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.
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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
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It is confirmed that those hamlets/towns are terrain improvements
Originally posted by The_Aussie_Lurker
Sir Og, the big thing you are forgetting is that, unlike in Civ3, we probably won't see as many cities-on average-as we previously did (due to maintainance and civics costs).
What you also need to keep in mind is that-unlike roads-towns and villages need to be defended from enemy attack-so building them here there and everywhere will make life very difficult in times of war.
Yours,
Aussie_Lurker.
I don't make the same conclusions WRT number of cities from the screenshots that I have seen so far. The cities in screenshots that I have seen seem to cover most of the land tiles as in previous games.
Also how would the defending of vilages be different from the defending of any other tile improvemnt (irrigation, road etc.)
Also how would the defending of vilages be different from the defending of any other tile improvemnt (irrigation, road etc.)
More valuable (3+ gold). Hopefully, the AI will not hole up in their city squares, but will come out into the field to do battle.
and if they would, hopefully collateral damage exists. so even if the defender loses a fight, the improvement get's destroyed in a certain percentage of the attacks.
with the introduction of pillaging giving money (methinks ), this is not unlikely
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
Originally posted by yin26
Sweet! My ICS plan is progressing nicely!
Yeah! To a total collapse!
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.
Obviously workers have a movement rate of (at least) 2. Which means they can improve "unroaded" tiles without losing one turn. Which means there is even less incentive to build roads.
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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