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
For the trans-national railway and then military locomotives, you have to have the allies flight tech.
My suggestions are to make the anti-X techs a "no,no" and get rid of something like "Rural Industries" or another one of those techs that everybody has at the start of the game (and do not serve any visible purpose) and replace that with the Improved Railways.
I should have thought of this sooner. This is probably too late for your scen but might be useful at another time.
Start the scen with each civ having only a small amount of money in the treasury. 50 or 100 should be enough in most cases. Then use Events to give the proper amount to each civ on the next turn.
To me, this looks like the simplest way to sidestep the worst of the money bug, provided that the Events file is not maxed. out.
@curtsibling
It took a bit of time to figure out how, but the first turn money bug can be removed from a .scn or .sav file by hexediting.
The attached zip contains the Kaiser1.scn that caused the problems a couple of days ago. It's been hexedited and I think that everything should be OK but could you perhaps run a quick check to make sure that nothing is amiss.
Excelent work, minor note: I really think that Serbia (Belgrade) should be grouped with the Entente, instead of the rebels. Also, by 1914 Crete was already part of Greece for some years (being Cretan, I know) and Cyprus was British since the mid 19th century, so they really can't be garissoned by the Ottomans. Great scenario and very fun to play too!
"Whoever thinks freely, thinks well"
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