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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
Are their any Civ style games that use a system similar to Call to Power's Public Works system instead of having to micromanage settlers and engineers.
Are their any Civ style games that use a system similar to Call to Power's Public Works system instead of having to micromanage settlers and engineers.
I want the strategy without the tedium.
Hey TLF, hope your doing well!
I dont recall any
But I do love the CTP system
If I come up with something, I will post back here
Now that you mention it, I have no idea why didn't they use it in Civ4. Does anyone invent any reasons why not to use a public works system with PW points based on manpower and gold?
Now that you mention it, I have no idea why didn't they use it in Civ4. Does anyone invent any reasons why not to use a public works system with PW points based on manpower and gold?
Usually someone will mention that workers require more thought to use, like where to move them. This is true for the first 25 turns, the rest of the game the PITA factor far outweighs this.
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.
Usually someone will mention that workers require more thought to use, like where to move them. This is true for the first 25 turns, the rest of the game the PITA factor far outweighs this.
Yes, they are more micro intensive. This requires some skill. Claiming it only matters for the first 25 turns is complete bollocks though
You just wasted six ... no, seven ... seconds of your life reading this sentence.
Yes, they are more micro intensive. This requires some skill.
As does PW, without the extra micro of moving a unit every time.
Claiming it only matters for the first 25 turns is complete bollocks though
An exaggeration perhaps, but as the game goes on, they just become more and more of a burden on the player to manage. That is not good design. It should get easier as other elements of the game get more time-consuming.
Also, Civ4 has very little micro and an overall system way better than CTP.
Overall system? Please, be more vague.
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.
When I asked about Civ Type games I wasn't just referring to civ 3 or civ 4.
It could be any turn based strategy game.
I really can't stand moving all of those settlers and engineers. Deciding what to build and where to build it is strategy. Moving workers is just fiddly busy work.
Am I the King/President or some local deskjockey? Even a Mayor isn't wasting time deciding where Joe worker should be today.
Just automate the workers (IIRC there's a game setting to have them start automated) if you don't want to micro terrain improvement, and don't think doing so is helpful. Problem solved.
'Public works' was one of CTP's wins over Civ. But CivIV, especialy with the expansions, is very CTPified - a bunch of people involved with CTP over the years got involved with CivIV.
Ok no PW, but as Aeson said, you have ways around just about anything. CivIV is very custom setting friendly.
I was trying to think of some other game examples, came up with the Imperialism(1+2) games; but they do have 'worker' units just much fewer than in a typical game of Civ i found.
Spartan by Slitherine isn't as complicated a game as Civ, but it is a tbs and you build stuff but it doesn't use a worker system(you just build city improvements).
But for a Civ type game without workers, the CTP games may be the only thing that hits it close.
Actually, TLF made a point here, that i totally agree with. Moving the workers around is annoying, if you just have enough of them. When i hit like 10 of them, they go automated - suboptimal and, of course, not really part of the game for me anymore (since i dont decide much about them from this point on). And then you have the idle worker at late middle ages/renaissance... For Civ5, i´d like to see a CTP-approach on workers (not settlers though).
Automating them isn't the same.
I still would like to decide what needs to be built where, but not have to move each worker and possibly have to drag a worker in from another city if none is available.
To me, moving the workers is just busy work.
A leader just need to say build more of this or that in this or that city.
The PW system comes closest to that. I just do things as the money becomes available.
How much city management is involved there?
If I am going to micromanage something I would rather it be the battles.
And if I don't want to then the computer will play out the battles ans decide then in a manner similar to Civ and CtP2.
I'm having trouble locating info about the turn based strategy part of that game.
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