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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
my understanding is that you can although unless the city is large i imagine the benefits to be quite small, ie like trading with one of your small cities.... i also think this was only just recently discussed in another thread somewhere in the last few days
I've delivered trade into a barb city. It was the only place demanding whatever the product was at the time. The only problem was avoiding them killing it before it got there.
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finbar
Mono Rules!
#33984591
" ... and the following morning I should see the Boks wallop the Wallabies again?" - Havak "The only thing worse than being quoted in someone's sig is not being quoted in someone's sig." - finbar, with apologies to Oscar Wilde.
Yeah! Absolutely no problem - you even get a half way decent return if the city is big enough - have you tried sending in a heavily protected engineer to irrigate and mine for the Barbs?
You can even establish an Embassy with the little devils, but it only lasts for the one turn!
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the SGs in concert
quote:
have you tried
sending in a heavily protected engineer to irrigate and mine for the Barbs?
Yeah, I've done some 'gardening', but usually only when the city is also producing a barb unit I want to recruit. In TOT, there are some heavy hitting barb units wandering around in the late game. I will go as far as to capture a barb city, add buildings, and let them capture it back if I know a barb unit I want is in the vicinity--all to make the city produce that unit faster.
BTW, I'm not sure about original Civ II, but in TOT the barb appearances are tied to specific squares; if you watch you can identify these squares, and park units on them if you really don't want to be bothered by barbs at that point.
No, I did not steal that from somebody on Something Awful.
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