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
Being a CIV buff, I would like to volunteer any help in Research for what could be included and what have you. Assign me to a task force for project CIV 4 List and I will try to contribute what I can.
And if you wish, you can even take two as some did; We wont punish you for that
Basically, you'll need to edit your first post to write what was said in the threads in an organized way. Some subjects get more material into them than some others.
I have an idea for Civ 4. I would like to see the new game incorporate rebellions. Perhaps it could be designed that part of a civilization would rebel. Sometimes the main civilization would conquer the rebellion (like the US civil war), but sometimes the rebellion would survive and create a brand new civilization (like the US revolutionary war). I think since history if fluid, it would be interesting to have
Boolean tech requirements. Instead of a simple X and Y allows Z, allow for complex AND / OR / NOT statements. The NOt would probably be irrelevant to conventional progress, but it would allow you to do interesting things with magitech and differented national techs. For example:
fireball NEEDS pyromancy NOT hydromancy
zerg towers NEEDS zerg_tech NOT (terran_tech OR protoss_tech)
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Second, for units, have requirements for buildings being present. Cavalry should need a "stables" building as well as the required tech. Clever modders could create two different cavalry units, one of which is more expensive and the other requiring the stables.
The civ 3 idea of units requiring a particular resource was good but flawed. If you got unlucky and had no iron or gunpowder, you generally lost to whoever did.
Instead, I would add the base cost to the unit for each required resource that is missing. This would represent the smaller deposits of these resources that are present everywhere. Ordinary terrain types could be made a requirement for certain units too. As a combined example:
Main Battle Tank
buildings - factory
terrain -
resources - rubber, iron
Without a factory, you can't build it. Without rubber /or/ iron, the cost doubles (base + base x 1). Without rubber /and/ iron, the cost triples (base + base x 2).
As long as the tech is ok, you can build it. Without forests, the cost triples (base + base x 2), as forest has been listed twice.
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With wonders and buildings, civ 3 had the right idea of folding them into each other, but didn't go far enough. The general pool of properties should be common to both a la civ 3 but more so. An additional property should cover how many can be built. the following options should be present:
no limits (standard buildings)
(n) per nation (small wonders)
(n) per map (great wonders)
Why allow more than one for great/small wonders? This would allow for the "King's Barracks" that allows elite units, and have multiple but limited production facilities.
Thoughts on all this?
The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
lajzar, this is not the place to put ideas but the place to discuss about "List" managers. So you'll hardly get anything constructive. Copy what you wrote in one of the List's threads. Here's each existing List subject:
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