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
built settler
put the Voice's worker on the cattle (7 turns for growth, 15 for settler)
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.
____________________________ "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 ____________________________
sounds good. yeah working the cattle square will help out. We still may have to wait a few turn until our city reaches size 3 before when our settler is ready. But we do want to get these next few cities out quickly.
Jon I see a barbarian unit. Perhaps we should move one of our fotified warriors to look for a barb encampment. In fact we will need to root out barbs when we build our city down south.
I agree - as long as we work towards building cities at the ore deposits....be it protected workers building roads or protected settlers traveling to the future city location.
____________________________ "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 ____________________________
screen shots sent. road complete. gives us 1 extra gold per turn. moving spearman down to accompany settler. Actually he was stuck in the Voice one turn, so we'll arrange a swap of spearman.
We have 2 units on the chokepoint. We can take the warrior off to investigate. Or take on of our units standing guard in the mountains in the south. Or use the unit guarding the worker which I'd rather not do.
I would suggest the look-out on the mountain to the east, and clsoest to the barbarian we could see. He has to be closest to the encampment, the other look-out will suffice for a few turns, and once he is done he can move back onto the mountain. I think if we wait fr one of the others to move south - GS may see the barbarian and go after the gold. And I agree - we do not uncover the worker. He is worth more than 25 gold at this point in the game.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
City site. One consideration. On the fish-wheat site, the city centre will be two tiles from the iron. We pop rush a temple, and we can expand to get it - but not right away. Also, as soon as GS gets iron working - and they will get it one way or the other - they merely need to drop down a city in the plains square next to the iron and they will get it. The only defense then will be to have a pile of spearmen camped out on the square and refusing to move. And if we build a road to connect it, that road will work for them as well, so we would be forced to destroy the road to deny them the iron. By then - hopefuly, we will have the eastern city site in as well, and full access to iron.
If we reach some kind of long-term alliance with Lux and GS, this whole discussion becomes moot, but if not, it could be critical. Then again, if GS has iron farther south, what would they care.
But in the short term, it does raise the question again of settling on the eastern site first. But as previously stated, that city will not grow at all, and it will be obvious to GS why we put it there, which could raise the foreign relations temperature even more.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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