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.
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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
The copper is not located that bad, but not excellent either.
So, discussion for the next city:
=> marble ?
=> copper ?
=> wheat ?
=> rice ?
=> as far to the east as possible to cut off bananas ?
=> ...
In 2 turns a scout will be ready, we can use it to explore west. Construction of a settler should be started, workers might have to be rearanged.
Next turn we (you) will have to choose a tech. I think mysticism (71) is the best, because it leaves most options open and with an obelisk we can increase our cultural borders a little. Other options are : fishing (57), writing (171), archery (85), masonry (114), animal husbandry (143), iron working (286), metal casting (643).
Also next turn, we (you) will need to give new orders to our worker. We can mine the plain hill and spare the forests for chopping a wonder or cut down a forest now to speed up the settler.
In-game info online: tech info tech tree wonders (for prerequisites and effects of our different wonder-options) buildings (to find a way to expand culture)
Sarantium grew to pop 3 (they hadn't grown for 19 turns). So they either built a settler or a worker. If they built a settler, they didn't found a new city yet (there are 3 cities with population 3 in the city list, so sarantium must have grown a pop in their capital).
We grew to pop 4 and discovered our 6th tech. Meaning we are in the lead in both areas . The only reason our score is not high up above the rest is due to our low land score.
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