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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
Helping defend is a losing strategy I think. A lightning strike to raze The Warning with Banana's galleons might be feasible. But I would think PAL is on the lookout for such a move.
@MH - Yes, I will play before the 24-hour limit is up.
RE strike on The Warning - We can certainly try for it, but PAL has got to see it coming. We could load 1 collateral II treb and 5 Cursiassars in two galleons, but I can't imagine PAL will keep fewer than the 4-5 pikes it would take to stop such an attack in the city.
EDIT: RE Omni defense - That's a loosing game I think. Cannons are immune to collateral damage from cats, so we'd never have better than 50% odds attacking out of the city.
We should ask Banana for list of units and defenses in PAL coastal cities. 2 Galleons of troops can do a lot of damage, because we can threaten several cities at once and PAL will not know whether to garrison with Pikes or Muskets. (Did we load up Curassiers or CR Maces?)
Let's keep the naval invasion idea on hold for the moment. I have a plan () for Banana, but the moment's not ripe just yet. We have to capture Acre first, possibly gift it to Banana, and then lead a strike from there directly on The Warning. In essence, two galleons can move from the tile 1E of Acre up next to the PAL capital. I would expect it to be lightly defended for an easy raze, and that would really tilt the balance of power...
But like I said, we have to kill the Imperio units in that area first. We can get REALLY creative here (Banana moves two galleons into Acre, gifts them to us, we fill them with 6 units, gift the city to Banana, gift the galleons + units BACK to Banana, who then move on The Warning) but the city has to fall first.
So is Sulla's plan the following?
1. Capture Acre.
2. Gift Acre to Banana, who moves Galleons next to it.
3. Gift 4 Oromos to Banana.
4. Banana loads Galleons and razes The Warning.
If we can gift cities in rebellion, we can start executing the plan as soon as we have 4 healthy Oromos.
I'd prefer to see what happens at Acre in the next few turns before moving to the operation stage of a naval strike against The Warning. First things first. Rest assured though, if the possibility looks like it exists, we'll be all over it.
City Report:
*Airstrip 1 - University due in 2. Market on hold.
*Pink Dot - University due in 2.
*China Beach - University due in 11. Cat on hold.
*Cape Town - Cat complete. Cuirassier due in 3.
*Something Fishy - University due in 6.
*Green Acres - Islamic Missionary due in 19.
*Mellow Yellow - Bank due in 172.
*Saxon the Beach - University due in 9.
*Bluebell Fields - University due in 15. Bank on hold.
*Red Herring - Forge due in 3.
*Upper Burgundy - Barracks due in 5.
*Frozen Clams - Library due in 22.
*Jericho - Cat due in 2.
*Jerusalem - Courthouse due in 6.
*Jungle Fever - Granary due in 45.
*Sweet Tooth - Granary due in 54.
*Constantinople - Theater due in 51.
*San Sebastien - Granary due in 14.
*Chichen Itza - Theater due in 51.
*Damascus - Theater due in 51.
Worker Report:
*New free worker in Chichen Itza, so we need a new worker name.
Military Action Report:
*I drafted GA, Pink, and China Beach.
*We now own four Cuirassiers, and zero knights.
Spy Report:
*Probably time to consider building a spy for the Imperio campaign.
Questions and notes:
*I drafted GA, Saxon, and Bluebell. I also hired an engineer in Bluebell as I believe Sooooo suggested.
*Our trireme may be able to engage and destroy Imperio's galley next turn.
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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