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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'll try to put some more info together after class. As a rule, I'll be good at playing the turns right as the timer ticks over, but much worse about the reports
All our plans are long-term right now. Lightbulb Philosophy, Operation Bloodbath, and any thoughts of the Terra continent. Not much to discuss turn by turn with no current plans for wonders or new cities beyond Red.
Much as I hate to say it, this has degenerated into a game of Diplomacy at the moment. We're hardly playing Civilization; we're playing Negotiation. Anything we could do or analyze domestically is small peanuts compared to the huge swings of who declares war where and when or even compared to who stonewalls who on tech trades. Templars can't win but are about to play kingmaker one way or another (inaction will kingmake in our favor) and we're all just waiting and watching.
~13hours on the timer and it doesn't seem like Templars have moved their units yet - no change East of Pink. looks lik they're waiting for late in the turn to make their move.
Imperio's main stack stays in Chichen Itza, however their mounted units have continued their circling:
The lead Chariot is now sitting on our Desert connecting road.
The second chariot has disappeared (probably into Templars' land
The Horse Archer is now sitting on the Desert Hill.
Persephone (Archer) is still sitting in the North - should she be moving South?
Akara (Maceman) in open S of CT - should move W into forest unless needed in range of Cape.
O'Brien (Worker) finished road to Red Dot - should join Akara in forest to reconnect road
Jamie Lynn (Spearman) in Cape - needs upgrading to Pike?
War Emblem (HA) or Mariah (Pike) - probably need to move SE to cover the desert road
Oh, neither Templar nor Pal have Engineering yet from Imperio.
The lead Chariot is now sitting on our Desert connecting road.
out 'soon to be pillaged' road.
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.
City report:
*Airstrip 1 - Horse Archer due in one turn, I recommend another military unit there next, probably another horse archer.
*Pink Dot - Mace due in one turn, I reccommend another military unit there next, possibly another mace depending on overflow.
*China Beach - Forge due in three turns.
*Cape Town - Mace due in two turns. I don't think Imperio will be able to cut both of our sources of iron before the Mace completes.
*Something Fishy - Cat due in one turn, probably another cat next.
*Green Acres - Forge due in 12 turns.
*Mellow Yellow - Lighthouse due in 2 turns.
*Saxon the Beach - Moai due in 57 turns.
*Bluebell Woods - Granary due in three turns.
*Red Dot - Will be settled next turn and start a granary.
Domestic Military Report:
*Cape Town garrison - 5 strength-eight units, 4 horse archers, 2 pikes, 5 cats, 1 axe, 2 chariots, 1 spear, 1 archer.
*Pink Dot garrison - 1 mace, 1 pike, 1 axe, 2 archers.
*Central garrison (units in open) - 1 mace (covering road south of Cape Town), 1 horse archer, 1 pike (both covering the approach to Airstrip 1).
Enemy Military Report:
*Cape Town opposing force - 6 strength-eight units, 6 longbows, 8 cats, 1 holkan. (Note: Imperio must leave at least one unit behind to defend their city).
*Pink Dot opposing force - 3 horse archers, 2 swords, 3 cats, 3 chariots, 1 spear
*Central opposing force - 1 horse archer, 2 spears, 1 chariot.
Templar unit silliness report:
The tempars have seen fit to upgrade many of their units. MP players know you never upgrade until you have to defend or attack, since by waiting you can tailor your unit upgrades to suit the enemy defenders. Rather than heading this advice, Templars have done the following:
*2 swords to city raider - these will do very well in the open versus our maces
*1 spear to city raider - because we all know strength-four units that get defensive bonuses are best used on the ATTACK
*One chariot with the withdraw promo - guaranteed to loose to any regular-strength chariot!
*One cat with collateral already applied - apparently they thought they wouldn't have time to do this during the 12 real-world days it would take the unit to reach our city.
*Finally, my favorite, the spear with combat III - Earn the right for the super-effective level 3 anti-horse promotion on an anti-horse unit, and then decide a 30% base strength boost will be more effective. Note this still isn't close to even defeating an unprompted axe
As much as I despise Templars your assessment is not entirely fair. For example the two spears near Twin Peaks were upgraded from their old Quechas. The CIII promo is already ages old.
@Dreylin: When someone spots unit movement, please post a screenshot (time stamp visible, i.e. no crop) in the Theatre Command thread.
The tracker is back down which makes it a pain for me. The timer currently shows 35:00 remaining, though it should have ticked over by now.
Anyways, Templars have moved. Their 2 road-cutting spears have disapeared and presumably moved SE into the fog. The other units near Pink Dot have concentrated themselves into 3 stacks instead of four.
An update please.
Has the next turn started?
Do we face issues with the civstats down during this critical phase (who get to move first?). Remember the PAL-Rabbit mess.
Let me know when I can log in to grab the C&D data.
Update with 3:00 left in turn - Templars declare war! Their only units moves are a stack of 2 ha, 3 char, 1 spear, and 1 cat moved onto the grass hill east on Pink Dot and inside our territory.
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