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
40) reassign Sharephaven labourer from the fully improved hill S-SE to the wheat; start musketman
though I am wondering whether we could afford to switch S'haven to infra...
I would prefer we continue on with military production in S'haven. The war ending on Bob doesn't mean peace in the world; it just means the targets may change
Dammit, bad news... S'haven lost the WLTKD status (most probably due to the food deficit, which I failed to realize beforehand) and produced 2 less shields last turn. Thus, our tightly scheduled knight build is at 68/70 instead of finished this turn right now.
Finishing the knight seems to be rather wasteful to me... anyway, we've got four options:
1) finish the knight, maxxing out food (1 shield wasted, +7fpt; returning to WLTKD)
2) switch to courthouse, finishing it in 1 turn, wasting no shields (staying out of WLTKD)
3) switch to marketplace or aqueduct, finishing it in three turns, wasting almost no shields (returning to WLTKD)
I personally prefer switching to the aqueduct - S'haven has lots of both irrigated, high-food tiles, AND mined, high-shield tiles.
Thoughts?
I am not going to play the turn until I hear back from at least somebody (no earlier than tomorrow morning). If nobody comments/suggests anything, I will switch to aqueduct in three.
1) I.N. to fortify 2) G.G. to move NW-N-NE, scouting
3) G.B. to fortify 4) N.C. to move N-N-N 5) J.K. to move SW-SW-S 6) L.V. to move W-W-NW
forming our naval early warning screen
7) LEF5a (Merciless, Marky Merc) to move SE
8) settler 'Hammer' to found Port Hammer; work the fish, start harbour
9) settler 'Camper' to move S en route to the second camp city site
10) 6th Catapult to move E-N-NW en route to the D.F.-Tar whitecamp
11) new ('7th') catapult finished in Red Bricks to move SE-SE-S, en route to the ZarCross whitecamp
12) new knight finished in Tarzania to be named 'Tristan', moved S-S, and fortified in the TarZar whitecamp
13) Forkmerc to move SE-S-S to Camp David, en route to Tiberium (to replace Darth Merc)
14) Darth Merc to move NW-NW-N to Camp David, en route to Karina for an upgrade
15) Max Payne (Jackson garrison) to move S-S and fortify in the Jackson-D.F. whitecamp 16) Meriadoc (Jackson garrison) to upgrade to musketman for 60g 17) Mercus Aurelius (Jackson-D.F.) to move N-N, fortify, and upgrade to musketman for 60g
Worker Movement/Actions
18) Jason Jr. to road 19) Michael to road
20) Jack or Jinxo to road, if possible
21) George to mine, as per the GA plan for Legopolis
22) Orange & Pink to move SE-E, then clear jungle (as per the GA plan for D.F.)
23) Leopold to mine
24) Patrick to mine 25) Peter to move NE-NE and mine
24) Gus to move S and mine
Oasis is already at pop 6 and will not grow more w/o an aqueduct; it's almost finished with the marketpace, so we better exchange one extra food for one extra shield - especially when we get the city to 10spt by this change (ideal for any kind of build)
25) Stanley to move NE, then road
not really sure about this, but I cannot see any more urgent jobs for him... or shall we send him to the South? we could also add him to Zargonia, as Zargonia is growing only slowly on its own...
26) Adam to mine, helping Toby
27) Philippe to mine
28) Ken to move S-E-NE, then NE & mine 29) Jimbo to move NE, then road
30) David to road 31) Luke to road 32) Jesse to road
33) Farmer to road
34) new worker finished in Farmerville to be named 'Ira' and moved NE-NE-NE, then NE-NE-N, then road & mine as per the GA plan for Red Bricks
35) new worker finished in Tiberium to be named 'Kirk' and moved W-SW-W
City Management
36) Farmerville to work all available riverbank tiles; start another worker
37) reassign Panama labourer from the game to the irrigated desert; change production to knight
we should nail the knight in 1t this way, wasting no shields at all. Panama grows too slow on its own anyway, so it does not really matter we lose some food, as we will be boosting the city pop by workers from our worker pumps
38) reassign Zargonia labourer from the roaded/irrigated grassland NW to the fully improved hill NW-NW of the city
barracks in 1 turn
39) reassign Dye Fields labourer from the fully improved hill to the roaded/mined dye grass N-NW of the city
growth in 1, we get the hill shields anyway
40) Sharpehaven - check the WF allocation to make sure we nail aqueduct in 2 turns, while accumulating as much food as possible
41) Tarzania to start a worker to make good use of the food accumulated (then another knight)
42) Tiberium to work cattle, three fully improved hills, and mined grassland; start a catapult
Tiberium should be able to operate one a cat-cat-worker schedule for as long as we wish
43) Castlea to work the fully improved hill
growth still in 1, more shields
I would add Stanley to Zargonia. As you said, there is nothing urgent for him to do, and I certainly want my namesake city being as great and glorious as it can be
- no more GS/RP cities on Bob
- we are now average to GoW (used to be weak)
- we are now #1 in all important statistics
Comments:
I realized that Tiberium is a great 2-turn worker pump and reset it that way, freeing Logville for growth and better/infra builds (Logville has very low corruption and is upon a river - much commerce, no aqueduct needed).
Plans for 450AD (Turn 161):
Unit Movement/Actions
1) G.G. to move N-N-N, scouting
2) L.V. to move NW-N and fortify 3) G.B. to moved N-N-W 4) N.C. to fortify 5) J.K. to move NW-NW-W
forming our naval early warning screen
6) LEF5a (Merciless, Marky Merc) to move SE
7) settler 'Camper' to move SE en route to the second camp city site
8) 6th Catapult to move N and fortify in the D.F.-Tar whitecamp 9) 7th Catapult moved SE-SE-SE, en route to the ZarCross whitecamp
10) Forkmerc to move S-SE-SE to Tiberium
11) Darth Merc to move N-N-NW to Karina (for an upgrade)
12) Ming (N-N of Q.M.) to move SE
will need to pillage the road NE of Q.M. (would connect to our road network through the second camp city)
13) new musket finished in Panama to be named 'Lucien' and moved E-E-NE en route to Castlea
14) upgrade Numero Uno (Panama garrison) to musket for 60g
15) new knight finished in Karina to be named 'Merlin', moved NE-N-E-NE-E, and fortified in the ZarCross whitecamp
Worker Movement/Actions
16) Jack to road 17) Jinxo to mine
18) Jason Jr. to move E-NE-E, en route to Pt. Hammer radius (forest chop) 19) Michael to move E-E-SE, back to Jackson radius
20) Martin to mine
21) Orange & Pink to clear jungle as per the GA plan for D.F.
22) Ira to move NE-NE-N, then road & mine as per the GA plan for Red Bricks
23) Fritz to move N-N-NW, then NW-N and help Ira
24) Forrest to move N-W, then road
25) Stanley to join Zargonia
26) Logger to move SW-SW-SW en route to Ahhmyfoot radius
we need to develop few more grasses to free the riverbank plains for Karina
27) Frank Jr. to mine
28) Ken to move NE and mine 29) Jimbo to road
30) Chris to move SW, then road (connecting Tipperary)
31) Kirk to road
32) new worker finished in Tarzania to be named 'Joe' and moved NE-N (then road & mine)
City Management
33) Legopolis to work all improved tiles, but the desert
34) Panama to work all improved tiles, but the desert and non-riverbank hill, and the bonus grassland being developed, start another musket
35) reassign Red Brickes labourer from the roaded/mined grassland E-SE to the gold mountain
to finish the cat in 1
36) reassign Karina labourer from the fully improved hill SE-SE to the roaded/mined grassland NW of the city; to start another knight
growth in 1
37) Zargonia - Stanley, after joining, to work the irrigated grassland; start a musket
38) Dye Fields to work all mined grasslands and the hill
39) Logville to work all available improved tiles, but the plains and two non-riverbank hills
cat in 1, +6fpt
40) Tarzania to work fish, 3 fully improved hills, irrigated bonus grass, and mined bonus grass; start a knight
41) Crossing to reassign 2 labourers from coast to hills
growth still in 1, most shields
42) Castlea to work both irrigated tiles
Questions:
a) what do we want to trade to GoW for Chemistry? (chat probably tomorrow evening)
b) shall we send gunpowder to Voxes? (GS now has it, so there is little reason to not gift it to Voxes)
c) what do we research after Navigation? (time enough, but we better start thinking about it)
d) what do we want to be a standard whitecamp force?
a)hmm... not sure. We'll have to hammer it out in chat...
b)yes
c)I thought Tibi had a long-term research plan? Has that gone awry?
d) 10 tanks, 10 mech. inf, a 5 radar artillery. We can do that, right
a) I know we (I) can hammer it out - but I would appreciate knowing what's acceptable to the team. We haven't discussed this yet among ourselves, so I will need at least the first approximation. I doubt anyone else will attend the chat, as it is quite early for people in the US. I would try for Astronomy + some gold (even if it was more than a little), keeping Banking and Navigation to ourselves (to prevent others from doing Economics). But I guess that it will most probably end up in Astronomy + Banking or Navigation + gold for Chemistry + Metallurgy. I would push for Banking or Navigation to be delivered only after GoW delivers Metallurgy. Would that be ok?
c) well, yes... it is here... it says that after Navigation, we will have to choose between Economics, Physics, and Metallurgy.
d) ok, I am going to put together a simple 167-turn outline how to get there...
Sorry I have not been more involved, I am pretty busy between work, and other games. I got this cool game that you may have heard of; it's called.....Chess Actually it is computer chess.
I really suck at Chess and have all my life. But this program has a roleplay tutorial that is a bit more interesting. It kind of steps you through the learning process with a storyline, series of challenges, and rewards. In any case, I hope to improve a bit. Never thought I would be up until 2am playing Chess. (Hoyle Majestic Chess)
Oh well, back to the subject at hand, I agree with not trading Banking and/or Navigation. At the very least, delay the delivery as much as possible. Get whatever Gold you, can but gold is of lesser importance.
Tech wise... perhaps we should go for Physics? I'm going to assume either GoW or ND will be making the beeline for Metallurgy, so we can probably arrange a trade for that no problem. Then again, maybe we should try and be the first to arrive at Mil. Trad? It would give us a slightly more commanding bargaining position...
I'm sorry that I haven't been too active either. I've been busy in Tabemono and in RL (and recently with Babylon 5 DVDs ), but I really should set some time aside for Lego again.
A)
But I guess that it will most probably end up in Astronomy + Banking or Navigation + gold for Chemistry + Metallurgy. I would push for Banking or Navigation to be delivered only after GoW delivers Metallurgy. Would that be ok?
B)
C) I have dreams of Adam Smith's... I'm thinking perhaps we should go Economics. But hasn't GS stated they're aiming for Smith's too? Physics might be safer.
D) I'm not completely aware of the situation right now so I can't judge.
2) L.V. to move NW and fortify 3) G.B. to move N and fortify 4) N.C. to fortify 5) J.K. to fortify 6) Victory to move S and fortify
finishing our eastern naval early warning screen
7) LEF5a (Merciless, Marky Merc) to move S 7a) Troy to move W-SW 7b) Victor & Hunter to move W 7c) LEF2 (Misty, Silver, Attila) to move NW-NW 7d) Galahad to move W-S and fortify 7e) Gawain to move SW and fortify 7f) Alexander to move NW and fortify
after clearing our withdrawal with GoW and ND, we are starting to withdraw LEF from Bob. The plan I would like to follow is: first assemble all LEF knights into one stack (this turn as described above, next turn LEF1+2+3 SW-SW), then move them through the ND territory westwards as fast as possible, leaving both LEF muskets to follow at a much slower pace - the idea behind is that losing two muskets would be no problem for us; it's the knights we badly need to get home intact ASAP. I am going to work out a route with ND.
8) 7th Catapult to move SE-S-E, en route to the ZarCross whitecamp
9) new ('8th') catapult finished in Red bricks to move SE-SE-S en route to TarZar whitecamp
10) new ('9th') catapult finished in Logville to move N-N and fortify in the CrossLog whitecamp
11) new knight finished in Kloreepville to be named 'Mordred' and moved NE-N-NE-NE-NE-NE en route to The Sandbox whitecamp
12) new knight finished in Forkmouth to be named 'Uther' and moved E-E-E-SE-SE-SE en route to ZarCross whitecamp
13) settler 'Camper' to found Nou Camp; work the irrigated/roaded grassland E-NE, start barracks
14) Lucien to move N-NE and fortify in Castlea
15) Numero Uno (Panama garrison) to move S-S-S en route to Kloreepville
16) Forkmerc to fortify in Tiberium
17) Darth Merc to upgrade to musketman for 60g
18) Ming to move N to Sandonorico
19) Mercurio (Kloreepville garrison) to move W-NW-W
20) Merced (Invoice garrison) to move S-E-SE to Kloreepville for an upgrade
Worker Movement/Actions
21) Jason Jr. to move N-N, then chop forest
22) Martin to move NW-NW-NW, then help Charlie
23) George to move N-N-N, then road
I'd like to assign George to roading The Sandbox and then the Northern Mountains; these areas will quite likely become battlefields once we are attacked and having them roaded will be our advantage, allowing fast troop movement.
24) Michael to move SE-SE and mine, finishing the GA preparations for Jackson
25) White to road 26) Yellow to road
as per the GA plan for Dye Fields
27) Forrest to road
28) Ira to road, as per the GA plan for Red Bricks 29) Fritz to move NW-N, then help Ira
30) new worker finished in Farmerville to be named 'Ivan', moved E-NE, and irrigate
actually letting Tarzania switch from the irrigated bonus grass SE-SE to this one, freeing the SE-SE one for Zargonia
31) Bruno to road the mountain
32) Bill to move SE-S, then road, finishing the defense road system behind the coastal hills
33) Luke to move S-W and mine 34) new worker finished in Tiberium to be named 'Joe', move NW-W, and mine
35) Logger to move S-S-SW, then road & mine
we need to develop few more grasses for Ahhmyfoot to free the riverbank plains for Karina
36) Mark to move SW-S and mine 37) Farmer to mine
38) Chris to road, connecting Tipperary
[b]38a) Bob (over on Bob) to move W-N, then road
City Management
39) Farmerville to work all available riverbank tiles; start another worker
40) Red Bricks to start another catapult
41) Forkmouth labourer from hill N to coast S 42) Forkmouth labourer from hill NW-NW to coast SW 43) Forkmouth to start a worker
growth in 1 -> worker in 1, too
44) Karina to work all three riverbank hills, cattle, two irrigated riverbank plains, both bonus grasses (1 mined, 1 irrigated), mined regular grass, and irrigated regular grass N of the city; start another knight
leaves the last irrigated grass free for Nou Camp, does a knight in 4t
45) Zargonia labourer from hill NW-NW to hill S-SW (just to leave the overlapping-with-Tarzania hill free)
46) Logville labourer from irrigated/roaded grass N-NW to the hill NE; start marketplace
any objections to letting Logville do some infra?
47) Sharpehaven to work wheat, bonus grass, mined regular grass, and three hills; start musketman
growth in 1
48) Oasis to start a catapult
49) Kloreepville to work all improved tiles; start caravel for patrol duties on the West coast
50) Ahhmyfoot to work all improved tiles
51) Crossing to work 4 coasts and irrigated grass
52) Tiberium to work cattle, 1 hill, 2 mined grasses, and 1 irrigated grass; start another worker
Originally posted by Kloreep
C) I have dreams of Adam Smith's... I'm thinking perhaps we should go Economics. But hasn't GS stated they're aiming for Smith's too? Physics might be safer.
Kloreep's note made me think a bit... as we are growing extremely fast on powergraph now (quite likely because GS is disbanding units), we are becoming very "visible". Once we become the target of a 'cut-to-size' attack, we will need LOADS of units to protect everything we have settled... and that'll cost us LOADS of money - possibly so much that we will lose our tech superiority (which might prove lethal long-term).
So, anything that brings or saves money is golden for us. Adam Smith's is precisely such a thing - considering the number of cities we have and the fact that almost all of them are meant to be full-fledged cities with most (commercial) improvements, the savings from the AS's could be like ~100gpt. That's a LOT, guys.
Now look at Legopolis... 160 (180 by the upcoming turn) shields in bank. Is that not a nice AS prebuild? We'd need 20 turns to finish the thing there. If we are beaten to it, we simply fall back to Copernicus' or (if we are past the 400 shield mark) Sistine.
This would, of course, imply Economics as our next tech. But I believe that it would generally be a good plan.
We could sell Banking to ND (as they need 10 turns to finish PP, so they are out of Economics/AS race anyway) & GoW (as they seem to be after Military Tradition... we could/should tie them to that direction by arranging a future tech deal). This leaves only GS... but I consider it unlikely that GS could have a ~200 wonder prebuild at this very moment (that's a superb 20spt city on a wonder build for 10 turns... but 10 turns ago, GS were landing near GoW...). And if they do not have such a prebuild, then they are out of luck anyway, since we will discover Economics in time to build AS in Legopolis (I do not see any GS city that could out/match Legopolis' shield output). And the current world-wide peace minimizes the threat of someone GL-rushing the wonder.
So, this sounds like a pretty solid plan/strategy for me:
1) let's say we are building Adam Smith's in Legopolis (backup plans: Copernicus', Sistine)
2) after finishing Navigation, let's go for Economics
3) let's NOT trade Astronomy to anyone (blocking Physics, keeping it open as our after-Economics research goal)
4) let's arrange deals with ND, GoW, and GS:
4a) let's trade Banking + 100-150g for Chemistry with GoW (prearranging another deal, like Astronomy + gold for Metallurgy, to keep them in that direction, away from Economics/AS)
4b) let's trade Banking for 200-250g + 20t of lux with ND, making them happy with a sweet deal
4c) a bit later, let's trade Banking for gold with GS, if they show any interest (amount to be determined)
This has several advantages:
a) we do not look that much tech-greedy... ND expressly said they would like to buy Banking (I will post the chatlog later today), GoW silently assumes we will trade for Chemistry, and GS will be happy to catch up (plus, might actually waste their resources on researching Economics then)
b) we get some moderate amount of gold, finishing our upgrades, being able to knock our science slider up a bit again (currently at 40% to generate cash enough for fluent upgrades)
c) in the best case, we get AS, which would be golden; in the worst case, we build Sistine and stop annoying others by 'abusing' our treaties that guarantee that wonder to us
d) we get a backup GA trigger plan - if something goes seriously wrong and we lose Magellan's, we will have a shot at another commercial wonder
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