Install CTP2 > Activision Patch > Modswapper > Cradle III > Play
If you have an older version of Cradle, remove all old CRA...gamefile.txt files to eliminate older versions of Cradle.
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ADDITIONS
- Implement a feature that would allow a mid-sized empire to win the game, while giving the player the ability to play that option with 'Bigger is Better' (I've had victory with about 23-28 cities on gigantic maps while the Romans had 40+ cities) In fact, the game could be won with 15 cities. (The victory option actually simulates a cultural/colonial victory approach, and used the Solaris Project as the template)
- The primary focus of Cradle III is again on the Ancient/Medieval timeperiod. The game ends in 1400. (about 600 turns), although there is an option to play the full gamut.
- Activated all of the early game Wonders that I had deactivated when I created Cradle. Originally, Cradle was started as European/Middle East in flavor, so all of the Far East and MesoAmerican wonders were shut down, and were never reactivated when Cradle expanded.
- Religion is now a robust element of the game. Players have 6 religions that they can establish, they can write holy texts and gain Patriarchs, and best of all, they can generate Religious Influence points that go towards a new endgame victory option. (Thanks Maq)
- A new Leadership and Training feature, which allows the player to further boost unit strength through the cost of gold. (again, thanks to Maq)
- All Ancient and Medieval Front-line Units are Government-specific. This means that a player has to carefully consider WHEN he switches government, instead of racing to a government simply to gain the higher city cap. Unit purchase decisions also become simply more than cranking out front-liners.
- Added a new set of graphic tile improvements, and cleaned up the graphics for the Visible Wonders. Used a combo of original and E's civ3 terrain.
- Implemented the color coding system I had developed for the AOM units, which defined unit ability.
- Created wonder movies for all of my added wonders from Cradle I-III, created a new intro video, and took the existing intro video and used it for the 'Birth of an Empire' endgame option.
- All informational TGA pictures have been cleaned up and improved, and Cradle finally has a consistent picture style for all picture types (backgrounds based on ages)
UNITS
- Scout, an early/cheap unit whose only purpose is to explore. It does have stealth, so they can work as sentries later in the game.
- Raider, another stealth unit which simulates mobile horsemen who, although not powerful, have the ability to bombard to give the impression of hit/run tactics.
- A New Set of Wonder units - most Ancient and Medieval wonders now offer these as an added benefit.
- 8 Great House units - these are standalone Wonders that create powerful units that go outside the norm of regular military units with special abilities, and when you create them, you will also get an added normal military unit. Great House Leaders also can create plunder to boost production and/or new recruits, depending on the time in the game.
- Battle Upgrades to Elite/Hero/Great General was added.
- Naval Units now have at least 5 movement points. It allows for a much more enjoyable naval game. I know, the AI naval's ability is really bad...so when I do play, I do not simply overwhelm the AI with naval strength, but at least now, the naval game is quicker.
- Removed ZOC for all units.