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
They cannot carry military units because they can go into rival territory without an open borders treaty. If they could, you would have a sneak attack into someone you plan to go to war with easily.
"Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara "Bill3000: The United Demesos? Boy, I was young and stupid back then.
Jasonian22: Bill, you are STILL young and stupid." "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis
Pretty much. They can move stuff like spies, missionaries etc, but they are mainly for scouting out other continents, and you hare to research further into the tech tree to get to galleons, which can move military units around...
You just wasted six ... no, seven ... seconds of your life reading this sentence.
I'm sure Firaxis and the testers thought about it a lot, so I won't second guess the Civ4 caravel...
But if it were my mod, I would make caravels like any other naval vessel (closed borders WOULD stop them) and they could carry probably 2 units of any type. The caravel would replace the galley.
Really it's a stretch (but acceptable for a stock game) to have galleys upgrade to Galleons. In real life the renaissance galleys/galleasses were more or less warships, not cargo ships, so their logical successor was the carrack/caravel or even frigate.
Originally posted by Mace
I'm sure Firaxis and the testers thought about it a lot, so I won't second guess the Civ4 caravel...
But if it were my mod, I would make caravels like any other naval vessel (closed borders WOULD stop them) and they could carry probably 2 units of any type. The caravel would replace the galley.
Really it's a stretch (but acceptable for a stock game) to have galleys upgrade to Galleons. In real life the renaissance galleys/galleasses were more or less warships, not cargo ships, so their logical successor was the carrack/caravel or even frigate.
Hmmm...how about 2 units? One "Explorer Caravel" that can't carry military units and aren't stopped by borders and a one vanilla caravel, that is more along the lines of traditional ones?
Take a terra map for example. Colonies are hugely expensive (maybe 10g+ upkeep each) so you want to found good colonies only, hence it's essential to do some scouting before starting colonies. Caravels let you do that scouting in preperation for sending out the Galleons with settlers and military.
Well, i think the point firaxis is trying to make is this: on terra style maps, or just any map with separate continents, people shouldn't be able to cross the ocean effectively without galleons, sure you can explore new words, discover new civilizations like columbus did in a caravel-style ship, but the large-scale colonization of "the new world" should only begin with galleons (and thus the astronomy tech). That's why you can't take settlers on a caravel. If they would allow however, to take military units on a caravel, people would cross the ocean to "the new world" and just take some barbarian settlements by force instead of creating new settlements with a settler.
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Originally posted by Senator
Well, i think the point firaxis is trying to make is this: on terra style maps, or just any map with separate continents, people shouldn't be able to cross the ocean effectively without galleons,
Yes that is most likely Firaxis point. And it's a good one.
In my Civ3 mod, Galleys could not even enter ocean squares (they stole my idea for Civ4 ), and could enter sea but at a risk.
Caravels could enter coast and sea; they could also enter ocean, but at a risk of sinking. Despite this limitation, it was AMAZING at how well the caravel did at exploring the world. The mod worked, really, really, well and imo was far superior to stock Civ3's ship movement.
If I could implement this sinking behavior in Civ4, I would probably play around with such a mod in Civ4.
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