Announcement

Collapse
No announcement yet.

CTP1 WINNING THE LAND WAR IN ASIA

Collapse
X
Collapse
  •  

  • 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.

      Posting comments is disabled.

    Latest Articles

    Collapse

    • CTP1: STRATEGY TIPS FOR THE ADVANCED PLAYER II
      by Martin Gühmann

      By Brad Santos
      June 23, 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 discuss ctp-related topics.

      For many first time players of Civilization: Call to Power, the sound of sinister cackling as an unseen Slaver kidnaps another citizen from an unsuspecting city is enough to cause an anxiety attack. The reason for this strong emotional reaction is simple… Along with the addition of a 1000 year Science Fiction game era and a completely new stacked combat system, the introduction of Special Units is one of the most fundamental differences between CTP and its mighty predecessor, Civ2. Players who stayed up playing Civ2 for hundreds of hours in the dead of night are now forced to learn the basics of unconventional warfare under a new game system. Players may feel like Arnold Schwarzeneggar in Predator, facing an invisible enemy of unknown capabilities. That can be intimidating.

      Don't worry. Change is good. As Arny pointed out in the same movie, "if it bleeds (you) can kill it". Once you get familiar with the Special Units you will learn to love them all like little computer sprite brothers….or you will never conquer the world again!

      ...
      April 23, 2012, 17:18
    • CTP1: DESIGNING GOOD MULTIPLAYER MAPS
      by Martin Gühmann

      By Brad Santos
      June 10, 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 discuss ctp-related topics.

      In the stillness of an ancient morning, the oar driven ships of a mighty war-fleet drive across heaving channel seas to scrape against the sands of a foreign shore. Wooden ramps crash down into foaming surf. The clatter of hooves and the ringing of iron fills the air as your invasion force thunders ashore.

      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….

      ...
      April 23, 2012, 17:09
    • CTP1: SLIC 1.1 EXTRAS
      by Martin Gühmann

      By Winnie Lee
      June 4, 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.

      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!

      ...
      April 23, 2012, 17:02
    • CTP1: THE 36 CHAMBERS OF DR. NO
      by Martin Gühmann

      By Brad Santos (a.k.a Dr. No)
      May 27, 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.

      Turn 472. The World teeters on the brink of another catastrophic war.…

      Turkish Fusion Tanks are massing along your Southern Border. The ominous sound of descending Space fighters fills the air as the powerful Egyptian technocrat makes yet another outrageous demand. Your depleted treasury can't afford to foot the bill for an Alien Life Project, let alone a two-front war. Then, just as things are starting to look really bad, the Ozone layer gives way and you are forced to watch in stunned horror as the gleaming towers of your capitol city disappear beneath the waves of a titanic flood.

      ...
      April 23, 2012, 16:49
    • CTP1: THE VALUE OF SCHOOL-FOLLOW UP by WW
      by Martin Gühmann

      By William Westwater
      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 CD

      Let’s consider a concrete examples:
      Civilization:
      Rations 7.5 per pop
      Happiness: 75
      Crime: 10%
      Science contribution: 50%

      City 1:
      Pop 5. Pop are currently on:
      Forest 20 P, 5 F
      Forest 20 P, 5 F
      Shallow with Net 10 P 20 F, 5 G
      Shallow with Net 10 P 20 F, 5 G
      Shallow with Net 10 P 20 F, 5 G
      Total: 70 P, 70 F, 15 G
      Total after crime: 63.5 P, 63.5, F, 13.5 G
      Food Eaten: 22.5 F

      Should I build a marketplace, marketplace with merchant, an academy, or an academy with scientist if I want science?

      ...
      April 21, 2012, 17:00
    • CTP1: THE VALUE OF SCHOOL-FOLLOW UP by CD
      by Celestial_Dawn

      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
    Working...
    X