The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I think they are cool. Perfect to chop wood in new colonies.
Hmmm... not only RS doesn't go up, but also I get a strange message saying colony is 0% Tory... Shoudln't it be 100%?
Im, have you patched to v1.01f before?
PS I don't think it stacks, since there will be no tile with +2 food for Cyrus.
mhm you misinterpret the working of the trade FF...
what it does is adding +1 on ANY tile which produces 2 OR more... so any field which has 2 or more food counts or any field with 2 or mor tobacco and so on.. its never meant to be ONLY on tiles with +2 every meant to be 2 or higher
something else:
playing as pirates is very annoying now since the stupid pirate ships cant enter native villages anymore.. trading with brig is frustrating...
prince it states 0% - Tory
the Tory part is meant to be what this unit tends to.
so 0% = no RS for this unit Tory means it tends to Tory. Once the RS for this unit goes above 50% it should change
All my colonists seem stuck as 0% tories, even the ones born in the New World, but I'm hoping that will change once I get some elder statesmen working their stuff.
ok i deleted my upgraded version and installed full as well so we all have the same basics...
playing chinese after like 40 turn no rise with an elder statesman in town i used the editor to cheat my 3 capital towns up a bit
improved them fully and put only specialists into it (3 ES 2 Fisher) than withdrew everything from them and kept game running till turn 120 no rise in any RS whatsoever...
what i found funny as well that the borders never expanded either.. guess you could expect at least 1 border expansion when there are 49 bells produced each turn for 80 turns long...
some other things to notice:
edu is still a tad too high imo i would cut it like 400g lvl 1 1k lvl 2 2k lvl 3 or something alike
IS/PC freedom needs a solution other than waiting 80 turns
auto specialising seems a tad too high as well maybe 2/3 from now?
Pirate Ships the Gallons from the Pirates should be able to enter Native settlements again
The Trait for Russian to get a Stockade each settlement neglects the FF from Military tree which is pretty easily reached maybe another bonus for this FF if you play russian?
For those Nations which start on West side (Pacific) there is a kinda harsh Handicap built in. The Travel Time to "Europe" is still doubled. Maybe its possible that for those Nations which start west it would be opposite than for those who start East? As in going West half the time than going East.
Why do these Nations even go to "Europe"?
SoL still showing odd behaviours when promoted with Cargo Bay and told to "Explore".
Ranger III; Mountaineer III; Swamp Fox III; not working correctly.. States it allows to attack multiple Times per Round but it doesnt allow this. My Dragoons with 1 or mor of these Upgrades can still only attack once per turn...
more to add later tho its a bit strange to play this build with no way to gain rs..
Before installing 1.08, I removed the 1.07 folder. Then I unzipped 1.08. I attempted to create a new game English, Normal Speed, A New World, Huge. Game crashed during game load/map creation.
I replaced the 1.07 folder and was able to play on 1.07 without a crash.
In reading other posts, I'm wondering if the fact that 1.08 uses a new folder name might be the cause. And that because I removed Age of Discovery II folder, it crashed. If I get on tonight, I'll try and start a game with both folders installed to see what happens.
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