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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
If medieval infantry were 5/2/1 I'd still build knights myself too. Mobility is so much more powerful than just attack strength on it's own (hence the power of rush tactics, and why they are always done by fast horse units). The infantry would have to be accompanied by pikes (realistic, I suppose) if they were to be successful in attacking against a human opponent, otherwise they'd be whittled down one by one.
Originally posted by Lawrence of Arabia
Maybe call them Macemen.
I think the problem that firaxis has encountered is that it has not allowed enough spacing between unit strenghts. . .
Knight 5.4.2
Longbowmen 5.1.1
Pikemen 1.5.1
Musketmen 3.6.1
Cavalry 10.5.3
Infantry 14.18.1
Paratrooper 16.22.1
Although I strongly disagree with some of your values your point is VERY valid about Firaxis making a big mistake by not having enough space between units. A lot of us complained about that in December. Why did they do that, and keep post-gunpowder units' values so low??
Firaxis already admitted that they made those values ARTIFICIALLY low to "give a chance" to civs without certain resources, such as saltpeter. Of course, strategic resource appearances rates are absurdly too low in Civ 3. So Firaxis is wrong on both counts.
All this is why people have been forced to mod the game - for playability AND some semblance of historical accuracy.
AS FOR YOUR VALUES. . .
Longbowmen defense value is FAR too low. They repeatedly stopped French knights at Crecy, Poitiers, and Agincourt.
Knights defense value is a bit too high.
Pikemen is alot too high. Actually, I liked Civ 2 giving them a bonus against mounted troops.
Cavalry attack values are too high. With your riflemen at '10' defense the cavalry will have a fair chance of defeating them - totally unrealistic.
BTW, we also need a second (modern) Musketman (with the bayonet and a faster firing mechanism), plus offensive Shock Troops coming before tanks.
Yes, if we're going to have a special Medieval Infantry unit, Men-at-Arms is probably as good a name as any.
A billion citizens scurry like ants beneath the spires of the great city, their underpants as pure as the driven snow. The whole world is in the iron grip of The Bottom Inspectors.
I agree, a medievel unit (other than the knight) needs to be added. It's like the game skips from the Ancient Era to the Industrial Era.
The new unit (whatever it's name is) could be 5/2/1, enough of an upgrade from the Swordsman, and more powerful than the Longbowman, though not interferring with the Musketman. I personally like the name Footsoldier, or Footman.
And personally, I think the modern ground unit, Marine, needs a change. If they want this game to be historically accurate, they need to change this dudes name...maybe to Heavy Infantry or something like that. The Marines are U.S. troops, yet in Civ3, every civ can build him...
One Ring to rule them all,
One Ring to find them,
One Ring to bring them all,
And in the darkness bind them.
If a tech becomes too powerful, you could raise its cost.
Should these "Men-at-Arms" be as strong as 5/2/1? Then they would slaughter Musketmen both in offense and defense, if you dont raise the values of all gunpowder units.
The difference between industrial society and information society:
In an industrial society you take a shower when you have come home from work.
In an information society you take a shower before leaving for work.
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