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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
Jaybe, from a purist approach I can understand not putting workers on Shift-A. Indeed, very large cities can yo-yo a little. I don't mind that, as the automation is much too easy, I'm too lazy to manage all of them. Of course I too keep a bunch of them on manual for 'special' problems (even until the last turn).
Oh, but even if I'm not a purist, I do have large parks of forest in between cities (if, through circumstances I miss some tiles). Workers on Shift-A will not chop them, and workers on deforest (Ctrl-Shift-F, IIRC) don't touch them either. The only disadvantage is that those forest get RRed too, they aren't exactly romantic breathing room for the overcrowded cities.
one problem with shift-A is that they'll RR tiles i don't want. If i have 2 coals, i'm only going to use one, and to prevent it from disapperaing, i'll pillage the road on the second coal. But shift-A workers will go and put road on it like good little lemmings.
Also true. Roading resources is a bit of a problem. However, in the early game, workers are never automatic in my games, and my core cities get manually improved. After steam, most of them get put to auto.
If, at that time, I still have resources that are inside a city radius, I will improve the tile anyhow, as I want the bonusses from the resource (Coal especially, as it gives 2 extra shields). Whether I improve it, or the AI does it doesn't matter.
Resources outside of city radii I won't road explicitly or I should need the trade. But, I find that auto-workers are not pressed to do these as well, in most cases these will only get RR when all squares are improved, and the auto-workers are just RRing the free tiles. At that time I don't care, if I should lose a coal, I still have another, which is connected. So there is no gap of availability.
I concur that auto-workers are not perfect for every situation, and having them means you sometimes have to take some disadvantages as well, but I find them to good to leave alone. I play at large-huge maps, and controlling over 100 workers myself is just too tedious.
Using workers to remove pollution instead of preventing it by city improvements seems to be very much alike George W Bush's environmental policies... saying that "We have no proofs saying that cars and industries are causing global warming".
"Peace can not be kept by force. It can only be achieved by understanding"
Albert Einstein
Ouch.. that hurts. Comparing me to dubya? I surely hope that I have more ethical environmental beliefs in real life!
But, I can't help it that this is an American game, which implies that any mean is good to reach a goal, and I find auto-workers practical environmentalists. They do cost less, both in money and in trouble (yeah, I know, more Bush-speak )
Another example: I want woods in tiles that are not within a city radius. They are my 'parks', but they will not stay that way if I shift-A. BTW, your post did not address my specific example that you quoted.
i thought i was the only one who did this
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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