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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
____________________________ "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996 "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu ____________________________
Jon has asked that I start a discussion regarding the controller. Some, but not all have, asked that I start the game as Jon is not here. I'm not hung up on this.
Here's my qualifications - I play Civ III a lot. Don't we all. I have played up to Deity - but I don't enjoy the game at that level because it gets very singular - you can't keep up with the AI or build wonders, so the the only approach is warring right from the get go, and using the vassal state methodology outlined in the strategy threads here on Apolyton.
Yes - although I am new to posting - I have been reading stuff here for a year. Have them all printed and in binders - they are well read.
I generally play at Monarch - just because it lets you use different approaches to the game. I did not play Civ I or II, but have OD'd somewaht on Civ III. I played a lot of board wargames when I was younger. Yup - the ones with the little card board counters.
My suggested start - see what tile we have - unless a move of ONE space will get us to a river or max food production (eg wheat) - I say we plant and build. Warrior first out. Then worker. Then warrior, then settler. The starting workers' first objective is to build a road to a new city site so that the settler can get there fast and get the city going. And yes - that is the advantage of industrious. We build those roads faster. I like to be an agressive starter in terms of exploring - and getting cities out there.
In terms of the PBEM game - I figure once we knew the start time, and the game was sent to the first controller - then they would quickly send it around to the others for a quick boo, and a quick discussion - eg - send the worker building a road this way - or that - send the warrior east exploring, etc. That kind of thing. It wouldn't make sense between each turn obviously - but at key points for discussion.
But that means folks will have to be around.
If someone else is dying to start- heh OK. But at least let's talk (yes - that means more than one sentence) about the proposed start. Let me know.
I have also submitted the team description to the authorities. I chose Roman Red - because it matches our icon - and no one seemed to object. Here's what I submitted:
Name of team - Vox Controli
Civ - Persia
Noun - Voxians
Adjective - Voxian
Title of Leader - Controller
Name of the Leader - The One, or The One Voice
Colour - Roman Red
PIC - the V
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
Jon Miller- I AM.CANADIAN
GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Jon - I have been keeping a watch on the other threads regarding the start etc. I put us on the list as starting fourth - I have no idea if this was official or just someone eager to get going. Presumably Markos and the powers that be will be setting us up - they may have already done so last night - in which case - who knows what colour we will be. No big deal.
I also saw a note somewhere that Markos was joining the game as an eighth team - as the Greeks. We will see.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
At the risk of boring everyone to death - we also need to discuss team meachanics. To start the discussion, I have reposted Jon's original notes on how the team might work.
Jon's Notes:
I would like to have a small team (not many more than 5)
I think one person should get to play for some amount of time, and post the results of everyturn in the secrent team forum (at elast I think that there are secert team forums), the player could be subject to no confidence votes
everyone who does not play would get +1 vote for who get to be player next time (subject to some limitation), this would insure that everyone gets to play often
in order to keep coninuty going and to give the player the max ammount of choices, the general will of the team would be decided upon at the same time as the player, and as long as confidence in the player continues, nothing is done until the next time things go up for vote (say 10 turns later)
these would just be my ideas for how to do this, I think it would do a lot better than how some demo games I have seen have done
I view it as more of a tag team approach with the added extras of a noconfidence possibility (to keep someone from driving the civ into the ground) and some discussion every certain number of turns on what the goals are
Jon Miller [/QUOTE]
To re-cap Jon's proposed governance system:
Someone starts - after the set play period - there is a vote for the next controller.- the person who started gets 1 vote. All the others now get 2. After that period, the controller would have one vote, the controller from the first period would have two, everybody else 3.
Non-confidence motions can be issued at any time - (subject to reason I suppose). Everybody gets one vote. If it passes - election is held immediately.
I generally like the idea as well. It also fits with our current team name and theme.
So - some questions:
1. Does a controller play for 10 turns - or do we say 15, or 20?
2. How about a two term limit - as per the US president, as opposed to the Canadian dictator, er, Prime Minister?
3. How often is the controller obligated to inform and talk to the team - a) constantly, b) every five turns c) whenever it makes sense to - as determined by the controller or d) never - if he feels like it.
(I vote for c)
4. How do we handle foreign relations - do we have a separate position that does the chatting and negotaitions - or is it handled by the controller.
5. Does he, or they, need to consult with the team before negotiating?
6. And if we do have a separate Voice for Foreign Affairs (VFA), how do we determine that position. Votes. One each. Appointed by controller. Previous controller becomes the VFA???
7. And most importantly - in the votes - can you vote for yourself .... hmmm. I would say yes - that is the power of not be the controller for awhile - you WILL get to play.
8. In the non-confidence votes - does the current controller get a vote. I would say NO, simply because we have 6 on the team, and we would need to ensure no ties.
9 Speaking of which - how do we break ties in the elections (recount Florida?). I am going to suggest that 1 is added to either the controller, the VFA, or the team member(s) who have not played in the longest period - one of those three.
10. Or how about a new position - VIM - Voice of Internal Matters - the last Controller - the VIM would ensure voting and non-confidence issues are handled as per team rules, and would break any ties.
There - that's it. Respond by numbers , please.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
I do disagree with building a worker so early (we should start with one). Remember we are industrious. Rapid expansion is what I stress, If we can complete a settler after reaching size 3 then I say we build it.
1 10 turns
2 no lmit
3 c
no seperate positions
7 can vote for self
8 no
9 controller gets tie breaking vote
Jon Miller
Jon Miller- I AM.CANADIAN
GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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