Alternative Timelines

Forgive the ignorant and probably simplistic question: Does it break saves if you turn on one (or more) of the Alternate Timeline modules after starting a game? It's okay if it does, I'll just remember to activate the modules before I start my next game.

Thanks.
 
Forgive the ignorant and probably simplistic question: Does it break saves if you turn on one (or more) of the Alternate Timeline modules after starting a game? It's okay if it does, I'll just remember to activate the modules before I start my next game.

Thanks.

No it doesn't. Turning them OFF might result in units and buildings being deleted, and is a more drastic change, but turning them ON should be just fine.
 
Forgive the ignorant and probably simplistic question: Does it break saves if you turn on one (or more) of the Alternate Timeline modules after starting a game? It's okay if it does, I'll just remember to activate the modules before I start my next game.

Thanks.
No, that does not break save games in C2C. Actually there are very few changes that break them as C2C uses special resilient savegame formats (SVN changes many times a day and people on it still continue playing).
 
I would like to know what the status is on the obsidian and the conquered age. How this age would be triggered and what units/buildings/tech/civics are involved.

I do not have much skills in XML and unit/building making but I've found many tutorials on how to do this. With practice I could hopefully contribute to this.
 
I would like to know what the status is on the obsidian and the conquered age. How this age would be triggered and what units/buildings/tech/civics are involved.

I do not have much skills in XML and unit/building making but I've found many tutorials on how to do this. With practice I could hopefully contribute to this.

We deviated highly from this tree. Right now we just have ...

- Megafauna Domestication
- Clockpunk
- Steampunk
- Dieselpunk
- Atompunk
- Biopunk
- Cyberpunk

Each are techs and not ages and are linked to our culture wonders instead of their own eras. However we do plan to still add an Ancient and Post-Apocalyptic alt-timeline stuff. How the latter is going to be done is still under debate.
 
A while ago I did a piece on what could be like Hippiepunk, and surely it would be fun to see it integrated in C2C

New Tech: Go Ask Alice

Requires: Mass Media, Psychology, Medicine, [+Pentagon to be built?]

enables:

New 'Society' Civic Wonder Culture?: Far Out (Available with 5 LSD Labs)
-> As long as you have civic Far Out any Civ you declare war on will trigger all other civs to DOW on you.

New WW: Ecotopia ( http://en.wikipedia.org/wiki/Ecotopia )
Requires: Go Ask Alice, economy civic choice "green", Far Out

Bonus for building Ecotopia: Tech [Ecological Engineering] unlocked/gifted to player // or Paradise Civic unlocked

New Building: Disco
+ 1 Free Artist, +5 :culture: with Far Out
Requires: Go Ask Alice

New Building: LSD Lab
+100% War Wariness, -15% commerce (Must build 5 of those for adopting Far Out)
5 population of the city the LSD Lab is built in are tied to be normal specialist "citizen"

National Wonder: Studio One ( http://en.wikipedia.org/wiki/Studio_One_(record_label) ):
+1 Free Artist, +5 :culture:, 2 Hit Singles with Far Out
Requires: Go Ask Alice
(builds double as fast in colony (oversea) city)

National Wonder: Studio 54( http://en.wikipedia.org/wiki/Studio_54 ) :
+5 :mad: (bad taste of music and clothes)
Evens the LSD lab malus in the city built in (because over time the people change to cocaine rather than acid)
+5 :yuck:
-25% War Weariness
(helps reducing political awareness of the youth )

New Building: Record Store:
+2% :commerce: +4% :culture:
+4 :) with Far Out

Unique quest for Civic Far Out:
Your Hippies Agents (Powtin Auser and Joez Baan) have to put LSD in drinking water of 5 different civs capitals. After completing the task, the whole world gets a golden age. Relations of all nations randomly +5/+9 points.

New Spy Mission: LSD Poisoning:
City in Revolt for 5 turns + regular poisoning effects. Very expansive mission (this tweak represents moral outrage because of 'hippie terrorism', of course)
 
very impressive DRJ :clap:
bye the way what about a steam punk event: need mad scientist castle
one of the mad scientists has gone to far with his experiments of two headed guinea pigs
a mob of peasent of the surounding area wants to burn down the castle and destroy his work

1. we have to stop this, let them burn it down ( lose the castle, + one hapines )
2. let them burn down the castle but take the animals and take them in our petting zoos (lose the castle, every petting zoo gets +2 research -2 unhapines
3. the research is too important ,our troops have to defent the castle ( 3 turns of unrest in the city )
 
Has any one read Harry Turtledove's alternate history books? I am thinking of the Worldwar series, where it is WW2 and an alien race invades with equipment equal to about modern times 1990+. But not the equipment to build any more. They are at war with everyone, have the tech equal to all those currently discovered, their own set of wonders to build and are scattered all over the world. A limited amout of the advanced units, and they then have to take over cities, build the buildings, research the tech and build regular units. They can only get cease fire, not peace, never become anyone's vassel, and are always hostile to the humans.
 
Has any one read Harry Turtledove's alternate history books?

I love alternate history science fiction.
I have heard that Harry Turtledove is the absolute king of that genre, but I have not read any of his many books yet. Would you please recommend the best one of his books to start with? Surprisingly I have bought and read a lot of similar books.
Maybe you could create some C2C Harry Turtledove alternate world scenarios, using the world-builder?? We would all love them.
Time travel, Connecticut Yankee in King Arthur's Court, alternative history WhatIF stories, are fascinating; no wonder I like the idea of C2C so much.

I highly recommend:
The Cross-Time engineer series by Leo Frankowski
http://www.amazon.com/Cross-Time-Engineer-Adventures-Conrad-Stargard/dp/0345327624
It is very entertaining, easy reading, a little juvenile, but awesome in it's scope and exploration of technology applied in a past time.

I can't wait to see more of what C2C becomes:)
 
Hydro
Not past medieval period, and not with every tech researched, there is a ton i have not seen yet, and variants of units ( since i have not looked to see which are stock) would be usfull.
 
A couple of ideas for alternate timelines.
Ostrich riders.
And an early, (very early) flight unit, eagle riders, or more accurate, Roc riders. Have a subdued Haast's eagle build a special building to create the riders after Megafauna, national unit, so there are not hundreds of them around.
 
A couple of ideas for alternate timelines.
Ostrich riders.
And an early, (very early) flight unit, eagle riders, or more accurate, Roc riders. Have a subdued Haast's eagle build a special building to create the riders after Megafauna, national unit, so there are not hundreds of them around.

Eagle Riders? Yeah that reminds me of something lol ... with genetics your eagle riders could bec upgraded to Hawk Men ^^


Link to video.
 
A couple of ideas for alternate timelines.
Ostrich riders.
And an early, (very early) flight unit, eagle riders, or more accurate, Roc riders. Have a subdued Haast's eagle build a special building to create the riders after Megafauna, national unit, so there are not hundreds of them around.

Unfortunately no one has made unit graphics for those units or we probably would.

Eagle Riders? Yeah that reminds me of something lol ... with genetics your eagle riders could bec upgraded to Hawk Men ^^

Link does not work.
 
Now that multimaps are at least possible, maybe you can have it so that a small fraction of games will have a somewhat habitable Mars with it's own, alien civilization(s) (ala John Carter)
Also, awesome mod!
 
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