Quick Questions , Quick Answers

But how can i set the productionspoints to zero in their current world wonder instead clicking - or the lazy option would be to increase the resistance points so the A.I. can´t do anything in his city ? It would be easier if i could write just zero and not clicking - like in the past world builder. In my opinion it isn´t balanced the game if a normal building cost so much production points like a world wonder for the A.I. when you play on nightmare
 
But how can i set the productionspoints to zero in their current world wonder instead clicking - or the lazy option would be to increase the resistance points so the A.I. can´t do anything in his city ? It would be easier if i could write just zero and not clicking - like in the past world builder. In my opinion it isn´t balanced the game if a normal building cost so much production points like a world wonder for the A.I. when you play on nightmare
An easy solution to what you want is to open Caveman2Cosmos\Assets\XML\GameInfo\CIV4HandicapInfo.xml; scroll down to nightmare difficulty and change the value of iAIWorldConstructPercent to 10 000 or some other high number like that. Will effectively make wonders cost an insane amount of hammers for the AI, but not for you.
 
Or let me descripe it the other way what i mean. When i open the world builder and choice the option edit city. The A-I. has a world wonder what cost 1600 production points, for me 3200 as example. and the A.I has 1532/1600 points. The only way to set it to zero is annoying clicking - with your mouse. I can´t hold it, i always must click every single hammer point down. When their city has a production of 144 points per turn it is very annoying so i have to open the world builder every round like every second or third round. The world builder changed a lot. It was possible just to write 0 with your keyboard. Now you don´t have the option in the current mod. You have to click - with your mouse for only one point. So to set 1532 hammer points to zero i have to click 1532 with my mouse instead convinient write 0 with the keyboard, because this option doesn´t exist anymore. The other way is to increase the resistance so when my city need to build this wonder 17 rounds even with maxed out production with slaves i have to add 17 resistance points so i am able to finish the world wonder before the A.I. did. But when i add resistance points the A.I. doen´t produce new slaves or new armys to attack me and it makes the game not so much intense anymore. That is the problem. I can´t the A.I. let a single world wonder build, because i want all in my capital city.
 
At 125% some resources might not have space left to be placed due to earlier placed bonuses taking all the spots; for all resources to be placed in the ratios defined in xml one should pick 75 or 50%.
100% should be fine too though, especially on larger map sizes.

But yeah, we might want to increase the relative amount of certain strategic resources; but best of all would be to add more events that add resources like that on the map after map generation when certain conditions are met, e.g. no player having resource but have tech to use it (increased chance to trigger event the more players that meet the condition).

Mines, and other improvements, does spawn resources, and resources that are rare on the map has greater chance to be spawned by an improvement than a resource that is bountiful on the map, so having resources on 50% at map-gen will increase the amount of improvements that can discover resources and might make iron/copper and so on more frequent in the long run.

I've been playing a bit with the C2C_World 100% Resource generation. I'm on turn 1032/4000 and again only 2 sources of copper, 2 sources of obsidian, and 1 source of iron on a continent with 8 civs. I was waiting for some resource found events to at LEAST get 1 source of Copper or Iron. I've had several for my mines but I've only found Amber and Sulpher. Just an update on the map generation problems.
 
I've been playing a bit with the C2C_World 100% Resource generation. I'm on turn 1032/4000 and again only 2 sources of copper, 2 sources of obsidian, and 1 source of iron on a continent with 8 civs. I was waiting for some resource found events to at LEAST get 1 source of Copper or Iron. I've had several for my mines but I've only found Amber and Sulpher. Just an update on the map generation problems.
What map size do you use?
At standard map size with 100% resources it wants to place 8 obsidian, 8 iron ore, and 8 copper ore on the map, and generally succeed in placing all of them.

Edit: What's your sea level and landform options set to, those can influence the water/land ratio a lot which again can impact resource placements. My above test used medium sea level and earthlike landform.
 
I've been playing a bit with the C2C_World 100% Resource generation. I'm on turn 1032/4000 and again only 2 sources of copper, 2 sources of obsidian, and 1 source of iron on a continent with 8 civs. I was waiting for some resource found events to at LEAST get 1 source of Copper or Iron. I've had several for my mines but I've only found Amber and Sulpher. Just an update on the map generation problems.
Are you using moddb release, or latest SVN?
 
What map size do you use?
At standard map size with 100% resources it wants to place 8 obsidian, 8 iron ore, and 8 copper ore on the map, and generally succeed in placing all of them.

Edit: What's your sea level and landform options set to, those can influence the water/land ratio a lot which again can impact resource placements. My above test used medium sea level and earthlike landform.

All Settings are -
Map - C2C_World
SIze - Huge
Climate - Temperate
Sealevel - Medium
Era- Prehistoric
Speed - Long
Hills - 100%
Peaks - 75%
Landform - Earthlike
World Wrap - Cylindrical
Start - Old World
Rivers - +2
Resources - 100%
Pangaea Breaker - On
 
All Settings are -
Map - C2C_World
SIze - Huge
Climate - Temperate
Sealevel - Medium
Era- Prehistoric
Speed - Long
Hills - 100%
Peaks - 75%
Landform - Earthlike
World Wrap - Cylindrical
Start - Old World
Rivers - +2
Resources - 100%
Pangaea Breaker - On
At that setting it placed 8 copper, 9 iron and 9 obsidian bonuses on the map, for me.
 
At that setting it placed 8 copper, 9 iron and 9 obsidian bonuses on the map, for me.
Oh for the entire map those are the resource placements? I didn't check the entire map, just my continent. It could be working fine then. It seems a little sparse for such important resources like that, I'm almost in Medieval with Obsidian troops, is that intended?
 
I'm almost in Medieval with Obsidian troops, is that intended?
It's certainly a possibility, but it is not really intended as the end goal; we would like it to be possible for a civ to become quite advanced without having abundance of e.g. iron in their land, but there should be better units than obsidian units from prehistoric available to a medieval society in any case. Other than adding more units, we are considering adding alternate ways to get a resource where it doesn't necessarily have to be on the map.
 
It's certainly a possibility, but it is not really intended as the end goal; we would like it to be possible for a civ to become quite advanced without having abundance of e.g. iron in their land, but there should be better units than obsidian units from prehistoric available to a medieval society in any case. Other than adding more units, we are considering adding alternate ways to get a resource where it doesn't necessarily have to be on the map.
Ah Gotcha! Is there a really a recommended map to play on for balance? Or is it all up in the air right now.
 
Ah Gotcha! Is there a really a recommended map to play on for balance? Or is it all up in the air right now.
I think some mapscripts adds strategical resources at the starting position of all players, so that if you settle a city right away, then you are guaranteed 1 of the main strategical resources within capitals work area.

Not sure which does that though, world does not try to pamper any of the players, it's just kinda random placement without any attempt to balance it between players starting locations.
 
I think some mapscripts adds strategical resources at the starting position of all players, so that if you settle a city right away, then you are guaranteed 1 of the main strategical resources within capitals work area.

Not sure which does that though, world does not try to pamper any of the players, it's just kinda random placement without any attempt to balance it between players starting locations.
Okay, thanks again for all the information. Love the mod but there's just so much I don't know lol
 
Is this normal, that i have with the world wonder zhang zhe workshop only 40 hammer with +25% and 163 researchpoints with +12% ? I was wondering why my pullery wheel give only 4 hammerpoints when i have 51 hammerslaves and i think everyone gives 9 or 10 productionpoints and every other slave costs only 1 hammerpoint, because i have the trait organized. I even didn´t maxed out with entertainment slaves my capital city. This is very strange. The current version is complete unbalanced. I can research classic technology in 4 rounds, but i have to build a world wonder 13 rounds. A normal building costs 2 turns. And that the basic costs for every culture unit increase by 25% is really insane. I hoped on nightmare they would be more aggresiv. More spawning barbarians and animals. Not many animals like in the past versions and not many barbarian cities. I really don´t understand why nightmare means every unit and wonder productioncosts are doubled.
In the past versions i was able to build military slaves so i had additional production costs. Even when the purpose was only for military units but this is really annouying. It makes less fun. In the past when i had education points i had also +5% food production, that was better. It is insane, that on nightmare i had 3 times more costs to grow up my cities.
 

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You're playing on the most unbalanced difficulty, and complaining that it's unbalanced... If you want the AI to have less advantage over you, then play on a lower difficulty.

If you want more barbarians you can select the options Barbarian world and/or raging barbarians.
I really don´t understand why nightmare means every unit and wonder productioncosts are doubled.
...
It is insane, that on nightmare i had 3 times more costs to grow up my cities.
This is wrong, hammer cost for units and buildings doesn't change with difficulty for the human player.
It changes for the AI though.

Same with the city growth, cities grow just as fast on Nightmare as on Noble difficulty for the human player. The AI however grow their cities faster on higher difficulties.
 
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I have Barbarian world and raging barbarians. But they spawn less then in the past versions.
Their spawn rates were changed sometime between late last fall (2020) and early spring this year (2021).

I asked Toffer to decrease the spawn overall by about (iirc) 30%. I had games as evidence I presented to him showing on Immortal or Emperor Difficulty levels that the spawn rate was too much for the AI to effectively deal with. @Toffer90 did so but reported it was a convoluted process and not just tweaking some xml values.

When you say past versions that really give No timeframe for reference. Time frame is important for us to check the modifications. Please present more detailed info. This is vital.
 
Does the 'discovered treasure in city ruins' mechanic exist on all mapscripts?
And are there any requirements for it to come in play? (eg a razed city should have at least 2 population, or some buildings, or exist for more than 1000 years etc)

I'm sure I've seen it in work in c2c_pangea or c2c_continents (not sure which), but I spent a game in c2c_world with 2 city ruins and nothing came up till industrial era where the supposed treasure is practically useless
 
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