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
Events, like natural disasters or revolts that are not quite barbarian but works almost the same way, IN your territory, mod-only (example: in an earth map, one could place a revolt in an area/city/government of Los Angeles like those that used to occur 10-20 years ago). Non-military units like in CtP would be so very cool, specially if they would also work with events.
More governments, and editable governing issues, like in EU. That would be so so so very cool.
I NEED FUTURE TECH TREES!
And more diplomatic options and a more functional UN.
I believe this has been talked about before (maybe in the ideas for CivIII when it was being developed), but how about natural wonders? In other words, a unique terrain type that only exists in one tile on the map. Maybe a luxury wonder that makes two citizens in each city happy but can't be traded. Or maybe something like the Comstock Lode of iron where this one source of iron can be used for your civilization's needs but also could be traded to as many other civs as you wish. Another idea would be something like Niagara Falls which would give some kind of large commercial benefit (+20 trade?). The Mt. Everest natural wonder might give the city that has it within its borders 3x defense.
These natual wonders obviously could not be "built". They would appear randomly on the map. I would also think that not every natural wonder would appear in every game. This way, you'll never know at the beginning of the game which ones are available.
Just think of the epic military struggles that would take place when you find out that your neighbor has the one of these in their territory! Like the warmongers need another reason to go to war
"Got the rock from Detroit, soul from Motown"
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more functional UN? it wins you the game!!! that's not functional?
Also, resources might need to be rejiggered a little, i.e. one tile of oil can't provide oil for 60 cities. (Something like x tiles of oil supports x cities or something. However this would make trading more difficult ).
I would like to see :
- progressive improvement of terrain (as in Imperialism 2) so you can initially irrigate a square to get one extra food then later when you get more tech you may further improve that same square to yield another food and then improve yet again when you advance more.
- possible to set city buildings that give you a fixed quantity of food or gold or shields per turn (in Civ3 this is only possible for shields)
- ability to adjust the gold per turn to support a military unit before government support costs come into play (umh, I think modern armour should cost far more to support than a stone age warrior). This would also have the benefit of reducing the vast numbers of units around in the modern age and the consequent large amounts of time needed to move units about. Also the increased cost of support would require more judicious consideration of force size and composition rather than the current "more is better" approach.
- I like mrmitchell's suggestion that resources need to be rejigged. I have no clear idea on this but the Imperialism 2 method of stockpiles might be woirth considering.
- more peaceful diplomatic options
- restraint of the mad land grab in the beginning
- there is too much need to get the largest possible area. As things stand the number of squares controlled is too important. How you use what you have needs to be more important relative to the importance of how much land you have.
- a really good editor
I agree with most ideas here : expanded diplomacy, more flexible tech tree depending on your playstyle, better espionage (but don't bring back spies from Civ2 !), and a real editor is a must.
However, there is something important that has been missed util now :
Make the game 3d
Civ3 couldn't have been 3d, or it would have eaten up even more resources that it does, and wouldn't have worked on many computers of its time. But when Civ4 comes, the computers will be powerful enough to let it play in whole 3d. There are many advantages to 3d:
- realistic maps. The Earth or randomly generated planet will now be spheres, not cylinders. Flat maps can still be flat in a 3d environment.
- dynamic levels of zoom, from gazing at the nose of your soldier to looking at the whole world.
- Terrains will be defined by two elements rather than one : in the current 2d environment, a hill is a hill, no matter if it is in Siberia, in Sahara, or in Normandy. With 3d terrain, elevation will be separated from climate, and both will be able to define the terrain. It would allow a hill in a desert no to bring any more food than the desert itself.
- much flexibility in the display of cities : A 3d Civ4 could use individual graphics of dwellings and big improvements, and gather them to create the display of a city. This way, no city will look strictly like another.
- It makes it easier to display the Great Wall on the map.
- much flexibility in the animation of units. It also gives modders the possibility to create skins (for various uniforms of the same unit for example). It would be nice if modders could modify the models or add those of their own.
- it graphically allows combined arms : if I put a pikeman, a longbowman and a knight on the same tile, such a group can be represented as a whole on the tile (by shrinking their individual size for example). If a combined arms system à la CTP is present in Civ4, 3d will be the best way to peresent it.
Really, I do not see any problem in making Civ4 to 3d. The CPUresources problem will be lifted by the time Civ4 exists, and the transformation doesn't force any radical change in the existing gameplay. 3d doesn't mean to get rid of tiles (and of the city radius / tile improvements / unit moves) as we know them. 3d will not get confusing, because the map will look pretty much flat when you'll zoom at it. And 3d shouldn't alientate graphic modders, if they can make skins, or if they can access and modify the existing models.
In Civ games, the depth of the game is much more important than eye candy. But I think the change to 3d is much more than eye candy : it allows many elements of gameplay to be added without the game requiring more abstract symbols to display them.
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident "I never had the need to have a boner." -- Dissident "I have never cut off my penis when I was upset over a girl." -- Dis
One problem with going 3D is that there are a lot of people that can not play 3d games, due to motion sickness.
Games that must met the audiences demand such as the shooters and the lastest RPG games have to do and some RTS as well. TBS fans do not require it, so why give away those sales, you will not add anyone with that feature, so no gain.
I would like to see them have a modified RoP. One that you can offer as a one way deal. I want to let you cross my lands and you do not have to let me.
Lots of times you do not want to have an ROP and the AI may not want to make one, but if we are both at war with the same Civ, I want you to be able to use my road/rails to get there quicker. So I give you the one way RoP. Maybe it could be for a shorter time, say 10 turns.
I have yet to see a strategy-game, that looks better in 3D than it could have looked in 2D, while at the same time has a good user-friendly userface...
...I'm tired of this "Everthing has to be 3D now-a-days" thingy... not everything fits to be 3D...
Originally posted by vmxa1
Maybe it could be for a shorter time, say 10 turns.
...and make the time-limit for deals, changeable...
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