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Originally posted by Swiss Pauli
Hammy has already been deleted, so on we go...
I know, but (due to extended use with the Worldbuilder myself) rolling a map with seven civs is fundamentally different than rolling one with six. Number of civs influences the spacing of the start positions, resource allocation, and several other factors. Just deleting an AI civ doesn't fix any of those issues...
For all the months of preparation, this has been a pretty sloppy job of actual game setup. Whatever though. Play the hand you are dealt.
From the pic - it looks like I was right about those two hills. In a normal SP game, first build would be worker. In this game ... I think we should start warrior, maybe 2. Scout should scout (I hope the Inca are on the other land mass) and tech ... not sure.
Quote: "All Happiness is the release of internal pressure" Visit myCiv IV web site for information on mods that I am involved with or use and other Civ IV tools woo hoo!My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
A note on scouting: try to always end your turn on hilltops, because that reveals more tiles than just moving the scout in a straight line.
For the city build, I agree with Worker first. Nobody will see that our capital has no garrison, and I doubt they'll declare a war just to check the strength of our garrison.
Here's the capital; I think moving the Settler was the right call as the extra grass hills are especially welcome.
Tech-wise, AH seems to be the logical choice.
Build-wise, it looks to be between Warrior and Worker.
For me, Worker first seems better. The empty city cannot be seen from any of the tiles on the diagonal, so even if we face a scouting warrior it'd be a very risky call to DoW us. The price of someone calling our bluff is, of course, death
(I'll also try to get round to starting a meta-game strategy thread later today where we can debate our longer term plans, and, importantly, brainstorm about our rivals' likely approaches.)
In my mind, no team is going to declare on another before they've even built a warrior. Maybe in an online free-for-fall, but not in a demogame. I don't think it's in the nature of the people participating here that that will occur.
Hopefully by moving we haven't missed out on horses! But with creative trait we should pick up 3rd ring hidden resources pretty quickly with our capital and settle the resource with another city.
I agree with letting the capital undefended. Even if we are DoWed, we can try to negotiate a peace (like a tech for free in 2000yrs or such things.)
mh
OK, we'll be on a worker and animal husbandry for the next fortnight (!) then. I normally scout in a circular path, getting to know the lay of the land near the capital, rather than heading in a straight line away from the capital. Does that sound good or are there more efficient ways to scout?
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