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  • Newbee,some questions to be clearify

    Hi everyone.

    I got a copy of Call to power 2 from one of my friend days ago and got spme basic questionsabout the gameplay. Maybe they're just too simple for you guys coz I know this game was released long time ago and ppl here should have digged into it quite a bit. K, here they are:

    1. How can I control the pollution level? I tried many ways like build all the facilities possible to reduce pollution, set the work time to the lowest, build as many natrual preserves...And the flood still came!!!


    2. Is there any patches/mods that can make the city manager more efficiency? When I have more than 15 cities in my empire I found that adding on/changing the construction list a painful job.I tend to have all improvements built in all my cities so I have to clik NEXT>NAME>ADD>NEXT......

    3.Are those wonders that give you free improments in every city really give you free improvements? I built the Internet but the computer centers are still in the list.

    4. Does the CPU have a much higher growth rate than you on everthing when the game is on Impossible level?



    Great thanks to those who read and answer the questions. Have a good summer everybody!!!

  • #2
    1) Build the pollution reducing facilities. Don't build the pollution generators (e.g. factories). Also avoid nuclear weapons. I believe the raw production and population levels also have an effect but you can't really change those. You can also choose low pollution governments (especially Ecotopia). The Nature Preserve increase commerce and doesn't affect pollution.

    2) From one of the menus you can view the build queues of all your cities at once. This also has options to add objects to all the lists at once (I can't recall the exact method off hand so use trial and error)

    3) I believe that is fixed in the Apolyton Edition. I also believe that you do get the buildings and that the bug was that they weren't removed from the build queues.

    4) No idea.

    Hope to see you active around here.

    Comment


    • #3
      1) Just to add to what cap601 said, you can also add farmers, scientists, merchants or entertainers specialists to a city with too much pollution (pollution figure is in red on national manager (F2), of course it only lowers production pollution as it removes production too, but you get the benefit of the specialist at least. Also you can manage it on a city level, instead of lowering the workday of all cities.

      2) From the national manager again you can select multiple cities with shift-clicking or ctrl-clicking on the list under the "status" tab. Then it's easy to change many city queues at once.

      3) This is a bug in the original game. I thought this was fixed in the sourcecode with the Apolyton Edition too, but it seems not. I just built Hagia Sofia and got the +1 happiness to all my cities, but I could still build Shrines.

      4) Not much higher, but it is slightly higher. It's not "impossible" to overtake the AI though. Of course its equal, and sometimes lower for the AI on lower difficulties.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

      Comment


      • #4
        3/ the c6de create the EFFECT of those buildings in a city. I created a 'ActualBuildingEverywhere' flag for wonders but have yet to full test it. I can look into it but it may be a bit

        4) diffDB.txt should show you all the AI advantages. I added some other options you can choose for the AI in the rules screen in the apolyton edition

        Welcome and enjoy!
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • #5
          Thank you guys!

          Glad to see there're still so many ppl active here.

          I know some guys here are working on the source code projuect, so I post some of my comments here:

          1.THe wonder"Arictotle's Lyceun" seems to be useless in the time it was built. But in the latter game it is obviously overpowered. At the "impossible" level I don;t see anything different after I build it (no upper curve on the line graph of science can be seen) but in the latter game the bounus is too large.

          2. again about the wonders: some powerful wonders like ramayana and chichen itsa can work through the game but some reletively "weaker" wonders like the great wall, the forbidden city would be obsolete after certain advances are reached.

          3.Tanks rule the game. But the AI seems not like to mass tank.

          4.The diplomacy system sucks. CPU always fail my purpose. They don't withdraw, they don't stop polluting, they don't stop piracy no matter how I spoke out my purpose.

          Comment


          • #6
            Originally posted by castingout

            1.THe wonder"Arictotle's Lyceun" seems to be useless in the time it was built. But in the latter game it is obviously overpowered. At the "impossible" level I don;t see anything different after I build it (no upper curve on the line graph of science can be seen) but in the latter game the bounus is too large.

            2. again about the wonders: some powerful wonders like ramayana and chichen itsa can work through the game but some reletively "weaker" wonders like the great wall, the forbidden city would be obsolete after certain advances are reached.
            Well that's true, which is why we're actually working on rebalancing the game with the sourcecode project. More specifically the wonders thread is here.

            3.Tanks rule the game. But the AI seems not like to mass tank.
            Again this is something we need to fix. It's easy to get the AI to research and build them sooner, but Tanks themselves are overpowered right now. The units thread is here.

            4.The diplomacy system sucks. CPU always fail my purpose. They don't withdraw, they don't stop polluting, they don't stop piracy no matter how I spoke out my purpose.
            I think theres plans to create a "bargaining table" for diplomacy, although diplomacy will also simply be improved by allowing for more permanent treaties, like non-piracy agreements being unbreakable without war.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #7
              Originally posted by Maquiladora

              I think theres plans to create a "bargaining table" for diplomacy, although diplomacy will also simply be improved by allowing for more permanent treaties, like non-piracy agreements being unbreakable without war.
              yeah wewant it like civ3/4 but it maybe a while.

              I think it is possible to add something like civ4 where other countries cant enter a teritory without declaring war but thats open to debate I didn't like that feature in civ4 too much so I think it should be tweaked.
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

              Comment


              • #8
                Originally posted by E

                I think it is possible to add something like civ4 where other countries cant enter a teritory without declaring war but thats open to debate I didn't like that feature in civ4 too much so I think it should be tweaked.
                IMO you can't allow the human to be inside an AI's borders right next to a city, then declare war. The AI just can't be prepared well enough for that.

                Say you can:

                * enter a neutral civ (that you just met)
                * enter a civ with a "peace treaty/military alliance" with you
                * enter a civ "at war" with you

                you cannot:

                * enter any civ that has a "no trespass" against you

                The problem comes when you enter a neutral/peace treaty civ then declare war on it, should your units be removed? (Either to the edge of the border or your closest city/cities). I think they should, otherwise the human can easily exploit it.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

                Comment


                • #9
                  good point. i guess we should look at the expel function then do a check for all units who cellowner is the just declared owner then do an expel to it.
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • #10
                    Hi,

                    In AOM, getting a neighbour empire to be friendly to you is a big blessing, I usually thank whatever gods my empire holds dear (most empires remain very difficult to deal with). So, if you have gone through much trouble establishing good relations with an AI empire, and manged to get a peace treaty with it, declaring war really isn't an option.

                    So, if you would be able to negotiate a 'territory access' treaty with the AI áfter you have established a peace treaty first, I don't really see big problems. By that point in the game, you have invested enough in your relationship with the AI not to do something stupid like suddenly declaring war. But yes, immediate expulsion should be a good cure for such lowly enterprises by the human

                    Tellius
                    Only tyrants need worry about tyrant-killers

                    Comment


                    • #11
                      My point on these:

                      1. on the diplomacy. Once your units enter a foreign empire, the empire would purpose a "request of withdraw".Once the request is purposed, you should accept that unless you wanna declare war. Once accepted, your unit would be sent to the nearest friendly city(neither your own or those of the nations that has signed "peace treaty "or"allience" with you.

                      2. on the wonders . these are some changes IMO:

                      a. "Pyramid"gives an 10% bounus of gold for the host EMPIRE, obsoleted after "Mass media"(Ppl don't have to visit the pyramids then also, television is more than enough to maintain a strong economy for a large empire.

                      b.Ramayana obsoleted after "Printing press" was reached

                      c.Chichin Itsa obsoleted after "Industrial Revolution" ( I don't see this kind of thing would work in the morden era )

                      d. Hollywood obsoleted after "VR amusement park"

                      e.If possible, set a component for the "Gobal Sat". Just like the Gaia Controller. Once the Global Sat was done, all the nation would be able to launch their own satellites. And the satellites enable them to have thorough view on the earth. Of course, the building cost for the wonder should be lowered. Then building the Global Sat wonder would be a stretagic move: Everyone is waiting for others to waste some turns to build the wonder, but the one who first build the wonder would have advantage as the first one to have the sight.

                      Other stuff is still under considering. I'm not sure whether these ideas were posted by others in the thread about wonders. I just post them here and hope them coulb be a bit helpful to you.
                      Last edited by castingout; May 2, 2007, 15:14.

                      Comment


                      • #12
                        I don't think Hollywood needs to be obsolete, but your other ideas sound good.

                        I like the idea that your troops are removed on declaration of war. If you want to sneak in, then that is an undeclared act of war and you can do it that way, or if you want others to think of you with trust, then you should be forewarning them. However, the current system makes it that you have to click a button to declare war before they attack...

                        Comment


                        • #13
                          Originally posted by castingout

                          e.If possible, set a component for the "Gobal Sat". Just like the Gaia Controller. Once the Global Sat was done, all the nation would be able to launch their own satellites. And the satellites enable them to have thorough view on the earth. Of course, the building cost for the wonder should be lowered. Then building the Global Sat wonder would be a stretagic move: Everyone is waiting for others to waste some turns to build the wonder, but the one who first build the wonder would have advantage as the first one to have the sight.
                          I like this idea, or at least the concept of everyone building it. IIRC we already have a flag to allow every civ to build one each of a certain wonder.
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #14
                            Originally posted by Maquiladora


                            I like this idea, or at least the concept of everyone building it. IIRC we already have a flag to allow every civ to build one each of a certain wonder.
                            well we kind of do. I was just using the oneperciv flag and then using the inherent building stuff to give it a big bonus.

                            But globalsat flag can probably be added easily as a building flag so I'll look into that as well.
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

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