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Taxmen and antertainer work fine with since I installed my 1.17 patch. Scientist already had a very small influence in earlier versions, so it is hard to say. Are you sure they don´t work?
I know that if I set one scientist up and set my science spending to zero I will get a tech discovery rate of 40 turns or less. So, its working on that level anyway.
You will not see this in the base screen however, IIRC.
Pre-1.17f the specialists added 1 extra gold or 1 extra science beaker. Thats it. You don't really notice their effects in the city screen because their effects are so minute and easily missed.
I'm not sure if this was changed with the 1.17f patch as I never use these specialists. My population either works the land or keep others happy so they work the land.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Originally posted by Skanky Burns
Pre-1.17f the specialists added 1 extra gold or 1 extra science beaker. Thats it. You don't really notice their effects in the city screen because their effects are so minute and easily missed.
I'm not sure if this was changed with the 1.17f patch as I never use these specialists. My population either works the land or keep others happy so they work the land.
My bad. I was expecting the commerce to go up accordingly, within the city display screen, which it doesn't. However, it does reflect the change in the domestic advisor screen.
I have another ´problem´ with the specialists: I changed all specialists in my big cities to scientist and turned the city governors off, the cities are producing wealth, but after a few turns when I check these cities, the specialists are changed to taxmen?!?! Has anyone a solution or is this another bug?
Are you sure that the city hasn't grown in size thus giving you an additional worker and the AI chooses a banker for you. Or if the city starts rioting and you check off "gice them some entertainment"? This can change things as well.
Of course, if you click on the city when the city screen is open (accidentally or otherwise), the AI will "optimize" things for you and this certainly will change scientists into bankers.
Otherise, the AI is notoriousy stubborn in changing any worker without due instructions from the player. It will happily utilize that unimproved plot of desert while irrigated plots with RRs go unused. This is because the AI (if not governed) won't change things in the city without user input.
The effect a specialist has on your treasury or science is indeed small and unnoticable. However, there is still a use for them.
In cities where corruption is ridiculously high, choking regular commerce, specialists are your best option for accumulating science and money, as their effects remain unaffected by corruption. Just have enough food in each of these distant cities to support a large population of specialists and your corruption problems will be no more (although waste is still an issue).
"Corporation, n, An ingenious device for obtaining individual profit without individual responsibility." -- Ambrose Bierce
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both." -- Benjamin Franklin
"Yes, we did produce a near-perfect republic. But will they keep it? Or will they, in the enjoyment of plenty, lose the memory of freedom? Material abundance without character is the path of destruction." -- Thomas Jefferson
hmmm....all specialists changed, not only one or some, so I think, it wasn´t the city growing or the "give some entertainment"- box.... i will replay the game to see, if this happens again.
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