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Originally posted by Kramerman
yeah me too, except how will the barbarians ever get the tech to build beyond archers and warriors, or the tech to build ships?
they'll get them through contacts. just like the weaker civs of civ3 did get techs. ( and we can beef it up )
Originally posted by Azazel
more civilizations, but they start as tribes, and aren't really considered civs before they complete their palace. The game would start earlier. before the palace the tribes won't create any culture, though they would be able to create warriors archers, and such -> no science.
once palaces are built, the civilizations will overtake the near tribes rapidly, with the villages and encampments turning into small cities.
Originally posted by Kramerman
i really like this idea
Me too!
As for the traits of the civilizations, I'd like to see more of them, and the possibility to have more than 2 traits. And it would be fine if they had a more direct impact.
Take for example the scientific trait: Instead of one free advance for each age(which does little good with so few ages), I'd like to see a bonus when researching, or a bonus for scientific buildings.
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10 I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
they'll get them through contacts. just like the weaker civs of civ3 did get techs. ( and we can beef it up )
touche
well then, your idea with barbarians that can take cities sometimes instead of just raiding them, with the ability to hire barbarians as mercenaries (as well as any civ willing to sell or rent thier units to another, or even loan htem to allies as an expeditionary force), or bribe them if they threaten your city like in civ 2. and if you hire them as mercs (ground units or naval units), perhaps they should not have a nationality (like privateers). And if they are mercs there should be a chance (perhaps modified by your cultural strength and/or how much you paid for them (minimum, moderate, or high)or somethn) that they go independent or even turn against you since they are mercs after all (such as what german mercs did to the Romans occasionally)
I must admit I like the old List and many of its ideas.
Some of them:
Each civilization is given a choice of five or so leaders which are selected at the beginning of the game, and may or may not change. These leader choices might affect such things as…
Unit offense, defense, hit points, firepower, and movement rating;
Effectiveness of administration (some leaders are more prone to corruption, some leaders are predisposed towards a certain government style);
Effectiveness of leadership (if the leader is a famous general);
Predisposition towards certain types of research, taxation;
6. Migrations + Nomads:
These would be caused by major cities falling, changes in climate, major religious movements sweeping a continent, etc. Nomadic units and refugee units will move about the map looking for a new place to live. (Nomadic units are self-sustaining military units that can turn into a population point in a city. Some barbarian units are nomadic units. They’re like mobile cities, but their improvements have different names and are often less effective-City Walls (Wagon-Burgh), Library (Shaman’s Hut), Temple (Sacred Grove), Palace (Chieftain’s Hut), Market Place (Bazaar), and additionally Nomads are quite inefficient at using materials from
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10 I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
I want more civ attributes than in Conquests, but I don't want the list to be huge. I like the idea of Civs being more at home in a specific terrain. They should tend to start in a particulat terrain and be able to use that terrain better than other civs can. I want some civs to be at home on the coasts of continents, some on islands.
Culture Group
I want a Mythological culture group, including Atlantis.
Re: Stefu
Besides the civs that are in Conquests, I strongly agree on including the Hebrews and Ethiopians. Many small ancient Middle Eastern civilizations can be added.
I want more civ attributes than in Conquests, but I don't want the list to be huge. I like the idea of Civs being more at home in a specific terrain. They should tend to start in a particulat terrain and be able to use that terrain better than other civs can. I want some civs to be at home on the coasts of continents, some on islands.
sure, i was just listing general possible examples. tho personally i wouldnt mind a large list (like 30ish attributes or something)
If animated leaders are used, add support for static leaderheads in picture format, as opposed to the still-flcs necessary to make static leaderheads in civ3.
"You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran
Give civilizations the option to rename themselves when they advance to a new era. Each civ can have suggested names to switch to for each era. For example:
What if any civilization could do that? The city status window could show a diagram of the city population demographics, saying "90% Romans, 5% Greek, 2% Babylonians" or so. Those cities with more than, say, 20% foreign inhabitants could likely fall into disorder when a war erputs, or anytime on higher difficulty levels... restrictive/repressive governments (Communism? Despotism?) might throw out "unwanted" foreigners
If I can't do something to expel the unwanted heathen from my cities, I don't want this type of demographics change in Civ. I would hate to see an influx of immigrants over my border and not be able to do anything about it.
Originally posted by ixnay
Give civilizations the option to rename themselves when they advance to a new era. Each civ can have suggested names to switch to for each era. For example:
The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
more civilizations, but they start as tribes, and aren't really considered civs before they complete their palace. The game would start earlier. before the palace the tribes won't create any culture, though they would be able to create warriors archers, and such -> no science.
once palaces are built, the civilizations will overtake the near tribes rapidly, with the villages and encampments turning into small cities.
Building on that idea, you wouldn't need any real barbarians. Some civs will simply remain tribes for a long time. Those would remain rather nomadic, but will advance militarily.
Since those tribes don't generate culture, the cities they conquer aren't likely to remain theirs for long.
However, those tribes could perhaps get special leaders or a "golden age" which will give them some culture. If they then conquer enough cities they can become a powerful military civ. Then again, if their golden age ends, or the leader dies this empire will likely fall apart.
In other words, think of the Mongols, or Vikings. From some inconsequental tribe they conquer half the world, but then they settle down, the empire falls apart and the conquered civilizations take over again.
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