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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
Originally posted by LaRusso
CTPI and II were broken and dumb,straight from the start.
A broken game is unlpayable from start to finish. I have played both quite thoroughly, and neither are broken, CtP was fine, CtP2 was merely unfinished.
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Some things we don't like about the game may be design choices, but MANY of the things are due to an incomplete or poorly tested design.
I have only played the game on REGENT (huge map, all civs, random everything) and have yet to beat it, due to having diplomatic victory checked. I would play Civ II on Diety level, and regent in Civ III seems comparable!! I seem to almost ALWAYS be last....but maybe I should see how I do with a Civ besides the Germans.
The fact that leaving diplomatic victory checked almost assures a diplomatic win (usually at the point where I'm just begining to say, "Things are getting really interesting!") for the AI is particularly vexing, as is the "capture 3 cities and one will depose you and destroy ALL units inside rule!
Some things work REALLY well! Artillery really doesn't have much of a chance in real life of wiping out a bunch of ground units, but it SHOULD be able to punch a BIG HOLE in the battleship and sink it! They should have distiguished between bombarding units that consist of a SINGLE entity, and one in which multiple entities exist!
Still, they really have greatly improved the way units work.
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