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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 especially like the Idea of saving the shields (eh Hammers) for one project if you switch to another one.
you will no longer be able to transfer production from one project to another
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
Originally posted by General Ludd
How is this more realistic? Why would the mayans stop building their pyramids because one was built in Egypt? Why would america give up it's space program because russia beat them to it?
He said more realistic, not ultra realistic. Would you call it more realistic the old way where you build 90% of the pyramids and then all of the sudden you switch to the collossus (sp?) turning all your stones into bronze?
But I do get your point. This problem could easily be "fixed" if the game also introduced mini-versions of wonders as mentioned in another thread (and mentioned in many old threads too):
Each wonder exists in a great and small style (which gives a smaller bonus). You can only build the great wonder, but if you've build more than 50% of the wonder when some other civ finishes it you get the smaller bonus, while a civ that has finished less than 50% gets a "bunch of stones" that has no use
Of course this is still not extremely realistic, but going too far away from the original civ concept is not a good idea
Originally posted by yin26
Here would be a compromise: The entire value of a wonder is that, well, it's so unique in the world. I say, therefore, that if Civ A and Civ B both develop Great Pyramids...they both get to keep them but at only half the benefit. To make it even better, I would only cut these benefits if CivA and CivB, either through direct knowledge of each other or through an intermediary Civ, could logically know about each others accomplishments. Then both populations say: "Well, our Pyramids are still Great, but I guess not so great after all."
This process would continue. So if CivC also built them and was aware of Civ A and Civ B (everybody knows everybody), then the benefits drop to 1/3rd for each civ. This has the following plusses:
1) Anybody can still build any wonder and get at least some benefit.
2) Remaining an isolationist would have at least one small benefit.
3) Building wonders now also serves to detract from your enemy's power. You can now strategically match his building prowess and leave his people less impressed with their own wonders.
In other words, player control and strategy.
Maybe two players could build two wonders if they don't know each other (including diplomacy), but when they know themselves both wonders are redered obsolete.
And you should only can see the Wonders of civs that you know at the Wonders Screen, and only cities of civs that you know on the Top 5 Cities. Like the Histograph, you only see who you konw.
Originally posted by Proteus_MST
I especially like the Idea of saving the shields (eh Hammers) for one project if you switch to another one.
you will no longer be able to transfer production from one project to another
Of course,
In the example I mentioned you would have to start the production of the "Spearman" from zero,
as the shields won´t be transferred.
But if you (after the production of the spearman)
switch to the productionm of the settler again,
you will have all the shields available that your Settler-Production had
before you switched to the spearman.
That´s what it says in the first Posting.
Shields used for the production of a (normal) project won´t get lost if you switch to another one (and also won´t get transferred to the new project) but they will be saved so that you can continue with the other project after switching back with all the shields already produced for this project.
Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve." Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"
And Civ3 has taught me to accept the fact that I can't build all the wonders. As long as the AI doesn't cheat with regards to wonder building, I'm happy with it.
Originally posted by Proteus_MST
I especially like the Idea of saving the shields (eh Hammers) for one project if you switch to another one.
So if I know Barbarians attack in 2 turns and want to switch from my (9/10 built) Settler to the production of a spearman those shields spent for the production of the settler aren´t lost (or converted into gold) anymore
this will teach you to have adequate defense before the rapid expansion phase that Civ3 has.
hmz or this could mean that you build some of your defense units only for 90%...(keeping upkeep down by not building them completely) then start building other stuff...then when a war comes you can build really quickly (all one 1 turn) a lot of defenders... my first strategy i am going to try in civ4
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
Originally posted by DeathByTheSword
hmz or this could mean that you build some of your defense units only for 90%...(keeping upkeep down by not building them completely) then start building other stuff...then when a war comes you can build really quickly (all one 1 turn) a lot of defenders... my first strategy i am going to try in civ4
I doubt the production will be kept for more than one turn - this concept already exists in SMACX.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
how so?...it exist so that you can switch between 2 things within 1 turn but not after the end of that turn...or am i missing something...and because they didnt say how long the production is kept i think it will be atleast as long until the substitute build is done...
Bunnies!
Welcome to the DBTSverse!
God, Allah, boedha, siva, the stars, tealeaves and the palm of you hand. If you are so desperately looking for something to believe in GO FIND A MIRROR
'Space05us is just a stupid nice guy' - Space05us
Originally posted by binTravkin
I doubt the production will be kept for more than one turn - this concept already exists in SMACX.
Keeping it fore just one turn would make the concept useless,
as you would have to fast-build the project you switch to, if you don´t want to lose the shields invested in your previous project.
Therefore I doubt there will be such strict limitations.
But maybe it is limited to the duration of one project.
So, for example if you build the settler and switch to building spearman,
you have to decide, after building the spearman,
if you want to finish the settler (which means that you can use the shields already produced for the settler)
or want to start another project (which means that all the shields you produced for the settlerr will get lost [or converted into gold])
Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve." Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"
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