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
I have not installed 1.15 beta yet because I want to finish my current game but here is the changelog up to 1.13 beta
v1.13 BETA
* Fixed Random Civ MP Launch OOS
* Adjusted Corruption Calculations
Capitals (Palace, FP, SPHQ) have very little corruption
Max Corruption is now 90%
FP & SPHQ now give 50% more cities to your optimal city count (This makes it extremely valuable to the AI)
* Secret Police HQ no longer gives effects when player leaves Communism
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Fixed Credit Typos
v1.12 BETA
* Fixed Crash with MP Random Civ selection
Updates BETA v1.10:
CIV III: CONQUESTS BETA v1.10
* Fixed negative corruption from Forbidden Palace
* Fixed negative corruption from Secret Police HQ
* Fixed corruption calculation error
* Fixed issues with double gold being awarded
* Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.
* Fixed issue that caused scientific leaders to use only the first name in the list.
* Fixed issue that caused selections on the Foreign Advisor screen to be cleared.
* Optimized main menu code.
* Cleaned up INI preferences code
* Fixed issue with the audio preferences (sound volume).
* Greatly improved the ability of Seafaring civs to start near the coast. It should happen most of the time now.
* Fixed numerous problems with Seafaring civs starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the coast in MP games.
* Updated the interface on the world chooser screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not have the upgrade ability but are part of the upgrade chain).
* Added feminine titles for Despotism, Feudalism, and Fascism (for English default
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city view in Rise of Rome
* Corrected Scourge of God splash screen art in Fall of Rome
* Build road/fort animations now show for Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in Middle Ages
* Corrected Mining tech art in Age of Discovery
* Text: Several civilopedia fixes (mostly spelling, grammar, spaces)
---------------- Features --------------------
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).
* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).
* Implemented support for CAPS LOCK to work as
the SHIFT key to skip unit movement animations
(so you don't have to hold shift for the AI's
turn to skip the animations).
* The MP timer values are now read from
scenarios (the default values remain unchanged).
* Editor: Added MP timer values to the Scenario
Properties. There are 3 values: Base, Per Unit,
and Per City (with defaults of 24, 1, and 3,
respectively). They represent the Base amount of
time per turn + the amount of time Per Unit +
the amount of time Per City (number of
units/cities used each turn are based on the
player with the most units and the player with
the most cities on that turn). The values can
range from 0-100. The higher the number, the
more time per turn.
*FOR INTENSELY FAST MP GAMES PLAY THE CONQUESTS FAST MP scenario that is
provided with the Patch (\Scenarios)
You saw what you wanted
You took what you saw
We know how you did it
Your method equals wipe out
THIS IS A TEST VERSION AND SHOULD BE USED AT YOUR OWN RISK. MAKE SURE YOU COPY YOUR CIV3CONQUESTS.EXE AND TEXT\LABELS.TXT FILES IN CASE YOU WISH TO SWITCH BETWEEN VERSIONS!
Items for v1.15 BETA (1/12/04):
* Corruption was set by Soren to meet his design. The Palace is the only Corruption Free Civ Center. All other cities are affected by their distance from the palace, WLTK Day, Governments, Corruption Reducing Buildings, Corruption Policeman, and the # of cities in your empire. A city with a courthouse and police station will have a maximum of 70% corruption (specialists affect this more so). Courthouse effects inscreased from 5% to 10%.
* Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power), Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF), MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport, Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber (Bombard!)
* Fixed Random Civ MP Launch OOS
* Secret Police HQ no longer gives effects corruption OR OCN bonus when player leaves Communism. Fixed error with Government required buildings not turning off.
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Updated Civilopedia
* Updated PediaIcons.txt
* Fixed Credit Typos
v1.12 BETA
* Fixed Crash with MP Random Civ selection
Updates v1.10 BETA:
CIV III: CONQUESTS v1.10 BETA
* Fixed negative corruption from Forbidden Palace
* Fixed negative corruption from Secret Police HQ
* Fixed corruption calculation error
* Fixed issues with double gold being awarded
* Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.
* Fixed issue that caused scientific leaders to use only the first name in the list.
* Fixed issue that caused selections on the Foreign Advisor screen to be cleared.
* Optimized main menu code.
* Cleaned up INI preferences code
* Fixed issue with the audio preferences (sound volume).
* Greatly improved the ability of Seafaring civs to start near the coast. It should happen most of the time now.
* Fixed numerous problems with Seafaring civs starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the coast in MP games.
* Updated the interface on the world chooser screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not have the upgrade ability but are part of the upgrade chain).
* Added feminine titles for Despotism, Feudalism, and Fascism (for English default
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city view in Rise of Rome
* Corrected Scourge of God splash screen art in Fall of Rome
* Build road/fort animations now show for Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in Middle Ages
* Corrected Mining tech art in Age of Discovery
* Text: Several civilopedia fixes (mostly spelling, grammar, spaces)
---------------- Features --------------------
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).
* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).
* Implemented support for CAPS LOCK to work as
the SHIFT key to skip unit movement animations
(so you don't have to hold shift for the AI's
turn to skip the animations).
* The MP timer values are now read from
scenarios (the default values remain unchanged).
* Editor: Added MP timer values to the Scenario
Properties. There are 3 values: Base, Per Unit,
and Per City (with defaults of 24, 1, and 3,
respectively). They represent the Base amount of
time per turn + the amount of time Per Unit +
the amount of time Per City (number of
units/cities used each turn are based on the
player with the most units and the player with
the most cities on that turn). The values can
range from 0-100. The higher the number, the
more time per turn.
*FOR INTENSELY FAST MP GAMES PLAY THE CONQUESTS FAST MP scenario that is
provided with the Patch (\Scenarios)
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