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Real Caveman to Cosmos Game Development

EmmanuelTheGamer

Chieftain
Joined
Oct 30, 2025
Messages
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Hey everyone!

Long story short, I have been playing C2C since I was 15. Now im a grad student and I still love the idea of playing a game where you start deep in humanity's past and then go even deeper into the future, including settling on different planets and even solar systems. Its something that no other 4x strategy game has; which has always frustrated me a bit. So after learning some C# I started building the game in Unity. So far, most features are implemented in the code and the content for everything up to the Monument Age (around the time of Gobekli Tepe). I would love to have some of you beta test it and give me feedback on what you like and don't like because this game is something a lot of us have wanted to make a reality for a long time. So I have spent the last year designing this game in Unity and I think its something a lot of you would either want to help me create or beta test. There are around 200 technologies and around 90 units. Here is a very brief summary of some of the features:

Multi-Planet Map

The Earth itself is very interesting in this game. Of course we have procedural generation, fractals, etc. But the climate system makes the map interesting. In this game there are four seasons. Each season brings unique challenges and benefits. For example, in the winter units outside of settlements take some damage and in pre-industrial times no food is produced so you must rely on stockpiles. In the spring, you have more food production. The new world is guaranteed to be unreachable until ocean faring, which is something a lot of games like this fail to do.

The map settings make a difference. Maps created with extreme levels of moisture and/or temperature have unique biomes and animals. For example, the coldest type of map, frozen maps, have biomes like cryoforest and animals like yetis which do not exist on other map types. The hottest type of map, demonic maps, have biomes like hellscape and animals like Imps. This gives more replayability to the game. All planets in the solar system are in the game, but for now the Earth is the main priority in terms of development.

Each planet has its own unique biomes but they are mostly empty for now. That's where I need to do the most work before release, especially since travelling to other solar systems will be part of the very late game.

Ages (Note: Many of these will be merged in the near future) (Note 2: Unlike C2C, these eras only have around 9 technologies each, so don't be overwhelmed)

Paleolithic Age (50,000 BC - 15,000 BC): Nomad gameplay, no settlements but temporary shelters (burrows and then tents). Weather and predators are major threats, during winter you need to have shelter or you will take damage. Other units (like hunters) can be spawned from the tribal unit itself. Starvation mechanic makes hunting and gathering essential to survival

Neolithic Age (15,000 BC - 10,000 BC): Still a lot of hunting, but herding and farming become more common over time. Permanent settlements begin here. Nomadic lifestyle is still an option and has some pros and cons. Pantheons become available (just minor gods AKA spirits). Introduction to improvements. Simple naval units that can only traverse rivers.

Monument Age (10,000 BC - 6000 BC: Building on features from the Neolithic, and introducing wonders. Introduction to the equipment mechanic.

Copper Age (6,000 BC - 3,000 BC): The beginning of metalworking. Once again just building even more on the previous two ages. Can build boats that can go along coasts.

Bronze Age (3,000 - 1200 BC): This is where a typical Civ game begins. Introduction to trade, government mechanics, and a stronger pantheon (gods replace spirits and have stronger stats). Governor mechanics also begin.

Iron Age (12,000 BC - 500 BC): Larger armies. More science. Monotheism gives you the first full religion mechanics. Equipment is much cheaper compared to the Bronze Age.

Classical Age (500 BC - 150 AD): More government types. Forts. Improved military and large advances in science. Ships that can cross seas instead of sticking to the coast.

Axial Age (150 AD - 600 AD): Mercenary mechanics introduced. Large expansion to religious mechanics.

Dark Age (600 AD - 1000 AD): Even more religion mechanics/improvements. Holy war mechanic.

Feudal Age (1000 AD - 1200 AD): Holy war mechanic upgrades to crusades/jihads. Ships can travel over deep seas. Can build early castles.

Castle Age (1200 AD - 1400 AD): Stronger castles. Heavier cavalry.

Renaissance Age (1400 AD - 1500 AD): Can travel oceans. Gunpowder weapons. Massive increase in trade. Can build basic outposts overseas.

Colonial Age (1500 - 1600 AD): Colony mechanics. More overseas trade and corporation mechanics. Gunpowder more common.

Reformation Age (1600 AD - 1700 AD): Expansion to religion mechanics. Larger colonies. Larger corporations.

Enlightenment Age (1700 AD - 1776 AD): More government types and gunpowder warfare. Line infantry.

Revolution Age (1776 AD - 1810 AD): More units and more government types.

Steam Age (1810 AD - 1840 AD): Early industrial age. First factories and steamships begin in this era. Lots of improvements to mining.

Railroad Age (1840 AD - 1885 AD): More infrastructure, better improvements, and the beginning of modern medicine.

Imperial Age (1885 AD - 1910 AD): More governments, more industry, and the invention of flight. Also, machine guns.

Modern Age (1910 AD - 1945 AD): Modern warfare and global diplomacy.

Atomic Age (1945 AD - 1990 AD): Nuclear bombs and early computers.

Information Age (1990 AD - 2025 AD): Massive upgrades to features from the Atomic Age. Trade becomes even more important.

Nano Age (2025 AD -2060 AD): Small moon colonies. Robotic armies and mechs. New government types.

Mutant Age (2060 AD -2150 AD): Colonies on Mars and Venus. Mutant/Android armies. Genetic engineering mechanics (planned)

Solar Age (2150 AD - 2300 AD): Colonies on all planets and moons possible. Ocean bases available. More government types. Orbital settlements (planned)

Aquarian Age (2300 AD - 2600 AD): Massive expansion of underwater cities, armies, etc. Space forts are added and can defend planets or even routes between planets. New religions and beliefs; religion makes a comeback.

Plasma Age (2600 AD - 3000 AD): Much stronger spaceships. Settlement of planetary cores (planned, but very unlikely). Can build cities in space (planned).

Interstellar Age (3000 AD - 4000 AD): Travel to and colonization of other solar systems (planned). Advanced terraforming of planets. Small outposts on gas giants. Significantly stronger spaceships.

Galactic Age (4000 AD - ??): Faster interstellar travel. More genetic upgrades for your civilization. New government types. Game winning technology.

Civilizations & Governments

There are many different civilizations to choose from Rome to Mongolia. They each have unique units, buildings, etc. But unique units go further than normal 4X games. The Romans dont just have hastati, legionnaires, etc. They also have their own unique tanks, spaceships, etc. That way, your civilization truly stands the test of time. Governments make a huge difference as well. Certain governments like Communism give unique units and buildings that can only be built if you have that particular government, which you gain access to via certain technologies.. This makes it so that your decisions regarding government and policies are visible on the campaign map and the battlefield. Other than that, these features work the same as any other 4X game.

Scattered across the map are city states and tribes. You can do diplomacy with them, trade, or declare war similar to how you would deal with other civilizations. Tribes are dynamic parts of the map. They can create settlements, build armies, and conquer your cities. However, they have a hard limit on how many cities they can have which distinguishes them from regular civs.

Units & Equipment

You start with clubmen. By the time you reach the end of the game you will have star fleets and robotic armies. The one part of the game that is still deeply in development is the real time strategy part. Real time strategy battles are the biggest thing missing from Civ style games. Warfare mechanics for the stone ages and ancient ages (unto until Axial Age) are done, but gunpowder warfare, naval battles, and space battles are still a work in progress. Those will take up the majority of what remains of development. A strong AI that can actually think and strategize is the most ambitious goal of this game; which is a lot easier now that we have true AI technology here in the 2020s. It's not a dealbreaker if that is impossible, but it would be an amazing addition to 4X gaming.

Despite the large number of ages and technologies, there are very few units. This is due to our equipment system. Spearmen, for example, can be equipped with bronze, iron, or steel armor and weapons. A musketeer may start with an arquebus and then eventually have flintlocks. Equipment is visible on the battlefield, not just a stat boost. So the same unit can evolve and look different over time based on what equipment you give it.

Needed:

1. Beta testers
2. Help perfecting the UI
3. Ideas to add to the game
4. More people on the development team.


If you are interested in one of those four things or just want to learn more just send me a DM or reply to this thread! Im excited to make this dream game into a real one.
 

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Sounds awesome ! Any screenshots of the map of a game in progress ? How large of an Earth map will the game tolerate ?
 
Seems interesting, especially if you're able to start working with the main team itself in order to make this a lot more of a parallel to the base mod. I know there's a lot of features the main team WANTS to do, but are held back by the engine.

Hoping to see it in action soon, I wouldn't mind helping with art assets if I could get a feel for it compared to the current version.
 
I don't have any direct experience with C# or the Unity Engine (most of my coding experience is with Python/C++), but I would be open to brainstorming/sharing detailed ideas and/or beta testing the game. I've played C2C since 2011 and have made it to the Transcendent Era in purely-testing games in the mod so I have plenty of different suggestions that may be of interest.
 
Two personal points:
1. I hate hexagons, period. Sorry not sorry, but it's UGLY. Yeah, it's just my opinion, but it's a big deal, if you are only starting to develop the game. (Ask others as well, of course.)
2. C2C is an attempt for a "realistic mod" (as in, "main part of the concept"), so Neanderthals (and maybe future Aliens) are fine, but Imps (and Yetis) very probably aren't.
Anyways, you really should contact the Mod Team for cooperation, ya know.
But as far as your own project goes: Good luck!
 
If you are interested in one of those four things or just want to learn more just send me a DM or reply to this thread! Im excited to make this dream game into a real one.
Interested! Been Testing mods since I joined Civfanatics back in 2007.
 
Two personal points:
1. I hate hexagons, period. Sorry not sorry, but it's UGLY. Yeah, it's just my opinion, but it's a big deal, if you are only starting to develop the game. (Ask others as well, of course.)
Despite the points other people have made about the movement problems with square grids, nothing beats their simplicity and usefulness. I'm sure there are ways to design a terrain system where you can have realistic coastlines and terrain forms without having to sacrifice the square grid layout.
2. C2C is an attempt for a "realistic mod" (as in, "main part of the concept"), so Neanderthals (and maybe future Aliens) are fine, but Imps (and Yetis) very probably aren't.
Why not make the fantasy content an optional feature (or DLC)? I would buy it, I wouldn't use it every playthrough but it could be used for plenty of interesting scenario maps.
 
Despite the points other people have made about the movement problems with square grids, nothing beats their simplicity and usefulness. I'm sure there are ways to design a terrain system where you can have realistic coastlines and terrain forms without having to sacrifice the square grid layout.

Why not make the fantasy content an optional feature (or DLC)? I would buy it, I wouldn't use it every playthrough but it could be used for plenty of interesting scenario maps.
What movements problems? It's literally the most straightforward system to use coordinates in. I really don't understand some people, lol.
And I don't agree with your "coastline complaints" - everything looks just fine to me, and probably has roots in BUG or something, if you get weird results instead.

I didn't say I don't like it. I said that the *concept* of C2C has been strictly based around "making it as close to realistic as possible".
We can always just drop that point, of course, I'm just saying that currently it's not very applicable to the ongoing concept.
Heck, I'd also love if C2C adopted RFC's mechanic (literal historical city names for the Earth map) on top of everything - but that is also "not the current mod goal", unfortunately.
 
What movements problems? It's literally the most straightforward system to use coordinates in. I really don't understand some people, lol.
And I don't agree with your "coastline complaints" - everything looks just fine to me, and probably has roots in BUG or something, if you get weird results instead.

I didn't say I don't like it. I said that the *concept* of C2C has been strictly based around "making it as close to realistic as possible".
We can always just drop that point, of course, I'm just saying that currently it's not very applicable to the ongoing concept.
Heck, I'd also love if C2C adopted RFC's mechanic (literal historical city names for the Earth map) on top of everything - but that is also "not the current mod goal", unfortunately.
Fair enough, I see what you mean by the basis of C2C's main concept. The movement thing wasn't something I was complaining about, the only thing I've seen mentioned was about diagonal movements, but I've never had that issue or noticed anything when I play Civ 4/C2C.
 
The fact that a diagonal move is considered as long as a horizontal or vertical move, although it is 41 % longer on the grid.
Ahem? Not how I would say it works, and SHOULD.

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Ahem? Not how I would say it works, and SHOULD.

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That means that when you are exploring you really cannot do any worse than moving in a straight line. You cover a lot more ground by zig-zagging. Is this how it should work?
 
That means that when you are exploring you really cannot do any worse than moving in a straight line. You cover a lot more ground by zig-zagging. Is this how it should work?
And? It works the same way on ANY type of grid, so long as it has "corners" and "sides".
Also, the point above was about "length" (whatever that means, I have no idea), not about "sight".
 
So, how does Everyone think we can improve the Original C2C, which StrategyOnly created so long ago, and that so many people used to Mod, and so many people like me have been playing since SO combined with other Mods and A New Dawn, or another earlier mod called Rise of Mankind? I think I remember playing a similar mod for Civ III, and Joseph and some of the older people played. I first played Civ 2, and I never played mods for it....
 
And? It works the same way on ANY type of grid, so long as it has "corners" and "sides".
Also, the point above was about "length" (whatever that means, I have no idea), not about "sight".
Yes, but with hexagon tiles you do not move over the corners. Each tile has six neighbours, one for each side. And "length" means just length in the real world, which we try to model. I am not sure what kind of geometry we get when we treat diagonals like edges, but it is certainly not Euclidean. Or near-Euclidean, like the surface of a large sphere.
 
Yes, but with hexagon tiles you do not move over the corners. Each tile has six neighbours, one for each side. And "length" means just length in the real world, which we try to model. I am not sure what kind of geometry we get when we treat diagonals like edges, but it is certainly not Euclidean. Or near-Euclidean, like the surface of a large sphere.
"Easy" solution: Treat any diagonal movement as 1.4 (or 1.5, or even 2) tile movement "points", since you are doing "point" fractions with roads anyways.
I would absolutely HATE it, but, well...
 
So, how does Everyone think we can improve the Original C2C, which StrategyOnly created so long ago, and that so many people used to Mod, and so many people like me have been playing since SO combined with other Mods and A New Dawn, or another earlier mod called Rise of Mankind? I think I remember playing a similar mod for Civ III, and Joseph and some of the older people played. I first played Civ 2, and I never played mods for it....
I know it's been mentioned before, but a culture rebalance is the first thing that comes to mind. I never have a reason to pick any civ outside of the European ones ngl.
 
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