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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
With this setup I felt it would be okay for me to "play" an early round even if I can't do any others. And as things get more complex, I probably won't be able to play again; but "we" had fun with this. The log follows.
2000..Hut-Code->Mon
1900..Hut-Nomad
1750..Mon ->Curr; MonkWine
1650..Monarchy
1600..50g Hut; Barbs to the North
1350..Hut-Chariot; mine finished MonkWine
1300..Curr ->Trade; 4Monks
1250..100g-Hut; Barb kills exploring Souix Horse: where are they?
1200..Hut-Nomad; Temple CentCity
1100..Horse-Hut; Barricks MWine
1050..MonkSilk
Notes:
Legions are cued up awaiting Trade where I suggest they become camels. The horse near 4Monks I pegged for temp garrison duty there. The western explorers are hut-hunting. The Nomad is being dogged by the Barb Legion. Bringing the Chariot towards the Nomad may make him disappear.
SG, how about reducing your stipulation to none of the last three players is allowed to take the next turn, because we don't have that large a pool to draw from, and if a few people cannot pick up the next save, then those last four regulars may be kicking their heels for a while in frustration. If someone has posted that they have the save, then give them a deadline to return it, or else this may get bogged down too. Two days, maybe, and if they have nor posted their save by then, another player can jump in instead.
Yorkie - I said this is experimental - let's see how it hangs - the 4 is not carved in stone (but there is always a danger that a small cabal that play quickly could freeze out other worthy players who are that bit slower) and there is some merit in the idea of being able to 'bag' the game for a short period to stave off snatchers - but what period? you suggested two days - I was thinking maybe 6 hours - lets see
I've got to get some sleep soonest, but first a word about this experiment. Reading the first post again, I really like the stated free for all aspect that was proposed. Therefore, I suggest you wait on making it a 6hr hold. The idea is to get some speed to the turnsets. For sure, any hold should not be asked for until the player is ready to actually start playing. Maybe a 2hr hold that could be extended if the player posted claiming some progress. And I agree with the Yorkish faction that after two days, someone who was up but had not posted should be subject to being bumped.
Let's see how it goes. Twelve people could conceivably be on the roster playing intermitently as time permited. Being able to hold the game for a brief period is a good idea. I kept checking to see if anyone else had taken the save; I was so worried someone would scoop me.
One suggestion. Get Marco Polo ASAP. Many of the usual next techs are probably already held by the AI at this time, and maps are a must on this big map.
Three have taken the save. Someone claim it and play.
Nice turnset Monk - number of cities and area doubled plus monarchy - can't do much better in the early rounds. And 4Monks looks like a likely SSC.
I also sped through wondering whether I would be competing with others, but I thought that was implicit in the setup. It added spice to the experience - maybe too much?
In the early rounds a 1-hour hold should be sufficient.
I shan't be downloading this until I have played the Dirty game, but I'll only play on weeknights as I can't post at the weekend, and one night is about as much as everyone else should be expected to wait for the save. Does SG want to suggest a date after which players should play only 10 turns? If this gets as large as some of the other SXNs, then it may take more than one evening to play 20 turns in the later game.
Rather than saying that the eight person must play 10, and those after them, then how about a date? If your turn spans this date due to someone before you being unable to play their full entitlement, then play as many as you see fit. Things should flow quickly!
One day, when I've chosen an ISP for home, then what would be the chances of getting a 24 hour succession played?
[edit] Tautologically disentangled [/edit]
Last edited by duke o' york; January 28, 2004, 08:59.
Yes - I shall post when the turnset should drop from 20 turns each - I guess it would be helpful if people posted when they were actually playing a turnset to prevent too much redundant effort - but we are all reasonably responsible people who love this game - it should work out as long as we stay civilised (and if WE cant be CIVilised - who can?)
I like the threat of redundant effort, though it likely means that I'll rarely get in on this one (unless I bring the work laptop home for quicker posting).
BM -- It's SO cool to see you active beyond RCC!!!
Scouser -- no rules re reputation, victory conditions, etc?
Grigor -- Hail fellow Mac user!
You need the 1.1.1 patch. Go2
and follow the instructions. (There used to be a bug that required you to rename the main game file from Civilization 1.0 to Civilation 1.1, but this appears to have been addressed.
The patch will improve you file compatibility, fixes a few bugs, but most importantly, it allows you to indulge in MP games with PC users without issues.
My experience here shows most consistent results come from posting Zipped saves. (I actually use a more arcane method -- email the Mac save to my PC, Save As with PC-friendly name (8 chars, .sav extension), then WinZip and post.)
Apolyton's Grim Reaper2008, 2010 & 2011 RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
1050BC = not much to do; why is a plain hill being mined so early?
0950BC = Barb Legion beams up;
0925BC = Trade->Writing (no Pottery :sob; Legions turn to camels;
0900BC = Barking Mad founded; hut yields Nomads;
0825BC = hut, 100g; meet Sioux swap Iron for Mysticism, Peace; We are Supreme; We
are 'near Wounded Knee';
0800BC = hut, Legion (supported); Sioux prefer war to paying tribute;
0775BC = Sioux horse dispatched;
0750BC = Hill Fort founded; hut, None Horseman;
0725BC = Writing->Pottery; Beads(d), Central City-MonkWine, 12g ;
0650BC = Hides(d), Flash-Central City, 12g; hut, None Horseman;
0575BC = Sioux Settler killed;
0550BC = Pottery->Literacy;
0525BC = Hanging Gardens in Central City; Sioux give The Wheel for Cease fire and 100g for Peace ;
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