The latest and greatest version of Caveman 2 Cosmos yet!
Gameplay Changes:
- Replacement Buildings automatically upgrade when they would obsolete, which is usually set to when the NEXT replacement building is tech unlocked.
- Myths have been replaced by Folklore buildings - you'll find that this means you're having to make more difficult decisions between tech, production, and food output choices in the earliest stage of the game. It's also a lot less spammy and overwhelming of a list of myth and story buildings.
- Numerous building conglomerates have been introduced to simplify the later build selection lists.
- Forests will go through fire, rebirth, and aging cycles. Watch out for possible need to react with worker responses.
- Gradient Food Demand Increases: The amount of food consumed by population increment granularly between pop changes, so that food consumed by pop would very rarely increase (or decrease), by more than 1 at a time.
E.g. if each pop consume 4 food, then:
- 1 pop + 0 % food stored means 4 food is consumed by pop
- 1 pop + 25% food stored means 5 food is consumed by pop
- 1 pop + 50% food stored means 6 food is consumed by pop
- 1 pop + 75% food stored means 7 food is consumed by pop
- 2 pop + 0 % food stored means 8 food is consumed by pop
- Treasury Upkeep - the more you hang on to your gold in your treasury, the more it costs you to hold it every round. This is most visible at very high numbers as a means of motivating you to use the gold you bring in.
- Modifier Modification - % modifiers from buildings that apply to Yields and Commerces in your cities now primarily only apply to LAND and Specialist sourced Yields and Commerces and do NOT apply to the base amounts brought in by other buildings. This inspires more benefit to larger territories and fewer cities but it doesn't invalidate tightly packed city strategies either - just tips the balance a bit and helps with a number of balance factors throughout the mod. This is a fairly major change you should consider in your strategic decisions.
Major Improvements in:
- Memory use
- Stability
- Coding methodology
- User Interface
- Pedia
- Tons of bugfixes
- Building selection evaluation AI
- Worker AI - This may be the most in-depth project and deepest rewrite for this version, thus the graphic image label given to this update.
Thank you!!!
Does saves from the latest version 41.x work correctly with 42?
Short answer: Yes.
Long answer: If you have ongoing game past prehistoric, then expect mild disruption, as there were changes to building chains, requirements, replacements and obsoletions.
Some buildings got buffed, others got nerfed.
AI now correctly values buildings, so it will try to build things, that were ignoring previously.
Also AI workers work correctly now
Oh finally. It was really funny on my last playthrough that the other civs didn't worked on any buildings, as result they had constant population drop thanks to lack of education progress and their research speed was laughable. I hope that barbarians weren't changed much, It was really cool to fend off stacks of ten barbarians at a time and to find Moscow ocuppied by the Neardertals was an extremelly cool experience (I had to prepare a full expedition for that, tons of artillery and offensive forces, and the russians probably died to a barbarian invasion).
Thank you!!
astrological promotions are no longer working and defensive battles are skipped as though I have quick combat (defense) selected, but I do not.
post bug report on our forums Forums.civfanatics.com
I'll update once i'm done with my previous game as it would probably break even more than it has already. I'll see you all in 6 months.
Yeah if you are in Atomic, then you would have to build tons of buildings
I love this mod, unfortunately I cant ever finish the massive and long games that I enjoy it for as it always reaches a point of unplayability (around 1500 turns, varies by game). However this is the closest to such a game possible, with no other modern 4x games coming close to the scale provided by the mod. I just keep checking back for updates and hope this can eventually support such a game. It would be awesome to one day see a modern game provide such an extensive 4x experience, as it would be able to leverage modern API's removing limitations but until then this is the best 4x game with Humankind only coming slightly close.
Try Standard or smaller map on Normal or Long
It doesn't work properly somehow. The technology tree is not displayed, paradigms are not displayed. Am I the only one with this problem?
Yes, because you failed to install mod correctly
Install instructions:
Installation guide:
1. Never overwrite old version of mod with new one - always delete old version, as files are often moved, renamed or removed.
2. Mod must be named Caveman2Cosmos and won't work if placed in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\MODS.
If its located there - delete it from that place
So valid install paths will look like this:
For GoG this will be something like: C:\Program Files (x86)\Civilization IV Complete\Civ4\Beyond the Sword\Mods\Caveman2Cosmos
For steam it will be something like: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos
Assets folder would exist in Caveman2Cosmos folder - ensure it isn't nested!
3. If game is on system drive "c:", then you need to run as admin.
What if you have disc version?
Will work in same way, just ensure that mod is in correct place
why is it crashing
Some rework was done and apparently game didn't like it
This build is very unstable, crashes when ending turn are very frequent
This trainwreck is slowly being fixed. Expect new version in month or two, in meantime post crashes to forums Forums.civfanatics.com - might be ones not fixed yet.
Also AI got better now - someone kneecapped AI when they were learning to code decade ago
I heard that there's been a bad update with winzip, so perhaps they're at fault by corrupting data when extracting? been thinking of reinstalling with 7z to see if it fixes some of my weird bugs, but I think you guys should probably test this again soon if you haven't already. hope this helps! rooting for you guys!
Just use latest version of winrar
Astrological sign promotions no longer show up even though the event is triggered. farms and lumbercamps have discovered resources like lead, and my mine discovered pumpkins. Revolutions are triggered but if it spawns a leader who already was given game over they are destroyed right away ultimately making captured cities with another culture safer than your own built cities. units are no longer promoted on their own when they win an unlikely battle.
Report bugs here: Forums.civfanatics.com
Resources can be discovered on any currently worked tile.
So yeah, there is chance that you discover something if city works on that tile
but mines are not supposed to find pumpkins, and lumber camps are not supposed to find lead.
They don't by themselves.
Any worked tile has chance to discover pumpkins or lead for example.
But Farm would be much more likely to find pumpkins, and mine would be much more likely to find lead.
If map is resource starved, then least common resources will spawn most commonly irregardless type of improvement on worked tile.
All i get when downloading Mods on MOdDB since a few days are useless white single files instead of compressed ones with all the stuff in them : P Can somebody help?
You uninstalled winrar or winzip or 7z
So you need to install stuff to extract archives like winrar - or get newest version of it.
Wow, great job guys! Thanks so much for the update. My feedback so far:
1) AI hugely different. They're beating me to wonders and Lifestyle tech for the first time ever.
2) Animal spawns seem way reduced, which is a bummer for me personally because I like the hunting phase.
3) Specifically on animal spawns noticed they don't appear to spawn out of a tile once it has been claimed by any civ even if later unclaimed by razing. I had a large swath of a continent I marched across and razed but the animals never returned.
4) Barbarian civs seem to evolve into NPC civs way faster and spread out much faster than before, which I assume is by design
5) The AI seems much more reluctant to trade because "we have our reasons." Now granted I was on ruthless AI but generally they'd still trade unowned resources previously. Probably that's by design, just remarking in event it wasn't.
6) Everything else seems to work awesome. Big step up, you guys are the greatest!
Having major XML errors leading to crashing, is this a known issue...?
Its you issue - get latest winrar//winzip
This is going to sound ambitious, but is it possible to spawn civilizations later in the game from existing barbarian towns? It would make the game more fun in the runs where they take over half the world
It is one of barbarian related game options - I think Barbarian world or something, one of these lets barbarians to create civilizations.
If you mean goody huts then no.
OK, fresh install of 42, right directories etc., Win10, just updated.
Then I start (as admin), the C2C mod can be seen ok in the advanced mod selection mode, but it crashes about halfway into loading the C2C assets, I have now done 3 downloads and 6 or so fresh installs.... The message flashes by but this seems to be happening during the loading of Python assets
Any ideas??
Its you issue - your download corrupted, also use latest winrar/winzip
Excellent mod! I just think one more option is needed. A queue is needed for the city building screen. During long games, when you found a new city, or worse, conquer a city, you have to constantly click a new building as it only takes one turn or two to build something, and if you have several cities like this, it becomes quite tedious.
Thanks for your hard work!
Hold shift when you click on buildings
How do I show unconstructable buildings now? So they appear in gray and you can see what you're missing? Thanks so much for continuing to build this guys, it's my favorite game! A true masterpiece!
Its in city build screen now