I actually do not expect any outside interest in an update for Cradle, but I am actually enjoying the revisions I am adding to my own setup.
I know, I could play AOM to get a more in-depth game. After all, AOM was built off of Cradle, and it adds a great many game features that are well-thought out.
But AOM's main problem (...for me, maybe not for everyone else) was a focus on bloat. The game simply did not allow for a mid-sized empire to win. You had to expand your empire in number of cities to reach a points victory, as well as a powergraph victory. Want to do a Gaia Controller? You are looking at 1,000+ turns to reach that.
With the new features, the game also suffered from added micromanagement, especially during the Dark Ages. And because of the damage that the Dark Ages could inflict, you were funneled into a select few overall strategies, in order to survive it all.
I gravitated towards civ4 because I felt it was the best meld of all the civ games...both civ/SMAC and the CTP series. And best of all, civ4 created a vast variety of macro strategies that could be followed by both large and smaller civs to win the game. I was playing it since it came out, and had uninstalled CTP2 several years ago. Two months ago, I decided to revisit CTP2, and started to kick around some ideas that I thought I could fold into Cradle. I went with Cradle instead of AOM because it was my Mod, and rather than get rid of AOM features I did not like, I would adapt some of the features that I did like from other games into Cradle (or at least try to adapt them...)
MISC
- My first goal was to implement a feature that would allow a mid-sized empire to win the game, while giving the player the ability to play that option with 'Bigger is BetterTM' (I've had victory with about 23-28 cities on gigantic maps while the Romans had 40+ cities) In fact, the game could be won with 15 cities. (The victory option actually simulates a cultural/colonial victory approach, and used the Solaris Project as the template)
- The primary focus is again on Ancient/Medieval. The game ends in 1400. (about 600 turns)
- Naval units now have at least 5 movement points. It allows for a much more enjoyable naval game. I know, the AI naval's ability is really bad...so I do not simply overwhelm the AI with naval strength, but at least now, the naval game is quicker.
- I activated all of the early game Wonders that I had deactivated. Originally, Cradle was started as European/Middle East in flavor, so all of the far East and MesoAmerican wonders were shut down, and were never reactivated when Cradle expanded.
- I'm currently starting to implement more substantial Religious elements in the game - to better reflect the realities of the Ancient world. Nothing tested yet in this area, but a lot of gruntwork setting up the files. Hopefully it will work as I envision.
UNITS
- Scout, an early/cheap unit whose only purpose is to explore. It does have stealth, so they can work as sentries later in the game.
- Raider, another stealth unit which simulates mobile horsemen who, although not powerful, have the ability to bombard to give the impression of hit/run tactics.
- A New set of Wonder units - most wonders now offer these as an added benefit.
- 8 Great House units - these are standalone Wonders that create powerful units that go outside the norm of regular military units with special abilities, and when you create them, you will also get an added normal military unit. (thanks to civ4 FfH)
- Great House Leaders create plunder to boost production and/or new recruits, bepending on the time in the game.
- Battle upgrades to Elite/Hero/Great General was added. (a nice civ4/AOM feature)
GRAPHICS
- I added a new set of graphic tile improvements, and cleaned up the graphics for the Visible Wonders.
- Implemented the color coding I had developed for the AOM units.
- I created wonder movies for all of my added wonders from Cradle 1.3.
Does this replace civ4?
No, but what it does is rekindle the enjoyment I got from modding CTP2 - and I think that is what I enjoyed the most about the game. I could easily adapt it to my own vision of what I enjoyed in a game. I play for fun, not for high score.
Actually the last two games I played are the first two CTP1/CTP2 games I ever finished to the end. Mission accomplished!!!!
Both games have their strong points, and there is enjoyment to be gained from both.
Cradle 2 download: http://ctp2files.apolyton.net/mods/Cradle2.rar
I know, I could play AOM to get a more in-depth game. After all, AOM was built off of Cradle, and it adds a great many game features that are well-thought out.
But AOM's main problem (...for me, maybe not for everyone else) was a focus on bloat. The game simply did not allow for a mid-sized empire to win. You had to expand your empire in number of cities to reach a points victory, as well as a powergraph victory. Want to do a Gaia Controller? You are looking at 1,000+ turns to reach that.
With the new features, the game also suffered from added micromanagement, especially during the Dark Ages. And because of the damage that the Dark Ages could inflict, you were funneled into a select few overall strategies, in order to survive it all.
I gravitated towards civ4 because I felt it was the best meld of all the civ games...both civ/SMAC and the CTP series. And best of all, civ4 created a vast variety of macro strategies that could be followed by both large and smaller civs to win the game. I was playing it since it came out, and had uninstalled CTP2 several years ago. Two months ago, I decided to revisit CTP2, and started to kick around some ideas that I thought I could fold into Cradle. I went with Cradle instead of AOM because it was my Mod, and rather than get rid of AOM features I did not like, I would adapt some of the features that I did like from other games into Cradle (or at least try to adapt them...)
MISC
- My first goal was to implement a feature that would allow a mid-sized empire to win the game, while giving the player the ability to play that option with 'Bigger is BetterTM' (I've had victory with about 23-28 cities on gigantic maps while the Romans had 40+ cities) In fact, the game could be won with 15 cities. (The victory option actually simulates a cultural/colonial victory approach, and used the Solaris Project as the template)
- The primary focus is again on Ancient/Medieval. The game ends in 1400. (about 600 turns)
- Naval units now have at least 5 movement points. It allows for a much more enjoyable naval game. I know, the AI naval's ability is really bad...so I do not simply overwhelm the AI with naval strength, but at least now, the naval game is quicker.
- I activated all of the early game Wonders that I had deactivated. Originally, Cradle was started as European/Middle East in flavor, so all of the far East and MesoAmerican wonders were shut down, and were never reactivated when Cradle expanded.
- I'm currently starting to implement more substantial Religious elements in the game - to better reflect the realities of the Ancient world. Nothing tested yet in this area, but a lot of gruntwork setting up the files. Hopefully it will work as I envision.
UNITS
- Scout, an early/cheap unit whose only purpose is to explore. It does have stealth, so they can work as sentries later in the game.
- Raider, another stealth unit which simulates mobile horsemen who, although not powerful, have the ability to bombard to give the impression of hit/run tactics.
- A New set of Wonder units - most wonders now offer these as an added benefit.
- 8 Great House units - these are standalone Wonders that create powerful units that go outside the norm of regular military units with special abilities, and when you create them, you will also get an added normal military unit. (thanks to civ4 FfH)
- Great House Leaders create plunder to boost production and/or new recruits, bepending on the time in the game.
- Battle upgrades to Elite/Hero/Great General was added. (a nice civ4/AOM feature)
GRAPHICS
- I added a new set of graphic tile improvements, and cleaned up the graphics for the Visible Wonders.
- Implemented the color coding I had developed for the AOM units.
- I created wonder movies for all of my added wonders from Cradle 1.3.
Does this replace civ4?
No, but what it does is rekindle the enjoyment I got from modding CTP2 - and I think that is what I enjoyed the most about the game. I could easily adapt it to my own vision of what I enjoyed in a game. I play for fun, not for high score.
Actually the last two games I played are the first two CTP1/CTP2 games I ever finished to the end. Mission accomplished!!!!
Both games have their strong points, and there is enjoyment to be gained from both.
Cradle 2 download: http://ctp2files.apolyton.net/mods/Cradle2.rar
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