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"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
Okay, I've got time to start on the save. I'm guessing it won't be finished today, but let's see how far we can get.
First, some comments:
Originally posted by asleepathewheel
I wonder how much it will cost to steal the plans one more time, then hunt down all naval units and cast a naval net around Abilene (to prevent escapepods or an attempt on us.
Sleepy, stealing plans is out of the question. Last time I checked, it was something like 5000 gold...
Lego has no choice now but for anarchy the rest of the game, otherwise they will soon be losing a unit a turn.
don't forget the building, which will cost them more. with 3 cities, they can more or less build 6 units (drafting + production), so losing a unit is not that bad. It's the buildings they can't afford to lose.
Maybe move new inchon 9 to allow for troops to move in and out (otherwise arties will hit the road each turn) from that position we can use arties and from ft spinebreaker GoW can use arties. Maybe another city to the south at Abiline 2-2 to hem them in even further and take a few more tiles.
Pound pound pound. maybe we can take out the barracks in the first several turns, maybe knock the population down. If in anarchy, they can't rebuild the barracks.
I don't consider Abilene the priority target. I would prefer to go for either Jackson or Dye fields, and leave enough force to occupy the city safely. We can bet that GoW will take one of those cities in their turn, and both are important (one for the wonder, one for the lux). Let Abilene be what it is for as long as we don't see a clear opportunity to take it, and for as long as those 2 cities are still here (they might be abandoned by Lego, as they are lost anyway)
Maybe we should just maintain a large prescence in our gate city and just wait for nukes. Kill all the navy, create a blockade and sit back.
We can't do that for 2 reasons: Mobilization and ww. Lego has to be dealt with asap.
Interesting. I'm glad its 90% inf. and not tanks. OTOH, if Vox gets computers soon (free tech) and lego can upgrade those som*****es somehow (I guess vox gives them the requisite resources)....
One luck: there is only one available rubber source on the whole of Legoland (so including Vox). The other one we pillaged last turn. And if we manage to bomb the harbor in Abilene, it won't even reach the city... just rifles for Lego, also if they draft.
- it seems to me that Lego has not documented its artillery shellings. If they haven't, I'm going to complain on the battle report. It doesn't have to be the same detail as Vondrack gave us, but we've got the right to now what our losses were before opening our turn. And yes, I know how much time it takes.
- so we've got to check for ourselves. First chance, I'll break into the buildqueue, and check if NI is still at size 3 or 4. If it does, it can build a settler. If it doesn't, I'll change it to a barracks, and rush the remaining amount (40 g).
- If NI can build a settler, my guess is that we don't need another one this turn that badly, that we want to rush one on Stormia, and rush a transport in Hurricane. So, Hurricane continues building an airport, or builds an MI in case we've got rubber beforehand.
- if NI is bombed to size 2, we rush a transport in Hurricane, and at least 1 settler somewhere else in Stormia. We also change a couple of airports to tanks in case we've got rubber.
- we still have loads of airport builds in our cities. we won't need them all, I think. Where possible, I'll change a couple of them to MIs (if we've got rubber, again). For as long as we're in mob these get the bonus, airports shouldn't (however in certain cases they do get a bonus due to the bug, but it's not helping any city AFAIK)
- if that's all finished, I'll get some screenshots, assess the information we've got on Lego's troops, and get some plans up. We might want to investigate the Lego cities, but let's wait for that a bit... we don't want to spend money unnecessarily.
- we should have enough reserves to try to plant spies in Vox and ND. GoW: wait 2-3 more turns to get better odds.
I'm starting on that now, any comments: please let me hear them. I'll keep monitoring this thread.
BTW, to avoid any of the previous problems, I'm going to end the save after doing the build phase, and after taking some screenshots. I want perfect replayability, which means that after trying some options in the build phase, only the last one should be the one we keep (with the same results of course)
- ND sends 500 gold. Sending computers in return. They still need to send us 100 gold, but will do so next turn (a mistake of them)
- GoW sends WM, 670 gold, rubber. accept. Sending WM in return. We don't need to send them computers yet, right? Oh, and where exactly came the 670 gold from? CH, if you could find some time, do you know this by heart?
- RP sends WM + 100g. Sending WM in return.
- Cyclone builds worker. starts worker.
- Entering city view.
- Cyclone is behind Hurricane in order, so the question on whether to build a transport or not is immediately solved. No rushing.
- Tornado is building a rifle. For the moment, I leave this as is. It can't build an MI in 2 turns, it can build a tank. It might be possible to change a couple of citizens around to get the 5 spt it needs, or rush to a knight (will be less costly than building a rifle and upgrading it). Otherwise, we build a tank.
- Typhoon is also building a rifle. Keep it as is... both tanks and MIs are 3-turn builds. A decision for later this turn, or next turn.
- the rest stays the same
- NI is still at pop 4, -1 fpt, set to build a settler now. I'm keeping it. As long as we're not at war, we should be able to build a settler, and use it to claim dyes (they can be transported via Vox, I think)
- exiting city view.
- Tempest builds airport. Starts bomber (as many bombers as we can while still in mob, fighters afterwards (as without mob, Tempest is at 80 spt)
- Arashi builds MI. Starts MI.
- OG builds MI. Starts Civil defense.
- WoC builds sub, starts sub. can be changed during next turn if wanted. Airport and civil defense make sense here, a MI build does not.
- NI builds settler. Starts harbor (to be changed alter, most likely)
- 2773 gold (400 to be given back to ND), 60%, 574bpt, -126 gpt. (minituarisation 0/14) 0/7680 beakers collected.
those 2 warships in the open can be attacked by 2 2/4 DD, 1/4 DD & 1/5 DD. (and 1 TR)
We still miss a couple of DDs, I think... but we should be able to position our transports so that they can't be reached from Abilene next turn, making our chain safe for another turn.
another observation: Lego destroyed the GoW rider or cav blocking the passage to Vox. Their 3 settlers can be anywhere, including deep inside Vox territory.
Further: Lego built a settler in Abilene, taking it from metropolis to city. It is the capital (they get a bonus for that as well, right?), but it would certainly pay off to bomb it to townsize before attacking.
And, they've got 10 art, but we know only 8 were in Abilene last turn. Were some of these loaded on a transport? Did tey hide in Vox? They couldn't reach Abilene, so why do they still exist?
Yeah I though I only found one city when the save arrived. I cracked up seeing the barb warriors, that was fast.
I am not sure Coastal Batts do anythign vs humans. I think they prevent the AI from bombarding the city and maybe its tiles. The AI must target it first.
I had done a scouting with an explorer at no movement cost to see if I could find the 5 captured arties (missed them).
So basically Lego can only draft two units. We do not need to investigate as we know what they have and any not found in the open are in the city. We did know they had none in transports, did we not?
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