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asleep: no way, that would totally negate the image of the trust we have built when it would get out. And doing anything 'secretly' with Vox is bound to get out eventually...
Originally posted by DeepO
asleep: no way, that would totally negate the image of the trust we have built when it would get out. And doing anything 'secretly' with Vox is bound to get out eventually...
DeepO
Oh, Jesus DeepO, I was just kidding. do you think that I think Vox has the wherewithall to pull off such a complex ruse?
Personally I want them dead tomorrow,no ruse involved.
Anyone have experience with catapults in MP? If we can protect them well enough they certainly would add to the efficiency of our military. I tend to think that keeping a mixed stack of Spears, Swords, and Cats slowly but surely claiming territory will be more effective than trying to blitz with fast movers. Cats aren't all that effective against cities, but against units they often can make a big hp difference over the course of the war.
I've used catapults in a limited fashion in a PBEM game. I only had two of them (or was it three? hmm). Anyway, I used them to help rebuff a major attack and then assist the counterattack. They do, in fact, hit units out in the open pretty well. But generally I think units that can attack & defend are better, if one is limited. The only reason I had those cats were a couple of 1-shield cities I built to grab some land - I just let those cities build cats (no barracks, so not a waste of a barracks town that could be building me spears/swords/horse).
Anyway, I was looking at the screenies, and it looks like Vox settled their isthmus city on flatland, instead of on the hill (or is there a hill under it?). That's a good thing. Dumb move, IMO. I would have built on the hill, even though it doesn't totally block up the isthmus.
I'm thinking we could do a couple of different things here.
1) Upgrade reg warriors to swords, and use our shields on spears & WCs (or horsemen).
2) Do like Aeson was thinking about and disband our regulars while building replacement vets, and then build auxiliary forces.
3) Go fastmover-heavy and just try to blitz right through Vox.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Originally posted by Arrian
Anyway, I was looking at the screenies, and it looks like Vox settled their isthmus city on flatland, instead of on the hill (or is there a hill under it?). That's a good thing. Dumb move, IMO. I would have built on the hill, even though it doesn't totally block up the isthmus.
IMHO they're building a Maginot Line. This must be why they settled right on the Isthmus, to be able to defend their desert peninsula in case we overrun their jungle and grassland.
Fools.
"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
Their move is a classic straight out of SP strategy: block the chokepoint so the AI can't get through. Unfortunately for them (if war comes between us), we aren't an AI.
By the way, regarding my 3 possible methods of military buildup, it should be noted that 1 & 3 are faster than 2. Then again, I'm not sure we want to fight for some time.
However, the longer we wait, the more likely we will need Knights, not War Chariots/Horsemen.
On the upside, Vox apparently doesn't have much food, and only has a lake up north, so AT MOST we're looking at 1 city over size 6 for some time, and I doubt even that. Don't want to deal with that 50% defense bonus.
By the way... here's another possibility:
4) Build a new force from scratch, keeping the regular warriors. Send the reg warriors in first, to absorb Immortal attacks. Then hit the Immorts with our WCs or Horsemen. Then really invade.
if we ever would disband reg warriors, please do so when we have enough forces other then that, and only when we would need the extra cash. Even if they are reg, they make a nice reserve of forces, also for cultural suppression once we get conquering. I'd rather stack 5 reg warriors in a conquered city than a few 'decent' units we might still need.
Rather than leaving units in conquered cities during the war, I favor an approach of leaving injured units in a conquered city just long enough to heal and moving on to attack the next city. Resisters can be dealt with after the war is over.
By the way, I think there's a good chance Vox will have two cities capable of going over size 6 without aqueducts: one on either side of their lake.
Re: cultural war: I would hate to lose any city on flipping, certainly after I devoted a lot of time on 'poly specifically warning others of the intricacies of CF. I always heal troops in culturally pressed cities, but most of the times this is not enough, and you have a 3 turns delay in between healing and expanding borders (with rushed libraries) in new cities. Reg warriors are really worth it, if this means you don't lose wounded offensive troops, or a city... under monrachy there is no doubt, but under republic it can pay off to keep obsolete units around simply to keep any city from flipping. Sure, they cost in upkeep, but the cost of conquering a city twice might really be too much too.
I've lost many many that way NYE. Of course that's usually on Deity where the AI's have 2-3 times as much culture as I do. How I deal with it against the AI wouldn't work well against a human though...
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