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It IS possible for two cities to be next to each other
Alright. This is creepy. I just ran some more tests. and found this out:
First Test - I took several Roman armours and pounded Babylon. There were no city walls in either Veii or Babylon, and the city shown (Veii) was decimated, leaving Babylon. However, the entire image disapeared leaving only the name of Babylon. I moved the armour into the square where the city was and nothing happened. I quickly switched civs and checked the city status. Babylon was STILL THERE. It can build units and everything but is invisible and CAN'T BE TAKEN OVER. I left an armour in the spot and cheated a Phalanx. The armour somehow disapeared. Very very disturbing...the game engine can't be enjoying this.
But what happened to Veii? It's gone. Nada. Nothing left. The Babylonians were occupying it and it just plain didn't hold out. Now...for the next test...
Second Test - This deals with espionage. I wanna know what happens! First comes a Babylonian spy...hypothesis? I think that it will enter Veii. No doubt. And...it does. Now...a Roman spy. The Roman spy CANNOT enter either Veii or Babylon. Now...out go all the units...WAIT....(as you can tell I'm typing as I go...) I cntrl-Ded the square and all the roman units popped up! The Roman spy can enter Veii...but it still cannot enter Babylon. So far Babylon is impossible to take over and cannot be entered by ANY spy/diplo. So what about a unit from neither the Romans or Babylonians? An Egyptian spy was made and it too entered Veii, the city that was created first by the engine. Alright...so...now what about trade?
Third Test - Created a Babylonian Frieght and it arrived in Veii for a revenue of 2 gold. Created a Roman frieght and...it too goes to Veii. It is even impossible to TRADE WITH Babylon. hmmm....but Babylon still retains all the characteristics of a city. Is this it? No. I want to find out what happens to air and sea units when Veii is gone and Babylon remains. Thus...test four.
Fourth Test - Alright now...Veii quickly destroyed...attempting to see if sea units can occupy the square...and...NO. Sea units cannot enter the city. Air units? I'll have to check their endurace. Will a fighter last more than a turn? No. It crashes. The city exist but air and sea units cannot take refuge in it.
Will city walls take effect? And while I'm at it...coastal fortresses too. I'm sure that whatever happens there could be assumed for SAM sites.
It doesn't appear city walls take effect. I attacked a mech inf with an armour and the mech was taken out easily. not something that would happen with city walls. But what about ships? Nothing. The coastal fortress did NOT take effect. So...only whatever defensive improvements the first city had will take effect when attacked by units. *sigh* wow.
I think I'm done for now.
Just wondering... What happens to Veii if Babylon is captured/destroyed by a third civilization, or by the Roman civilization?
wow! another weird glitch in the system.... this is like that 'parallel universe' discovery made a while back. I hope scenario makers will be able to exploit this...
Removing the name would give you a completely invisible city, unable to be taken over and it would retain all the characteristics of a city except for defensive improvements and the harbouring of troops. I'm rather surprised it took Civ3 to bring out these bugs.
this is like that 'parallel universe' discovery made a while back. I hope scenario makers will be able to exploit this...
. Can you use this feature to strand a unit? Can you use this feature to build railroads on the ocean? By first building the RR, then truning to ocean. What about roads? And if so are the roads/RR traversable? What about a bunch of air bases on the ocean, would they be traversable?
Okay, first of all unless I am much mistaken land units cannot use roads and railroads over ocean. I think the roads do add to trade for that square if it's in a city radius however.
Stranding a unit - I have heard that ground units that do this go to sleep.
Air bases on the ocean - I don't know if you can build an airbase and then change to ocean and keep the airbase, but I do know that if you use the cheat menu edit terrain feature you can put an airbase on ocean and it is fully functional.
If you use the cheat menu to creat 2 settlers of different civs in the same square, (which I already know is possible) can they both found cities? If you put a settler in a foreign city (again possible with the cheat menu create unit feature) can it found a city there?? (I seem to recal, though, that when I tried that it said "join city" and was absorbed into local population rather than founding a new city....so perhaps only by tricking the AI is it possible to get two cities in one place)
I DO know it is possible to have units supported by cities of civilizations they do not belong to, i.e. if I create a Roman Legion in Babylon and click on "support from this city" the Babylonians are supporting that Legion wether they like it or not. Personally I wouldn't like it if I were them and am not sure how to exploit it in a scenario, but I'm sure someone will think of something. Perhaps for a scenario involving an alliance between a civ with large armies and another civ with many people and cities and industrial production...
Actually, i remember a game (will have to check for the save) using the ascendancy scen (an improved version of the discovery scen from CiC), in which the english had built a city adjacent to york(?) (their northernmost starting city).... i'll check when i get home if i can find it...
You can also get this "invisible city" effect using events, by changing the terrain underneath the empty city to ocean with a changeterrain event. It can be very useful when this happens to you, as you can still open the city from the F1 menu and build land units in the ocean from a city that cannot be captured.
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