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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
Couldnt we go Q6, then attack via Karina->Oasis, then settler @ Oasis8, Farmer8?
Yes, that will work to get to Legopolis too Krill. The difference would be we get to hit Fork from Sand6 while opening up Farm, but Oasis8 won't open up a city other than Farm.
Originally posted by Krill
Fork is open from Farmer, though.
You're right, either way will work about the same. I guess the question is which way will help GoW get to the most cities with their Cavalry? (working on it)
When razing cities, you suffer from ww, right? Even if they are your own? I'm already starting to think on how to handle this with GoW. Obviously, we like slaves just as much as they do, so whatever we can raze without keeping them from reaching the South cities, we probably should. However, if it gives us unhappiness, let them take the slaves.
In this light, I think we should perhaps move 24 tanks over. We're going to capture a couple of workers too (Legopolis ones, e.g.), and another 8 are needed for the cities. That would only leave us 11 tanks to attack Stanwix with.
Who knows, with 19 tanks, we might even capture it ourselves.
Looking at it, I don't think there is any difference between Sand 8 and Oasis 8 other than the tiles they are built on. Sand 8 would be on a Saltpeter tile, which really isn't worth anything given we're giving the city to GoW most likely, and then they'll be abandoning it.
Aeson, at first glance, GoW can reach everything with their cav, 4 settlers plus 36 tanks. Maybe Castlea, but that is the only city... they need Jackson for that.
So next turn, Lego is going to have Jackson, Dye fields, and Abilene. In case we do a good job at Stanwiz, they will be reduced to Abilene.
If we can take legopolis, we should gift it to GoW. They take Stanwix, and from there, so long as they have the eight cavs, it does not matter. They can capture:
Kloreepville;
invoice;
Panama;
Sharpehaven;
Port Hammer;
Castlea (with a settler at Legopolis8);
Zargonia;
Crossing.
After that, they need to use settlers at Crossing 4, which opens up logville, then Camp David, then Tiberium and Ahmmyfoot (in that order). Another Settlerat Tiberium 1 opens up horsefish, leaving only Abilene, Jackson and Dye fields.
You just wasted six ... no, seven ... seconds of your life reading this sentence.
The city you guys are wondering about is named "Nou Camp," just so you know.
This is just devastating... I don't know if I can associate with people like you guys any more.
You should really come up with a name for the Quanto strike which allowed this... it's far more important than Toledo 2 ever could be, and that's a name that's already immortal...
We will get unhappiness in our nearest city (NI) when abandoning cities. The unhappiness we get is if Lego has pop-rushed or drafted. Crowded unhappiness doesn't count.
When razing, we don't get the unhappiness at all. But we also don't get to sell off improvements. I think captured Workers are more valuable than cash from improvements generally.
We have to abandon the cities we will be placing a Settler next to. We can raze cities otherwise. Tarzania and Legopolis at least to give to GoW. That way their Cavalry can reach the following cities:
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