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
Would someone involved in the Mini Game care to submit a Market update to the paper? They would need to be Either once a week, or twice. Need to be in by Teusday night for the Wed edition, or Friday night for the Sat edition. Taken by PM, (a PM to me will get forwarded to whoever the editor will be) or by E-mail @ UnOrthOdOx3040@AOL.com. Anyone interested?
Last edited by UnOrthOdOx; August 29, 2002, 10:30.
One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin You're wierd. - Krill
Originally posted by UnOrthOdOx
Would someone involved in the Mini Game care to submit an update to the paper? They would need to be Either once a week, or twice. Need to be in by Teusday night for the Wed edition, or Friday night for the Sat edition. Taken by PM, (a PM to me will get forwarded to whoever the editor will be) or by E-mail @ UnOrthOdOx3040@AOL.com. Anyone interested?
If no one else will, I could probably do it, although the entire system seems bogged down in limbo for now.
Eh, so write that the persians, germans, or french somehow took out the bank, or headquarters, or something. I am talking kinda for a regular basis, though. To keep this in the paper with linkage to all that is happening. For Sat, for instance, any new ideas or polls that come up, or if a new trade turn starts, should be linked to.
One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin You're wierd. - Krill
Originally posted by UnOrthOdOx
Eh, so write that the persians, germans, or french somehow took out the bank, or headquarters, or something. I am talking kinda for a regular basis, though. To keep this in the paper with linkage to all that is happening. For Sat, for instance, any new ideas or polls that come up, or if a new trade turn starts, should be linked to.
I should be able to do something by Friday night...........
I mean, heck, we sure aren't playing the game anymore so I got some time.
I think our trading system is flawed. If we're going to post our assets, let's just do it seperate from trades. Also, if you are buying things, shouldn't you, instead of saying that you're buying such and such at this price, just accept a sell offer? I think that everything should be sell offers and purchases. If you had 2 food you wanted to sell, you would post a thread saying that you offered to sell 2 shields at, say $45 each. If this was the first sell offer in the thread, you put a 1 in the title bar, and if it's the second, a 2, etc. THIS IS REQUIRED OR THE SELL OFFER IS INVALID. Then, if someone wants to buy those two food, they post "I accept offer #1" and put ~1 in the title bar. THIS IS REQUIRED OR THE SELL OFFER IS INVALID. If someone has accepted your sell offer, you cannot edit it. You cannot edit an acceptance post, either. The trade is now set in stone.
sky, you do realize when we buy something, we aren't always buying from eachother. You can buy something no one is selling. When I bought my two shields, I did not buy them from anyone directly. I bought them form the pool of shields people were selling to, and where the general shields went to as well.
IF I had bought directly from someone, we could have reached a midpoint between my high buy level and their low sell level so that we both had better deals, but no one seemed interested.
Only food (and maybe commerce - though commerce as a commodity is a very strange idea) should be able to be sold without a buyer, or more accurately, to actual pop points. Actually, that's not true. The "government" should buy all unsold shields at half of their stated sell price at the end of a trading session.
Originally posted by Epistax
IF I had bought directly from someone, we could have reached a midpoint between my high buy level and their low sell level so that we both had better deals, but no one seemed interested.
I was waiting for you to make an offer if someone would agree to sell you specific shields but you seemed only interested in buying from the pool.
I agree with skywalker's conceptual grasp of the food commerce thing (food represents food, commerce represents trade goods by the way). I'm having a hard time coming up with an effective system for the shields that will 1)properly represent their value and 2)continue to work throughout the game evolution.
I see commerce as everything non essential to the survival of people and constructs.
Art in all forms from paintings to plates. Some furnature (some would be covered by shields). Herbal supplements, and so on (real medicine would have to be under food).
Also under commerce is 'money to be made'. Such as any service too petty for us to deal with personally
Shields should be traded items, not just sold and bought from a pool, because that more accurately reflects how things really work. Once food and commerce can actually be used to create things or whatever, they also will be traded that way AND sold to the pop points. I dislike generalizing buying from the pool, because we ARE the pool.
The general idea with Proposal 2 was that no one would be able to build their own multi industrial network with ease. It would encourage players to work together to make higher profits sooner.
For example:
Epistax and Spiifor make a deal that Epistax will pay Spiffor $60 a turn for the next 10 turns for one of Spiffor;s shields. Epistax gets a shield and Spiffor has a guaranteed buyer for one of his shields. as Spiffor produces 2 shields and they both have their base 1 labor that means both can now work on a building for 10 turns.
Even more elaborate. Spiffor has agreed that he will build a Smokehouse and Epistax has agreed to build a Tavern. Once completed, Spiffor will sell his Jerky to Epistax and Epistax will sell the Jerky through his Tavern and they will split the bonus from the final sale.
Could you build structures on other people's land (with their permission)? This would add a LOT of flavor to the game, and let people choose different styles of play. You could just own structures, no land, and buy, say, food and then sell jerky. Or you could rent out the right to own a structure on your land. Or you could just own a bunch of Silos and Warehouses, and rent space in them. It would be really fun.
That's what I was trying to accomplish in Building Proposal two. Most buildings are build in cities but if you didn't own land you could build a warehouse or silo in a city. I figured you could own a Bakery, Brewery, or Tavern and make money by buying Raw resources and converting them into Finished Goods at a higher price.
ALTERATION to Proposal 2's subProducts. Shields from Mountains still Stone, but shields from Hills would be called Ore and simulate early metals like tin and bronze. Food from hills would be a bean called Cofa Bean (equivilent of RL coffee and cocoa) which could later be ground into Coffee or processed into Cocoa.
Resources:
Iron - Shields from tiles with the Iron resource.
Horses - Commerce from tiles with the Horse Resource
Grapes - Food from tiles with the Wine Resource
Wine - Commerce from tiles with the WIne Resource
Dye - Commerce from tiles with the Dye Resource
Also implement a subDemand bonus. For example, say 50% of the population is alcoholic. Until that demand is met (current population of market is 14, so demand 7) all alcoholic products (beer and wine) recieve an additional 50% bonus representing the subDemand's overwhelming need to have that demand met.
Percentages and demand numbers may need to be tweaked but you get the general idea. The only two subDemands I see now are Alcohol and Bananas (representing the cultural history of our nation's dependence on Bananas).
Alcohol-50% of population (bonus for unmet demand 50%)
Bananas-100% of population (bonus for unmet demand 10%-they're not that religious anymore)
Wait - are you saying that if demand for alcohol is 7, and supply is 6, there's a 50% price bonus, but as soon as supply reaches 7, that bonus disappears?
Also, I don't like those new resources. I think that it would be difficult to implement them well.
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