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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
Imperio made their move. I haven't logged in, but it seems they gifted Templars a medieval tech (probably Engineering). Imperio also whipped for one pop point.
IMperio got a Great Prophet. Will be interesting to see what they do with it. Gift/sell it to Templars for shrine income?
We do have a nice opportunity to attack the three Templar units on the neutral hill (Xbow, HA, Axe) next turn. Unfortunately our 2movers and workers don't line up for it this turn.
We might even try to attack them with 1movers next turn. We would need 4 workers for it, though. Sunrise, what is your plan? Surely we need to speed build one road with a couple of workers for our 2movers to reach the hill. I suggest we want to do lay down that road in our on territory (PD) instead of neutral territory, where it can be used by enemies. We should also consider, whether we want to kill all units, hence leaving a wounded unit (probably a chariot) on the hill. (That's why I suggest to speed build 2 roads and attack/secure the hill with 1movers).
The hill would give us nice line of sight into Templars territory.
Another point: Do we want to get a galley out of cape town to i) scare Imperio by moving it up their northern coast/pillage sea food in the channel in the long run and ii) have more forewarning should Imperio pull an amphibious landgin out of their hats, with galley built in Uxmal & Mayapan.
A galley (or even a trireme) seems like a good idea, seeing the amount of seafood that is pillageable. If we somehow manage to do that, it will hurt them quite a lot. A galley would also force them to have some more home defence in their back cities.
She said 'Your nose is running honey' I said 'Sorry but it's not'
hey - we have 3 or so hours left on our turn timer - have we played our turn? Is there a turn report out there somewhere?
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.
Hopefully sunrise will log in shortly. If not, I'll log in and make whatever moves we have queued up before the 16 hours are up. (We can probably fudge it by an hour or two, but not by like 10 hours.)
Sorry for the delay guys, I'll definitely play the turns, but probably not for another hour or so.
In the mean time can you guys help me understand the motivation for attacking the Templar crossbow hill? Only an Elephant will have anything close to odds on it, and I'd still want to have a cat to hit first. Basically, I'd say 1 cat, 2 elephants, and 2 horse archers will take it, but we'll loose 1-2 units and the RNG could be even more unkind. That hill isn't in our land, we don't need to deny Templars the vision off of it, and if we wait for Knights we can take it out with possibly zero losses.
If we want to do something purely to annoy Templars I'd move a cat next to Jericho and start bombarding the city down each turn.
In the mean time can you guys help me understand the motivation for attacking the Templar crossbow hill? Only an Elephant will have anything close to odds on it, and I'd still want to have a cat to hit first. Basically, I'd say 1 cat, 2 elephants, and 2 horse archers will take it, but we'll loose 1-2 units and the RNG could be even more unkind. That hill isn't in our land, we don't need to deny Templars the vision off of it, and if we wait for Knights we can take it out with possibly zero losses.
If we want to do something purely to annoy Templars I'd move a cat next to Jericho and start bombarding the city down each turn.
There is no deeper motivation than to see some Templars bite the dust.
You are the general in command, sunrise. Waiting for Knights makes definitely sense.
A cat at Jericho sounds nice.
Up to you really. I guess you fought more wars than the rest of us combined.
City report:
*Airstrip 1 - Missionary for Saxon due in 2. Probably a cat next.
*Pink Dot - Longbow for the Pink Dot/Templar border hill complete. Cat due in 3.
*China Beach - Settler due in 6, but will be triple-whipped this turn. Note I have not whipped the city yet.
*Cape Town - Mace complete. Cat due in 2, but we may want to swap to a galley.
*Something Fishy - Settler due in 6, but triple whipped followed by a chop for lots of overflow. Do we want to fit in Sullla's lighthouse next for go for a stable?
*Green Acres - Globe Theater due in 22 before chops. Is there any particular order I need to get forests chopped?
*Mellow Yellow - Theater complete. Barracks due in 34.
*Saxon the Beach - Moai due in 7 turns.
*Bluebell Woods - Forge due in 22.
*Red Herring - Granary due in 1 courtesy of a chop. Lighthouse next.
Worker report:
*Serious Steve began roading the grassland hill he was standing on outside Saxon. I know Soooo said the tile 1SE of Saxon, but Steve wasn't on a road and couldn't move to Soooo's tile and road this turn.
*Our two Pink Dot military engineers roaded the plains tile 1NE 1E of Pink Dot.
*Energetic Erik started roading the Templar border forest at Jericho.
*Mustafa moved into the forest 1E of the Burgandy sign as Soooo suggested.
*Winston is done with roading duty and is heading south. He can help finish the Burgandy farm next turn and then start chopping the Globe.
Domestic Military Composition Report:
*Cape Town garrison - 10 strength-eight units, 2 horse archers, 2 pikes, 4 cats, 1 axe, 4 archers.
*Pink Dot garrison - 5 maces, 2 pikes, 1 longbow, 1 horse archer, 2 cats, 2 archers.
-->Only 2 archers in city.
-->2 pikes covering the roaded plains tile E of the city.
-->5 maces, 1 HA, and 2 cats hidden from Templars on the roaded hill NW of Pink.
-->Longbow defending the grassland hill at base strength 8.7 before the first strike bonus.
*Central garrison (units in open) - 1 mace, 1 pike, 4 horse archers, 2 chariots, 1 cat.
Enemy Military Composition Report:
*Cape Town opposing force - 1 mace, 6 longbows, 1 pike, 1 horse archer. Other units in fog estimated at 7+ strength-8 units and 7+ cats plus any new C&D unit discoveries.
*Pink Dot opposing force - 1 mace, 2 crossbows, 1 horse archer, 1 sword, 4 cats, 3 chariots, 1 spear.
*Central opposing force - 1 crossbow, 1 horse archer, 1 axeman.
Military Action Report:
*Buttercup the cat will be in our forest next to Jericho next turn. She can then begin bombarding Templar defenses down and possibly annoy them.
*Our 2-movers in the middle are still hanging out on the desert tile between the peaks.
*Nelly the Elephant return to Cape Town defense duty. We now have 10 strength-8 units there.
*Elizabeth the longbow (President Monroe's wife...we skipped Jefferson because his wife doesn't have a unique first name) is now on the Grassland hill E of Pink Dot.
Spy Report:
*The first spy is built and will be in Imperio land by turn 144. It is heading towards the road network between Mutal and Chichen Itza.
Questions and notes:
*The wounded PAL caravel north of Red Herring is no longer visible.
*What next in China Beach? A unit? Another spy?
*What about Something Fishy?
*How much do we want a galley out of Cape Town? I'd like to build at least 2 cats first considering I dispatched a cat south into the Templar forest.
*RB, Imperio, and Templar power charts were all flat last turn.
I'll check on China Beach and Something Fishy for whip schedules later tonight. I think we might want to take it easy on the whipping - save the population for drafting which produces more than double the hammers.
Fishy - let's get that lighthouse in. The food has a higher payoff now that it will eventually be converted to drafted units.
China Beach, stable next? I might suggest CB be our primary mounted unit city, since it's so far from the front, it wants to produce fast units. SF might be better served on catapults. CB and SF are very similar cities, both have seafood but limited good land tiles. Both will probably be on near-permanent size 6 draft cycles in the near future.
I don't think we need a galley at Cape Town. Imperio isn't going to sneak anything past Cape by galley. Nor are we going to sneak anything past them. The risk of losing a full galley is too great in both directions.
Fishy - let's get that lighthouse in. The food has a higher payoff now that it will eventually be converted to drafted units.
Yay!
- I agree that if we're going to be devoting one city to Mounted units, China Beach makes more sense than Something Fishy, due to distance reasons.
- I really want to see what Templars do once we have a road and catapult outside Jericho. I'll wager 2 to 1 odds they panic and do something stupid in response. Non-MP guys don't know how to play with enemy units constantly in and around your territory.
- We could use some more screenshots in this thread. I'll see if I can log into the game later tonight and post some for us.
- I really want to see what Templars do once we have a road and catapult outside Jericho. I'll wager 2 to 1 odds they panic and do something stupid in response. Non-MP guys don't know how to play with enemy units constantly in and around your territory.
Right on Sullla....this is exactly what I'm hoping they do as well. The only concern is if they have like 3 crossbows they could actually take us out with minimal casualties. Maybe we should even move an elephant onto the stack.
*Green Acres - Globe Theater due in 22 before chops. Is there any particular order I need to get forests chopped?
I'll try and log into the game and look at this part of our puzzle.
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.
Logged in. I changed Mellow Yellow to production mode, since I don't think we want to whip that barracks. Now due in 6 turns. Also changed Airstrip One from an unimproved plains tile to a grass hill mine .
Some suggested worker actions for those without a task:
Symes and Parsons to road the tile 2S of Pink Dot. Shortens the route from SF to the Templars.
Mustapha to start roading his forest, and Bernard to move into it.
John the savage - cottage on current tile at SF.
I will do some studies on how to get the globe theatre done soon.
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