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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
watch that worker on the forest hill - it looks like he is in range (next turn)
we need some cats to take down that stack ... do we have enough in reserve / production?
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.
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.
Templars have no line of sight into Something Fishy (unless thy employed a spy). I guess they are going for Pink.
That means Constantinople and Jerusalem are somewhat open. It depends on whether we have to pull back all our forces or can push deep into Templars lands.
if this Templar / Imperio combination is worth anything, Imperio has to move on CapeTown this turn (or next turn after that tile flips).
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.
I dunno what Hercules is thinking here. Suicide attack from Templars prior to giving up on the game, maybe?
I think it's reasonable. Doing *anything* is better than sitting on their butts in the jungle while we gobble their cities around them. Their last chance left is to capture Pink Dot and they're giving it the good old college try.
On another note, have we decided what to do with civics? If Banana does give us Banking, are we agreed to double-revolt to Nationalism/Mercantilism this turn? Drafting units on T150 will make up for any unit builds delayed to anarchy. I think it's fairly obvious that Pink, Fishy, and Green Acres would be the three drafters on T150.
I logged in to look at our options to cover the templars attack. I concur with others that we are not really at risk of losing cities. Their stack has 3 chariots in which are only really useful for pillaging.
However I think we should whip the catapult at Pink Dot this turn for 2 pop. If we whip away the dyes and cottage tile, the hammers work out perfectly to make a 50-hammer build in 1 turn. We have 16/50 hammers into the catapult. A 2-pop whip gets us 60 hammers, which is 26 hammers of overflow. Added to the 12 hpt the city gets, we will get 38 hammers into the next build. If we select a longbow then that's just one more turn of producing 12 hpt to finish the build.
Other things for next turn we can do to cope with the attack: Move the mobile defense force down from Upper Burgundy and as many of the Jericho force down that Sunrise thinks we can spare. Maybe we should move them onto the hill 1NW of Pink Dot. I expect Templars to check out the defences by moving a chariot onto the tile 1SE of the city. If the defence looks weak they will move the rest of their stack onto the same tile. So if we have the mounted units out of sight we may be able to hit them. They only have 1 spear in the stack and it's a city raider.
Also we can move Hera the archer from Mellow Yellow 3 tiles east so she can cover either Pink or SF. If Elizabeth moves 1NW next turn, she can either get into PD the turn after if they attack that city or occupy the forested hill on the way to SF if they choose to head that way.
I changed Mellow Yellow to finish the barracks next turn instead of in 2 turns, just in case we need to emergency-whip a unit or something.
Worker actions:
At Bluebell Woods, Dave starts chopping the Taj. O'Brien, Steve and Bernard move into the forests with their names on.
At Green Acres, Mustapha finishes the farm he is on and bob moves to the roaded grass forest 2S, 1E of his current position and puts another chop into it. John finishes his chop.
In the South, Syme and Parsons can be detailed to general sunrise to be combat engineers in the Templar fight. It's possible that we want them in the jungle 1N of something fishy. They could chop the jungle outside the city or even road it to provide a second road into the city if we want reinforcements and the main road is blocked.
On another note, have we decided what to do with civics? If Banana does give us Banking, are we agreed to double-revolt to Nationalism/Mercantilism this turn? Drafting units on T150 will make up for any unit builds delayed to anarchy. I think it's fairly obvious that Pink, Fishy, and Green Acres would be the three drafters on T150.
I'm thinking no. I don't think we are getting banking this turn, something has happened with banana's banking trade with PAL and I'm eager to read banana's next email to find out what.
Also, if we don't revolt we can get 2 units out of Pink in the next 2 turns via the whip. We also get the knight from SF next turn instead of the turn after. The turn of commerce we would lose from anarchy is almost worth a unit since we get the option to spend the money on an upgrade.
Do remember that every population whipped now is a population point that can't be drafted. Will whipping the cat now pay back in saving a mace/oromo's worth of hammers in the upcoming fight?
I'm going to suggest we go hard units to recoup losses and prepare for imperil moving in as well. I'll move units next turn, but this we should slave anything with hammers invested except in cape town and start units in places that can cover pink and/or cape town with whips next turn.
Edit - thawk - I think the next three turns are critical. We need to break the Templar stack and prepare to deal with imperio while keeping units in Jericho.
Do remember that every population whipped now is a population point that can't be drafted. Will whipping the cat now pay back in saving a mace/oromo's worth of hammers in the upcoming fight?
I don't know. It's more complicated than every population point = 1 oromo because of the hapiness issue. Pink Dot will only be able to have one "No, we won't go!" penalty because it doesn't have a forge and is working off whip unhappy (I know, I know whipping will add one to this). I think we can make a catapult + another 50 point unit and still make it draftable by the time the Taj+gunpowder arrives.
I'm going to suggest we go hard units to recoup losses and prepare for imperil moving in as well. I'll move units next turn, but this we should slave anything with hammers invested except in cape town and start units in places that can cover pink and/or cape town with whips next turn.
Slave everything with units invested? Blimey.
Let's go through the cities:
Aistrip One has a longbow due in 2 turns. No whip here methinks.
Something Fishy has a knight due next turn. Obv no whip.
Pink has a catpult - whip possible and I think we should do it.
Red Herring can slave its longbow but it presumably wants to keep the unit for ship defence. But we shouldn't do that because the city needs to get to size 6 as quickly as possible. Let's wait for this city to hit 6 unless it's an absolute emergency so we can draft and then whip something on the same turn.
Nothing else has hammers invested. CB is on a knight but no hammers invested. MY's barracks is due next turn.
Comment