Set of modified game files, put together as a pack. may include maps
Entries
The AI is not a push over anymore. They will amass troops and sack your capital.
January 19, 2001
16.98 Kbytes
First, it contains a bunch of new units. Second, it uses the Frenzy AI. Third, it has two special threats. The zombie threat and alien influence. The zombie threat will take over cities and automatically generate more zombies. Alien Influence will only affect the cpu, and allow them to build a super cheap and powerful alien unit. Both events come pretty late in the game, near the end of modern era. Lastly, and the proudest feature of this mod, the city expansion! Your city will appear to grow.
January 22, 2001
4.30 Mbytes
From BlueO, 6 new Amazon units that are far superior to the ctp2 counterparts. However, these new units require the Amazon government.
January 19, 2001
2.75 Mbytes
Call to Conquest is the most extensively re-programmed (via SLIC) mod to date. Both the AI's strategy engine and it's tactics engine have been supplemented. As a result, you'll see the AI using it's Air Force effectively and, also, both you and the AI will be able to use Cruise Missiles with proper effect. Innumerable other tweaks have been made.
This comes with a cost: CTC is essentially a single player game which will only work properly on certain map configurations.
This mod requires Patch v1.11 and ModSwapper v1.12.
July 6, 2003
14.52 Mbytes
Now you can actually see your cities growing! Occupying its surrounding tiles, improving the gameplay and the visual effect . Since this mods makes cities become bigger and bigger by checking in the city radius a good location and placing city expansions and suburbs as the city population increases it size.
The concept of having cities expanding was first envisioned by the apolytioner BlueO. At that time there was no way of changing the terrain or tile improvements, so he created city graphics as trade good. This meant the city was actually a good that could be traded. The idea of cities being traded, added to that several game-play bugs and the difficulty of implementing it. The idea did not had good acceptance to the CTP2 community. The project was forgotten. But the concept still remained in the minds of several CTP2 modmakers. After TileEdit was released by Martin the Dane, it became possible to create and edit terrain a tile improvements graphics. This made possible to redo the city expansion concept.
The city expansion works by adding a terrain graphic aside the city every time a city reaches a multiple of three (3, 6, 9, 12, 15, …120) in population until the max number of 120, in every land terrain except forests, swamps, forests, jungles, mountains and glaciers (if the city is settled in land) or every deep or rift sea terrain (if it is a sea city) . And for those ages that the set of cities has more than one city size graphics the cities will continually upgrade to a bigger size as the city grow.
The city kills all food collecting from the tile but increases the production and gold input from it.
If there is no possible terrains (mountains, shallow water and sea terrain for land cities and shallow sea or land terrain for sea cities) in the city radius or all possible ones are already taken by city expansion, the city has reached a maximum number of pop so it can't grow any further.
If the tile has forests, swamps or jungles the city cant grow either but it will create a couple plains tiles to prepare for the next expansion.
Once the city expansion is added it cant be removed anymore. However, it can be destroyed by reduction of the population (due to starvation, war, nuking, etc) or by pillaging. This will replace the city expansion tile with a ruin, which behaves like a dead tile, except that it can't be removed in any way.
This mod requires Patch v1.11, Modswapper v1.12, and the Apolyton Tile File.
September 1, 2002
503.23 Kbytes
This mod contains the city graphics for four new city styles and two new ages.
The new city styles are Castle style, Central American Pyramid style, Egyptain Pyramid style, and a Palace style.
Additionally, this mod adds five new ages: Classical, Medieval, Industrial, Computer, and Future.
The graphics for the modern age are replaced by a new Modern style (five graphics for each style, the original Modern style is used for the Computer age.
The total number of new city graphics of this mod is now 91.
This mod requires ModSwapper v1.12.
September 19, 2001
2.69 Mbytes
For the Apolyon Edition (AE). This mod replaces no game files but instead uses Civ3 graphics for the terrain, most units, and cities (19 citystyles!)
Cradle is a Mod that focuses on the Ancient and Medieval ages of human history.
- 57 new Ancient/Medieval techs
- 6 new Governments
- 17 new Wonders
- 30 new Units, including Wonder-created Great Leader units
- 17 new City Improvements.
- 3 additional Victory options to play, based on a 600/800/1000 turn game.
Most importantly, Cradle vastly improves the default AI in terms of warfare and infrastructure with the use of many fan-created SLIC files and adjustments to the default text files. This Mod is a real challenge!!
Note that the primary download contains the files for v1.3 of this mod, the second file serves as an update to the first file and will upgrade your version to v1.32, the latest stable version available. It is strongly recommended you download and install both files (first the primary file, then the update).
This mod requires Patch v1.11 and ModSwapper v1.12.
May 2, 2002
12.85 Mbytes
Let's just say that it is now a little more important to gain those critical advances first. Dale has tried to provide a path along the natural military, religion and peaceful (meaning economic, devious, scientific) advance paths. The surprises this mod holds is worth it. Remember, those key advances are a little more critical now. Your progress through these paths is shown to you in the form of Famous People of History (and a few groups/organisations), hence the name. To get you started, slave labour and iron working are the first two key advances.
January 28, 2001
8.26 Kbytes
This mod is not a real mod but more like a patch that Activision should have made, it corrects some errors that are possible to correct without changing the source code of the .exe itself. It is virtually untested and i would like your feedback and suggestions for further improvements. Another goal is to collect the known bug fixes into one mod.
- The AI rarely clean up pollution even if it is ecotopian, it might be buggy.
- Sea city sprites bug fixed, diamond age disabled (it was too ugly anyway).
- Mayors (and the AI) do not use entertainers to cure unhappines.
- Increased the number of special units the AI will build.
- Increased the AI timeslice
- no warning when someone begins building Aristotle's Lyceum
- tank can enter cargo helicopter bug fixed ``- fixed some city names for the Vikings, specially Stavanger that appeared twice.
- Hotseat and PBEM buttons enabled, warning: no human-human diplomacy support.
March 26, 2001
46.80 Kbytes
GoodMod: The Mod of Goods does not only add 33 new trade goods to the game but also fixes it in a lot of areas. It is available from the Apolyton Directory as a bilingual version in English and German and it is designed to be used with CityMod2 or ApolytonPack or MedPack2, at least you need one of these mods in order to use GoodMod.
And now to the other features let me quote Locutus:
"The GoodMod is a mod which, contrary to what the name suggests, improves a lot more than just the trade goods. Although changes to trade goods are an important part of GoodMod, mayor improvements are also made to particularly the AI, but also to diplomacy, terrain, tile improvements, pollution, sounds, interface and other aspects of the game."
This mod requires Patch v1.11, ModSwapper v1.12, and at least one of the following mods: CityMod2, Super Apolyton Pack v2.0, or Medieval Pack v2.2.
September 13, 2002
3.54 Mbytes
Program creates set of random personalities
January 20, 2001
48.44 Kbytes
The Medieval Pack II combines the Medieval mod with customized versions of Harlan's Graphics mod, Martin's Citymod2 and Dale's Diplomod, plus SLIC triggers from Locutus, Dale, Gedrin and others. It adds many new units, both player-created and from Ctp 1, 60 new advances, 5 new improvements and 3 new governments, as well as new concepts and many enhancements to game playability. This is one of the most important mods ever created for CtP2, it's a complete overhaul of the game.
Note: the pack consists of 2 files: one of about 12.5 MB large and one of about 16 MB. Both files are needed to run the pack (the order in which they are installed doesn't matter, but the readme file in is the primary file). So this is a very large pack but it's worth every byte, even for modem users.
This mod requires Patch v1.11 and ModSwapper v1.12.
More info, accessories and this download cut down in smaller portions can be found on Wes Whitaker's hosted website.
September 9, 2002
12.37 Mbytes
This is a mod similar to the Apolyton Pack: it largely leaves the original game as it was: it adds only 1 new unit and advance (Chariot and The Wheel), changes some tile & city improvements and some other minor things, but it's by no means a complete overhaul of the game. However, it does greatly improve the AI and diplomacy part of the game and rebalances a lot of things.
IMPORTANT NOTE: You will need Chariot sprite from Apolyton database to download first.
Size: 388
October 2, 2002
This mod makes the world a little more interesting by adding up to 7 new features onto the map - seven of the most beautiful natural features of earth (in theory at least. my art's not up to much).
They are: Ayers Rock, the Great Barrier Reef, the Grand Canyon, Angel Falls, Lake Baikal, the Guillin Hill, the Urgup Cones.
This mod requires Patch v1.11, ModSwapper v1.12, and the Apolyton Tile File.
August 25, 2002
383.96 Kbytes
You get one settler, and no other way of gaining new cities. The only form of victory possible is complete conquest, but even this is very very difficult.
This was originally a scenario, and is now a mod, so you can play on random maps.
This mod requires Patch v1.11 and ModSwapper v1.12.
August 24, 2002
228.63 Kbytes
By Mr Ogre(Activision). This Mod will cause mayors to not use any public works when the level is under 5000, but does not affect AI players.
January 19, 2001
16.62 Kbytes
The game already provides religion as a gameplay option. So far this was only available for theocratic governments and it basically has no depth at least not enough for Mapfi and Pedrunn. So they accomplished this mod which makes it available to every rulership. Furthermore it introduces the concept of a changeable state/leader religion. The religion’s names are those of the founding civilizations. So that you can spread your own civilization religion around the world or be converted by a much more developed religion gaining the bonus for its advances like more gold, more happiness in your empire, more conversion protection, more gold from selling indulgences and much more. And you can spread this new religion towards other civilizations to gain more advantages. So what are you waiting for? Send now your clerics NOW!!!
This mod requires Patch v1.11, ModSwapper v1.12, and Super Apolyton Pack v2.0.
April 25, 2003
288.48 Kbytes
The Updater2 for the SAP2 is a new version by Peter Triggs (with some help from Tamerlin) of his original Unit Updater designed for the Cradle Mod.
This version of the Unit Updater allows you to update your units in the turns following the discovery of a new advance provided the units to update are either in a city or Fortifications.
Though this version is made for the SAP2, the worksheets and instructions included allow you to easily adapt the Updater2 to any other ModPack without any knowledge of SLIC programming.
This mod requires Patch v1.11, ModSwapper v1.12, and Super Apolyton Pack v2.0.
August 1, 2003
26.97 Kbytes
Play CtP2 the way it was meant to be!
This pack is only intended for the original CTP2 game. It fixes and enhances many things with the original setup to make the game more enjoyable. Major changes include better maps, better and more aggressive AI, harder difficulty levels, ultra-gigantic maps. Together with Cradle and MedMod this is one of the most important mods for CtP2. The latest update makes great improvements to the AI.
This mod requires Patch v1.11 and ModSwapper v1.12.
May 12, 2002
4.57 Mbytes
AOM is a complete overhaul of CTP2. Many new features and concepts, new tile file, special effects and graphics. Many new units, technologies, wonders but also new levels to trade, war, empire management and diplomacy. Everything from secession, sieges, supply, empire and unit surrender to rebellion, disasters, elite units, historical heroes and historical events.
What CTP2 was meant to be while retaining that CTP2 playability and feel.
February 21, 2005
This mod was intended to give wonders a more distinct role in the game. On the completion of certain wonders, a representation of them appears on the map next to the city in which they were built.
This adds a bit of atmosphere to the game: exploration becomes slightly more interesting, (eye-candy!), and the city gets a super-tile improvement, which gives a large production, food or gold bonus.
This mod is intended as an add-on to the 'major' mods - The Apolyton Pack, Cradle, MedMod2, Absolute State, GoodMod etc. and not as a standalone graphics add-on. However, the files are included for an add-on to the default game, i.e. a standalone mod.
See the readme for instructions on how to include the wonders with your own mod.
This mod requires Patch v1.11, ModSwapper v1.12, and the Apolyton Tile File.
August 27, 2002
280.55 Kbytes
- After agreeing to a WITHDRAW_TROOPS request, the AI will have 5 turns to withdraw its units out of your borders.
- After 5 turns, if there are still units within the borders, then the AI will be systematically and completely booted out of your country.
- AI units booted go to a random square on the edge of your border (as if the AI pulled out normally).
- Water units will be taken to a water square outside of your borders.
- If a valid square to pull out to is not found, then the offending army will be disbanded. This avoids problems of island and large nations, and ships in lakes.
- If during the agreement the AI moves a unit inside your borders, he will incur the INCURSION_REGARD penalty and be booted out to a random square outside of your borders.
- The Human players are still responsible to withdraw their own troops within the alloted time. This script will not boot you.
Note: fixed the crashing to desktop problem.
March 5, 2001
3.52 Kbytes
Mod that offers a very fast-paced game from the first to the last turn, plays in the first half of the 20th century (1900-1950 CE), the time of the World Wars. It includes a completely new tech tree, 50+ units, 16 buildings and 6 wonders, all based on the period. It also makes changes to the AI, the starting situation and adds historical events.
Beginning with the acquired knowledge of mankind to 1900, and a handful of rag-tag military and civilian units at your command, you must guide your nation through the diplomatic, scientific and military web that is the World At War era!
Will you be the spider or the fly?
For this mod you can optionally also download a new intro movie. Go to Dale's website to download this Intro Movie Option Pack.
This mod requires Patch v1.11 and ModSwapper v1.12.