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
Can you tell me about the governments? Like what is the differences between them? If not can you just tell me whether end game civs can still use, say, monarchy, and still keep up with Demos/Commies/Reps?
Andrew is there any mention of airbases in Civ3, does it explicitely say there are no airbases? I'm assuming there are no airbases, but there has not been concrete confirmation that they are not in the game yet.
Originally posted by lockstep
You´re the man, Andrew!
BTW, how do the UN council and UN victory work exactly?
Once the UN is built, there are periodic elections for the world leader (it doesn't say how often.) The candidates are:
The UN builder
Anyone with 25% of the world's territory (I assume just land)
Anyone with 25% of the world's population
There are always at least 2 candidates--the civilization with the next largest population is used if there would only be one candidate.
All it says about the actual election is:
"When the election takes place, you must win the majority of votes from other civilizations."
This makes it sould like all (surviving) civs get one vote, regardless of size.
This just says walls have no effect in cities larger than 6. I assume because the city has grown beyound what you can reasonably put a wall around.
That sounds reasonable... I mean New York is one of the most important cities in the wolrd... but you couldn't really fit walls around it. Does it give descriptions for wonders?
And walls don't generate culture. I guess graffiti doesn't count as art...
But for a militaristic civ a city wall does increase their culture... or at least it should. Oh right I shouldn't get off on my rant about Civ trait-specific cultural buildings and predetermined civ traits...
Originally posted by SerapisIV
Andrew is there any mention of airbases in Civ3, does it explicitely say there are no airbases? I'm assuming there are no airbases, but there has not been concrete confirmation that they are not in the game yet.
It doesn't look like there are airbases in the game--everything I've seen implies that you're stuck with cities and Carriers.
Can you tell me about the governments? Like what is the differences between them? If not can you just tell me whether end game civs can still use, say, monarchy, and still keep up with Demos/Commies/Reps?
A lot of it looks like civ 2 (except no Fundamentalism). Despotism and communism sacrificie people to rush construction; monarchy, republic and democracy pay gold. Republic and democracy can draft 1 citizen per city, despotism and monarchy can draft 2, and communism can draft 3.
Republics and democracies now have "war weariness" instead of individual units causing unhappiness in their home cities. You get war weariness unhappiness if your units are in enemy territory for a long time (it sounds like you can run around in neutral territory and the high seas as much as you want.) Its worse in Democracy than in Republic but I don't have any specific numbers.
Originally posted by wesley32
What exectly do nukes do to cities?
Is there MAD?
Doesn't look like there's any big changes except that ICBMs can attack anywhere on the map.
"ICBMs have a 50% chance of killing every unit in their target square and 8 surrounding squares immediately, and cause a reduction in city population if a city is targeted."
They also cause a big increase in global warming.
Originally posted by Akron
What are the colors of each civ? And what do some of the small wonders like iron works do?
Sorry, the book's in black and white.
The Small Wonders:
Apollo Program: Allows spaceship construction
Battlefield Medicine: Allows units to heal in enemy territory
Forbidden Palace: Provides benefits of a palace in the city where it's built
Heroic Epic: Better chance of elite units changing into leaders(default is 1 in 16 chance when an elite unit wins, lowers it to 1 in 12)
Intelligence Agency: Allows espionage missions
Iron Works: +100% production in that city
Military Academy: Allows construction of armies without leaders in that city
Pentagon: Armies can have 4 units instead of 3
SDI: 75% chance of intercepting ICBMs
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