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
And your avatar fits. Who would want to put so many pins in his head?
Scouse Git (2)La Fayette Adam SmithSolomwi and Loinburger will not be forgotten.
"Remember the night we broke the windows in this old house? This is what I wished for..."
2015 APOLYTON FANTASY FOOTBALL CHAMPION!
Originally posted by The Mad Monk
Has anyone figured out why the game stops cold for five minutes whenever an unconnected piece of road gets connected?
Yes of course. Since the trades depend on resource availability, which depends on road connection, every road connection requires a recalculation of all trade routes. With a normal map size and 8 civs this takes not much time, but if you play huge (or even ultra-sized) maps with 16 or more civs on an older computer model, it can take up to minutes. Imagine how many roads are on such a map, how many resources and how many possible trades between how many civilizations.
The same happens on other occasions too: When a road is pillaged (for obvious reasons), when war is declared or a peace treaty is signed (trade routes can't go through hostile territory), when a harbor or airport is built (naval and air trade) or destroyed by bombing, when a civ discovers or trades for Astronomy or builds the Great Lighthouse (sea trade), Navigation or Magnetism (ocean trade).
But that takes so long only on very big maps with many civs, so better make sure you play such maps with a state of the art computer.
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