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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
I don't think much negotiations will take place. Like in the past we will just offer the deal in-game the moment we have Engineering, I suggest. The settler will not be a Twin Peaks by then.
On Saxon, I don't think Moai has anywhere near 54 hammers in it so far. I'm at work so can't look now either. If the turn hasn't rolled over by ~7 hours from now, I'll give it a full-blown math treatment too. (I have an Excel sheet to automate much of the math, which I used for China Beach.)
edit - I'll post the sheet later for rego (it's at home, can't grab it from work. VPN has been turned off this week for fear of the Conficker worm.)
FYI, Moai is at 8/250 in Saxon the Beach. Your mistake was that it only costs 250 shields, not 300.
My gut feeling really tells me whipping is the wrong move here. When each tile increases the food surplus (from +4 to +5 or better), whipping down to size 1 is the wrong move, IMO.
regoarrarr, I really appreciate you looking at this, and I'll try to do a closer look tonight. However, I can tell just by glancing at it, that the numbers are off, because the worker actions finish at different times than your simulations have them completing. So... jury is out until I have some time to look at this, which will be in about 2 hours.
Well excellent. I encourage you (and t-hawk and anyone else) to take a look at things.
As I have said before, I'm not a very good civ player I think. I'm sure you are a better player than I am.
But I do like numbers, and I do occasionally have some time on my hands.
So, given that, I'd rather we crunch the numbers and make the best empirical decision that we can (when we can) rather than just relying on a gut reaction
Final Comparison
Whipping immediately gets us 14 extra shields at the cost of 20 commerce and 6 food. My take is this is essentially a wash either way - we could happily go with either. Even though shields and food have a higher value than commerce, I think I'd prefer to not whip and gain those extra beakers, at the cost of delaying Moai by what, one turn? But regoarrarr was right, it WAS a closer comparison than I thought. Thanks for making me run the numbers... I think!
Sullla has a math error on T10-T11 of not whipping. 26/28 food, +4 food, results in 16/30 food, not 17/30. 28 gets halved to 14 (the granary preserves half of the food box _before_ growth, not after) plus 2 overflow equals 16. This makes the size 6 growth come one turn later. I think there's a similar error on T4-T5.
I also see a different error on T5 to T6, Sullla has 16 hammers on both turns, forgot to add the 2.
Here's my version. I'm taking Sullla's word for what tiles are available when. My spreadsheet ignores trade route commerce, which is the same for both versions. I also went to full Moai completion because it's easy in a spreadsheet. Excel proof attached.
Sullla's hammer (NOT SHIELD) number is deceptive - remember Moai is doubled and it's only half that many base hammers towards the next build. I get only +4 base hammers, at the cost of 3 food and 12 commerce. Not worth the whip.
Also, if a forest chop does come in, not-whipping is that much more valuable, since it'll have one more citizen to start working a 2-1-2 Moai tile right away.
PAL built the Parthenon in a city we don't know yet.
Banana still suffers from the slave revolt and lost one pop to it.
RB, well, RB "popped another one"!
Is it Iron you ask?
No, it's copper!
Is it in a safer place than the one we already have you ask?
No, its right on top of the old one!
The good news is, that Cape Town now pulls in 20hpt base = 40hpt for military.
Well, that was a lot of numbers for a small, size 2 city! Let's move on to T127, and thanks to mostly_harmless for the fast news update:
- As seen above, we popped a copper resource at Cape Town:
Now, far be it from me to look a gift horse in the mouth, but you'd think that someday we might manage to get a strategic resource that wasn't right on the border with an enemy civ. Anyway, this is still some pretty cool news. We get another two shields base at Cape Town, 40/turn when building military. Furthermore, Imperio would now have to pillage TWO tiles to cut off our access to metal, and that's a lot harder to do with a spy unit.
Also, I will continue to call them "shields" just because it irritates T-Hawk.
- PAL built the Parthenon, as reported above. That's one wonder I don't mind them having, to be honest.
- Saxon the Beach finished its lighthouse - naturally, not whipped - and has started on Moai. With the deer camp finishing this turn, the city is now running max food (+5/turn) while working the deer camp and lake tiles. This is the same setup as we have running in our spreadsheets above.
- Related worker question near Saxon, involving Winston:
He finished his mine at China Beach, and we made the tile swap off of the plains forest. Question: do we build the road here on this tile, or have Winston move immediately to help out at Bluebell Wood? I think the best move is to go ahead and complete the road, but wanted to run it by everyone else in case there's some sort of elaborate sequence of worker moves that helps our new city get up and running faster.
- Green Acres grew to size 5. Another two turns see it grow to size 6, where we swap to settler and whip. This settler is intended for the "red" spot in the northwest (unless we change our minds!)
- Mellow Yellow is due to have its forge whipped this turn. I haven't done it yet, but I will before the turn ends.
- Next turn, we'll finish the road between Pink Dot and Cape Town. So where do we send these workers next?
They can literally go just about anywhere. My thought, however, is that we keep one in the area to start preparing Twin Peaks, starting by farming the yellow boxed tile (to carry irrigation to the rice tile). Because it's within our borders, we can start that job, doing the farm + chop option to preserve the forest, and ideally completing right as the city is founded, to get an instant +30 shields on the first turn. I would also suggest that the other worker move to the northeast and start building a road to "red", our other city to be founded soon.
Of course, we can just as easily move these workers elsewhere, so... thoughts, suggestions?
- Imperio hasn't moved any of their units yet, so I haven't moved our Imperio scout units either. Will update this thread later depending on where their exploring chariot and eastern stack go. (From C&D, it looks likely that Uxmal just finished a galley, however.)
Final happy note: we are one turn away from Engineering tech, and even at 40% science are the #1 team in GNP! Of course, that's mainly because PAL is running 0% science this turn, but hey, we don't have to mention that fact.
No preference for the worker at China Beach.
Your plan to farm the forest for Twin Peaks sounds good.
For the other worker, is it a good idea, to hook up a 3rd wine? Or maybe mine the grass hill 4W of A1 for Twin Peaks?
My thought, however, is that we keep one in the area to start preparing Twin Peaks, starting by farming the yellow boxed tile (to carry irrigation to the rice tile). Because it's within our borders, we can start that job, doing the farm + chop option to preserve the forest, and ideally completing right as the city is founded, to get an instant +30 hammers on the first turn.
The only downside here is that we are telegraphing that we plan on putting a city either 1 tile E or 1 tile SE of the yellow boxed tile. Otherwise, why farm that tile? This will be obvious to the observant opponent.
I think we should cancel orders for that worker each turn so that the 'farming' action isn't on. The really observant opponent will still work it out but it will be much harder - the worker could just be roading.
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