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
As did reading thru that long thread about WW I; skimming in parts.
They have implemented the little known first phase of the WW I which was momentium driven. Everyone can build the 1/10/1 Machine Gun from turn 1, but no one starts with any. If you want to take any towns right away, Otherwise it's going to be a long while before the next mom-phase of the war. And not all civs can build those late-phase units.
I also note that in earlier versions [SP], that there was a version where Austria became stronger than Germany followed by a version in which Austria got 4 towns seized by the Serbians [1], Greeks [1], and Italians [2] on turn 1.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
For some reason when I tried to start the mp one in SP mode, it crashed out on AI civ 2.
The sp one started correctly.
I hope it doesn't crash on the real save.
Also I'm very happy you turned locked war off; on the SP one, the Ottoman empire has worse happiness problems than France in Napolonic Era
On the bright side, in SP the MA reports that Ottoman Empire is stronger than the Bulgs, Greeks, Serbians, and Albanians.
Athough I did note that Ottoman empire can't move any units on turn 1 in SP.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
As to how to get your GA in this conquest [mp one]:
If you don't start with one due to Great Wonder placement, you'll need to win with your normal UU from the epic [unless your Germany in which case it's your version of the tank]. At least I didn't see any Great Wonders not already built.
In some cases, this is with an ancient unit indeed.
The normal turn limit is 54 turns. (1 X month.) Domination victory conditions are standard so I think we'll hit the turn limit.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Originally posted by joncnunn
For some reason when I tried to start the mp one in SP mode, it crashed out on AI civ 2.
The sp one started correctly.
I hope it doesn't crash on the real save.
Same thing happened to me. I have no idea what causes the crash when trying to start it as a SP game. The scenario runs fine if started as a PBEM.
Originally posted by joncnunn
Also I'm very happy you turned locked war off; on the SP one, the Ottoman empire has worse happiness problems than France in Napolonic Era
Actually, this seems to be a general bug in the SP version. I tried playing Russia, and cities were riculously unhappy even as low as Emperor level. It almost looks as if the game ignores either luxuries or all happiness buildings (probably the first) for some reason. This gets resolved after the first turn in PBEMs, but obviously not in SP.
But this is only when playing the scenario in SP mode. I looked at the first turn of every civ in the PBEM when setting up the game, and happiness was at a normal level, so we should be ok.
Originally posted by joncnunn
Athough I did note that Ottoman empire can't move any units on turn 1 in SP.
Some civs can not move units on the first turn in SP. No civs (I think) can move units on the first turn in the PBEM.
I think we can safely assume the game will continue for as long as we like, even if it hits the turn limit. Basically, we will play until someone clearly wins, or until we get bored (whichever comes first )—just like in the WWII game.
The SP version has most of the world in a set of locked alliances.
Something like 6 Central Powers vs 8 Allied powers. [Including Albana like to be wiped out on turn 1/2]
France only has 3 locked oppoents in Napolonic. (after you knock out Amsterdam on turn 1/2)
WW is calculated on a per player basis. Each locked war = max WW for that player.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
I see. Good to know that thing about locked wars. Makes me dislike the option even more...
I think the authors of the scenario missed that point, or made it too drastic. This makes Russia non-defendable on the higher difficulty levels, as all her big cities (the ones that could really help you survive) use 2/3 (or more!) citizens as Entertainers.
Well, those with a low-WW govt do have a couple of options; note that setting a high-WW govt in a locked war would probably immeatdely triger a forced anarchy; hum possible interesting trick for a scenerio ...
1. Declare a revolution on turn 1. Ottoman Empire is even relgious, so they only undergo a two turn anarchy.
If Russia isn't relgious though, that's a 7 to 9 turn anarchy though I think even the German AI would conquer much of Russia very fast if that option was chosen by a human.
2. 50%+ luxary slider. Combined with as much luxaries as you can get a hold of. This probably means reserach completely off because min research is aprox 40% of the turn limit for SP.
3. Wipe out the minor civs your at war with.
Originally posted by Modo44
I see. Good to know that thing about locked wars. Makes me dislike the option even more...
I think the authors of the scenario missed that point, or made it too drastic. This makes Russia non-defendable on the higher difficulty levels, as all her big cities (the ones that could really help you survive) use 2/3 (or more!) citizens as Entertainers.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Except that Russian govt did in fact collapse in part from WW during the Great War.
Originally posted by Modo44
I see. Good to know that thing about locked wars. Makes me dislike the option even more...
I think the authors of the scenario missed that point, or made it too drastic. This makes Russia non-defendable on the higher difficulty levels, as all her big cities (the ones that could really help you survive) use 2/3 (or more!) citizens as Entertainers.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Originally posted by Modo44
Yes, the first save went to Trolldom. But the czar has been silent for a day now. This is a disaster almost as big as one Paddy disappearing.
yes and add this additional disaster
I have all weekend to pay so I am sending turns now
First of all, we are now eight players, so that save is not valid anyway. I will update the first post in this thread in a bit (forgot to). Please hold, and wait for a new save.
Second, the scenario should run just fine as it is. But, you need to download the files, and unzip them into the Civ3\Conquests\Scenarios folder. A new folder called "juillet1914" should be created. With it, you should have no problem opening the save (at least until we start building other new units...). A link to the download site is in the first post in this thread.
Comment