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
That's where I live, and I'd only want to be in a regiment where I'm from.
Tech tree is pretty simple. Only 5 techs right now.
Advanced Rifling:
Allows the production of Rifled Artillery and Light Artillery units
Opens up the 'Reliable Repeating Rifle' tech.
Reliable Repeating Rifle:
Allows the production of the Carbines unit.
Conscription:
Allows the conscription of Union Rifleman and Confederate Draftees, and the production of Union Volunteers and Confederate Draftees.
Opens up the 'Total War' tech.
Total War:
Allows the change from Normalcy to Mobilization, and the production of the Confederate Raiders unit.
Medical Textbooks:
Allows 'Battlefield Medecine' small wonder to be built.
You've got a point there, not much room. What about Ironclads (tech), and armies (in general)? Also how about an Emancipation (full) wonder that gives a couple happy faces? You could make the tech Abolitionists and offer it to both sides (near the end a couple Conf. Generals were pushing for freeing the slaves and arming them).
Overworked and underpaid C/LTJG in the NJROTC
If you try to fail and succeed which have you done?
If fail to plan, then you plan to fail
It was during this period that many developements were made in steel manufacturing (for the first time it was being mass produced in the US, do to rail road demands) as well as engineering in general (bridge designs, etc). Perhaps yu could maybe intwine these two techs in the game. I have no thoughts as of yet, but you seem clever enough, perhaps you can find a way...(i like trevor's ideas too)
You should change the US's traits, since Expantionst would be EVEN MORE useless in a modern senario, maybe Industrious & Scientific. Sorry if somebody allready said this, I don't have the time to read the intire thread through.
Good pooint.. I was gonna mention that last night, but i forgot. Perhaps give both sides 3 traits instead of 2, if possible, diametrically apposing ones would be good to simulate the sharp differences of the two sides. but i havent given this any thought so it may not work.... (like scientific vs. religeous or something)
Like Kman said, possibly you could add the Industrialization tech and the Iron Works small wonder and put Coal & Iron around Pittsburg. Do you have different graphics for each unit? Does the Ironcald require Coal? Does the Confederacy have Coal (they shouldn't)? As for the civ abilities how about this: Federal- Commercial, Industrious, and Scientific. Confederate- Militaristic and Religious
Kman, great quote!
I added the tech 'Steam Working', which makes coal appear. Coal is required for building RR tiles and Ironclads. I put some coal in northern Tennessee since the South needs SOME chance to build Ironclads (they did build them after all).
I deleted armies altogether... they have too much of an unrealistic effect on the game.
I don't know about any wonders (besides Battlefield medicine)... I don't want people going for those kinds of things in this scenario.
Changed Union's trait from Expansionist to Commercial (The North was big on trade and commerce).
I'm preparing for release... any last minute suggestions.
v1.03 fixes:
Reduced "Skirmishers" attack rating by 1 down to 4, and BStr down to 3
Gave Skirmishers and both sides' Cavalry the ability to 'detect invisible'
Increased all naval units' movement points
Added some sounds to Cavalry units, and fixed the 'non-animation' bug involving Confederate Cavalry
Added one Artillery unit and Walls to Grand Isle Louisiana
Modified sounds for Warship units
Gave Artillery units lethal sea bombardment
Gave ships lethal sea bombardment
Increased difficulty from Regent to Monarchy
Fixed Player 2 only getting 55 gold to start (instead of 500)
Increased production cost of units
Added "Steam Power" tech, which allows Railroads and Ironclads to be built
Changed Union's trait from Expansionist to Commercial
Upped time to make Railroad to 20 turns
Makes sense, can't wait for release. Oh and my last nitpicks, the Confederate Warship should cost more and the Federal one cost less to represent the naval dominance of the Federals and the lack of a ocean-going navy for the Confederates.
In the updated version, Confederate Ironclads cost 15(0) shields, Warships cost 13(0) shields, while Union Ironclads are 13(0) shields, while Warships are 12(0) shields. They were a bit lower before, but I upped the cost to try and emphasize the Union's industry.
Updated v1.03 bug fix:
v1.03
Reduced "Skirmishers" attack rating by 1 down to 4, and BStr down to 3
Gave Skirmishers and both sides' Cavalry the ability to 'detect invisible'
Increased all naval units' movement points
Added some sounds to Cavalry units, and fixed the 'non-animation' bug involving Confederate Cavalry
Added one Artillery unit and Walls to Grand Isle Louisiana
Modified sounds for Warship units
Gave Artillery units lethal sea bombardment
Gave ships lethal sea bombardment
Increased difficulty from Regent to Monarchy
Fixed Player 2 only getting 55 gold to start (instead of 500)
Increased production cost of units
Added "Steam Power" tech, which allows Railroads and Ironclads to be built
Changed Union's trait from Expansionist to Commercial
Upped time to make Railroad to 20 turns
Fixed problem that made Gunboat silent
Added more factories in the North
Removed Saltpeter as a required resource for construction of Coastal Fortifications
to me it would make sense, if the ironclad would cost a bit more.. i mean like twice as much;
back then, such a construction was a real killer-project;
in return make it a swimming fortress, think about the armor; so why not double or triple the defense of the ironclad?
it would be possible to push through deep into enemy waters..
imagine blockades that can only be stopped by massive artillery;
i suppose some more range in worth between both would not only be more historically acurate, but also give more weight to the player's decision, too;
..just an idea
as far as i know there haven't actually been to many armored steamships in that war anyways, they were too expensive
why is the union losing tons of money? (i was losing 300 something when i started) i had to set science to 10% (100 turns) to get a positive cashflow (+36).
why are half the union cities starving from the start?
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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