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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
Really haven't kept up with it. More than enough other games out there, good ones. Some folks are still evolving game with the express purpose of trying to make them good, while Firaxis follows the express purpose of trying to make their games...ah, how to put it, they want Civ to be the gaming equivalent of the Dukes of Hazard.
Firaxis is getting about 10 years behind the curve in development now. They simply aren't capable of creating a work class game now and never will again.
Originally posted by Joseph
Its call stealing as in taking somthing that is not yours to take.
But what difference does it make for a company if I download now and buy ASAP? It's not everybody who has the option to get the game the day it's released on the other side of the pond...
Bah! My "inferior" system has suited my purposes just fine for more than six years now. Anyway, FWIW, I think they're finally porting over C3C to the Macintosh platform ...
Gatekeeper
"I may not agree with what you have to say, but I'll die defending your right to say it." — Voltaire
"Wheresoever you go, go with all your heart." — Confucius
I voted for Option 2. My reasoning is that there is definitely enough new material in the game which I think will make it ROCK, namely:
-the removal of pollution and corruption as MM issues
-the introduction of the Civics System (even if it seems a little 'flawed' in places )
-the bigger focus on specialists and great people.
-an AI that is as 'blind' as we are.
-an end to a HUGE number of traditional exploits (and, yes, they WERE exploits IMO, not strategy).
-the changes to population growth, culture and trade.
-a much improved diplomacy system AND a modern age that seems worth playing.
-a truly genuine effort to tone down AND eliminate ICS (yes, that one WAS aimed at Yin ).
-Religion and Modability.
-an MP game system which I will actually USE!!!
However, that is tempered by the feeling that they have not gone far enough in other places (though they might still do so), or even gone 'backwards'. Such as:
-a seeming lack of culture groups and culture specific units and cities.
-the replacement of the espionage system of Civ3 with Civ2 spy units (Civ3 espionage was implemented poorly, but the concept itself was, IMO, good).
-the lack of 3 border categories-which just seems silly.
-the fact that they didn't seem to go far enough with the Health and Culture systems as they could have.
-a continuing lack of emphasis on the importance of naval power (though, like with Civ3, hopefully they will rectify this in future expansion.
The point is that, on balance, though I still have a few lingering doubts about certain elements of the game-elements which I hope I will be able to mod to my personal satisfaction, I still feel it will offer a Civ experience that will be worlds apart-and a 1000% better-than that provided by Civ3 (which, for all its flaws, is still a game I have immensely enjoyed!)
Originally posted by Gatekeeper
Bah! My "inferior" system has suited my purposes just fine for more than six years now. Anyway, FWIW, I think they're finally porting over C3C to the Macintosh platform ...
Gatekeeper
Good for you! Then you might get a Mac Civ IV in about 2 years...
Originally posted by The_Aussie_Lurker
However, that is tempered by the feeling that they have not gone far enough in other places (though they might still do so), or even gone 'backwards'. Such as: [...]
-the lack of 3 border categories-which just seems silly.
-a continuing lack of emphasis on the importance of naval power
Well, at least you can destroy working boats (kind of sea-based tile improvements), and a single naval unit can prevent coastal cities from gathering food from the sea.
"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
Sorry, I should have explained my issue with borders a bit better. We have had it effectively confirmed that borders can either be closed or open. If closed, nothing gets through. If open, the everything gets through. Personally, though, I think a middle road needs to exist-one where borders can be in a 'normal' state-between open and closed. In such a state NORMAL units can't pass over the borders, but certain special units (spies and missionaries, for instance) can.
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