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
Yesterday I went looking for the old thread to link to the discussion about it, but it is no longer in the open threads. May be archived. Fortunately the utility is very user friendly.
Is it possible that your cashflow problems stem from not delivering enough vans??
Well, I deliver vans, but the cash doesn't survive the white goods spree and the Incremental rushbuys.
Drop out of Republic and demand away. If you do it to take advantage of the Oedo year, you can get back to Republic next turn.
I always thought the loss of 1 turn of science ate up all the advantage of tribute, but maybe I was too hasty in that surmise.
Are you overgrowing your feeder cities?? If your 2nd tier cities are too big already, then give them Colosseum distractions.
Ah. This sounds like my midgame problem. I will try that next time. Thank you.
But some questions remain: What is the optimal feeder size? And what does 2nd tier mean precisely? Are you referring to Stu's tripartite classification scheme?
@SG: Is it a safe guess that Hutfinder doesn't read ToT files? I'll check myself when I get to the right PC.
If it doesn't, and assuming that you lack time to please the masses demanding this feature, is there any chance that I could take a peek at the code? I could offer at least double the amount you currently charge for the executable.
Originally posted by Grigor
Thanks Monk.
Well, I deliver vans, but the cash doesn't survive the white goods spree and the Incremental rushbuys.
Granted, there is a time in the game when funds get tight, but you can't keep doing the same things and hope that somehow the result will be different, this time.
So, friend Grigor, do ya think the problem might be the "white goods spree", the general over-development and overgrowth of all your "other" cities. The SSC, and maybe the Capital or an offshore "4-trade special" city or two, needs to grow sooner rather than later. The "others" do not. If you are running so short of gold that you need to dial up the tax slider, then either you aren't delivering enough vans or maybe you are buying too many white goods too soon.
Take a look at your unstated assumptions, the things that you do "automatically."...and deliver more vans!!
(btw...2nd tier or feeder cities is a concept solo developes quite well in the EL Guide. That's more what I meant.)
Originally posted by Straybow
"masses demanding this feature" = you and three other guys playing ToT?
FWIW, I play ToT exclusively now when I play "regular" Civ2 (non-scenario or succession).
The AI seems a little bit better. At least it'll throw one or two 40+ city AI civs at me, most games.
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
Originally posted by Sharkbait
I've had a look but can't find much on Straybow's canal cities - what's it all about?
IIRC this is simply building a city that connects with two different bodies of water thus allowing ships to travel from one to the other. With a few lakes and a slice of luck it is possible to construct a waterway that enables ships to avoid major diversions around land masses. They are fun to construct, but not being a major fleet builder, I never found them outstandingly useful.
Ah - more than one canal city working together - I see it now. Works well before railwoads (I have typed this wrong the same way twice in a row so am going to leave it now).
Originally posted by rjmatsleepers
IIRC this is simply building a city that connects with two different bodies of water thus allowing ships to travel from one to the other. With a few lakes and a slice of luck it is possible to construct a waterway that enables ships to avoid major diversions around land masses. They are fun to construct, but not being a major fleet builder, I never found them outstandingly useful.
Dito. I usually names these cities "Canal 1" "Canal 2" etc. and never let them grow too large. They're usually placed too close to my real cities.
I usually names these cities "Canal 1" "Canal 2" etc. and never let them grow too large. They're usually placed too close to my real cities.
I often add "Canal" to the suggested name. And in extremis I may add "north", etc to the name. I think I tried to use "Colchester Canal South" once, but it had too many letters so I called it "Southend".
I think my problem was simpler - continuing to celebrate in one or two cities after the growth spree is halted. Or more specifically, trying to celebrate in many cities when the real goal was celebrating in the SSC. That concept alone got my luxuries down to 10% while celebrating my SSC to size 20 (on a crummy site with limited food potential, but that was an early strategic decision with offsetting benefits), and then I was able to run 0% Lux by the simple expedient of: Setting the Luxuries Slider to Zero!!
It seems that, in the end, that is the only way to run Zero Luxuries.
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