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
When a town becomes a city, it gets one extra shield in the city square. Assuming it was founded on a tile that already has a shield. It also gets one additional commerce. When it becomes a metropolis, it gets more of the same.
It is my understanding that only industrial civs are suppose to get the shield bonus for city size and commercial civs get the commerce bonus. However, ALL civs recieve this bonus.
[c3c] 1.22(f?)
For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )
Didn't realize it was also evident in 1.16f. Guess I was too involved in conquering the world to notice!!
But seriously, if this is the case than it should be corrected. Why would I pick a civ with industrial and/or commercial traits if everyone is receiving the bonuses anyway? I'll have to do a little playtesting myself. Thanks for mentioning this problem. I agree that it was probably not noticed before due to all the other problems.
Originally posted by Mike Breitkreutz FIRAXIS
All civs get a +1 bonus when a town becomes a city.
When it becomes a metropolis, however, industrial and commercial civs get an additional +2 while other civs only get an additional +1.
That seems to weaken the industrial and cemmercial traits a little. I understood that when a town becomes a city is when their bonuses come into effect. Becoming a metropolis comes much later, hence, less production during that time. However, I only go with industrious for the.......%$^ terraforming( not right i know) bonus
Don't try to confuse the issue with half-truths and gorilla dust!
Originally posted by watorrey
I agree that it is not much of a bonus. +2 at both city and metropolis size would make alot more sense.
Better yet would be giving them both cheaper buildings. Factories and manufacturing plants for industrial. Marketplaces and banks for commercial.
Those are great ideas. They would make both of those traits far more useful.
"The great rule of conduct for us in regard to foreign nations is to have with them as little political connection as possible... It is our true policy to steer clear of permanent alliances with any portion of the foreign world, so far as we are now at liberty to do it." George Washington- September 19, 1796
Originally posted by watorrey
I agree that it is not much of a bonus. +2 at both city and metropolis size would make alot more sense.
Better yet would be giving them both cheaper buildings. Factories and manufacturing plants for industrial. Marketplaces and banks for commercial.
I definitely agree, would make the traits even more distinctive and could change our actual preferences ...
industrial: cheaper factories only (otherwise too good!)
commercial: yes, banks and marketplaces
religious: good as it is (cheaper temples, cathedrals, 1 turn anarchy)
scientific: good as it is, but less science corruption could be awarded so they could actually 'feel smarter and progress relatively faster than other civs
expansionist (as it is + start with 2 cities or cheaper granaries)
militaristic (good as it is, though one extra HP for each unit might be included --> would become very powerful, but other modificated traits are too)
" Deal with me fairly and I'll allow you to breathe on ... for a while. Deal with me unfairly and your deeds shall be remembered and punished. Your last human remains will feed the vultures who circle in large numbers above the ruins of your once proud cities. "
- emperor level all time
- I'm back !!! (too...)
Good ideas. I think that Expansionists should start out with 3 settlers, 3 workers, and 1 scout. Either that or allow them to build settlers for the same price as workers, allowing them to actually Expand more quickly than other civs. This powerful beginning makes up for the fact that their trait is pretty useless after the first hundred turns.
As for militaristic, giving all of their units one extra HP would probably make them too poerful. How about giving their elite units one extra HP, but keeping the original number of HP for conscripts, regular, and veteran units. Also reduce the discontent produced by using the draft.
Maybe you should use your ideas and start a new thread. Maybe Firazis will see it. At least people will discuss it.
Last edited by nationalist; March 22, 2002, 14:26.
"The great rule of conduct for us in regard to foreign nations is to have with them as little political connection as possible... It is our true policy to steer clear of permanent alliances with any portion of the foreign world, so far as we are now at liberty to do it." George Washington- September 19, 1796
I didn't realize this either. The industrial and commercial civs should gain advantages at both town -> city and city -> metro. +2 is fine.
Cheaper factories is too much of a boost. Industrious gives a nice boost in the beginning and again when you discover steam power. I don't think it needs more.
Commercial could use a boost - 25% discount on markets/banks would do the trick, I think.
Expansionists should get cheap granaries. Extra settlers is too powerful... besides, they get 'em from huts.
Militaristic maybe should get some free unit support (a bonus, irrespective of government type).
Religious and Scientific are fine, although I'd like to be able to choose my "free" advance per age when I'm scientific. No biggie there.
Comment