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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
Hm, surprise for me, too... 2-3 turns delay sounds just about right then... 44%/30% chance of the fail flag still being there... that would be acceptable.
I was also thinking that 3 turns would the optimal time to wait, especially that we are in a bit of hurry to know what ND is cooking.
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
We must be 1-2 turns from the moment GS armada sets sail. GS now have 11 marines (5 new). No new tanks, though (still 70 of them). 7 combat settlers total (no new ones). 2 new DDs (24 total), still no BBs. One fighter, 2 carriers, but no bombers.
We've spotted 2 GS submarines - one is S-SW-SW-SW of Invoice (where I wanted to put our BB Task Force), the other one W-W-W-W of Quanto Mechanico. Considering GS only have three and the third one was spotted down by Tipperary just 3 turns ago (and could not have sailed nothwards), I believe we can safely say we know about all GS subs in the Western Ocean. Good.
GoW have built no new tanks (still 44 total), but added 6 marines to their rooster. Thery are now quite ready to carry out a medium-sized seaborne operation, I'd say. The number of explorers (7) puzzles me a bit though...
Electronics research proceeding as planned, we should nail it next turn. ND still lacking Electronics. Espionage still with us & Vox only. We have lost a wee bit on the powergraph again - ND gaining this time, not GS. No change in our military ratings vs. GS, GoW, nor ND.
ND built a city on that cape E of Crossing, making it a primary threat to our security. We will have to consider and prepare a preemptive strike at it once we have marines.
Our military that is not upgraded yet:
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
(though we may never upgrade these)
Security threats NDT Lastkahn (ND) E-E-E-E-NE of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
ND/Arabian city of Louisixveau (ND) E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 9 infantry and 8 horsemen.
Plans for 1220AD (Turn 238):
1) use the F1 trick to change Legopolis production from Battlefield Medicine to Hydro Plant
hopefully, we nail it just fine this turn
Unit Movement/Actions
2) new battleship finished in Jackson to be named 'H.B.S. Dye Fields' and fortified in Jackson, joining H.B.S. Red Bricks
3) H.B.S. Legopolis & H.B.S. Jackson to move SW-SW-SW-SW-SW and fortify
joining Task Force North
4) H.B.S. Karina to fortify
5) U-K1 to move W-W-NW-NW
shall be deployed W of Blade (extreme NW of the Western Ocean), giving us an earlier warning of an attack coming from that direction, allowing Task Force North be moved a bit to the South, covering larger area
6) LNT-CA to move N-N-N-NW-N-NE, heading for Kloreepville to join Invoice Ferry Fleet (I moved it one tile less last turn, to keep it out of the GS sub sight)
7) H.B.S. Tipperary to move N-N-N-NW-NW and fortify, joining Task Force North
8) U-H2 to move W-NW and fortify
covering those two tiles we currently cannot see
9) new submarine finished in Q.M. to be named 'U-Q1' and moved W-W-W-NW
shadowing the GS submarine
10) U-H3 to move W-W-W-W
11) U-Z1 to fortify in an ideal position, watching for bad guys coming from the East
12) new ('82nd') infantry finished in Dye Fields to fortify S of Crossing
Worker Movement/Actions
13) 6 workers to mine currently irrigated tiles around Panama
14) 1 worker to irrigate the currently mined grassland around Legopolis
fixing the food deficit (we should still be doing 104spt here
15) 4 workers to irrigate currently mined tiles around Jackson
temporary food boost (we'll be building a 2t sub here, not needing all those shields)
16) 2 workers to mine a currently irrigated grassland around Kloreepville
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
17) new worker finished in Farmerville to be kept
City Management
18) Legopolis to start bomber
with an airport and +1fpt/100+spt, Legopolis will be an ideal bomber production centre
19) Jackson to work everything but one rred/mined desert; start submarine
I believe we are missing a submarine in this area quite badly - to watch the area around Zenophobia. Let's set Jackson for just slightly over 50spt for two turns, do one 2t sub, growing a bit, and then back to BB production or tank production... at -1fpt/80spt, using the hill SW-SW, Jackson can be recycling 1 cavalry into a tank per turn.
20) Farmerville to keep cranking out 1t workers
21) Panama to change production to hydro plant
going food negative for few turns, we should be done in 3t here (currently 45S, next turn 90S; mining everything -> -4fpt/52spt -> 90+3*52>240)
22) Red Bricks to change production to hydro plant to be completed in 2t
23) Forkmouth to change production to hydro plant
to be completed in 3t
24) Karina to change production to hydro plant to be completed in 2t
25) Dye Fields to start another infantry
26) Logville labourer from a coast to the rred/mined grassland SW-SW; change production to hydro plant to be completed in 2t
27) Oasis to change production to hydro plant to be completed in 6t
28) Invoice to work fish and all land tiles; start worker
a quick 1t worker, then another one, then 2t workers all the way
29) Tiberium labourer from the rred/mined grassland N-NE to the hill SW; start barracks
quick 1t barracks, then military (with 40+spt, Tiberium will be great for building marines)
30) Quanto Mechanico labourer from a coast back to the hill; start another submarine
31) start researching Motorized transport at 50%
the tech is currently 3360-20%=2688 beakers. 2688/4t=672bpt. We are able to generate 745bpt at 50% or 587bpt at 40% - not quite fitting the bill... so, let's start at 745bpt and try maxxing the commerce out. We may be able to do with 2t @ 40% + 2t @ 50%...
32) luxury slider to 10%
this is an idea I would like to get some feedback on... here is the reasoning: the threat of the war is imminent, I'd say. With a handful of marines on both GS and GoW roosters, I believe it won't be long and they're here... the first turn of the war will be rough - depending on how many luxuries we lose (i.e. how many teams attack us), we will have some hard time using the F1 trick and adjusting cities to prevent rioting. It's quite likely that we will have a number of builds delayed.
Now... if we set the luxury slider to 10% right now (prior to having to), before the wars breaks out, we would be paying 82gpt. Kinda "wasting" 82gpt. However, even if all three teams attacked us, we'd still need NO specialists to keep our cities fine.
I am thinking such an "insurance" would be a good investment. Considering 82gpt equals about 20S when shortrushing, I am quite sure that we would save more than we would spend eventually.
We do have the gold (we would actually still be getting close to 200gpt even with 10% lux) - and we'll not really need it until modern era, which is still ~8t away. Yes, we will need some gold to plant spies and carry out spying missions. We may need some (though likely not that much) gold for shortrushes. But still... I tend to believe making sure we won't suffer from the first strike would be worth those 82gpt...
Right now the only threat is ND, correct? And if they've kept the lux flowing up till now, I would imagine they will up until they're actually ready to strike. So I'm not sure if we should up it next turn or wait on it.
Originally posted by Kloreep
Right now the only threat is ND, correct? And if they've kept the lux flowing up till now, I would imagine they will up until they're actually ready to strike. So I'm not sure if we should up it next turn or wait on it.
We really need a ND spy. :/
ND is actually not the only "threat" in this regard. All teams are - because all of them will likely start the war with sinking some of our pickets. GS and GoW can do it any time now.
One team would not be a big problem. Two or three teams would.
The lux deals are actually much better for them than for us. They get 8 happy faces per city with a marketplace for our dyes, while we only get 1-2 happy faces per city per lux of theirs. Economically speaking, it may be better to terminate the lux deals immediately, relying on the lux slider... however, we'd let them know we know they're coming.
We would have a few WLTKDs for a few turns, I suppose, if we put the lux slider on 10%. We would get some of our invested money back, this way. I don't see a problem in using the lux slider.
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
I think can imagine what the explorers are for -exploring and pillaging resources. I sugest we put one unit on each vital resource as soon as possible, they are going to want to knock those out as soon as they land.
Oh, and btw, I don't know if anyone else is feeling in the same way, but seeing the imminent attack coming, it'd feel good to shout at them:
"BRING IT ON, MOTHERF***ERS!"
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
I utterly concur with Kloreep. I would like to add: Move Zig for Great justice!!! Can't wait for the main forum to be set alight with Propaganda and trolling. Now we just have to figure out how to win.....
We failed to plant a spy with ND in 1200AD. Last turn was 1210AD. The coming turn is 1220AD. To give the fail flag three turns to get cleared, 1230AD would be the turn we try again.
I will do a thorough happiness analysis for all our cities (hopefully) tomorrow, checking the effects of 1/2/3 lost luxuries.
BTW, anyone sure about the war-happiness effects? I believe we are going to get a minor happiness boost for being attacked... but I admit I do not know any details.
I was thinking: shouldn't we build a few 1 turn infantries in Legopolis? We don't need those bombers so badly, at least not yet, while GS's total nr. of tanks + marines is bigger than our total nr. of infantries
We have plenty of arties anyways, and we need units to protect them, or otherwise they are useless.
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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