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
The Vikings counter-attacked with an elite Archer at Stockholm and killed the Horsemen but did not get any catapults as they were moved out of range last turn. They did however win the battle and got a Great Leader that retreated into Stockholm. If more units are present at Stockholm then this will be more than the catapults and currently three Russian Horsemen maybe able to handle if the Great Leader forms an army at Stockholm..
DyP turn 1 sent.
The Texans were most fotunate and had a rice patty in a riverplains right next to their starting location. Austin was settled just northeast of the rice patty and in between some hills and rivers. There are some fruit bearing trees to the northwest just out of range of the small starting cities limits but once the city grows there will be both fruit and rice for the citizens to eat.
To the south the Rangers found some corn and a coastline that looks promising for the Texans second city site. A very good start for the Texans.
Remember the Alamo!!!
The Armitages were not as lucky as the Texans and started searching for a better city site for their first city that included some fish, fruit, corn, or rice but none could be seen. Their wanderings lead them to the shores and they might settle there but there will be a food shortage quickly if they do that without the bonus food supplies.
Cataults are getting better aim and reduced the victorious Elite Archers down to 1 hp before the Horsemen attacked making the battle a sure victory. A new Archer entered Stockholm and probably will be loaded as an Army but lets hope the city defenders are thin from the constant Russian Horsemen harassment attacks from the previous turns. We will see if the Horsemen gets attacked this turn or not then we will know for sure.
DyP
The Texans began work on a new Ranger unit and the existing one continued down the coast revealing two sources of crabs for the new coastal city site after it grows once founded. Seems like a long way away from the new cities potential founding right now.
The Armitages decide to settle the coastal tile by the river instead of wandering around searching for more food producing terrain. Hopefully when they research farming then the wheat and corn will appear near the city site.
City sizes are limited at the beginning of the game to simulate that civilizations flourished early around good food sources. Other sites are ok but will not allow rapid expansion until better methods of farming or domestication of animals is researched.
The years go by slower though in the ancient era so it will not be too long before getting the better food producing techs.
The settlers are also different. No settling cities in desert or tundra tiles and starting settlers do not go over mountains nor through jungles. The hardy variety that cost more do go over mountains and through jungles and the hardy cost you only 2 pop points while the regular cost you 3 pop points. Impossible to build the cheaper variety until three pop points because of food restrictions.
Earlier tribal Government reduces the tile outputs by one point for every tile producing three or more points. So you need a 4 food producing tile to get beyond size two cities when you can build the cheaper settler units. After the discovery of Dynasticism it gets easier as the grasslands give up two food and the other food bonus tiles start to pay off.
Just remember,
No going through jungles or mountains with early settlers.
No settling on tundra nor desert tiles.
Research towards Dynasticism but get the Farming and Domestication early for revealing better food producing bonus tiles.
well that means the game is going to be useless then . if you cant get citys above size 2, but need above size 3 for settlers then a 2nd city wont happen....
I think i not gonig to enjoy this game at all...
unless i see a way of enjoying this i might cancel it...
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
Naw, don't cancel play on it gets much better later. You just have to build the more expensive settlers first until you get Farming or Domestication. The more expensive ones cost you 2 pop points.
Important to find good food for very early game expansion. Everyone else is in the same boat including the AIs unless they got lucky early on.
If you want a restart I understand. Better to look for food first before settling like normal on the first turn.
The Russian catapults moved back-up into positions to attack. Hopefully the Vikings are still too bus with the Aussies and have not built more than two Archers in Stockholm to counter-attack. We will soon see.
The catapults were 1 for 4 shots. Not too good but the Horsemen killed two Viking Spearmen to their one lost Horsemen. A good trade. All that remains in Stockholm is the Archer loaded into the Army of the Great Leader that escaped into the city a few turns ago. Thankfully the Archer was the only unit loaded into the army apparently instead of the two Spearmen and the Archer. Would have been a whole other story that way.
DyP
Texas Rangers scouted some more down the coastline revealing some deserts and some more plains. Just like parts of Texas.
The Armitages are stuck without another unit until their scout is built to begin searching out better food sources while waiting for the Farming advance.
Still very early.
Another tip is that the temples and religious buildings come later and require incense also except for the shrine but it does not give culture and does not require incense. Get the Masonry advance after the Farming and Domestication advances as the Monument is the only early game culture producing city improvement to expand your borders. Until then build your civ specific bonus unit of the counselor, wisemen, etc.
For industrial civs the serfs do not cost maintanance. So instead of sitting around at pop 2 waiting to grow or not wanting to spent that much time building a settler when already at 2 pop build a serf instead and then start the settler at pop 1 after the serf. The serf can build roads to luxuries including gold is a luxury and make colonies to claim them before others do as the civs cannot expand their borders as fast as the regular game. Also serfs are good for building watch towers which are very useful as the Barbarians are very tough at 2/2/1 for the Sword wielding kind and then 4/3/2 for the Riders. Very nasty fellows. With watch towers revealing the terrain around them on hills and mountains especially then the Barbarians will not encamp with in the sighting range. This gives you some room to grow without being constantly harassed by the much stronger DyP Barbarians.
Still no sign of land anywhere so the navy continues exploring, looks like we might need better ships as the small travel distance of our galelys is prety useless.
dyP
----
Did notihng again... might be a lot of these type of turns.. No exploration to do, no movement ...
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
Comment