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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
After all, the ability for an invader to erase a huge city that had existed for millenia in a single turn is a bit harsh, isnt it?
Well, one turn, you must realize, especially in the early part of the game, is a long time. even later when a turn is only like a year, with modern weaponry that is plenty of time to clear a city...heh
Originally posted by panag
the best would be that we can clear them up with a worker , .... , hey the worker could even die because of the hard work , ....
if a new city is build on top , we should get a certain bonus , maybe a couple shields , or maybe a low cost or free building , ...
What about a ten shields bonus once, like the "worker cut forest", then?
Probably easy to code into the program and not unbalancing.
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
I say:
1- Defense bunus similar to fortresses.
2- If you build a city on the ruins you still to conserve it's culture and it's name.
Simple, not horribly powerfull.
Past cities that were abandoned or razed didnt really conserve their old buildings. And that includes cities that were abandoned because of food issues in the region. The populators just went back and rebuilt on top of the previous city. The ruins just ended up underground due to natural erossive (I dont know if this is the right word) forces.
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