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Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 27-10-2004 03:16 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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PROJECT: New Game Manual Increase the size of your Attachments

I had a few moments to spare today while at uni, had nothing better to do (no access to the game there) so I started browsing old threads and came across a thread of almost a year ago in which we discussed writing a new manual. The discussion soon lead to an argument over what file format to use for the final result and died. That's a pity because writing a new manual is a darn good idea: the current manual and strategy guide are very crap to begin with, and also rapidly getting obsolete.

So I gave some thought about what such a new manual would look like and, having nothing better to do anyway, came up with a rough draft of the overall structure. I'm posting it below, please feel free comment on it: is it good, is it bad, what to add (I'm sure I forgot a few things), what to move, what to leave out. Maybe a few people can actually start writing this thing? We can worry about details like file formats later, it's usually not too hard to convert one format into another.

I'm not sure how much time I would be able to invest in this myself, but I think this is a excellent project to work on for those people who are currently not doing much for the project but who want to help more. At the time of the previous thread people like CoT, centrifuge, IW, Gilgamensch, Aias, Tamerlin, The Big Mc and Solver seemed interested, those would be good people to work on this now if they have time and feel like it. Other can also help out if they want of course.


---------


Call to Power II: Apolyton Edition -- User Manual


Legal Notes
Legal information on the game, source code and manual.

Credits
Who helped make CtP2, AE and the manual?

Table of Contents
As the title says.


H1 Introduction
General info on what kind of game CtP2 is: turn based, strategy, manage resources, fight wars, blah blah.

1.1 Goals
Explore, grow, build, research, fight, trade, negotiate, win.

1.2 Apolyton Edition
Explain what the AE is and its history.

1.3 Differences with CtP1???
Explain main differences between games maybe???

1.4 Differences with Civ3???
Explain main differences between games maybe???


H2 Getting Started
A quick run-through of all facets of the game, to help complete newbie get started. All ot this may or may not be intertwined with an in-game (SLICed) tutorial and the Great Library. Topics to cover:

2.1 Pre-game setup
Various start-up options explained.

2.2 Turns
What is a turn, what happens between turns, when a new turn starts?

2.3 Fog of War
What’s all that black stuff, why are some parts of the visible map ‘greyed out’?

2.4 Settling
What to do with that donkey guy, what to pay attention to when finding sites to settle?

2.5 How To Get Stuff Done: the User Interface
Basic UI screens and functions explained: Control panel, Minimap, Right-Click menu, Menus.

2.6 Units
How to build units, how to move them around, how to attack? Basic info on different types of units.

2.7 Cities
What’s their purpose, how to build things, what are specialists and mayors?

2.8 Terrain & PW
What impact do they have on resource collection, movement, defense?

2.9 Empire
What are empire settings and governments?

2.10 Science
What the purpose of research?

2.12 Goods & Trade
What are good and how to trade them?

2.13 Opponents, War & Diplomacy
What are those other guys doing there, how to I fight them, how do I stop fighting them?

2.14 Winning the Game
What to do to win, what victory types are there?


H3 Unit Concepts
All there is to tell about units and combat.

3.1 Purpose
Run through roles of units: recon, attack, defense, bombard, transport, naval warfare, unconventional warfare, etc.

3.2 Properties
Discuss conventional unit properties: attack, defense, ranged attack, armor, movement, build cost, support cost (explain special forces, readiness state), transport capacity, fuel, stealth, etc. Refer to appendices to detailed stats.

3.3 Movement & Combat
Explain movement restrictions (land, water, mountians, deep water, air), armies, combat model and veteran units.

3.4 Unconventional Warfare
Explain every unconventional action in the game, organised by types: slavery, diplomacy, espionage, happiness, wealth, disease.

3.5 Managing Units
User Interface controls and screens related to units, including common orders (move, attack, expel, disband, etc).


H4 City Concepts
All there is to tell about cities.

4.1 Purpose
Purposes of cities: resource collection, construction of units/buildings/wonders, borders, defense, etc. Explain city styles.

4.2 Settling
Explain in detail how, where, when to settle. Also cover Urban Planners, undersea cities, disbanding cities.

4.3 Capturing
Explain how to capture cities: combat in cities, attacking cities from sea, which units can capture (empty) cities, capturing undersea cities, free advance on capture, etc.

4.4 Growth & Population
Explain how the population model, city growth and starvation work, explain (dis)advantages of large cities.

4.5 Resource collection
Explain resource collection model, specialists.

4.6 Contruction
Explain how to build stuff, what the types of buildable items are (units, improvements, wonders), how build queues work.

4.7 City Improvements
Explain role of buildings and what types there are (growth, production, science, corruption, defence, etc). Refer to appendices to detailed stats.

4.8 Wonders
Explain role of wonders in the game, discuss wonder races. Refer to appendices to detailed stats.

4.9 Happiness & Crime
Explain happiness and how to manage it. Explain revolts and revolutions.

4.10 Managing Cities
User Interface controls and screens related to cities, including majors and advanced build queue features (saving, loading, multiple city management, etc).


H5 World Concepts
Explain the map and the world around cities and units.

5.1 Terrain
Explain terrain types and their properties: food, production, commerce (difference between gold & science), defence, movement cost. Refer to appendices to detailed stats.

5.2 Main Map
Explain how to interpret map information: fog of war, selected unit/city (squares around settlers), city name/size/symbols, unit size/symbols, borders, right-clicking to get info, what do units/cities/trade routes look like?

5.3 Minimap
How to use the minimap, what are the various modes?

5.4 Tile Improvements
Explain what types of tile improvements exist and how and where to build them. Explain pillaging. Refer to appendices to detailed stats.

5.5 Trade Goods
Explain trade goods and their advantages (resource bonuses, trade). Refer to appendices to detailed stats.


H6 Empire Concepts
Everything under a players control except units and cities.

6.1 Definition
Explain what an empire is and what its subcomponents are (units, cities, government & empire settings, science, etc).

6.2 Borders
Explain borders and their role in the game, how to expand them.

6.2 Empire Settings & Concepts
Explain the empire settings and their impact on the game. Explain empire-wide concepts like PW, gold, happiness, pollution.

6.3 Governments
Explain the role of governments and their impact, how to choose a government to choose. Government units. Refer to appendices to detailed stats.

6.4 Science
Explain role of science, how to choose and change research, how to set goals, other means to acquire advances (espionage, conquest, diplomacy, etc). Explain Great Library and how to navigate it. Explain advances: branches and ages. Refer to appendices to detailed stats.

6.5 Pollution
Explain pollution, how to check and reduce it. Explain global disasters.

6.6 Feats
Explain what Feats of Wonders are, list them all.

6.7 Trade
Explain trade: what it is, advantages, how to do it, what determines the prices, international trade. Also explain caravans, embargo and piracy.

6.8 Managing the Empire
User Interface controls and screens related to empire management.


H7 Opponents
Everything related to the other players in the game.

7.1 Civilizations
Explain what types of civs there are and their personalities. Refer to appendices to detailed stats.

7.2 Diplomacy
Explain how to conduct diplomacy, role of embassies, what proposals there are, how to use tone of proposals, threats. Explain regard and trust and what affects them (pillaging, piracy, unconventional warfare, atrocities, nuking?).

7.3 Espionage
Explain espionage, how to gather intelligence, how to spy.

7.4 Mutually Assured Destruction
Explain MAD.


H8 Victory
Explain the various modes to win the game and how to achieve them (especially Gaia Controller)


H9 Multiplayer
Explain how to find, participate in and set up MP games, how to run them smoothly, explain resynchs etc.


H10 How to Play: Strategy Advice
A basic strategy guide for newbies.

10.1 Resource Collection
For each resource (food, production, commerce, gold, science), explain all factors that affect it, how to maximize/optimize it.

10.2 Research
How to optimize research, what are the most important advances?

10.3 Combat
How to form and manage stacks, when to attack, city defense, etc.

10.4 Naval Strategy
Give hints on naval strategy, how important is it, what ships to build, naval invasions.

10.5 City Management
When and where to build cities, what to build in them, what wonders to build, etc.

10.6 Empire Management
Advice on empire settings, governments, trade, diplomacy, pollution, etc.

10.7 Game Start
Some hints on that all-important phase of the game: the start

10.7 Multiplayer
Some multi-player specific hints


H11 Game Settings
Explain all settings of the game: graphics, gameplay, advanced settings, etc.

H11.1 Keyboard Mapping
List existing keyboard mapping, explain how to modify it.


H12 User Interface
Systematically run through all UI screens in the game (again), for reference purposes.

12.1 Pre-Game Options
Run through all pregame options and settings

12.2 Map Controls
Radar map, control panel, right-click menus, army manager.

12.3 Menus
Each of the menus above the map map.


H13 Troubleshooting
Explain and solve common problems, basically an expanded FAQ.


Appendices
Detailed information and statistics on a wide variety of topics.

Units

City Improvements

Wonders

Advances

Terrain Types

Tile Improvements

Trade Goods

Governments

Civilizations

Index
Index of all important concepts discussed in the manual

E is offline E
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May 1999
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I think a manual should also include reference to SLIC, mods, and other tools like tileedit etc. Most people come for the game but then want to make changes and really that is where ctp2 cant be beat is the customization ability.

HuangShang is offline HuangShang
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  Old Post 27-10-2004 10:46
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well, for 1.4, i recommend just a general difference b/w the CtPs and the Civs in general

just personal opinion i guess, but 2.5 for the interface seems a little late, as settlers seem early at 2.4

4.3 free advance on capture? when did that happened, or is AE?

ive noticed somethings i might have to read up on...

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 27-10-2004 14:35 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by E
I think a manual should also include reference to SLIC, mods, and other tools like tileedit etc. Most people come for the game but then want to make changes and really that is where ctp2 cant be beat is the customization ability.

I agree it would be good to have a decent, complete, unified, well-structured and up-to-date manual for modding. One that discusses the ins and outs of every text file, explains for every concept in the game (units, special effects, orders, goody huts, AI strategies, etc, etc) how to add/edit it and also discusses the various modding tools that are currently out there and how to use them (TileEdit, CtPEd, in-game scenario editor, BMP2CTP2, etc). A bit like hex's mod guide but more complete and up-to-date (a lot of stuff from hex's guide and other documentation out there could probably be reused).

However, I don't agree that that information should be part of this playing manual: there is far too much information to just add it all as a seperate chapter or a few seperate chapters. I think in fact that it would be best to have 3 manuals: one for the playing, one for modding, one for SLIC. The first one is what I started this thread for, the second one I frankly haven't given much thought to yet and the third one I've already got covered (just give me a few more weeks, possibly months).

quote:
Originally posted by HuangShang
well, for 1.4, i recommend just a general difference b/w the CtPs and the Civs in general


Well, I named it Civ3 because how many people are out there that have played Civ2 but not Civ3? But yeah, mentioning differences with older Civ games could be part of it.

quote:
just personal opinion i guess, but 2.5 for the interface seems a little late, as settlers seem early at 2.4

The idea is that sections 2.3-5 explain everything pretty much everything the player sees when he first starts a new game, to help him get through the first few turns of the game (combined also with 2.6, so that he can build units and start exploring). In what order these things are explained is fairly unimportant IMO, basically at the discression of whoever ends up writing that chapter.

quote:
4.3 free advance on capture? when did that happened, or is AE?

Yes, that was added in AE. You should play the game more

The Big Mc is offline The Big Mc
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Of the universe / England
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  Old Post 27-10-2004 20:12 Visit The Big Mc's homepage!
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well if you want a section on tile edit, sprite edit, making sprites, doing ask me or e .
(you could ask the martin but he has probably not got time.)(or just steel the manual)

child of Thor is offline child of Thor
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Jan 2002
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  Old Post 27-10-2004 21:42
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Ok this is good timeing as next week i'll have my new pc up and running at home.

The layout looks ok Locutus, i'll have to compare everything once i've played the new build a bit.
Does this mean we're at that stage where the game is more or less done?
And where's the best place to go to get the ready to release build?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 28-10-2004 01:11 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by child of Thor
Does this mean we're at that stage where the game is more or less done?


No, but by the time the manual will be done it might

AFAI can tell the programmers mostly seem to be working on MP (kaan), AI (calvitix), bug fixing/stability (Fromafar) and 'under the hood' tile imps/terraforming handling (Martin) now, no real gameplay changes happening.

But even if that changes, it's generally easier to update than to write from scratch...

quote:
And where's the best place to go to get the ready to release build?


Playtest thread.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 28-10-2004 02:22 Visit Maquiladora's homepage!
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quote:
now, no real gameplay changes happening.


There are the changes to terrain, which I hope we can introduce in the next playtest.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:20
  Old Post 28-10-2004 13:33 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by Maquiladora
There are the changes to terrain, which I hope we can introduce in the next playtest.


Ah yes, text file changes, there might indeed be a few of those over the next few months

But those will mostly just affect the appendices, which should wait until last anyway...

The Big Mc is offline The Big Mc
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we could integrate the altered underwater terrain set.

J Bytheway is offline J Bytheway
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  Old Post 24-03-2005 06:32 Visit J Bytheway's homepage!
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Now that we have a svn server to do the work in, I feel like making a start on the documentation, so I'm interested to know what, if anything, has been done so far (CoT?).

I could lay down this outline in LaTeX, and perhaps work on something to autogenerate tables for the appendicies from the text files. Of course, I don't actually play the game very much, so I wouldn't be the best one to write the body of the text, but once the outline is there it would be relatively easy to add to without much knowledge of LaTeX (it's not very different from just text by that stage).

In fact, it has just occured to me that using texinfo is another option... but I won't complicate matters by promoting it .

I feel I should also point out that in fact we need at least four manuals, not just the three Locutus mentions, and the fourth (for those working on the source code) is the only one we have at present!

I'd be interested to hear the progress of the SLIC manual...

child of Thor is offline child of Thor
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  Old Post 24-03-2005 15:44
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well my 'Complete CTP2 newbie guide on how to play' is basically finished. It comprises the following:

1. How to start a game(100% complete)
2. complete UI breakdown and explanation with all the subcatogaries.(95% complete)
3. step-by-step (monkey see monkey do) start-up game guide for the first 10 turns (appprox)(90% complete)

I need to do a complete layout re-check and edit, just to polish up any errors and the idea is to give it to my girlfriend so she can try to play the game using just this guide. Once i start this last bit it shouldn't take long before i can hand it over to you or Locutus.

Its all based on the playtest version i've been using but is also aplicable to the origonal game(which apart from the different start-up menu layout is the the same in-game).

J Bytheway is offline J Bytheway
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Any further progress on this, CoT? It would be nice to get some user documentation started .

child of Thor is offline child of Thor
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Well i haven't been able to persuade my gf to have a look at it, she's more interested in Baten Kaitos on her gamecube( http://www.gamespot.com/gamecube/rp...tos/review.html ).
So no accounting for taste i guess

Still i'm happy to post what i've got so far - i've been a little sidetracked for a while now i must admit, but i've the files somewhere so i'll put them here in a few days(warning! this might extend into next week depending on stuff ) for you to critic.

Don't expect rocket science - what i've done is aimed at a complete newbie to CTP2 but it might be good for those of you who have been keeping up with the source code tests to be able to put your input and any new info in too

J Bytheway is offline J Bytheway
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quote:
Originally posted by child of Thor
Still i'm happy to post what i've got so far - i've been a little sidetracked for a while now i must admit, but i've the files somewhere so i'll put them here in a few days(warning! this might extend into next week depending on stuff ) for you to critic.


Great . I look forward to seeing it .

quote:
Don't expect rocket science - what i've done is aimed at a complete newbie to CTP2 but it might be good for those of you who have been keeping up with the source code tests to be able to put your input and any new info in too


Don't worry; it would have to be truly terrible to be worse than nothing at all! .

child of Thor is offline child of Thor
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CTPII NEWBIE GUIDE:

This bit fits into Locutus's file he already prepared as a framework.



H2 Getting Started
(A quick run-through of all facets of the game, to help complete newbie get started. All of this may or may not be intertwined with an in-game (SLICed) tutorial and the Great Library. I'm using Apolyton playtest version 2004-9-14)

In this section you will get a guided tour through [a few dozen years/turns], to help familiarise you to various parts of CTP2.

We’ll be using default setup – so don’t go into the ‘Options’ menu yet.
First let’s start a ‘New Game’.

You should see now see the ‘New Game’ setup screen. For this game we will leave the options alone. You will be Julius Caesar for this walk-through. Once you’ve had a look at the various option buttons, click the green ‘Launch’ button at the bottom of this screen.

After a short loading screen, you will find that you have two settler units on a small piece of visible land (The number 2 in the unit ‘shield’ indicates two units in the stack). Most of the game map is completely black.
Before we move our settler units lets have a look around at what does what in the User Interface (UI).

Mini-Map:
At the bottom left we have a large grey box – this is the mini map, and gives you a larger view of the world around you. At this moment it will be nearly all black, as you know nothing of the world around you yet. You can click in the mini-map to move the game view to that area of the map. At the top of the mini-map box are various filter options for the amount of detail you wish to display on the mini-map. Once you are further into the game these can help you with an at-a-glance worldview on how your empire is doing compared to the other players. Until you have explored a decent amount of the map around you, we can minimise the mini-map to give us a better view of the game world. Click the minimize button in the top right of the mini-map now, you can always expand it later as and when you need it.

Function bar(top of screen):
At the top of the screen is a grey bar with many options. From left to right they are:

Empire – this provides links to:

Empire Manager screen(F1)
Trade – Market screen(F4)
Trade – Summary screen(Ctrl+t)
Science Manager screen(F6)
Gaia Controller screen(Ctrl+g)

Cities –this provides links to:

Build Manager screen(Ctrl+b)
City Manager screen(F3)
National Manager screen(F2)

Units – this provides links to:

Unit Manager screen(F8)
Army Manager screen(.)

Diplomacy – this provides links to:

Diplomacy Manager screen(F7)
New Proposal screen(Ctrl+d)

Status – provides links to:

Great Library screen(F5)
Ranking(world) screen(Ctrl+k)
Score screen(F9)
Wonders screen(W)

Options – this accesses various in game options that effect different things:

Zoom in on the world map(-)
Zoom Out on the world map(+)
Gameplay(F)
Graphics(Ctrl+f)
Sound(Ctrl+v)
Music(Ctrl+m)
Advanced(Ctrl+p)
Cheat Mode(!)
Save Game(S)
Load Game(L)
Restart[with the same game settings](Ctrl+z)
New Game(Ctrl+x)
Quit(Q)

Main User Interface hub(bottom right of screen):

This is the main UI console that you will use to access CTP2’s various management screens.
The circular part contains the following buttons(going clockwise from the top):

Empire Manager – this takes you to the Empire Manager screen, this screen is divided into two pages:

Domestic Policy, on which you can set the amount of food your people receive.
The work hours per day they work and the amount of this overall production that goes into public works(PW).
Also you can set the amount of gold they get paid as wages and the amount of the overall gold that goes into your scientific research.

Government, on which you can get information about the efficiency of the government type your empire is working under, and a pull down list of the types of governments you can currently choose.
At the beginning you have only one choice – Tyranny, not a great system and you should aim to move to a more advanced one as soon as you can by researching the required techs(see Science Manager).

Unit Manager – this takes you to the Unit Manager screen, this screen gives you information on all your units and is divided into two pages:

Unit Statistics, on which you can see a complete list of all your unit types and their combat ratings. Also on the left is a small box in which your Military Advisor gives you information, you can toggle this box on/off with the ‘Advisor’ button on the bottom left of the Unit Statistics screen.
Just above the ‘Advisor’ button is the unit war status slider – this can be used to change the war readiness of your units. It has three settings:

At peace – your units cost little to support and are at one-third combat strength.

On Alert – your units cost a medium amount and are at half combat strength.

At War – your units cost the most in support and are at full combat strength.

You start with ‘At war’ support costs, and its best to leave it like that for now.
NOTE: It takes a few(x?) turns for your War Status to change to the new selection, so take this into account as you can leave yourself vulnerable if you make a change at the wrong time!

Just below the ‘War Status’ information panel, is the ‘Disband Unit’ button – be careful with this button as its possible to disband all units of a certain type when in our current ‘Unit Statistics’ screen!
The last button on the bottom right is the ‘Quit’ screen button; this closes the ‘Unit Manager’ screen.

Tactical Info – this screen gives you a complete breakdown of each and every unit. It displays the units name, army number, any orders, its location and its current health rating.
From here you can highlight each individual unit in your armies – if I need to use the ‘Disband Unit’ function, I do it from this screen rather than the ‘Unit Statistics’ page.

Diplomacy Manager – This screen allows you to conduct diplomatic relations with any of the other Empires you have come into contact with. Next to the nations name this screen displays the nations regard of you, its relative strength, whether you have an embassy established, and the type of alliances or treaties you have with each other.
To engage in diplomacy you need to select a nation from the list and select one of the options at the bottom of the screen. These are, from left to right:

Intelligence – provides more detail on that particular empire and its relations with you, using the pages called foreign relations, Domestic and Science.

Create proposal – initiate diplomatic proposals in which you can set the demands, your tone of address, and various other diplomatic options. There are many options available to you. The basic process involves these few steps:

1.Select the tone of your proposal (from kind to angry)
2.Select either a Request, Offer or Treaty
3.Select an additional Request, Offer or Treaty to make an exchange of step 2.
4.Send it off

You will need to have encountered another civilisation before you can undertake diplomatic actions. It’s worth experimenting with all the options to get the hang of it (you can always go back some steps if you make a mistake).

Declare War – for when diplomacy breaks down.

Embargo – your Empire will automatically close all trade links with the chosen party.


Science Manager – This screen gives you information on the current advance you are researching in the top left and centre graphic box. The number below the picture is the amount of turns remaining before you have learnt this new advance. The bottom half of the screen is used to display the advances you have already learnt, represented by your civilisations colour in the first column of blocks. There are seven other blocks running across the screen.
As you meet other civilisations they will have their colours represented here. It helps you to see how far ahead or behind you are in your advances in comparison to the other AI civilisations.

Clicking on either the ‘Change Research’ button, or the number of turns remaining box under the picture, will enable you to change the advance you want to research.
Its one of the first thing I do when starting a game as often you will be on a difficult advance to discover as a default.

A useful function in the ‘Change Research’ screen, is the ability to set advance goals. At the bottom of the screen is a ‘Goal’ button. Clicking on this enables you to access the ‘Great Library’ and select a particular advance goal for you to aim for. When you do this all the subsequent advances that lead to this goal will have an asterix(*) symbol next to them, so you can see what advance choices you make will lead you quickly to your chosen Goal, very handy.
At the start of the game I usually set my Goal to ‘Monarchy’ – its good to get out of ‘Tyranny’ as soon as you can, to have a more productive level of government.


The Great Library – if you want some information about any in game aspect of Call To Power 2, this is the place to go.
Down the left of the screen are ten buttons that will give you lists of all game:

1. Advances
2. Units
3. City Improvements
4. Wonders
5. Terrain
6. Goods
7. Tile Improvements
8. Governments
9. Unit Orders
10. Concepts

Everything is listed in alphabetical order and there is even a search function at the top left of the screen. At the bottom of the screen you can access the ‘Set Goal’ options as discussed above.
One word of warning – spending too long in the ‘Great Library’ can spoil some of the surprise/mystery of the game, so if you are new to the game use it sparingly.

Trade Manager – Use this screen to setup trade routes when you have ‘Goods’ to trade. There are two pages in the ‘Trade Manager’ screen:

Market – here will be listed all the available trade routes you can setup, if you have enough trade ‘caravans’ to do so. Each trade route has a cost in the amount trade ‘caravans’ required to set the route up. You need to build ‘caravans’ in your cities when you have researched the required advance. Once you have selected the route you want to open by clicking on it, and have enough trade ‘caravans’, click ‘Create Route’ at the bottom of the screen.

The direction the route travels will be decided for you. Sometimes if this route goes through enemy territory it can be a good idea to think about using another route, or you will find it getting pirated fairly often!
At the top of the screen are three buttons that toggle the trade routes you can choose:

Own – will only display the routes you can setup within your own empire

Friendly – displays all your routes plus all those of other friendly civilisations

All – well……as it says, all possible trade routes are displayed

Next to these buttons is the ‘Cities per good’ slider, this can be set to between 1 and 5. What this does is(…..?)
At the bottom left of the screen is another ‘Advice’ button, this gives access to the trade advisor whom can give you suggestions and also displays information on the trade routes and caravans you have or have used.

Trade Summery – this screen shows you information on all your active trade routes. It also will enable you to see if any of your routes are being pirated, a pirate flag will appear to let you know. If this happens it is a good idea to follow the trade route with a unit if possible and remove the pirate (or when you can see which civilisation the pirate belongs too, use the diplomacy screen to tell them to stop!).
The amount of money the trade route creates and the amount of caravans needed to keep it open are also displayed here.
At the bottom of the screen there is a ‘Disband Route’ button, this enables you to cancel any route you select from the list displayed.


National Manger – This gives you a quick overview of all your cities. There are three main pages of information within this screen.

Resources – on this screen you get a resource breakdown for each city, it displays the city name, population size, happiness, food, production, gold, science, pollution and crime rate. You can toggle what priority this information is displayed in by clicking on the title tab (if you want to know which cities produce most food for example, click on the loaf of bread and it will toggle between the highest and lowest food producing city).
At the bottom of the screen are two buttons that can be selected when a city in the list is highlighted.

Build Manager – takes you into the build queue for the selected city

Disband – this button will disband any selected city, so be careful!

Status – this screen enables you see what each city is producing at that time and how many turns it will take to finish. Also at the bottom of the screen you have options to toggle on/off the city ‘Mayor’ function and set parameters for it.
To turn the Mayor on, select a city from the list then click the ‘Mayor’ button in the bottom left of this screen. The information panel above will update any changes you make with the Mayor status. There is a pull down menu next to the mayor button where you can select a priority for the mayor to follow (for example ‘production’).
To be honest I never use them, they are pretty hopeless at their jobs! I prefer to manage all my cities manually – still if you want a laugh/cry, then give them a go J

Just to the right of the ‘Mayor’ button is the ‘Rush Buy’ button. When you have selected a city from the list in the ‘Status’screen you will be able to quickly build whatever is in that cities build queue at the time, by clicking the ‘Rush Buy’ button. The cost is in gold and is displayed to the right of the button. This can be useful when in a Wonders race, or when you notice an enemy army approaching a poorly defended city.

At the very bottom of the screen there are the ‘Build Manager’ and ‘Disband’ buttons, they work the same here as described previously.

Specialists –


City Manager – This screen gives you detailed information on a specific city.









2.1 Pre-game setup
(Various start-up options explained.)
After the intro movie has played you will find yourself in the Apolyton Edition start menu.
From here you can select the type of game you wish to play and various in game options.
On the left hand side we have the multi-player options, these are:

Network game – use this to setup a Multi-Player on-line game or a LAN game.

Email game – use this to play by email.

Hotseat – use this if you want to play a Multi-Player game, but on one pc.


On the right hand side of the screen we have the single player options, these are:

New Game – starts the single player default game.

Load Game – Loads a previous game.

Tutorial – The in game tutorial, a good place for new players.

At the bottom of the screen we have three other buttons, going from left to right these are:

Options – allows you to setup some game parameters and sound and graphics settings.

Credits – lists all the people who have helped in the Apolyton Edition remake.

Quit – don’t do it!


END OF THIS BIT:

the file below is basicaly a word2000 version of the above with all the bolding etc. I did have another file with some more stuff(the ten turn walk through),but can't find it for now

Attachment: ctpii newbie guide.doc
This has been downloaded 1 time(s).

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:20
  Old Post 22-05-2005 06:48 Visit J Bytheway's homepage!
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Well, I've TeXed both Locutus's and CoT's contributions, and it makes quite a substantial document already...

The source should be in the repository shortly, and I've attached a pdf version for people to glance at (of course, it's still pretty crude at present).

CoT - I cut and pasted your work around a bit to fit better into Locutus's outline, and because I think it makes more sense slightly rearranged. I hope you don't mind. Also, do you have access to the repository?

The obvious choice for licensing this is the GNU FDL, but that has acquired something of a bad press recently. There's also the creative commons. Does anyone have any opinions?

Attachment: user_manual.pdf
This has been downloaded 5 time(s).

Last edited by J Bytheway on 22-05-2005 at 06:56

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:20
  Old Post 22-05-2005 21:55 Visit E's homepage!
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Should we add a copy of the CtP2 FAQ with the manual? I know its available on-line but it would be nice for some people to have a copy I think...

J Bytheway is offline J Bytheway
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  Old Post 23-05-2005 04:08 Visit J Bytheway's homepage!
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quote:
Originally posted by E
Should we add a copy of the CtP2 FAQ with the manual? I know its available on-line but it would be nice for some people to have a copy I think...


Well, hopefully the more annoying of the FAQ will be rendered irrelevant, but yes, it would seem like a sensible idea. Indeed, Locutus already suggested putting it under troubleshooting.

Last edited by J Bytheway on 12-09-2005 at 06:13

child of Thor is offline child of Thor
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Jan 2002
time: 05:20
  Old Post 25-05-2005 13:25
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quote:
Originally posted by J Bytheway
edit....

CoT - I cut and pasted your work around a bit to fit better into Locutus's outline, and because I think it makes more sense slightly rearranged. I hope you don't mind. Also, do you have access to the repository?

edit...


No - please feel free to cut/paste away anything i put forward here, as most likely it will not be a proofed version(i'm very bad at finishing what i start ). And as for access to the repository - i've not tried, but unless i need special privilages i assume so?

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:20
  Old Post 25-05-2005 14:43 Visit J Bytheway's homepage!
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#21 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by child of Thor
And as for access to the repository - i've not tried, but unless i need special privilages i assume so?


Well, you need to give kaan a username and password, and tell him you agree to the EULA. If you want to work on the documentation in the repository more directly, then you could get access and just check out the portion of the repository containg the documentation - you don't need to waste hard disk space on all the sources and other things in there if you don't want them.

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