Caveman 2 Cosmos Readme PDF
Caveman 2 Cosmos Readme PDF
Caveman 2 Cosmos Readme PDF
2
Caveman 2 Cosmos
Version 35
An Unofficial Community Expansion Pack
Civilization IV: Beyond the Sword 3.19
At A glance
10 Eras
734+ Technologies
2700+ Buildings
1200+ Units
Major Features
Many of the features of Caveman2Cosmos are the combined
programming efforts of the community of CivFanatics.com, but a majority are
original features exclusive to this unofficial expansion pack. Some of this
features are can be turned on and off in the Custom Game Screen.
Version 0.2
1. Multiple Production
Multiple Production allows cities to produce more than one building or unit
whenever possible. If a city has overflow production from the last item, it
will be applied to the next item in the city queue. If the overflow production
is enough to complete the next item, this process repeats. With large
military cities, you can easily create multiple missiles or infantry units in one
turn.
2. Multiple Research
The same concept as Multiple Production. If you have enough overflow
beakers from your last research project to complete the next technology in
the queue, you will research multiple technologies in one turn.
3. Usable Mountains
Usable Mountains transforms peaks from wasted space to strategic choke
points and useful industrial locations. Resources can and will spawn on
peaks, and units will be able to move over peaks after you have researched
Mountaineering. After researching Algebra, cities can be constructed on
peaks. Peaks now give 3 production, but no food or commerce. Any
improvements that can be built on hills can be built on peaks as well.
When capturing cities, you get all the territory that the city 'provides' to its
original owner. So when you're at war with someone and capture all his
cities, you will get ALL his territory, up to the last plot (there's only one
exception to this rule - the tiles that are not 'provided' by cities, but claimed
by force can remain in the old civ, but for sure they can't go to other
neighboring civ that is neutral in war). In order to keep all this territory you
need only the military force. No neighbor of his that is at peace with both
sides can benefit from the war. If someone wants that territory – he must
declare war and capture it or trade for it (city trading, like in normal game).
Version 0.2
During a war, if a tile has more of your tiles surrounding it than the enemy
has, it is claimed automatically, if no enemy units are defending it. This
makes the borders less shredded at the end of war.
If you are not using a civic that "forces" fixed borders, the game acts as
before (i.e. the culture defines borders) and once a player has the necessary
civics all of his territory becomes ‘fixed’, no one can take it by culture means
anymore and his units get the new command to execute when in enemy
territory (‘claim territory’). The player still culturally expands his borders
over unoccupied territory and over nations that don’t have fixed borders
(think of the Roman Empire that enforced its own borders, but influenced
the surrounding tribes that had no solid state formed).
6. Advanced Diplomacy
Advanced Diplomacy vastly changes the way diplomacy works from standard
Civilization. Many new trading options are added, each with their own
benefits, and potential disadvantages.
6.1. Embassies
Nations can now establish embassies in other nations. Embassies improve
diplomatic relations between countries, but be warned; revoking a foreign
embassies rights will have disastrous diplomatic repercussions with the other
nation. Embassies also allow the trade of Military Units and Workers between
countries. In addition, Embassies are now required to unlock higher
diplomatic functions with other nations, namely, Open Borders Agreements
and Defensive Pacts. Be warned, Embassies allow for enemy spies to more
easily complete their missions in your country.
7.Barbarian Generals
Barbarian Generals allows units to gain Great General experience from
combat with Barbarians. It also allows barbarians to get experience as well,
and they will be able to spawn their own Barbarian Great Generals.
8. Assimilation
When you capture an enemy city, it retains the personality of the former
owner. The conquering player will be able to build the former owner's Unique
Unit and Unique Buildings in that city instead of their own.
9. Ruthless AI
The ultimate challenge. Ruthless AI removes any human aspects from the
AI, making them cold, calculating, and cunning. The AI will expand
strategically into nearby targets, destroy threats, and use diplomacy to it's
advantage. Watch small border conflicts flare up into International conflicts,
with the entire world arrayed against you.
general (the radius in which the general's effects may be felt) or the amount
of effects the promotions provide.
18. Guilds
Guilds are a medieval variant of corporations. There are twelve total guilds,
part of three separate branches, the Servant Guilds, the Victualers Guilds,
and the Craft Guilds. Each of the twelve guilds offers separate benefits to
cities that incorporate them, be it health, happiness, production, science, or
wealth. Spreading guilds is identical to spreading corporations, except it
doesn't cost money. Guilds will, however, incur maintenance fees; the best
way to alleviate these fees is to use the "Guilds" economic civic. Guilds are
very useful for increasing city production or making your cities happy and
healthy. Most guilds become obsolete in the Industrial Era.
changes. As you rely more and more on a particular resource, the odds of it
depleting increase.
In Addition to this, mines without any resource also have a small chance of
depleting. When a mine depletes, no mines can be built on top of the tile
ever again. While this will rarely happen in the early game, by the late
game, players will be forced to re-adjust their strategies if they relied too
heavily on mines for their production.
To balance this, Players with Resource Depletion installed will also have an
increased chance of discovering resources.
16. Terraforming
After researching Weather Control, players may terraform previously
inhospitable land into lush grasslands. Workers gain the ability to terraform,
and can turn land to plains, and eventually, into grasslands. This will allow
your cities to grow even larger, as your civilization reaches it's own "Golden
Age."
19.Great Commanders
Great Commanders are a new use for Great Generals. Previously, players
Version 0.2
could only settle Great Generals in cities for XP, or attach them to a unit and
give the unit immediate XP. Great Commanders give Great Generals a third
ability, the ability to help lead troops in battle. While initially providing no
benefit, a Great Commander will gain XP from successful combat on the
same tile as other friendly units. When the Great Commander levels up, it
will be able to choose promotions from a special promotion tree designed
specifically for it's use. The promotions don't help the Great Commander, nor
can the Great Commander partake in any combat, but they will help nearby
units. Units that are inside of the Commanders command range will receive
the effects of the promotion, allowing for much more powerful armies on the
battlefield, for offense and defense.
20.Occasional Promotions
Occasional Promotions is a new way for units to receive promotions. In every
battle, a unit has a chance of earning a promotion that they are eligible for,
after combat is resolved. This chance is not purely random, it is affected by
the chance of success in combat, and how well they preformed. If a unit had
a high chance of victory, the odds of being promoted in battle is low, but if
the chances were slim, and it overcame the odds, the chance of being
promoted is much higher. Likewise, if a unit preformed well in battle, and
lost little or no health, the chances of being promoted increases. If the unit
barely survived, the chances of being promoted decreases. If a unit is
promoted in battle, it will not earn any XP for that battle.
21.Realistic Corporations
Realistic Corporations gives freedom to Corporations, as they are no longer
state-controlled entities. While the State may own the city a corporation
operates in, or the headquarters for the corporation, they can not control it's
spread, except in extreme circumstances. No Executives or units that can
spread corporations can be trained, except when using a civic that blocks
foreign corporations. Corporations are no longer founded by units, buildings,
or otherwise. Instead they are founded by a little bit of luck, and some
strategy.
request may actually be a search for future attack sites, so be prepared for
pre-emptive strikes.
23. Dynamic XP
Unit XP is now saved in fractional values, and units gain experience
dynamically, depending on their battle success and the odds. The less likely
a unit will win a battle, the more XP it will receive, to a maximum of 6XP
attacking or 3XP defending. Units will always receive a minimum of 0.25XP.
In battle, the less health the units lose, the more XP the units can earn, so
that players are forced to make more strategic attacks, and that players can
no longer gain significant amounts of XP by attacking very weak units.
30. Flammability
The concept of Flammability is introduced. Highly flammable building such as
an Oil Power Plant, Oil Refinery, Chemical Plant, etc would generate have a
large amount of "flammability" while a fires station, fire brigade, Artesian
well, etc would lower the cities flammability.
If it got too high then it would increase the risk of a fire. If a fire occurs then
building will be destroyed. In other words you could control how frequent
those random fire disaster events occurred.
31. Housing
In Caveman2Cosmos houses and residential buildings increase of decrease
food, health, gold, and other bonuses depending on the Density of and
wealth of the housing building. Density levels include Low, Medium, High,
and Super Density and increase as Eras go by and are categorized by Low,
Medium, or High Wealth of the building.
Example:
Trans-Human Era / Galactic Era
- Low Density | Low Wealth = Dugouts
- Low Density | Medium Wealth = Smart Homes
- Low Density | High Wealth = Chateau
- Medium Density | Low Wealth = Modular Highrise
- Medium Density | Medium Wealth = Modular Homes
- Medium Density | High Wealth = High-tech Manor
- High Density | Low Wealth = Refugee Camps
- High Density | Medium Wealth = Time Shares
Version 0.2
Hero Units
- World Unit
- Only one can exist and once it dies it cannot come back.
- Can get a series of Hero promotions
- Example: Spartacus
National Units
- National Unit
- Limited amount of units per civ.
- Gets normal promotions.
- Example: Assassin
Normal Units
- Available to all civs.
- Can make unlimited amounts of these units.
- Gets normal promotions.
- Example: Axeman
Elite Units
- National Unit
- Limit 15 (can be rebuilt if they die)
- Can get special elite promotions (not the same as heroic).
- Example: Samurai