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
The problem is that 7-12 pop cities exist in all eras, and you have one only background file to use. For 12 pop or more it is good because these cities exist only in industrial and modern eras...
(Are these kind of background buildings also good for ancient times...?)
(Here is another screenshot of a mediterranean city in a grassland tile, with a wall and some wonders. I think houses outside the wall also look good, don't you think so?)
For those graphic-makers who would like to improve the background files (for instance, increasing contrast in snow and desert files, or adding highways, bridges, petrol stations, or something else your imagination created), I give you here my "workshop" file: the file with the graphic you have to cut and paste inside grassland, plain, snow, and desert background files. My graphic developing application is somehow "limited" (it's Windows Paint), so it is hard for me to deal with colour palette issues...
If anybody does something interesting with it, please post it here, so that we can enjoy it!
(this file is also updated to version 3.1: contrast enhanced)
But I have to admit it was not so time-consuming. Filler buildings were made from previous ones, so most of new buildings took me less than five minutes, even using Paint... And background buildings are just a copy-and-paste work...
Yes, player1, I agree with you. In a few days I'll try to post here some examples of 7-12 pop houses. It is important that these houses are neither age linked nor culturally linked, so that they are right for every age and every civilization...
However, I think there could be a problem with ancient/medieval 7-12 cities: Ancient/medieval filler buildings are as big as those background buildings, and each city will have one hundred of background buildings and just about 10-15 filler buildings. So, maybe cities will lose their own cultural characteristics...
Maybe the solution is increasing the number of ancient/medieval filler buildings in tiles of filler files...
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