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CTP1 WINNING THE LAND WAR IN ASIA

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  • CTP1 WINNING THE LAND WAR IN ASIA

    or Tips and Tricks for Call to Power...
    By William Westwater
    May 11, 1999

    Note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team express their views on ctp-related topics.

    A Good Week for New Things

    For many of you, this week is E3 week. If you're here in LA, you've hopefully lined up a pass to the show, and if you don't have a chance to go, you've set a web shortcut to your favorite gaming magazine. For the rest of you, who put the dreams of Call to Power over dreaming of future games, I thought I'd share a few strategies that might make Call to Power a whole new ball game.

    By the way, stop reading now if you don't like getting hints

    River, Forest, City

    Getting to know the value of our new tiles can take some time. If you haven't already noticed, rivers rule. You can never go wrong with a river. Period. Forests are pretty awesome too, but can't be improved easily. However, you'll also notice that city tiles can't be improved at all!

    So, what of it? Well, since you can never improve a city tile, you might as well pick the best basic tile that you can find - the forested river. Early on, this combination can produce considerably more than the next best tile combo - nothing to sneeze at to be sure.

    Gold, Gold, Gold

    Of course, you may not have access to the forested river. Even if you do, you might find the forest surrounded by grassland or by plains. You can farm these grassland and plains, and your city will grow very quickly. In fact, your city will grow so quickly that you may suddenly find yourself facing the greatest problem in managing your civilization - lack of gold.

    Nothing frustrates me like running out of gold and still having a large population. To keep them from rioting, I have to feed them more and work them less. I get less from my cities, and I still have to keep my workers on low-production farms, just to keep the cities from starving. Once I hit this stage, I know I'm in trouble.

    So what could I have done? Well, for one, I could use the oceans. Oceans are great for giving both food and gold. This is critical because I want to keep wages high so that I can work my people to the bone, especially early on. Oceans have pretty low production though. Even in the future ages, shallow ocean tiles allow no undersea mines. For this reason, oceans alone make for a large, but poorly developed cities as city improvements take too long to build.

    To make up for this, I look to combine oceans and mountains. The oceans pay the wages of one citizen and, with nets, feed the bellies of two. The other citizen gets to work in a mine on a mountain, which more than covers his wage and pumps lots of production straight into the city. A few good ocean and mountain cities with lots of nets and mines can fuel even the most aggressive war machine.

    Stack, stack, and bombard

    Once you've gotten going, you're probably in the mood to beat up a neighboring civilization. This is hard if you don't have the technology. Without cannons, a city wall is ferocious. Once you have cannons, a couple stacks of cannons mixed with musketeers can bombard most cities to their knees. Of course, if you must attack without softening the city with some good cannon fire, you can expect to take serious casualties.

    Whatever works for you...

    Of course, for most of you, you may have already discovered all of these tricks - or many others that are even more effective. I can't wait to hear that deity is just too darn easy. Until then, river, ocean, mountain, stack, bombard, and have a nice day.

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      by Martin Gühmann

      By Brad Santos
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      Note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team discuss ctp-related topics.

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      ...
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      Note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team discuss ctp-related topics.

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      Your army looks magnificent: Cavalry and Archers arrayed in stacks of nine. Samurai and Pikeman eager to storm the enemy's walled cities. You can already taste victory… picture the face of your mysterious internet opponent as your sandaled foot crashes down on his hopes of world conquest….

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      by Martin Gühmann

      By Winnie Lee
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      Note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team express their views on ctp-related topics.

      It's a wee bit lonely out here, since more than half the team's away on holidays, so I thought I'd sneak in a little bit more information on SLIC. Mind you, this is not aimed at programmers and programmer-type people - this is just a little bit of random easy stuff. It's for those who may not necessarily want to go through the whole rigmarole of writing a scenario, but would like a couple of little cool SLIC things in their games. So advanced users, don't flame me for the simplicity - this isn't for you!

      ...
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      By Brad Santos (a.k.a Dr. No)
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      Note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team express their views on ctp-related topics.

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      by Martin Gühmann

      By William Westwater
      May 20, 1999

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      Main Article
      Follow up by CD

      Let’s consider a concrete examples:
      Civilization:
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      Happiness: 75
      Crime: 10%
      Science contribution: 50%

      City 1:
      Pop 5. Pop are currently on:
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      Forest 20 P, 5 F
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      Shallow with Net 10 P 20 F, 5 G
      Shallow with Net 10 P 20 F, 5 G
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      Total after crime: 63.5 P, 63.5, F, 13.5 G
      Food Eaten: 22.5 F

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      ...
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      By Celestial_Dawn
      May 20, 1999

      Note: A discussion on the recent column by William Westwater begun on our forums. WW in response posted an example with numbers. We post it here, along with Celestial Dawn's reply.

      Main Article
      Follow up by WW

      Mr Westwater

      Section I - Your initial Assumptions

      I'm afraid that your concrete example isn't quite concrete.

      ...
      April 21, 2012, 16:51
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