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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
Originally posted by Gavrushka
i get cities as compacted as possible, so every second square on coast, as long as there are two mountains for each city to work. Next time I am online, I will take a shot of a current game and post it after game concluded..
On land I usually compact them for security
I take always 3 mountains per city (if i find a big rock)
i get cities as compacted as possible, so every second square on coast, as long as there are two mountains for each city to work. Next time I am online, I will take a shot of a current game and post it after game concluded..
Originally posted by filix
It would be good if someone post a picture of a ctp map with a lot of citys. The city placements can be dicussed.
How close do you built your citys? How much land title do you need per city (on a island game for example)?
that depends largely on the good count, terrain types, how far away my opponents and the AIs are and how the goods are distributed.
but i build my first few cities closer together than my later cities. sometimes the first two cities have just one tile in between and later cities are 5 tiles away.
It would be good if someone post a picture of a ctp map with a lot of citys. The city placements can be dicussed.
How close do you built your citys? How much land title do you need per city (on a island game for example)?
i meant adaptation in the sense of improvising to the game conditions, opponent, etc...
i meant diversification in the sense of having some cities specialize in gold, production, maybe even non-trade science or settler breeding pits.
Originally posted by Gavrushka
Would you like to post your comments on that.. I take it you refer to the use of science, Gold, infra, and production cities?
right now i cant think of anything relevant that i havent already posted... what do you have in mind ?
I buld markets after factories in mountain citys if i have enough time (1v1 gig map big distance/ or "sols cant bomb citys rule" on island game,...). In trade citys earlier of course.
Good point, and brings something else up.. Your strategy should take into account who you are playing against, as well as the kind of land you are working.
You would only build markets if you were continuing to develop civ instead of going to war.. You build Markets for the science advances it gives you.
I feel though that as Factory output is staggered across many many cities, the extra two turns to put a market up could well be worthwhile as long as plenty of other cities are already churning SOLs..
Originally posted by Gavrushka
..Another point to re-mention is that maintenance costs can cripple your science when you build factories.. Try and put a Market in cities with a reasonable gold output (greater than 20?) on the build queue after Factory.. At this point in the game a market should build in 2 or 3 turns.
I buld markets after factories in mountain citys if i have enough time (1v1 gig map big distance/ or "sols cant bomb citys rule" on island game,...). In trade citys earlier of course.
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