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What is the most useful strategy you've picked up here?
hmm, I think it would be more fine tuning of strategies i was already using. I had been using food caravans to grow cities, but not every turn. I had been sending out massive amounts of caravans for gold and science but not trying to maximize it by altering the tax rate to keep from wasting science once the F6 screen was full of beakers for a turn. I had been trying to maximize trade in the cities I had the colossus or ikes or cope's wonders but not trying to put all 3 in the same city. I had been building settlers quickly initially, but not tried to build a settler in my only city if it was still size 1. I've always used the 2-engineer strategy as a stop-gap but not as the sole means of pollution control.
Aside from that, I could list things I had thought about but still have yet to try. Things like OCC or the no city challenge strategies. Also, I've gained a better understanding of some earlier wonders (HG, STWA) and units (pikemen, knights). I suppose after I put more time in on smaller maps I may even try govt's like monarchy or fundamentalism now that I have seen how others use them. Can't call things i haven't put to use a useful strategy of mine can I
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April Cantor: Sire, in order to expand further we must first gain favor of the King
SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince
The thing that definetely changed my game the most was learning the value of trade. I didn't realize that it directly added to your science when you established a new route.
Learning how to collect tribute effectively has helped a lot.
I was kidding. I only did that one time with Ming, against Rah and Xin. If I remember correctly we still got our butts kicked. It did allow me to snake a diplo deep into Xins land and take Leos! That was great fun giving Ming constant naval reports!!
No, really, for me it was discovering you could transform city centers into hills. The added defense bonus basicly makes an already weak AI worthless.
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Boris & Natasha The Ferrets
[This message has been edited by My Wife Hates CIV (edited July 31, 2000).]
1) Streamlining tech paths - getting what you really need early. Once I saw the big tech cost jump at 20 techs I started planning what techs I needed first to develop.
2) Four special pattern & goody hut pattern. The four special pattern has been really helpful to know right from the start what cities to try to maximize.
3) Trade squares. Shields you can buy, food you can skip with WLT_D, but trade is the very essence of Civ. Rivers, silk, wine, gold, whales, gems, spice and roads - these are the true sources of profitable caravans!
just wanted to pen a quick note of thanks to all of you for your contributions to this site over the past couple of years.
1) Calculating attack/defense odds. I like to know what my chances are, rather than closing my eyes and hoping for the best.
2) William Keenan's barbarian paper. It's invaluable to be know how the barbs appear, and how they change types.
3) Early-game expansion. I've always been a sleazer, even before I knew the term, but I've learned lots of tricks to maximize my growth during this crucial phase of the game.
Smash, Wow, I thought vet ironclads through Sun's were good enough (because the "upgrade" to destroyers weakened you). I'll have to experiment with the combo you described...
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Proud participant in GameLeague...
Proud Warrior of the O.W.L. Alliance...
[This message has been edited by cavebear (edited August 02, 2000).]
Civ2 Demo Game #1 City-Planner, President, Historian Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner Civ2 Demo Game #3 President, Minister of War, President Civ2 Demo Game #4 Despot, City-Planner, Consul
Any vet ironclad is usually strong as they can take out pretty much anything up to and including riflemen.I like "wolf packs" out causing problems.Don't really matter how you get them I guess.
The Lighthouse, in addition to keeping triremes afloat, also makes veterans and adds 1 move to all other ships.
I think you get another move with Atomic Theory.So you could have 8 square 'clads for awhile.
There is a window in which to rushbuild them before Magnet.I find this window larger in MP games as few seem to go after Magnet until late.
The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu
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