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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
1. Not sure why the two workers are idle. Presumably we will want to add them to cities eventually. If so - why not now and generate the gold from coastal tiles?
2. Or - I suggest we undertake to road all coastal mountain tiles. This may be critical down the road for defensive purposes.
3. A harbor in hope would generate an extra food from the fish tile. I expect this was our plan eventually - after we use it as a population farm.
4. The other gold mountain tile in the far NE - we should road and mine it. They are so good at generating cash flow. I can see Hope using one and Resurrection the other down the road.
5. We will need to start thinking about aqueducts pretty soon.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
1. - Hmm, for some reason I had thought that when you add a worker it reset the food box. I just verified and that's not the case. Those workers can be added next turn.
2. - That is a possibility, but does it do us much good? We can do it, but I had avoided it for the same reason I chose plan A in my strategic options thread. If someone attacks us then we're likely to be toast without Lego's help. I was trying to do the bare minimum of tile improvements to maximize our gold output until we get electricity and the ability to irrigate our rock. Then we can pop out some workers and do more tile improvements at that point.
3.4. - These tie in together. The harbor will be built, but far down the road. The gold mountain overall won't be as useful as two hills. For the same food cost as the mountain we can work two hills for 6 production (vs. 3) and 4 gpt (vs. 6). Shields are more precious and harder to come by than gold. Hope can eventually be a 10spt city after waste at pop 6...once it's finished it's worker builds.
5. - I am definitely thinking about aqueducts, but I was thinking we should work on universities next. Once an aqueduct is built then we have to have 10 turns of 1spt in a city to get the city to grow...or build another worker in Hope. Multiply that by 9 cities with aqueducts and however many pop points it requires and building an aqueduct first does not give us as much latitude as building universities after the marketplaces.
Rhoth - the save is here. But I will leave this one for you to play. We have a number of workers in cities - which we need to to do something with. And I am not sure what workers you had planned for what cities.
I say we keep a small workforce for working some of the mountain tiles - I still say we should road the coastal mountain tiles. So maybe keep 5 or 6 workers and the rest join cities.
Over to you.
(Man this game is moving quickly now. )
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
I didn't expect the save to get around as quickly on the weekend or I would have posted orders. In any case though I would have changed them around greatly.
Okay so I scrapped my prior plans and loaded workers #1,2,9, and 10 into Memory and Phoenix respectively.
Worker 8 was renamed 1 and moved 4-1-2. Worker 7 was renamed 2 and moved 4-1 to a mountain. Worker C was not renamed yet but moved 1-4 to a mountain. We also have one remaining worker so we'll have 4 workers available to road the coastal mountains and desert tiles. That leaves all further expansion to Hope's breadbox. I thought about trying to go ahead and rush the harbor in Hope to speed it's growth a bit more, but we do not have enough gold to do that (need 312).
I switched several WFs around in Renewal, Resurrection, Memory and Irony so that all could make use of mined hills, and also left the gold mountain on in Renewal.
We have 263 gold with -5gpt and democracy in 9 turns. I will send a PM tomorrow to GoW and GS informing them of the update. I updated Lego as part of the email.
- Memory grows to size 6. WF to whale, two mined hills (one of those is gold), and 3 coast tiles.
- WF in Hope changed to fish tile, mined hill, and one mined grassland. Should give 4 shields which is what the worker will require to complete. Slight wasted of food, but it can't be helped.
For the record, I will be unavailable to play the turns from Saturday morning until Monday evening. I will try to have a few turns of orders posted, but there won't be much. Just the four workers roading tiles, and Hope producing workers. I want the next worker out of Hope to go to Seabiscuit since that is the city closest to having a market, and the next few workers to join with Resurrection.
- Hope grows to size 4. Produces worker. Drops to size 3.
- Hope WF to fish and 2 mined grassland.
- New Hope worker heads to Seabiscuit.
- VW #4 roads gold mountain
- V.C.S. Exploration moves 6-9-4
In working through the next few builds for Hope, after we finish democracy I'd really like to rush a harbor. We can do 3-turn workers instead of 4-turn workers.
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