Download Cradle III Files and Updates here
Requires Modswapper
Requires Activision Patch
Unzip and overwrite over existing CTP2 files.
Cradle III Zipped Directory
Call to Power 2/...all folders and files
or unzip on desktop and copy files over existing files.
The zipped files include 2 Cradle II play options and a new Cradle III option. If you have an older version of Cradle, remove all old CRA...gamefile.txt files to eliminate older versions of Cradle.
CTP2 CRADLE - v.3.0
A brief history…
Cradle started back in January, 2001. Until 2005, it had been considered to be the best and most innovative of the CTP2 Mods that deviated from the base game. From Cradle came Ages Of Man, which greatly expanded on the gameplay features and attention to detail that were begun in Cradle. AoM was ambitious, well-thought out, and pushed the CTP2 engine to a new limit.
Why Cradle II, and now, Cradle III…
I know…I could play AoM to get a more in-depth game. But AoM's main problem for me was a difference in foundational gaming philosophy. In short the primary focus in AoM 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, AoM 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. Much of the difficulty in playing AoM was also structured on a variety of AI bonuses and cheats, as well as cheats based on attrition targeting the player (.i.e the Dark Ages and Plague years.) Cheats are fine and do help gameplay, but the goal I have always had was to limit them as much as possible.
In 2005, 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. But during the summer of 2008, 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 also adapt some of the features into Cradle that I did like from AoM, as well as features from other games. (or at least, try to adapt them...)
CRADLE II - Birth of an Empire
- 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 of Cradle II is again on the Ancient/Medieval timeperiod. The game ends in 1400. (about 600 turns), although there is an option to play the full gamut.
- I activated all of the early game Wonders that I had deactivated when I created Cradle. 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.
CRADLE II 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 Ancient and Medieval 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. Great House Leaders also can create plunder to boost production and/or new recruits, depending on the time in the game.
- Battle Upgrades to Elite/Hero/Great General was added.
- 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 when I do play, I do not simply overwhelm the AI with naval strength, but at least now, the naval game is quicker.
- Removed ZOC for all units.
CRADLE III - Phoenix
- Religion is now a robust element of the game. Players have 6 religions that they can establish, they can write holy texts and gain Patriarchs, and best of all, they can generate Religious Influence points that go towards a new endgame victory option. (Thanks Maq)
- A new Leadership and Training feature, which allows the player to further boost unit strength through the cost of gold. (again, thanks to Maq)
- All Ancient and Medieval Front-line Units are Government-specific. This means that a player has to carefully consider WHEN he switches government, instead of racing to a government simply to gain the higher city cap. Unit purchase decisions also become simply more than cranking out front-liners.
- Further Refining of Unit Stats.
- PW Pillage Bonuses
- Plunder II disband creates Citizen
CRADLE GRAPHICS UPDATE
- I added a new set of graphic tile improvements, and cleaned up the graphics for the Visible Wonders. Used a combo of original and E's civ3 terrain.
- Implemented the color coding system I had developed for the AOM units, which defined unit ability.
- I created wonder movies for all of my added wonders from Cradle I-III, created a new intro video, and took the existing intro video and used it for the 'Birth of an Empire' endgame option.
- All informational TGA pictures have been cleaned up and improved, and Cradle finally has a consistent picture style for all picture types (backgrounds based on ages)
PLAY SUGGESTIONS
- Gigantic maps,16 civs
- No city razing (keep all cities you take), no battle retreating. These are features that the AI does not use...why should you???
I'd invite any player who has not played CTP2 for awhile to give this a playthrough...even those fans who were not impressed with CTP2 when it came out. After all, it's only a few hours time to give it a shot and to get an impression.
There’s more to come…I’m still kicking ideas around.
Requires Modswapper
Requires Activision Patch
Unzip and overwrite over existing CTP2 files.
Cradle III Zipped Directory
Call to Power 2/...all folders and files
or unzip on desktop and copy files over existing files.
The zipped files include 2 Cradle II play options and a new Cradle III option. If you have an older version of Cradle, remove all old CRA...gamefile.txt files to eliminate older versions of Cradle.
CTP2 CRADLE - v.3.0
A brief history…
Cradle started back in January, 2001. Until 2005, it had been considered to be the best and most innovative of the CTP2 Mods that deviated from the base game. From Cradle came Ages Of Man, which greatly expanded on the gameplay features and attention to detail that were begun in Cradle. AoM was ambitious, well-thought out, and pushed the CTP2 engine to a new limit.
Why Cradle II, and now, Cradle III…
I know…I could play AoM to get a more in-depth game. But AoM's main problem for me was a difference in foundational gaming philosophy. In short the primary focus in AoM 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, AoM 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. Much of the difficulty in playing AoM was also structured on a variety of AI bonuses and cheats, as well as cheats based on attrition targeting the player (.i.e the Dark Ages and Plague years.) Cheats are fine and do help gameplay, but the goal I have always had was to limit them as much as possible.
In 2005, 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. But during the summer of 2008, 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 also adapt some of the features into Cradle that I did like from AoM, as well as features from other games. (or at least, try to adapt them...)
CRADLE II - Birth of an Empire
- 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 of Cradle II is again on the Ancient/Medieval timeperiod. The game ends in 1400. (about 600 turns), although there is an option to play the full gamut.
- I activated all of the early game Wonders that I had deactivated when I created Cradle. 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.
CRADLE II 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 Ancient and Medieval 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. Great House Leaders also can create plunder to boost production and/or new recruits, depending on the time in the game.
- Battle Upgrades to Elite/Hero/Great General was added.
- 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 when I do play, I do not simply overwhelm the AI with naval strength, but at least now, the naval game is quicker.
- Removed ZOC for all units.
CRADLE III - Phoenix
- Religion is now a robust element of the game. Players have 6 religions that they can establish, they can write holy texts and gain Patriarchs, and best of all, they can generate Religious Influence points that go towards a new endgame victory option. (Thanks Maq)
- A new Leadership and Training feature, which allows the player to further boost unit strength through the cost of gold. (again, thanks to Maq)
- All Ancient and Medieval Front-line Units are Government-specific. This means that a player has to carefully consider WHEN he switches government, instead of racing to a government simply to gain the higher city cap. Unit purchase decisions also become simply more than cranking out front-liners.
- Further Refining of Unit Stats.
- PW Pillage Bonuses
- Plunder II disband creates Citizen
CRADLE GRAPHICS UPDATE
- I added a new set of graphic tile improvements, and cleaned up the graphics for the Visible Wonders. Used a combo of original and E's civ3 terrain.
- Implemented the color coding system I had developed for the AOM units, which defined unit ability.
- I created wonder movies for all of my added wonders from Cradle I-III, created a new intro video, and took the existing intro video and used it for the 'Birth of an Empire' endgame option.
- All informational TGA pictures have been cleaned up and improved, and Cradle finally has a consistent picture style for all picture types (backgrounds based on ages)
PLAY SUGGESTIONS
- Gigantic maps,16 civs
- No city razing (keep all cities you take), no battle retreating. These are features that the AI does not use...why should you???
I'd invite any player who has not played CTP2 for awhile to give this a playthrough...even those fans who were not impressed with CTP2 when it came out. After all, it's only a few hours time to give it a shot and to get an impression.
There’s more to come…I’m still kicking ideas around.
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