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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
nothing much. Somebody offered us Mathematics. I forgot who it was . I really wish it would show the name of the leader during diplomacy. I have that problem in another game. I don't know who I'm dealing with. All I have to go by is the pictures.
Anyways I'm not sure what we wanted to start on in the new worker. I figured I'd start improving the tile around my city . Anyways there is so much jungle, I wasn't sure where to start. But we have to start somewhere.
So we now have mathematics. I fortified the one warrior. He isn't doing anything useful right now.
Dissidentville is producing settler. But that can be changed as the need arises.
As for new cities obviously chokepoint is first. And the next city should be close to the iron if you ask me. We should connect it soon. I propose that the worker who is now doing something on the wheat square (I'm not sure what he's doing ) move back north when he is free and start roading to the north iron source. Leaving a gap for the city to be placed in.
Also - my recommendation for the worker being produced in Dissidentville is to clear out the jungle to the north - on the tile between the wheat and fish tiles.
Diss - I suspect the mathematics was either glory of war - the guy with the fur hat (and this would be to conclude the previous deal) - or Neu D - the Arab guy. But yes - it is hard to tell.
The old worker is building a mine - as mentioned above. You can also tell by clicking on him - it the tells you what he is doing and how long to completion. The only trick there is to remember to hit the Carry On button, as opposed to the There is Something More Important For Him To Do button. Otherwise he stops what he is doing and you lose all the progress to-date.
I will do up a better city site plan later today for discussion.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
I checked the save - it was GoW. You will note that it says Warmonger offers - which I forgot was their name - until you look up at the scoring summary and they have it posted there.
We also have agreed to send math thru to GS. Not sure if you did that or not, Diss.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
oh yeah it does show warmonger offers. It only does that if something is on the table though.
In another game I have, the trade window was buggy for like 20 turn or so. It kept coming up with nothing on the table. I wasn't sure if someone was purposely putting it up there or what. But that problem has gone away thankfully.
OK. I am bringing the irrigation down to future Eliopolis with the northern worker. I have moved the middle worker to a spot to bring a road to the Iron source. The warrior accompanyed him in case of barbarian attack. I will have to check the city placement map/screenshot to see where the city is going to go. No need to road that square. The southerne worker is now clearing jungle. that will take 12 turns.
Also when we get our northern worker free I would like to mine that shielded grassland north of the Voice. I did not do it before because I wanted to road and mine the cows asap- as that square was being used often. But when the voice is size 3 we will utilize the shielded grassland. Might as well get an extra shield out of it. So whenver we get a chance we can do that along with connecting the luxery resource.
I guess that is a lookout we agreed to way back when. I think they will move it when we fill in the spaces. Although I would prefer they move it now . We haven't really discussed it with them. I'm not too concerned with one warrior. But we will be putting two cities in the area soon. Although it will be north of where that warrior is.
you know we really should have built granaries . After reading the intersite DG analysis of researching pottery first . Oh well. It still might benefit us to build a granary in the city that is building settlers. I think the voice and millertown should have granaries.
Speaking of Granaries....I wonder if the other teams have started The Great Pyramid yet?.....Just food for thought.
____________________________ "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 ____________________________
I was just thinking the same thing. Miller Town could build one in eight turns with its current shield production (5pt).
OK - turn played. screen shots sent.
Cultural border expanded.
Settler is up in the capitol next turn, and Miller Town the turn after.
My calculations show we could produce another settler in 6 turns with the Voice, but will need to wait for seven for the pop growth.
Miller Town - will need to wait and see - necessary pop growth in 16 turns. See Diss' comment above regarding granaries.
Math sent to GS. I forgot they wanted communications with Lux. We can do that next turn. I know what we can do - I contact Lux - say we will provide contact with GS for most of their remaining treasury. If they survive - we will give it back - less say 10 gold. Sort of like Holland storing its gold here in Canada during WWII. Then again - Holland is still around. Lux may not be.
Anyways - Philosophy in 11 turns. You can play with the citizens (eg move a shield producing citizen from Miller Town to working the lake and hence more gold) and get it down to 10 turns, but this impacts settler production. So I left it as maximized for settler production.
The northern worker finishes his next irrigation tile next turn, and should move and do the next one I think. I agree with Diss that we should mine that enhanced grassland north of the city - but lets finish the irrigation.
We are also going to have to work the grassland square due east of Elipolis. It need a mine and a road, as it is the only 2 food tile for the city to work with. This should be a priority - AFTER the next irrigation tile. When Elipolis is in place - he can get ther in one turn - which wastes less time on movement of workers.
OR - we can use the southern worker - on the east coast - under the warrior - he is building a road for a new city site - still to be determined. Done in 4 turns.
The other worker will be clearing jungle for awhile. But this needs to be done if Dissidentville is going to amount to anything, and be able to use that +3 food production. We should consider getting some pop rushes out of it before we move to a republic. That is quicker than waiting on its shield production. Will be interesting to see what happens to the corruption level when Elipolis completes the road connection.
OK - so the next city? See the other thread, please.
Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
millertown should probably build a granery for sure after building the settler. The voice will be size 2 after the settler, so I'm not sure about that one.
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