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
Turn is here, and will be played in 10h (after work). I won't have much time in the mean time to comment on stuff, and can't play the save later, so in case any diplo stuff should happen (e.g. contacting Vox, ND, GoW), please do so quickly!
- RP sends their WM, and 40g. Got to love these guys... didn't respond diplomatically, but delivered when asked.
- Cyclone builds worker. Starts worker
- D-ville builds market, starts uni
- 129g, elec in 3 turn @90%, 681 bpt, -118 gpt. Plan is next turn at 100% tax, the turn afterwards at 100%tech. Elec in 3 (if nobody sponsors us 200 gold next turn)
- 35 workers
Moves
In general, the specific worker moves are not covered anymore, it gets too tedious. Only important stuff is mentioned.
WoC rushing plan updated: I can have 2 forester crews in place on WoC2 and 21. It will require to not connect WoC by RR this turn. With these 20 shields, the aqua ends next turn, and immediately we can start on the IW. It is, however, 7 less RRs. I'm not perfectly sure, but my gutt tells me 2 extra turns of IW is worth the 7 RRs that are delayed by 1 turn...
So:
- RRs on SA 21, 2, 7, 78 (12 workers)
- forester-deforester crews on WoC21 and WoC2 (20 workers). Not enough workers to mine (it had to change from irr to mines)
- 2 last workers start on RRs on WoC22 and 2
- Galley2 moves 4444. Moves close to Antarctica, will do the missed tiles to the North on the way back.
- our Southern most galley (off the Lego coast) starts 78 from Lego's Nelson (caravel). Moves 222, to check out the picket line.
- our Western most galleon moves 6666 to uncover some more fog.
- Northern most galley moves 222. Nothing between Legos Minor and Little Bob. Will detour around little Bob, so we have an idea on the picket line on that side as well.
- last Galleon (to the South of Stormia) moves 7777. Goes towards Elipolis, passing by ND's scouts (if any are present). Not a lot to do with this one, all fogged areas are going to be uncovered soon by other boats.
workforce shuffles
- Blizzard gets an extra shield with the RRs, but it goes to waste. moves on mined grass to coast.
- SA takes mined grass instead of desert. Also moves 1 mountin to a irr grass (I'm not sure if that's new or not). now 4fpt, 7 spt.
- Inchoff uses one coast instead of mountain.
- I want to give Inchon max shields for the moment (it will use a lot to WoC in 2 turns), so the hill and a mined grass are switched between Inchon and Elipolis. Not perfect, as half the gain goes to waste in Elipolis, but it'll have to do.
- D-ville temporary runs at -2fpt to get the uni 6 turns faster. I'm not sure on this, but I think I can compensate later, and have too little time to throughly think it out. Will get back to this next turn. Right now, it is save from starvation.
Current Builds
Eli : Aqua in 8
Inchon : Aqua in 11 WoC : Aqua in 1 Inchoff : Harbor in 1
Diss : uni in 13
Santa Ana : market in 13
Blizzard : market in 7
Monsoon : Uni in 8
Arashi : ToE in 8 via Palace (needs one more RR for eta of 7. RR has to be done in less then 3 turns (preferably 3 turns, of course, to not waste a single shield)
WW : aqua in 16
Tempest : bank in 3 SS: worker in 1(shows 2)
Hurricane : bank in 13 OG : market in 1
EotS : Hoover Dam in 17 with RR (via Sistine) BB : lib in 1 Cyclone: worker in 1
Tornado : Uni in 11
Typhoon : Harbor in 9
Sufa : market in 18
Other
- next turn will set research to 0%. turn 191 set to 100% again. Electricity on turn 192, with some 230 in cash.
For the moment, I'll hold the save for this discussion, to see whether we can make a deal with GoW. The faster we get Medicine, the better.
- sent Physics accepted to RP
- no change in tech situation. Lego is 2 or 3 turns from discovering Steam. 14 turns to ToE at least.
I might be able to join as well, if its this afternoon, I will be off from work after 12. Assuming my wife isn't home (she might be home sick all day) I would be able to show.
Yeah, I got that impression as well: that the chat was already scheduled. I have no idea, though.
In 3 hours time, I'll probably be in bed, I didn't had a lot of sleep the past 2 weeks (not PTW DG related ). I guess that is about the first period enough people can join, so I'm out of luck as well... sleepy, are you available?
Assuming I can meet up with MZ, do I have authority to press for:
they get us medicine by T192 (they need to send it on T191).
we trade steam power for med
we GIVE electricity to GoW and ND, once we complete ToE*
the others we trade or sell. We will be interested in industrialization and sanitation (moreso the former).
-Arrian
* - if we are to give electricity to ND & GoW, I see no reason not to use it to trade for nationalism from Vox. We just need to drag that negotiation out for 7 turns.
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