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.
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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
DeepO, the game may simply count up the number of cities that share the Forest-tile, substract the ones that are producing a Wonder (and Wealth?), and randomly select between the remaining ones. This makes sense and seems to fit our observations.
Dominae
And her eyes have all the seeming of a demon's that is dreaming...
I guess someone needs to update Alva's scenario to reflect our additional knowledge of the world, both additional tiles and horses. Then someone (either the same someone or a different one) needs to play to our current position and make a save available as a basis for experiments. (Adding an extra settler to the scenario and resetting our starting gold to 20 to pay for it should give a very close approximation financially.) I could do all this myself, but likely not until tomorrow, and someone else might be able to get to it sooner. By the way, let's make the barbarians sedantary this time so our results aren't polluted by variations in losses to barbarians and in gold from raiding barbarian camps.
Originally posted by Dominae
DeepO, the game may simply count up the number of cities that share the Forest-tile, substract the ones that are producing a Wonder (and Wealth?), and randomly select between the remaining ones. This makes sense and seems to fit our observations.
I hope it is like this, which was what I meant by "some random effect". But I guess we need more tests to see if it really wasn't random... so far I'm the only one who reported that with a pyramids build, no shields were lost. After playing with Civ3 formulae before, I got a bit more cautious
I'm willing to change the scenario, but have to warn that I've yet to open the editor, so if anyone else could do it: please! It will certainly be easier...
so far I'm the only one who reported that with a pyramids build, no shields were lost. After playing with Civ3 formulae before, I got a bit more cautious
nope, noticed the same thing
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
I'll do it. I have some experience with the editor, just not with what we're doing specifically. Basically you create a scenario with the revealed map so far, and play the game up to the current turn? Is it possible to "gift" yourself Settlers and stuff in-game?
Dominae
And her eyes have all the seeming of a demon's that is dreaming...
I'm ok adding a few tiles, but setting up a scenario...
takes me 15min just to set the active player
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
Dominae (or alva): just adding the settler and 20 gold from the start on the updated land (with horses!) should work, IIRC. After that, playing to our turn, scouting the land, and end up with building Hurricane this turn should be tedious, but relatively easy...
Under normal circumstances, my experience is that if a tile is right next to one city but not the other, chops invariably go to the city next door. It may very possibly be random when a tile is two away from both, although I have a fairly strong hypothesis (tested almost enough for me to regard it as a theory) that if one city has a laborer working the tile in such instances, the chop automatically goes to that city. My own results in our test scenario invariably end up with the chop benefitting Hurricane, but that may just be because my behavior is too consistent to throw the RNG off. (We might want to turn off Preserve Random Seed for our testing.)
Regarding the temple in #3, the big question is whether we can build an incense city and the roads to it (don't forget about those) early enough to eliminate the need for the temple without unacceptably compromising our situation elsewhere. If so, I agree that that's a better option. If not, at least #3's bigger size after it finishes a temple would increase its production to help make up for lost time (assuming an adequate number of tile improvements).
I hope it is like this, which was what I meant by "some random effect". But I guess we need more tests to see if it really wasn't random... so far I'm the only one who reported that with a pyramids build, no shields were lost.
My experience was the same: no shields lost. And all my experience tells me that one of those chops would definitely have gone to Hurricane had it not been working on the Pyramids (since one of the furs is adjacent to Hurricane but not EotS).
Originally posted by Eli
What are the tactics for fighting with slow units vs fast ones(and fast vs slow) in the first half of the Ancient Age?
I'm mainly interested in UU wars like Legions or Immortals vs Mounted Warriors, War Chariots, and others. But this should also apply to regular units like the Swordsmen, Horsemen and Chariots.
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
Ha! I dare you to answer his post, with something like: "Fast-movers always trump slow-movers in the Ancient age, especially in UU versus UU battles".
in fact, I wanted to post something in GS roleplay fashion.
I decided against it in the and see if Eli will post in that thread again...
(allthough this doesn't mean off-course they are preparing for war, it does gives us a hint of their capabilities...to seek that kind of advice on a public forum??? )
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
Originally posted by Dominae
Quick question: can a Bonus Grassland tile have Wheat on it? The editor allows this, but maybe the map generator never allows it.
To the best of my knowledge, I've never seen a bonus grassland with something else on it in a regular game. But the editor doesn't care whether an underlying grassland is (or will be after a forest is chopped) a bonus one when deciding whether you can put something else there. Actually, one thing that really annoys me in the test scenario is that the grassland under the game hill by "3" is a bonus one where (if I'm right) it cannot possibly be such in the real game.
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