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
I support moving E with the worker. Should we find no oasis nearby, I suggest we settle on the spot.
The area looks extremely good, and these mere 9 tiles would provide 24 food and 17 shields once maxed out
Hiwever, I would like not to be too gung-ho about this location: it feels like there are only two extra flood plains we could work, and maybe a few hills. Unless we irrigate ordinary deserts later in the game, it is possible we may not reach 20 pop.
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident "I never had the need to have a boner." -- Dissident "I have never cut off my penis when I was upset over a girl." -- Dis
After MUCH deliberation (and a quick constitutional to a Nuclear Reactor in Sydney ), I decided in my infinite Despot wisdom to move the worker East, onto the mountain.
This is what I found:
It seems to me that founding where we are is good. We can mine the grass and plains in range when our first city expands its culture radius, and for the first few turns we should probably work a floodplain (or maybe Gems).
I will get my bearings back from Oz and catch up with work in the next 24 hours then I fully intend to schedule a turnchat shortly (within 48 hours) to found the first city based on feedback in this thread from citizens and maybe play a few turns.
So, let us know what you think we should do with the worker for the first few turns, what we should research, what we should build in the first city and where exactly to found the first Castle(city)!
We are in an excellent position. I suggest we settle at once!
I also suggest our worker mines the hill (8 turns IIRC). We'll have 2 extra food + 3 shields once he's done, meaning we'll be able to churn out settlers+warriors quite quickly from the beginning of the game on.
Finally, I say we research The Wheel. In these surroundings, we have a chance of finding horses, and the chance to find the Japanese at the beginning of the game is pretty low (1/3 chance they're in the game at all, even smaller odds they're any close)
Besides, since we don't have scouts, and won't trade maps for a very long time, it may be wise to explore or pangaea with chariots instead of warriors. Just an idea.
Now, how should we call our Great Capitol?
I can't imagine anything cool right now, but I'm sure somebody will find good suggestions
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident "I never had the need to have a boner." -- Dissident "I have never cut off my penis when I was upset over a girl." -- Dis
What would happen to the goody hut if the cultural boundary expanded into it before a unit was sent it's way?
But wouldn't a worker be dead meat if it poped a barb?
We do need to mine the hill the worker is on right away to improve our shield production.
As for order of improving tiles, since we are Agricultural, Desert is actually good terraign and a fairly high priority to irrigate.
(I'm guessing 3 desert tiles after first cultural expansion, we will know for sure once the city is founded.)
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Also the plains tile 3-3-3 on the river on the coast might be a good place for our first settler produced from the capital. (Alternatively 3-3-3-4) Depends upon if there's bonsus resources near there.
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
So you think we should hit the goodie hut with the worker as well...
what do I say.... babarians??? Shmarbarians!!! I'd hate to see a scout advance upon that goodie hut because we waited for a warrior...if it comes to it we can just start a new game it's not like we've invested a ton of time in this game. It is what I would do
Happily, popping a hut before we have any military units will NOT result in Barbs. That's why we can do so with the worker or wait until the expanding culture gets there, as long as we have not built any warriors by then.
Eep! I did mean hills, of course. (I'm just glad no-one has yet yelled at me for missing out on the grid this time around... )
I'll just found the city where we are when I get home from work in a few hours, and call it something Apolyton-y unless a decent Feudal name crops up. We can always change it when we have some options, and I'd much rather get the game moving than wait for a name that can be changed any old time!
Food is king. Food is king. Food is king. (subtle hint)
Also, don't get distracted by huts. It's there, plan around it, but don't go out of our way to get it. Let the cultural borders grab the Hut in 10 turns. Build a Worker first so we have no military when it pops. No military = no chance for Barbs from the hut.
By relying on the cultural borders we won't waste the 4 Worker turns running up there and back. We need another Worker out first to make best use of this terrain anyways. Mining Hills and Mountains takes a lot of Worker turns even for Industrious. Our exploration will be a bit slower, but we can catch back up soon enough by emphasizing food.
Found the city, and maybe something interesting will pop up to the W. If we see an Oasis sent the Worker to road/irrigate to it then mine it ASAP. Otherwise road the Hill since we're there and will need to improve it at some point anyways. Then go Irrigate the Flood Plain to the E. Use the river Hill (or the E Hill once we road it) 1 turn in the next 6 (definitely not turn 7!), an FP the rest of the time. That will give us 7 turn growth, and a Worker build finished the turn after growth.
Worker will take 3 turns on the Hill road, then one turn moving to a FP. Irrigation takes 3 more turns, which is one turn too slow to get us to 5 turn growth for the second pop cycle. It will get us to 6 turn growth and still let us use the Hill again one turn (with a free shield use on the growth turn) though.
Comment