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
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
Originally posted by binTravkin
Ok I did the obvious stuff, but there are some decisions to be made about our stuff in the south and exploring caravels.
Midturn attached.
exploring caravels :
=> the one east of sarantium : move east and explore the bay between our core territory and GS' core territory
=> the one west of mercs : continue north mapping the merc's coast (popping in/out their culture borders at sea)
The stuff south :
=> The knights on the caravel : I suggest moving the caravel one tile SW and unloading the knights SW. Then next turn moving *1* tile SE. This will put our 2 knights on a 2-tile distance from GS' capital. The turn after that we can move SE again to see what's in the capital and either retreat (it was a usefull exploration) or take a lucky shot at capturing it. The caravel can move a little bit around, it only has to be back in time to pick up the knights again.
=> Our own troops: the ones above our mass-stack : continue south, moving them all onto our stack. The maceman SE of our stack : try to move alone to the eastern part of GS' territory for some pillaging / scouting.
This is all without reading any discussions / arguments from others about this turn, after a quick look. Consider it just a not-completely-well-informed opinion :-), but if it helps to move on the turn...
I just realised I have to reinstall civ + c4dg since I reinstalled my gfs pc (did that downgrade to xp from vista at last).
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
so, bt, what were your thoughts on these things? I can play these moves, but I'd rather not decide alone as there must have been a reason you wanted to discuss them.
There's only one strange thing : the game was showing we would complete music in one turn, but when pressing end turn it seemed not the case.
Before pressing endturn, music was +/- 50% completed, although the info showed "music (0/857)". We got some +300 research points this turn according to the economy dialog. After endturn we got to "music (~820/857)". So, music isn't finished yet. We have 30 gold left and run at -130/turn if we set 100% research.
Here is the turn (just before hitting endturn) so you can check it out.
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