The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
Originally posted by DirtyMartini
I do see your point -- a little unhappy population is fine or even beneficial if you eventually will whip it or make it happy.
When I'm using the Slavery civic I always let my cities get just past the happiness cap then whip a building that requires 2 or more population. That way your cities aren't quite as small when the whip happens and they don't have as far to regrow.
Originally posted by joncnunn
Disagree implantely post-Slavery. The angry citizen will eat 2 food a turn that could have been going to a specalist or building a settler/worker. Worse yet, the governor then tends to respond to this by either firing a specalist or two or reallocation workers away from a heavy hammer tiles in favor of more food. I don't like it so much I instantly reload the end of previous turn save. (And yes, in Civ III I did that as well if I accidently let a city grow into disorder.) Just remember to unclick the button when the happiness level is raized.
The angry citizen is eating food that won't ever go anywhere. Perhaps the governor mishandles it - solution: no governor If you want one more specialist, or more hammers, the solution is simple: Create one more specialist or allocate to your mine, and let your angry citizen starve away. The angry citizen isn't hurting you any.
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Originally posted by snoopy369
The stop growth button is interesting, but should never be used...
Well, if you don't have a granery, and you have a happiness/health problem such that a city that grows will instantly starve, you're better off stopping growth until you manage to finish building a temple or whatever; otherwise, you're wasting a lot of food, since it'll all just vanish when that one guy starves to death the turn after he appears.
If you have a granery, though, it'll take a while for the extra guy to starve...then it's not as important.
And then when the city grows it places the new citizens where it wants to. To effectively keep it off you have to look at the cities every single turn and adjust.
Originally posted by snoopy369
I'm not sure, but you can just change the WF once when you start the city and it turns off...
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Comment