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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
Another strange CIV-Story - you wouldn't believe it.
Another one:
When I disbanded a city the city menu of another civ displayed itself. I looked at it and closed it and that was it. It was a civ I had no contact with.
I'm sure this has happened to ppl before, but I'm posting it anyways...
Originally posted by solo
Maybe someone familiar with hex editing save files can tell us wether this effect might be possible by hacking a save file, since even the map editor will not allow two cities to be placed adjacent to each other.
I suspect a hack job, and it could be that another might explain those sightings of 5 specials in one city.
Either that, or just an unusual, but unreproducible glitch.
In fact, it's very easy to hack it. Although I believe El Greco, I wan to show how easy it is. Here I have attached a stadt2.sav with Seville and Berlin on the same square (I move the city of Seville to Berlin, but not the units that were on Seville. I'm very lazy )
Earlier this year there was a thread in the Scenario League forum about how to manipulate this to your advantage. By changing all terrain to desert or glacier, one could position two starting cities in a way to produce second cities on adjacent tiles. For instance, Buda on one square, Pest on the neighboring square. Edit the terrain back, and it played as normal. Somebody else found a way to produce the case of two cities on the same square, as well. Tho that did lead to problems - one civ's units could leave but not return, the first settled city was unconquerable, etc.
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
It seems that the AI gets some terrain improvements of this kind without the need to actually deploy settlers to the task - just another way the AI cheats in order to lose more slowly
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