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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
T124:
Templars will be able to see our research in ~4 turns if I read the values correctly. If there is a desire by the team to prevent that we could spend half of our epts (3) towards them to continuously raise the cost.
We are trying to catch up a bit:
* to increase their espionage action costs. (they currently get ~5% discount from being so far ahead of us)
* to deny them visibility of our research eventually (that will still take a while, but we have to start at some point, if they use another spy on us, they will currently loose visibility of our research)
* to make their research visible (also still some way to go here)
* to allow for future espionage actions from our spies, should we use that option.
Alternatively we could go all out on PAL and see their research in ~10 turns (if they don't react). But I feel with Banana we have a reliable source for that info already.
If we make a spy I'd strongly prefer him to run back in forth between Templar and Imperio land and give us warning on what units might be moving forward.
probably a better idea to have 2 spies instead of 1 running back and forth. Should put a backyard city on a spy build.
Quote: "All Happiness is the release of internal pressure" Visit myCiv IV web site for information on mods that I am involved with or use and other Civ IV tools woo hoo!My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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