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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
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Beyond the Sword : entrevista con Alexman (FIRAXIS) en Strategy Informer
Sin duda una mejora en las pantallas de diplomacia significativa, el screenshot que más me ha gustado ha sido el del intercambio de tech, con lo que quiere y lo que puede investigar y con las techs que puede o no comerciar
State property, no food bonus for workshop, this goes to Caste System !
State property, no prod bonus for workshops and watermills, but 25% prod bonus to city
Nationhood = 25% espionage.
Environmentalism = food bonus for forest,wind/watermill <-al fin vale la pena
Air units can get combat pinch and ambush promos
Monuments and Stonehenge obolete at Astro (!)
Grenadiers pushed back to Milt science
GG threshold increased
Phalanx = Axeman with march !!
Samurai Drill 1 from get go
Railroads can build with coal or oil.
Forts outside borders . On a resource? What about a foreign culture?
Parthenon pushed back to Aesthtics
Corps effect return when you switch out of SProperty or Merc.
Spy specialist not until Courts = late for SE
Great Wall, Pentagon, Forbidden Palace, Kremlin, West Point give Great Spy points
Sistine Chapel: +5 culture for every state religion building, Music
Notre Dame: +2 happiness per city, Engineering
All National Wonders now provide +1 great person points
Hagia Sophia now at theology
mice, what I have is:
10% production for State Property
Free Market reduces corporation maintenance by 25%
Golden Ages are great now:
-100% great person rate
-only requires one great person
-no anarchy during Golden Age (!)
-intercontinental trade routes yield 100% more commerce
-religions no longer grant visibility within cities (!)
-super specialists remain in a city even after it has been captured
You can "liberate" (read: gift) cities to other civilizations IF the citizens of the city feel they belong to a diff civilization
- Cuirassiers are basically Knights with +2 strength and 15% withdrawal chance
- Camel Archers replace Knights
- Conquistadors replace Cuirassiers
- Military Science requires Chemistry
Monuments obsoleted by Astronomy
Courthouses, castles palaces and jails give espionage points
Slavery is medium upkeep
Caste system gives more food from workshops
Environmentalism gives a food bonus from forest preserves, windmills and watermills
Dicen que sale mañana
no es necesario el Warlords
está el creador de mundos como en los otros .. no se si hay novedades porque tampoco lo he usado nunca
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