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
"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
1) G.G. to move S-SE-E, then S-S-S, SW-S-SE
Agreed
2) Frank to move N-W, then mine & road
Agreed
3) Mercurio to move W
then W, SW, W, W, NW, N, replacing Merky Merc
Agreed
4) DyeHard to move NW, then N-N-NE to Jackson for upgrade
Agreed
5) George to move S-SE-SE, then E, then road
building a road to the Tarzania site
Agreed
6) Settler to move E
Agreed
7) Troy to move E
Or NE - NE would be more protection but won't see as much, E would show more, but that would be revealed anyway if Troy moves onto the mountain.
8) Jimbo to road
Agreed
9) Rover to move SE-SE, then road
Hmm, wouldn't this be a good opportunity to irrigate that cow instead?
10) Conan to fortify
Agreed, but we had best be careful for barbs from the hilly northern area.
11) Alexander to move S
Agreed
12) Merc Twain to move W-W-W, then fortify
Agreed
13) Gaul to move NW-N-NW
Either that or NW-N-W.
14) Forkman to move N, to Panama for upgrade
Agreed
15) Zargonia to poprush the Temple build
Agreed
16) make sure the new Logville labourer works the unimproved riverbank grassland.
Agreed
Originally posted by Sharpe
7) Troy to move E
Or NE - NE would be more protection but won't see as much, E would show more, but that would be revealed anyway if Troy moves onto the mountain.
My only intention was to make sure that there is no barb camp near the Tarzania site. Once we found Tarzania (and finish Library in Red Bricks), we will be able to "see" everything in that area and Troy will be free to move somewhere else. Which will be easiest, if he goes E now and then E again - from that moment on, he will be able to use his mobility, unlike if stuck in thick jungle (moving NE, NE).
Originally posted by Sharpe
9) Rover to move SE-SE, then road
Hmm, wouldn't this be a good opportunity to irrigate that cow instead?
Well, this is probably a question for Kloreep, but I believe connecting Logville has a higher priority (we need to connect Logville to our road network because of the 2-pop rush we plan there) than speeding up the pop growth in Karina. Besides, focusing on the road is safer in that the road will be built deep enough in our "visible" territory, thus less vulerable to surprise barb attack.
On #9: I'd rather irrigate (and then road) the cow. The road won't be any longer (and it can still complete around the time of the rush), and I'd like Karina to grow more. So Rover to Move S-S, then irrigate, then road (then E)
Also, add: Logger to chop the forest (then road)
Change Jackson's build to a barracks
Comments on Plans for 590BC (plus part of my manipulative plans to get to King level sooner :
1) G.G. to move S-S-S, then SW-S-SE
Agreed on S-S-S, but I would seriously think about W-S-E for the turn immediately afterwards.
2) Mercurio to move W
then SW, W, W, NW, N, replacing Merky Merc
Agreed
3) Giordano Bruno to move N-NW-NW
Agreed
4) DyeHard to move N-N-NE to Jackson for upgrade
Agreed
5) Mercus Aurelius to move E to the Tarzania site
Agreed
6) George to move E, then road
building a road to the Tarzania site
Agreed
7) Settler to move NE, then E, then found Tarzania
Agreed
8) Merc Twain to fortify
Agreed
9) Troy to move E, then S-S and elsewhere
I wonder if west might be better to uncover the fog again.
10) Rover to move irrigate, then road
Agreed, though we should keep an eye on those new barb horses.
11) Alexander to move W-N
making sure it can engage the barb horse, if he closes Karina
Agreed
12) MercG to move S, guarding Rover
Agreed - hopefully that horse doesn't move off and then come toward Karina from the NW though.
13) Frank to mine, then road
Agreed
14) Forkman to move NE, to Panama for upgrade
Suggest N instead - keep him on the hills to perhaps avoid disease?
15) Gaul to move N, then N again, then fortify
Aren't we putting him on the mountain too? Or is that too dangerous with the worker now nearby?
16) Zargonia to start building a Harbour
Agreed
17) Howard to attack the barb NW
Agreed
18) Robbie to move NW, then road
will finish the road on the same turn as Jack's mine will be finished, possibly saving one worker-turn
Agree with Kloreep - send Robbie to help out with the DyeFields jungle
19) Red Bricks to start building a Temple
Agreed
20) make sure the new Logville labourer works the roaded riverbank grassland, not the mined desert.
Agreed
21) Silver to move N, then N-E
Agree on N - we wouldn't want to risk an attack yet except if Silver was on a mountain. Let's see what the barb horses do before deciding on the next few turns.
22) reassign Jackson labourer from a fully developed hill to a coast
will not delay the Barracks build, while yielding 1 more gold
Agreed
Additional Comments:
GS continues to stalk us in the points total - we should keep an eye on their score (assuming we don't get the map that is) and see if it drops or not.
Clearly there is at least one barb camp in the south, probably between the southern horse and southern cow. Hopefully not many more horses appear. We should upgrade those warriors to swords soon and send them down south to clear out any camps (I trust swords more than horses due to the terrain and the additional firepower).
Originally posted by Sharpe
9) Troy to move E, then S-S and elsewhere
I wonder if west might be better to uncover the fog again.
The Settler will be moving to the tile W of Troy, so there is no need to have Troy there, too, to uncover FoW (and the "Tarzania" Merc is following immediately). Let's move the settler first - just for sure... if there is anything showing up, then move Troy W to escort the Settler. But otherwise, there is no need...
12) MercG to move S, guarding Rover
Agreed - hopefully that horse doesn't move off and then come toward Karina from the NW though.
That's why we are moving Silver and Alexander the way we are - if the barb horse moves SW, NW, or N, we attack with Silver (moves N this turn). If he moves anywhere else, we attack with Alexander. Whatever the bad horse does, we should kill him on the turn after this one.
14) Forkman to move NE, to Panama for upgrade
Suggest N instead - keep him on the hills to perhaps avoid disease?
15) Gaul to move N, then N again, then fortify
Aren't we putting him on the mountain too? Or is that too dangerous with the worker now nearby?
I guess you have the two units mixed - Forkman is the one closer to Panama - Forkman cannot go N. Besides, I am not 100% sure, but I believe units can die of disease only if left in (the same) jungle for more than one turn... never lost a unit to a jungle disease, if just passing through.
And yes, the intention is to station Gaul on the mountain Forkman has recently left. An observer there is quite important, as he covers (lifts) the FoW for quite a large area that is otherwise inside "our" territory. We will be able to check that single shore tile in two turns with G.G. - and soonafter, the cultural expansion will make it visible permanently.
GS continues to stalk us in the points total - we should keep an eye on their score (assuming we don't get the map that is) and see if it drops or not.
Within like 10 turns, I expect us to start getting ahead again, as we will be gaining lots of new territory through the expansion of our cultural borders (all those Temples).
As far as I am aware, you cannot lose a unit after only one turn in jungle. If it is possible, I have never, ever seen it happen. He should be safe there for one turn at least, more likely for several (but we don't have to tempt fate).
Originally posted by ZargonX
As far as I am aware, you cannot lose a unit after only one turn in jungle. If it is possible, I have never, ever seen it happen. He should be safe there for one turn at least, more likely for several (but we don't have to tempt fate).
Yep, that's what I meant - since we are only MOVING Forkman through jungle, there should be no danger involved at all. Gaul shall be eventually stationed atop a mountain, Forkman keeps moving.
2) Mercurio to move SW
then W, W, NW, N, replacing Merky Merc
3) Giordano Bruno to move NW-W-W
4) DyeHard to skip turn, waiting for upgrade
5) Mercus Aurelius to move NE to the Tarzania site
6) George to road, then mine
7) Settler to move E, then found Tarzania
8) Troy to move S-S
9) Silver to attack NE
10) Alexander to attack S, then move back N
11) MercG to attack NW
12) Forkman to move NE, to Panama for upgrade
13) Gaul to move N, then fortify
14) Howard to move N
going after that camp on The Hammer (he is not and will not be needed as an MP unit in Panama)
18) Robbie to clear jungle
19) Jimbo to move NW-NW, then road & mine
20) make sure the new Karina labourer works a 2-food tile
21) Legopolis to start building a Marketplace
Kloreep's building timeline shows a Settler, but I am going to disagree on this one - every new city we found now throws our plans a little more bit off (due to the OCN corruption biting more and more). We do not really have any extra-viable site to settle ATM, so I would rather have Legopolis operate at maximum pop & shield output, building infrastructure - a Marketplace would add at least 17/2-1=7 gpt (maybe 8, not sure about how the rounding is done). That is MUCH more than we could expect from Kloreepville.
I still think Kloreepville should be settled, but that can wait for the Panama settler, and Legopolis does need infrastructure. I agree with scrapping the Legopolis settler; let's do a market instead. See the updated Timeline post. (The way we can get 13 shields/turn later on is by working the hill tile that will soon be mined by Jack.)
Edit: Also, bad news; we missed the Temple poprush in Forkmouth. My fault for an incorrect entry in the Timeline... don't know how I got only 1 shield produced in Forkmouth this turn. Not sure what to do... I've updated the timeline with neither rush. I need to look into the possibility of doing it next turn (and also update the Farmerville line, which was incorrect); I'll have to do that later.
Originally posted by Kloreep
Edit: Also, bad news; we missed the Temple poprush in Forkmouth. My fault for an incorrect entry in the Timeline... don't know how I got only 1 shield produced in Forkmouth this turn. Not sure what to do... I've updated the timeline with neither rush. I need to look into the possibility of doing it next turn (and also update the Farmerville line, which was incorrect); I'll have to do that later.
My fault as well. I did look at Forkmouth last turn, but mistakenly thought it would have to grow to pop 4 before the rush (not realizing we needed to do a 1-pop rush only). It will perhaps be best to finish it the "hard" way now, aiming at running Forkmouth at high, happy pop...
Well, the Forkmouth poprush will put the city ahead of non-poprush schedule, so it's probably for the best it was done anyway.
MB plans for 530:
- Jackson finishes Barracks; start building a Merc
- Forkmouth finishes Temple; start building a Barracks
- Settler to found Tarzania. Set build to a warrior for now; we'll figure out the exact build later
- Jimbo to Mine
- Rover to road
- Move new Farmerville pop from the desert to the unimproved grass river (we should continue maximum growth)
- Make sure new RB pop works the grass to the SE (the AI may put it on the mountain, which would be the best inter-turn spot)
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