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Originally posted by Eli
What I have in mind is a game with an extremely powerful naval aspect.
Players will start on small landmasses, enough to fit maybe 3-5 21 tiles cities.
The map will have lots of smaller islands that can fit 1-2 cities.
Resource wise, the map will be average.
Tiles wise, it will be rich. With less plains, jungles and tundras than average.
No corruption - To make powerful and far cities that will function as bases an important aspect of the game. No tech trading - I'm not sure about that, but it might add some more flavor to the game.
Bombardment kills - To make ships and carrier-based aircraft more effective.
30% faster vessels - To make ships more effective.
20% cheaper vessels - To make ships more easily available.
Pre-made - The random map generator cannot create the map we need, most of the time there will be 2-3 major land masses that will have to be divided and small islands that will have to be added.
6 total players, AIs will fill empty spots if there are any. No tech trading will get rid of the usual bullying of human players against the AI.
More suggestions are welcome.
We've talked about no tech trading but it that an actual rule? The concept wan no tech trading to assist the AI but we have no AI do we?
To my understanding the only restraint on us is that WE CANNOT TRADE TECHS.
It is the only restraint that works now. Other restraints were no expansionists and commercial traits and no Vikings.
It's not only the AI. We have zero corruption. If we start to whore techs now, we can be ready to enter the modern age before 1000AD. And don't tell that's a good thing. It's like accelerated production (science-wise) on steroids. on tech trading in this game.
You are right, it needs to be mentioned from time to time. I also was already tempted to offer a technology, just because I'm used to do it in my other games. Of course I know the rule and never really did it.
First contacts have been made. Soon everyone will know everybody else. This will make catch-up techs dirt cheap for backward civs and helps them to halfway keep pace, without penaltizing the tech leaders, so that good research still pays off.
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