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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
Rather than discussing worker jobs/citizen allocation/build queue further in the "Turn 2" thread, I think this is the place for it.
I think it is relatively safe to say we're ok with the following for now (citizen reallocation bolded because it's easy enough to forget about):
T1: move settler & worker *DONE*
T2: build city, begin chop, allocate citizen to forest fur, build warrior. *DONE*
T3: 1f, 3s *DONE*
T4: 2f, 6s
T5: 3f, 9s, switch citizen to grassland tile.
T6: 5f, warrior complete, build another.
T7: 7f, warrior complete (chopping done), order another, begin irrigation
T8: 9f, 1s. Switch citizen to fur tile.
T9: 11f, 4s. Irrigation done, move to next fur
T10: 13f, 7s. Begin chop
T11: 15f, warrior complete.
After that, there is the question of barracks or temple, or perhaps even granary if we are lucky enough to get pottery from a hut. Things will become clearer as our warriors uncover some more of the map.
So NYE has the glorious duty of pressing "enter" on turn 4, and need only switch the citizen allocation on turn 5 prior to again pressing enter. Things will get slightly more interesting on after turn 6, when we actually have a unit to explore with.
I'm afraid so, yes. The save has been passed on 6 or 7 times in the last 48 hours (since we finally decided to go back and correct the errors in the save file).
Consider that the 'official' rules are that each team has 24 hours with the save file for discussion and play. From that POV things have moved fast so far.
Obviously at the moment we don't need 24 hours, but the time when we will need that much time is not too far off....
/edit: actually, starting from when NYE re-played our 2nd turn (2 days ago) the save has moved 9 times.
I must say that I am very impressed with the debate that led to the finalization of the build queue. The way this scholia has put so much thought into the little details in order to come up with the most optimal queue is very impressive, even admirable.
Way to go!
"Close your eyes, for your eyes will only tell the truth,
And the truth isn't what you want to see,
Close your eyes, and let music set you free..."
- Phantom of the Opera
No, not really, I do some shield counting from time to
time, to make sure I don't waste too many,
but that's it.
(not really necessairy against the AI)
But you guys are doing a great job , and in this
MP very usefull too.
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
Yes I am impressed as well, the economic scholers are taking real good care of our nation. Wasn't too sure how it would all be taken care of before the game started, but watching this thread I've become proud of the people here.
I definitely have never paid this much attention to detail in worker action/build queues. In SP it isn't nearly as important, and you just don't have time to do it, really. I tend to play very fast, and I'm not going to spend hours planning to shave a turn off of a particular activity.
One thing we have here, though, is an abundance of time. Given that, I figured we ought to use it to optimize things as best we can. As the game progresses, we may or may not keep up this level of planning and detail. We'll see. Maybe as we build more cities we can assign people to optimize each city's development.
One thing is certain: now that I'm thinking about this stuff, I'm paying more attention to it in my SP games. I doubt I'll ever take it to this extreme, but I may be able to be a little more efficient in the early game due to our discussions here.
Originally posted by Arrian
One thing is certain: now that I'm thinking about this stuff, I'm paying more attention to it in my SP games. I doubt I'll ever take it to this extreme, but I may be able to be a little more efficient in the early game due to our discussions here.
I thought this to be one of the major advantages of this demogame... to learn. I have to say, you two did a wonderful job when planning these first turns (and don't stop now!), but intuitively, much of this gets done in SP games as well. But, there are differences: I use my first worker for chopping forests as well, but if I see I will end chopping 1 turn too early, I just hit space once too often. With this kind of planning, the worker is used to its most efficient point, which is of course a lot better...
Originally posted by Arrian
Rather than discussing worker jobs/citizen allocation/build queue further in the "Turn 2" thread, I think this is the place for it.
I think it is relatively safe to say we're ok with the following for now (citizen reallocation bolded because it's easy enough to forget about):
T1: move settler & worker *DONE*
T2: build city, begin chop, allocate citizen to forest fur, build warrior. *DONE*
T3: 1f, 3s *DONE*
T4: 2f, 6s
T5: 3f, 9s, switch citizen to grassland tile.
T6: 5f, warrior complete, build another.
T7: 7f, warrior complete (chopping done), order another, begin irrigation
T8: 9f, 1s. Switch citizen to fur tile.
T9: 11f, 4s. Irrigation done, move to next fur
T10: 13f, 7s. Begin chop
T11: 15f, warrior complete.
After that, there is the question of barracks or temple, or perhaps even granary if we are lucky enough to get pottery from a hut. Things will become clearer as our warriors uncover some more of the map.
So NYE has the glorious duty of pressing "enter" on turn 4, and need only switch the citizen allocation on turn 5 prior to again pressing enter. Things will get slightly more interesting on after turn 6, when we actually have a unit to explore with.
-Arrian
Man, that is EFFICIENT. Good work.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
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