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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
- PAL has delayed Liberalism with 1 turn left, and will now have Chemistry in 3 turns. Because of this, we will likely make a switch to it once it's discovered (to capture the research bonus). Right now, we are looking at 9 turns for Astronomy, but we are running heavy on Caste System specialists at the moment. I am not sure how long that will last.
- Next turn you can have our Fishing Boat, but I think we are going to keep the Galley since it can be upgraded to a Frigate soon. Let me know your thoughts on this.
- Rabbits seem to be beefing up their defense of Eisenburg, their Iron city. I have a Warrior scouting the area -- still no PAL troops in sight.
-PAL just sent an Elephant to help the Warrior guard Pi-Ramesses. About time I was taken seriously down here!
That would be unfortunate for us, so maybe we should shoot him a quick email asking why he's going to switch horses at this stage? He'll get the workshop bonus from Chemistry, and presumably he fears PAL using Lib to grab Mil Sci & attack him with Grenadiers. Would be good to get his reasoning, so that we can try to talk him round into completing Astro first.
I don't know why he wants chemistry. The two units it enables (frigates and privateers) are pointless without astronomy. Maybe he thinks he gets grenadiers? Or maybe he's going to research military science before astronomy too? The benefits from workshops seem poor in comparison to observatories.
Which is exactly why we need to ask him what he's thinking! Let's not forget that burning the GS on a golden age was a poor move: an Academy at Banopolis would have done more for his research, and he's now thrown away his chance for an emergency one-man GA to switch to war-time civics.
We're a little confused why you'd want to switch research half-way to Astronomy, and we don't see much benefit from Chemistry at the moment without Astronomy to enable to naval units. (forgive us if we're missing something obvious).
Thanks for the fishing boat, and no problem with the Galley, we hope it's of use.
We're a little confused about your plan to switch to Chemistry. Of course team RB would prefer to trade for Astronomy as soon as possible, but we're happy to be flexible with our allies. We're not sure a switch to Chemistry makes sense though. Chemistry does enable a few naval units, but without Astronomy enemy ships can just sit a few tiles offshore with impunity. It also enables workshops, but that improvement doesn't seem as useful as the Observatories opened up by Astronomy. Are you considering researching both Chemistry and Military Science before Astronomy in order to enable Grenadiers?
Thanks for the fishing boat, and no problem with the Galley, we hope it's of use.
Privateers and Frigates require Astronomy, as do Ships of the Line (with Military Science). Chemistry opens up Steel for Cannon, Military Science for Grenadiers, and Biology (with Scientific Method) for boosted farms. Maybe they plan on doing both techs next, and just picked Chemistry first due to the 20% "someone else knows it" bonus?
We're a little confused about your plan to switch to Chemistry. Of course team RB would prefer to trade for Astronomy as soon as possible, but we're happy to be flexible with our allies. That said, we're not sure about the benefits of a switch to Chemistry at this point in time. Chemistry does enable a few naval units, but only if you already have Astronomy. The boost to your workshops doesn't seem as beneficial as the Observatories opened up by Astronomy. Or is Chemistry a prelude to Military Science and Grenadiers?
Thanks for the fishing boat, and no problem with the Galley, but it upgrades to a Galleon, not a Frigate
TeamRB
Last edited by Swiss Pauli; June 18, 2009, 15:40.
Reason: typos
Looks good. One minor change: "Military Science for Grenadiers". "For" instead of "and" makes it unambiguous that Grenadiers are enabled by Military Science.
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