The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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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
I'm not the least bit worried about dropping cultural defense. If they hit us unwounded with 8 cats cultural defense on a flat tile isn't going to matter.
My concern was that a spy revolt might damage our units. I know a normal city revolt does.
Test 1 wasn't good, and hopefully we can avoid it by producing more units. Test 2, Test 3, and Test 4 left the Imperio stack critically wounded, where we could eliminate it the following turn without further casualties. Test 5 left the Imperio stack unable to threaten us, but also too strong to immediately destroy (we could still kill several units). Test 6 saw the RNG go terribly against us. Test 6 SHOULD have been the most dominant, but was actually second worst.
Fine, as commander of the theatre, feel free to change Cape Town's productions as needed.
We should keep in mind that Imperio has a cat and another mace 1 turn behind their main army.
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