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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
Saxon can't get attacked. If Saxon is ever threatened, then we will already have lost. It won't need a police unit until around size 5 or 6. Keep the fog busted and it won't have barbarian trouble either. Saxon can go nude for quite some time. It's our Beyond Naked City.
We need at two units to completely bust the fog iirc. So we might as well just have one unit to guard Saxon for now.
How about we quickly whip a useful building at China Beach, and use the overflow for an archer? For the price of one we can almost square the improvement vs military circle.
How about we quickly whip a useful building at China Beach, and use the overflow for an archer? For the price of one we can almost square the improvement vs military circle.
After we get our GS we could whip away the two citizens employed as scientists. The question is: What to whip? It doesn't need a courthouse as its maintenence is tiny. A market is also of low benefit:hammer ratio. How about we whip a worker here (to go improve Saxon asap) and then go for an archer.
T-Hawk: Currently the fog is very much un-bust! If we get another barb spawning up there or we lose a dice roll of chariot vs axeman then we may be in trouble. We really do need at least one more unit.
Stats for T114. I also went ahead and ended our turn, since it looked like we had largely resolved the things we were discussing. (Not that the other teams will end their turns!)
General
Current Turn:
Turn 114 - 25 BC
Turn Timer expires at approx (UTC)
Airstrip One [size 7] [guarded by Xena]:
National Epic (25t)
Infrastructure: Palace, Granary, Barracks, Library, Great Library
Emphasizing food and commerce
Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
Aqueduct (1t)
Infrastructure: Barracks, Granary
Mission "Hanging Gardens" in progress, ETA 4t
China Beach [size 6] [guarded by Ms Piggy]:
Barracks (1t)
Infrastructure: Granary, Library
Great Scientist 90/100, +6 GPP/turn, due in 2t
Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter]:
City Walls (2t)
Infrastructure: Barracks, Heroic Epic
Something Fishy [size 5] [guarded by Svava]:
Courthouse (5t)
Infrastructure: Granary, Library
Planning to whip courthouse on the final turn, with overflow going into settler
Green Acres [size 3] [guarded by Robyn Hood]:
Lighthouse (11t) [anger duration 4t]
Infrastructure: Granary, Library
Planning to whip lighthouse at some point, with overflow going into worker
Mellow Yellow [size 2] [guarded by Hera]:
Granary (14t)
Infrastructure: none
Planning to whip next turn, I think (?)
Saxon the Beach [size 1] [guarded by Betty Hur]:
Moai Statues (63t)
Infrastructure: none
Non-Combat Units
Scout [Sharon]:
Scouting out the eastern continent
Worker [Winston]:
Connecting wines at Green Acres (2t)
Worker [Bernard]:
Connecting wines at Green Acres (2t)
Worker [O'Brien]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Move to tile (done!)
Worker [Helmholtz]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Move to tile (2t)
Worker [Parsons]:
Chop forests as part of Operation Hanging Gardens
Chopping (2t)
Worker [Syme]:
Chop forests as part of Operation Hanging Gardens
Chopping (done!)
Worker [John the Savage]:
Chop forests as part of Operation Hanging Gardens
Chopping (done!)
Military Units
Galley [RBS Discovery]:
Patrolling the Channel
Axeman [Gillian]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Axeman [Adria]:
Guard Pink Dot
Spearman [Christina]:
Guard Cape Town
Spearman [Hannah]:
Guard Cape Town
Spearman [Jamie Lynn's Spears]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Spearman [Britney's Spears]:
Guard Pink Dot
Chariot [Betty Hur]:
Resting and healing up in Saxon the Beach 10XP - our most heroic unit!
Chariot [Lady Godiva]:
Moving east to get intel on Imperio/Templar cities
Archer [Ms Piggy]:
Guard China Beach
Archer [Diana]:
Guard Cape Town
Archer [Billy Jean Tell]:
Exploring Imperio territory
Archer [Robyn Hood]:
Guard Green Acres
Archer [Svava]:
Guard Something Fishy
Archer [Fyre Errow]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Archer [Hera]:
Guard Mellow Yellow
Archer [Athena]:
Guard Pink Dot
Archer [Aphrodite]:
Guard Cape Town
Archer [Demeter]:
Guard Cape Town
Warrior [Xena]:
Guard Airstrip One
Warrior [Jennifer]:
Exploring the eastern continent
Not all that much going on here, as usual for Templars. As mh pointed out, Damascus is working on something with a doubling modifier; Forge seems extremely likely. Templars definitely do not seem to have any plans for war right now, at least based on their builds.
Mutal finished a war elephant, then swapped to a previously-started build. Hopefully not another military unit.
Lakamha finished something costing 50-60 shields, so another war elephant seems likely there, with cat/horse archer also possibilities. I should be able to figure it out from next turn's Power rating.
PAL finished a unit here, but what that is, I don't know. mh suggested something costing 60 shields (war elephant?) and that seems like a good guess. They were at 54 shields the previous turn.
Thanks to the AI takeover of Rabbits, it's basically impossible to tell what they are building right now. Lots of cheap units seems likely. Give me another turn or two and I'll have it sorted out. What I can say is that Digger's Burrow did not build city walls. Instead, they built... a granary. Can Rabbits really be this dumb?! Apparently, the answer is "yes".
Population census:
PAL 35 (size 9,5,5,4,4,4,3,2)
RB 33 (7,6,5,5,4,3,2,1)
Imp 32 (10,7,5,5,3,2)
Ban 22 (8,7,4,3)
Tem 18 (5,5,5,2,1)
Rab 10 (5,3,1,1)
Are we going to change anything, if we get metal from Banana this turn? I strongly suggest we get that spear at A1 (21/35) finished to not let those hammers waste away. Do we also want another axe or spear out of Cape Town, or let it work on the wall for at least one turn?
Some suggestion for next turns.
IIRC pillaging stuff in neutral territories also brings in some cash. So we could try to follow the PAL army with our otherwise useless warrior and try to pillage those horses for some cash.
EDIT: and there is a Templar Chariot now at our borders south of Pink Dot. It is within Worker snatching distance, so we might want to consider protecting the worker with a spear from PD, just to show we are having an eye on them.
I think it is just a scouting mission, as they have no idea whatsoever of Something Fishy yet.
Ok, I intercepted Banana when they were online.
They accepted the Iron - Monarchy&Aesthetics deal.
I went ahead and offered Literature next.
I could have swapped to spear on T114, but I guess we have finished our turn and it would be considered cheating.
The best thing is, since IMperio does not
In other news, Imperio made a switch to Vassalage(!) & Org. Religion in T114.
Banana finished T114 and I had to do some builds (HG in PD and a worker in China Beach) Feel free to change.
I also went ahead and got us line of sight into ACre (Templars) & Alexandria (PAL) so I can get C&D going.
mh, I like the idea of pillaging tiles in neutral territory with Jennifer. I'll work on that over the next few turns, since she has nothing else to do. Also concur on finishing spear in capital now that we have temporary iron. No problem with moving the Discovery and Lady Godiva for C&D purposes either.
Actually, as soon as you log out, I'm going to log in myself and do the early turn report.
now that we have temp iron, suggest we remine our copper and leave it with 1 turn to go, so that Imperio cannot repillage it and waste those worker turns.
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.
Clever, Ruff! We'll keep that in mind when the time arises to reconnect copper, in... two turns, I think. Anyway, this will be an abbreviated turn report (mostly just the stats) since I'm going to be putting a ton of pictures into a "State of the Empire" thread later on. It seems appropriate, T115 being 1AD and all that. Here are some quick highlights:
- We are 1 turn away from Horseback Riding, and have dropped science all the way down to 50% (+20gpt) to accumulate some more cash.
- We also get a Great Scientist in China Beach next turn. (Academy in the capital, sayeth I! )
- Airstrip One has swapped back to spearman (2t) to complete that build, given that we now temporarily have iron.
- Another forest chop completes at Pink for Hanging Gardens, wonder is on track to finish in 3t, as planned.
- I think this is the correct turn to whip both Green Acres and Mellow Yellow; take a look at the screenshots (when I post them) and double-check my instincts are correct.
- Our workers finished the winery at Green Acres, and now just have to build two road links to connect it to our trade network (2 more turns to do that) so we can trade it to PAL for gems.
- Quick foreign stuff: we scouted out two more cities (Templars/Acre and PAL/Alexandria) which will continue to help with C&D purposes. Imperio revolted to Vassalage/Organized Religion last turn, which kinda makes their intentions to attack even more obvious. They still are in Serfdom and are NOT in Slavery civic, so I really don't know what they're thinking there. And really, wouldn't it be better to stick with Bureaucracy and just pump units at the capital, while also getting a major boost to commerce? I dunno. Not sure that extra 2XP is worth it, unless they're going to whip out a ton of units in a hurry... oh wait, they can't do that either, 'cause they're not in Slavery!
Longer-term stuff, Imperio's GNP dominance is rapidly falling by the wayside. I have some pictures and stats to show this better, but PAL's Great Lighthouse trade route power and our rapidly growing economic strength are quickly surpassing them. So long as we can survive their attack, we will move into the clear second postion (behind PAL) in the overall game hierarchy.
Now for the stats:
General
Current Turn:
Turn 115 - 1 AD
Turn Timer expires at approx (UTC)
Airstrip One [size 8] [guarded by Xena]:
Spearman (2t), National Epic (15t)
Infrastructure: Palace, Granary, Barracks, Library, Great Library
Emphasizing food and commerce
Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
Hanging Gardens (7t) [3t]
Infrastructure: Barracks, Granary
Mission "Hanging Gardens" in progress
China Beach [size 6] [guarded by Ms Piggy]:
Worker (10t) to be whipped to completion sooner
Infrastructure: Granary, Library, Barracks
Great Scientist 96/100, +6 GPP/turn, due in 1t
Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter]:
City Walls (1t)
Infrastructure: Barracks, Heroic Epic
Something Fishy [size 5] [guarded by Svava]:
Courthouse (4t)
Infrastructure: Granary, Library
Planning to whip courthouse on the final turn, with overflow going into settler
Green Acres [size 3] [guarded by Robyn Hood]:
Lighthouse (10t) [anger duration 3t]
Infrastructure: Granary, Library
Planning to whip lighthouse at some point, with overflow going into worker
Mellow Yellow [size 2] [guarded by Hera]:
Granary (13t)
Infrastructure: none
Planning to whip this turn, I think (?)
Saxon the Beach [size 1] [guarded by Betty Hur]:
Moai Statues (62t)
Infrastructure: none
Non-Combat Units
Scout [Sharon]:
Scouting out the eastern continent
Worker [Winston]:
Connecting wines at Green Acres (done!)
Worker [Bernard]:
Connecting wines at Green Acres
Roading (2t)
Worker [O'Brien]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Chopping (3t)
Worker [Helmholtz]:
Chopping defensive cover forest at Cape Town, then reconnect copper
Move to tile (done!)
Worker [Parsons]:
Chop forests as part of Operation Hanging Gardens
Chopping (done!)
Worker [Syme]:
Chop forests as part of Operation Hanging Gardens
Chopping (3t)
Worker [John the Savage]:
Chop forests as part of Operation Hanging Gardens
Moving to tile (done!)
Military Units
Galley [RBS Discovery]:
Patrolling the Channel
Axeman [Gillian]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Axeman [Adria]:
Guard Pink Dot
Spearman [Christina]:
Guard Cape Town
Spearman [Hannah]:
Guard Cape Town
Spearman [Jamie Lynn's Spears]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Spearman [Britney's Spears]:
Guard workers at Pink Dot to keep Templar chariot honest
Chariot [Betty Hur]:
Resting and healing up in Saxon the Beach 10XP - our most heroic unit!
Chariot [Lady Godiva]:
Moving east to get intel on Imperio/Templar cities
Archer [Ms Piggy]:
Guard China Beach
Archer [Diana]:
Guard Cape Town
Archer [Billy Jean Tell]:
Exploring Imperio territory
Archer [Robyn Hood]:
Guard Green Acres
Archer [Svava]:
Guard Something Fishy
Archer [Fyre Errow]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Archer [Hera]:
Guard Mellow Yellow
Archer [Athena]:
Guard Pink Dot
Archer [Aphrodite]:
Guard Cape Town
Archer [Demeter]:
Guard Cape Town
Warrior [Xena]:
Guard Airstrip One
Warrior [Jennifer]:
Exploring the eastern continent
Screenshots from T115
See "State of the Empire" thread (way too many to list here)
Jersualem finished something costing 32-38 shields; almost certainly an axe or spear at 35 shields. Power rating should tell us what next turn. I'd like to say that Damascus finished a forge, but I don't see it inside their city. In fact, I don't see any new buildings inside Damascus, but they had to have been working on some kind of doubled building to achieve that rate of shield growth. This one is a mystery right now... I'm still going to put my education guess on a forge completing.
Jericho built something costing 46-50 shields, so a barracks seems likely. But there's no visual indicator of that either! I dunno what's going on this turn, hopefully the Power stats will clear it up next turn...
PAL did some kind of whip and/or massive chopping at Heliopolis, to gain more than 50 shields in one turn. We also get our first look at Alexandria, which is working on something expensive in cost (maceman?) and has a granary as its only building. Based on what we can see of PAL, their city infrastructure is not very good, as they've been very unit-heavy the whole game.
First off, note that Mountain Hutch was razed by PAL last turn, and no longer shows up in the stats. Digger's Burrow built city walls (finally some sense!) which will slow PAL down a bit, while Phrygian remains in resistance.
Population census:
PAL 38 (size 9,6,5,5,4,4,3,2)
RB 34 (8,6,5,5,4,3,2,1)
Imp 32 (10,7,5,5,3,2)
Ban 23 (8,7,5,3)
Tem 18 (5,5,5,2,1)
Rab 9 (5,3,1)
now that we have temp iron, suggest we remine our copper and leave it with 1 turn to go, so that Imperio cannot repillage it and waste those worker turns.
I disagree. A mine on that copper is increasing our production at Cape Town by 33% (or 6hpt for military). Too significant to ignore. The mine should have priority.
EDIT: Some more infos about T115:
- a barb city has popped up north of Heliopolis.
- with the burning down of Mountain Hutch, we lost 1GNP due to a missing intercontinental trade route. We are now trading with Jerusalem in Saxon the Beach, which incidentally reduces some of the espionage costs.
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