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lol...all those assumptions are good ones. they arnt making huge changes in base gameplay on such an important game. wonders have always got good bonuses in these games,any method of decreasing wonder costs by half would be good. civ3 had industrial as the best civ trait with your choice of side,no difference with cIV....every game has best choices. thinking things will be balanced is naive.if not those 2 bonuses i stated,then 2 others will be
Such amazing certainty. I would not dare to disagree with such utter confidence. You speak, sir, with sound and fury... and I suspect you signify very little indeed.
Meh. Just thinking about it, all the game traits are incredibly powerful, even Aggressive and spiritual now that I've thought about them a little more. No anarchy allows abusive use of civics quick switching. An aggressive civ with cheap barracks means its units have 2 special abilities on construction.
That summarizes pretty well what has been said in this thread so far. I for one am going to wait to play the game to make any assumptions on whether its unbalanced or not.
The balancing of traits und things like that is something you just can't foretell of a game, especially not one with Civ's depth. But then again, I get the feeling many posters revel in the art to divine such things
As has been said, access to certain resources will reduce the build time of some Wonders, and we mustn't forget the importance of Specialists and Great People. So I think that where assumptions are concerned, all bets are off.
Yes, it looks unpredictable.... It was obvious(to me) that agro would be great in 3C3
In civ3, early wonders can eat up too much production, when warmongering requires everything.
My only early wonders are Pyramids for agro cultures, or if I have lots of cities on rivers.
Artie's Place if I have a non religious, non scientific civ (so I get cheap culture)
Need I remind you that to build a wonder, you need to still get the tech in a timely matter, which will make Industrious dicey at high levels, especially as production is lost in civ4 if the wonder isn't completed.
Last edited by realpolitic; October 7, 2005, 15:08.
i wonder how long and how many games yall have played. things like this are as basic as mobility being essential in war and mutual stock funds being a good idea in finances
lets see who says 'told ya so' when the game comes out
agro looks good too
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''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
Originally posted by Cataphract887
i wonder how long and how many games yall have played. things like this are as basic as mobility being essential in war and mutual stock funds being a good idea in finances
lets see who says 'told ya so' when the game comes out
agro looks good too
Agressiveness: (Replaces Military) War Monglers will love it, Pacifists will hate it even more than in Civ III.
Creative: (No analog) Mostly a passive traight. But considering that cultural rules are stronger, it may be quite worthwhile.
Expansive: Sounds like the new Agriculture that will be noted as being one of the prefered traights.
Finanical: (Analog is Commericalism) Sounds overpowering if there's an early to mid game choice that acts like Republics +1 gold per tile (already producing one) to me.
Industrious: Hum, switched from a passive traight in Civ III to an active one. Definately a favorite to build all lwonders soon after the Forge becomes adviable.
Organized: (Analog is the other half of Commericalism) Also went from passive in Civ III to an active one. Beeline to Code of Laws.
Philosophical: Definately the new Scientific traight. Beeline to Literature or whatever Libaries are off of.
Spirtual: The new Religious traight. Beeline to tech allowing Temples. A micromanager could optimize their choices every turn playing this one.
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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