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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
That's not very efficient, however ... far less efficient than producing a happiness specialist, and very bad for growth and production. Did anyone really use elvises in Civ3 all that much? I certainly didn't ... I use lux slider and trade for luxuries.
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Originally posted by Solver
Caste System gives unlimited Artists, Merchants and Scientists, not other specialists.
You can have multiple super-citizens.
If you focus on production in a city near hills that you mine, later run Engineer specs, etc., it will be very productive. Science is where specialization works best, though - IMHO.
Good, having unlimited artists can be great for cultural warfare. Combine this with pacifism and the Philosophical traits and you could get a lot of culture bombs It is great that even the "older" civics seem to be still usefull and balanced in the modern age. Caste system is certainly a civic I'm going to try. Could work great with state property, so you don't need as many farms to feed your specialists
Originally posted by Solver
You have me worried there Yin, you're making devious strategies already for a game you haven't played .
Then again, you have quite some motivation to prove that ICS is possible .
As long as everyone has the same definition of ICS so Yin can't come up with some compromised, only work in one situation that doesn't lead to a real advantage, type thing and say he was 'right'.
All I want is run my little and well planned Empire in peace, with an occasional incursion to a neighbor just for fun or some resource... It seems possible now.
Seven, eight cities. I can handle this! I even may try some MP games...
Do colonies exist in civ4? with less cities and filled territory it can be very useful now
I haven't seen anything official that says they are, though I seem to remember reading something they aren't.
If they are, I do hope they're different from the Civ3 ones, else I'd rather not have them at all.
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
Civ4 is sounding like a very enticing game, especially for someone who has been there since Civ1.
Solver, or any other who has played the game, what would you say is the weakest part of the game. The part that you were less than satisfied with? I understand that this is mostly subjective but I am curious.
"Misery, misery, misery. That's what you've chosen" -Green Goblin-
Originally posted by Solver Super specialists do not increase the city size or anything. They just add a bonus to the city, and I think it's permanent.
You are talking about settled Great People, right?
Does these Super specialists give any bonuses to Great People production and other? If yes then please specify.
It is nice to see that you are this active in replying all these questions .
Aks K
Imagination is more important than knowledge... Albert Einstein (1879 - 1955)
Originally posted by Solver
The first person to guess the reason why one of the possible trait combinations is not in Civ4 will get a cookie .
Dude, modding Ghandi Philosophical + Industrious is the first thing I'm doing before I even play a game. I mean that's not cheating, it's their fault for making exactly 1 out of 27 or whatever possible trait combinations unbalanced, right?
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