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
That's it for me until I get back next week. I would recommend designating an official temporary turn player to avoid confusion, and having that one individual make all the moves. Good luck, see you soon!
Hmm,
I had Mutal at 41hammers on T110 and 0 now. From T109 to T110 they added 15hpt. So extrapolating they build something worth ~56 hammers.
I had Jerusalem at 51hammers on T110 and 10 now. From T109 to T110 they added 9hpt. They have also 10 hammers in the box now, so either they chopped something or swapped build order.
Not sure why our numbers differ that much.
If the longbow has been in Mutal for one turn already, it would show 5% fortify, right? Does it do that? Not sure.
- Pink Dot is scheduled to complete its Granary and grow next turn. This isn't optimal, but would switching from the Rice (5/0/0) to the Lake (2/0/2) and growing in three turns be any better? The city has no Library.
No. If it builds granary on T111 and grows on T113, it will have 6 food in the box after. If it grows now on T111, it will have more than 6 food in the box by T113.
Delaying growth or granary can be a net win only when it's whipped. (disregarding opportunity cost, like if we badly needed the 2 commerce for something.)
Not sure what's going on in Mutal, which sits on no shields in the box for the second consecutive turn. They did NOT build a longbow here, mh; my stats indicate that they had two longbows in Mutal previously. (Unless somehow a longbow moved out of the city, and a new one was built from scratch in one turn, but that seems really unlikely!) The other cities are in the middle of builds right now.
Mutal was swapping builds recently, right? They could have reverted back to a previous build and continued where it left off. Yeah, that makes tracking builds via the sabotage number rather difficult.
Digger's Burrow gets a huge increase in shields. They must be building something with a doubling bonus - I'd guess that they're building city walls (+100% for Protective, +100% for having stone).
Except that 41 is a prime number, and not a multiple of either 2 or 3. Are they in Org Rel? Did they build a forge?
Hasn't it been pretty much proven that 0 and 100% science will always give you a better overall gold/beaker output?
For instance the difference between 90 and 100 currently is that we gain 12 beakers but lose 7 gold.
Without knowing what we're at @ 0%, I can't say for sure (I may be able to check tonight), but I'd say 100%
This is the only open point for T111, so if we come up with an answer then either post here and I'll set the slider and end the turn in about 8-9 hours, or someone else can do so whilst I sleep
As one of my infrequent posts of the month, I just wanted to remind you guys that Turnplayer Thread #4 should start within a few posts from now. That is, before Krill gets on our case
Calculations say that we will gain about 1 beaker (per turn) by putting it at 100%. I was in the game and put it to 100% but did not end turn. If anyone has strong opinions otherwise feel free to post them.
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