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
Killer AI. A very powerful difficult to defeat and otherwise challenging computer opponent. I think originally posited by Arrian or Theseus or something.
"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
Okay, so like, I play on Regent, and all you people are like, playing on Sid level, and like, ACTUALLY WINNING, and so, like, how do you have 800 units with just five bases?
I think I'm going to have to go with Solomwi, how do you have only five cities with that many units? I mean, how do you support that many units, even as the AI with all those bonuses? That is just plain scary. It would take 5 hours just to watch all those units attack.
See, that's why I play on Regent. The most units you ever see is maybe 30. It's still big enough to make it fun, but not to big so turns don't last 3 days just to watch the AI move...
I didn't have the units the AI did. They will basically have about 110-120 per city normally. Well not at the start, but in the middle ages.
Additional Free Support (AI Unit Support Bonuses) 24 at sid
Determines how many extra units the AI can support, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses.
Bonus for Each City (AI Unit Support Bonuses) 8 at sid
Determines how many extra units the AI can support per city, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses
Cost Factor (AI Bonuses) 4 at sid
Determines the cost factor that is applied to AI growth, shields, and research. The player's cost factor is always 10. Choosing a value higher than 10 means the AI will be at a disadvantage, while choosing a value lower than 10 means the AI will be at an advantage.
AI to AI trade rate (AI Bonuses)
Determines the percentage multiplier used in AI – AI trade sessions on the selected difficulty level. This value is a percentage (acceptable values range from 100% to 1000%) which is multiplied by the total value (in gold) of the initiating civ’s offerings, which is used by the "other" AI civ to determine whether a deal is acceptable or not. For example, with a rate of 120, an AI civ offering 100 gold to another AI civ for something would actually be worth 120 gold to the other AI civ.
In the end the AI will soon have built so many units it will have to disband all workers to keep up support. This was the only time I have seen any go much beyond 125 per city. I would suspect they are disbanding 10 or more units a turn and selling of structures, but who knows. I have seen them disband due to not being able to pay the up keep. Theu may have had trade income, but I tend not to give them any.
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