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Some decisions to make for Uber Island exploration and settlement
Originally posted by astrologix
Don't risk the WC with this goody hut ! Use the WC to quickly explore the UberIsle... the goody hut can wait...
I wouldn't call that a risk at all. First of all, the WC has an attack of two, whereas the barbarian warrior that might be spawned out of the hut will have an attack of one. Second, the WC is veteran whereas the barbarian warrior will be either regular or conscript (I don't remember which. Does anyone know?). Third, we get an attack bonus against barbarians of 50% so the WC will have an effective attack rating of 3. Fourth and last, should the worst happen the WC will have a good chance of being able to retreat (since it's a vet).
"Close your eyes, for your eyes will only tell the truth,
And the truth isn't what you want to see,
Close your eyes, and let music set you free..."
- Phantom of the Opera
Err…I made a mistake in my proposal, we need to unload the WC in a tile near the hut, not in the hut itself, and in the next turn we will have the two movement points. The WC will use one to reach the hut, and the other to load itself in the galley, if necessary. You can count one turn more in the total, making it in 6 turns.
About the location B, I was illustrating the BigFurryMonster's idea, and seems to be a good place to settle now (a city in “B” can grows fast), but if the preferred location is "F", the whole process will take the same number of turns.
Hmm... in fact, we'll need only 5 turns to have a city in the location "F".
Re: Some decisions to make for Uber Island exploration and settlement
Originally posted by MrWhereItsAt
There is a new settler in Port Rouge. A Galley is headed to pick it up, and I assume take it to Uber Island. Is this the case or should we put it where Munich(?) was?
Originally posted by OPD
Who decided were taking it to uber isle?
The settler in port rouge was meant to fill the gap between chartes and rheims and was built soley for that purpose. We can build settlers in any city , the reason a stlr was built in rouge was cos it is the closest city to the site so that we can fill this gap before the french do so that all our territory is linked and to put more pressure onto chartes.
I thought I had some sort of understanding with Will but I wasn't in the chat so I don't know.
I believe the Port Rouge settler should be going here:
Originally posted by Aro
we need to unload the WC in a tile near the hut, not in the hut itself, and in the next turn we will have the two movement points. The WC will use one to reach the hut, and the other to load itself in the galley, if necessary.
That's the idea, indeed. Takes 1 turn more than in your picture, but the risk is considerably lower.
Something to bear in mind: it seems like a virtual certainty that there will be a barbarian camp somewhere on the island. If it has been there for a while (since when everyone was in the ancient era, which is quite possible) then it will have had an uprising, and there will be a lot of barbarian horsemen roaming in parts of the island. If that is the case, it bodes ill for the treasury and the second city, since one war chariot will not be enough to defend against 8 horsemen, even if they are conscripts.
I've calculated the chances for a WC to kill a barbarian warrior or a barbarian horseman and it's 6 to 1. Considering the fact that at some point the WC will rise in rank to elite and gain one health point we should be able to handle 5, maybe 6 barbarians.
Hmm... personally I don't think barbarian encampments can spawn more than three units at a time so if I'm right we should be ok.
EDIT: also, a fast unit such as the WC in the rank of veteran or elite will almost always manage to retreat from a fight with a conscript.
"Close your eyes, for your eyes will only tell the truth,
And the truth isn't what you want to see,
Close your eyes, and let music set you free..."
- Phantom of the Opera
Originally posted by Shiber
I've calculated the chances for a WC to kill a barbarian warrior or a barbarian horseman and it's 6 to 1. Considering the fact that at some point the WC will rise in rank to elite and gain one health point we should be able to handle 5, maybe 6 barbarians.
Hmm... personally I don't think barbarian encampments can spawn more than three units at a time so if I'm right we should be ok.
EDIT: also, a fast unit such as the WC in the rank of veteran or elite will almost always manage to retreat from a fight with a conscript.
When two civs enter a new era, any barbarian camp spawns an uprising with a number of horsemen that depends on the barbarian level. At the default (roaming) each camp produces 8 horsemen.
The odds of a war chariot surviving an attack from horsemen is not so good. For a veteran WC caught in the open by a conscript horseman (with 50% combat bonus vs barbarians) we win approximately 75% of the time (with no chance of retreat). If we are attacked by 2 horsies in the same turn, our chance of surviving is 40%, and by the time we get to 5 horsemen (the default stack size is 8 remember) we survive about 2% of the time.
For a single WC fortified in a city, the chances of surviving an attack by 6 horsemen in one turn is about 5%, and from 8 it is about 1%.
I don't know if the uprising stack spreads out if there is nothing around to sack immediately, but if not then the WC is essentially useless as a defender.
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