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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
some calculations I need before playing the turn:
at 70%, we currently make 526 bpt, 10 gpt
at 80%, we currently make 601 bpt, -49 gpt.
turn 186 we will discover Steam.
we need 3360 beakers for electricity. 6 turns (currently 3 turns at 80%, 3 turns at 70%, leaving us 177g) [edit]correction, we will have 245g. Forgot the money we're making now.
turn 192 we discover electricity.
assuming we can trade for medicine before this point, we can start on SM, 2400 beakers.
we are 19 gold short on achieving this in 4 turns at 80%, I'm confident that either by growing or by trade, we can get those 19 gold. 4 turns to SM. [edit]we don't need the extra money, we will have 49g in the kitty
turn 196, we research SM
Very important note: this assumes we have absolute certainty GoW is going to trade us Medicine before turn 192!
We need to confirm this, it is way too important for us. They have to send it before turn 190 (to have 1 turn leeway), so please ambassadors, work with them and confirm it!
For absolute certainty, we need to build the ToE the turn SM is discovered. So it has to be timed to complete on turn 196, 11 turns from now.
Currently, there are 307 shields in the box, and we're going at 22spt -1fpt. This rate can be held for another 4 turns, at which stage we have to go to 21spt. (or have RRed some tiles, of course).
we need 600 shields for the ToE, so at maximum rate without coal, we can build it in 14 turns (at 21 spt, 22 spt doesn't matter).
With coal, we need to gain 58 shields in the 10 turns between coal and SM. With enough workers ready, we should be able to RR 6 tiles in the first turn of coal, so that we have enough. More workers only means more food in the box.
EotS:
currently we have 120 shields, and are running at 20 spt. in 12 turns, we can be at 320 shields... lower then the GLib. If nobody builds Sistine before turn 194, we can keep having that as a prebuild, meaning we can collect 399 shields by 194, or 32.3 spt for 8 turns. In theory, it can run at 33 spt without food deficit. So, the moment we can, we should start to RR it completely. In fact, it has higher priority then Arashi. Projected completion time of Hoover: turn 207, in 22 turns. (may become 206)
Please RNG, give us coal. And please GoW, for once don't cross us!
- ND for the 3rd time in a row opens with a diplomacy screen, nothing in it. exited.
- RP sends 30gpt + WM. Accept
- sent WM to RP accepted
- Cyclone completes worker, starts another
- Inchon completes CH, starts harbor. still has one taxman, which will need to be changed in WF limbo. (WLTKD not necessary anymore now that the CH is complete)
- Blizzard builds worker, starts another (last one, most likely). Still at 10 spt, an extra worker only costs commerce, being 3 bpt.
294g, steam in 1 turn @60%, 450 bpt, 68 gpt.
Moves
In general, the worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
- 1 worker on SS3 mines (completes). 2 workers are present on the square (I still need to adapt to the new worker rules, one worker too many is approaching)
- forest - deforester crew completes at A7. 10 shields to Monsoon.
- another 10 workers are idling near Monsoon. 6(5?) of them can build a fort, or they can all forest-deforest M9. Problem is I need another two to irrigate it again. Oh hell, 2 worker movement next turn is worth the 10 shields... 10 shields added to the uni in Monsoon. Monsoon running -1fpt for one turn, but two left in the foodbox.
- Galley2 moves 2222, to go see if there's a little island down there (I doubt it, but you never know)
- our Southern most galley (off the coast of Panama Vox) moves 661. No units in sight, Lego has no seawall. Galley will move a bit outside their cultural borders before heading back home to be upgraded if needed.
- our Western most galleon moves 2222 to uncover some more fog.
- Northern most galley moves 996
- last Galleon (Eastern most, quite close to our Western most on the other side of the dayline) Moves 2224. No Australia, it seems.
workforce shuffles
- WW moves from incensed desert to non-incensed one
- OG moves from sea to incensed desert. of WW. (can use +1spt for one turn less on the market, but otherwise we lose 1 extra bpt)
- SS takes 2 plains, no fur. Now set up as a stable 2-turn worker pump, without reshuffling tiles. With coal, it can become a 1-turn pump, BTW, but in that case it will need access to both furs if I count well. That will not happen before Hoover is guaranteed.
- Hurricane and EotS optimize the furs for maximum gpt, not bpt.
- extra MM (close to the MicroMM of Dom last turn, but optimized for one turn off the CH): 1 fur from Hurricane becomes a mountain. next turn, stays mountain. Last turn on CH, it can become a coast. rivered fur goes to EotS, which gets +1spt. mined grass goes to Tornado, losing 2 bpt, but gaining 1 spt (Uni in 14 instead of 15 now)
- SA moves desert to coast. +1gpt (no effect on eta lib)
- Elipolis moves from mined grass to coast. +1bpt, but more importantly, Inchoff can now use that tile. To be perfect, it will need 2 turns of grass within the next 12 turns to grow at the exact time the aqua is built.
- Inchon takes grass, changes build to aqua... in 5 turns (with a full foodbox) it takes the mountain of WoC, which will then use the grass. I think it will be near perfect for those 2 cities and their foodboxes.
Current Builds
Eli : Aqua in 12
Inchon : Aqua in 15
WoC : Aqua in 8
Inchoff : Harb in 5
Diss : market in 4
Santa Ana : Lib in 2
Blizzard : worker in 1 (one more before a market)
Monsoon : Uni in 12
Arashi : ToE in 13 (12?) via Palace (see calc above for RR)
WW : aqua in 17
Tempest : bank in 7 SS: worker in 1
Hurricane : CH in 3
OG : Mkt in 7
EotS : Hoover Dam in 22 with RR (via Sistine)
BB : lib in 5
Cyclone: worker in 2
Tornado : Uni in 14 Typhoon : worker in 1 Sufa : worker in 1
Other
- RP can't have another lux, only if they somehow trade their incense away to someone, and we provide an extra incense. Never mind then. They could use cities at El Paso 77, and if they want to disband one, they could move San Antonio to SA2, and build another one at SA8.
- no change in tech situation for other teams.
- I think we dropped in Mfg Goods, we're currently third. Lego is first of course, but has GoW or ND taken 2nd place? Not so good... we are using practically all our land tiles already, it will only go downhill from here.
I've posted a chat I had with MZ. I hope I didn't reveal anything important, inadvertently. I am a bit of a straight shooter in rl....
basically the idea is that we sell ND steam, they give money to us and GoW to get medicine early.
we need to send some messages to nd soon regarding this. We also need to be a bit more generous in our offers to ND, I guess, otherwise they will screw us over.
I sent a note to zayxus asking them to hold the turn for a while. can someone else comment on this, anyone? we need them to start funneling money now, if possible. I forgot to ask the status of the GoW bank, if htey couold run a severe deficeit for a turn.
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