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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
Serious Steve starts mine at Saxon
O Brien moves into a grass forest at Red Herring to chop.
Helmholtz and Mustapha start chopping a grass hill at Bluebell Woods
John the savage finishes his road on the dyes
Bernard starts his desert hill mine at Green Acres.
Bob the builder started a road on the tile sunrise suggested 1 SW of the rice.
Betty and Lady govida moved into the forest 1E of the Twin Peaks, joined by Energetic Erik.
Catapult and pike moved 1NW of Pink Dot, joined by Parsons and Syme who put 2t into a mine.
Work boat and crab net finished at Red Herring, work started on granary.
Philosophy lightbulbed, nationalism started at 0% research. Ex-scientists now working cottages at Airstrip One.
Mariah the pikeperson moved 1NW of Jericho, found 1 axe and 3 spearmen. With the city walls, I decided that was too well defended for a HA attack. Our horse archer Charismatic, instead of moving back onto the road, pillaged Jericho's cows. I promoted Mariah to C1 and shock for the best chance of surviving attack from the Jericho axeman. Shock isn't the best promo for a pike, but I feared for her survival.
Charsi I had move back near to pink dot since she can hit the templar stack if they move in and she heals quicker in our own territory.
what is our ETA on Nationalism at 100% science and how much gold do we need to sustain it?
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.
@Ruff: probably still difficult to assess since we are still in GA. Should get an accurate idea next turn
@Sooooo: what were the odds like on attacking the Templars stack this turn ... I know sunrise wanted to have a go at it.
Also, could anyone who logs in this turn take an image of the Templars units around Pink. I have a sneaking suspicion that they may have moved a couple after their 16hrs expired last turn. (I don't remember that Axe being outside their borders)
@Sooooo: what were the odds like on attacking the Templars stack this turn ... I know sunrise wanted to have a go at it.
Worse than before the [edit: crossbow] joined, and they weren't high enough then. I don't see a need to rush down there: IMO we should wait for them to get onto flat land. Any troops that we use to attack will be stranded in middle ground waiting for a counterattack. If we wait for them to get near the city, the troops that attack will still be in the city and relatively safe.
Also, could anyone who logs in this turn take an image of the Templars units around Pink. I have a sneaking suspicion that they may have moved a couple after their 16hrs expired last turn. (I don't remember that Axe being outside their borders)
The axe was there last turn when I logged in, so they didn't double move it. They may have moved it after their 16 turn window though, but it's no biggie.
Ok, good moves Soooo. I guess we do feel like a 2-mover attack on Templars. I think it would have had some chance for success, but we're ok waiting.
My reasons for attacking the Templar stack is because the alternative is them walking units to that hill for turn after turn and tying our units down. That is ok, but as soon as they get maces there our odds are going to drop to 50/50 on flat land and we're going to need to push lots of units like in the north. I'd rather kill the stack and take the fight to templars. Remember, if we kill the crossbow and 3-4 other units for the cost of 2 cats, their "counterattack" will be city raider swords across a river against wounded maces.
I have ended the turn. An update on what our cities are doing:
Something Fishy and China Beach are finishing builds (barracks and spy respectively) and then will finish theatres (both 2t). After that, they need projects to whip because they will be working very suboptimal tiles. Maybe SF to whip a units and China Beach to whip a settler? Airstrip One will finish a monastery, and will also build a theatre next (2t). Then maybe it should go for a missionary to spread to Saxon? Saxon will be on buildings for a while, with maoi and a forge needed so could really to with the org. rel bonus. Green acres will finish a theatre and then go for a 3t barracks, whipping on the last turn. Cape Town needs to start a theatre on T139. Mellow yellow will finish a library next turn and needs to start a theatre, then needs a 1-pop whip on T139. Pink Dot has a maceperson due in 2 turns. Sunrise, are you sure you need to whip this city this turn? Could your plans wait a turn?
We also need to decide what to do with the workers. Our northern cities are progressing quite well with their workers. We have 1 worker at saxon which can keep up with improvements, 2 workers at Bluebell that are doing a good job and 1 worker at Red Herring, chopping its improvements. We also have 2 workers rebuilding the road that the meso-americans pillaged.
Winston, after he finishes a tactical road next turn, can probably go to Green Acres and help with the terraforming there.
We need to decide what to do with the 3 workers in the south:
Mellow Yellow and Something Fishy are lacking for improvements. The mine that Syme and Parsons are on needs 1 more turn to complete. Sunrise wants to keep them around in case they need to do some war-engineer work. However, currently they have no useful things to so I suggest that they all head into the forest tile 2N of something fishy next turn, unless something pressing for them appears. Next turn they can chop it in one turn. The other option, if they need to stay on the road network, is to chop the roaded jungle outside Mellow Yellow.
Is it safe for us (i.e. me) to log in to the game at this point? I think so as long as I don't make any moves since the war turn order is established but I just want to make sure I don't screw anything up
@Ruff: probably still difficult to assess since we are still in GA. Should get an accurate idea next turn
@Sooooo: what were the odds like on attacking the Templars stack this turn ... I know sunrise wanted to have a go at it.
Also, could anyone who logs in this turn take an image of the Templars units around Pink. I have a sneaking suspicion that they may have moved a couple after their 16hrs expired last turn. (I don't remember that Axe being outside their borders)
I haven't been able to look at the game threads for some days. But a couple of days ago I posted somewhere what we would loose when the GA ends. I looked at each individual city and counted tile yields.
I looked at our city screens from turn 131. If a Golden Age adds one commerce and 1 hammer to each tile that at least has one of those, I estimate that we loose following in hammers and commerce:
A1 : -5H -5G (reassigning the 2 scientists to work tiles)
PD : -4H -5G
CB : -4H -5G
CT : -6H -2G
SF : -6H -5G
MY : -3H -3G
SB : -1H -2G
BW : -4H -4G
Total: -33H -31G
She said 'Your nose is running honey' I said 'Sorry but it's not'
They include multipliers (mainly forges). I did not take into account gold or science multipliers. I can't remember us having gold multipliers and on average each city had a library (A1 also an acamedy)
She said 'Your nose is running honey' I said 'Sorry but it's not'
It's working an unimproved GrassHill at the moment, do we want to whip that away into the Barracks this turn and push the overflow into the next build (Theatre/unit, I can't remember)?
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