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.
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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
@ Erika: Thank you. I'll see if I have a place for them.
@ Boco: Well, I think you should look into how many settlers are disbanded upon a famine. Are they all disbanded at once or every turn into a famine. If it's every turn into a famine then it might be possible to sustain the famine until the city goes kaput.
@ Sarsstock: Yes sir! Send it to harrytuttle@civilization2.net (no capitals). Let's see if the email forwarder works with large images.
@Agricola: Well I'm able to create multiple food routes to the same city using Civcity. So Omaha could have three routes to New York if I wanted to. Though it seems that a city can only donate up to three food routes to another city. Every food supply caravan after the third will only add to the "food box".
Just throwing an idea in, but as you say, a city can only accept 3 food routes, and sending in another food caravan after that just "refills the food box". But what if you designed New York to not be able to produce enough food, even with 3 incoming routes: a constant food deficit. That way, it would only able to keep from starving by constantly sending in food caravans, perhaps, but not necessarily, from specially assigned cities? These would constantly "top-up" the Food Box, and if they should ever stop coming, New York would descend into starvation...
It would be a way of forcing the player to maintain an "active" supply line of food caravans, and although I suppose in play terms, the consequences wouldn't be as dire as real life, it would still be undesireable to have your best city in decline. It would need careful balancing of how far away the caravans should spawn, and how big NY's food deficit should be, to ensure the player had a fair chance to ship food over...
Aw, Arse. I'm on a library computer, so don't have Civ2 in front of me, but I think I remember that the limitations of Events/Cheat Mode don't allow you to create a spawning caravan AND specify its cargo without actively "cheating". But the principle remains, that of a big city with a big food deficit, already maxed out on food routes, and the only way to keep it from starving is to constantly send in caravans to keep the box from emptying... Just a thought.
This scenario is looking absolutely fascinating by the way. I'm looking forward to it...
Well, you're right, the events engine will only allow you to create a caravan with hides, so spawning a caravan for food purposes would not be possible.
The idea behind supplying New York with a constant flow of food by manually moving caravans into the city is a good one, but in a primarily warfare oriented scenario I don't think it's worthwhile.
Though, and this comes from the discussion that Exile started about production chains, it could be an option in a scenario that demands that a player supply a city with food. For example, a scenario where food is instead defined as raw materials.
In other news, I have plenty of space to build the intermediary cities. I have placed two sets, one for Texas and one for the Grain Belt. I figure those New Yorkers will want some Texas beef too.
Needless to say this is a complicated process. I will post my excel spreadsheet when I am done so everyone can see the wonders of food route planning.
mabe you could use the canadian cities to supply food
'alberta beef anyone?'
I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
Originally posted by Harry Tuttle
Though, and this comes from the discussion that Exile started about production chains, it could be an option in a scenario that demands that a player supply a city with food.
May I mention that this is one of the (overlooked) features in Discworld: if you play as Ankh-Morpork, you need to capture another city soon to send a regular (though not really strong) flow of food caravans to Ankh-Morpork city, so that it doesn't starve and can use it's awesome production potential!
Originally posted by Harry Tuttle
Though, and this comes from the discussion that Exile started about production chains, it could be an option in a scenario that demands that a player supply a city with food. For example, a scenario where food is instead defined as raw materials.
In his Second Front scenario, Captain Nemo has replaced food with gasoline needed by mechanized units. Mech units have been given the settler flag so that they use up gas and are disbanded if the gasoline supply in their home city runs out.
This makes a player extremely conscientous in moving gasoline freights to where they are needed.
Excerpts from the Manual of the Civilization Fanatic :
Money can buy happiness, just raise the luxury rate to 50%.
Money is not the root of all evil, it is the root of great empires.
In his Second Front scenario, Captain Nemo has replaced food with gasoline needed by mechanized units. Mech units have been given the settler flag so that they use up gas and are disbanded if the gasoline supply in their home city runs out.
This makes a player extremely conscientous in moving gasoline freights to where they are needed.
where is this settler flag you speak of
I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
role = AI role (Generally affects the way in
; which computer players use the unit, but
; roles >= 5 will actually affect abilities
; of the unit)
; 0 = Attack
; 1 = Defend
; 2 = Naval Superiority
; 3 = Air Superiority
; 4 = Sea Transport
; 5 = Settle
; 6 = Diplomacy
; 7 = Trade
EDIT: Because the units are human controlled, they can attack and defend normally.
Originally posted by AGRICOLA
RULES file, unit section
role = AI role (Generally affects the way in
; which computer players use the unit, but
; roles >= 5 will actually affect abilities
; of the unit)
; 0 = Attack
; 1 = Defend
; 2 = Naval Superiority
; 3 = Air Superiority
; 4 = Sea Transport
; 5 = Settle
; 6 = Diplomacy
; 7 = Trade
EDIT: Because the units are human controlled, they can attack and defend normally.
But if they are AI controlled then i assume that they will do stupid things
I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
Originally posted by N35t0r
Well, unless you find Panthers settling new cities and building mines normal, then yes
they just decided to settle down
I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
May I mention that this is one of the (overlooked) features in Discworld: if you play as Ankh-Morpork, you need to capture another city soon to send a regular (though not really strong) flow of food caravans to Ankh-Morpork city, so that it doesn't starve and can use it's awesome production potential!
Talk about being ahead of my time...
So have you seen the doctor yet about that arm injury? The one where you pulled a muscle patting yourself on the back?
Just joking. So how does a player go about procuring these caravans when he captures a city? Are the caravans present in the city beforehand?
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