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
BeeBee - No, i have no idea how the resource model will turn out. It's one of the things that I have a hard time trying to decide on what would be best. I know I want some resources, but I don't want it to get too complicated. It's a tough call. (Incidentally, I don't think you need to worry about Firaxis making anything too complicated. Thus far, they've kept their concepts pretty simple, as all good strategy games should.)
I made my statements about two build queues based on the current production model. Would you agree with me that there shouldn't be two build queues if production remains the same? Or would you disagree anyway? Is there another reason?
I still find the idea of two build queues perplexing, even if there were resources. Like we've mentioned in another thread, building a marketplace isn't just finding the materials to put in some paving and set up a few stalls. The marketplace represents much more than that, and production shields represent the effort taken to establish that. So to say that units and improvements require different resources is perhaps simplifying it a little. That's the reason we've got production shields in it's generalised form at the moment. Because it's a lot easier. And resources should only be added if they improve the game (which they do under raingoon's Energy Model, and which they might under a good trade model). They shouldn't just be added for the sake of realism, or we'll never know where to stop. Besides, who's to say that the same metal that goes into making a tank couldn't be used in a nuclear plant anyway?
I think a large issue that hasn't been represented in this thread is that military units should take some amount of population from your cities when you build them. After all, if you're building a Phalanx, how much of that "production" is making the weapons, and how much is it training the troops in formations and getting them battle-ready?
I still think two build queues is a bad idea. And I'm still not convinced that you should simply be able to buy an upgrade either. Sorry if I'm sounding negative. It's great that all these questions are being raised again.
How about this? You can already choose to disband a unit inside a city and gain production thereby. To upgrade units within cities, select an 'auto-upgrade' command that will advance the unit to the next appropriate type for a production (and/or monetary) cost of, say, 20% of the cost of a new unit of that type (or the cost of the upgraded component, if a SMAC-type workshop is in the game). Units that are in the field need not be sent back home for an overhaul; their improvement cost would be 50% the production/cost of a new unit, or 1.5 times the cost of the workshop component. For the record, I'd like to see the workshop.
Well, let's see, in real life what's involved in shifting from legions to pikes or pikes to muskets? First you have to manufacture the weapons, then you train the troops to use them. The cost of the first is a given, there is no way around it. The cost of the later has historically been variable. If you have a standing professional army, the cost of training them with a new weapon might not be too large. Their full time employees, you pay them anyway, it doesn't make a difference whether they practise old skills or new. Remember that some turns may actually span a generation. If a turn lasts 20 years, then in that period of time you've had complete turnover of troops. On the other hand there have been times when old troops could not be converted to using new weapons or styles of fighting due to a strong sense of tradition in the ranks. In the balance it makes sense to provide some mechanism to convert old troops into new, but at a reduced cost which reflects the cost of shifting to new weapons. To reflect those eras where the military had difficulty adjusting to new technology you should have the traditional breaks where the old barracks become obsolete, requiring an expenditure to build new ones, since the barracks abstractly represent institutions of military training.
"I say shoot'em all and let God sort it out in the end!
Yes, it's interesting that when you collect the resources on a forest, you can build a phalanx unit faster.
Does a warrior with bronze weapons need wood? Surely not, but one point is clear, and in Germany, many people have understood it: A game makes more sense with realism, but too much realism makes a game bad. Do you really wnat to mine copper and tin to make bronze of it to build a phalanx? Do you really want to cut wood to construct huts? or burn earthen squares to build an ancient temple? Do you really want to make the wood obsolete in the past not to be able to build a tank with more forests?
See, this is the point we should stop demanding more realism, because we might make the game unplayable. I think we have to come along with the fact that a phalanx needs the same resources like a temple/factory/hanging gardens. Different resources simply make the game too diffcult to play and even to learn, esp. when you use much micromanagement (also when automation options are available, many players like micromanagement, just like me ...).
Anyway, does anyone know a thread were wonders in Civ3 are discussed?
But surely simply paying to upgrade units is as inplauable as rush buying anything. Either the resources are there, or they're not.
Colonization used some combos for buildings. You'd have to get so much production, plus have say 50 tools in your warehouses. Rush buying, or upgrading units could cost some money, but I don't think it should cost you only money. Sounds very unrealistic.
Do you think the Egyptians could have built the Pyramids in one year if they had all the money the world? It'd still take far longer than that.
I do agree that some upgrades to units are more plausible than others.
Why not copy the system of Alpha Centauri? I think it worked good, except one thing:
You can upgrade units in the middle of nowhere! Have some kind of a "range limit" (from nearest friendly city) included, and voilá, at least I would like it.
Wiio's First Law: Communication usually fails, except by accident.
Unfortunately they can get forgotten rather quickly. But new people bring new ideas as well as old. The good with the bad. "Everything evens out for me".
My best thought on upgrading units is that you have to build new weaponry. If you are going to a musketeer to a rifleman, you have to build the new guns which would cost production and then pay the troops to be trained in the new way of fighting. Of course some improvements just would not be possible, going from a catapult to a cannon just is to far in terms of how the weapon works. But a phalanx to a legion to a pikeman would only be the production of the weapon plus a small cost to train the troops.
About 24,000 people die every day from hunger or hunger-related causes. With a simple click daily at the Hunger Site you can provide food for those who need it.
How about having a new city improvement where, as an obsolete unit spend a few turns in the city, it will be upgrade to the new corresponding unit, similar to terrain transform.
Well, I know that I have a quite low level, but here is what I think:
Your idea of seperate buildings and military units being built at the same time is quite good, in fact, why not build several buildings at the same time, I think that, although this civs were great, buildings take too long to build and in real life, it is more a matter of resources (and by that I mean different ones, not only shields) and also some time for the construction to be done.
This brings me to my second suggestion, in today's capitalist world, all of the buildings are built thanks to money, not only thanks to resources, and in the late stages of the game, I think that money should become much more important.
However, if you choose to have communism, this should change from money into working hours per head or something like this.
The idea from CTP to have a queue is good, but I think we should be able to have different buildings building together like in Age of Empires, and different resources like in Colonisation.
Originally posted by Andz83 on 04-17-2000 04:21 PM
I don't want to insult you but...
First of all lemme say that you didn't insult me. But I do have a response for you...
Second of all, it's ridiculous for you to base anything on the "level" I'm at. I guess I didn't really come back to this thread (no, not because you're only a warlord) but I'm glad I did...
You could post 999 times on this site and if your ideas are crap or you have no idea what you're talking about than who really gives a ---- what the hell you have to say. On the other hand, you could have great ideas for Civ 3 and found out about the site just last month. So I think it's extremely unfair to judge on how many posts someone has. I'm not saying my ideas are perfect, and I'm not saying a "prince" has lousy ones. Just don't be quick to judge. Beebee (a settler) has had some great ideas that I've seen, as well as DanM and a list of others. So you should just read a post and decide whether or not you agree without shunning the "lower" members of Apolyton.
Hopefully this post got read, I'm not sure. After all - I'm only a chieftan.
~OrangeSfwr
P.S. I found out about Apolyton in late February and I've been a proud member ever since. If I had joined in February of 99 and was currently a "King" would you respect me more?
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~~~I am who I am, who I am - but who am I?~~~
Your comments are right on,OrangeSfwr.BTW,thanks for the compliment,but thats not why I reply.
Maybe it's because I'm ONLY a settler ,but I generally only look at the name of the person who posted the comment and then read the comment.After reading several posts from someone,then I can decide on whether I think their comments are of any merit or not.BUT,even then,I would never say I'm not going to read or take seriously someone's comment just because they are lower in the social order,as others may do.
I think ANYONE can come up with a great idea,and sometimes great ideas are brought about by one simple comment by someone,and then others joining in with their ideas and suggestions until finally it evolves into a great idea.
Anyways,I think THAT is what this forum is all about.Let's all add a piece to the puzzle,whether we are settler or deity, and hope that Sid(slightly higher than deity) is listening
Sometimes the best ideas come from recently joined members.
People who've hung around here for a while tend to get into a mode of thinking because we've read all the models before. Someone who's just joined can have nice fresh ideas because they're not influenced by the models that are popular in these threads. Sure, 95% of the ideas newbies come up with have been thought up and considered before, but there's some real gems every now and then.
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