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I am not saying no to Jericho, I just want to keep our options open. Maybe something to them as we take Jericho is the right move ...
We asked, you said nothing ... too late. Bye.
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There is certainly no point sending a concilliatory e-mail to them as we're busy parking a stack on their doorstep. The only thing worth sending would be an ultimatum threatening Jericho after we have moved our stack, however I don't think the team really wants to not attack them at this point, so there's really little point. Save the diplomacy for after we have captured/razed their city and they come begging for peace.
I don't think you can describe my proposal in post #1008 as concilliatory. With moving our stack it's more like Gunboat Diplomacy, which is a nice way of justifying the presence of our stack at Jericho to Templars
One thing to remember is that Templars can try to force peace between the two of us via the AP. We can defy, but the 5 penalty at Pink for 20 turns will be annoying.
Not entirely true: they can put a vote forward every 10 turns and the anger lasts for 20 (unless we put Islam in Pink), and it is also a city we plan to draft from (aside from any need to whip emergency defenders). However, they could have already used the AP to try to force a peace if they were interested only in saving themselves for the short term.
Lol, if Templars put a stop-the-war vote forward in the AP after turns and turns of rejecting our very fair peace deals, they are definitely getting some more "taunting" emails. If you live by the sword, you die by the sword.
I don't think you can describe my proposal in post #1008 as concilliatory. With moving our stack it's more like Gunboat Diplomacy, which is a nice way of justifying the presence of our stack at Jericho to Templars
One thing to remember is that Templars can try to force peace between the two of us via the AP. We can defy, but the 5 penalty at Pink for 20 turns will be annoying.
That would be perfect for us, because it would give us 10 turns of enforced peace in the south to attack Imperio. Since we were considering signing peace with one of our neighbors to concentrate on another, I doubt Templars will be stupid enough to use AP to give it to us for free.
If a stop-the-war vote succeeds, does peace break out immediately or the following turn? If it's the following turn, it may be worth considering to vote yes, followed by capturing Jericho on the same turn.
Lol, templars only have 7 hours to log in, panic, discuss on their boards, try to borrow gold then move, promote and upgrade units. Someone should log in after they do to take screenshots of their promotions and any upgrades.
When Jericho changes hands, Templars lose 8 votes, we gain 4 votes. If we also spread Christianity to A1 we gain another 11 votes. In the current situation that would leave the Tem/Imp block with 56votes out of 94 which is less than the required percentage (60%?). There is of course PAL and Rabbits. We could lean on Rabbits not to vote for ending the war. PAL will have no interest in ending the war.
If we are concerned about PAL and Rabbits, we have to spread around Christianity in our lands to have the veto power in the elections.
Christian missionaries can be done in 4 turns at PD.
Lol, templars only have 7 hours to log in, panic, discuss on their boards, try to borrow gold then move, promote and upgrade units. Someone should log in after they do to take screenshots of their promotions and any upgrades.
Now 4 hours.
Since Templars have not logged in yet we don't need any new screenshots. Any changed (more units, promos, or upgrades) after the turn ticks down to 16 hours are in violation of the rules.
The only question would be if they got a single unit into the city. They could control-A'd the unit but claim it was built.
Hehe, they picked a baaaaad turn not to log in early. Wanna bet that we get a panicked request for a pause from Hercules sometime in the next 12 hours?
We should probably post in the main forum that they only have a few hours to move, upgrade and promote units.
If we don't, what will happen is: Templars illegally promote units during Imperio time, probably borrow gold and upgrade them too. Then we'll complain and a big argument will occur. Templars will complain that 16 hours is not enough with only one turn player. We'll say you should have said that before and did not contribute when Krill asked for how to operate a 2 vs 1 war and that you agreed to abide by Krill's decision. Then Hercules will stop playing and we'll feel bad for capturing a city with unpromoted defenders.
I'd rather they move and promote their units on time. They probably won't have time to borrow gold for upgrades, but that's fine and is their own fault.
@Soooo - I accept your analysis of how events might transpire, but being so generous to our enemies doesn't exactly appeal to me after the whole "pillage neutral roads and then declare" thing.
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