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Originally posted by La Diva
Shield cost is only in production, since there's no maintenance cost.
It's still a double-edge. It's a detriment. It's a choice between the Collossus and 10 more archers for that rush.
You can call that double-edged if you like. Nearly every choice you make in the game affects play for better and worse.
What I think Enigma_Nova meant by "double-edged" is the effects of the Wonder after it's completed. Some of the Wonders in an early post of mine carry potentially negative side effects:
Sotheby's - while it catapults your own luxury / economic scores, such opulence can damage your diplomatic relations with poorer civs unless you're charitable with them.
Labor Union - After the initial decades of improved working conditions, productivity, and decent wages, the quest for power by union bosses has made salaries and perqs unrealistic, leading to inflation and general unhappiness. Come on, how can you justify getting $30 an hour for watching a robot tighten bolts?
Hoffbrau Haus - Party, party, happy, happy! But watch out for alcoholism, DUI accidents, and decreased productivity.
Originally posted by La Diva
You can call that double-edged if you like. Nearly every choice you make in the game affects play for better and worse.
That's the defination of double-edged.
What I think Enigma_Nova meant by "double-edged" is the effects of the Wonder after it's completed. Some of the Wonders in an early post of mine carry potentially negative side effects:
So you simply make more of a detriment. Don't play it up as if you're adding some novel thing.
Originally posted by Kuciwalker
So you simply make more of a detriment. Don't play it up as if you're adding some novel thing.
No, it's not completely new, but the only post-production detriment I can think of in Civ3 is when everyone gets to use nukes when no matter which civ completes the Manhattan Project.
The way you're parsing the concept of a double edge, every decision you make qualifies, whether it's building a road vs. irrigating, building a library vs. a temple, or garrisoning more troops in a city vs. sending them out to explore and conquer. Wonders are generally considered major benefits to the civ that completes them. Having to balance negative consequences of building some Wonders with the positive aspects puts more thought and strategy into the game.
I think you enjoy splitting hairs even more than I do. Sheeeesh ~ ~
The way you're parsing the concept of a double edge, every decision you make qualifies, whether it's building a road vs. irrigating, building a library vs. a temple, or garrisoning more troops in a city vs. sending them out to explore and conquer.
Yes, that's the idea of a strategy game, every decision is a double edge - there's no decision without some detriment.
OK, check the second post. I've posted all of what I have so far - though it's probably not yet complete. Please, if you notice any errors, or any important addittions that should be made, post them here! Thanks.
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