The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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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
I realize that the above post makes me sound like the very worst of capitalistic taskmistresses, or perhaps even the very worst of communistic taskmistresses, but in both cases it's not that far off the real money so I leave it for now.
What you can do to test is move one worker away from his/her workplace. If you are still above production, tell your worker their services are no-longer necessary. Repeat until your production does actually drop down below the maximum for that particular resource. Now, simply return the worker to work and all is well. You have only killed as many as is "necessary", and are still producing at the maximum rate.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
either that or you just hold your mouse pointer on the production number that is flashing in red and you will get an efficiency percentage. That'll tell you whether you have just crossed the max (efficiency 95-99%) or whether you are way over.
Originally posted by tetleytea
Question: I understand why you would kill citizens/intellectuals, but, why are you razing Universities/Woodcutter camps? What's the benefit of that?
The benefit (I suppose) is recycling some resources, but that's about the point where you end up swimming in resources anyway...unless building a lot of new units to replace the slaughtered civilians, which I suppose is the point. Maybe you could squeeze the dead civilians between rocks for a million years, then use the oil...
By that time I had maxed out on citizen pop limit, and on tech that could be researched. (The game was limited to a certain age advance so it was at that point still a contest of conventional, not nuclear, weapons.)
The universities were doing absolutely nothing useful and I thought the resources to be gained from their razing was more important.
This was so because I was preparing to set all my military facilities to infinite queue, with rally points deep in the heart of enemy territory. So once my army encountered resistance, they would have enough backup to keep the momentum going.
Originally posted by tetleytea
Empty universities still make your cities a little larger and give it a little defense bonus.
Well, that's what we read, but is that really true, or are their just a series of plateaus each time city size increases? Dunno...and it's tedious to test that.
I was always under the impression it plateaus, but it also soaks up some dumb AI attacks. All-in-all the benefit is very marginal, but compared to the even more marginal benefit of razing them...I'll be keeping them.
I occasionally tear down one or two of my earliest forts to make a new front-line fort more affordable. Ditto my first airbase, once its planes can no longer reach the front. Of course that's a LOT safer against the AI!!
Originally posted by WRangler Rhymer
Yes this strategy is good, but I dont build any more then 4 in each university in the first place, but i do kill off excess citizens.
Don't know what you're thinking here, but you should always max out your scholars. Knowledge is the most critical resource because you cannot get it anywhere else.
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