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
2) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor
3) Forkman to move N, to Panama for upgrade
4) 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), then sail over to Legos Minor to collect barb taxes and get promoted
5) DyeHard to be upgraded to a swordsman 6) DyceDarg to be upgraded to a swordsman
7) Mercurio to move W, then W, NW, N, replacing Merky Merc as the isthmus guard
8) Marky Merc to move N, then NW, N, and NW, dispersing the camp.
9) Gaul to fortify
10) Mercus Aurelius to move E to Tarzania, then fortify
11) Settler to found Tarzania; production to be left at warrior
12) Jimbo to road, then mine
13) Troy to move SW-SW-W-W-SW, swinging across the FoW-ed territory, looking for barb camps
14) Silver to attack NW-N
15) Alexander to fortify, healing
16) MercG to return NE to Karina, then fortify
17) Rover to road
18) Forkmouth to start building Barracks
19) Jackson to start building Numidian Mercenary, switching a labourer from the coast to the fully improved hill
20) make sure the new Farmerville labourer works an unimproved riverbank grassland, not the fully improved desert
21. Check the science slider and put it on the lowest percentage that still gives us Theology on the next turn. (most probably 70%)
Thanks, Tibi! Completely forgot about this... Edit by Tiberius: Np. At least from time to time I'm supposed to do my job, am I not?
21. Check the science slider and put it on the lowest percentage that still gives us Theology on the next turn.
"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
2) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting
3) Forkman to move N to Panama for upgrade
4) Howard to move NE, going after the barb camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted
5) Mercurio to move W, then NW, N, replacing Merky Merc as the isthmus guard
6) Marky Merc to move NW, then N, and NW, dispersing the camp.
7) Mercus Aurelius to fortify in Tarzania
8) Charlie & Leopold to road
9) Frank to road
10) Troy to move SW-W, swinging across the FoW-ed territory, looking for barb camps
11) Silver to fortify, healing
12) Alexander to stay fortified (??)
13) MercG to fortify in Karina
14) set research to Education at 70% (or 60%, if it nets us at least 10gpt for our coffers)
15) Panama to start building a Settler to be used for Kloreepville
16) make sure the new Logville worker works the bonus grassland (a 2-food tile)
17) make sure the new Sharpehaven worker works a roaded grassland SE-SE
George to mine
Move Zargonia laborers from the two roaded grass to coast for an extra commerce, and roaded hill for more shields when it grows
Move Tarzania laborer from bonus grass by Zargonia to bonus grass by Farmerville (This, along with Zargonia changes, should net an extra shield)
14) set research to Education at 70% (or 60%, if it nets us at least 10gpt for our coffers)
70% should be fine. I wouldn't go under that, even if we don't have that 10 gpt. I'm afraid that it'll slow down our research too much.
Let's put it on 70% now and then I'll check the save at home to see the options for the following turns.
"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 have temporarily uploaded the last save so that it is downloadable from the Chronicle entry. I will keep trying, but redstar's server is apparently down... redstar's server running again, all files uploaded.
Plans for 510BC:
1) G.G. to skip turn, healing
2) DyeHard to move W-SW, heading for the Southern provinces (Conan's relief)
3) Forkman to move N to Panama for upgrade
4) Leopold & Charlie to move SE, then clear jungle & road
If I'm not mistaken, we have 3+3+1+5=12 turns before Kloreepville reaches pop 3. Instead of mining a grass that may very well end up being used as a food source (read: irrigated), I would clear/road one more jungle tile during that time, finishing the Kloreepvile road connection to our capital.
5) Howard to move N, going after the barb camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted
6) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting
7) Marky Merc to move N, then NW, dispersing the camp.
8) Mercurio to move NW, then N, replacing Marky Merc as the isthmus guard
9) Troy to move W-S, checking for barb camps
11) Silver to move S-S
12) Alexander to stay fortified
13) Jack to road
14) Jason to road
15) Jimbo to mine
16) Rover to move E, then road not SE because of security reasons (FoW too close)
17) Logger to road
18) reassign Legopolis labourer from the fully improved grassland E-SE to mined riverbank hill N of the city
We do NOT want Legopolis to grow at this moment. The max 0% lux pop before a Cathedral is 4+1+1=6. We need to finish that marketplace ASAP (that's why we'll squeeze one more shield by reassigning our labourer, speeding up the Marketplace build by 1 turn) and spit out a worker immediately afterwards to keep the pop acceptably low while building the Cathedral.
19) reassign Jackson labourers from fully improved hills to coast
We will need just 8 more shields to finish that Merc, and this setup will be just fine to get them while squeezing two more (uncorrupted!) commerce
20) Farmerville to rush its Temple
labourers to remain at wheat and riverbank grasses
21) reassign Zargonia labourer from the roaded hill to a roaded grassland
Zargonia's current goal is to reach pop 6 ASAP
22) reassign Dye Fields labourer from coast to dyes NE NW from the city
city will grow 1 turn earlier this way.
4) Leopold & Charlie to move SE, then clear jungle & road
If I'm not mistaken, we have 3+3+1+5=12 turns before Kloreepville reaches pop 3. Instead of mining a grass that may very well end up being used as a food source (read: irrigated), I would clear/road one more jungle tile during that time, finishing the Kloreepvile road connection to our capital.
Actually, it's 3+3+1+10=17 turns (the granary is free, but the first fill-up isn't). Since Kloreepville would spend several turns without a mined grass if we did this, I'd prefer to have Leopold mine and Charlie move SW and start the jungle clearing.
22) reassign Dye Fields labourer from coast to dyes NE from the city
city will grow 1 turn earlier this way.
Originally posted by Kloreep
Actually, it's 3+3+1+10=17 turns (the granary is free, but the first fill-up isn't). Since Kloreepville would spend several turns without a mined grass if we did this, I'd prefer to have Leopold mine and Charlie move SW and start the jungle clearing.
Ah, right, 3+3+1=7 to pop 1, 7+10=17 turns to pop 2... Thanks, Kloreep. In that case, I would still suggest we move Leo+Charlie now and keep clearing the jungle around Kloreepville fast - hoping for a bonus grassland to show up... that should take 1+6=7 turns. I would suggest keeping the Leo-Charlie tandem in sync, as that is how they get most job done in minimum time. I believe Jack (currently nr Legopolis) should be able to build that mine just in time (road hill, go S-SW, go W+mine... 3+1+3=7). He will not be needed to work on the last riverbank hill for some time, as we can't have Legopolis grow to pop 8 before building a cathedral there...
Originally posted by Kloreep
I assume you mean NW.
I did three things differently from what was posted as our plans - mostly obvious things, I believe.
1) no labourer reassignment in Legopolis - the extra shield gets wasted and we lose on food. We shall reassign only after Jack finishes the road on that riverbank hill (exchanging food for commerce, hopefully).
2) Zargonia labourers reassigned to hills for maximum shield output (2spt) and production changed to Worker. As noted elsewhere, we are running low on Workers (moreover, two of them shall join cities soon, in order to allow pop-rushing) PLUS Zargonia 1-pop rushed its temple on Turn 98, which means we cannot grow over pop 5 there until Turn 119. With few truly productive tiles in the Zargonia radius, I believe we should spit out a worker now, that would keep the pop low enough and that would start mining those hills to make them truly productive...
3) Merc Twain moved W of Forkmouth to check the fogged tile on the coast (found to be clear). We will have time just enough to move Frank to that wheat (T104), road it (T105+T106), move him to Sharpehaven along the new road, join him and poprush the temple (T107). However, this required a check for a barb camp. Merc Twain shall return to Forkmouth next turn.
Plans for 490BC:
1) G.G. to move S-S-SE
2) DyeHard to move S-S-S, heading for the Southern provinces (Conan's relief)
3) Forkman to be upgraded to a swordsman for 40 gold
4) Leopold & Charlie to clear jungle, then road it
5) Howard to disperse the barb camp E, then get aboard of G.B. and sail over to Legos Minor to collect barb taxes and get promoted
6) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting
7) Marky Merc to attack the barb camp NW, probably killing one of the two (?) barb warriors there.
8) Mercurio to move N, then fortify
9) Troy to move S
10) Silver to move SW
11) Alexander to stay fortified
12) Rover to road
13) Frank to move S, then road, then move to Sharpehaven and join city
14) Merc Twain to move E, back to Forkmouth
15) reassign Jackson labourers from coasts to fully improved hills and start building a worker
necessary to prevent food waste; worker will be done in 1 turn, just in time
On Zargonia: Good way to pop drain. The harbor wouldn't have been finished anytime soon at any rate; we need Republic's corruption improvement for that. Good switch; I should have been paying more attention to worker opportunities like this.
On not reassigning Legopolis:
Plans:
Also, I suggest moving Angus NW-NW-NW, then doing so again, in case Howard gets promoted to vet quickly; if he is, Angus can be available for ferrying over to get his own promotion, and Howard can be returned and switch places with Dycedarg. (I assume we're valuing promotions to vet over those to elite, since all our units can still be upgraded and will at some point, which erases eliteness.) Legopolis doesn't need the second MP unit now that it has the temple.
Worker complete in Jackson; set build to Temple
Frank to road
George to move W-NW-NW (then W, then road)
Jason to move SE into Dye Fields and integrate into the city; make sure new worker is on coast
Logger to move NW (then road)
New Jackson worker (Jinxo? I've been watching a little too much Babylon 5 ) to move SW-SW-W (then SW-SW, then W and mine)
Poprush Karina's temple
Move Legopolis laborer on the grass tile E-SE to the mined hill N of the city
Move the new Farmerville laborer off the desert and onto river grass
Originally posted by Kloreep
Worker complete in Jackson; set build to Temple
Kloreep, may I suggest spitting out one more worker? The problem is that w/o a temple, Jackson will not be able to operate on 0% lux after we switch to Republic (and that would be before we'd be able to finish that temple). We would either have to use an entertainer or the lux slider, which is both wasteful.
However, if we lower the pop down to 5, we will be able to make full use of the city potential - delaying the Temple build by 1 turn at worst (going from 11spt/6t build to 9spt/7t build - and with the lift-up of the despot penalties on production, we may very well make it in 6 republican turns anyway). The presence of the cattle makes reaching the pop 6 back again a non-issue, the presence of highly productive hill tiles makes controlling the pop growth easy, too.
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