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
Also if they are looking closely they will se that the growth was supose to happen, and didn't. plus the growth indicator will be set back. I they are looking clos;y they will be able to see that we rushed something.
"Do not honour the worthy, And the people will not compete. Do not value rare treasures, And people will not steal. Do not display what people want, And the people will not have their hearts confused. A sage governs this way: He empties peoples minds and fills their bellies. He weakens their wills and strengthens their bone. Keep the people always without knowledge and without desires, For then the clever will not dare act. Engage in no action and order will prevail."-Loazi "The Classic of The Way and Its Powers"
I agree with the tech, and with Harry's idea of the scientist
"Do not honour the worthy, And the people will not compete. Do not value rare treasures, And people will not steal. Do not display what people want, And the people will not have their hearts confused. A sage governs this way: He empties peoples minds and fills their bellies. He weakens their wills and strengthens their bone. Keep the people always without knowledge and without desires, For then the clever will not dare act. Engage in no action and order will prevail."-Loazi "The Classic of The Way and Its Powers"
Also if they are looking closely they will se that the growth was supose to happen, and didn't. plus the growth indicator will be set back. I they are looking clos;y they will be able to see that we rushed something.
How? They do not know where the laborers are assigned so they do not know how much food is being produced. They can make guesses but they do not know for sure.
How? They do not know where the laborers are assigned so they do not know how much food is being produced. They can make guesses but they do not know for sure.
yeah, I was confused. For some reason I thought that they could see our growth indicator
"Do not honour the worthy, And the people will not compete. Do not value rare treasures, And people will not steal. Do not display what people want, And the people will not have their hearts confused. A sage governs this way: He empties peoples minds and fills their bellies. He weakens their wills and strengthens their bone. Keep the people always without knowledge and without desires, For then the clever will not dare act. Engage in no action and order will prevail."-Loazi "The Classic of The Way and Its Powers"
850BC turn played. Screen shots sent, because - great news - new GS city is visible SW of Dissidentville. I say great because that means two less pop from the city which produced it - and that GS continues to concentrate on expansion.
Treasury at 731 gold, plus 20gpt.
2 new warriors. 11 warriors in Miller Town for upgading next turn. There will be 12 as Wittlich City is finishing one as well, and it can get there in two road tiles and upgrade with the rest.
Galley dropped off the spearman, and picked up Harry the Horrible. Harry and Mo are now on their way. God speed brave souls.
Two spearman and one immortal (Thadeus) are still in Elipolis.
Rushed spearman in Dissidentville for next turn. Had to convert one laborer to an entertainer to keep the peace until the spearman is out next turn.
In army size - we have caught up to Lego. Only RP has a bigger military. And we are still larger than GS.
One minor problem - we are now at the allowed 24 unit level. Without another city - each new unit will cost us one per turn. The Voice has a warrior out in 2 turns. I do not think it is worth it to go to a settler after that (4 turns). We need to pump out military units. BTW, The Voice can produce an Immortal in 4 turns, spearman in 3.
Screen shots on their way. Check out the new city.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
I agree Beta. For now, let's just concentrate on pumping out military units and not worry about any more settlers (for the next 12 or so turns). Hopefully, we will be soon taking over cities and that will raise our allowed military level.
____________________________ "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 ____________________________
Beta, you can include the link to the screenshots in your move summary. No need for a separate thread.
After the road is connected remember to take a look at the cities. They may switch to Immortals like last time. Depending on production rates you may want to make some spearmen (we need them as well) if they go over 10 shields. Spreadmen would be quicker than producing and Immortal and as soon as the road breaks and they complete they spearman they can go back to warriors.
I suggest mining the tile the worker is on so Elipolis can use it. Then break the road south of there or next to the mountain (one of my suggested city sites). Keep on unit back. After the other units have moved through then use that one unit to break the road. Need to take a look at the turn count to see if this works. I GoW about ready to take out the GS warrior?
When upgrading units leave the upgrades to the end. Move all units first then use Shift-U to upgrade all. As long as you have one unit with moves left to do the Shift-U command you can upgrade all eligible units whether or not they have moves left. As long as they have not fixed it, this can save a move for some units.
Thanks Harry. Yes - screenshot URL's will be posted here.
I was thinking the same thing about where to break the road. Elipolis needs that tile - so yes - will take it out further south.
Your other points are great! Will follow them. Thanks.
And yes - we will see the impact when we reconnect this turn. The last time we did it, I think there was a 1 or 2 turn leeway, then all the build were converted. But I can't recall exactly.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
We have to be aware that GS will do anything to try to cut our iron supply. We should try to protect this maybe a little more than just a warrior... Maybe keep a worker near to hasten road reconstruction...
Originally posted by Konquest02
We have to be aware that GS will do anything to try to cut our iron supply. We should try to protect this maybe a little more than just a warrior... Maybe keep a worker near to hasten road reconstruction...
--Kon--
Yup - that warrior will beeline for Dissidenville to become an Immortal. A spearman from Dissidentville will take over. And if we see any movement of GS units towards the iron - we can bring in some immortals.
I agree that it is key. And it is somehwat exposed. But we can get there quickly with force if need be.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
Harry and Mo are not there of course - as they are on the galley which moved another turn south. The timing will work perfectly for the galley to deposit the two Immortals as planned and corner the GS warrior.
Treasury at 271 gold - and plus 18gpt. We are now at 26 units with a free limit of 24. Hence the extra two ocst per turn. Three more warriors next turn if the game allows us to build them. Wittlich now building a spearman.
GoW galley visible off the coast.
And probably the most significant factor - if you compare our military to all others, using the Military Advisor screen, we are larger than all other civs. This has been a steady progression up from where we larger than GS only, to the point where we now have even surpassed RolePlay.
We will need more gold. Hopefully the map deal with GS will go thorugh. And we have a pre-approved loan of 200 gold if we need to draw on it.
So - two more turns to move into position - 800bc and 775bc - and then attack on 750bc.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
K, our iron supply is exposed but it is indirectly protected. They can not get chariots there without going past Dissidentville to use the road. We will see any foot units with plenty of warning to get reinforcements to the iron.
Comment