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Originally posted by Abdul-Aziz
Yahweh, for Civ3 obviously...
That still doesn't answer my question. "Weren't the best choice for Civ3." What does "best choice" refer to? Best choice to include? Best choice to play as?
My personal top choice for #1 UU is the Chinese Rider. The unit rocks the party. It conquers and it holds. And it moves not 2 but 3. Wowee zowee.
Mounted Warrior, though, is a strong contender for the #2 slot.
I actually whaffle between those two. The Rider is my favorite, and I love playing China, but I think the MW is slightly more powerful. My reasoning is that it represents a 50% increase in attack power from the horseman, and that it allows you to confidently take on the Greeks or Carthage in the ancient age. It never happens in my games, but imagine throwing Riders up against Samurai. OUCH! That would be horrible. Fortunately for the human player, even if you allow Japan to live that long, it is unlikely that they will use their Samurai properly to counter your Riders.
In short, the MW owns its age. The Rider, while awesome, does have competition.
Originally posted by Arrian
In short, the MW owns its age. The Rider, while awesome, does have competition.
Well, I'd certainly agree with that. I'd say that the Rider owns its age, too, though, simply by credit of the Japanese never really having their act together enough to effectively use their Samurai. On the other hand, with Ansar Warriors and Keshiks around, life's a little different.
Immortals rule. I've said this forever... 4 attack is dominant in the ancient era, and now with an upgrade to 6 attack the investment has legs.
Yeah yeah, retreat shme-treat. Gimme some hills and mountains... or even forest and jungle...
Not that MWs aren;t great... they are. But I wanna own my neighbors.
Powell doctrine: Overwhelming Force.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Um, uh, Immortals with an attack power of SIX? Is this something I COMPLETELY overlooked when I purchased PTW?
Back to the Iroquois though, I was hoping someone could point me in the direction of a good thread about maximizing the potential of expanionist civs. (actually, this wasn't a problem for me when playing as the iroquois, but maybe as those that need a little boost in the beginning... Mongols, Scandanvians, etc.) There's no way it can be ALL luck...
Theseus was referring to the new upgrade path that allows you to upgrade Immortals to Guerillas (6/6/1, Replaceable Parts). IMO, it's a crap unit, and does nothing to improve the investment in slow movers.
Yahweh, do a search for posts by Aeson - he has had a lot to say about the power of expansionist civs.
Well, how in God's name do I do a search around here? Everytime I try I get something I don't want. Is there a search button I'm missing, or something?
BTW, I share your opinion about the immortals. But that doesn't mean the Persians don't rock.
Theseus was referring to the new upgrade path that allows you to upgrade Immortals to Guerillas (6/6/1, Replaceable Parts). IMO, it's a crap unit, and does nothing to improve the investment in slow movers.
In usual games, the Guerrilla is all that is bad and causes cancer, but there is a exception: when you don't have the "right" land. And, by "right" land, I referring to rubber.
In my last game, with the Carthagians, I did not have rubber on my territory, which was a blow to my army, since I could not build infantry and was playing a basically defensive game. The salvation was a war with the indians, which had a really close snow-island with oil and rubber. And the guerrillas, which did not require the rubber to do them. So I made a quick with surprisingly little cost war against them, where my guerrillas succesfully dominated the island, defended by 2 infantry and 2 riflemen (2 cities). It was my initial move to world diplomatic domination.
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