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
Originally posted by techumseh
In the Rules, under @Terrain, change irrigate under Jungle from 'yes' to the type of terrain you want under the city, and set the # of turns to irrigate to 0. Add an engineer to the city and set it on "irrigate". It should change immediately, then delete the engineer. You should be in business.
yes this worked out fine. I was trying with transform instead of irrigate and after setting 15 engineers to the task, I thought it was impossible. Irrigation just took one engineer and was immediate.
Sorry, but I don't quite understand what you mean.
Obviously you don't mean that it is impossible to put more than 2 engineers/settlers to work on any task. However, some tasks can be completed more quickly if 3 or even 4 engineers are put to work. Here's the link to the relevant thread.
There have been recurring discussions about the optimum number of Engineers to use for building terrain improvements and for transforming terrain. I think that this information answers any remaining questions for MGE.
CAUTIONARY NOTE:
Easy acquisition of the data for this summary was...
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.
I've just finished playing through the scenario. V. tired though, so have attached last savegame instead of critical analysis. Very good set up; I enjoyed it considerably. By selling off naval bases early on an setting the slider to 1:7:2 and focusing on resource production I'd still completed most of my research by 1941. When I got Heavy Bomber I switched to 7:1:2 to rake in the cash. It would be nice to have some extra settlers later on, perhaps linked with progress in China?
BTW,how do you propose to beat the Army Reserve unit? Damn thing kept chewing up everything I threw at it.
BTW,how do you propose to beat the Army Reserve unit? Damn thing kept chewing up everything I threw at it.
Use vet Artillery and expect to lose ~8-12 for every Army Reserve killed. I know that the Peggy bomber has A/D = 12/4 whereas Artillery has A/D = 10/2, yet the Artillery definitely does a better job because the Army Reserve unit has the Aegis flag.
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.
Answer in more detail later but at some point the US AI will start moving the Army Reserves out by merchant marine and they will be lost at sea. Of course you won't know when but it should be about 43 or 44.
Should I home them to some inland city like Denver to give some hope of conquering the U.S early? I never considered that an option and there are no objective cities in the U.S. but hey if people want to try it....
I am doing some final revisions before playing the fast start games so now is a good time (but of course after you are fully rested) for your comments. The version I have now is no longer compaitble with saves from the release version but I'll try looking at the save game anyway.
The game looks the same but the Allies have a new V-12 engine under the hood now and should make for a much better game.
One other thing I've done is replace the P-38 with a carden llyod tankette for the Dutch and Chinese. Also, two of the 6 Nagato have been swapped for WWI battleships (the Fuso pair sunk at Leyte). There are occassionally free colonial infantry from Taiwan and Korea...I really shouldn't ramble on....
If you think the Japanese are still too rich, i can consider upping the cost of some improvements again but in my 'orthodox' games, they seem pretty poor.
Just had a look at your saved game. Very original. err..... the idea was to attack the Allies, you knew that right?
Well...actually no I didn't, and I read every word of your intro text before playing. I thought that Japanese foreign policy was domination over China, rather than anti-colonialism or a showdown with the United States. Purely for reasons of national survival
Anyway I was too busy battling the Soviets to worry about the Allies at that point. Maybe you should have further events triggering an Allies[E] intervention.
"I didn't invent these rules, I'm just going to use them against you."
a. Two cowardly playtesters
b. Two cold-eyed realists who see that neither attacking the US in Dec '41 nor actively waging aggressive war against all imperialists is in Japan's best interests.
I think that Panda's save is a highly interesting and successful effort at making the best of a bad situation. One thing that dismayed me in the save was that the AI was building city improvements rather than units. Might it be a good idea to put Military Advisors in charge of city production?
You may have to force players to fight, whether they want to or not. Form the Pearl Harbor attack force in Dec '41 and have a popup inform the player that Japan is at war with everybody. Leave it up to the player's discretion whether he actually attacks PH or sails for home. Unfortunately, that does not guarantee a Japanese attempt to expand southward. Is there any way that you can balance things so that Japan either moves south or automatically goes broke?
BTW, I eventually would have attacked the #$@(&! imperialist colonizers. I was just waiting for the proper moment. The chicken entrails clearly indicated that July '44 was going to be an auspicious month for such a military endeavour.
@techumseh
Anyone who gets playtested by AGRICOLA is in for a mind altering experience!
Thanks a lot . . . . . . . . . . . . . for scaring off other members of the Designers Guild. I do not, repeat, do not perform lobotomies.
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.
Well the three of you (including Eivind who went straight out to conquer West Coast America) won't be able to try your crazy tricks anymore in the next version.
For one, the Allies will start researching their war techs by Pearl Harbor time whether you attack them or not. Also, killing a Russian flak will result in Oil Embargo.
Actually the Allies were pretty easy to subdue in the v1.3 and you should have done some Allied bashing while you had the chance, but not anymore for 2.0.
One final question.
Has anyone come across the phenomenon where the 'When scenario loaded play this wav' event stops working. Its happened to me in several scenarios (like this one) and there seems to be no way to restore it once the bug occurs, not even removing the event and then putting in a new identical one.
Yes, I've struggled with that bug many times. It happens when you start your game as a scenario instead of using the savegame you're working on, and then save that as your new savegame. It imbeds the save file with 'has triggered' for events which have SCENARIOLOADED as the trigger. Once that happens, I'm not aware of anything short of hex editing that would fix it. If you still have a back up save file, go back to that.
In cases where it's just a matter of a turn or so has accidentally elapsed while you've been tinkering with the scenario, you can fix it. Try going to the 'Set Game Year' tab under Cheat Menu. Make sure that # of turns elapsed is set to zero.
Tecumseh's Village, Home of Fine Civilization Scenarios
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