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
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Who is interested in building a Medieval Mod PBEM when Conquests comes out?
Will Conquests be released for all countries at the same time? I wonder if an English version will be released in Korea before the Korean version does. I can play a Korean version but it won't work with the North American version of Civ3 I have now.
I guess I'll have to order from Chips and Bits but the international delivery cost is a killer.
Formerly known as Masuro.
The sun never sets on a PBEM game.
The optional Printing Press branch should be cut. Top techs should be Banking, Navigation (with Privateers assigned to it), Astronomy, Gun Powder. This provides level 2 economy (Unis/Banks/Caths) and 4-attack/defense units. Should make up fun games. The game should be stretched continuously. Length over all should be ~300 turns. We need carefully to balance out unit and building costs, so that in no time it would be good to build wealth.
Ah, and one more note: We should think about not letting pikemen upgrade to musketmen. It should be an option to continue to build pikes after the gun powder discovery.
Conquests is going to have an advanced catapult (trebuchet), so I don't see the need for a cannon. It would be imbalancing, since it is aimed to fight riflemen and cavalries.
This is looking like attack 4 units against defence 4 units. Being in a town or a fortification will be important for the defender. I was thinking of catapults and trebuchets as the normal bombardment weapons with a few expensive cannon available for siege use for those prepared to pay for them.
Perhaps the availability of saltpeter should be reduced. That would maintain the importance of some of the older units in the later stages of the game.
I would also like to see a Hidden Unit path with say Auxiliaries (use Num Merc flic) upgrading to {something medieval} upgrading to something pre Industrial as a foot path.
And Nomads (Horsemen) upgrading to Crusaders upgrading to Cossacks as a mounted path.
Ugh! Do you really want to use move-3, attack-6 units like Cossacks? In this case you should include Riflemen as well, but this wouldn't be a game with medievel touch anymore. This would somewhat decrease my interest for this game...
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