, but when i try to run BTS patch 3.19, i get an error saying, that BTS is not installed properly. Of course the C2C Mod is not working either, i get the attached error. Does anyone know the solution for it?
You CAN'T have have mod installed in "My Documents".
Also game can't be installed in "My Documents" too
 
The game was always installed in the my documents and was always working.
Used to work like that but not without bugs. I don't know what happened to change it but it became official a while back that it would no longer work this way.
 
Is there setting where i could see all items on "(city name) have constructed.." screen.
Somehow i only see some units and 2-4 buildings.

If i want to see all i have to go into city and that takes time.
 
Is there setting where i could see all items on "(city name) have constructed.." screen.
Somehow i only see some units and 2-4 buildings.
Nope, it was very slow in later game, so just hide it in BUG settings.
 
Why do people call it the Tax Rate? It is not increasing the money you get. It is just moving some of it into your Treasury instead of other things.
Why does the game call it a takeover when it's just the premises in one city changing hands? Why do nuclear accidents (radioactive dust) cause arctic terrain?

I guess because Sid Meier's weird, and the mod hasn't reduced the weirdness without introducing more of its own.;)
 
Nope, it was very slow in later game, so just hide it in BUG settings.

Ok, after a while i used to this new way and its ok.

And i have to thank you for this awesome mod. I have to tell that i have played civs since 1 and still playing civ4 mods weekly. This mod is now my favourite. No CRASHING! lot to do. Tech pace is now cool slow and lot of variations.



Only thing what basically all mods have is the late game city management. If i turn automatic production, cities are not going to produce stuff of their role.
For example i have cities that have all military buildings to make best of the best soldiers and cities that have all research stuff. If i turn on automation these cities are not producing tanks and ....libraries.

Thatwhy i propose you an idea of automatic production types. You could have couple to choose: military, money, research, culture. Same way as citizen automation. Even better if you could add "ralley flag" so when city automatically produces military units it will move them to desired location.

I know this might be too mutch.
 
Ok, after a while i used to this new way and its ok.

And i have to thank you for this awesome mod. I have to tell that i have played civs since 1 and still playing civ4 mods weekly. This mod is now my favourite. No CRASHING! lot to do. Tech pace is now cool slow and lot of variations.



Only thing what basically all mods have is the late game city management. If i turn automatic production, cities are not going to produce stuff of their role.
For example i have cities that have all military buildings to make best of the best soldiers and cities that have all research stuff. If i turn on automation these cities are not producing tanks and ....libraries.

Thatwhy i propose you an idea of automatic production types. You could have couple to choose: military, money, research, culture. Same way as citizen automation. Even better if you could add "ralley flag" so when city automatically produces military units it will move them to desired location.

I know this might be too mutch.

I'm not sure how hard it would be to provide these features, but I think several of the developers have pointed out that too much automation removes strategy from the game. The goal of minimizing micromanagement is at odds with the goal of maximizing the skill/strategy needed to play well.

Perhaps this case is a bit different; last time, someone asked for something like a governor that makes sure crime isn't high, health is fine, etcetera... at least this option would require you to choose which cities to specialize in which way, and you'd have to check up on cities for properties.
 
Even better if you could add "ralley flag" so when city automatically produces military units it will move them to desired location.
Rally flag from vanilla still exists in C2C.
 
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