Caveman2Cosmos

Thy got teleported away because enemy culture expanded on that tile.
Pretty sure it would happen in vanilla too.
 
Okay... running into a very weird error (or possibly feature) I've never encountered before.
For some reason, my large stacks of troops will inexplicably move back one space from where I had them fortifying along the Korean border. This movement happens when it's not my turn, and *nearly* every time I end a turn. Note that the border itself remains completely unchanged. There's no message in the log about myself or the Koreans having an influence change. Unless there's some sort of weird math occurring when it's not my turn where the border somehow expands and contracts during the NPC turn with no visual change on my end.

This seems to mainly happen to large (or possibly the largest) stacks of units. Not sure if that's a trigger or what. Also, I was getting the one-space bounce-back for the stack of troops on the right, until I had an assassin destroy a fort where the green x used to be. Now those guys remain where I set them.

So maybe it is a really weird cultural imbalance, but I've been spamming culture buildings in the city closest to the border, and still turn after turn, at least one of my stacks set up next to the border decides to go AWOL from their post during the off-turn. So I'm assuming it's a bug, unless there's some new wonder I haven't encountered before that automatically bounces troops away from your border like a force field?
View attachment 653129

These guys are next on my invasion list after I reposition troops, so we'll see what happens once I actually declare war on them.
Those units are on a tile that the competing Cultures are almost identical in value. This move back is caused by the Culture values being reset each end of turn. It is a common occurrence as Blazenclaw continues to refine Culture and the hidden Culture "war" over tile possession. I think he is near a completed solution. We have been discussing and debating this for several weeks now. Mountain tiles and hills with forest or Jungles are very volatile to Culture change and ownership atm. Hover you mouse ponter over those tiles and see what the Culture values are for each Empire. The Fort onnthe desert tile is a more stable Culture environ than that Mountain. Just keep moving them back and keep building up your Culture from that size 16 City of yours. And if also do the same if there is another 1 of your cities in the bottom right of this screenshot.
 
Thanks. Odd that it would continuously flip-flop back and forth like that every turn, but I did hover over the tile and it has my civilization at 51% ownership, so I guess that's the answer. Korea must be ramping up their culture at the exact same rate I am, even though I'm about twice as powerful.

Now that I think of it, a really awesome mod (that would probably be a massive pain in the neck to implement) would be to take every tile that's within 2% of changing ownership one way or the other and turn it into grey "disputed territory" tile that is similar to Barbarian space where neither side can build improvements (besides roads) or take resources from, it has a higher probability of spawning criminal/barbarian units since it's so hard to police, and both sides can occupy it with troops without declaring war, but placing any units there causes you to lose an additional point of reputation with the opposing country.

That would lead to some very interesting border politics.
 
Thanks. Odd that it would continuously flip-flop back and forth like that every turn, but I did hover over the tile and it has my civilization at 51% ownership, so I guess that's the answer. Korea must be ramping up their culture at the exact same rate I am, even though I'm about twice as powerful.

Now that I think of it, a really awesome mod (that would probably be a massive pain in the neck to implement) would be to take every tile that's within 2% of changing ownership one way or the other and turn it into grey "disputed territory" tile that is similar to Barbarian space where neither side can build improvements (besides roads) or take resources from, it has a higher probability of spawning criminal/barbarian units since it's so hard to police, and both sides can occupy it with troops without declaring war, but placing any units there causes you to lose an additional point of reputation with the opposing country.

That would lead to some very interesting border politics.
:lol: Don't give them any Ideas! :mischief:
 
Any chance CavemanToCosmos has been updated to include multiplayer? My buddy and I are looking for a new mod that supports Multiplayer. I think we've tried this mod in the past, but we always ran into syncing issues.
 
Any chance CavemanToCosmos has been updated to include multiplayer? My buddy and I are looking for a new mod that supports Multiplayer. I think we've tried this mod in the past, but we always ran into syncing issues.
Yes there is multiplayer. My son and friend play using it often.
 
Any chance CavemanToCosmos has been updated to include multiplayer? My buddy and I are looking for a new mod that supports Multiplayer. I think we've tried this mod in the past, but we always ran into syncing issues.
Turn off events and revolutions
 
Updated to the v43 and city management pop up is anoying as hell, any chance to restore it to old version at the end of the turn?
 
There's definitely something weird going on with AI civs maintaining territory after conquest.
In my current game, I've practically nuked Korea back to the stone age, and taken over 8 of their 9 cities except for one piddling 3x3 city on an entirely different continent, that's 1% Korean and 99% Polynesian, and completely surrounded by Polynesian territory (who hate my guts and won't grant me an open borders agreement to finish Korea off.) Yet somehow, Korea still maintain territorial control over about 1/3 of the continent my empire "liberated" from them, aside from the 3x3 squares of the base city boundaries themselves.
I've been pouring money into entertainers and cultural/happiness buildings, in attempts to take possession of the surrounding lands, and most of them are now happy or at least no longer in anarchy and revolting, but nothing seems to shift their territorial control of the surrounding regions.

1678325390585.png

1678325505984.png

I also ran into a really weird glitch last night where I'd left the game running in the background for several days while I worked on other stuff, and the window the game was running in (not the monitor) was going crazy and flickering neon pink with the top and bottom menu bars flickering on and off. Oddest thing I've seen in a while. I haven't seen that sort of graphics glitch since the days of CRT monitors. I saved the game, then shut it down and restarted, and it came back up perfectly normal. If it happens again, I'll try to take a screenshot before I shut it down, but not quite sure what was causing it.
 
An interesting Flexible Difficulty option for future builds would be to add an option where it automatically increases the difficulty every time you conquer another civ.

This would slightly better match my play style as I often get bored in late game scenarios where my Civ occupies 3/4 of the planet and I can just steamroll whoever's left through sheer force of numbers, but it would also make for some interesting strategy regarding conquest vs. peace, especially if there was also a toggle option to apply it to AI players as well, though defining what constitutes "conquered" might be a bit tricky.


I'm assuming to be fair it would have to apply towards all civs actively engaged in war with that opponent at the moment of defeat, which would suck for Vassal States if you happen to be vassal to a larger warmongering nation who's decided to conquer some smaller civ you've never seen. And you could play the system by nuking an AI Civ into the ground, but as long as you leave them one useless level 1 city on an island, you can still negotiate for peace and not take the difficulty hit. (or bait an AI into joining you in a war, and then kill off everything but the last enemy city, negotiate for peace, and then let the other AI swoop in and take them out for the difficulty hit so you can turn around and attack them next.)
 
There's definitely something weird going on with AI civs maintaining territory after conquest.
In my current game, I've practically nuked Korea back to the stone age, and taken over 8 of their 9 cities except for one piddling 3x3 city on an entirely different continent, that's 1% Korean and 99% Polynesian, and completely surrounded by Polynesian territory (who hate my guts and won't grant me an open borders agreement to finish Korea off.) Yet somehow, Korea still maintain territorial control over about 1/3 of the continent my empire "liberated" from them, aside from the 3x3 squares of the base city boundaries themselves.
I've been pouring money into entertainers and cultural/happiness buildings, in attempts to take possession of the surrounding lands, and most of them are now happy or at least no longer in anarchy and revolting, but nothing seems to shift their territorial control of the surrounding regions.

View attachment 656239
View attachment 656240
I also ran into a really weird glitch last night where I'd left the game running in the background for several days while I worked on other stuff, and the window the game was running in (not the monitor) was going crazy and flickering neon pink with the top and bottom menu bars flickering on and off. Oddest thing I've seen in a while. I haven't seen that sort of graphics glitch since the days of CRT monitors. I saved the game, then shut it down and restarted, and it came back up perfectly normal. If it happens again, I'll try to take a screenshot before I shut it down, but not quite sure what was causing it.
I just took a moment to pay attention to the names you gave your cities. :lol:
 
I just took a moment to pay attention to the names you gave your cities. :lol:
I'm afraid I've been playing Civ since I was about 15 and that's apparently where my sense of humor flat-lined.
20 years later and I still play every campaign as Emperor Dong of the Dongopolitans.
 
I'm afraid I've been playing Civ since I was about 15 and that's apparently where my sense of humor flat-lined.
20 years later and I still play every campaign as Emperor Dong of the Dongopolitans.
Covfefe to you as well sir.
 
Okay, I'm suddenly getting a very bizarre error, which I can't seem to fix.
The game was running normally and suddenly ran into an "invalid page fault" or similar error that caused a crash to desktop.

Since then, every save game I open, or ever new game I start has the field of view locked into a perfectly square map. The rest of the map still exists outside these parameters, but it won't draw it for some reason. You can see in the screenshot below that it actually bisects some of my cities. If I try to tab over to a city that exists outside of this square map boundary from the city management screen, the game has to think for a few seconds, and will then reposition the map so that you can see the requested city, though most of the background will be black aside from some trees and yield info.

Does anybody have any idea what might be causing that or what can fix it? I've tried looking at game and BUG options, and tried unchecking FOV, but nothing seems to do anything.
It's extra frustrating since it's affecting both saved and new games, so there's no way around it.


1720340198518.png


Opening worldbuilder on a new game. Still stuck with the weird square map that only shows part of the world:

1720341215318.png



Messed up map while trying to tab to a city that's off of the centralized square map.
1720340788061.png
 
Fixed it. Somehow viewports got enabled without appearing to be enabled. The checkbox was blank, but after I checked it, unchecked it, and restarted, everything went back to the regular view.

1720504954314.png
 
Been playing History In The Making forever and thought I'd try this mod.

Couple of questions:

1. how do I make it so I can see what resources are connected to my city in my city screen?
2. how do I make it so when a unit enters combat off screen (IE. I finished my unit moves with a different unit and this unit gets into battle) my screen visibility moves so I can see what unit it is. Right now it just makes the sound and I see the red text that it died but I have to try and figure out which one died.
3. I keep getting notification that a volcano erupted and such but it doesn't show me where that occured.
4. Am I doing something wrong where (playing on marathon) i'm hundreds of turns in and my city is still size 1? I'm just spam building all these food producing buildings which I assume doesn't matter....Ant Catcher but I don't have any sort of resource that shows Ants anywhere near my city

Gonna have a ton of questions since this mod has so much intricacy to it.
 
Marathon is 8000 turns I recommend you start a game on Blitz 1000 turns or Normal with 2000 turns. And yes on Marathon UR Capital (starting city) will be size 1 for some time If you are not adding Food, Culture, and Production bldgs.
1. Should be in the left side panel.
2. There are Options under BUG There is a Green bug head in upper right of main screen. Click it and open up the BUG Option pages. There should be an option for centering combat to screen. )If i recall correctly)
3.U may have to scroll around the map When the event happens to see its location
4.Food matters! Ants are not displayed anywhere just like termite mounds. They are "early buildings" that provide 1 food.

Oh what version are you Playing? Are U using the SVN to get updates after bug fixes?
Welcome to Caveman2Cosmos.
U will get faster attention to questiona by posting in Caveman2Cosmos main Sub forum.
 
for #2 and 3, if you go into the Event Log for the previous turn and click on the line (usually in red) where one of your units was attacked, or any other event occurred, it will refocus the camera on that location. This is also extremely useful for zooming to where your units recently discovered new resources, especially later in the game where you might end up with 10 of them popping up in a single turn.

In a perfect world, it would be nice if it popped up a little red or green circle when this information was shown, but as long as you're zoomed in almost to maximum, it's normally pretty easy to find the offending unit or new resource just by looking at the nearby tiles.

I would not recommend playing on Marathon because even on Blitz where you're discovering 5 or 6 new technologies per turn, it's almost impossible to reach the end of the tech tree. The earliest era of the game is deliberately the slowest, and your first city grows at a snail's pace, even on higher speeds. On Marathon, I could see than stretching out for what feels like forever, especially if you ended up with a starting location that's low on food and production resources. As JosEPh_II said, you will want to grab as many of those early hunter/gatherer buildings as possible since 1 food or production per turn may not seem like a lot, but it's essential for slow-building your first city (which you will be stuck with for a while, unless you get lucky and find another nearby civ that you can easily overpower.) If you see a new wonder of building that says it'll take 42 turns to complete, just ignore it for now and focus on the smaller one or two bonus resource buildings and spamming exploration/warrior units, and slowly but surely your population and production numbers will go up, and that 42 will turn into a 12, long before 42 turns have actually elapsed. (Also don't be too concerned if you miss out on early era wonders, as most of them expire after 2 or 3 eras, to be replaced with better versions that offer the same bonus.)

Also, don't neglect the importance of hunting. Not only will this give your early units valuable experience, you often get a food bonus, they increase your culture/science per turn, and nearly every wild animal that can be domesticated (horses, buffalo, wild boar, deer, antelope, etc.) can be sent back to your city and be used to "seed" those resources on tiles within your empire or as special buildings. (At least, once you get to animal husbandry on the tech tree.) A lot of the early game is as much about exploration and spamming units to harvest animal resources as it is about building your first city.
 
Last edited:
Back
Top Bottom