Quick Questions , Quick Answers

Quick question: I like using 'automate hunt' and 'explore (automated)' for master hunters and for axemen. But when a great general is with either of these units, then these two options are unavailable. Is this intentional?
Interesting... I wouldn't say intentional but I can see how some of the AI that comes along with GG's going out with hunters could interfere somehow.

Quick question 2 (I guess the answer is no...): Is there a way to automatically wake an animal when it can build something in a city? Like when you built a 'Hunters Camp', then the Deer and Moose should wake because they can build their camp.
Cool idea but no... it would take some thinking through it to see how it could be done but I can imagine it would be possible, if not maybe difficult, to setup.
 
Could subdued animals use the corporation agents AI and just wait until they can "spread" an herd building somewhere? Would be kind of cool although I like to have full control of what herds I build and where, myself.
 
Could subdued animals use the corporation agents AI and just wait until they can "spread" an herd building somewhere? Would be kind of cool although I like to have full control of what herds I build and where, myself.
I've thought of that as well and have suggested it but DH objected on the grounds that it would have them crossing neutral territory without escort, though I think that's just one of the hazards of automation really. Still, I can see it being something I may try to enable and see how it goes someday.
 
Mind telling me which files exactly to edit?
I just realized I wanted to change this quite a while ago, but kinda forgot I now actually could, lol.

getLeaderLevelupNextCultureTotal in CvPlayer.cpp
 
The 'issue' with big numbers is that we are trying to scale from nothing to near infinity and counting infinities beyond that up to infinities of infinities. To keep any numeric scheme meaningful here we're going to need to have an infinite progression or nearly one. It's not an issue yet. We ARE talking about the full on total culture ever earned in the game by the player. This can be somewhat addressed by nerfing but not in the late late game when what a planet creates in total with each city on that planet must be insignificant to what a galactic empire can generate, vs what a multi-dimensional empire can generate and so on.

We will concern ourselves more with this later.

The exponential growth curve of demand is part of how we ensure that the traits system does not become overly abused. It's already possible to take an almost full on culture growth strategy as opposed to a tech growth strategy and while I want that to be possible and a valid alternative way to play, much as an espionage growth as a priority strategy could be, we can't let it become so powerful in the game that it strangely completely replaces the standard tech growth strategy. Further, the output of culture just gets stronger and stronger the more you grow, gather, collect cities and so on and with even some slider dedication to culture, the output can be incredible. It MUST get vastly exponentially more expensive as it goes or it becomes far too easily abused. At first its cool and rewarding as its easy to collect the first ones but each is a lot more power, even more later in the game when you've unlocked the 2nd and 3rd tiers. I'm hoping it should only be maybe 1 or 2 3rd tier rewards are possible at most by the end of the entire game or its probably just too much. Even as it stands now I think you can get probably too many by simply adjusting the slider later to absolutely max out. In the late game this would become horrifically powerful in how much culture all your cities in sum total could produce.
And this is where we STRONGLY DISAGREE, lol.
I really don't see why NOT enable a Multi-Trait Genius Leader strategy - it's not that easy to implement anyways.
At least it shouldn't be, once (or if) you are facing constant meaningful WARS as well.
Sure thing, if you can ALLOW yourself to go complacent and spend most of your resources on Culture in the first place - it's one thing.
But there should be (eventually) a reasonable possibility that "too much Culture and Research" would end up equal to "too little Strength" and some actual dangers from your neighbors.
Which isn't gonna happen as of it is now, though, since now it can only happen when your defenses are deliberately neglected, not merely prioritized into peaceful expenses.
 
getLeaderLevelupNextCultureTotal in CvPlayer.cpp
Way too confusing:
uint64_t iPromoThreshold = 1000;
uint64_t iX = 1000;
int iY = 10;
...
const uint64_t iZ = (iX * iY);
iPromoThreshold = iX + iZ;
iX = iPromoThreshold;
iY--;
iY = std::max(1, iY);
 
I really don't see why NOT enable a Multi-Trait Genius Leader strategy - it's not that easy to implement anyways.
The strategy is enabled as it is setup and I want it to be - What I'm saying is that it would go beyond enabled into the game heavily preferring it if it were to be any easier to get traits than it is now.
 
lol, ya that code is confusing.
I modified the result of the calculation. No need to figure all that out.
Wanna see if it works as expected?
added NEXT_TRAIT_CULTURE_REQ_PERCENT global define by MattOttawa · Pull Request #1350 · caveman2cosmos/Caveman2Cosmos (github.com)
Niiice!

Translation for those who might need it:
If you keep it at 100%, there's no change.
If you increase it, the required Culture is higher.
In you decrease it, it's lower.
Important note:
It's INT, so it must be an integer.
My note:
I guess I'll be editing it to be a higher initial and divider number, since your way only allows a decrease by 100 times (lowest INT is 1), and I might want a much higher rate for a Genius Leader.
I'm quite sure about it, lol.
Basically, there's a separate strategy for "normal game" and for "genius leader game".
In the latter case, the numbers MUST ALLOW for "all traits gathering", however weird and "game-unrealistic" it be.
I simply want to be ABLE to achieve it, at least in a single "test" game.
It'd also be not a bad idea as a difficulty increase even for AI, with a funny twist of them choosing random options out of their ass, loool.
Basically, "easy trait gathering" equals "randomly random randomization of randomness" for AI leaders, and that's FUN.
 
I would have suggested this as a possible way to appease the request easy enough. Still keeps the exponential growth curve to work with the game but allows a simple adjuster.
Which is why I realized that merely adjusting it by a given number would cause imbalance one way or another - for a "Genius Leader Gameplay".
Either it'd be "getting all traits and then get stuck with pointless (or even glitching) levels" - or it's be "still too slow to matter for that particular gameplay goal".
Thus I'll later try messing a bit with the curve itself - it's NOT that much confusing as I joked about it being so, really.
My actual goal is kinda like this:
a. Make it possible to reach ALL traits on one leader (related to the mathematical limitations of the calculation itself).
b. Make it a more or less even line, instead of a curve that jumps out the roof way before you reach even a half of the goal.
So, basically, cutting the allocated numerical range into more or less equal portions and trying to balance it so that you don't get stuck with empty levels (due to being way behind in tech) OR waiting forever for new traits (due to way too slow culture rate).
Kinda hard to predict, of course, but I mean it at least approximately (in a range of x10, not x1.000.000, lol).
 
You won't be able to generate that much national culture to cause math issues (it was fixed long time ago, but text issue was fixed recently), as each city is capped to +210 000 culture per turn.
If you had 1000 cities, then it would be only 210 million culture per turn. Playing 1000 turns with that would be measly 210 000 million national culture.
Actual limit is 18 446 744 073 710 million national culture (or half that if signed variable).

This global only changes how many levels you can reach within given level of national culture.
So currently its 10 -> 100 -> 1000 (1000%)
If you halved global, then it would be 10 -> 50 -> 250 -> 1250 (500%)
If you divided it by 10, then it would be 10 -> 20 -> 40 (100%)
 
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You won't be able to generate that much national culture to cause math issues (it was fixed long time ago, but text issue was fixed recently), as each city is capped to +210 000 culture per turn.
If you had 1000 cities, then it would be only 210 million culture per turn. Playing 1000 turns with that would be measly 210 000 million national culture.
Actual limit is 18 446 744 073 710 million national culture (or half that if signed variable).

This global only changes how many levels you can reach within given level of national culture.
So currently its 10 -> 100 -> 1000 (1000%)
If you halved global, then it would be 10 -> 50 -> 250 -> 1250 (500%)
If you divided it by 10, then it would be 10 -> 20 -> 40 (100%)
Who said I was talking about achieving it via normal gameplay (for testing purposes), lol?
Cheat Engine exists for a reason, ya know.
But I was also speaking about adjusting the actual in-game curve to allow for reasonably achievable multiple LVL3 traits.
As in, not just a couple of them, but a LOT of them - or, at best, ALL of them.
These are two separate "testing experiments", though - one as a "real progress" gameplay, another as a "buffed leader" gameplay.
The latter just requires being able to mathematically fit ALL the traits into ONE player - and increasing my culture via CE to "grab" all those traits at once.
The former rather means a culture curve that would allow for most-but-not-quite-all traits to be realistically achievable through actual gameplay and at LVL3 as well.
Thus, the curve itself would be quite different between the two goals.
The "grab all" curve could start small and then quickly grow big, while the "play all" curve would start bigger but keep much lower increases between traits.
Basically, the difference between "1-10-100-1000" and "200-210-220-230", more or less.
Additionally, the latter doesn't need to reach into the highest available numbers to begin with.
That said, I just realized, the second method could also include the first, but not vice versa.
Anyways, that's just for me to mess with, lol.
 
I don't think it is a bug just an oddity but why does Modern Era worker get fanatic and urban tactic promotion, I can understand mobility and speed but those other two are odd.
Spoiler Screenshot :
upload_2022-3-28_18-12-9.png
 
I don't think it is a bug just an oddity but why does Modern Era worker get fanatic and urban tactic promotion, I can understand mobility and speed but those other two are odd.
Spoiler Screenshot :
@Toffer90 something wrong is with those promotions or worker unit combats
 
@Toffer90 something wrong is with those promotions or worker unit combats
I have a more general question - Tamed Animals.
Some can be converted to culture - and some can't.
Some can hunt - and some can't.
Etc.
Shouldn't they all be made capable of the same generic unit-related stuff, though?
Obviously, they should be capable of building different specific buildings in the city, but I don't see why they also differ in available unit actions.
 
I have a more general question - Tamed Animals.
Some can be converted to culture - and some can't.
Some can hunt - and some can't.
Etc.
Shouldn't they all be made capable of the same generic unit-related stuff, though?
Obviously, they should be capable of building different specific buildings in the city, but I don't see why they also differ in available unit actions.
No tamed animal should be capable of being converted to culture (spread tales). Upload save.
As for hunting I guess that's because they have strength stat, so they can be used to hunt units.
Some tamed animals can be used to fight, as they have relevant unitcombats

You can see button text with "Add the tale to your cultural heritage." text only on subdued animals.
"Animal vs animal or animal vs man in a spectacular fight." exists on some tamed animals, because they can be fought on arena and stuff.
This is tied to specific unit combats, that only some subdued and tamed animals have.

Currently pedia doesn't show anything related to Missions and Outcomes.
Maybe @Toffer90 could do something about it
 
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