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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
yeah, well, radar towers where we don't need them aren't going to do us any good either. E.g. at the forests around Stanwix. I rather have a slave then a radar tower we'll never use...
That only leaves our defense in former Legoland ...
DeepO
I'd suggest that the western city that ND can reach in one turn be considered a priority. If they see the state of Lego and have transports available we could get Lego'd ourselves.
Oh, and CH: this is the only picture for internal use only... so no disclosure of this to MZ. But I thought it would be neat to show the minimap. The blue area on Legoland is nearly as big as the blue area on Stormia...
CH, I was talking about the defense on Legoland, not Stormia
We still have transports, which can transport basically all we want to NI 88 (Quanto 2). I suggest we put some infs there, together with at least a couple of workers. One worker can make a radar tower on NI 89 (it is still covered by a marine), other radar towers would fall into Lego territory once we disband / give the cities.
Lego has been split, so the capitol is cut off from about half of the empire now. They are going to have some very unhappy citizens when they get the turn again.
No Sistine either. Did we ever figure out where the FP was or did I miss that?
CH, go right ahead. I guess Nathan, if he isn't following this, might also want to see it. After all, it's because of his work in the first year that we ever got this far.
I did not know they got a free IA with the loss of the capitol, that sucks. Good thing they are losing their cash. They will still need to plant a spy I presume.
My test was with the IA not being in the capitol city, so I lost my spy.
a sight to behold. hats off to all involved. I'm once again completely impressed by the bold moves taken and the planning and strategy that went into executing this turn.
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