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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
I think this session is either done or in contention, Tora. I was thinking of session 3, or session 2 redone for that trade, btw.
Before Enlightenment: Chop Wood, Carry Water.
After Enlightenment: Chop Wood, Carry Water.
I reserve the right to speak gibberish in public, to embarass myself as a Senator, and to generally ignore the Bananis Imperialis; assumed competent. The Decadence that was Rome scoffs, I stand in the Bacchanalian temples laughing.
I hope at least that my trades will be included. Ghengis are you going to include them?
Esoteric, do you agree with my offer?
Aidun
"Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement. For even the very wise can not see all ends." - J.R.R. Tolkien, The Fellowship of the Ring. Term 9 and 10 Domestic Minister of the C3DG I., Term 8 Regional Governor of Old Persia in the C3DGand proud citizen of Apolyton. Royal Ambassador to Legoland in the C3 PTW DG, Foreign Affairs Minister and King of the United Kingdom in the MZO C3CDG and leader of the Monarchist Imperialist team. Moody Sir Aidun (The Impatient) of the Holy Templar Order in the C4BtSDG
When do we start to calculate the general upkeep of the Vassals and city labor in, GF? Doesn't my vassal require 1 food per session in upkeep?
Your new posted rules are great, nice to see something in the way of consolidation. Labor should really be more defined, and what about skilled labor such as carpenters. I notice I have a lot of trees on my land, and naturally I would like to get the most out of thiings as they stand now. So, I thought about putting together a skilled force of stone masons, carpenters, and possible a blacksmith or two- a basic construction company let's call it.
But there isn't anything in existence in the rules currently about our 4th basic resource, beyond how we acquire our first, free, self-maintaining slave.
Before Enlightenment: Chop Wood, Carry Water.
After Enlightenment: Chop Wood, Carry Water.
I reserve the right to speak gibberish in public, to embarass myself as a Senator, and to generally ignore the Bananis Imperialis; assumed competent. The Decadence that was Rome scoffs, I stand in the Bacchanalian temples laughing.
Originally posted by Esoteric option 3
But there isn't anything in existence in the rules currently about our 4th basic resource, beyond how we acquire our first, free, self-maintaining slave.
In the $MiniGame a new Vassal was put up for auction for every Worker we captured from another civ. Vassals required 1 Food for every 2 Vassals you had, any odd Vassal wasn't considered to require food, so 1 Vassal required no Food, 2 Vassals required 1 Food, 3 Vassals required 1 Food, etc.
It was also proposed to have Carpenters, Masons, and such but wasn't implemented due to many players feeling it would make the game too complicated.
But we can have a variety of Alcohols with own markets and still consider it 'simple'?
Before Enlightenment: Chop Wood, Carry Water.
After Enlightenment: Chop Wood, Carry Water.
I reserve the right to speak gibberish in public, to embarass myself as a Senator, and to generally ignore the Bananis Imperialis; assumed competent. The Decadence that was Rome scoffs, I stand in the Bacchanalian temples laughing.
Originally posted by Esoteric
But we can have a variety of Alcohols with own markets and still consider it 'simple'?
How would you propose we implement them? The reason they were left out in the $MiniGame was because they didn't do anything that wasn't already capable of being done.
How about a simple 1 commerce/per job + vassal = vassal capable of doing 2x labor of the job type (ie. specialist)? The commerce would signify training/education costs and incentive.
So a "carpenter" would be a vassal + 1 commerce, and could work 2 shields on a build instead of one. A "brewer" would be the same, but could create 2 beer out of 4 food and a commerce. Each session would require the creation/maintanence fee of 1 commerce for the specialization.
This would help give commerce a role in building things. As it is now, food supports vassals, shields are applied directly to builds, but commerce only seems to exist to be sold/traded? (Unless there is something I am missing... unit support?)
Hmm, I like it. Except for the Brewer part, my thinking being that hiring more people or better people wouldn't allow you to brew more beer. The quantity would be more dependant on the vats and equipment. I could see a Brewer making a higher quality beer that could sell for a bonus though. Sort of brewing Heineken versus Milwaukee's Best.
So, would you "train" a specialist for a turn then he would be that specialist the following turn?
Another possibilty would be the construction of a Lumber Mill that could convert shields from Forest tiles into Lumber. Lumber could be used the same as Shields, with a Lumber Mill creating 2 Lumber from 1 raw Shield. (Trust me, its going to be the lack of shields that are going to hurt us in building construction.)
Nice follow up- I completely agree with your proposal Aeson.
Before Enlightenment: Chop Wood, Carry Water.
After Enlightenment: Chop Wood, Carry Water.
I reserve the right to speak gibberish in public, to embarass myself as a Senator, and to generally ignore the Bananis Imperialis; assumed competent. The Decadence that was Rome scoffs, I stand in the Bacchanalian temples laughing.
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