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Would somebody please remind me - how is the "Annual Income" on the F11 demographic screen calculated?
Cheers!
So if you meet me have some courtesy, have some sympathy and some taste
Use all your well-learned politesse, or I'll lay your soul to waste Re-Organisation of remaining C3C PBEMS
So if you meet me have some courtesy, have some sympathy and some taste
Use all your well-learned politesse, or I'll lay your soul to waste Re-Organisation of remaining C3C PBEMS
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Ok, I have horses, iron, (2)spices, and (2)furs connected to my capital. I'm also importing ivory. My annual income is 4 per capita. That doesn't seem to work out...
To clarify a bit, it is the number of types. So look at the F2 screen and count the first occurence of each lux/resource and add one for the trade route.
Originally posted by Rommel2D
Ok, I have horses, iron, (2)spices, and (2)furs connected to my capital. I'm also importing ivory. My annual income is 4 per capita. That doesn't seem to work out...
So that works out, 1 iron, 1 spice, 1 fur and 1 for trade = 4.
Well, so glad we've got a clear answer on that one!
How about life expectancy, military service and family size? I know these have been posted elsewhere, but I can't find them and I've forgotten
So if you meet me have some courtesy, have some sympathy and some taste
Use all your well-learned politesse, or I'll lay your soul to waste Re-Organisation of remaining C3C PBEMS
Approval rating:
The percentage of your people that are happy. If every single person is happy, you have 100%. If everyone is content it is 50%. Edit: This can be misleading when you get specialists, because the specialists count as only content people. So even if everyone is happy or an entertainer, you won't have 100% approval rating if you have any specialists.
Rounddown (50% + ((Number of happy citizens) - (Number of unhappy citizens)) / (Total number of citizens) / 2 * 100%)
Population: Add up all the population you get from the city view from all your cities. Not population points, like size 1, 2 or 3, etc. but the 10,000 or 100,000 you see under the city name.
Sum(i=1..N) {Pop in City(i)}
Pop in City = {Sum (j=1..(City Size)) {j} + (Food in Storage) / (Storage Size)} * 10000
GNP: Total gold in all your cities before corruption takes a bite out of it.
1 gold= 1 million
Mfg. Goods: Total unwasted shields in all your cities.
1 shield = 1 megaton.
Land Area: # of tiles in your territory * 100.
1 Tile =100 square miles
Sea is included in this, but does not help in the territory part of your game score.
Literacy (%)
(Citizens who live in a city with a Library + Citizens who live in a city with a University + Citizens who live in a city with a Research Lab) / 3 / (Total Number of Citizens) * 100% + (3% if Literature discovered)
If every city has just a library you will have 33%, because they are missing the other 2 science buildings.
Edit: Or live in a city with 1 or more scientific Great Wonders (Great Library, Newtons, SETI, Theory of Evolution, Cure for Cancer, and Internet) Copernicus's does not count because despite it helps science, it isn't given the scientific flag. Having 1 of those wonders counts the same as if they had all the other improvements in the city. Two small wonders (apollo and Intelligence Agency) give you credit for having 50% science in that city. You also get 3% added to your literacy rate when you get the literature tech. No bonus when you get education. Great Library still helps your literacy rate even after it is obsolete.
Disease (%)
(Number of Floodplains + Jungle in territory) / (Total Number of territory tiles) * 100%
Pollution: # of tiles that are currently polluted. 1 ton = 1 polluted territory tile
Life Expectancy (# of years)
20 + {(Citizens who live in a city with a Granary + Citizens who live in a city with a Aqueduct + Citizens who live in a city with a Hospital) / 3 / (Total Number of Citizens) * 80}
Family Size: The average amount of excess food that each city is producing/2. If you have 1 city that is producing 4 extra food, that 4 food would feed 2 people, so your family size would be 2 children. Minimum is 1, hard to say exactly what the max would be. In most cases you won't see this above 2, maybe 3 or 4 if all your cities are extremely rich in food, experiencing a very fast growth period or just put down a alot of railroads on irrigated tiles.
Military Service: 10 years * # of military units / # of citizens. Military units are units with an attack and defense value, so workers, scouts and princesses don't count. Kings do. So at the start of a mass regicide game you will have a military service of 70 years because of the 7 military units *10 years divided by just your 1 citizen. 0 years if you have no army or you have just a few units, but thousands of population points.
Annual Income: The number of connected strategic/luxury resource types in your territory. The minimum value is 1 and you get a +1 bonus for your first trade route with another civ.
Productivity: The total amount of uncorrupted gold, unwasted shields, and excess food you are producing in all your cities
(Total Shields) - (Total Waste) + (Total Commerce) - (Total Corruption) + (Net Total Food)
I've had similar discrepancies in the Annual Income demographic, so I'm not sure I entirely trust the accepted explanation....which is kinda why I asked in the first place.
Still, if it has at least something to do with resources, it is not one of the most useful pieces of information on the demo screen, so no big deal. Even in PBEM games you can usually work out who has what and what rank you would be for this item, if it means anything useful.
So if you meet me have some courtesy, have some sympathy and some taste
Use all your well-learned politesse, or I'll lay your soul to waste Re-Organisation of remaining C3C PBEMS
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