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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
Doh, you're right. My bad. Not too late. But I still like the 5 warriors/2 settlers better.
The question I have for your plan is this: doesn't it slow down settler #2 due to not having the floodplains for bouncing the population back up? Granted, the removal of disease risk is something to consider, but on Regent it is low.
It's not necessarily a bad idea. Nathan is going to test my 5 warriors/2 settler plan, perhaps you should test your 4 warriors/settler/barracks/settler plan and get back to us.
I could probably accept a 3 turn delay for settler #2 in exchange for a barracks. Basically, show me, and since I think you're actually better than I am at this stuff, I suspect you CAN convince me.
Actually, what I proposed was 3 warriors/barracks/settler/settler. Not too different from your original barracks plan, but roading to the next city before irrigating the floodplains. It makes sense only if we want our second city to the South/East. Details coming up!
I tried Arrian's latest variant, and while I wasn't keeping careful count of turn numbers, it seemed to work perfectly.
Alex, with how long it would be between the time we build a barracks and the time we build our first unit that takes advantage of it, I think the two extra warriors would serve us better. The extra warriors will let us scout north and northeast in addition to Grog's northwest-oriented scouting, and that might find us some terrain that merits changing our plans for our settlers.
Well, I stated before that I don't value the barracks before we meet someone, or expect to meet someone. IMHO a temple would be way more effecient in the long term.
DeepO
[edit:] I forgot... the 5 warriors looks to me like the best solution, even if we are going to lose money for a few turns to upkeep
Until further notice, I still think the five warrior plan is the way to go, not that I've stopped listening.
I like the idea of the extra culture an early temple would bring, but there are two down sides. (1) With a temple replacing two warriors, we would only have two explorers instead of four unless we want to leave our capital undefended. And keep in mind the possibility, however small, that someone else might be heading south a bit to the right of where Grog's heading north. (2) A temple would be a permanent 1gpt drain on our economy, and it's going to be a long time before we grow EotS large enough for the temple to provide a meaningful happiness benefit to offset that on any kind of ongoing basis. In contrast, the financial drain of the extra warriors, although larger initially, will disappear when our second city is founded.
Originally posted by Sir Ralph
Is it just me, or does anyone else suspect, that we're on an island. And if so, for what do we need lots of explorers?
It's possible that we're on an island, but a civ on an island by itself with two luxuries, while possible, is extremely rare. So there's a pretty good chance of having a land bridge connecting us to something else.
On the other hand, the lay of the land is not looking like it favors someone's being able to sneak up on us. I'm tempted to go for a temple-based plan after all, with Grog moving 6-6 to look at the land north of what our expansion uncovered and Hack going 8-8 to look out from the top of the mountain directly to his north.
If they don't spot any incoming foreigners, we could switch to a temple and plan on having Gronk come back to guard the capital as soon as he finishes his exploration while Grog and Hack continue to map out the northern reaches.
I'm not sure whether I like this idea or not. Opinions?
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