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
The AI often will not trade techs if they have a decisive advantage, and you cannot buy techs for GPT (or sell techs for GPT), so the middleman techwhoring strategy to catchup is gone.
Ahhh, well, still just experimenting, but I expect I'll go up a difficulty level or two in the next couple days.
-=Vel=-
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Decided to say "screw it" and bump up to Prince this evening....starting now...standard everything, random civ (I don't WANT to develope a favorite yet). Drew Saladin....having a go at it right now...first city founded...3240 BC right now...just lost a warrior to a lion, half way finished with my first settler, founded Hinduism....we'll see how she goes....
-=Vel=-
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Vel, as the strategy connoisseur, how do you rate the amount of strategy in civ4?
'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
G'Kar - from Babylon 5 episode "Z'ha'dum"
That'll be a part of the review I'm preparing for Dan and Markos, but early indications are something along the lines of:
-=Vel=-
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Originally posted by Fried-Psitalon
Yeah, Noble is a pretty low difficulty level for major strategic analysis. It's only used in MP to play in an environment where humans are only battling humans, not the game.
What do you think is the most balanced difficulty level where eg upkeep costs for civics are just right and all options are as viable?
I assume on the higher difficulty levels it would be unprofitable to run civics with high upkeep such as organized religion, thus unbalancing the game.
Originally posted by Velociryx
That'll be a part of the review I'm preparing for Dan and Markos, but early indications are something along the lines of:
-=Vel=-
Vel, I'm playing Civ IV really less than expected, (for real life knocking on my door and eating my spare time ).
So far, I'm playing my first game (prince/continent map), learning the hard way (lions can kill early warrior escort *and* your lovely second settler: unlucky start).
I'm not experimenting ICS nor REX (in fact I'm ignoring all the advisor nonsense about building more settler and worker on a already filled continent).
I'm wondering if the strategy I've just used can help a better strategist: I'm not attacking well defended cities, but pillaging the enemy cottage and others improvement to the grund using mounted units (more movement). I've found that trick is a well needed cash income and a bad sidekick to my enemy economic. I've got some fight back by single unit leaving the city to kill some of my mounted archer, but not a counterattack by large force (e.g. half of the garrison of the enemy capitol could be quite a reaction force to fend me off the border, but A.I. seems not ready to do so).
Anyway, mine is a single -not scientific- test, but please consider pillaging income as a part of your strategic study.
Very well explained approach, by the way.
You really seem working as a collegue of the Kathy Reichs' books main character= forensic anthropologist Temperance Brennan!
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
Thanks, Admiral! And I'll *definitely* be exploring the virtues of pillaging in future experiments!
*looks at watch* Oh good! Only 5 more hours til Civ-Time! WhoooHooooo!
-=Vel=-
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
I posted on another thread about conquest an hour ago or so about how incredibly effective I found pillaging improvements to be based on doing it in a game last night.
You need to be patient enough to let the effects of an enemy's ruined economy to bring them to their knees...but if you can stand to wait a while for the actual conquering, I'm sure pillaging their countryside is a VERY efficient way of eliminating enemy AIs in the long run as you gain gold in doing it, but more importantly, they can no longer keep up in Tech so you go back later in the game vastly outclassing them with units rather than bust your balls (and units) at a disadvantage due to fortifications and roughly equivalent units.
Someone really needs to make a 'megathread' with all these gems.
One thing I'm starting to think could really work is rushing two or more workers, getting bronze working for the ability to cut forests down, and then set those two or more workers chopping down forests. Then build a small force to destroy improvements. Could work really well on a heavily forested/close corridors map. It seems you cannot have too many workers chopping excess forests down, as long as you can defend them.
Oh and scouts seem extremely competent against animals. I've leveled most scouts two times by the time I bring them home, and the only reason I haven't got a third promotion is because that's the cap. Warrior barbs can be defeated by a scout with woodsman II in a forest/hills tile. Leaves you with .1 hp though.
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