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.
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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
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
[Moving a discussion here from the Privateer thread]
Originally posted by Dominae
Curraghs should be like Scouts: vulnerable.
They are very definitely vulnerable. Warriors usually survive barbarians okay partly because barbarian warriors don't swarm units in a single turn the way they used to and partly because, in connection with that, land units can rest and heal between battles. But with curraughs unable to rest and heal outside a city, their vulnerability to barbarians (once barbarian galleys start showing up) is rather considerable even with a defense value.
Can we at least agree that Curraghs are the most game-altering change introduced in C3C? Given how powerful they are, I see this as problematic.
To the extent that curraughs are game-altering, much of their power is for good rather than for evil. Do you remember in the PTWDG when Vox was in a position to deny Gathering Storm contact with any other civ until after we discovered Map Making and got a galley out to meet other civs, and all Vox would have had to do was nothing? [Edit: well, I guess they did have ot park a warrior or two on a chokepoint a few tiles from home if you count that as doing something.] There were four civs on Bob that could trade with each other, while Lego was stuck all by their lonesome. Curraughs can go a long way toward evening out such disparities.
The biggest problem with curraughs is that AIs aren't much good at figuring out when and how to make good use of them. Even with the AU Mod, the AIs in AU 501 were a lot later than we humans were at getting them out to meet the neighbors. That difference is highly exploitable on archipelago maps.
But making curraughs easier for barbarians to sink would actually increase the value of getting curraughs out earlier rather than later. I don't view that as a good thing either in terms of increasing strategic options for the human player or in terms of helping the AIs.
But making curraughs easier for barbarians to sink would actually increase the value of getting curraughs out earlier rather than later. I don't view that as a good thing either in terms of increasing strategic options for the human player or in terms of helping the AIs.
Just want to point out that this will make seafaring more powerful, because of the (mostly) coastly starts. I don't know if this is good or bad, though.
You just wasted six ... no, seven ... seconds of your life reading this sentence.
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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