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
But of course, that designation would come as a large cost to your civilization unless of course your civ traits were Mercantilistic, correct?
Well, I'd not go so far as saying that it should be really expensive, but if it was the player who decided where to place it, then it should have a large maintainance cost.
And I don't like the idea of crushingly bland civ traits like mercantilistic, or scientific.
Civ2 had a very basic scripting language that has been put to great effect in various scenarios.
CTP1 extended this by including a moderately useful scripting language called "SLIC"
CTP2 extended the (now C-like) functionality of this language significantly and now most of the game world (even diplomacy) can be altered in some way or another, allowing for, not only scenarios, but even significant additions to the game itself... like, say, adding city sprawl expansion, natural disasters and disease... or most anything you can think of.
Firaxis, though, in its infinite wisdom, has dained scripting too "something bad" for the masses, and gone the route of gui editor alone, instead.
CTP, like Civ2, went the GUI editor AND scripting route.
Originally posted by Seeker
1. Imperialism 1's simultaneous trading market system. A real market system where supply and demand rule, unlike the Civ system.
Against. The reason being Civ is a much higher level game than I1. That means more abstraction and integration, not more micromanagment and details to be dealt with. I realise that some people like micromanagement so if these things can be left as options to turn on.
That means making trading more detailed is really a no-no.
Originally posted by Seeker
The semi-mystical 'Stability' number. affected and affecting so many things, might be interesting in Civ (under whatever name), but would be better if it was a value out of 100, and not only 7 possibilities like in EU2.
Against. There is already the happiness rating among other things.
Originally posted by Seeker
3. Combat AI that follows set strategies or 'personalities' like in the old SSG game Warlords 2
For.
Originally posted by Seeker
4. Rail capacity like in any number of games. Improvements and tech (Steam, Electric, Monorail, Magnetic) increase this capacity.
For
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Originally posted by Fosse
Suggestions have included an upkeep cost for rail tiles, as well as the absolute necessity of having rails boost ONLY movement, and not any sort of production. Also, do away with infinite movement.
1. You need maintence costs for all roads when it comes down to the line.
2. Railroads represent a quantum leap in both speed and capacity, which means a much more efficient method to collect resources and distribute goods. This cuts down on wastage and spoilae.
Originally posted by Fosse
Doing away with infinite movement could very well adderss the problems of rails without having to implement a rail use cap.
You should realise how important are railroads to a country's military operations.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Economic rail bonuses is realistic, but having a tile benefit that gives you both guns and butter will assure that rails would be built on every tile.
As long as you did ALL of the following...
1. Make the economic benefit VERY small in comparison to contemporary tile improvements (and also include advanced levels of mines, irrigation) - but IMO, rails should be limited to movement
2. Make the labor cost of building rails very high (timewise or shield cost)
3. eliminate infinite rail movement
you may finally get it right.
Eliminating infinite rail movement would not downplay its importance to military operations, but it would merely force you to plan ahead for situations. After all, even if it gives you a 4x movement bonus, that is a powerful weapon
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Actually, eliminating infinite rail movement would do nothing for the propensity of railroads - you need them to have a productive industrial era empire.
Originally posted by skywalker
Actually, eliminating infinite rail movement would do nothing for the propensity of railroads - you need them to have a productive industrial era empire.
Unless you utilize the equivalent of the irrigation to farmlands tile improvement for mines. I would be for this if it eliminated railroad sprawl.
Originally posted by skywalker
Actually, eliminating infinite rail movement would do nothing for the propensity of railroads - you need them to have a productive industrial era empire.
Not if you remove the railroad production bonus. That is the reason we build them in every tile, and infinite movement is the bonus side effect.
I support removing the production enhancement and also adding an upkeep cost.
Originally posted by Shogun Gunner
Unless you utilize the equivalent of the irrigation to farmlands tile improvement for mines. I would be for this if it eliminated railroad sprawl.
i want to keep my civ landscape beautiful!
Which is why I didn't say anything about those - I just mentioned infinite movement bonus. That, in itself, wouldn't change anything
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