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
If it irritates you, it must be a good strategy. Do it to them first.
I'm trying out something along the lines of your tactics and it's working out well. I'm driving a cultural wedge right into the heartland of the Japanese at the moment. Eventually I should be able to split his empire in half, right down the middle.
Originally posted by Willem
I'm trying out something along the lines of your tactics and it's working out well. I'm driving a cultural wedge right into the heartland of the Japanese at the moment. Eventually I should be able to split his empire in half, right down the middle.
Originally posted by SlowwHand
Maybe it's been asked.
If so, I didn't see it and maybe it's time to ask again.
What about the game are you struggling with the most?
For me, it's Major Wonder building.
In the game I'm playing now, I was 2 turns from completing Hanging Gardens and got beat to it.
No other Wonders available so there goes the production that was spent right out the window.
Is there something I'm not looking at, and should be?
There is a great deal I find irritating about Civ III, and culture flipping borders and cities (with vanishing garrisons) is high on the list, along with a stupid cheating AI. The pitiful use of navies is also annoying such as bombers being unable to sink warships, or privateers and subs being unable to damage an enemy's trade.
Wonders is another pain. You can't hurry them up, you get no warning if another civ is almost finished with one, and you lose all the production. WHY CAN'T YOU TRANSFER THAT PRODUCTION INTO WEALTH?? Why, Sid?
WHY CAN'T YOU TRANSFER THAT PRODUCTION INTO WEALTH??
Because building wonders is supposed to be a gambit. Judge it right and you're richly rewarded. Judge it poorly and you've suffered a bit of a setback.
Originally posted by Libertarian
Bizarre unit activation sequencing. I stopped playing mainly on account of it.
This is pure speculation, and not really verified, but ...
In the game I was playing over the weekend, unit activation seemed a lot more orderly than I was expecting (I was paying attention to it in light of this complaint I guess).
Now I know it used to be a bit jumpy, but this game, in the turns from 4000BC to somewhere in the 1700ADs that I'm up to now, I saw perhaps half a dozen at most unit activations that I couldn't explain. This is on a huge map with only 5 civs too. Mostly it was a matter of the next unit activated either being one on the same square as the previous one had been, or failing that, the nearest unit to it.
It would activate my workers on each island in turn, never skipping between one island to the next and back again.
In short, pretty predictable.
I was surprised, because I'm sure that when I first started playing the game it didn't work so well, so I'm wondering if the patch did anything to it.
Can anyone think of any other explaination why it'd work nicely this game but not in others?
1) We need group movement and Automatic relocation to the front (like MOO I). Clicking on 100 units to conduct an assault is the best reason to give peace a chance I can think of.
2) People complaining about the lack of multiplayer and then complaining about AI strategies that I would be employing against them If I were playing them in multi-player.
Originally posted by ShuShu
1) We need group movement and Automatic relocation to the front (like MOO I). Clicking on 100 units to conduct an assault is the best reason to give peace a chance I can think of.
2) People complaining about the lack of multiplayer and then complaining about AI strategies that I would be employing against them If I were playing them in multi-player.
Yes, if you borrow some of the AI tactics, they can turn out to be very effective.
I have to wonder whether some people are just getting frustrated because they can no longer play the same way they did in Civ II. Old tactics sometimes die hard.
The most annoying thing about the game is that it seems to lack what you can call luck or combatdice in combats. If you reload the same battle and do exactly the same attacks each time, you will get the exact same result each time! Why is it so? Lets say you do another battle before the one you reloaded 35 times, and then do that battle in the same turn, it will not be the result you got 35 times! It seems like each battle is dependent on the battles done before, and I really really reaaaallly would like to know why and what I can do do prevent it!
It feels like I could win a battle if just placing that particular battle in the right order. Ofcourse I tested it... And I was right!
This is what happend...
Walk down to a city with >10 units and loosing every one of them big time. Fine. It could happen, right? Reload. Loosing again, and the battles take the same hitpoints to eachother. Reload. The same. Reload. Still the same... okey. Make another battle on a different city just using one unit. Lost. Okey.. Now its time for the 10 unit battle again. This time I won the city and kept 6 of my units!!!! WHYYYYY??????!!!!!
Im getting really annoyed by this, that I really consider to give up playing an otherwise fine and addictive game.
No, the attacker should have at least a 3:1 advantage! But that includes strength in power.
Completely ignoring your actual point, I guess this means attackers are getting stronger through the ages. Sun Tzu says if the odds are 10:1, attack, 5:1, surround, 1:1, maneuver. He's got rules for 1:5 and 1:10, as well. I think they're retreat and surrender, but I'm not sure. This being the internet, I could look it up, but then you wouldn't.
Originally posted by Snorklis
... If you reload the same battle and do exactly the same attacks each time, you will get the exact same result each time! ...
Snorklis, thank you for not starting a new thread for this, since it has been rehashed dozens of times before.
The random number generator is seeded* when you start the program, not when you load your saved game or when you do the combat. This was a design decision on Firaxis' part, to prevent this "trick" players had to "fix" their results by reloading the game any time they couldn't stand the results. Consider it part of the challenge.
*In case you didn't know, it goes roughly like this: there is a list of 'random' numbers (e.g., 12527839945612379128005451...). The 'seeding' determines where in the list to have the first number picked. Subsequent picks continue from that point. (When there is a long string of '0's, it may mean that your modern armor is defeated by the knight).
Re: Re: Re: Most Irritating (but okay (I suppose))
Originally posted by Tarbox
Completely ignoring your actual point, I guess this means attackers are getting stronger through the ages. Sun Tzu says if the odds are 10:1, attack, 5:1, surround, 1:1, maneuver. He's got rules for 1:5 and 1:10, as well. I think they're retreat and surrender, but I'm not sure. This being the internet, I could look it up, but then you wouldn't.
Generally in warfare: If ten times the enemy's strength, surround them; if five times, attack them; if double, divide them; if equal, be able to fight them; if fewer, be able to evade them; if weaker, be able to avoid them. Therefore, a smaller army that is inflexible will be captured by a larger one.
Introduction Sun Tzu's The Art of War ( 孙子兵法, Sun-tzu ping-fa, Sunzi bingfa ) is one of those rare texts that transcend time and space. Though it was written 2,500 years ago in China, it...
What I find most irritating. There is one thing that constantly sticks out in my mind above all others: techs on rails. I love the rate that the cost of each tech is relative, that you can start work on one and pause it and the increments in time to acquire a tech is not dependent on how many you have discovered but the level of the tech. A great idea...except for one thing that pisses me off.
YOU CANNOT RESEARCH A TECHNOLOGY IN LESS THAN 4 TURNS OR MORE THAN 40 TURNS. Make techs more expensive? Yes, no problem! But to put this artificial constraint into the game is beyond me. REMOVE IT!
I think this one thing alone is enough to start dragging the game down. It makes the industrial and modern era drag on for far longer than is necessary, eliminates the possibility of a tech race because no one can beat 4 turns. Come on, get rid of it, it stagnates the game!
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
Comment