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
It would be nice to have resources that conferred a particular national benefit - for example, perhaps 10% increased production or so on, something like that...
...and social engineering dammit
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
Workers: Eliminate them. Use a pool of "terrain improvement" points, or whatever, and simply designate terrain around cities to be improved. You can divide up available points between types of project, kinda like the tax screen (ie. 50% roads, 30% irrigation, 20% mines, etc). Then projects are built over time. You can also rush certain tiles for double the point cost (which would replace worker doubling).
Once you had construction, you could then have civil engineer units to build fortresses/walls (like Hadrian's wall), canals and bridges (because I think we should be able to linke any body of land/water that is separated by another body of land/water by only 1 tile with a canal/bridge as technology permits), airfields, etc.
Trade routes: I think the GalCiv method is perfect and should be shamelessly copied. It would be awesome to have little icons for trade ships/caravans moving across the map during the game. This would lend a real feeling of a vibrant, populated world.
Something like Sunny Mesa, etc in SMAC. I guess there aren't any in the real world that would span multiple squares, maybe in the game we could make them that big. Real world ones and made up ones. There could be a Grand Canyon spanning multiple squares, maybe some waterfalls each contained in one square, but I don't know about labeling them. There could be one square craters, mountain ranges, rivers, forests labelled with real names.
The above is a moderate to high priority for me.
Movies
I think I would like an opening movie similar to that of Civ1. Maybe even bring back the exact wonder movies from Civ2! I want interesting, creative victory and defeat movies.
The above is a low to moderate priority for me.
Exploration
Maybe not award any points for exploring every square of a continent etc, but have a quick movie or something for your home landmass and the whole world, maybe every landmass over a certain size. Be able to restrict automatic exploration by saying go in a particular compass direction until you reach a coast or a rival's borders, and then follow that coast. Be able to tell it to follow the first river it finds, move into mountains when you see them.
The above is a high priority for me.
Scenarios
Colonization of United States, Latin America, Africa, Asia, Oceania. Natives not too challenging to play as. US powers: Spain, England, France. Latin America powers: Spain, Portugal, Inca, Maya, Aztec. Africa powers: Arabs, English, French. Asia powers: India, England, China, Japan, Russia, Tibet, Arabia, France, Netherlands, Mongols, Turkmen, Hmong. Oceania powers: Australian Aborigines, Maori, Japan, China, Hawaiians, French, English, Americans
The above is a high priority for me.
City Names
Include Austrian and German- speaking Swiss names included for German cities. As previously suggested, let Austria and Switzerland be cultures within the German civ, with the potential to split off.
The above is a moderate priority for me.
Splintering
Give Scandinavians potential to split into separate Norwegian, Danish, Jute, Swedish, Gutnish, Icelandic, Faroese civs. Somehow have the option of Americans, Canadians, Australians, South Africans, New Zealanders splitting off from English. Mexicans, Argentines, Peruvians, etc from Spanish.
The above is a moderate priority for me.
Sound
Have excellent music as usual. Use some from Civ1, Civ2, Civ3, expansions, Colonization. We don't need a wide variety of sound effects for units.
You can't get everyone to agree on even the simplest concepts. You can't get everyone to agree on units vs. stacks cobat. I'll never agree to tech research model changes (such as SMAC blind research). Others will never agree on future age. Etc.
Indeed. Solver is correct on this.
However, I still support Trifna's idea of connotating in the list differently colored ideas based upon the feasability/necessity/popularity of certain ideas based upon forum return.
We could have an explanation detailing the criteria for each color and then note aht this is only a basic rating given 'REPRESENTATIVE' of the civilization community at large!
I believe that would be both a fair and even-representation of data taht would benefit all involved.
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
One of the biggest disappointments of Civ3 is that there is little reward for winning the game. A lame text box saying "YOU WIN!!!' is laughably Java-game-esque. Why no victory movie for each condition? That'd be awesome.
Also, ditch the cutesy, cartoonish leaderheads with their dumb sayings. Make it feel EPIC, like SMAC. Can we not say that enough?
It would be great if they would have a vicotyr movie like they have in Empire Earth for each win... and epic cutscenes like Empire Earth;s (like they had in Civ II)
that would be a worthy reaward for all the hours of hard work that each player puts into a game of civ!
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
Allow players to set combinations of who they'll be and who they'll play against to save and choose from when starting a game. Include the group from Civ1, the group from Col (with or without the natives), and sets of civs that are the same color in Civ2. Have one for the PtW expansion and one for C3C.
The above is a low to moderate priority for me.
Civs
Pay attention to the Civs from the Civ2 and Civ3 scenarios in choosing civs for Civ4. Like I said, I want at least 50 Civs available in the original release. 200 would be great. 20 seems reasonable for maximum on one map.
The above is a low to moderate priority for me.
Rush Buying
Bring back sending caravans into Wonder cities. Don't flog me!
The above is a low to moderate priority for me.
Degree of Difference from Previous Games
To me, it seems like three is plenty for simply better versions of previous games. I don't know how Civ4 should break the pattern, maybe it would work to just make it a much bigger leap, and having 200 available Civs could be part of that.
The above is a low to moderate priority for me.
Trading Maps
Be able to trade maps in pieces by continent. The game could automatically name the continents. With culturally linked starting locations, the game could make sure that the civs on one continent in the real world are on the same continent in the game, and in the game the random continents could have the names of real continents.
The above is a moderate priority for me.
Ficticious Civs
Include pregenerated ficticious Civs, not elves or other fantasy, but humans. Let the game randomly create ficticious Civs.
The above is a low priority for me.
Let Settlers Defend themselves
Make noncombat units more like in Civ2.
The above is a low priority for me.
Regional Animals
For example, let horses appear only in Arabia, maybe just at first. Link regional animals with culture groups. Let specific types of animals migrate slowly over time. Let there be plagues of insects.
The above is a moderate priority for me.
Future Tech
Let some future technologies resemble SMAC techs.
The above is a low priority for me.
City Names
Add compass directions to reused city names. Maybe just on large maps when there's reason to believe you'll build many cities, when your first few cities are spread out.
The above is a low to moderate priority to me.
Three Way Battles
After rereading posts several times, Fosse's idea about two phase turns catches my attention.
The above is a moderate to high priority for me.
Guidance
I got used to Civ2 telling me where to put my cities. I guess I'm over it now. I want such guidance to be available on the higher difficulty levels.
The above is a high priority for me.
Automation
I want to be able to automate settlers to build cities in good spots without worrying about them, but I don't want those cities to automatically go on governor like in SMAC. I want automated land units and transports to work together, if they don't already.
The above is a high priority for me.
Colonization type units
I want units to be interchangable with citizens, to be given jobs within cities or elsewhere, so more like Colonization than SMAC.
Add worker jobs.
I like both the CtP and CivIII version of terrain improvements, but just for the sake of arguement, I will be going from the perspective of CivIII. I want to either be able to add worker jobs or already have them in. Examples: Loved the ability to Irragate a second time in CivII. Give this back. I have also be wanting a good way to deal with Urban Sprawl/Suburbs. Currently, for astetic reasons, I use the Urban Sprawl graphic for rail roads. Looks good, but then you get the Urban Sprawl everywhere. I have been wanting a "Suburb" tile improvement. The graphic would be similar to a "town". Suburbs would only be allowed to be built in the inner eight squares surrounding the actual city (maybe even giving cities the ability to build naval/costal things even if they are one tile back of the coast) and only on flat terrain (Grassland, Plains, Desert). Have a suburb add one or two of each food/shield/commerce (added food to show that the city is now larger population wise, added shield to show that there is infact more than one city working to complete something, and added commerce for all the extra trade that goes on). Building a Suburb comsumes the worker.
Ok, maybe not with the "only flat tiles" deal. It doesn't matter to me so long as "Suburbia" is well represented in the modern age (just like it is in real life).
To those posting essay responses to this thread, a request: Please do not double-space. Also please be as brief and to the point as possible. Please don't post the same sentence a dozen times within the same post. Some of these posts threaten to take up an entire page. I don't know how others feel, but I rarely read more than 10 sentences of a post anyway... Often times someone is able to make a very good point in a post using about 5 sentences, but if that post gets sandwiched between a couple of essay posts it will likely go unnoticed.
Modern artillery which is limited by a small number of movementpoints should be able to fire from the distance.... say 1 tile behind the frontline.
Another way is to introduce a kind of missilelauncher, where it is possible to fire airborne "units" against an attacking enemy (something like the cruisemissile in the modded versions of CTP).
If we take the CTP-way to do it, the artillery-unit should look like this (only the most important values are shown):
BirdMan's post is a perfect example of what I was talking about in my previous post. I'm sure the ideas in that post are valid points, but this is an idea-gathering thread not a technical discussion. 1% of the people who look at this thread will have the time and interest to sort through the script language in that post and figure what it means. The thread becomes cumbersome with huge posts like that. This is just a high level discussion people - keep it simple.
MarkG said the same damn thing on page 1 of this thread..
Don't worry bfg9000. This is the first time I visited this thread - but not the last time.
I will arrange my future posts with a header for the quick guys and (maybe) a little more detailed part for those who wants that (people like myself ).
First they ignore you. Then they laugh at you. Then they fight you. Then you win.
I'd like to see the city view screen become a little more useful and have it a la Civ1: Showing animations in the city screen when they drop into revolt, build an improvement, get conquered, etc.
As much as this would slow the flow of the game down I'd still watch it.
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