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
In my current run of Civ2 I've actually set up an Excel database of cities-what they supply, what they demand, and on what continent they are located. It's 1973 in this game and there's a lot of trading going on.
Trade; the key to a flourishing economy in Civ II.
Trade are proven to be lucrative (yes, my Finnish
civ earned tons of gold with trade routes).
They strengthen your economy and they can
be useful for completing WoW's.
IMO their impact on the science production
is perhaps not underestimated, if I say significant.
In my Finland game, those cities that were the
best science didn't necessarily have science WoW's,
but lots of trade routes; and many of them old
ones, that produce more trade than new ones
(it's a fact).
It perhaps makes it more easily understandable,
if I say that their's mostly at least one caravan/freight
unit included in my civ's exploration or military convoys.
Often I send some ships packed with caravans/freights,
without including any other units. They don't always
have military escort, due to cut backs in the army (
it's economical (well, not in the game, but in real world).
My final advice - if you're new to economy in Civ II,
follow the trade advisors hints.
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
Trade is of utmost importance in CivII! You get gold, science beakers, trade routes that produce more arrows in your cities - without it, you will not do as well. Caravans and freights are easily the most important units in the game.
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
Its not VITAL,but it sure makes the game a heckuva alot easier.Each 50 sheild investment can bring in 1000s of gold and science beakers.The higher the level,the more beneficial it is.Especially for representative governments.
You are not crazy.You should do it earlier for even more benefit.The earlier a trade route is setup,the more turns you have to reap the longterm benefits.
I think you'll junk the list once you see how demands like to change just as you arrive.Deliver to demanders..yes,but not if it is going to take another 20 turns to get there.Find 1 good ai city with potential for growth(food specials,lots of grass,rivers) and/or trade specials like whales and gold.Silk, spice etc.Send all cargo to that city using a ship chain.They only get 3 routes while you get many.
The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu
Thanks much. Actually this is my second major go round with trade in this run, and the reason for the database is all the changes in demand I've already seen--much easier to deal with those changes now. With all my cities connected by railroads or transports it's kinda fun now ...
singjai,
I've started a thread some weeks ago with the basic of trade.
I think it could help you (at least it helped me a lot) in understanding the effects on gold, trade arrows and beakers.
Give it a look!
googol... this is a number!
"Silence Ming. I will let you know when I feel you are needed." - HappySunShine
"Classic Eyes...But in reality, it works the other way around." - Ming
Comment