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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
Hey, no need to worry! I already played *THIS* turn (T62) as soon as it started. The instructions are for *NEXT* turn (T63), which starts in five hours or so. And at the glacial pace of this game, I might even be back before it ends.
Originally posted by Sullla
Hey, no need to worry! I already played *THIS* turn (T62) as soon as it started. The instructions are for *NEXT* turn (T63), which starts in five hours or so. And at the glacial pace of this game, I might even be back before it ends.
Oh. Hmm, civstats is saying we haven't finished the turn.
Well, Sullla already played T62 but did not end the turn.
I checked in and did one additional thing. I moved the scout covering Cape Copper to the forest 2E. Reasoning: Templars scouting Quecha moved onto the hill west of the ford and I think has spotted the scout. (?) If we are caught lingering around that spot for long, people might get suspicious. We can run around in circles to cover that area.
As a side effect I confirmed that Imperio has a Holkan.
Pink Dot whipped its settler. Now at size 2, working cows and rice.
The workers did their designated actions: Parsons entered the forest he intends to chop and winston resumed the cottage his friend started.
I have not moved our warrior and archer Jennifer and Diana, both instructed to move 1NW. I suspect they may both want to move 1NE instead, towards Cape Copper - any clarification Sullla?
Hey guys, thanks for taking over and playing the turn, including my stupid dyslexia over NE/NW.
Thanks to Imperio's "we never end our turns" philosophy, we still haven't even finished T63, so I can grab the Demographics info myself. I'll post a summary of some recent world happenings tomorrow after I have a chance to rest.
Yep, that was meant to be 70%, but nevermind. 100% was the correct choice of course.
Imperio actually had another turn of no activity at all. No log in, no unit movement. Good point is that they are less likely to spot Cape Copper. Somewhat of a downside is, that they might not be a reliable partner/ally in the future.
Anyway, I logged in and had to make some default choices for city production. Head over to the city management thread for further discussion.
Also this turn saw some score increases, that seem to be a bit difficult to explain right away, will have to analyse further.
I've moved all the units except the settler on our current turn (T64). I plan to move it with about five hours left on the turn, to minimize exposure, so no one freak out or anything.
Things are mostly uneventful on this turn. I encourage everyone to take a look at the diplomatic threads and give input there.
Turn finished. Settler has begun his scamper towards Copper Coast. I will be able to cover him next turn if anything threatening appears; if it doesn't, he will continue moving will all speed towards the destination. Hopefully the Imperio warrior north of Pink and holkan in the east won't cause problems...
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