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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
hmm, but even going back 3 or 4 turns can really be a gamebreaker to me.
Btw, I too have noticed not having any autosaves.
Gonna check on that more often...
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
Yeah, yeah, I know. I got reliant on the autosave. I tend to also play as fast as possible when I'm anticipating something... like my attack on Spain & FP rush in Madrid (pyramids, FP, golden age all in one shot. I even had enough horsemen and swordsmen to fight my way to Madrid w/o using any WCs).
Condolences. I learned my lesson on massive spreadsheets... save after something important has been accomplished or is queued up. I don;t rely on autosaving at all.
I'm on board with the current plan, but I'm very wary of what's to the north. If we can, I'd like to get some of those Warriors heading that way sooner rather than later, preferably on hills / mountains.
And I still want to get a WC out there...
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.
Have you had a chance to do any testing? I've been lazy about it.
If it works out, it seems we have a concensus for the 5 warrior/2 settler plan, yes?
-Arrian
I tried one run through it and ended up a shield short on one of the settlers as I recall, but I didn't have time to try again right away to see if I messed up in my procedure the first time, and then I forgot about it. Sorry. I'll try to remember to make a point of re-checking again next time I have time.
Originally posted by Arrian
-SOMEHOW, my autosave got turned off - though after consulting the preferences screen it appears it was on - and I lost a game
The problem is that when a city grows, you don't get any extra food, so if you're at 19f, producing +3f/turn, you will grow the next turn and reset to 0f.
It looks like we might not be alone on an island after all, so we will likely need those veteran units.
If we stick with the Barracks plan, but we move the worker to road the two tiles to our next city instead of irrigating the floodplains, we end up founding our second city at exactly the same turn (26) as with the 5 Warrior plan (assuming we want to go just three tiles east/south for the second city).
[Edit: in addition to being more shield-efficient, this plan eliminates the risk of disease]
Hmmm... I agree that the continent we're on seems for more then one civ, and thus we could have a neighbour, even more then one. However, we haven't found him yet, and he hasn't found us. So what's the chance we need vets the following 15 turns? It takes time to build an rushing force if you don't want to compromise defense, and who is willing to risk that as long as he doesn't have contact? My guess is that a 1-warrior defense will be enough for our cities for at least another 15 turns, maybe even a lot more then that. I would not focus on barracks as long as we don't know our neighbours. (we can build it when we don't have anything better to do, of course)
It's too late for the standard barracks plan, I believe, because next turn the 2nd chop will be done, producing a warrior. That would have been used on the barracks.
The one change I would make is that instead of crossing the river with the worker to irrigate/road a floodplain, we stay on the eastern shore and irrigate/road the two floodplains on that side. That provides part of a road to the north. After crossing the river, the settler gets two roaded tiles before hitting wilderness again.
Or, come to think of it, maybe my original plan was best, since it will provide 1 tile of road from EotS without crossing the river. Hmm... I may need to look at the screenshots again. The reason I have the worker cross back is so that after he develops the 2nd floodplain, he can chop some more forest. Maybe, just maybe, I can work it differently so that we can get an extra road for a settler sent north, without messing anything up.
-Arrian
damn, I wish I could see the screenshot at work. Are the tiles N & NW that border the river of EotS all floodplain (that would make four of them)?
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