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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
You mean after their last question on how they were going to start their GA? no...
You know what I would be interested in to know: did GoW get a message that our spy failed? It's a bit strange to ask, but it would be interesting information. If they didn't get any message, we try with all other nations next turn...
(they will have to wait a bit, as we only have something like 15% chance right now)
So... Legoland has fallen. They lost 23 cities (one of them a fort) in 1 turn time... 24 if you count Tiperrary. That is a decisive victory for sure...
No... let's learn from their mistakes, please. I've been looking at our map for quite a while now, and if we are willing to give up some commerce and production, I'm certain that we can defend rather well against settler blitzing. Moving Monsoon is not even necessary, it is already safe. We do need to get some new fortresses, and dismantle a couple old ones... and we can't keep all the forks safe as our territory is so packed.
I don't want to do it right now, nor in the next turn (except the 2 forests protecting Eli), but I want to have a very decent look at our defense plan again. Without proper warning times, this is going to be very difficult, though, so we need those subs at their positions asap.
Oh, but once MA are available, nothing can be done to stop blitzing, except pillaging all roads not on a mountain. Let's not do this before we are actually invaded
I think subs should play an important part in our defences. Yes, the stats are lousy but being hidden can be highly valuable. Knowing something about the enemy that they don't know you know can't be measured in ADM or HP. Lego's subs have been a pesky pain for us and our 3 did a good job or two while we had them.
Nuke subs can still carry cruise missiles, right? But they don't upgrade from normal subs? Missiles are going to play a larger role too, I guess. Bombers to get some hp off, missiles to finish. Not for the major battles, but for those cases where you just miss one attacker... we've been in that situations a couple of times before.
BTW, do missiles on nuke subs chain as well, or can they only be loaded in harbor?
Originally posted by Cort Haus
In fact if we didn't have that spare destroyer at Hub 2 Lego would still be in one piece.
Yeah... but like that, there are a lot of things to say. If we had 1 1/4 DD left last turn, the situation would have been a lot differently. Lego might have known they couldn't block us (given their assumptions for this turn, they were indeed more cautious than last turn. we had 9.7% with 7 transports, but only needed the 10th to succeed in order to destroy 8 cities. Chances would have been a lot better than against 3 BBs this turn).
So, last turn 2-ships blocks around Sando, meaning they couldn't block the fork between Sando and Quanto, meaning more defenders needed... you could go on like that.
In the end, Civ is a game where you have to deal with luck. Only one sub between Hurricane and hub 2 was needed (of course, the risk of running into a sub does increase as we got closer to Legoland, after all we have been destroying them by the boatload (at least as long as we had subs to spy)). We got lucky... after Lego got lucky... after we got lucky again (that in turn 3, their BB stack couldn't reach our Northern fleet), etc. It's best not to think about this too much. The implications can be huge, as we currently see.
That's a point, nook-subs are available with Fission, and they don't upgrade so we woudn't want many subs before then going obsolete. Having said that, ISTR being disappointed with the stats of N-Subs - they might not be much better, and build costs might favour the basic version for some purposes.
We probably need plenty of DD too - for range and grunt, so we may be looking at a significant navy - especially to guard againt nuclear subs off our coast.
Originally posted by Aeson
GoW broke through with 3 Infantry and 2 Tanks left with movement.
And we learned something new: defensive bombardment only works once per turn, not once per attacking civ.
Good analysis, Aeson, I think this was one of your results. And they followed your recipe to the letter (pretending it was theirs, but oh well). Only the bombardment to lure the fighter out we didn't think off... and that didn't work either
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