My take on stuff

Suppose your whole country is Christian, and you set DH's civic (*) to Animism. Or a spy does that in a spy action. What would happen with your civ? I haven't the faintest idea, that's why I don't understand the civic.

(*) Animism, Pantheism, Polytheism, Monotheism and Non-theism
(link)Jesus spirit is in all plants, animals and inanimate objects.(/link) lol

Would be hard to assess what effects this should have, true that. But; it is not that hard to imagine a people who has taken a religion to a strange point, just look at Jamaica.
 
I think that such a religion civic is fundamentally a wrong idea. A religion is a kind of separate group that can cross civilizations or be followed by only part of a civilization. A civic however is about exactly one civilization.

You have made an incorrect assumption.

You will only be able to select Monotheism if you have a monotheistic religion you can convert to in addition to the tech requirement. You will also have to convert to a monotheistic religion if you current state religion is not monotheistic.
 
v0.6.6.3 - Experimental

If there was -115% :gold: from civics at game start in version 0.6.6.2 ex. it should be -80% now as intended.
Lots of health and unhappy changes from civics and difficulty, unhappiness should be easier to control now.
 
if i compare No Agriculture with Subsistence Agriculture i think no one will ever run Subsistence Agriculture, the only benefit is more food but the drawback of more disease with will probably result in causing diseases that will slow down city growth once more.
 
if i compare No Agriculture with Subsistence Agriculture i think no one will ever run Subsistence Agriculture, the only benefit is more food but the drawback of more disease with will probably result in causing diseases that will slow down city growth once more.
Hmm, I'm not sure you're right; it is meant to be a hard choice the moment it is unlocked but something you would really want to change to later. If you have a pretty good grip on disease a change from 100% more food to growth to 30% more food to growth should be worth it. Thanks for mentioning it, perhaps I'll have to tweak the disease values on those two civics.
 
Usually civics are set up so no one would ever choose the first civic in a group over any other civic in the group.

I agree it should be like this, and it is. "No agriculture" is atm the worst civic off all in that category.
It's just a hard choice the moment it's unlocked as it's a big transition. I don't see the harm in that a new civic choice that is overall a better choice might be situationally a bad choice the moment it's unlocked. If your cities have a small population due to low plot yield; "subsistence agriculture" would be a good choice the moment it's unlocked. If the situation is the opposite the revolution might have to be delayed until you get disease a bit more under control first.

But it might be a bit too much so I might tweak it after some more testing.
 
I just tried out these. Not looking at them at all, just loading an existing game where I had Sedentary Lifestyle. Noble, snail, huge map... my 6 cities went from making +16:gold: per turn at 60%:science: and 10%:espionage: to "making" -36:gold: per turn.
 
I just tried out these. Not looking at them at all, just loading an existing game where I had Sedentary Lifestyle. Noble, snail, huge map... my 6 cities went from making +16:gold: per turn at 60%:science: and 10%:espionage: to "making" -36:gold: per turn.
It would have been worse on deity. Hope you can continue to bring detailed feedback as I might have taken some things too far. I value your opinions on things.
 
v0.6.6.4 - Experimental

-Many changes to buildings
-A few tweaks on the earliest civics.
-Probably more...

EDIT: I've been cheeky enough to include Josephs disease modmod as I had to make a change to the same file and because I'm balancing this modmod around his disease modmod.
 
Is it worth (or safe) adding to an existing game?
 
v0.6.6.4 - Experimental

-Many changes to buildings
-A few tweaks on the earliest civics.
-Probably more...

EDIT: I've been cheeky enough to include Josephs disease modmod as I had to make a change to the same file and because I'm balancing this modmod around his disease modmod.

I'm honored that you would do this. :hatsoff:

JosEPh :)
 
Can you give a quick lesson installation from after extraction?
The easiest would be to just drag & drop the top folder called assets to the caveman2cosmos folder in you installation directory where there is also a folder called assets and overwrite what is there.
 
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The easiest would be to just drag & drop the top folder called assets to the caveman2cosmos folder in you installation directory where there is also a folder called assets and overwrite whats there.

The other option is to put it in the "Assets/modules/My Mods" folder.
Rwn would know better than me how this works, as I've never done that myself; so... shoutout to Rwn.

Thanks
 
The easiest would be to just drag & drop the top folder called assets to the caveman2cosmos folder in you installation directory where there is also a folder called assets and overwrite whats there.

The other option is to put it in the "Assets/modules/My Mods" folder.
Rwn would know better than me how this works, as I've never done that myself; so... shoutout to Rwn.

It depends on how you built your files, but unless you've used the bForceOverwrite tag it probably won't work well in My_Mods because absent tags (or tags with default value) in your modmod won't override what was originally in core. If you used the bForceOverwrite tag, you have to make sure that the whole entry is copied since it makes the overwritten entry as if it wasn't loaded.
 
It depends on how you built your files, but unless you've used the bForceOverwrite tag it probably won't work well in My_Mods because absent tags (or tags with default value) in your modmod won't override what was originally in core. If you used the bForceOverwrite tag, you have to make sure that the whole entry is copied since it makes the overwritten entry as if it wasn't loaded.
I see, then the "My Mods" way would definitely not work for this modmod atm.
 
So, if you wanted to do a modmod with (say) a tech being deleted, how would you do that without editing the files directly?
 
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