Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Scenario League / Civ2-Creation > A Playtest Too Far
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
29.Jul: MOVING UP ON REVISED `TOP 100` INDEX
29.May: GAME MECHANICS REFERENCE BOOKLET
06.Mar: DROPPING FROM SECOND TO THIRD
CivGroups
Scenario League / Civ2-Creation (66): Not a Member - Join

bottom of page
  - CIVILIZATION 2 from $6.95 - CIVILIZATION 2 from $4.25 - CIV2: TEST OF TIME from $2.50 - CIV2: MULTIPLAYER GOLD EDITION from $4.99
Author
Thread   
Pages (6): [ 1   2   3   4   5     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 15-08-2004 23:35 Visit fairline's homepage!
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton or Terrorists Win

If you want To fill up the remaining unit slots lol, I could draw a 107 Pz Bde symbol for an extra Panther, StuG and Sdkfz250.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 16-08-2004 00:43 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Support Apolyton buy from Amazon

Thanks for the OOB info on the 107th bde. I'd like to hang on to the slots for other things though - thanks for the offer. I'm considering whether to add an Allied SP AA unit. Do you know what they used?

Here's another idea, let me know what you think. There was an exagerated fear of mines along the highway. How about a minefield unit with the sub flag, and a Sherman flail unit with the 'can see subs' flag? The flail could also have the 'spy' flag and bribe the otherwise deadly mine unit. A little ahistorical, I know, but....

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 16-08-2004 00:49 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Increase the size of your Attachments

A good idea but - I would keep the spies out of it and keep the combat direct.

I like the mine idea though - Might make things a bit hairy...

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 16-08-2004 02:14 Visit fairline's homepage!
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by techumseh
- I'm considering whether to add an Allied SP AA unit. Do you know what they used?


The 40mm Bofors SP (mounted on a truck) and a towed version of the same gun were used by all divisional Light AA Reginments. I reckon this is a good idea to use them, as I've lost count of the number of times I used my Spitfires to cover my vanguard. Graphic?
quote:

Here's another idea, let me know what you think. There was an exagerated fear of mines along the highway. How about a minefield unit with the sub flag, and a Sherman flail unit with the 'can see subs' flag? The flail could also have the 'spy' flag and bribe the otherwise deadly mine unit. A little ahistorical, I know, but....


Sounds like a great idea Here's another one - I was overly-reliant on aircraft to reduce cities and it would be nice to have a tank that could take on this role. You mentioned this to me a couple of weeks ago: how about a Churchill Crocodille with ignore city wall flag?

A single Sherman Crab and Churchill Croc or AVRE should do it.

BTW you mentioned the number of German aircraft a couple of posts ago - I encountered only a handful, so that was historically correct. Strangely, there were 3 or 4 Ju 88 garrisoning Nijmegen when I took it, which hadn't been used to defend it. I guess covering my attacking units with a Spit stopped the AI using 'em, but normally the civ AI isn't that bright....

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 16-08-2004 05:29 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Increase the size of your Attachments

quote:
Originally posted by fairline


The 40mm Bofors SP (mounted on a truck) and a towed version of the same gun were used by all divisional Light AA Reginments. I reckon this is a good idea to use them, as I've lost count of the number of times I used my Spitfires to cover my vanguard. Graphic?


Graphic? What a swell idea! On the truck, please.


quote:
Sounds like a great idea Here's another one - I was overly-reliant on aircraft to reduce cities and it would be nice to have a tank that could take on this role. You mentioned this to me a couple of weeks ago: how about a Churchill Crocodille with ignore city wall flag?


Ahh. The perennial conflict between designer and playtester. The playtester always seeking to make his task of winning the game a little easier. And the designer, always striving TO MAKE THE BLOODY THING HARDER THAN HELL!!!

Let's look at that in the final play balance adjustments. In the meantime, I'm going to try and help the AI make those stacks with Spit aircover just a little more dangerous.

quote:
BTW you mentioned the number of German aircraft a couple of posts ago - I encountered only a handful, so that was historically correct. Strangely, there were 3 or 4 Ju 88 garrisoning Nijmegen when I took it, which hadn't been used to defend it. I guess covering my attacking units with a Spit stopped the AI using 'em, but normally the civ AI isn't that bright....


I've never been fully confident in the "randomness" of the random events. We need to get to the bottom of the grounded Ju-88's too.

quote:
Originally posted by curt

A good idea but - I would keep the spies out of it and keep the combat direct.

I like the mine idea though - Might make things a bit hairy...


Too late, Curt. There are already spies in the form of commandos/pathfinders, one with each airborne division. Their job is to capture the German ferries. All units except ferries (and now mines) are unbribable. And the spy options menu has been disabled, so they can't bribe cities, plant nukes or anything else except investigate a city or bribe a ferry. I think it'll work OK, with the cdos being up north and the flail tank down at the start line.

Cheers.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 16-08-2004 23:57 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Got spare money?

Corrections to the (somewhat hurried) patch I sent last night:

1. Change the prereq of Minefield to Ast, and that of Sherman Flail to Bro. Right now the Germans can build the Flail, as I left the prereq as nil.

2. Replace the events for the Zon bridge with this: (It's near the end of the file) Right now, it's Zon that blows, not the bridge.


@IF
CITYTAKEN
city=Zon
attacker=Allies
Defender=Germans
@AND
RANDOMTURN
denominator=2
@THEN
TEXT
The Germans blow the Zon canal bridge!
ENDTEXT
PLAYWAVEFILE
Largexpl.wav
CHANGETERRAIN
terraintype=0
maprect
13,73,13,73,13,73,13,73
JUSTONCE
@ENDIF

3. bumping up the British infantry movement to 3 has revealed the wrong move cost for unbridged terrain. It should be 4 - not 2.

BTW, did you know that the city of Arnhem has renamed the bridge across the Rhine the "John Frost Bridge", after the commander of the battalion that held the north end for several days against a German SS Panzer division? And, after a great debate in the community, is repainting the bridge's trim in the colors of the 1st Airborne - maroon and light blue? A proposal to paint the entire bridge maroon was defeated as "culturally inapproprate". I wonder why?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 17-08-2004 10:59 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#37 Report this post to a moderator
Inflate your Upload Space

After much hand wringing and gnashing of teeth, I have come up with an event which allows the gliders to arrive 1 turn ahead of their transported units and if the glider is killed before they arrive, the units won't appear. Unfortunately, this requires a fixed turn of arrival for both in order to get the event to work.

That means the random delay in the arrival of the 2nd and 3rd lifts will have to go. It's less realistic, but the game will be easier to balance. Each Allied 'plan' will require 10 flags, 1 per glider. There are 31 Allied flags, and 26 unused German ones, for a total of 57. That allows up to 5 Allied plans, with 7 flags left over.

I have a couple of questions. First, would you prefer the glider/reinforcement feature or the random airborne reinforcement arrival time? Second, does anyone have any suggestions as to what plans B to E should look like? Landing zones (paras and gliders) should be in plains or polder terrain, not adjacent to a town. More daring plans can be handicapped by randomly dropping some arriving units into the river!

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 17-08-2004 16:08 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#38 Report this post to a moderator
Support Apolyton buy from Amazon

It's a toughie, indeed -
Implementing a method of the AI thwarting the gliders will add to the challenge and fun.
But presents problems in making events do something it difficult.

But if you think the random airborne reinforcement arrival will make things more realistic, why not?
The emphasis should be on the direct unit action.

PS
If you need any icons made for the battle plans, I would be happy to help.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 17-08-2004 19:12 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#39 Report this post to a moderator
Lose 30 kilos (of popups)

Thanks Curt, that's actually now done. I COULD use a decent icon -and improvement graphic- for anti-tank ditch, in the same style as the one of yours I used for the anti-aircraft emplacement.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 17-08-2004 19:23 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#40 Report this post to a moderator
Increase the size of your Attachments

I am making ToT icons right now, so I will get right on it!

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 17-08-2004 20:03 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#41 Report this post to a moderator
Support Apolyton buy from Amazon

Wonderful! And while you're at it , how about a set of HQ graphics? I'm thinking a nice hotel or chateau, with a British flag hanging on it.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 17-08-2004 23:02 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#42 Report this post to a moderator
Get a bigger avatar today!

When I "stereoized" the rocket wav for the nebelwerfer, I accidentally save it in the wrong frequency. Here is one that will really play.

Attachment: rocket.wav
This has been downloaded 37 time(s).

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:17
  Old Post 18-08-2004 06:31 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#43 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
I have a couple of questions. First, would you prefer the glider/reinforcement feature or the random airborne reinforcement arrival time?
If I understand this Tech, could you keep the glider/reinforcement feature and fix the reinforcement schedule for a given event.txt? Make several event files differing only in turns (and locations?) of reinfs. Then randomly select an event.txt prior to the start of the scenario. A batch file could do that, and I suspect Merc's utility could be tweaked to do it more eloquently given enough supplications.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 18-08-2004 07:43 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#44 Report this post to a moderator
Put an end to popups!

So, you're suggesting the weather delay factor could be implemented based on which events file is chosen?

Do you know if the random selection of scn files (up to 6) that was first used in Jules Verne includes event files? That would eliminate the need for bat files.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 18-08-2004 08:39 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#45 Report this post to a moderator
Support Apolyton, buy Civilization 2

A minor discovery - perhaps a re-discovery?

You can make alt events files for your alt scn files (up to 6 total) and the game will randomly select one when the scenario is loaded. This way, we can have up to 6 variations on location and numbers of starting units, plus 6 different events files, one of which will be randomly chosen when the scenario is loaded.

So the delay in the arrival of the airborne forces can be randomly varied, and I can have the glider event as well. Thanks Dave!

Leonidas is offline Leonidas
King

May 2000
time: 05:17
  Old Post 18-08-2004 19:28
Edit/Delete Message Reply w/Quote
#46 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:
Originally posted by techumseh
A minor discovery - perhaps a re-discovery?

You can make alt events files for your alt scn files (up to 6 total) and the game will randomly select one when the scenario is loaded. This way, we can have up to 6 variations on location and numbers of starting units, plus 6 different events files, one of which will be randomly chosen when the scenario is loaded.

So the delay in the arrival of the airborne forces can be randomly varied, and I can have the glider event as well. Thanks Dave!



Interesting discovery.

Would you mind expanding on how this is done for a scenario?

Cheers!

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 18-08-2004 20:37 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#47 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by techumseh
Wonderful! And while you're at it , how about a set of HQ graphics? I'm thinking a nice hotel or chateau, with a British flag hanging on it.


Both Icons coming soon!

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 18-08-2004 20:43 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#48 Report this post to a moderator
Support Apolyton buy from Amazon

Would this do for a British HQ icon?

Attachment: brit-hq1.gif
This has been downloaded 142 time(s).

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 18-08-2004 21:25 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#49 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

@Leonidas

This feature was first used in the Jules Verne scn from FW. If anyone still has the small manual, I think it was described there in some detail. I used it in Red October as well, but I didn't realize that you could use a separate events file for each of the 6 scn. files which are randomized. It works like this:

You have a scn file, say Market-Garden scn. , with an opening text file - Market-Garden Txt. and an events file - Events Txt. Make 5 additional scn files, each with a different German initial deployment. Name these Market-Garden2.Alt, Market-Garden3.Alt and so on, up to #5Alt.

The text files are named Market-Garden2.Txt and so on. The same with the events files - Events2.Txt to Events5.Txt. Each events file can vary the timing of location of Allied and German reinforcements- or anything else, for that matter.

When the scenario is loaded, the Civ2 program randomly selects one of the 6 scenario files and the specific text and events files that go with it. NOTE: if you get Market-Garden4.Alt, you'll also get Events4.Txt and so on. This feature has been part of Civ2 (including ToT) since FW was introduced, but I think it's largely been forgotten knowledge.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 18-08-2004 21:50 Visit curtsibling's homepage!
Edit/Delete Message Reply w/Quote
#50 Report this post to a moderator
Support Apolyton, buy Call to Power 2

The Verne sceanrio with FW pioneered this cool feature.

I'm glad you are using it!

Leonidas is offline Leonidas
King

May 2000
time: 05:17
  Old Post 19-08-2004 03:00
Edit/Delete Message Reply w/Quote
#51 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by techumseh
@Leonidas

This feature was first used in the Jules Verne scn from FW. If anyone still has the small manual, I think it was described there in some detail. I used it in Red October as well, but I didn't realize that you could use a separate events file for each of the 6 scn. files which are randomized. It works like this:

You have a scn file, say Market-Garden scn. , with an opening text file - Market-Garden Txt. and an events file - Events Txt. Make 5 additional scn files, each with a different German initial deployment. Name these Market-Garden2.Alt, Market-Garden3.Alt and so on, up to #5Alt.

The text files are named Market-Garden2.Txt and so on. The same with the events files - Events2.Txt to Events5.Txt. Each events file can vary the timing of location of Allied and German reinforcements- or anything else, for that matter.

When the scenario is loaded, the Civ2 program randomly selects one of the 6 scenario files and the specific text and events files that go with it. NOTE: if you get Market-Garden4.Alt, you'll also get Events4.Txt and so on. This feature has been part of Civ2 (including ToT) since FW was introduced, but I think it's largely been forgotten knowledge.


Very nice indeed

Thanks for the explanation.

It looks like a very easy system to have in a scenario.

And this would greatly add to the playability of ANY scenario, even ones that have already been completed.

I am surprised that this has not been used more often.

Talk about the unpredictable.

Cheers!

Catfish is offline Catfish
Warlord
Wollongong, Australia
Aug 2000
time: 14:17
  Old Post 19-08-2004 08:42 Visit Catfish's homepage!
Edit/Delete Message Reply w/Quote
#52 Report this post to a moderator
Increase the size of your Attachments

quote:
Originally posted by techumseh
The text files are named Market-Garden2.Txt and so on. The same with the events files - Events2.Txt to Events5.Txt...

When the scenario is loaded, the Civ2 program randomly selects one of the 6 scenario files and the specific text and events files that go with it.

This must explain why Civ2 has the habit of reading the wrong events files in many multiple-events scenarios (batch file style). I always ended up having to rename them. Lesson: never name your events files events1.txt, events2.txt, etc (unless of course you're using the Verne method).

Edit: Just tried using 10 event files: events.txt, events1.txt, events2.txt... events9.txt. Civ2 made random selections from all 10 of them.

Last edited by Catfish on 19-08-2004 at 14:23

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 19-08-2004 09:39 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#53 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by curtsibling
Would this do for a British HQ icon?


It's very good, thanks.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 20-08-2004 21:44 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#54 Report this post to a moderator
Avatar Enlargement: We've got the solution

I've reorganized the events using masks, which allows me to save events space. There are enough flags and events space for 3 alternate British airborne plans, one of which is selected when the scenario is loaded. I'm hoping for comments and suggestions on these plans or other alternatives anyone might propose.

The first one (Plan A) is the historical plan: 1st AB west of Arnhem, 82nd south and east of Nijmegen and 101st from Zon to Vught - all in 3 'lifts'.

I'm thinking that plan 'B' would have the first lift of the 1st land closer to Arnhem and the 82nd closer to Nijmegen. Higher randomized losses 'cause of flak in both places. This would be the plan preferred by most armchair critics of the battle.

For plan 'C', I'm thinking of something a bit more radical. Hold back the 101st and land with the 1st and 82 in 2 lifts instead of 3. On the 3rd lift, land the 101st north of the Rhine to help the 1st AB. The 82nd would be more spread out, having to cover the 101's area, but would get 2 of 3 lifts on the first day.

Exact timing of each 'lift' will be unknown to the player, since each events file will be somewhat different and will be selected at random when the scenario is loaded. Bad weather played havoc on Allied plans.

German deployment and reinforcements will also be randomized. One possibility is that the 9SS is deployed around Eindhoven, right in the path of the Guards Armored Division. And there are many more possibilities. Any suggestions?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 20-08-2004 21:57 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#55 Report this post to a moderator
Lose 30 kilos (of popups)

Here's the south half of the map:

Attachment: omg-smap.gif
This has been downloaded 105 time(s).

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 20-08-2004 21:58 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#56 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

And here's the north half:

Attachment: omg-nmap.gif
This has been downloaded 105 time(s).

GoPostal is offline GoPostal
Warlord

Nov 2003
time: 05:17
  Old Post 21-08-2004 01:17
Edit/Delete Message Reply w/Quote
#57 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

what do the little parachutes on the map mean?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:17
  Old Post 21-08-2004 02:02 Visit techumseh's homepage!
Edit/Delete Message Reply w/Quote
#58 Report this post to a moderator
Avatar Enlargement: We've got the solution

quote:
Originally posted by GoPostal
what do the little parachutes on the map mean?


They're to mark possible landing spots for the Allied player.

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 21-08-2004 05:07 Visit fairline's homepage!
Edit/Delete Message Reply w/Quote
#59 Report this post to a moderator
Tired of ads?

quote:
Originally posted by techumseh
I'm thinking that plan 'B' would have the first lift of the 1st land closer to Arnhem and the 82nd closer to Nijmegen. Higher randomized losses 'cause of flak in both places. This would be the plan preferred by most armchair critics of the battle.


Agreed - Hackett and other commanders who have subsequently written about Arnhem are with you on this one.

quote:

For plan 'C', I'm thinking of something a bit more radical. Hold back the 101st and land with the 1st and 82 in 2 lifts instead of 3. On the 3rd lift, land the 101st north of the Rhine to help the 1st AB. The 82nd would be more spread out, having to cover the 101's area, but would get 2 of 3 lifts on the first day.


Interesting idea and a good one You could even land all 3 Divisions in 2 lifts - Browning's insistance on landing his entire Corps staff in the 101st area of operations used up an inordinate number of gliders that would have been better employed landing combat troops, so you could simulate this possibility.

quote:

German deployment and reinforcements will also be randomized. One possibility is that the 9SS is deployed around Eindhoven, right in the path of the Guards Armored Division. And there are many more possibilities. Any suggestions?


I like this one; that'll definitely slow down XXX Corps

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:17
  Old Post 21-08-2004 19:45 Visit Mercator's homepage!
Edit/Delete Message Reply w/Quote
#60 Report this post to a moderator
Tired of ads?

I can't be of much help here, except for Dutch spell checking purposes (though I can't be 100% sure the names were the same back during WWII. I'm using an '88 atlas).

s'Hertogenbosch should really be spelled 's-Hertogenbosch, but that's just one character too long. I guess you could either leave out the hyphen or the apostrophe. Or you could use Den Bosch instead. 's-Hertogenbosch is the official name, but it's usually called Den Bosch.

Nijmegan must be Nijmegen
Vegel should be Veghel
Zon should be Son
I think you can spell St Oedenrode in full as Sint Oedenrode.
I think Sommern must be Someren, but it's misplaced quite a bit.

I can scan in the two maps from my atlas, if you want. It's not the most detailed though, some of the villages on your map aren't even shown on it.

 
Pages (6): [ 1   2   3   4   5     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:17.
Apolyton Time is 00:17.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0602 seconds (92.44% PHP - 7.56% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net