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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
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No Science Succession: Revenge of the Space Luddites
wow, up already? I have the game now and will have a look around - first glance, looks like we have a nice base now with 13 7+, and another 7 able to Xin ether now or in 1-2 turns
Originally posted by Scouse Gits
Good turns bunny ... Astrology ... interesting new ploy. Does that allow the Psychic Lagomorph Wonder?
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SG(2)
Depends on your sign and the phase of the moon. If the stars are in alignment, you can get the Predict Hut Outcomes wonder.
Wish I could take credit for being so subtle and clever. Sad to say, I was just rushed.
Apolyton's Grim Reaper2008, 2010 & 2011 RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
Originally posted by SCG
wow, up already? I have the game now and will have a look around - first glance, looks like we have a nice base now with 13 7+, and another 7 able to Xin ether now or in 1-2 turns
:
Apolyton's Grim Reaper2008, 2010 & 2011 RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
sorry about the delay, got delayed by work, and then the Demo game - i've been trying to analyze it like i was the Demo game too, since we have 24 cities, which is taking more time than expected. should be able to finish today. also trying to decide what to do with the 7 warriors still hanging around - if we are going to build Leo's (might be worth while), i may just try and rehome them instead of disbanding towards builds. Triremes really are a bit far-flung, and only 1 based out of Arkwright at the start of my turn. Also trying to get by with a lower lux rate than 80%
first glances:
111 beakers atm, cost 10 turns
total cost 1024 beakers currently
13 caravans en route, 7 in production.
many cities able to celebrate, many cities with food and not able to celebrate will Xin - gets science to 139 beakers, and discoveries at 8 turns and 70% luxuries
7 triremes, but only 1 supported by arkwright (en route to Iron duke with 2 demanded vans)
quite a few pikemen in production - do we need them? We also have 7 warriors that are taking up producion and not really doing anything else.
1140: change capitalization in The huntsman to the Huntsman so as to not confuse with units from The Institute. many cities able to celebrate, most cities with food and not able to celebrate will Xin to some extent. gets science to 121 beakers, and discoveries at 9 turns and 60% luxuries, rush sewer system in Arkwright, decide to disband green horseman in Watt not What towards aquaduct, rush aquaduct. Disband Arkwright warriors towards pikeman in Bee, rush pikeman, rush caravan in Bessemer, Disband warrior towards pikeman in Crompton, rush caravan in Eye, disband warriors in Hargreaves towards pikeman, rush pikeman, disband warrior in Lion toward pikeman, rush pikeman, rush pikeman in Pauling
normally i wouldn't rush the pikemen as much, but i suspect some want more defense rather than less, and once we do have them, i can concentrate on building other items
1160: population: 8,550,000, beakers at
hut (100 gp), ponder what to do with the vet trireme with green eli and crook on german borders - not likely to capture any german cities as they are walled, decide are reinforcements for Iron Duke and procede in that direction. After much pondering, and realizing that we are republic (1 free unit, all units with police station or Women's Suffrage), and won't be a democracy, decide to put off federal rehoming program. Arkwright can't support the ships before industrialization (factory) or miniaturization (OSP) anyway. triremes given new orders, new ones started to increase trade. Plan city west of Stephenson to act as port for deliveries to Sioux. Plan for city at 4 special site (2 in the dark specials - given the the tendancy for the same specials to appear in groups of 3-4, I like the chances of them being trade specials as there is already silk and wine) means moving settler away from coast - have a couple good places for builds down the coast) - rush trireme in Rocket. hold off on other rushing as we need a several Sewer Systems and Aquaducts
1180: Population: 9,300,000
rush aquaduct in Bee, hold off on other structures, tough decisions on where to send triremes as we are looking at 15 turns for most deliveries - getting the road system on barrier islands should help reduce that some, along with getting more triremes so that we can ship chain, start moving arkwright vans north for port city of Lion
1200: Population: 9,820,000
Persepolis (Persian) builds King Richard's Crusade, Zulu's, Spanish abandon, Persians develop feudalism, unmarked German van parks outside the Huntsman, realise we don't have any diplomats on the home continent. hut (on hills) - get nomads!, rush aquaduct in Eye, down to 10 celebrating cities, several of which are limited by food or lack of structures. Issue a public works levy, many cities cancel year end celebrations, change Eye to courthouse. luxuries limited to 30% due to food considerations
1220: Population: 9,970,000
Arkwright continues to celebrate, current Xinning has discoveries at 6 turns this turn (178 beakers). Silver to Jenner (d,50), rush diplomat in trevithick as caravan is heading past Hargreaves, and explorer has appeared. All 3 settlers are NON on the island, so looks like we're building a city with NON settlers - better chance to get more Found Booth in 4 special site (2 hidden), rush marketplace in Crompton, Hargreaves, rush harbor in Kay
1240: Population: 10,170,000
wandering crusader finds german counterpart, rush marketplace in Lion, rush courthouse in Pauling, contact germans, get cease fire, peace, gift sanitation and engineering, they don't want an alliance, share maps, and they tire of conversation - 4 crucs and a diplo headed our way - Leipzig is size 9, Hamburg still size 1. check Sioux, they have astronomy and is our key civ, contact Sioux, sign peace, gift engineering, great minds are working on Copes, gift sanitation, share maps, they reject alliance and end conversation, biggest sioux city is size 7, beakers down to 960.
1260: Population 10,360,000
Sioux report nearing completion of Copes., Celts offer 300 gold and Chemistry for alliance and to break peace treaty with Zulus, by rules of engagement, respectfully decline. Silk to Iron Duke (d, 174), german caravan costs 157 gold, expel german diplomat, rush marketplace in Watt not What, rush temple in Jenner, rush library in Berenice
1280: Population 10,540,000
Cedar Creek (Sioux) builds Copernicas' Observatory, marketplace in Rocket spurs celebrations, We discover Astronony, choose Invention, (navigation not offered) beakers at 1056, rush marketplace in Pauling. was hoping for navigation to be able to more easily trade with sioux. Hut, crusader *grumble* supported by Berenice, won't be able to Xin in there for a little while, make plans to rehome its trireme at The Institute, decide to search huts with it as trireme is full. german caravan up to 160 gold, decide to purchace it, Coal, home to Bessemer.
1300: Population 10,860,000
Marketplace in Pauling spurs partying, rush marketplace in Jenner. I'll leave any extra rushing to my successor
notes: Trireme outside Lion has Copper for Iron Duke and Gold for Leipzig, Trireme west of Iron Duke can be used for 2nd leg of the journey to liepzig. I left 3 warriors, and didn't do as much with caravans as i would have liked to. I also didn't get quite as far along on Navigation as I would have liked, though did increase population by 50%. Also be careful when growing cities as i grew a couple past Xinning stage (no food surplus) and had to wait for irrigation to finish. The Berenice crusader is currently heading east as there are about 4 huts out there according to the hutfinder 2 polar (41, 119), (73,119), and 2 on cont 33 (69,111) and 75,113). Since we don't have Navigation yet, triremes can safely cross to the Soiux continent leaving from (147,43). I have several triremes converging in the area, where the Berenice trireme should be rehomed at the Institute to allow Berenice to Xin first, then can be used to ferry between Institute's continent and Booth's continent. Also, we have a trireme running between Rocket and Lion and a trireme crossing the channel to Jenner/Iron Duke. A couple of settlers are preworked (NE of Booth, NE of Trevithick
Sioux are researching Navigation, and are our Key Civ. If we want to try and trade for navigation, we should refrain from gifting techs to them. On the other hand, if we want to delay them so that we discover it first, we could gift a lot and lower our beakers as well as raise theirs. Current Xinning patterns give alternating 6/14 turns, with this turn being the 6. That is certainly adjustable, as cities like Watt not What is set to Xin for 3 turns (straight now, and we can add 4 scientists on the 3rd turn (28 stored food, set to -13 starvation), while Iron Duke could Xin rather than using the 13 production atm. Again, with a rushed marketplace, Jenner should celebrate this turn. Anyway, seeing that the natives are restless, I'm finally posting a save
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
1300: Checks to ensure our Xin cities should be that way; changes Elvis to Wizard in Berenice. Rushes Stock Exchange in Arkwright. Since we have no Science at all, Tax/Lux improvements are anywhere from 40-60% more valuable, due to the extra allocations to Tax and Luxury.
Gaah, confused! Lots of 'vans about, but what are we doing with them?? *checks again* Ahh, ok... trading with the Sioux seems the best approach. Too bad we can't cross the open water
Goals: get Invention (and Leo) and Navigation (and Magellan). Those 2 advances will make our trading strategy work a lot better.
*ENTER*
Germans sneak attack and kill a Crusader; barbs land near Stephenson.
1320: Un- and re- Xin numerous cities. Science kept at 6 turns/tech. I figure we can keep science at 5-7 turns/tech with Xinning until we have Navigation and Invention... after that, we'll trade more and Xin less, assuming we can get Magellan and Leo built. There are a few cities which have no food surplus or worse, a food deficit when *not* Xinning... so we have to be a little careful
Sioux learn Navigation
1340: Rush library in Arkwright. I'm going to try to expand Arkwright's territory - once we have the city maxed, the Xinning is essentially 'free' - we can't work the excess population anyway.
Swap Navigation for Economics with Sioux. The Sioux have no need for our pathetic science! Huh. Well, we're Luddites, so they may have a point. No matter, soon we shall have Magellan and we'll rule the seas, regardless of whether we be stoooopid by Sioux standards
New Crusader in Stephenson puts barbarian Legion on ice
Zulus start Magellan; Germans attack Iron Duke and are repelled by our Pikemen.
1360: Arkwright builds Library, starts Magellan.
1380: Invention discovered; we start Physics. Magellan rushed in Arkwright.
Persians and Germans trade techs and make peace.
1400: Magellan's Expedition in Arkwright. Zulus abandon. Banting founded, as a shortcut from Pauling and Canali.
Gems Bee>Stephenson, 78 g.
Some rushing of Caravans and white goods.
Germans acquire Mathematics, Chemistry, and sacrifice another Crusader to our Pikemen.
1420: Trevithick starts Leonardo.
Wool Bee>Stony Lake, 148g.
1440: Leonardo rushed in Trevithick.
Silk Watt>Stephenson 135 g.
1460: Leonardo's Workshop in Trevithick. Zulus, Spanish abandon. Massive upgrades
STYOM feels good about having achieved his (limited) goals and passes the torch to the next Consul.
Population now 12.2 MM, 13 Caravans built, 10 building.
*****
Some thoughts and warnings: I'm not Xinning, so don't worry about starvation. We have scads of cash due to luxuries @30%. We might want to boost those after finishing some of the white goods in production - sewers and banks, mainly.
We have the beginnings of a shipchain between Stephenson and Sioux lands.
I have been trying to gradually grow Arkwright by relocating workers from Trevithick.
If the Germans or Sioux make any demands, be aware that we have vulnerable units at 85,45 and 6,44.
Lots of choices from here on in. Rushbuying sprees, mass celebration, and/or plenty of trading to be done.
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
good job with getting both Leo's and Magellan;s Also nice to see my ship chain eventually came into being.
Guess you decided not to use the Bessemer (now caraval) for deliveries to southern Germany? What i was trying to set up on that end was Lion-Jenner ferry(maybe a city on the island in the bay as well), and then Jenner-Iron Duke road, followed by perhaps a coastal city west of Iron Duke and then the ship would deliver to southern Germany - right now that caraval is probably 7 turns from anything
Originally posted by SCG
Guess you decided not to use the Bessemer (now caraval) for deliveries to southern Germany? What i was trying to set up on that end was Lion-Jenner ferry(maybe a city on the island in the bay as well), and then Jenner-Iron Duke road, followed by perhaps a coastal city west of Iron Duke and then the ship would deliver to southern Germany - right now that caraval is probably 7 turns from anything
ah, that's what it was for Actually, I'm not a big fan of landing Caravans on shore and then them needing 2 or 3 overland moves to get delivered. That's my excuse for not realizing what you were planning
Anyway I like the idea of running Caravels to N Germany better... even though we're still at war with 'em. Of course, the disadvantage of delivering to coastal cities is that the bad guys might have ships lurking about Hopefully that isn't the case. In any event, Magnetism is only 2 techs away and we should have an even bigger advantage at sea by that point.
The missing caravel is heading 'home' to join the ship chain. The more the merrier.
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
I try and use land routes when possible, partly because 3 movement on a road similar to 3 movement at sea (pre shipping wonders), and can often be more direct.
But the 2 primary reasons i try and use land routes is because movement is unlimited once we get railroad, and ships can end their turns in cities instead of leaving them in open water where they are vunerable, freeing up escort ships for other duties. If the land routes are already established, its much easier to continue with railroad.
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