Quick Questions , Quick Answers

There is a popup when an improvement can upgrade. Can I trigger this popup after selecting 'bother me another time'?
It will automatically come again if the list of possible upgrades changes, if the plot is worked by a city, you can make the popup return by manually toggling whether the plot is worked by the city or not.
 
you can make the popup return by manually toggling whether the plot is worked by the city or not.
Thank you!
For those wondering the procedure is "Open city, un-select plot, (close and re-open city?), re-select plot, then next turn. It does take an extra turn, but it works.
 
There is a popup when an improvement can upgrade. Can I trigger this popup after selecting 'bother me another time'?
Yes - go into the city working that plot and remove the work there then reselect work there and that should trigger it if on the next turn if it goes as originally designed. (Note: I see now this was answered lol)
You only get to see the options of WHAT to build - but you don't exactly see WHERE it sits.
It should zero the main map over the plot with a light beam from the heavens down onto the plot if it does as it was originally told to but I never found it was quite sufficient because it causes the map to really jump and sometimes the beam would be finishing by the time it really was centered on the plot so you'd still miss where it's trying to show - I wanted to do a red circle on the plot but couldn't figure out how.
Like, do YOU all guys remember ALL resource-improvement correlations (including those early ones, that are most ambiguous) by heart, really now?
I often play with the resource bubbles on in C2C but I get it - still, being able to free things for mouseover tooltips would be impossible the way this exe driven popup event works.
 
(close and re-open city?)
Pretty sure you don't have to do that part.
If governor handles citizen, then all you have to do is click the plot and turn back on automate citizen to return stuff to normal. If you don't automate citizens, then you can simply click the plot two times in city screen.
 
Under what conditions do barbarians form a new civ (with "barbarian civ" on of course)?
You got lots of options to control it with, it's bundled with revolution options.

There's an option for setting the base odds for it to happen, and there's an option for setting the minimum pop a barb city must have before it can happen. There's other options, but I don't remember them, a lot of them deal with special rules for new world landmasses.

Outside of the options, the chance of one forming increases the more barb cities exist in the game.
Each era advance increases the minimum population point barb city needs to form a civ by 1.

Gamespeed scales the odds of course.
 
Two questions:

What is the "fixed borders" game option mechanic?
What does it even affect to begin with?

How exactly does GameSpeed work?
What's the difference between iSpeedPercent and Adapt_Default percent?
And what are Adapt_Unit_Yield and Adapt_Building_And_Unit_Cost doing each?
Specifically in regards to Research and Culture Traits.
 
I have a question do cities still flip due to culture, because this one city has over 55% and has no interest in joining my civilization. I have enough espionage to see into the city. I am playing as America.
Spoiler City Flipping :
upload_2022-2-23_16-16-15.png
 
I have a question do cities still flip due to culture, because this one city has over 55% and has no interest in joining my civilization. I have enough espionage to see into the city. I am playing as America.
Spoiler City Flipping :
1) If you are on min 1 tile radius option no flips will ever take place. Just a feature of that option I guess.
2) LE units and Entertainers present in the city will resist this rebellion and you can use criminals to enhance the chance of it taking place by putting them in the city (and there are promo and buildup options that can assist here.)
3) Of course the MORE your culture dominates, the more likely it will be to take place as well. And it might have to experience a cultural revolt for a round or so a couple times before changing hands.
 
Two questions:

What is the "fixed borders" game option mechanic?
What does it even affect to begin with?

How exactly does GameSpeed work?
What's the difference between iSpeedPercent and Adapt_Default percent?
And what are Adapt_Unit_Yield and Adapt_Building_And_Unit_Cost doing each?
Specifically in regards to Research and Culture Traits.
Nobody answered because nobody is too clear on exactly where we left the fixed border option. It doesn't make any sense to me as it is now but it used to mean you could use military units to lay claim to plots and culture wouldn't shift borders, but only when you are working under particular civics. Now culture still shifts borders and I think units can establish a claim on a plot for a round at a time or something?

Game Speed scales MOST systems and calculations in the game - of course it does not scale unit movement.
 
1) If you are on min 1 tile radius option no flips will ever take place. Just a feature of that option I guess.
2) LE units and Entertainers present in the city will resist this rebellion and you can use criminals to enhance the chance of it taking place by putting them in the city (and there are promo and buildup options that can assist here.)
3) Of course the MORE your culture dominates, the more likely it will be to take place as well. And it might have to experience a cultural revolt for a round or so a couple times before changing hands.
No revolt protection. I was flipping cities before the latest update, so I was wondering if something was changed.
 
Nobody answered because nobody is too clear on exactly where we left the fixed border option. It doesn't make any sense to me as it is now but it used to mean you could use military units to lay claim to plots and culture wouldn't shift borders, but only when you are working under particular civics. Now culture still shifts borders and I think units can establish a claim on a plot for a round at a time or something?

Game Speed scales MOST systems and calculations in the game - of course it does not scale unit movement.
Riiight...

My question is that there are two "similar" parameters in Game Speed: generic "speed_percent" and specific "adapt_default", which both could refer to almost anything.
I'm looking for a way to affect ONLY culture levels, though - so I can have a trait-loaded (via low culture levels and cheats) leader and still play a rather normal "eternity" game in all other aspects.
 
Riiight...

My question is that there are two "similar" parameters in Game Speed: generic "speed_percent" and specific "adapt_default", which both could refer to almost anything.
I'm looking for a way to affect ONLY culture levels, though - so I can have a trait-loaded (via low culture levels and cheats) leader and still play a rather normal "eternity" game in all other aspects.
You might find something in GameSpeedInfos.xml that only manipulates the culture level stuff, though you could also go straight to the xml file where those culture levels are established... handicapinfos.xml I think. Adapt_Default is going to influence a LOT of elements in the game - it was a goal a while back to have one factor scale all things and this was the generic tag to define that.
 
You might find something in GameSpeedInfos.xml that only manipulates the culture level stuff, though you could also go straight to the xml file where those culture levels are established... handicapinfos.xml I think. Adapt_Default is going to influence a LOT of elements in the game - it was a goal a while back to have one factor scale all things and this was the generic tag to define that.
More like my question is: what is the difference between those two parameters to begin with, since both seemingly sound the same way - "affecting stuff globally"?
Unless it's literally "two multipliers", one (Percent) affecting EVERYTHING, another (Default) leaving OUT stuff like units and costs, which are decided by the other two Adapts.
So if I put both Percent and Default at x2 (leaving Units and Costs at x1), I'd get culture at x4 (x2(Percent) * x2(Default)), but units only at x2(Percent), since Units are still at x1.
Right?
 
Hi,

first of all, thank you all for a fantastic mod. This is almost the only game I play.
Longtime lurker and player (back since v13 ish I think)

I’ve started fiddli g a little in the XMLs (mostly just changing what techs reveals what resources), bu recently I decided I wanted to try to turn off the research given when capturing a city. I played around a bit with numbers in the caveman2cosmos cofig file but didn’t see any changes in the game at all.

Could anyone please give me a pointer on how to turn off or at least minimize beakers given when taking a city.
 
Could anyone please give me a pointer on how to turn off or at least minimize beakers given when taking a city.
Setting both of these to be less than 1 should disable the techConquest mechanic:
Base Percent = 0
Population Percent = 0​
Changes in this file will immediately go into effect, so you don't have to restart the game between changes done to it.
 
Setting both of these to be less than 1 should disable the techConquest mechanic:
Base Percent = 0
Population Percent = 0​
Changes in this file will immediately go into effect, so you don't have to restart the game between changes done to it.

worked great, thank you very much.
I had tried lots of different configs with negative numbers and 1,1 with no effect. Never thought of just setting zeroes.
 
More like my question is: what is the difference between those two parameters to begin with, since both seemingly sound the same way - "affecting stuff globally"?
Unless it's literally "two multipliers", one (Percent) affecting EVERYTHING, another (Default) leaving OUT stuff like units and costs, which are decided by the other two Adapts.
So if I put both Percent and Default at x2 (leaving Units and Costs at x1), I'd get culture at x4 (x2(Percent) * x2(Default)), but units only at x2(Percent), since Units are still at x1.
Right?
I'd have to go code digging to see where the generic scaling value is applied. At some point it was meant to replace all of them but I don't think it ever has gotten to that point. It was a bit of a work in progress and there may well be scaling xml tags and globals that have been made completely defunct but not yet removed now that the generic scaling value is applied instead but it's not so easy to go through and catalogue them all to give you this answer directly.
 
How can I get a gladiator specialist?
Is it the Sportacus event the only chance to get one? Any specific conditions to get it?
I never got that event myself, I only saw it mentioned here and there.

Fortitude would be pretty much the same thing on all units and shouldn't 'just' show up there though I'm not sure where it does at the moment. The Combat Mod threads should break that down and you can see the 5 intro threads to the Combat Mod linked to on the 1st page of the Modder's thread. Interesting if its been put to use somewhere a bit early at this point. I don't think it actually has a lot of application yet if some of the other things its there for also haven't been put to use yet.
Checked it. Yes, I think that in the third volume of your guide to C2C combat you mention that fortitude is a chance to resist being inflicted by a "wound" or "disease" after combat, but isn't that a work in progress that will eventually be added?
I'm surprised it is mentioned in the game as it stands.
I got it from the Mechanical Unit Health/Healing promotions, the first of those promotions mentions "+5% fortitude".
 
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