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
I agree with you completely, except for one point. I think that when you first found a city and it's cultural border is 1, you can only work the 8 squares around the city. As soon as the cultural border expands to 2 and beyond, you can work the regular 20 square radius.
i havn't heard anything about that, but you may be right. It makes sense and its another way to combat ICS.
Nuclear Submarine: 6/4/3(1**)
Looks promising, but what are those two **:s
doing there? Special function? Varieing value?
Have I missed something?
Myabe the 1** means it can carry one special i.e one Tactical Nuke
"Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini
Myabe the 1** means it can carry one special i.e one Tactical Nuke
Yes, the only thing the Nuclear Sub can carry is one Tactical Nuke. Carriers can carry up to 4 air units. The other naval units all carry ground units. Note that the Helicopter can carry 2 ground units now--they're transport helicopters instead of gunships.
Originally posted by Comrade Tribune
Ahhh, actually smaller. Greek city states were really small. A Phalanx unit had somewhere around 2-3000 soldiers, I guess.
Me and terms...
I guess that I'll use the dictionary next time
Yes, the only thing the Nuclear Sub can carry is one Tactical Nuke. Carriers can carry up to 4 air units. The other naval units all carry ground units. Note that the Helicopter can carry 2 ground units now--they're transport helicopters instead of gunships.
Thanks for explaining that!
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
Can you tell us what the various civ-specific abilities mean?
Does it tell you how much more likely good goodie huts are for expansionist civs? How much faster industrious workers work? What is the corruption rating, and how do commercial civs effect it? What is the bonus commerce for a commercial civ (twice home tile commerce) and the bonus for industial (1 shield)? Is the chance of promotion 1 in 16, but 1 in 12 for militaristic civs?
How long does it take to build a mine? 4 turns? 3 with industrious or democratic, 2 with industrious and democratic, or with replacable parts, 1 with all 3?
If you can't use enemy roads during war time, how are you going to get vehicles through their forests and mountains??? Are they telling us we can't put artillery in our enemies mountains or have Panzers go through their forests???
Hi, I too have the strategy guide and am willing to help out Andrew answer some questions.
Here are some fast facts that may already be known but were new to me.
Hospital lets you grow past size 12
Sistine Chapel now only doubles effect of Cathedrals
SDI now only has a 75% of intercepting nukes
Great Wall now only doubles effects of walls in cities that have them, doubles unit attack against barbarians
Heroic Epic increases appearence of Great Leaders
Intelligence Agency needed for espionage missions
Adams TC only pays maitenance costs for marketplaces, banks, harbors and airports
Capitalization is now known as wealth
here's some quotes from sid interview
Prima: was there any concept that you tried to work into civ III that just didnt work?
Sid: We had an idea for great people (artists, scientest, politicans) in addition to great leaders. There was a system for defection to other countries, kidnapping, and so on. We just couldn't get this to work in a satisfactory way, so we didn't include it
Prima: one final question, Civ IV. Have you thought whether you'd like to do Civ IV, and if so, what it might be like?
sid: THat's a good question, if the fans still want more after Civ III we will talk about giving them more.
Could someone actually tell me what the Iron Works actually do? I know you need iron to produce certain units, but I wouldn't think that Iron Works are necessary to make iron available. Does it give you some kind of production bonus?
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
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