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If we move into Foxtrot, there is an 80% (roughly, only tested 10 times) chance we lose both city and axe to the Horde attack.
I propose we NOT defend Foxtrot. I suggest we attack their archers instead, killing the combat I archer, and leaving our axe on the hill. Possibly it will promote and we may be able to use that promotion despite having no moves left to heal a bit as well.
Then we can kill the second archer the following turn, and heal while getting more forces into position for an assault on the Horde.
There is still a risk the axe will be weak enough to not survive should the Horde decide to attack it on the hill prior to razing foxtrot. I personally doubt they would try such a thing.
This is an unusual idea to be sure, but I think it the most sound decision in our situation, personally. Those are pretty bad odds trying to defend.
One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin You're wierd. - Krill
The archers have a move next turn. If the Horde goes for war, they'll likely move their archers to the horse, leaving defending foxtrot our only chance at keeping it, right? Edit: Oh, I see, you realize that. It's true defending doesn't gain us much if it means the axe loses...
I'd say there's a chance they will refrain from attacking, though not a great one. Attacking means either risking their settler out in the open as it moves unescorted, or keeping it with the archers, which means either moving it into combat should they attack (a possibliity) or splitting up and attacking with 1 archer (not gonna happen) or not attacking at all. They've invested a lot in that settler, they really need it to found a new city for them now...
Also, new AB worker: should move 6-3 and road the pigs, starting the road to Fort Sierra.
AB itself needs a build. Depending on the situation, we might want it to go for an axe. If the situation is peaceful, I'd say either a settler (for that area in the east, claim it before Sarantium does) or a work boat to make AB more productive, would be best.
Saves' here. Here's the situation: three archers 2-2 of Foxtrot Stables. Their settler has disappeared. Promotions on the archers are Combat I-Drill 1, Drill 1, and no promos.
Do we send units to reinforce? What should AB build?
We should have moved the spear last turn, oh well.
I say move both spear and axe southward and fort the axe on the hill. Yes, they're 3 turns out, but whatever. We can't give up that hill without a fight.
How many turns would it cost us to switch to slavery?
Also, the new worker needs to road to connect the stuff so we can trade the copper, and given the situation I favor another axe in AB we can switch out if they back off. Actually, I favor moving that axe southward and building a new one for MP.
We could also pull the axe off fog removal and ask Sarantium if they wouldn't mind moving one tile n or ne for us.
One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin You're wierd. - Krill
Originally posted by UnOrthOdOx
I say move both spear and axe southward and fort the axe on the hill. Yes, they're 3 turns out, but whatever. We can't give up that hill without a fight.
The axe can't move out this turn, hasn't been produced; we'll have to just send the spear. And I'm uncomfortable leaving FS and its worker unprotected; but I suppose the AB axe could reach it eventually, and FS can produce another axe.
Originally posted by UnOrthOdOx
How many turns would it cost us to switch to slavery?
I don't have the game up, but 1 turn should be it for a single civic switch.
Originally posted by UnOrthOdOx
Also, the new worker needs to road to connect the stuff so we can trade the copper, and given the situation I favor another axe in AB we can switch out if they back off. Actually, I favor moving that axe southward and building a new one for MP.
Under the circumstances, I think we don't have much other choice; much as I'd love more buildering.
Originally posted by UnOrthOdOx
We could also pull the axe off fog removal and ask Sarantium if they wouldn't mind moving one tile n or ne for us.
If AB is going to build another axe for itself, we should be covered on barbarians anyway. Wouldn't hurt to ask Sarantium about that though.
So I think we're looking at:
-Spear 6-3
-Axe on FoW duty 1
-Axe 2 of Foxtrot forts.
-Axe in AB 6-3
-AB builds axe
Also, if the Horde declares war, we'll have to be careful with our scout. With Sarantium exchanging screenshots and giving us pretty much the whole continent, shall we send it up the west coast? Seems like a good way of keeping it out of the way of the horde, and once it returns to our area it can free up a military unit from FOW duty etc. 8-9 this turn, then 7-8 seems like a good start.
We COULD move the axe 2 of foxtrot back and forfeit the hill should they choose to attack. As it stands, It'll take 1 archer out, maybe 2 (about 50% chance depending on how they attack).
By pulling it back, we preserve it for a counter strike, combined with a spear and 2 more axes in ~5 turns. By pulling back, however, we'ld face a 4.8 str archer on defense.
Either way works.
FYI:
I've got a bunch of catching up to do with reguards to posting Sarantium discussions but essentially (within the last 24 hours Ive had 2 chats and a dozen pms with them):
Sarantium is switching to alphabet/writing, we agree to supply them copper and exchange screenies when we get Iron. We'll hash out the precise tech point $ of copper later.
Sarantium will aid us however possible should the horde attack.
I told them I think we'll go after Metal Casting next, but wasn't sure. (think that's what we decided if Sarantium was going to do writing)
I promised a rough draft of a border deal typed up tomorrow.
One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin You're wierd. - Krill
Report
-Alpha Base finishes worker, starts Axeman
-New worker in AB 6-3 and road
-Axe on hill in front of Foxtrot fortifies.
-Scout 8, spots Sarantium scout, joins it 9 - Barbarian warrior!
-Spearman activated, moved 6-3
-Axe in the east 1
-Alpha Base axeman 6-3
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