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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
Well.. Vietnam is a perfect example... a lot of unhappiness... War Weariness, not only because of a large military, but also being at war AND taking casualties.
There is obviously some opposition to whats gone on recently in Iraq, in the US, and if there were much higher body counts, then there would have been more serious problems.
I'm sure this was no different in even ancient "free societies"... people don't like their family members being at risk, by going to war, and especially don't like them dying.
Correct... but War Weariness does effect the nation equally in CTP2... just as support is spread equally. This conversation is a bit moot, since we're changing CTP2, and not Civ2.
I just wanted to make a point about happiness being a concern (and hence a strategic CHOICE) in civ2... not that it was perfectly modelled in civ2
AI's will typically build a whole set of improvements, when they would have been better off doing what the human was doing... building units, settlers and getting his public works economy going, while using entertainers to control happiness.
If you remove entertainers til mid-game, then the human can't use that trick to out-expand the AI, so much, since he'd have to build the happiness buildings, instead of just micromanaging entertainers.
Entertainers at mid-game make sense, since thats when pollution, and population overcrowding starts becoming a big unhappiness issue.
Plus... what makes you think that if the AI can't build one happiness building better than the human, that its any easier building two? Isn't that harder, instead?
Not sure. I haven't looked close into the source, but if we give +5 the calculating is much harder, than just having a +2. With +2, each round a simple check:
You can use empire sliders in some cases... and aim for happiness wonders.
The first step is to not do things which will create big happiness issues in the first place, unless you have "surplus" hapiness in each city.
I.E.
Don't conquer that extra city, when you're maxed out on empire size, and at the limit of your current happiness capability
Don't excessively build units, if its causing WW. (We should include a WW impact value for each unit, so that defensive units have less impact, and the AI has a choice to build these without massive happiness impact.)
Don't found a city if its too far away, and will have happiness penalties. If you've maxed out available land, then work on getting better transportation.. I.E. railroads, build up PW, and build a network.
Build and keep an appropriate emergency fund able to rush buy an appropriate early happiness building.
Smart management needs to be more about preempting issues, and avoiding them, than reacting to them. This is the way a human works. If an AI is always reacting, rather than preempting and preparing, it will always be behind the 8-ball.
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