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
The truly fiendish food caravan trick is to build FCs in A send to B to grow city B; meanwhilst, city B grows FCs which it sends to C to grow city C - and guess what? Yep, city C builds FCs to send to city A!
All three cities grow for the loss of one trade route each - and you get many grey hairs from the strain of micromanagement.
This one is down to Ming/Rah/Xin I forget which and I believe has been disallowed by the ethics committee.
Although there are several posters who don't like using FCs, they are still wholly legitimate except in closed loop situations. The normal pro argument is that it allows great city growth in non-representative governments - Rep & Demo have WLPD, Fundy & Commie have FCs
On joining settlers:
They can be useful in cases where you've got many useless settlers. For instance in a scenario (namely Seeds Of Greatness by Kull), when you kill a settler (farmer), you capture them instead, thus getting a fresh settler near your capital. Since you have around 50 other settlers and half that many engineers by the end of the game, and you don't need new little cities (they'd be far away from the scenes of operations and smallish enough to be useless), you just have them join some small city and grow it to size 8 so it can produce a few chariots or legions steadily.
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
Originally posted by Scouse Gits
The truly fiendish food caravan trick is to build FCs in A send to B to grow city B; meanwhilst, city B grows FCs which it sends to C to grow city C - and guess what? Yep, city C builds FCs to send to city A!
All three cities grow for the loss of one trade route each - and you get many grey hairs from the strain of micromanagement.
Enjoy..
The loss of trade routes should be solved by joining the FCs to the destination city.
No, you only have 3 trade routes for a city. When you create a food trade route it takes up one of the slots. A food trade route is supposed to cancel automatically when the source city goes into food deficit, but I've not been able to het that to work.
I recall making a city starve down 2 sizes and the food caravan didn't cancel. Or maybe I was fatigued from a marathon I've-got-the-day-off game and didn't know my donkey from a camel…
Maybe an exception.
I remember that foodroutes to foreign cities never expire, when I play the scen
colonies. The city of Palma had a foodroute to another spanish city. Playing as french it was impossible to cancel this damn route. Starving city does not help.
I solved this problem by rushbuilding settlers until size 0. Dont ask me why.
My recollection is from a game long ago when I wanted to grow my main production city faster under Monarchy. No food to foreign cities.
I guess you should have conquered the other Spanish city instead. Cancel the food trade, then offer the city back in the peace negotiations.
There really should be a way to cut any trade route. It is a little silly to have mega trade routes with enemy cities when you're engaged in an all-out nuclear war.
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