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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
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I found this annoying in Civ3 and now I find it in RoN
In my last game (4 players per team, two teams...) I was only attack by the enemy living next to my borders, why my ally was under attack by the enemy living next to his borders... those AI's who had no enemy next to borders, wasn't under attack at all... and never joined a war...
In my limited expierence with the game, I've never been in such a position. Did you do anything to make them mad?
The color of your skin is your uniform in this ultimate battle for the survival of the West. -- George Lincoln Rockwell
The American sold his birthright in a continent to solve a labor problem. -- Madison Grant
In the diplomacy games I have played I have often found myself in the opposite situation. I can play quite peacefully on my own while the AI's battle with each other. Unless I declare war, I often find that I only go to war if my ally goes to war with someone or if the AI is very big a powerful and has killed everyone else and decides it's my turn This is on moderate level, on the easier levels it's about the same except it's me who is telling the AI it's his turn
I have Never yet seen the benifit of Allies. They do Nothing! I flag them "Move Army Here" or simply "Help", but he just continues to ignore me. AI Allies are less than useless.
I've seemed to notice that sending a scout on autoexplore will sometimes pisss off every civ it passes through.
I was playing Dip on Desert Oasis as Mongols, and as soon as my auto-exploring scout passed near the Korean captial, they declared war on me, even though it appeared they didn't have any military to speak of.
Similiar things have happened in other games too. Perhaps the AI script has something like:
if (I see scout near my capital) and (the other guy is not insanely powerful)
DECLARE WAR
end if
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